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github.com/TheSeekerGame/TheSeeker
/ functions
Functions
559 in github.com/TheSeekerGame/TheSeeker
⨍
Functions
559
◇
Types & classes
386
↓ 88 callers
Method
insert
(&mut self, entity: Entity, label: &str)
engine/src/script/label.rs:18
↓ 78 callers
Method
get
(&self)
game/src/game/pickups.rs:52
↓ 71 callers
Method
spawn
(&mut self, bundle: B)
game/src/ui.rs:136
↓ 70 callers
Function
update_field
A utility type for loading config values. Use like: ``` let mut errors = Vec::new(); update_field(&mut errors, &dynamic_cfg.0, "jump_vel_init", |val|
engine/src/assets/config.rs:66
↓ 52 callers
Method
set_slot
(&mut self, slot: &str, state: bool)
engine/src/script.rs:824
↓ 39 callers
Method
text
(&mut self, value: impl Into<String>)
game/src/ui/popup.rs:111
↓ 37 callers
Method
play_key
(&mut self, key: &str)
engine/src/script.rs:744
↓ 35 callers
Method
control_icon
(&mut self, value: impl Into<String>)
game/src/ui/popup.rs:125
↓ 26 callers
Method
tick
Get the current tick number to be simulated Increments with every run of the `GameTickUpdate` schedule, until it reaches the `total_ticks` target val
engine/src/time.rs:120
↓ 21 callers
Method
remove
(&mut self, id: PreciseAudioId)
engine/src/audio/mixer.rs:74
↓ 20 callers
Method
get
(&self, stat: StatType)
game/src/game/player/mod.rs:1104
↓ 19 callers
Method
row
(&mut self)
game/src/ui/popup.rs:93
↓ 16 callers
Method
add
(&mut self, next: T)
game/src/game/gentstate.rs:48
↓ 16 callers
Method
set
(&mut self, stat: StatType, value: f32)
game/src/game/player/mod.rs:1108
↓ 15 callers
Method
direction
(&self)
game/src/game/gentstate.rs:77
↓ 13 callers
Method
next
(&self)
game/src/game/merchant.rs:153
↓ 10 callers
Method
next
(&mut self)
engine/src/audio/mixer.rs:303
↓ 10 callers
Method
resolve_frame
( &self, bm: Option<&String>, frame: &FrameIndexOrBookmark, )
engine/src/animation.rs:76
↓ 9 callers
Method
container
(&mut self)
game/src/ui/popup.rs:70
↓ 9 callers
Method
is_changed
(&self)
game/src/game/player/player_weapon.rs:129
↓ 8 callers
Function
into_vec
Utility to convert from [`Vec2`] to rapier compatible structure
engine/src/physics.rs:544
↓ 7 callers
Method
add
(self, rhs: FrameId)
engine/src/assets/animation.rs:207
↓ 7 callers
Method
as_sprite_index
(self)
engine/src/assets/animation.rs:188
↓ 7 callers
Method
channels
(&self)
engine/src/audio/mixer.rs:484
↓ 7 callers
Method
current_key
Get the asset key of the script that is currently playing, if known. Note: since it is possible to play assets using handles, the key might not be kn
engine/src/script.rs:931
↓ 7 callers
Method
ray_cast
( &self, origin: Vec2, cast: Vec2, max_toi: f32, solid: bool,
engine/src/physics.rs:269
↓ 6 callers
Method
init
( &mut self, entity: Entity, settings: &Self::Settings, _metadata: &ScriptMeta
engine/src/animation.rs:447
↓ 6 callers
Function
is_zero
(value: f64)
engine/src/ballistics_math.rs:6
↓ 5 callers
Method
intersect
( &self, origin: Vec2, shape: &dyn Shape, interaction: InteractionGroups,
engine/src/physics.rs:304
↓ 5 callers
Method
is_down_dash
(&self)
game/src/game/player/mod.rs:613
↓ 5 callers
Method
resolve_bookmark
(&self, bm: Option<&String>)
engine/src/animation.rs:62
↓ 5 callers
Method
shape_cast
( &self, origin: Vec2, direction: Direction2d, shape: &dyn Shape, max_
engine/src/physics.rs:235
↓ 4 callers
Method
ability_widget
Draws a 96.0x96.0 tile with a progress bar overlaid. modify
game/src/ui/ability_widget.rs:25
↓ 4 callers
Method
check
Check if a value matches
engine/src/data.rs:287
↓ 4 callers
Method
collider2entity
Small utility function that gets the entity associated with the collider; panics if entity does not exist.
engine/src/physics.rs:362
↓ 4 callers
Method
decoder
(&self)
engine/src/audio.rs:51
↓ 4 callers
Function
enemy_anim_prefix
Outputs "anim.{enemy}{tier}"
game/src/game/enemy.rs:2050
↓ 4 callers
Method
factor
(&'a mut self, factor: f32)
game/src/ui/ability_widget.rs:138
↓ 4 callers
Method
get_anim_key
(&self, action: &str)
game/src/game/player/player_weapon.rs:135
↓ 4 callers
Method
get_asset
(&self, key: &str)
engine/src/assets.rs:128
↓ 4 callers
Method
get_single_asset
(&self, key: &str)
engine/src/assets.rs:136
↓ 4 callers
Method
popup
(&mut self)
game/src/ui/popup.rs:174
↓ 4 callers
Method
set_auto_next_frame
(&mut self, current: FrameId)
engine/src/animation.rs:98
↓ 4 callers
Method
set_slot
( &mut self, timing: ScriptActionTiming, slot: &str, state: bool, )
engine/src/script/common.rs:351
↓ 4 callers
Function
solve_quadric
(c0: f64, c1: f64, c2: f64, s0: &mut f64, s1: &mut f64)
engine/src/ballistics_math.rs:20
↓ 4 callers
Method
specialize
(&self, key: Self::Key)
game/src/graphics/dof/mod.rs:960
↓ 4 callers
Method
update
Every Bevy frame, this gets called to advance the tick counters
engine/src/time.rs:154
↓ 3 callers
Method
dash_duration
(&self, config: &PlayerConfig)
game/src/game/player/mod.rs:606
↓ 3 callers
Function
get_cubic_root
(value: f64)
engine/src/ballistics_math.rs:10
↓ 3 callers
Function
into_vec2
Utility to convert from rapier type to [`Vec2`]
engine/src/physics.rs:549
↓ 3 callers
Method
play_at_sample_number
( &self, label: Option<&str>, start_at_sample_number: Option<i64>, source: T,
engine/src/audio/mixer.rs:193
↓ 3 callers
Method
sliding
Player is sliding if f32 value is less then the coyote time f32 starts incrementing when the player stops pressing into the wall
game/src/game/player/mod.rs:749
↓ 3 callers
Method
spacer
(&mut self)
game/src/ui/popup.rs:158
↓ 3 callers
Method
time_in_seconds
returns the amount of time since start; ie: ticks * tick length
engine/src/time.rs:167
↓ 2 callers
Method
add_action
( mut self, run_if: &T::RunIf, action: &T::Action, params: &T::ActionParams,
engine/src/script.rs:303
↓ 2 callers
Method
build
(&self, app: &mut App)
game/src/locale.rs:11
↓ 2 callers
Method
build
(&self, app: &mut App)
engine/src/script.rs:16
↓ 2 callers
Method
build
(&self, app: &mut App)
engine/src/physics.rs:18
↓ 2 callers
Function
button
For use in sickle_ui contexts, use like: ```rust button( row, // any &mut UiBuilder<Entity> type OnClick::new().system(new_game), "YourButtonTextHere
game/src/ui.rs:98
↓ 2 callers
Method
cast
( &self, physics_world: &PhysicsWorld, transform: &Transform, ignore: Option<E
engine/src/physics.rs:196
↓ 2 callers
Function
clamp_camera_to_edge
( camera_transform: &mut Transform, background_rect: Rect, camera_rect: Rect, )
game/src/camera.rs:274
↓ 2 callers
Method
do_stop
( &mut self, _entity: Entity, _settings: &Self::Settings, _param: &mut <Self::
engine/src/script.rs:175
↓ 2 callers
Function
exit_dash
(transitions: &mut TransitionQueue, is_grounded: bool)
game/src/game/player/player_behaviour.rs:628
↓ 2 callers
Method
get_handle
(&self, value: &u8)
game/src/game/merchant.rs:502
↓ 2 callers
Method
get_multi_asset
(&self, key: &str)
engine/src/assets.rs:157
↓ 2 callers
Function
get_stealth_boost
(stealth: bool)
game/src/game/player/player_behaviour.rs:359
↓ 2 callers
Method
is_end
(self)
engine/src/script.rs:241
↓ 2 callers
Method
is_loop
(self)
engine/src/script.rs:237
↓ 2 callers
Method
is_pressed_against_wall
Checks that player is actually against the wall, rather then it being close enough time from the player having left the wall to still jump (ie: not wa
game/src/game/player/mod.rs:760
↓ 2 callers
Method
last_step
(&self)
game/src/game/merchant.rs:145
↓ 2 callers
Method
last_update
Get the "elapsed" time when we last updated
engine/src/time.rs:140
↓ 2 callers
Function
parse_puzzle_id
Attempts to extract a numeric ID from a [Name] component by stripping a [str] prefix. Returns 0 if the parsing is unsuccessful.
game/src/game/switches.rs:212
↓ 2 callers
Method
play_at_tick
( &self, label: Option<&str>, tick: u32, offset_nanos: i32, source: T,
engine/src/audio/mixer.rs:271
↓ 2 callers
Method
play_handle
(&mut self, script: Handle<T>)
engine/src/script.rs:711
↓ 2 callers
Method
replace_config
(&mut self, config: &ScriptConfig)
engine/src/script.rs:299
↓ 2 callers
Method
reset
(&mut self)
game/src/game/player/mod.rs:738
↓ 2 callers
Method
resolve_image_atlas
( &self, preloaded: &PreloadedAssets, anim_key: Option<&str>, )
engine/src/assets/animation.rs:147
↓ 2 callers
Method
run
( &self, entity: Entity, timing: ScriptActionTiming, actionparams: &Self::Acti
engine/src/animation.rs:276
↓ 2 callers
Method
sample_count
(&self)
engine/src/audio/mixer.rs:143
↓ 2 callers
Method
set_player_velocity
( &self, velocity: &mut LinearVelocity, facing: &Facing, config: &PlayerConfig
game/src/game/player/mod.rs:617
↓ 2 callers
Method
should_run
( &self, _entity: Entity, _tracker: &mut Self::Tracker, _action_id: ActionId,
engine/src/script.rs:212
↓ 2 callers
Function
solve_cubic
( c0: f64, c1: f64, c2: f64, c3: f64, s0: &mut f64, s1: &mut f64, s2: &mut f64, )
engine/src/ballistics_math.rs:43
↓ 2 callers
Function
spawn_menuentry
( commands: &mut Commands, uiassets: &UiAssets, behavior: OnClick, text: &'static str, )
game/src/ui.rs:42
↓ 2 callers
Method
tracker_mut
(&mut self)
engine/src/script.rs:319
↓ 2 callers
Function
update_enemy_config
(config: &mut EnemyConfig, cfg: &DynamicConfig)
game/src/game/enemy.rs:136
↓ 2 callers
Function
update_player_config
(config: &mut PlayerConfig, cfg: &DynamicConfig)
game/src/game/player/mod.rs:969
↓ 2 callers
Method
with_max_targets
(mut self, max_targets: u32)
game/src/game/attack/mod.rs:146
↓ 1 callers
Function
add_dash_strike_collider
( mut commands: &mut Commands, entity: Entity, gent: &Gent, facing: &Facing, stealthed: bo
game/src/game/player/player_behaviour.rs:650
↓ 1 callers
Method
add_passive
TODO: return result?
game/src/game/player/mod.rs:173
↓ 1 callers
Method
add_schedule
add a schedule to be stepped when stepping is enabled
game/src/stepping_egui.rs:20
↓ 1 callers
Method
add_to_label
(&mut self, label: &str, id: PreciseAudioId)
engine/src/audio/mixer.rs:53
↓ 1 callers
Method
apply
(&self, camera_transform: &mut Transform)
game/src/camera.rs:311
↓ 1 callers
Method
apply
Quantize a value Takes the raw value and returns the last value according to the quantization parameters.
engine/src/data.rs:276
↓ 1 callers
Method
as_float
(&self)
engine/src/assets/config.rs:23
↓ 1 callers
Method
asset_key
(&self)
engine/src/script.rs:295
↓ 1 callers
Method
attack_lifetime
Returns the attack collider lifetime based on melee weapon and passives: For Sword: default = 16, if (SerpentRing or FrenziedAttack) active then 12 Fo
game/src/game/player/player_weapon.rs:59
↓ 1 callers
Function
background_rect
(bg_layer: &LayerMetadata, bg_transform: &Transform)
game/src/camera.rs:258
↓ 1 callers
Function
ballistic_speed
Given a range and gravity, finds the needed speed
engine/src/ballistics_math.rs:261
↓ 1 callers
Method
base_damage
(&self)
game/src/game/player/player_weapon.rs:82
↓ 1 callers
Method
build
(&self, app: &mut App)
engine/src/assets.rs:22
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