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Functions136 in github.com/cs2dsb/github-game-jam-2018

↓ 22 callersMethodinto
(self)
src/components/color.rs:21
↓ 11 callersMethodbuild
(self, builder: &mut DispatcherBuilder<'a, 'b>)
src/systems/bundle.rs:35
↓ 6 callersFunctionremove_contact
(map: &mut HashMap<ColliderHandle, Vec<ColliderHandle>>, c1: &ColliderHandle, c2: &ColliderHandle)
src/resources/physics.rs:328
↓ 5 callersFunctioncreate_object
(world: &mut World, width: f32, height: f32, x: f32, y: f32, otype: ObjectType, color: Option<Color>, rotation
src/systems/level.rs:269
↓ 4 callersFunctionadd_contact
(map: &mut HashMap<ColliderHandle, Vec<ColliderHandle>>, c1: &ColliderHandle, c2: &ColliderHandle)
src/resources/physics.rs:321
↓ 4 callersMethodget_entity_for_collider
(&self, collider_handle: &ColliderHandle)
src/resources/physics.rs:97
↓ 4 callersMethodget_proximity
(&self, collider_handle: &ColliderHandle)
src/resources/physics.rs:117
↓ 4 callersFunctionload_ogg_file
(loader: &Loader, storage: &AssetStorage<Source>, progress: &mut ProgressCounter, file: &str)
src/resources/sound.rs:42
↓ 4 callersFunctionunload_level
Cleans up anything we've created
src/systems/level.rs:179
↓ 3 callersMethodcreate_ground_box_sensor
(&mut self, pos: &CVector2<FSize>, size: &CVector2<FSize>, rotation: FSize)
src/resources/physics.rs:217
↓ 3 callersMethodcreate_rigid_body_with_box_collider
(&mut self, pos: &CVector2<FSize>, size: &CVector2<FSize>, rotation: FSize)
src/resources/physics.rs:241
↓ 3 callersFunctionlerp
Non clamping lerp. Allows output to go beyond y2 which is probably reasonable for physics lerping but not everything
src/components/physics.rs:80
↓ 2 callersMethodcreate_rigid_body_with_box_collider_with_density
(&mut self, pos: &CVector2<FSize>, size: &CVector2<FSize>, rotation: FSize, density: FSize)
src/resources/physics.rs:245
↓ 2 callersFunctionfind_and_load_named_sprite
(name: &str, sprites_config: &SpritesConfig)
src/resources/sprites.rs:41
↓ 2 callersMethodget_body_for_collider
(&self, collider_handle: &ColliderHandle)
src/resources/physics.rs:104
↓ 2 callersFunctionload_game_config
()
src/config/mod.rs:53
↓ 2 callersMethodset_gravity
(&mut self, gravity: f32)
src/resources/physics.rs:125
↓ 2 callersMethodstep
Steps the simulation if there is enough time in the accumulator
src/resources/physics.rs:181
↓ 2 callersFunctionupdate_camera
(world: &mut World, overrides: &CameraOverrides)
src/systems/level.rs:473
↓ 2 callersMethodupdate_transform
Moves next to current and updates next
src/components/physics.rs:46
↓ 1 callersFunctionadd_debug_lines
(world: &mut World)
src/states/loading.rs:164
↓ 1 callersFunctionadd_loading_ui
(world: &mut World, progress: &mut ProgressCounter)
src/states/loading.rs:149
↓ 1 callersMethodadd_time
Adds time to the physics world, doesn't perform any steps
src/resources/physics.rs:176
↓ 1 callersFunctionalso_kills
Does the specified command also kill the matriarch? TODO: Bit jankey.
src/resources/commands.rs:22
↓ 1 callersFunctionconfigure_physics
(world: &mut World)
src/states/loading.rs:158
↓ 1 callersFunctionconfigure_rendering
Configures render passes and registeres rendering related systems
src/rendering/mod.rs:24
↓ 1 callersFunctioncreate_block
(world: &mut World, width: f32, height: f32, x: f32, y: f32, color: Option<Color>, rotation: Option<f32>)
src/systems/level.rs:347
↓ 1 callersFunctioncreate_colour_material
Creates a solid material of the specified colour.
src/systems/shape_visualizer.rs:87
↓ 1 callersFunctioncreate_exit
(world: &mut World, width: f32, height: f32, x: f32, y: f32, color: Option<Color>, rotation: Option<f32>)
src/systems/level.rs:333
↓ 1 callersMethodcreate_ground_box_collider
(&mut self, pos: &CVector2<FSize>, size: &CVector2<FSize>, rotation: FSize)
src/resources/physics.rs:191
↓ 1 callersFunctioncreate_hazard
(world: &mut World, width: f32, height: f32, x: f32, y: f32, color: Option<Color>, rotation: Option<f32>)
src/systems/level.rs:319
↓ 1 callersFunctioncreate_level_objects
(world: &mut World, level: &LevelConfig)
src/systems/level.rs:385
↓ 1 callersFunctioncreate_logger
(level: LevelFilter)
src/lib.rs:50
↓ 1 callersFunctioncreate_spawner
(world: &mut World, width: f32, height: f32, x: f32, y: f32, color: Option<Color>, rotation: Option<f32>, freq
src/systems/level.rs:361
↓ 1 callersFunctioncreate_wall
(world: &mut World, width: f32, height: f32, x: f32, y: f32, color: Option<Color>, rotation: Option<f32>)
src/systems/level.rs:305
↓ 1 callersMethoddestroy_collider
Destroy a collider (also destroys the body if no colliders remain... this may not be what you want in all cases but it's convenient for now)
src/resources/physics.rs:276
↓ 1 callersMethoddo_step
(&mut self)
src/resources/physics.rs:169
↓ 1 callersMethodfind_ui_components
(&mut self, world: &mut World)
src/states/running.rs:189
↓ 1 callersMethodget_alpha
We aim to do one timestep per frame and render one frame behind. The amount of time left in the time_accumulator after a step represents how much
src/resources/physics.rs:88
↓ 1 callersMethodinitialise_prefab
(&self, world: &mut World)
src/states/running.rs:240
↓ 1 callersMethodinitialise_ui
(&self, world: &mut World)
src/states/running.rs:247
↓ 1 callersMethodlerp_transform
(&self, transform: &mut Transform, alpha: f32)
src/components/physics.rs:62
↓ 1 callersFunctionload_config
Gets LevelsConfig resource and populates LevelResource with it
src/systems/level.rs:110
↓ 1 callersFunctionload_level
Creates the entities associated with LevelResource.levels[LevelResource.current_level]
src/systems/level.rs:140
↓ 1 callersFunctionload_mp3_file
(loader: &Loader, storage: &AssetStorage<Source>, progress: &mut ProgressCounter, file: &str)
src/resources/sound.rs:52
↓ 1 callersMethodload_running_prefab
(&mut self, world: &mut World)
src/states/loading.rs:102
↓ 1 callersMethodload_running_ui
(&mut self, world: &mut World)
src/states/loading.rs:116
↓ 1 callersMethodload_sounds
(&mut self, world: &mut World)
src/states/loading.rs:130
↓ 1 callersMethodload_sprites
(&mut self, world: &mut World)
src/states/loading.rs:140
↓ 1 callersFunctionnext_level
(world: &mut World)
src/systems/level.rs:216
↓ 1 callersMethodnext_music
This is called by the DJ system when the previous music track ends
src/resources/sound.rs:76
↓ 1 callersMethodplay_death
(&self, storage: &AssetStorage<Source>, output: &Output)
src/resources/sound.rs:98
↓ 1 callersMethodplay_exit
(&self, storage: &AssetStorage<Source>, output: &Output)
src/resources/sound.rs:86
↓ 1 callersMethodplay_exodus
(&self, storage: &AssetStorage<Source>, output: &Output)
src/resources/sound.rs:104
↓ 1 callersMethodplay_lift
(&self, storage: &AssetStorage<Source>, output: &Output)
src/resources/sound.rs:92
↓ 1 callersMethodplay_spawn
(&self, storage: &AssetStorage<Source>, output: &Output)
src/resources/sound.rs:80
↓ 1 callersFunctionprev_level
(world: &mut World)
src/systems/level.rs:230
↓ 1 callersMethodprocess_contacts
(&mut self)
src/resources/physics.rs:134
↓ 1 callersMethodprocess_proximity
(&mut self)
src/resources/physics.rs:151
↓ 1 callersMethodregister_entity
(&mut self, entity: Entity, collider_handle: ColliderHandle)
src/resources/physics.rs:92
↓ 1 callersFunctionregister_systems
Not exactly sure how to structure this Want the function in systems so things like TransformBundle dependencies on my systems aren't scattered about b
src/systems/mod.rs:70
↓ 1 callersFunctionreload_config
Attempts to load LevelsConfig from the filesystem and push it into the LevelsConfig resource is load succeeds
src/systems/level.rs:245
↓ 1 callersFunctionrestart_level
(world: &mut World)
src/systems/level.rs:212
↓ 1 callersMethodreversed
(&self)
src/components/walker.rs:8
↓ 1 callersFunctionrun
()
src/lib.rs:80
↓ 1 callersMethodrun
(&mut self, (entities, time, mut age, family, mut spawn_stats): Self::SystemData)
src/systems/age.rs:27
↓ 1 callersMethodsaved_ratio
(&self)
src/resources/spawn_stats.rs:12
↓ 1 callersMethodset_fixed_timestep
(&mut self, timestep: f32)
src/resources/physics.rs:129
↓ 1 callersMethodupdate_fps
(&self, world: &mut World)
src/states/running.rs:152
↓ 1 callersMethodupdate_name_and_description
(&self, world: &mut World)
src/states/running.rs:98
↓ 1 callersMethodupdate_spawn_stats
(&mut self, world: &mut World)
src/states/running.rs:162
↓ 1 callersMethodupdate_ui
(&mut self, world: &mut World)
src/states/running.rs:183
Methoddefault
()
src/components/walker.rs:17
Methoddefault
()
src/resources/physics.rs:62
Methoddefault
()
src/resources/level.rs:24
Methoddefault
()
src/systems/walker.rs:29
Methoddefault
()
src/systems/log_fps.rs:20
Methoddefault
()
src/systems/spawner.rs:38
Methoddefault
()
src/config/sound.rs:7
Methoddefault
()
src/config/levels.rs:55
Methoddefault
()
src/config/mod.rs:39
Methoddefault
()
src/config/camera.rs:20
Methoddefault
()
src/config/pawn.rs:9
Methoddefault
()
src/config/sprite.rs:24
Methoddefault
()
src/config/physics.rs:25
Methoddefault
()
src/config/spawner.rs:14
Methodeq
(&self, rhs: &Self)
src/systems/launch_area.rs:45
Methodget_contacts
(&self, collider_handle: &ColliderHandle)
src/resources/physics.rs:109
Methodhandle_event
(&mut self, _data: StateData<GameData>, event: StateEvent)
src/states/running.rs:59
Functionmain
()
src/bin/main.rs:3
Methodnew
(direction: Direction)
src/components/launch_area.rs:16
Methodnew
(r: f32, g: f32, b: f32, a: f32)
src/components/color.rs:13
Methodnew
(body_handle: BodyHandle, collider_handle: ColliderHandle)
src/components/physics.rs:36
Methodnew
(params: SpawnerParams)
src/components/spawner.rs:21
Methodnew
(loader: &Loader, storage: &AssetStorage<Source>, progress: &mut ProgressCounter, sound_config: &SoundConfig)
src/resources/sound.rs:63
Methodnew
()
src/resources/physics.rs:68
Methodnew
(world: &mut World, progress: &mut ProgressCounter)
src/resources/sprites.rs:75
Methodnew
()
src/systems/log_fps.rs:12
Methodnew
(running_ui_handle: Handle<UiPrefab>, running_prefab_handle: Handle<Prefab<RunningPrefabData>>)
src/states/running.rs:85
Methodon_start
(&mut self, data: StateData<GameData>)
src/states/running.rs:52
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