MCPcopy Create free account

hub / github.com/TheSeekerGame/TheSeeker / functions

Functions559 in github.com/TheSeekerGame/TheSeeker

Methodbuild
(&self, app: &mut App)
game/src/game/xp_orbs.rs:17
Methodbuild
(&self, app: &mut App)
game/src/game/enemy.rs:33
Methodbuild
(&self, app: &mut App)
game/src/game/switches.rs:15
Methodbuild
(&self, app: &mut App)
game/src/game/pickups.rs:24
Methodbuild
(&self, app: &mut App)
game/src/game/wall.rs:10
Methodbuild
(&self, app: &mut App)
game/src/game/yak.rs:11
Methodbuild
(&self, app: &mut App)
game/src/game/merchant.rs:19
Methodbuild
(&self, app: &mut App)
game/src/game/player/player_behaviour.rs:53
Methodbuild
(&self, app: &mut App)
game/src/game/player/mod.rs:36
Methodbuild
(&self, app: &mut App)
game/src/game/player/player_action.rs:16
Methodbuild
(&self, app: &mut App)
game/src/game/player/player_anim.rs:31
Methodbuild
(&self, app: &mut App)
game/src/game/player/player_weapon.rs:16
Methodbuild
(&self, app: &mut App)
game/src/game/attack/mod.rs:30
Methodbuild
(&self, app: &mut App)
game/src/game/attack/particles.rs:21
Methodbuild
(&self, app: &mut App)
game/src/screens/loading.rs:11
Methodbuild
(&self, app: &mut App)
game/src/graphics/enemy_hp.rs:25
Methodbuild
(&self, app: &mut App)
game/src/graphics/ability_cooldown.rs:8
Methodbuild
(&self, app: &mut App)
game/src/graphics/dmg_numbers.rs:14
Methodbuild
(&self, app: &mut App)
game/src/graphics/mod.rs:24
Methodbuild
(&self, app: &mut App)
game/src/graphics/player_hp.rs:14
Methodbuild
(&self, app: &mut App)
game/src/graphics/fog.rs:11
Methodbuild
(&self, app: &mut App)
game/src/graphics/post_processing/floaters.rs:70
Methodbuild
(&self, app: &mut App)
game/src/graphics/post_processing/mod.rs:17
Methodbuild
(&self, app: &mut App)
game/src/graphics/post_processing/vignette.rs:30
Methodbuild
(&self, app: &mut App)
game/src/graphics/post_processing/darkness.rs:58
Methodbuild
(&self, app: &mut App)
game/src/graphics/dof/mod.rs:212
Methodbuild
(&self, app: &mut App)
game/src/ui/console.rs:7
Methodbuild
(&self, app: &mut App)
game/src/ui/skill_toolbar.rs:19
Methodbuild
(&self, app: &mut App)
game/src/ui/mainmenu.rs:8
Methodbuild
(&self, app: &mut App)
game/src/ui/kill_counter.rs:14
Methodbuild
(&self, app: &mut App)
engine/src/audio.rs:12
Methodbuild
(self)
engine/src/lib.rs:51
Methodbuild
(&self, app: &mut App)
engine/src/input.rs:74
Methodbuild
(&self, app: &mut App)
engine/src/time.rs:8
Methodbuild
(&self, app: &mut App)
engine/src/animation.rs:14
Methodbuild
(&self, app: &mut App)
engine/src/gent.rs:7
Methodbuild
(&self, app: &mut App)
engine/src/script/common.rs:13
Methodbuild
(&self, app: &mut App)
engine/src/script/label.rs:6
Functioncamera_rig_follow_player
Updates the Camera rig (ie, the camera target) based on where the player is going.
game/src/camera.rs:170
Functionchasing
( mut query: Query< ( &Target, &Facing, &Role, &Ra
game/src/game/enemy.rs:1519
Functioncheck_player_range
Check how far the player is, set our range, set our target if applicable, turn to face player if in range TODO: check x and y distance independently?
game/src/game/enemy.rs:775
Functioncleanup_fog
( mut commands: Commands, mut fog_layers: Query<Entity, With<FogLayer>>, )
game/src/graphics/fog.rs:81
Methodclear_slots
(&mut self, _timing: ScriptActionTiming)
engine/src/script.rs:166
Methodclear_slots
(&mut self, timing: ScriptActionTiming)
engine/src/script/common.rs:399
Functioncli_appstate
CliCommand for switching state
game/src/appstate.rs:45
Functioncli_camera_at
( In(args): In<Vec<String>>, mut q_cam: Query<&mut Transform, With<MainCamera>>, )
game/src/camera.rs:359
Functioncli_camera_limits_args
( In(args): In<Vec<String>>, mut q_cam: Query<&mut GameViewLimits, With<MainCamera>>, )
game/src/camera.rs:388
Functioncli_camera_limits_noargs
(q_cam: Query<&GameViewLimits, With<MainCamera>>)
game/src/camera.rs:377
Functioncli_exit
(mut evw_exit: EventWriter<bevy::app::AppExit>)
game/src/cli.rs:14
Functioncli_hello_args
(In(args): In<Vec<String>>)
game/src/cli.rs:22
Functioncli_hello_noargs
()
game/src/cli.rs:18
Functioncli_help
(clicommands: Res<iyes_cli::CliCommands>)
game/src/cli.rs:28
Functioncli_locale
( In(args): In<Vec<String>>, mut locale: ResMut<Locale>, locales: Res<Locales>, )
game/src/locale.rs:41
Functioncli_spawn_anim
(In(args): In<Vec<String>>, world: &mut World)
game/src/dev.rs:85
Functioncli_spawn_script
(In(args): In<Vec<String>>, world: &mut World)
game/src/dev.rs:72
Methodconfig_value
(&self, name: &str)
engine/src/script.rs:898
Functionconfigure_depth_of_field_view_targets
Configures depth textures so that the depth of field shader can read from them. By default, the depth buffers that Bevy creates aren't able to be bou
game/src/graphics/dof/mod.rs:704
Functionconfigure_depth_of_field_view_targets_2
( mut view_targets: Query< ( &mut Camera3d, &mut CameraMainTextureUsages,
game/src/graphics/dof/mod.rs:723
Functionconsole_text_input
Implement a simple "console" to type commands in
game/src/ui/console.rs:100
Methodcontroller
(&self)
engine/src/audio/mixer.rs:508
Methodcuboid
( x_length: f32, y_length: f32, interaction: InteractionGroups, )
engine/src/physics.rs:153
Methodcurrent_frame_len
(&self)
engine/src/audio/mixer.rs:479
Functiondamage_flash
( mut query: Query<(Entity, &mut Sprite, &mut DamageFlash)>, mut commands: Commands, )
game/src/game/attack/mod.rs:561
Functiondash_icon_fx
( mut commands: Commands, mut query: Query<(Entity, &DashIcon, &mut Sprite)>, time: Res<GameTime>,
game/src/game/player/mod.rs:1447
Functiondead
Increments the global KillCount, removes most components from the Enemy after a set amount of ticks transitions to the Decay state
game/src/game/enemy.rs:1764
Functiondebug_colliders
Draws colliders using bevy's gizmos to assist with debugging.
engine/src/physics.rs:504
Functiondebug_enemy
(world: &World, query: Query<Entity, With<Gent>>)
game/src/game/enemy.rs:60
Functiondebug_player
fn debug_player(world: &World, query: Query<Entity, With<PlayerGfx>>) {
game/src/game/player/mod.rs:342
Functiondebug_player_states
( query: Query< AnyOf<( Ref<Running>, Ref<Idle>, Ref<Falling>,
game/src/game/player/mod.rs:258
Functiondebug_progress
(counter: Res<ProgressCounter>)
game/src/dev.rs:38
Functiondebug_setup_camera
(mut commands: Commands)
game/src/dev.rs:55
Functiondebug_spawn_player
(mut commands: Commands)
game/src/dev.rs:63
Functiondecay_despawn
Despawns the gent after enemy enters Decay state the gfx entity is despawned with a script action after the decay animation finishes playing Also mov
game/src/game/enemy.rs:1796
Methoddefault
()
game/src/game/pickups.rs:402
Methoddefault
()
game/src/game/player/mod.rs:149
Methoddefault
()
game/src/graphics/post_processing/floaters.rs:195
Methoddefault
()
game/src/graphics/post_processing/vignette.rs:85
Methoddefault
()
game/src/graphics/dof/mod.rs:565
Methoddefault
()
game/src/ui/popup.rs:36
Methoddefault
()
engine/src/input.rs:66
Methoddefault
()
engine/src/time.rs:95
Methoddefault
()
engine/src/script.rs:253
Methoddefault
()
engine/src/assets/animation.rs:199
Functiondefense
( mut query: Query< (&Range, &mut TransitionQueue), (With<Enemy>, With<Defense>), >, )
game/src/game/enemy.rs:939
Methoddescription
(&self)
game/src/game/player/mod.rs:236
Functiondeserialize_color_rgbhex
( deserializer: D, )
engine/src/data.rs:20
Functiondespawn
( mut commands: Commands, enemy_q: Query<Option<&Dead>, With<Enemy>>, hp_root_q: Query<(Entity, &R
game/src/graphics/enemy_hp.rs:231
Functiondespawn_dead_player
( query: Query<(Entity, &Gent), (With<Dead>, With<Player>)>, mut commands: Commands, )
game/src/game/player/mod.rs:457
Functiondespawn_lingering
( time: Res<GameTime>, mut query: Query<(Entity, &mut SystemLifetime), Without<Parent>>, mut comma
game/src/game/attack/particles.rs:204
Functiondespawn_player_arrows
( query: Query<(Entity, &Transform, &Collider), With<Arrow>>, spatial_query: Res<PhysicsWorld>, mu
game/src/game/attack/mod.rs:438
Functiondespawn_popup_on_timer
( mut popup_q: Query<(Entity, &mut PopupTimer), With<Popup>>, time: Res<Time>, mut commands: Comma
game/src/ui/popup.rs:197
Functiondespawn_projectile
( query: Query<(Entity, &Attack), (With<Projectile>, With<Hit>)>, mut commands: Commands, )
game/src/game/attack/mod.rs:427
Functiondetermine_attack_targets
checks nearest entities, modifies attacks targets
game/src/game/attack/mod.rs:195
Functiondisplay_framequant
()
engine/src/data.rs:338
Functiondisplay_passives
TODO: Improve this system by making it event driven
game/src/ui/passives.rs:39
Functiondisplay_passives_description
( mut commands: Commands, mut passive_descriptions: Query< ( &PassiveEntity,
game/src/game/pickups.rs:554
Functiondisplay_timespec
()
engine/src/data.rs:368
Methoddo_start
( &mut self, _entity: Entity, _settings: &Self::Settings, (_time, game_time, _
engine/src/script/common.rs:311
Methoddo_stop
( &mut self, _entity: Entity, _settings: &Self::Settings, (_time, game_time, _
engine/src/script/common.rs:331
Functiondraw_window
( mut stepping: ResMut<Stepping>, mut state: ResMut<SteppingEguiState>, mut contexts: EguiContexts
game/src/stepping_egui.rs:90
← previousnext →201–300 of 559, ranked by callers