pub struct Game<S: Resource + Send + Sync + 'static> { /* private fields */ }Expand description
A Game represents the entire game and its data.
By default the game will spawn an empty window, and exit upon Esc or closing of the window.
Under the hood, Rusty Engine syncs the game data to Bevy to power
most of the underlying functionality.
Game forwards method calls to Engine when it can, so you should be able to use all
of the methods from Engine on Game during your game setup in your main() function.
Implementations§
Source§impl<S: Resource + Send + Sync + 'static> Game<S>
impl<S: Resource + Send + Sync + 'static> Game<S>
Sourcepub fn window_settings(&mut self, window: Window) -> &mut Self
pub fn window_settings(&mut self, window: Window) -> &mut Self
Use this to set properties of the native OS window before running the game. See the window example for more information.
Sourcepub fn add_logic(&mut self, logic_function: fn(&mut Engine, &mut S))
pub fn add_logic(&mut self, logic_function: fn(&mut Engine, &mut S))
logic_function is a function or closure that takes two parameters and returns nothing:
engine: &mut Enginegame_state, which is a mutable reference (&mut) to the game state struct you defined, or&mut ()if you didn’t define one.
Methods from Deref<Target = Engine>§
Sourcepub fn add_sprite<T: Into<String>, P: Into<PathBuf>>(
&mut self,
label: T,
file_or_preset: P,
) -> &mut Sprite
pub fn add_sprite<T: Into<String>, P: Into<PathBuf>>( &mut self, label: T, file_or_preset: P, ) -> &mut Sprite
Create and add a Sprite to the game. Use the &mut Sprite that is returned to adjust
the translation, rotation, etc. Use a unique label for each sprite. Attempting to add two
sprites with the same label will cause a crash.
Trait Implementations§
Auto Trait Implementations§
impl<S> !Freeze for Game<S>
impl<S> !RefUnwindSafe for Game<S>
impl<S> !Send for Game<S>
impl<S> !Sync for Game<S>
impl<S> Unpin for Game<S>
impl<S> !UnwindSafe for Game<S>
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Source§impl<T, U> AsBindGroupShaderType<U> for T
impl<T, U> AsBindGroupShaderType<U> for T
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