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github.com/MeoMix/symbiants
/ functions
Functions
394 in github.com/MeoMix/symbiants
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Functions
394
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Types & classes
132
Function
camera_mouse_pan
( primary_window: Query<&Window, With<PrimaryWindow>>, mouse_buttons: Res<ButtonInput<MouseButton>>,
rendering/src/common/camera/pancam.rs:298
Function
camera_mouse_zoom
( mut query: Query<( &PanCam, &mut OrthographicProjection, &mut Transform,
rendering/src/common/camera/pancam.rs:126
Function
camera_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
Method
capture_seed
(&self, builder: SnapshotBuilder)
simulation/src/save/save_web.rs:227
Function
check_element_sprite_sheet_loaded
( element_sprite_sheet_handle: Res<ElementSpriteSheetHandle>, asset_server: Res<AssetServer>, mut
rendering/src/common/element/sprite_sheet.rs:27
Function
check_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
Function
check_story_over
( dead_ants_query: Query<&AntRole, With<Dead>>, mut next_app_state: ResMut<NextState<AppState>>, )
simulation/src/app_state.rs:41
Function
cleanup_ants
Remove resources, etc.
rendering/src/nest/ant/mod.rs:355
Function
cleanup_ants
Remove resources, etc.
rendering/src/crater/ant/mod.rs:333
Function
cleanup_background
Remove resources, etc.
rendering/src/nest/background/mod.rs:269
Function
cleanup_background
Remove resources, etc.
rendering/src/crater/background/mod.rs:31
Function
cleanup_elements
(mut commands: Commands)
rendering/src/common/element/mod.rs:271
Function
cleanup_nest_entrance
Remove resources, etc.
rendering/src/crater/nest_entrance/mod.rs:35
Function
cleanup_pheromones
Remove resources, etc.
rendering/src/common/pheromone/mod.rs:14
Function
clear_selection
(mut selected_entity: ResMut<SelectedEntity>)
rendering/src/common/selection.rs:12
Function
decay_pheromone_strength
( mut pheromone_query: Query<(&mut PheromoneStrength, &Position, Entity), With<Z>>, mut commands: Comm
simulation/src/common/pheromone/mod.rs:154
Method
default
()
ui/src/story/breath_dialog.rs:21
Method
default
()
simulation/src/settings.rs:47
Method
default
()
simulation/src/story_time.rs:71
Method
default
()
rendering/src/common/camera/pancam.rs:351
Function
delete_save_file
()
simulation/src/save/save_os.rs:10
Function
delete_save_file
()
simulation/src/save/save_web.rs:169
Function
despawn_common_entities
( selection_sprite_query: Query<Entity, With<SelectionSprite>>, mut commands: Commands, )
rendering/src/common/mod.rs:251
Function
despawn_expired_emotes
( ant_view_query: Query<(Entity, &Emote), (With<AtNest>, With<AntSpriteContainer>)>, mut commands: Com
rendering/src/nest/ant/emote.rs:114
Function
despawn_model
( model_query: Query<Entity, (With<Model>, With<Z>)>, mut commands: Commands, )
simulation/src/common/mod.rs:58
Function
despawn_view
( view_query: Query<Entity, With<View>>, mut commands: Commands, )
rendering/src/common/mod.rs:59
Function
despawn_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
Function
event_pan
( primary_window: Query<&Window, With<PrimaryWindow>>, mut query: Query<( &PanCam, &mu
rendering/src/common/camera/pancam.rs:258
Function
food_emit_pheromone
( mut commands: Commands, query: Query<&Position, (With<Food>, With<AtCrater>)>, )
simulation/src/crater_simulation/crater/emit_pheromone.rs:26
Method
get_clockwise_position
(&self, position: &Position)
simulation/src/crater_simulation/ant/mod.rs:61
Method
get_counterclockwise_position
(&self, position: &Position)
simulation/src/crater_simulation/ant/mod.rs:72
Function
gravity_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
Function
gravity_elements
( mut element_position_queries: ParamSet<( Query<&Position, (With<Element>, With<Unstable>, With<A
simulation/src/nest_simulation/gravity.rs:78
Function
gravity_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
Function
gravity_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
Function
gravity_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
Function
handle_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
Function
initialize_background_resources
(mut commands: Commands)
rendering/src/nest/background/mod.rs:264
Function
initialize_common_resources
(mut commands: Commands)
rendering/src/common/mod.rs:238
Function
initialize_element_resources
(mut commands: Commands)
rendering/src/common/element/mod.rs:267
Function
initialize_external_event_resources
(mut commands: Commands)
simulation/src/external_event.rs:33
Function
initialize_loading_resources
(mut commands: Commands)
simulation/src/common/mod.rs:81
Function
initialize_loading_resources
(mut commands: Commands)
rendering/src/common/mod.rs:138
Function
initialize_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
Function
initialize_pheromone_resources
(mut commands: Commands)
rendering/src/common/pheromone/mod.rs:9
Function
initialize_pointer_resources
(mut commands: Commands)
rendering/src/common/pointer.rs:56
Function
initialize_save_resources
()
simulation/src/save/save_os.rs:17
Function
initialize_save_resources
(mut commands: Commands)
simulation/src/save/save_web.rs:173
Function
initialize_settings_resources
(mut commands: Commands)
simulation/src/settings.rs:102
Function
initialize_story_time_resources
(mut commands: Commands)
simulation/src/story_time.rs:215
Function
insert_crater_grid
( crater_query: Query<Entity, With<Crater>>, element_query: Query<(&mut Position, Entity), (With<Eleme
simulation/src/crater_simulation/crater/mod.rs:49
Function
insert_element_exposure_map
( elements_query: Query<(Entity, &Position), (Without<Air>, With<Z>)>, mut commands: Commands, gri
rendering/src/common/element/mod.rs:235
Function
insert_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
Function
insert_pancam
( main_camera_query: Query<Entity, With<RenderingCamera>>, visible_grid: Res<VisibleGrid>, grid_qu
rendering/src/common/camera/mod.rs:87
Method
is_at_crater
(&self)
simulation/src/crater_simulation/crater/mod.rs:31
Method
is_at_nest
(&self)
simulation/src/crater_simulation/crater/mod.rs:27
Method
is_digesting
(&self)
simulation/src/common/ant/digestion.rs:32
Method
is_facing_south
(&self)
simulation/src/nest_simulation/ant/mod.rs:128
Function
is_pointer_captured
( mut is_pointer_captured: ResMut<IsPointerCaptured>, mut contexts: EguiContexts, )
ui/src/lib.rs:85
Method
key
(&self)
simulation/src/save/save_web.rs:223
Function
load_save_file
(world: &mut World)
simulation/src/save/save_os.rs:12
Function
load_save_file
(world: &mut World)
simulation/src/save/save_web.rs:185
Function
main
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
Function
main
()
src/main.rs:4
Function
map_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
Method
map_entities
(&mut self, entity_mapper: &mut M)
simulation/src/common/ant/mod.rs:83
Function
mark_crater_hidden
(mut visible_grid: ResMut<VisibleGrid>)
rendering/src/crater/mod.rs:136
Function
mark_crater_visible
( crater_query: Query<Entity, With<Crater>>, mut visible_grid: ResMut<VisibleGrid>, )
rendering/src/crater/mod.rs:129
Function
mark_nest_hidden
(mut visible_grid: ResMut<VisibleGrid>)
rendering/src/nest/mod.rs:176
Function
mark_nest_visible
( nest_query: Query<Entity, With<Nest>>, mut visible_grid: ResMut<VisibleGrid>, )
rendering/src/nest/mod.rs:169
Method
mul
(self, other: Self)
simulation/src/common/position.rs:83
Function
nest_entrance_emit_pheromone
TODO: This is all written very poorly for now, just prototyping.
simulation/src/crater_simulation/crater/emit_pheromone.rs:15
Method
new
(readonly_model_query: &'q QueryState<Entity, PersistentModelQueryFilter>)
simulation/src/save/save_web.rs:209
Method
new
(surface_level: isize)
simulation/src/nest_simulation/nest/mod.rs:41
Method
new
(facing: NestFacing, angle: NestAngle)
simulation/src/nest_simulation/ant/mod.rs:92
Method
new
(max_time_seconds: isize)
simulation/src/nest_simulation/ant/birthing.rs:28
Method
new
(x: isize, y: isize)
simulation/src/common/position.rs:38
Method
new
(element: Element, position: Position, zone: Z)
simulation/src/common/element/mod.rs:46
Method
new
(width: isize, height: isize)
simulation/src/common/grid/mod.rs:16
Method
new
( position: Position, color: AntColor, inventory: AntInventory, role: AntRole,
simulation/src/common/ant/mod.rs:38
Method
new
(max_time_seconds: isize)
simulation/src/common/ant/hunger.rs:25
Method
new
(max_time_seconds: isize)
simulation/src/common/ant/digestion.rs:20
Method
new
(rng: &mut Mut<GlobalRng>)
simulation/src/common/ant/initiative.rs:15
Method
new
(value: f32, max: f32)
simulation/src/common/pheromone/mod.rs:30
Method
new
(emote_type: EmoteType, expires_at: isize)
rendering/src/nest/ant/emote.rs:28
Function
on_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
Function
on_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
Function
on_added_ant_dead
( ant_model_query: Query<Entity, (Added<Dead>, With<AtNest>)>, ant_view_query: Query<&AntSpriteContain
rendering/src/nest/ant/mod.rs:321
Function
on_added_ant_dead
( ant_model_query: Query<Entity, (Added<Dead>, With<AtCrater>)>, ant_view_query: Query<&AntSpriteConta
rendering/src/crater/ant/mod.rs:299
Function
on_added_ant_emote
( mut ant_view_query: Query<(&Emote, &mut AntSpriteContainer), Added<Emote>>, mut commands: Commands,
rendering/src/nest/ant/emote.rs:73
Function
on_ant_ate_food
( mut ant_action_events: EventReader<AntAteFoodEvent>, mut commands: Commands, model_view_entity_m
rendering/src/nest/ant/emote.rs:139
Function
on_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
Function
on_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
Function
on_change_projection
( mut query: Query< ( &PanCam, &mut Transform, &mut Orthograph
rendering/src/common/camera/pancam.rs:52
Function
on_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
Function
on_model_removed_zone
( mut removed: RemovedComponents<Z>, mut commands: Commands, grid_query: Query<&Grid, With<Z>>,
rendering/src/common/mod.rs:82
Function
on_removed_ant_emote
( mut removed: RemovedComponents<Emote>, mut ant_view_query: Query<&mut AntSpriteContainer>, mut c
rendering/src/nest/ant/emote.rs:44
Function
on_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
Function
on_spawn_pheromone
( pheromone_query: Query< (Entity, &Position, &Pheromone, &PheromoneStrength), (Added<Pher
rendering/src/nest/pheromone/mod.rs:18
Function
on_spawn_pheromone
( pheromone_query: Query< (Entity, &Position, &Pheromone, &PheromoneStrength), (Added<Pher
rendering/src/crater/pheromone/mod.rs:16
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