[−][src]Struct wasm_game_lib::graphics::sprite::Sprite
Use a Sprite for an object on your game which can move.
Example
use wasm_game_lib::graphics::image::Image; use wasm_game_lib::graphics::sprite::Sprite; // load a texture from the web let ferris_texture = Image::load("https://rustacean.net/assets/cuddlyferris.svg").await.unwrap(); // create a sprite let ferris = Sprite::<u32>::new((0,0), &ferris_texture, (0,0)); // draw the sprite on a canvas canvas.draw(&ferris);
Fields
texture: &'a Image
The texture of the Sprite
coords: (T, T)
Where the Sprite is located on the screen
origin: (T, T)
The point on the texture which is considered as the center of the Sprite. The coordinates of this point must be relative to the top-left corner of the object.
Methods
impl<'a, T: Into<f64> + Copy + AddAssign> Sprite<'a, T>
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pub fn new(coords: (T, T), texture: &Image, origin: (T, T)) -> Sprite<T>
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Create a new Sprite.
Example
use wasm_game_lib::graphics::image::Image; use wasm_game_lib::graphics::sprite::Sprite; // load a texture from the web let ferris_texture = Image::load("https://rustacean.net/assets/cuddlyferris.svg").await.unwrap(); // create a sprite let ferris = Sprite::<u32>::new((0,0), &ferris_texture, (0,0));
pub fn set_origin(&mut self, origin: (T, T))
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Set the origin. The origin is the point on the texture which is considered as the center of the Sprite. The coordinates of this point must be relative to the top-left corner of the object.
pub fn get_origin(&self) -> (T, T)
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Return the origin. The origin is the point on the texture which is considered as the center of the Sprite. The coordinates of this point must be relative to the top-left corner of the object.
pub fn get_texture(&self) -> &Image
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Return the texture.
pub fn set_texture(&mut self, texture: &'a Image)
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Set the texture
pub fn set_x(&mut self, x: T)
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Set the x coordinate.
pub fn set_y(&mut self, y: T)
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Set the y coordinate.
pub fn set_coords(&mut self, coords: (T, T))
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Set the coordinates.
pub fn get_x(&mut self) -> T
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Return the x coordinate.
pub fn get_y(&mut self) -> T
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Return the y coordinate.
pub fn get_coords(&mut self) -> (T, T)
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Return the coordinates.
pub fn move_by(&mut self, movement: (T, T))
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Add a value to the actual coordinates.
Example
use wasm_game_lib::graphics::image::Image; use wasm_game_lib::graphics::sprite::Sprite; // move a sprite one pixel right and two pixels down. sprite.move_by((1,2));
Trait Implementations
impl<'a, T: Into<f64> + Copy + AddAssign> Drawable for Sprite<'a, T>
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fn draw_on_canvas(&self, canvas: &mut Canvas)
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Auto Trait Implementations
impl<'a, T> RefUnwindSafe for Sprite<'a, T> where
T: RefUnwindSafe,
T: RefUnwindSafe,
impl<'a, T> !Send for Sprite<'a, T>
impl<'a, T> !Sync for Sprite<'a, T>
impl<'a, T> Unpin for Sprite<'a, T> where
T: Unpin,
T: Unpin,
impl<'a, T> UnwindSafe for Sprite<'a, T> where
T: UnwindSafe,
T: UnwindSafe,
Blanket Implementations
impl<T> Any for T where
T: 'static + ?Sized,
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T: 'static + ?Sized,
impl<T> Borrow<T> for T where
T: ?Sized,
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T: ?Sized,
impl<T> BorrowMut<T> for T where
T: ?Sized,
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T: ?Sized,
fn borrow_mut(&mut self) -> &mut T
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impl<T> From<T> for T
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impl<T, U> Into<U> for T where
U: From<T>,
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U: From<T>,
impl<T, U> TryFrom<U> for T where
U: Into<T>,
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U: Into<T>,
type Error = Infallible
The type returned in the event of a conversion error.
fn try_from(value: U) -> Result<T, <T as TryFrom<U>>::Error>
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impl<T, U> TryInto<U> for T where
U: TryFrom<T>,
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U: TryFrom<T>,