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github.com/ShamylZakariya/Platformer
/ functions
Functions
612 in github.com/ShamylZakariya/Platformer
⨍
Functions
612
◇
Types & classes
98
↓ 48 callers
Method
context
(&self)
src/state/debug_overlay.rs:28
↓ 23 callers
Method
iter
()
src/entities/util.rs:139
↓ 21 callers
Method
set_model_position
(&mut self, position: Point3<f32>)
src/sprite/rendering.rs:178
↓ 14 callers
Method
broadcast
Sends a message to every active Entity, as well as the GameState
src/event_dispatch.rs:42
↓ 14 callers
Method
get_property
(&self, name: &str)
src/tileset.rs:64
↓ 14 callers
Method
hash
(&self, state: &mut H)
src/collision.rs:337
↓ 14 callers
Method
position
(&self)
src/entities/bat.rs:161
↓ 12 callers
Method
draw
( &'a self, render_pass: &mut wgpu::RenderPass<'a>, material: &'a Material, ca
src/sprite/rendering.rs:428
↓ 12 callers
Method
process_potential_collision_with
If the sprite contacts our player's bounds, inserts into contacting_sprites, otherwise inserts into overlapping_sprites (which are useful for debuggin
src/entities/firebrand.rs:1388
↓ 12 callers
Method
write
(&self, queue: &mut wgpu::Queue)
src/util.rs:160
↓ 11 callers
Method
add_collider
(&mut self, collider: Collider)
src/collision.rs:720
↓ 11 callers
Method
set_stance
(&mut self, new_stance: Stance)
src/entities/firebrand.rs:1021
↓ 10 callers
Method
bounds
(&self)
src/entities/fireball.rs:198
↓ 9 callers
Method
set_pixels_per_unit
(&mut self, pixels_per_unit: Vector2<f32>)
src/state/lcd_filter.rs:128
↓ 8 callers
Method
bottom
(&self)
src/sprite/core.rs:143
↓ 8 callers
Method
entity_to_global
Sends a message to every active Entity, as well as the GameState
src/event_dispatch.rs:47
↓ 8 callers
Method
get_sprite_size
Returns the size of a sprite tile
src/tileset.rs:275
↓ 8 callers
Method
play_sound
(&mut self, sound: Sounds)
src/audio.rs:224
↓ 8 callers
Method
set_color
(&mut self, color: Vector4<f32>)
src/sprite/rendering.rs:173
↓ 8 callers
Method
set_palette_shift
MARK: Public
src/state/game_ui.rs:472
↓ 8 callers
Function
test_containment
(mut collider: Collider)
src/collision.rs:1308
↓ 8 callers
Method
window
(&self)
src/state/app_state.rs:106
↓ 7 callers
Method
generate_sprites
Generates a vector of Sprite for the contents of the specified layer
src/map.rs:595
↓ 7 callers
Method
get_collider_at
(&self, point: Point2<i32>, mask: u32)
src/collision.rs:811
↓ 7 callers
Method
intersects_rect
Returns true if this Sprite overlaps the described rect with lower/left origin and extent and inset. Inset: The amount to inset the test rect contact:
src/collision.rs:543
↓ 7 callers
Method
left
(&self)
src/collision.rs:619
↓ 7 callers
Method
request_add_entity
Request that the provided entity be added to the GameState at the next update. Returns the entity_id of the entity if it's already been initialized, o
src/state/game_state.rs:1054
↓ 7 callers
Method
scale
(&self)
src/camera.rs:123
↓ 7 callers
Method
set_sprite_scale
(&mut self, sprite_scale: Vector2<f32>)
src/sprite/rendering.rs:188
↓ 7 callers
Method
update_collider_position
(&mut self, collider_id: u32, new_position: Point2<f32>)
src/collision.rs:778
↓ 7 callers
Method
width
(&self)
src/util.rs:98
↓ 6 callers
Method
get_static_collider_at
(&self, point: Point2<i32>, mask: u32)
src/collision.rs:954
↓ 6 callers
Method
left
(&self)
src/sprite/core.rs:135
↓ 5 callers
Method
boolean_property
(&self, name: &str)
src/tileset.rs:46
↓ 5 callers
Method
contains_point
(&self, point: &Point2<f32>)
src/collision.rs:415
↓ 5 callers
Method
entity_id
(&self)
src/entities/bat.rs:149
↓ 5 callers
Method
is_active
(&self)
src/input.rs:33
↓ 5 callers
Method
is_paused
(&self)
src/state/game_ui.rs:480
↓ 5 callers
Function
line_convex_poly_closest
If the line a->b intersects the convex polygon, returns the intersection closest to a
src/collision.rs:103
↓ 5 callers
Method
right
(&self)
src/collision.rs:626
↓ 5 callers
Method
top
(&self)
src/sprite/core.rs:147
↓ 4 callers
Method
bounds
(&self)
src/collision.rs:305
↓ 4 callers
Method
bounds
(&self)
src/sprite/core.rs:151
↓ 4 callers
Function
cross
Simple cross product for 2D vectors; cgmath doesn't define this because cross product doesn't make sense generally for 2D.
src/util.rs:12
↓ 4 callers
Method
deactivate_collider
(&mut self, collision_space: &mut collision::Space)
src/entities/bat.rs:142
↓ 4 callers
Method
entity_class
(&self)
src/entities/bat.rs:153
↓ 4 callers
Method
get_button_state
(&self, key: winit::keyboard::KeyCode)
src/input.rs:57
↓ 4 callers
Method
get_firebrand
(&self)
src/state/game_state.rs:1041
↓ 4 callers
Method
get_tex_coords_for_tile
(&self, tile: &Tile)
src/tileset.rs:312
↓ 4 callers
Function
hash_vec2
(v: &Vector2<f32>, state: &mut H)
src/util.rs:46
↓ 4 callers
Method
id
(&self)
src/entity.rs:234
↓ 4 callers
Method
is_alive
(&self)
src/entities/util.rs:223
↓ 4 callers
Method
is_wallholding
(&self)
src/entities/firebrand.rs:976
↓ 4 callers
Method
receive_injury
(&mut self, damage: u32)
src/entities/firebrand.rs:1543
↓ 4 callers
Method
set_attack_phase
(&mut self, new_phase: AttackPhase)
src/entities/boss_fish.rs:464
↓ 4 callers
Method
start_track
(&mut self, track: Tracks)
src/audio.rs:169
↓ 4 callers
Method
to_dir
(self)
src/entities/util.rs:93
↓ 3 callers
Method
buffer
(&self)
src/audio.rs:50
↓ 3 callers
Method
character_facing
(&self)
src/entities/firebrand.rs:1496
↓ 3 callers
Method
class
(&self)
src/entity.rs:238
↓ 3 callers
Method
entity_id
(&self)
src/collision.rs:661
↓ 3 callers
Method
entity_id
(&self)
src/entities/firebrand.rs:878
↓ 3 callers
Method
entity_to_entity
Sends a message from one entity to another
src/event_dispatch.rs:52
↓ 3 callers
Method
find_character_footing
looks beneath `position` to find the surface that the character would be standing on. This should be called after gravity is applied, but before any u
src/entities/firebrand.rs:1062
↓ 3 callers
Method
float_property
(&self, name: &str)
src/tileset.rs:50
↓ 3 callers
Method
generate
(&self, layer: &Layer, mut entity_id_vendor: E, z_depth: Z, mut consumer: C)
src/map.rs:652
↓ 3 callers
Method
global_to_entity
Sends a message to a single Entity, with no sender. This is generally reserved for use by GameState since it has no entity id.
src/event_dispatch.rs:59
↓ 3 callers
Function
hash_point2
(point: &Point2<f32>, state: &mut H)
src/util.rs:35
↓ 3 callers
Method
height
(&self)
src/util.rs:101
↓ 3 callers
Function
lerp
(t: f32, a: f32, b: f32)
src/util.rs:16
↓ 3 callers
Method
move_left
(&self)
src/entities/firebrand.rs:245
↓ 3 callers
Method
move_right
(&self)
src/entities/firebrand.rs:249
↓ 3 callers
Method
next_id
(&mut self)
src/entity.rs:31
↓ 3 callers
Method
position
(&self)
src/camera.rs:44
↓ 3 callers
Method
probe
Probes `max_steps` in the collision space from `position` in `dir`, returning a ProbeResult Ignores any colliders which don't match the provided `mask
src/collision.rs:1092
↓ 3 callers
Method
set_palette_shift
(&mut self, palette_shift: f32)
src/state/game_state.rs:876
↓ 3 callers
Method
set_scale
(&mut self, scale: f32)
src/camera.rs:127
↓ 3 callers
Method
sprite_cycle
(&self)
src/entities/bat.rs:169
↓ 3 callers
Method
sprite_name
(&self)
src/entities/bat.rs:165
↓ 3 callers
Method
stop_current_track
(&mut self)
src/audio.rs:217
↓ 3 callers
Method
volume
(&self)
src/audio.rs:60
↓ 2 callers
Method
_probe_line
( &self, position: Point2<f32>, dir: ProbeDir, max_steps: i32, mask: u
src/collision.rs:1148
↓ 2 callers
Method
activate_collider
(&mut self, collider_id: u32)
src/collision.rs:759
↓ 2 callers
Method
add_entity
Adds the entity specified in the request
src/state/game_state.rs:1079
↓ 2 callers
Function
apply_gravity
(vertical_velocity: f32, dt: f32)
src/state/constants.rs:47
↓ 2 callers
Method
calc_matrix
(&self)
src/camera.rs:58
↓ 2 callers
Function
clamp
(v: f32, min: f32, max: f32)
src/util.rs:25
↓ 2 callers
Method
collider_bounds
(&mut self)
src/entities/boss_fish.rs:474
↓ 2 callers
Method
collider_position
(&self)
src/entities/rising_floor.rs:142
↓ 2 callers
Function
create_collision_probe_test
( position: Point2<f32>, )
src/entities/firebrand.rs:98
↓ 2 callers
Function
create_render_pipeline
( device: &wgpu::Device, layout: &wgpu::PipelineLayout, color_format: wgpu::TextureFormat, dep
src/sprite/rendering.rs:15
↓ 2 callers
Method
draw_sprites
Draws the sprites that best match the sprites in I. Since meshes are expensive to create, we attempt to find the sprite mesh that best corresponds to
src/sprite/rendering.rs:450
↓ 2 callers
Method
duration_for_frame
(&self, frame: usize)
src/sprite/rendering.rs:686
↓ 2 callers
Method
extent
(&self)
src/collision.rs:605
↓ 2 callers
Method
file
(&self)
src/audio.rs:32
↓ 2 callers
Function
find_bounds
Returns the bounding rect containing all the provided sprites
src/sprite/core.rs:210
↓ 2 callers
Method
game_state_peek
(&self)
src/state/game_state.rs:919
↓ 2 callers
Method
generate_entities
( &self, layer: &Layer, collision_space: &mut collision::Space, entity_id_vend
src/map.rs:615
↓ 2 callers
Method
get_dynamic_colliders_intersecting_rect
( &self, origin: &Point2<f32>, extent: &Vector2<f32>, mask: u32, mut c
src/collision.rs:881
↓ 2 callers
Method
get_first_dynamic_collider_containing_point
( &self, point: &Point2<f32>, mask: u32, )
src/collision.rs:856
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