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Functions394 in github.com/MeoMix/symbiants

Functioncamera_mouse_pan
( primary_window: Query<&Window, With<PrimaryWindow>>, mouse_buttons: Res<ButtonInput<MouseButton>>,
rendering/src/common/camera/pancam.rs:298
Functioncamera_mouse_zoom
( mut query: Query<( &PanCam, &mut OrthographicProjection, &mut Transform,
rendering/src/common/camera/pancam.rs:126
Functioncamera_touch_pan_zoom
NOTE: significant portions of this code are adapted from https://docs.rs/bevy_touch_camera/latest/bevy_touch_camera/ Significant changes have been mad
rendering/src/common/camera/pancam.rs:385
Methodcapture_seed
(&self, builder: SnapshotBuilder)
simulation/src/save/save_web.rs:227
Functioncheck_element_sprite_sheet_loaded
( element_sprite_sheet_handle: Res<ElementSpriteSheetHandle>, asset_server: Res<AssetServer>, mut
rendering/src/common/element/sprite_sheet.rs:27
Functioncheck_load_progress
TODO: This should live adjacent to the other AppState systems, but it requires knowledge of rendering - implying I need two separate states one for si
rendering/src/common/mod.rs:261
Functioncheck_story_over
( dead_ants_query: Query<&AntRole, With<Dead>>, mut next_app_state: ResMut<NextState<AppState>>, )
simulation/src/app_state.rs:41
Functioncleanup_ants
Remove resources, etc.
rendering/src/nest/ant/mod.rs:355
Functioncleanup_ants
Remove resources, etc.
rendering/src/crater/ant/mod.rs:333
Functioncleanup_background
Remove resources, etc.
rendering/src/nest/background/mod.rs:269
Functioncleanup_background
Remove resources, etc.
rendering/src/crater/background/mod.rs:31
Functioncleanup_elements
(mut commands: Commands)
rendering/src/common/element/mod.rs:271
Functioncleanup_nest_entrance
Remove resources, etc.
rendering/src/crater/nest_entrance/mod.rs:35
Functioncleanup_pheromones
Remove resources, etc.
rendering/src/common/pheromone/mod.rs:14
Functionclear_selection
(mut selected_entity: ResMut<SelectedEntity>)
rendering/src/common/selection.rs:12
Functiondecay_pheromone_strength
( mut pheromone_query: Query<(&mut PheromoneStrength, &Position, Entity), With<Z>>, mut commands: Comm
simulation/src/common/pheromone/mod.rs:154
Methoddefault
()
ui/src/story/breath_dialog.rs:21
Methoddefault
()
simulation/src/settings.rs:47
Methoddefault
()
simulation/src/story_time.rs:71
Methoddefault
()
rendering/src/common/camera/pancam.rs:351
Functiondelete_save_file
()
simulation/src/save/save_os.rs:10
Functiondelete_save_file
()
simulation/src/save/save_web.rs:169
Functiondespawn_common_entities
( selection_sprite_query: Query<Entity, With<SelectionSprite>>, mut commands: Commands, )
rendering/src/common/mod.rs:251
Functiondespawn_expired_emotes
( ant_view_query: Query<(Entity, &Emote), (With<AtNest>, With<AntSpriteContainer>)>, mut commands: Com
rendering/src/nest/ant/emote.rs:114
Functiondespawn_model
( model_query: Query<Entity, (With<Model>, With<Z>)>, mut commands: Commands, )
simulation/src/common/mod.rs:58
Functiondespawn_view
( view_query: Query<Entity, With<View>>, mut commands: Commands, )
rendering/src/common/mod.rs:59
Functiondespawn_view_by_model
TODO: It would be nice to make this template expectation tighter and only apply to entities stored in ModelViewEntityMap.
rendering/src/common/mod.rs:69
Functionevent_pan
( primary_window: Query<&Window, With<PrimaryWindow>>, mut query: Query<( &PanCam, &mu
rendering/src/common/camera/pancam.rs:258
Functionfood_emit_pheromone
( mut commands: Commands, query: Query<&Position, (With<Food>, With<AtCrater>)>, )
simulation/src/crater_simulation/crater/emit_pheromone.rs:26
Methodget_clockwise_position
(&self, position: &Position)
simulation/src/crater_simulation/ant/mod.rs:61
Methodget_counterclockwise_position
(&self, position: &Position)
simulation/src/crater_simulation/ant/mod.rs:72
Functiongravity_ants
Ants can have air below them and not fall into it (unlike sand) because they can cling to the sides of sand and dirt. However, if they are clinging to
simulation/src/nest_simulation/gravity.rs:124
Functiongravity_elements
( mut element_position_queries: ParamSet<( Query<&Position, (With<Element>, With<Unstable>, With<A
simulation/src/nest_simulation/gravity.rs:78
Functiongravity_mark_stable
Elements which were Unstable, but didn't move this frame, are marked Stable by removing their Unstable marker. FIXME: floating column of sand can resu
simulation/src/nest_simulation/gravity.rs:230
Functiongravity_mark_unstable
If an air gap appears on the grid (either through spawning or movement of air) then mark adjacent elements as unstable.
simulation/src/nest_simulation/gravity.rs:183
Functiongravity_set_stability
All Elements are expected to be marked as Stable or Unstable. Don't rely on just Added<Element> without multiple Without<> filters because that'll req
simulation/src/nest_simulation/gravity.rs:253
Functionhandle_pointer_tap
Map user input to simulation events which will be processed manually at the start of the next simulation run. This needs to occur because events aren'
rendering/src/common/pointer.rs:72
Functioninitialize_background_resources
(mut commands: Commands)
rendering/src/nest/background/mod.rs:264
Functioninitialize_common_resources
(mut commands: Commands)
rendering/src/common/mod.rs:238
Functioninitialize_element_resources
(mut commands: Commands)
rendering/src/common/element/mod.rs:267
Functioninitialize_external_event_resources
(mut commands: Commands)
simulation/src/external_event.rs:33
Functioninitialize_loading_resources
(mut commands: Commands)
simulation/src/common/mod.rs:81
Functioninitialize_loading_resources
(mut commands: Commands)
rendering/src/common/mod.rs:138
Functioninitialize_pheromone_resources
Called after creating a new story, or loading an existing story from storage. Creates a cache that maps positions to pheromone entities for quick look
simulation/src/common/pheromone/mod.rs:127
Functioninitialize_pheromone_resources
(mut commands: Commands)
rendering/src/common/pheromone/mod.rs:9
Functioninitialize_pointer_resources
(mut commands: Commands)
rendering/src/common/pointer.rs:56
Functioninitialize_save_resources
()
simulation/src/save/save_os.rs:17
Functioninitialize_save_resources
(mut commands: Commands)
simulation/src/save/save_web.rs:173
Functioninitialize_settings_resources
(mut commands: Commands)
simulation/src/settings.rs:102
Functioninitialize_story_time_resources
(mut commands: Commands)
simulation/src/story_time.rs:215
Functioninsert_crater_grid
( crater_query: Query<Entity, With<Crater>>, element_query: Query<(&mut Position, Entity), (With<Eleme
simulation/src/crater_simulation/crater/mod.rs:49
Functioninsert_element_exposure_map
( elements_query: Query<(Entity, &Position), (Without<Air>, With<Z>)>, mut commands: Commands, gri
rendering/src/common/element/mod.rs:235
Functioninsert_nest_grid
Called after creating a new story, or loading an existing story from storage. Creates a cache that maps positions to element entities for quick lookup
simulation/src/nest_simulation/nest/mod.rs:166
Functioninsert_pancam
( main_camera_query: Query<Entity, With<RenderingCamera>>, visible_grid: Res<VisibleGrid>, grid_qu
rendering/src/common/camera/mod.rs:87
Methodis_at_crater
(&self)
simulation/src/crater_simulation/crater/mod.rs:31
Methodis_at_nest
(&self)
simulation/src/crater_simulation/crater/mod.rs:27
Methodis_digesting
(&self)
simulation/src/common/ant/digestion.rs:32
Methodis_facing_south
(&self)
simulation/src/nest_simulation/ant/mod.rs:128
Functionis_pointer_captured
( mut is_pointer_captured: ResMut<IsPointerCaptured>, mut contexts: EguiContexts, )
ui/src/lib.rs:85
Methodkey
(&self)
simulation/src/save/save_web.rs:223
Functionload_save_file
(world: &mut World)
simulation/src/save/save_os.rs:12
Functionload_save_file
(world: &mut World)
simulation/src/save/save_web.rs:185
Functionmain
Bevy expects the assets directory to exist adjacent to the executable When debugging Linux builds in VSCode, the executable is in the debug directory
build.rs:8
Functionmain
()
src/main.rs:4
Functionmap_element_to_marker
Element entities are represented by their Element enum, but the value of this enum isn't Queryable. As such, map the Element enum into its values, rep
simulation/src/common/element/mod.rs:66
Methodmap_entities
(&mut self, entity_mapper: &mut M)
simulation/src/common/ant/mod.rs:83
Functionmark_crater_hidden
(mut visible_grid: ResMut<VisibleGrid>)
rendering/src/crater/mod.rs:136
Functionmark_crater_visible
( crater_query: Query<Entity, With<Crater>>, mut visible_grid: ResMut<VisibleGrid>, )
rendering/src/crater/mod.rs:129
Functionmark_nest_hidden
(mut visible_grid: ResMut<VisibleGrid>)
rendering/src/nest/mod.rs:176
Functionmark_nest_visible
( nest_query: Query<Entity, With<Nest>>, mut visible_grid: ResMut<VisibleGrid>, )
rendering/src/nest/mod.rs:169
Methodmul
(self, other: Self)
simulation/src/common/position.rs:83
Functionnest_entrance_emit_pheromone
TODO: This is all written very poorly for now, just prototyping.
simulation/src/crater_simulation/crater/emit_pheromone.rs:15
Methodnew
(readonly_model_query: &'q QueryState<Entity, PersistentModelQueryFilter>)
simulation/src/save/save_web.rs:209
Methodnew
(surface_level: isize)
simulation/src/nest_simulation/nest/mod.rs:41
Methodnew
(facing: NestFacing, angle: NestAngle)
simulation/src/nest_simulation/ant/mod.rs:92
Methodnew
(max_time_seconds: isize)
simulation/src/nest_simulation/ant/birthing.rs:28
Methodnew
(x: isize, y: isize)
simulation/src/common/position.rs:38
Methodnew
(element: Element, position: Position, zone: Z)
simulation/src/common/element/mod.rs:46
Methodnew
(width: isize, height: isize)
simulation/src/common/grid/mod.rs:16
Methodnew
( position: Position, color: AntColor, inventory: AntInventory, role: AntRole,
simulation/src/common/ant/mod.rs:38
Methodnew
(max_time_seconds: isize)
simulation/src/common/ant/hunger.rs:25
Methodnew
(max_time_seconds: isize)
simulation/src/common/ant/digestion.rs:20
Methodnew
(rng: &mut Mut<GlobalRng>)
simulation/src/common/ant/initiative.rs:15
Methodnew
(value: f32, max: f32)
simulation/src/common/pheromone/mod.rs:30
Methodnew
(emote_type: EmoteType, expires_at: isize)
rendering/src/nest/ant/emote.rs:28
Functionon_added_ant_at_crater
When an ant model gains AtCrater render an associated ant sprite. This handles the initial rendering of the ant sprite on load as well as when ants tr
rendering/src/crater/ant/mod.rs:40
Functionon_added_ant_at_nest
When an ant model gains AtNest render an associated ant sprite. This handles the initial rendering of the ant sprite on load as well as when ants tran
rendering/src/nest/ant/mod.rs:41
Functionon_added_ant_dead
( ant_model_query: Query<Entity, (Added<Dead>, With<AtNest>)>, ant_view_query: Query<&AntSpriteContain
rendering/src/nest/ant/mod.rs:321
Functionon_added_ant_dead
( ant_model_query: Query<Entity, (Added<Dead>, With<AtCrater>)>, ant_view_query: Query<&AntSpriteConta
rendering/src/crater/ant/mod.rs:299
Functionon_added_ant_emote
( mut ant_view_query: Query<(&Emote, &mut AntSpriteContainer), Added<Emote>>, mut commands: Commands,
rendering/src/nest/ant/emote.rs:73
Functionon_ant_ate_food
( mut ant_action_events: EventReader<AntAteFoodEvent>, mut commands: Commands, model_view_entity_m
rendering/src/nest/ant/emote.rs:139
Functionon_ant_wake_up
Despawn sleeping emote when ants wake up. It's possible they weren't showing an emote, so need to be a little careful.
rendering/src/nest/ant/emote.rs:185
Functionon_ants_add_dead
Force ants to drop, or despawn, their inventory upon death. TODO: It might be preferable to find an adjacent, available zone to move inventory to rath
simulation/src/common/ant/death.rs:13
Functionon_change_projection
( mut query: Query< ( &PanCam, &mut Transform, &mut Orthograph
rendering/src/common/camera/pancam.rs:52
Functionon_despawn
When a model is despawned its corresponding view should be despawned, too. If model is despawned when the Zone it's in isn't shown then there is no vi
rendering/src/common/mod.rs:109
Functionon_model_removed_zone
( mut removed: RemovedComponents<Z>, mut commands: Commands, grid_query: Query<&Grid, With<Z>>,
rendering/src/common/mod.rs:82
Functionon_removed_ant_emote
( mut removed: RemovedComponents<Emote>, mut ant_view_query: Query<&mut AntSpriteContainer>, mut c
rendering/src/nest/ant/emote.rs:44
Functionon_spawn_element
When an Element model is added to the simulation, render an associated Element sprite. This *only* handles the initial rendering of the Element sprite
rendering/src/common/element/mod.rs:73
Functionon_spawn_pheromone
( pheromone_query: Query< (Entity, &Position, &Pheromone, &PheromoneStrength), (Added<Pher
rendering/src/nest/pheromone/mod.rs:18
Functionon_spawn_pheromone
( pheromone_query: Query< (Entity, &Position, &Pheromone, &PheromoneStrength), (Added<Pher
rendering/src/crater/pheromone/mod.rs:16
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