MCPcopy Create free account

hub / github.com/TheSeekerGame/TheSeeker / functions

Functions559 in github.com/TheSeekerGame/TheSeeker

Methodempty
You can use this if you want to use an animation collider Note: not actually empty, makes a 10x10cube.
engine/src/physics.rs:170
Functionenemy_chasing_animation
( i_query: Query<(&Gent, &Tier), (Added<Chasing>, With<Enemy>)>, mut gfx_query: Query<&mut ScriptPlaye
game/src/game/enemy.rs:1925
Functionenemy_death_animation
( i_query: Query<(&Gent, &Role, &Tier), (Added<Dead>, With<Enemy>)>, mut gfx_query: Query<&mut ScriptP
game/src/game/enemy.rs:2012
Functionenemy_decay_animation
( i_query: Query<(&Gent, &Role, &Tier), (Added<Decay>, With<Enemy>)>, mut gfx_query: Query<&mut Script
game/src/game/enemy.rs:2023
Functionenemy_decay_visibility
Passes sprite screen visibility to the script slot that controls the decay rate
game/src/game/enemy.rs:2035
Functionenemy_defense_animation
( i_query: Query<(&Gent, &Tier), (Added<Defense>, With<Enemy>)>, mut gfx_query: Query<&mut ScriptPlaye
game/src/game/enemy.rs:1984
Functionenemy_hit_sfx_gfx
( current_weapon: CurrentWeapon, i_query: Query<&Gent, With<Enemy>>, mut damage_events: EventReade
game/src/game/enemy.rs:1858
Functionenemy_idle_animation
( i_query: Query<(&Gent, &Role, &Tier), (Added<Idle>, With<Enemy>)>, mut gfx_query: Query<&mut ScriptP
game/src/game/enemy.rs:1903
Functionenemy_melee_attack_animation
( i_query: Query<(&Gent, &Tier), (Added<MeleeAttack>, With<Enemy>)>, mut gfx_query: Query<&mut ScriptP
game/src/game/enemy.rs:1957
Functionenemy_ranged_attack_animation
( i_query: Query<(&Gent, &Tier), (Added<RangedAttack>, With<Enemy>)>, mut gfx_query: Query<&mut Script
game/src/game/enemy.rs:1941
Functionenemy_walking_animation
( i_query: Query<(&Gent, &Role, &Tier), (Added<Walking>, With<Enemy>)>, mut gfx_query: Query<&mut Scri
game/src/game/enemy.rs:1914
Functionextract_depth_of_field_settings
Extracts all [`DepthOfFieldSettings`] components into the render world.
game/src/graphics/dof/mod.rs:1029
Functionfalling
( spatial_query: Res<PhysicsWorld>, mut query: Query< ( Entity, &mut L
game/src/game/enemy.rs:1323
Methodfinalize
(&mut self)
engine/src/script/common.rs:226
Functionfinalize_preloaded_dynamic_assets
At the end of the loading state, "build" any preloaded dynamic assets and populate a cache/map of handles
engine/src/assets.rs:218
Methodfinish
(&self, app: &mut App)
game/src/graphics/post_processing/floaters.rs:135
Methodfinish
(&self, app: &mut App)
game/src/graphics/post_processing/vignette.rs:59
Methodfinish
(&self, app: &mut App)
game/src/graphics/post_processing/darkness.rs:124
Methodfmt
(&self, f: &mut std::fmt::Formatter<'_>)
game/src/game/player/player_weapon.rs:153
Methodfmt
(&self, f: &mut fmt::Formatter<'_>)
engine/src/data.rs:99
Methodfragment_shader
()
game/src/graphics/enemy_hp.rs:67
Methodfragment_shader
()
game/src/graphics/ability_cooldown.rs:25
Methodfragment_shader
()
game/src/graphics/player_hp.rs:35
Methodfragment_shader
()
game/src/graphics/fog.rs:161
Methodfrom
( image_path: impl Into<String>, tracking_component: T, dir_up: bool, )
game/src/ui/ability_widget.rs:97
Methodfrom
(value: Color)
engine/src/data.rs:50
Methodfrom
(value: &str)
engine/src/assets.rs:89
Methodfrom
( wa: ExtendedScriptWorkaround<ExtParams, ExtRunIf, ExtAction>, )
engine/src/assets/script.rs:264
Methodfrom_action_state
(action_state: &ActionState<PlayerAction>)
game/src/game/player/mod.rs:592
Methodfrom_physical_camera
Initializes [`DepthOfFieldSettings`] from a set of [`PhysicalCameraParameters`]. By passing the same [`PhysicalCameraParameters`] object to this func
game/src/graphics/dof/mod.rs:589
Methodfrom_secs
(secs: f32)
game/src/ui/popup.rs:27
Methodfrom_sprite_index
(i: usize)
engine/src/assets/animation.rs:193
Methodfrom_str
(s: &str)
engine/src/data.rs:107
Methodfrom_world
(world: &mut World)
game/src/graphics/post_processing/floaters.rs:343
Methodfrom_world
(world: &mut World)
game/src/graphics/post_processing/vignette.rs:177
Methodfrom_world
(world: &mut World)
game/src/graphics/post_processing/darkness.rs:344
Methodfrom_world
(world: &mut World)
game/src/graphics/dof/mod.rs:601
Functiongame_level_init
System to perform initial setup when entering the gameplay state, load the starting level.
game/src/level.rs:42
Methodget_single_assetid
( &self, key: &str, )
engine/src/assets.rs:145
Functionhandle_finished_dialogue_stage
( mut commands: Commands, merchant_query: Query<Entity, With<MerchantBlueprint>>, query: Query<
game/src/game/merchant.rs:429
Functionhandle_input
( keyboard_input: Res<ButtonInput<KeyCode>>, mut stepping: ResMut<Stepping>, )
game/src/stepping_egui.rs:225
Methodhas_slot
(&self, _slot: &str)
engine/src/script.rs:160
Functionhide_controls_hint
( action_state_q: Query<&ActionState<PlayerAction>>, control_overlay_q: Query<Entity, With<ControlsHin
game/src/ui/controls_overlay.rs:169
Functionhide_level_0
level_0 is a giant grey object that blocks all our backgrounds, so we hide it.
game/src/level.rs:93
Methodinit
( &mut self, entity: Entity, settings: &Self::Settings, metadata: &ScriptMetad
engine/src/script/common.rs:90
Methodinit_from_config
(config: &PlayerConfig)
game/src/game/player/mod.rs:1085
Functioninit_l10n
( mut commands: Commands, l10n_builder: LocalizationBuilder, l10n_bundles: Res<Assets<BundleAsset>
game/src/locale.rs:67
Functioninit_mixer
( channels: u16, sample_rate: u32, tick_rate: f32, )
engine/src/audio/mixer.rs:513
Functioninit_parallax
Applies parallax transformations
game/src/parallax.rs:57
Functioninit_physics_world
(mut world: ResMut<PhysicsWorld>)
engine/src/physics.rs:383
Functioninitialize_resources
(mut commands: Commands)
game/src/game/merchant.rs:493
Functioninitialize_resources
(mut commands: Commands)
game/src/game/player/player_weapon.rs:162
Methodinput_manager_bundle
()
game/src/game/player/player_action.rs:37
Methodinput_map
()
game/src/game/player/player_action.rs:41
Functioninstance
( mut commands: Commands, enemy_q: Query<(Entity, Ref<Health>), (With<GlobalTransform>, With<Enemy>)>,
game/src/graphics/enemy_hp.rs:72
Functioninstance
( mut commands: Commands, asset_server: Res<AssetServer>, enemy_query: Query<(&GlobalTransform, Op
game/src/graphics/dmg_numbers.rs:28
Methodinto_settings
(&self)
engine/src/script/common.rs:1055
Functionis_current_weapon_changed
(current_weapon: CurrentWeapon)
game/src/game/player/player_weapon.rs:196
Methodis_stopped
(&self)
engine/src/script.rs:703
Methoditer_entity_labels
( &self, entity: Entity, )
engine/src/script/label.rs:64
Functionkill_on_damage
( query: Query<(Entity, &Health), With<Gent>>, mut damage_events: EventReader<DamageInfo>, mut com
game/src/game/attack/mod.rs:464
Functionknockback
( mut query: Query<( Entity, &mut Knockback, &mut LinearVelocity, Has<Defe
game/src/game/physics.rs:24
Functionload_assets
TODO: Try again with animation files instead of loading assets here.
game/src/game/merchant.rs:508
Functionload_dash_asset
( assets: Res<AssetServer>, mut texture_atlas_layouts: ResMut<Assets<TextureAtlasLayout>>, mut com
game/src/game/player/mod.rs:1354
Functionload_enemy_config
( mut ev_asset: EventReader<AssetEvent<DynamicConfig>>, cfgs: Res<Assets<DynamicConfig>>, preloade
game/src/game/enemy.rs:101
Functionload_pickup_assets
(assets: Res<AssetServer>, mut commands: Commands)
game/src/game/pickups.rs:83
Functionload_player_config
( mut ev_asset: EventReader<AssetEvent<DynamicConfig>>, cfgs: Res<Assets<DynamicConfig>>, preloade
game/src/game/player/mod.rs:935
Functionload_player_stats
( player_config: Res<PlayerConfig>, mut stat_q: Query<&mut PlayerStats>, )
game/src/game/player/mod.rs:1026
Functionmain
()
game/src/main.rs:43
Functionmanage_audio_delay
( gt: Res<GameTime>, q_mixer: Query<&PrecisionMixerControl>, mut state: Local<DelayManagerState>,
game/src/audio.rs:21
Functionmelee_attack
( mut query: Query< ( Entity, &mut MeleeAttack, &Tier,
game/src/game/enemy.rs:1224
Functionmerchant_proximity_to_player
( mut commands: Commands, mut animation_query: Query< &mut ScriptPlayer<SpriteAnimation>,
game/src/game/merchant.rs:225
Functionminimal_event_update_system
(mut events: ResMut<Events<T>>)
engine/src/time.rs:70
Functionmove_collide
( mut query: Query< ( &mut LinearVelocity, &mut Transform, &mu
game/src/game/enemy.rs:1635
Methodnew
(strength: f32, t: f32, freq: f32)
game/src/camera.rs:297
Methodnew
(max: u32)
game/src/game/enemy.rs:666
Methodnew
(strength: Vec2, max_ticks: u32)
game/src/game/physics.rs:15
Methodnew
(p_type: PickupType)
game/src/game/pickups.rs:63
Methodnew
(config: &PlayerConfig, dash_type: &DashType)
game/src/game/player/mod.rs:668
Methodnew
Lifetime is in game ticks
game/src/game/attack/mod.rs:128
Methodnew
Create with a non-default tick rate
engine/src/time.rs:109
Methodnew
( entity: Entity, settings: <T::Tracker as ScriptTracker>::Settings, metadata: &Script
engine/src/script.rs:273
Methodnew
(key: &str)
engine/src/assets.rs:80
Methodnew
()
engine/src/audio/mixer.rs:18
Methodnew_play_handle
(handle: Handle<SpriteAnimation>)
engine/src/animation.rs:25
Methodnew_play_handle
(handle: Handle<Script>)
engine/src/script/common.rs:24
Methodnew_play_key
(key: &str)
engine/src/animation.rs:32
Methodnew_play_key
(key: &str)
engine/src/script/common.rs:31
Methodnew_ticks
Get the number of new ticks to be simulated this Bevy frame update
engine/src/time.rs:125
Methodnew_transition
StartingState::new_transition(EndingState)
game/src/game/gentstate.rs:23
Methodnew_with_offset
(start_tick: u64, start_time: Duration)
engine/src/script/common.rs:66
Functionon_crit_cooldown_reduce
( attack_query: Query<&Attack, (With<Crit>, Added<Hit>)>, mut attacker_query: Query<( &Passive
game/src/game/player/mod.rs:1465
Functionon_crit_heal
When an attack hit is critical, heal the attacker if they have CriticalRegeneration.
game/src/game/player/mod.rs:1619
Functionon_game_over
( q_cam: Query<Entity, With<MainCamera>>, mut commands: Commands, asset_server: Res<AssetServer>,
game/src/game/game_over.rs:73
Functionon_hit_cam_shake
Applies camera shaker on first hit if attacker is player
game/src/game/attack/mod.rs:479
Functionon_hit_exit_stealthing
Exits player Stealthing state when a stealthed attack first hits
game/src/game/player/mod.rs:1528
Functionon_hit_lifesteal
Heals attacker on first hit of a Stealthed attack
game/src/game/attack/mod.rs:518
Functionon_hit_self_pushback
Applies pushback to attacker on first hit of an attack with SelfPushback
game/src/game/attack/mod.rs:508
Functionon_stealth_hit_cooldown_reset
Resets the players cooldowns/energy on hit of a stealthed critical hit
game/src/game/player/mod.rs:1498
Functionon_xp_heal
( mut query: Query<(&Passives, &mut Health), With<Player>>, mut xp_event: EventReader<XpOrbPickup>, )
game/src/game/player/mod.rs:1547
← previousnext →301–400 of 559, ranked by callers