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Functions394 in github.com/MeoMix/symbiants

Functionon_update_ant_color
( // TODO: Prefer not needing to exclude Dead here? ant_model_query: Query<(Entity, Ref<AntColor>), (W
rendering/src/nest/ant/mod.rs:253
Functionon_update_ant_inventory
When an Ant model picks up or sets down an inventory item (i.e. an Element), its view needs to be updated to reflect the change. CAREFUL: Simulation
rendering/src/nest/ant/mod.rs:159
Functionon_update_ant_inventory
When an Ant model picks up or sets down an inventory item (i.e. an Element), its view needs to be updated to reflect the change. CAREFUL: Simulation
rendering/src/crater/ant/mod.rs:151
Functionon_update_ant_orientation
( ant_model_query: Query<(Entity, Ref<NestOrientation>), With<AtNest>>, ant_view_query: Query<&AntSpri
rendering/src/nest/ant/mod.rs:287
Functionon_update_ant_orientation
( ant_model_query: Query<(Entity, Ref<CraterOrientation>, Option<&Dead>), With<AtCrater>>, ant_view_qu
rendering/src/crater/ant/mod.rs:254
Functionon_update_ant_position
When an Ant model moves, its corresponding view needs to be updated. This affects the translation of the SpatialBundle wrapping the AntSprite. This al
rendering/src/nest/ant/mod.rs:221
Functionon_update_ant_position
When an Ant model moves, its corresponding view needs to be updated. This affects the translation of the SpatialBundle wrapping the AntSprite. This al
rendering/src/crater/ant/mod.rs:222
Functionon_update_element_position
When an Element model has its Position updated, reflect the change in Position by updating the Translation on its associated view. Update TileStorage
rendering/src/common/element/mod.rs:153
Functionon_update_pheromone_strength
( pheromone_model_query: Query<(Entity, &Pheromone, Ref<PheromoneStrength>), With<AtNest>>, mut sprite
rendering/src/nest/pheromone/mod.rs:77
Functionon_update_pheromone_strength
( pheromone_model_query: Query<(Entity, &Pheromone, Ref<PheromoneStrength>), With<AtCrater>>, mut spri
rendering/src/crater/pheromone/mod.rs:78
Functionon_update_pheromone_visibility
TODO: Instead of toggling visibility, I think it would make more sense to despawn/spawn the pheromone renderings. This would reduce the number of enti
rendering/src/common/pheromone/mod.rs:20
Functionon_update_selected
When Selection is added to a component, decorate that component with a white outline sprite.
rendering/src/common/selection.rs:17
Functionon_update_selected_position
( selected_entity: Res<SelectedEntity>, entity_position_query: Query<&Position, Changed<Position>>,
rendering/src/common/selection.rs:72
Functionpluralize
(value: isize)
ui/src/story/loading_dialog.rs:75
Functionpluralize
(value: isize)
ui/src/story/breath_dialog.rs:211
Functionpost_setup_clear_change_detection
(mut next_app_state: ResMut<NextState<AppState>>)
simulation/src/app_state.rs:33
Functionprocess_element_exposure_changed_events
( mut element_exposure_changed_events: ResMut<Events<ElementExposureChangedEvent>>, element_query: Que
rendering/src/common/element/mod.rs:194
Functionprocess_external_event
Process user input events at the start of the FixedUpdate simulation loop. Need to process them manually because they'd be cleared at the end of the n
simulation/src/external_event.rs:47
Methodrandom
(rng: &mut Mut<GlobalRng>)
simulation/src/nest_simulation/ant/mod.rs:43
Methodrandom
(rng: &mut Mut<GlobalRng>)
simulation/src/common/ant/mod.rs:69
Methodrandom
(rng: &mut Mut<GlobalRng>)
simulation/src/crater_simulation/ant/mod.rs:43
Functionregister_ant
(app_type_registry: ResMut<AppTypeRegistry>)
simulation/src/nest_simulation/ant/mod.rs:21
Functionregister_ant
(app_type_registry: ResMut<AppTypeRegistry>)
simulation/src/common/ant/mod.rs:132
Functionregister_ant
(app_type_registry: ResMut<AppTypeRegistry>)
simulation/src/crater_simulation/ant/mod.rs:15
Functionregister_birthing
(app_type_registry: ResMut<AppTypeRegistry>)
simulation/src/nest_simulation/ant/birthing.rs:56
Functionregister_common
(app_type_registry: ResMut<AppTypeRegistry>)
simulation/src/common/mod.rs:52
Functionregister_crater
(app_type_registry: ResMut<AppTypeRegistry>)
simulation/src/crater_simulation/crater/mod.rs:40
Functionregister_element
(app_type_registry: ResMut<AppTypeRegistry>)
simulation/src/common/element/mod.rs:55
Functionregister_gravity
(app_type_registry: ResMut<AppTypeRegistry>)
simulation/src/nest_simulation/gravity.rs:28
Functionregister_nest
(app_type_registry: ResMut<AppTypeRegistry>)
simulation/src/nest_simulation/nest/mod.rs:58
Functionregister_nesting
(app_type_registry: ResMut<AppTypeRegistry>)
simulation/src/nest_simulation/ant/nesting.rs:32
Functionregister_pheromone
Note the intentional omission of PheromoneMap. It would be wasteful to persist because it's able to be trivially regenerated at runtime.
simulation/src/common/pheromone/mod.rs:117
Functionregister_settings
(app_type_registry: ResMut<AppTypeRegistry>)
simulation/src/settings.rs:97
Functionregister_story_time
(app_type_registry: ResMut<AppTypeRegistry>)
simulation/src/story_time.rs:210
Functionremove_common_resources
(mut commands: Commands)
rendering/src/common/mod.rs:244
Functionremove_element_exposure_map
( mut commands: Commands, mut element_exposure_changed_events: ResMut<Events<ElementExposureChangedEve
rendering/src/common/element/mod.rs:258
Functionremove_external_event_resources
(mut commands: Commands)
simulation/src/external_event.rs:39
Functionremove_loading_resources
(mut commands: Commands)
simulation/src/common/mod.rs:85
Functionremove_loading_resources
(mut commands: Commands)
rendering/src/common/mod.rs:142
Functionremove_pheromone_resources
(mut commands: Commands)
simulation/src/common/pheromone/mod.rs:150
Functionremove_pointer_resources
(mut commands: Commands)
rendering/src/common/pointer.rs:62
Functionremove_save_resources
()
simulation/src/save/save_os.rs:19
Functionremove_save_resources
(mut commands: Commands)
simulation/src/save/save_web.rs:179
Functionremove_settings_resources
(mut commands: Commands)
simulation/src/settings.rs:106
Functionremove_story_time_resources
(mut commands: Commands)
simulation/src/story_time.rs:225
Functionrestart
( mut next_app_state: ResMut<NextState<AppState>>, mut next_story_playback_state: ResMut<NextState<Sto
simulation/src/app_state.rs:25
Functionsave
()
simulation/src/save/save_os.rs:4
Functionsave
Provide an opportunity to write world state to disk. This system does not run every time because saving is costly, but it does run periodically, rathe
simulation/src/save/save_web.rs:52
Methodsave
(&self, _key: &str, _value: &T)
simulation/src/save/save_web.rs:240
Functionscale_projection
Keep in mind that window.width() doesn't fit the viewport until `fit_canvas_to_parent: true` resizes the <canvas />
rendering/src/common/camera/mod.rs:57
Functionset_rate_of_time
Control whether the app runs at the default or fast tick rate. Checks if SimulationTime is showing a time de-sync and adjusts tick rate to compensate.
simulation/src/story_time.rs:281
Functionset_theme
This themeing isn't good by any means, but it serves as an example for how to adjust it further. It would be nice to have it look much more like Mater
ui/src/lib.rs:33
Functionset_visible_grid_state_nest
( mut next_visible_grid_state: ResMut<NextState<VisibleGridState>>, )
rendering/src/common/visible_grid.rs:55
Functionset_visible_grid_state_none
( mut next_visible_grid_state: ResMut<NextState<VisibleGridState>>, )
rendering/src/common/visible_grid.rs:49
Functionsetup
(mut commands: Commands)
rendering/src/common/camera/mod.rs:135
Functionsetup_action_menu
(mut commands: Commands)
ui/src/story/action_menu.rs:17
Functionsetup_story_time
On startup, determine how much real-world time has passed since the last time the app ran, record this value into SimulationTime, and anticipate furth
simulation/src/story_time.rs:238
Functionspawn_ants
When user switches to a different scene (Nest->Crater) all Nest views are despawned. Thus, when switching back to Nest, all Ants need to be redrawn on
rendering/src/nest/ant/mod.rs:101
Functionspawn_ants
When user switches to a different scene (Crater->Nest) all Crater views are despawned. Thus, when switching back to Crater, all Ants need to be redraw
rendering/src/crater/ant/mod.rs:95
Functionspawn_background
Spawn non-interactive background (sky blue / tunnel brown)
rendering/src/nest/background/mod.rs:174
Functionspawn_background
(mut commands: Commands, crater_query: Query<&Grid, With<Crater>>)
rendering/src/crater/background/mod.rs:10
Functionspawn_background_tilemap
(mut commands: Commands, nest_query: Query<&Grid, With<Nest>>)
rendering/src/nest/background/mod.rs:144
Functionspawn_crater
(mut commands: Commands)
simulation/src/crater_simulation/crater/mod.rs:45
Functionspawn_crater_ants
( settings: Res<Settings>, mut rng: ResMut<GlobalRng>, mut commands: Commands, )
simulation/src/crater_simulation/crater/mod.rs:152
Functionspawn_crater_elements
Creates a new grid of Elements. The grid is densley populated. Note the intentional omission of calling `commands.spawn_element`. This is because `spa
simulation/src/crater_simulation/crater/mod.rs:76
Functionspawn_crater_nest
()
simulation/src/crater_simulation/crater/mod.rs:196
Methodspawn_element
(&mut self, position: Position, element: Element, zone: Z)
simulation/src/common/element/commands.rs:48
Functionspawn_element_tilemap
( element_sprite_sheet_handle: Res<ElementSpriteSheetHandle>, mut commands: Commands, )
rendering/src/common/element/mod.rs:46
Functionspawn_elements
When user switches to a different scene (Nest->Crater) all Nest views are despawned. Thus, when switching back to Nest, all Elements need to be redraw
rendering/src/common/element/mod.rs:122
Functionspawn_nest
(settings: Res<Settings>, mut commands: Commands)
simulation/src/nest_simulation/nest/mod.rs:63
Functionspawn_nest_ants
( nest_query: Query<&Nest>, settings: Res<Settings>, mut rng: ResMut<GlobalRng>, mut commands:
simulation/src/nest_simulation/nest/mod.rs:98
Functionspawn_nest_elements
Creates a new grid of Elements. The grid is densley populated. Note the intentional omission of calling `commands.spawn_element`. This is because `spa
simulation/src/nest_simulation/nest/mod.rs:78
Functionspawn_nest_entrance
( mut commands: Commands, settings: Res<Settings>, grid_query: Query<&Grid, With<AtCrater>>, )
rendering/src/crater/nest_entrance/mod.rs:13
Functionspawn_pheromones
( pheromone_model_query: Query<(Entity, &Position, &Pheromone, &PheromoneStrength), With<AtNest>>, phe
rendering/src/nest/pheromone/mod.rs:53
Functionspawn_pheromones
( pheromone_model_query: Query< (Entity, &Position, &Pheromone, &PheromoneStrength), With<
rendering/src/crater/pheromone/mod.rs:51
Functionstart_load_element_sprite_sheet
( asset_server: Res<AssetServer>, mut commands: Commands, mut rendering_load_progress: ResMut<Rend
rendering/src/common/element/sprite_sheet.rs:15
Methodsub
(self, other: Self)
simulation/src/common/position.rs:72
Functionteardown_action_menu
(mut commands: Commands)
ui/src/story/action_menu.rs:21
Functionunbind_save_onbeforeunload
()
simulation/src/save/save_os.rs:8
Functionunbind_save_onbeforeunload
()
simulation/src/save/save_web.rs:154
Functionupdate_action_menu
( mut contexts: EguiContexts, mut pointer_action: ResMut<PointerAction>, mut is_showing_breath_dia
ui/src/story/action_menu.rs:25
Functionupdate_breath_dialog
( mut contexts: EguiContexts, mut is_showing_breath_dialog: ResMut<IsShowingBreathDialog>, ant_que
ui/src/story/breath_dialog.rs:27
Functionupdate_element_exposure_map
TODO: Feel like it would be more clear to run this by relying on RemovedComponents + Changed and excluding Air. Eagerly calculate which sides of a giv
rendering/src/common/element/mod.rs:313
Functionupdate_info_window
( mut contexts: EguiContexts, ant_query: Query<(&AntRole, &Hunger, Option<&Birthing>), Without<Dead>>,
ui/src/story/info_panel.rs:13
Functionupdate_loading_dialog
( mut contexts: EguiContexts, fast_forward_pending_ticks: Res<FastForwardPendingTicks>, ticks_per_
ui/src/story/loading_dialog.rs:12
Functionupdate_main_menu
( mut contexts: EguiContexts, mut next_app_state: ResMut<NextState<AppState>>, )
ui/src/main_menu/mod.rs:20
Functionupdate_selection_menu
( mut contexts: EguiContexts, primary_window_query: Query<&Window, With<PrimaryWindow>>, selected_
ui/src/story/selection_menu.rs:23
Functionupdate_settings_menu
( mut contexts: EguiContexts, primary_window_query: Query<&Window, With<PrimaryWindow>>, mut next_
ui/src/story/settings_menu.rs:15
Functionupdate_sky_background
( mut sky_tile_query: Query<(&mut TileColor, &Position), With<SkyBackground>>, mut last_update_sky: Re
rendering/src/nest/background/mod.rs:97
Functionupdate_story_elapsed_ticks
Track in-game time by counting elapsed ticks.
simulation/src/story_time.rs:332
Functionupdate_story_over_dialog
( mut contexts: EguiContexts, mut next_app_state: ResMut<NextState<AppState>>, )
ui/src/story/story_over_dialog.rs:9
Functionupdate_story_real_world_time
Track real-world time to be able to derive how much time elapsed while app was closed. Keep this updated, rather than capture JIT, because running Bev
simulation/src/story_time.rs:327
Functionupdate_time_scale
( mut fixed_time: ResMut<Time<Fixed>>, ticks_per_second: Res<TicksPerSecond>, story_playback_state
simulation/src/story_time.rs:336
Functionwindow_resize
Keep in mind that window_resize fires on load due to `fit_canvas_to_parent: true` resizing the <canvas />
rendering/src/common/camera/mod.rs:25
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