pub enum SpritePreset {
Show 20 variants RacingBarrelBlue, RacingBarrelRed, RacingBarrierRed, RacingBarrierWhite, RacingCarBlack, RacingCarBlue, RacingCarGreen, RacingCarRed, RacingCarYellow, RacingConeStraight, RollingBallBlue, RollingBallBlueAlt, RollingBallRed, RollingBallRedAlt, RollingBlockCorner, RollingBlockNarrow, RollingBlockSmall, RollingBlockSquare, RollingHoleEnd, RollingHoleStart,
}
Expand description

Sprite presets using the asset pack all have colliders

Variants§

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RacingBarrelBlue

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RacingBarrelRed

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RacingBarrierRed

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RacingBarrierWhite

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RacingCarBlack

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RacingCarBlue

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RacingCarGreen

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RacingCarRed

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RacingCarYellow

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RacingConeStraight

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RollingBallBlue

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RollingBallBlueAlt

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RollingBallRed

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RollingBallRedAlt

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RollingBlockCorner

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RollingBlockNarrow

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RollingBlockSmall

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RollingBlockSquare

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RollingHoleEnd

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RollingHoleStart

Implementations§

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impl SpritePreset

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pub fn filepath(&self) -> PathBuf

Retrieve the asset filepath. You probably won’t need to call this method, since the methods which create Sprites will accept SpritePresets and call this method via the impl From<SpritePreset> for PathBuf implementation.

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pub fn variant_iter() -> IntoIter<SpritePreset, 20>

An iterator that iterates through presets. Mostly useful for things like level builders when you want to be able to rotate something through each preset.

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pub fn next(&self) -> SpritePreset

Just get the next sprite preset in the list, without dealing with an iterator

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pub fn prev(&self) -> SpritePreset

Just get the previous sprite preset in the list, without dealing with an iterator

Trait Implementations§

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impl Clone for SpritePreset

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fn clone(&self) -> SpritePreset

Returns a copy of the value. Read more
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fn clone_from(&mut self, source: &Self)

Performs copy-assignment from source. Read more
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impl Debug for SpritePreset

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fn fmt(&self, f: &mut Formatter<'_>) -> Result

Formats the value using the given formatter. Read more
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impl From<SpritePreset> for PathBuf

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fn from(sprite_preset: SpritePreset) -> Self

Converts to this type from the input type.
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impl PartialEq for SpritePreset

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fn eq(&self, other: &SpritePreset) -> bool

This method tests for self and other values to be equal, and is used by ==.
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fn ne(&self, other: &Rhs) -> bool

This method tests for !=. The default implementation is almost always sufficient, and should not be overridden without very good reason.
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impl Copy for SpritePreset

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impl Eq for SpritePreset

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impl StructuralEq for SpritePreset

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impl StructuralPartialEq for SpritePreset

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Gets the TypeId of self. Read more
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where U: ShaderType, &'a T: for<'a> Into<U>,

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fn as_bind_group_shader_type(&self, _images: &RenderAssets<Image>) -> U

Return the T [ShaderType] for self. When used in [AsBindGroup] derives, it is safe to assume that all images in self exist.
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fn equivalent(&self, key: &K) -> bool

Compare self to key and return true if they are equal.
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