[−][src]Struct carambolage::game::scene::Scene
Main application Scene.
This scene consists of GameObject
s, an Environment
and a main Camera
.
Fields
cars: Vec<Car>
level: Level
camera: Camera
Methods
impl Scene
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impl Scene
pub(super) fn new(
map_id: u32
) -> Scene
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pub(super) fn new(
map_id: u32
) -> Scene
Create a new scene. Choose a map via id.
pub(super) fn update(
&mut self,
dt: f32,
controller: &[Controller]
)
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pub(super) fn update(
&mut self,
dt: f32,
controller: &[Controller]
)
Update the scene.
fn update_collisions(&mut self, dt: f32)
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fn update_collisions(&mut self, dt: f32)
Calculate and solve collisions.
fn update_scene_camera(&mut self, dt: f32)
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fn update_scene_camera(&mut self, dt: f32)
Calculate the position the camera should move to.
pub(super) fn draw(
&mut self,
projection: &Matrix4<f32>
)
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pub(super) fn draw(
&mut self,
projection: &Matrix4<f32>
)
Draw the entire Scene
to the bound framebuffer.
Auto Trait Implementations
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impl<T> From for T
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impl<T> From for T
impl<T, U> Into for T where
U: From<T>,
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impl<T, U> Into for T where
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T: From<U>,
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)The type returned in the event of a conversion error.
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fn try_from(value: U) -> Result<T, <T as TryFrom<U>>::Error>
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)Performs the conversion.
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impl<T> Borrow for T where
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try_from
)Performs the conversion.
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Mutably borrows from an owned value. Read more
impl<T> Any for T where
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fn get_type_id(&self) -> TypeId
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fn get_type_id(&self) -> TypeId
🔬 This is a nightly-only experimental API. (get_type_id
)
this method will likely be replaced by an associated static
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. Read more
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