micro_games_kit::grid_world

Struct GridWorld

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pub struct GridWorld {
    pub position: Vec2<f32>,
    pub pivot: Vec2<f32>,
    pub tile_size: Vec2<f32>,
    pub tileset: TileSet,
    pub visible_layers: Range<usize>,
    /* private fields */
}

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§position: Vec2<f32>§pivot: Vec2<f32>§tile_size: Vec2<f32>§tileset: TileSet§visible_layers: Range<usize>

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impl GridWorld

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pub fn new( tile_size: Vec2<f32>, tileset: TileSet, terrain_layer: GridWorldLayer, ) -> Self

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pub fn with_position(self, value: Vec2<f32>) -> Self

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pub fn with_pivot(self, value: Vec2<f32>) -> Self

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pub fn with_visible_layers(self, value: Range<usize>) -> Self

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pub fn with_layer(self, layer: GridWorldLayer) -> Self

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pub fn with_visible_layer(self, layer: GridWorldLayer) -> Self

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pub fn with_tile_instance(self, instance: TileInstance) -> Self

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pub fn with_tile_instances( self, instances: impl IntoIterator<Item = TileInstance>, ) -> Self

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pub fn with_colliders(self, grid: Grid<bool>) -> Self

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pub fn with_collider(self, location: Vec2<usize>) -> Self

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pub fn insert_tile_instance(&mut self, instance: TileInstance)

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pub fn remove_tile_instances(&mut self, instance: &TileInstance)

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pub fn remove_tile_instances_at_location(&mut self, location: Vec2<usize>)

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pub fn collider(&self, location: Vec2<usize>) -> bool

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pub fn set_collider(&mut self, location: Vec2<usize>, value: bool)

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pub fn layers(&self) -> &[GridWorldLayer]

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pub fn layers_mut(&mut self) -> &mut [GridWorldLayer]

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pub fn locations_iter(&self) -> impl Iterator<Item = Vec2<usize>>

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pub fn world_to_local(&self, location: Vec2<f32>) -> Option<Vec2<usize>>

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pub fn local_to_world(&self, location: Vec2<usize>) -> Vec2<f32>

Trait Implementations§

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impl Drawable for GridWorld

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fn draw(&self, context: &mut DrawContext, graphics: &mut Graphics<Vertex>)

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