Crate tato

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Macros§

  • Generates a new Enum type capable of indexing all Groups.
  • Generates a new Enum type capable of indexing all Palettes.
  • Generates a new Enum type capable of indexing all Tilesets.

Structs§

  • A collection of frames representing a single action animation (i.e. Idle, Run, etc.). To provide multiple anims to an entity, simply store multiple Anim structs somewhere and assign one of them to the entity.
  • Stores all tilesets and their associated data like Anims, Fonts and Tilemaps. Can be referenced by a Renderer to load only the tilesets you need at a time.
  • Provides a way for a tilemap to regenerate the bg “behind” a BgSprite (a moving element that writes to the tilemap)
  • Helps building up a byte array for serialization. Similar to Pool.
  • Allows an entity to specify a collision shape, a position offset and collision layer masking.
  • Contains details about a collision that occurred in the current frame.
  • Generated when checking for collisions, contains additional collider information like velocity and start position.
  • 8 bits per channel representation of an RGB color. Intended for framebuffer only, minimal size
  • 8 bits per channel representation of an RGBA color. Intended for palette generation preserving transparency information.
  • Contains the necessary structs to provide rendering and collisions
  • A key to the World slotmap containing entities.
  • A contiguous group of tiles representing text characters and numbers. Currently only supports 0 to 9, followed by ‘A’ to ‘Z’, upper case only.
  • The smallest part of an animation, contains tiles indices up to ANIM_TILES_PER_FRAME.
  • Allows writing pixels to a frame buffer.
  • A generic rectangular area.
  • Loads and stores fixed size tiles organized into tilesets that can be added and removed individually.
  • Simple ringbuffer with fast averaging and smoothing.
  • The smallest part of a Tilemap, contains a tile index and its flags.
  • Allows recovering the absolute Renderer index from a tile within a tileset.
  • A rectangular array of tiles that belong to a single Tileset. Also provides “BgBuffers” so that BgTiles can restore the BG contents they overwrite.
  • The main way to organize different tiles and their associated assets: Fonts, Anims and Tilemaps.
  • A generic 2D vector.
  • A World contains all necessary data to render and detect collisions on entities, including the tile Renderer and associated data like Tilemaps and Animations.

Enums§

Constants§

Traits§

Functions§