[][src]Struct amethyst::prelude::GameData

pub struct GameData<'a, 'b> { /* fields omitted */ }

Default game data.

The lifetimes are for the systems inside and can be 'static unless a system has a borrowed field.

Methods

impl<'a, 'b> GameData<'a, 'b>[src]

pub fn new(dispatcher: Dispatcher<'a, 'b>) -> Self[src]

Create new game data

pub fn update(&mut self, world: &World)[src]

Update game data

pub fn dispose(&mut self, world: &mut World)[src]

Dispose game data, dropping the dispatcher

Trait Implementations

impl<'_, '_> DataDispose for GameData<'_, '_>[src]

impl<'a, 'b> DataInit<GameData<'a, 'b>> for GameDataBuilder<'a, 'b>[src]

impl<T: SimpleState> State<GameData<'static, 'static>, StateEvent<StringBindings>> for T[src]

fn on_start(&mut self, data: StateData<GameData>)[src]

Executed when the game state begins.

fn on_stop(&mut self, data: StateData<GameData>)[src]

Executed when the game state exits.

fn on_pause(&mut self, data: StateData<GameData>)[src]

Executed when a different game state is pushed onto the stack.

fn on_resume(&mut self, data: StateData<GameData>)[src]

Executed when the application returns to this game state once again.

fn handle_event(
    &mut self,
    data: StateData<GameData>,
    event: StateEvent
) -> SimpleTrans
[src]

Executed on every frame before updating, for use in reacting to events.

fn fixed_update(&mut self, data: StateData<GameData>) -> SimpleTrans[src]

Executed repeatedly at stable, predictable intervals (1/60th of a second by default).

fn update(&mut self, data: StateData<GameData>) -> SimpleTrans[src]

Executed on every frame immediately, as fast as the engine will allow (taking into account the frame rate limit).

fn shadow_fixed_update(&mut self, data: StateData<GameData>)[src]

Executed repeatedly at stable, predictable intervals (1/60th of a second by default), even when this is not the active state, as long as this state is on the StateMachine's state-stack.

fn shadow_update(&mut self, data: StateData<GameData>)[src]

Executed on every frame immediately, as fast as the engine will allow (taking into account the frame rate limit), even when this is not the active state, as long as this state is on the StateMachine's state-stack.

Auto Trait Implementations

impl<'a, 'b> !RefUnwindSafe for GameData<'a, 'b>

impl<'a, 'b> !Send for GameData<'a, 'b>

impl<'a, 'b> !Sync for GameData<'a, 'b>

impl<'a, 'b> Unpin for GameData<'a, 'b>

impl<'a, 'b> !UnwindSafe for GameData<'a, 'b>

Blanket Implementations

impl<S, D, Swp, Dwp, T> AdaptInto<D, Swp, Dwp, T> for S where
    D: AdaptFrom<S, Swp, Dwp, T>,
    Dwp: WhitePoint,
    Swp: WhitePoint,
    T: Component + Float
[src]

impl<T> Any for T where
    T: 'static + ?Sized
[src]

impl<T> Any for T where
    T: Any

impl<T> Borrow<T> for T where
    T: ?Sized
[src]

impl<T> BorrowMut<T> for T where
    T: ?Sized
[src]

impl<T> From<T> for T[src]

impl<T, U> Into<U> for T where
    U: From<T>, 
[src]

impl<T> Same<T> for T

type Output = T

Should always be Self

impl<T> SetParameter for T

impl<SS, SP> SupersetOf<SS> for SP where
    SS: SubsetOf<SP>, 

impl<T> Supports<T> for T

impl<T, U> TryFrom<U> for T where
    U: Into<T>, 
[src]

type Error = Infallible

The type returned in the event of a conversion error.

impl<T, U> TryInto<U> for T where
    U: TryFrom<T>, 
[src]

type Error = <U as TryFrom<T>>::Error

The type returned in the event of a conversion error.

impl<V, T> VZip<V> for T where
    V: MultiLane<T>,