diff --git a/rustdoc/game_logic/rendering/event_loop/fn.handle_graphics_blocking.html b/rustdoc/game_logic/rendering/event_loop/fn.handle_graphics_blocking.html index 8d055c54..43a38b8f 100644 --- a/rustdoc/game_logic/rendering/event_loop/fn.handle_graphics_blocking.html +++ b/rustdoc/game_logic/rendering/event_loop/fn.handle_graphics_blocking.html @@ -1,5 +1,5 @@ handle_graphics_blocking in game_logic::rendering::event_loop - Rust

Function game_logic::rendering::event_loop::handle_graphics_blocking[][src]

pub async fn handle_graphics_blocking<ConfigBuilder>(
    config: ConfigBuilder,
    target_frames_per_second: u32,
    constants: &ProjectConstants,
    discord_signaling: Sender<DiscordRpcSignal>
) where
    ConfigBuilder: FnOnce(&mut RaylibBuilder), 
Expand description

Will begin rendering graphics. Returns when the window closes

+

Function game_logic::rendering::event_loop::handle_graphics_blocking[][src]

pub async fn handle_graphics_blocking<ConfigBuilder>(
    config: ConfigBuilder,
    target_frames_per_second: u32,
    constants: &ProjectConstants,
    discord_signaling: Sender<DiscordRpcSignal>
) where
    ConfigBuilder: FnOnce(&mut RaylibBuilder), 
Expand description

Will begin rendering graphics. Returns when the window closes

\ No newline at end of file diff --git a/rustdoc/game_logic/rendering/event_loop/index.html b/rustdoc/game_logic/rendering/event_loop/index.html index 2842388c..a619fe13 100644 --- a/rustdoc/game_logic/rendering/event_loop/index.html +++ b/rustdoc/game_logic/rendering/event_loop/index.html @@ -1,6 +1,6 @@ game_logic::rendering::event_loop - Rust

Module game_logic::rendering::event_loop[][src]

Expand description

The Event Loop module

+

Module event_loop

Module game_logic::rendering::event_loop[][src]

Expand description

The Event Loop module

Overview

This is the code that handles beginning each frame and ending it. Do not try to add your own game logic in here. The event loop function has its own statemachine (core_renderer_sm.rs) that handles the current action.

diff --git a/rustdoc/game_logic/scenes/index.html b/rustdoc/game_logic/scenes/index.html index 97788c7e..664d0528 100644 --- a/rustdoc/game_logic/scenes/index.html +++ b/rustdoc/game_logic/scenes/index.html @@ -1,6 +1,6 @@ game_logic::scenes - Rust

Module game_logic::scenes[][src]

Expand description

The render code for various scenes

+

Module scenes

Module game_logic::scenes[][src]

Expand description

The render code for various scenes

Overview

This will probably become a messy module over time. Stick your rendering code here

Modules

diff --git a/rustdoc/game_logic/scenes/player_interaction/index.html b/rustdoc/game_logic/scenes/player_interaction/index.html index 202ca9ec..fdfbbc55 100644 --- a/rustdoc/game_logic/scenes/player_interaction/index.html +++ b/rustdoc/game_logic/scenes/player_interaction/index.html @@ -1,6 +1,6 @@ game_logic::scenes::player_interaction - Rust

Module game_logic::scenes::player_interaction[][src]

Expand description

This scene encompasses all of the game where the player can walk around.

+

Module player_interaction

Module game_logic::scenes::player_interaction[][src]

Expand description

This scene encompasses all of the game where the player can walk around.

Structs

\ No newline at end of file diff --git a/rustdoc/game_logic/scenes/player_interaction/struct.PlayableScene.html b/rustdoc/game_logic/scenes/player_interaction/struct.PlayableScene.html index 423ff3df..d9861dbb 100644 --- a/rustdoc/game_logic/scenes/player_interaction/struct.PlayableScene.html +++ b/rustdoc/game_logic/scenes/player_interaction/struct.PlayableScene.html @@ -1,11 +1,11 @@ PlayableScene in game_logic::scenes::player_interaction - Rust

Struct game_logic::scenes::player_interaction::PlayableScene[][src]

pub struct PlayableScene {
+        

Struct PlayableScene

Struct game_logic::scenes::player_interaction::PlayableScene[][src]

pub struct PlayableScene {
     has_updated_discord_rpc: bool,
     player: Player,
-}

Fields

has_updated_discord_rpc: boolplayer: Player

Implementations

Construct a new PlayableScene

-

Handler for each frame

-

Trait Implementations

Formats the value using the given formatter. Read more

+}

Fields

has_updated_discord_rpc: boolplayer: Player

Implementations

Construct a new PlayableScene

+

Handler for each frame

+

Trait Implementations

Formats the value using the given formatter. Read more

Auto Trait Implementations

Blanket Implementations

Gets the TypeId of self. Read more

Immutably borrows from an owned value. Read more

Mutably borrows from an owned value. Read more

diff --git a/rustdoc/game_logic/scenes/struct.SceneRenderDelegate.html b/rustdoc/game_logic/scenes/struct.SceneRenderDelegate.html index 2a625764..17449661 100644 --- a/rustdoc/game_logic/scenes/struct.SceneRenderDelegate.html +++ b/rustdoc/game_logic/scenes/struct.SceneRenderDelegate.html @@ -1,14 +1,14 @@ SceneRenderDelegate in game_logic::scenes - Rust

Struct game_logic::scenes::SceneRenderDelegate[][src]

pub struct SceneRenderDelegate {
+        

Struct SceneRenderDelegate

Struct game_logic::scenes::SceneRenderDelegate[][src]

pub struct SceneRenderDelegate {
     scene_test_fox: TestFoxScene,
     scene_playable: PlayableScene,
 }
Expand description

Delegate for handling rendering. This is a struct to allow for stateful data (like sub-screens) to be set up

-

Fields

scene_test_fox: TestFoxScenescene_playable: PlayableScene

Implementations

This is called when the game first loads

-

This is called every frame once the game has started.

+

Fields

scene_test_fox: TestFoxScenescene_playable: PlayableScene

Implementations

This is called when the game first loads

+

This is called every frame once the game has started.

Keep in mind everything you do here will block the main thread (no loading files plz)

-

Trait Implementations

If you need anything to happen when the game closes, stick it here.

+

Trait Implementations

If you need anything to happen when the game closes, stick it here.

Auto Trait Implementations

Blanket Implementations

Gets the TypeId of self. Read more

Immutably borrows from an owned value. Read more

Mutably borrows from an owned value. Read more

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}'); if (window.initSearch) {window.initSearch(searchIndex)}; \ No newline at end of file diff --git a/rustdoc/src/game_logic/rendering/event_loop.rs.html b/rustdoc/src/game_logic/rendering/event_loop.rs.html index 7f84b83e..85a53e22 100644 --- a/rustdoc/src/game_logic/rendering/event_loop.rs.html +++ b/rustdoc/src/game_logic/rendering/event_loop.rs.html @@ -129,6 +129,9 @@ 127 128 129 +130 +131 +132
//! The Event Loop module
 //!
 //! ## Overview
@@ -145,9 +148,9 @@
 use crate::rendering::core_renderer_sm::{PreloadState, RenderBackendStates};
 use crate::rendering::screens::sm_failure_screen;
 use crate::scenes::SceneRenderDelegate;
-use raylib::RaylibBuilder;
 use raylib::consts::KeyboardKey;
 use raylib::prelude::RaylibDraw;
+use raylib::RaylibBuilder;
 
 /// Will begin rendering graphics. Returns when the window closes
 pub async fn handle_graphics_blocking<ConfigBuilder>(
@@ -179,7 +182,7 @@
 
     // Set up the main render delegate
     let mut render_delegate =
-        SceneRenderDelegate::on_game_start(&mut raylib_handle, &raylib_thread);
+        SceneRenderDelegate::on_game_start(&mut raylib_handle, &raylib_thread, constants);
 
     // Handle loading the resources and rendering the loading screen
     log::trace!("Running event loop");
@@ -233,12 +236,15 @@
                     .await;
             }
             RenderBackendStates::RenderGame(ref m) => {
-                render_delegate.process_ingame_frame(
-                    &mut raylib_handle,
-                    &raylib_thread,
-                    &discord_signaling,
-                    &global_resources,
-                ).await;
+                render_delegate
+                    .process_ingame_frame(
+                        &mut raylib_handle,
+                        &raylib_thread,
+                        &discord_signaling,
+                        &global_resources,
+                        constants,
+                    )
+                    .await;
             }
             _ => backend_sm = RenderBackendStates::sm_failed(),
         };
diff --git a/rustdoc/src/game_logic/scenes/mod.rs.html b/rustdoc/src/game_logic/scenes/mod.rs.html
index eca972ed..a09d61b1 100644
--- a/rustdoc/src/game_logic/scenes/mod.rs.html
+++ b/rustdoc/src/game_logic/scenes/mod.rs.html
@@ -56,6 +56,15 @@
 54
 55
 56
+57
+58
+59
+60
+61
+62
+63
+64
+65
 
//! The render code for various scenes
 //!
 //! ## Overview
@@ -63,7 +72,10 @@
 //! This will probably become a messy module over time. Stick your rendering code here
 use raylib::prelude::*;
 
-use crate::{discord::DiscordChannel, global_resource_package::GlobalResources};
+use crate::{
+    discord::DiscordChannel, global_resource_package::GlobalResources,
+    project_constants::ProjectConstants,
+};
 
 use self::{player_interaction::PlayableScene, test_fox::TestFoxScene};
 mod player_interaction;
@@ -79,12 +91,16 @@
 
 impl SceneRenderDelegate {
     /// This is called when the game first loads
-    pub fn on_game_start(raylib: &mut RaylibHandle, rl_thread: &RaylibThread) -> Self {
+    pub fn on_game_start(
+        raylib: &mut RaylibHandle,
+        rl_thread: &RaylibThread,
+        constants: &ProjectConstants,
+    ) -> Self {
         // TODO: Stick any init code you want here.
 
         // Init some scenes
         let scene_test_fox = TestFoxScene::new(raylib, rl_thread);
-        let scene_playable = PlayableScene::new(raylib, rl_thread);
+        let scene_playable = PlayableScene::new(raylib, rl_thread, constants);
 
         Self {
             scene_test_fox,
@@ -101,10 +117,12 @@
         rl_thread: &RaylibThread,
         discord: &DiscordChannel,
         global_resources: &GlobalResources,
+        constants: &ProjectConstants,
     ) {
         // For now, we will just render the game scene
         self.scene_playable
-            .render_frame(raylib, rl_thread, &discord, global_resources).await;
+            .render_frame(raylib, rl_thread, &discord, global_resources, constants)
+            .await;
     }
 }
 
diff --git a/rustdoc/src/game_logic/scenes/player_interaction.rs.html b/rustdoc/src/game_logic/scenes/player_interaction.rs.html
index 412c6168..68ff1dc8 100644
--- a/rustdoc/src/game_logic/scenes/player_interaction.rs.html
+++ b/rustdoc/src/game_logic/scenes/player_interaction.rs.html
@@ -51,28 +51,51 @@
 49
 50
 51
+52
+53
+54
+55
+56
+57
+58
+59
+60
+61
+62
+63
+64
+65
+66
+67
 
//! This scene encompasses all of the game where the player can walk around.
 
 use nalgebra as na;
 use raylib::prelude::*;
 
 use crate::{
-    discord::{DiscordChannel, DiscordRpcSignal}, global_resource_package::GlobalResources,
-    rendering::utilities::anim_texture::AnimatedTexture, model::player::Player,
+    discord::{DiscordChannel, DiscordRpcSignal},
+    global_resource_package::GlobalResources,
+    model::player::Player,
+    project_constants::ProjectConstants,
+    rendering::utilities::anim_texture::AnimatedTexture,
 };
 
 #[derive(Debug)]
 pub struct PlayableScene {
     has_updated_discord_rpc: bool,
-    player: Player
+    player: Player,
 }
 
 impl PlayableScene {
     /// Construct a new `PlayableScene`
-    pub fn new(raylib_handle: &mut RaylibHandle, thread: &RaylibThread) -> Self {
+    pub fn new(
+        raylib_handle: &mut RaylibHandle,
+        thread: &RaylibThread,
+        constants: &ProjectConstants,
+    ) -> Self {
         Self {
             has_updated_discord_rpc: false,
-            player: Player::new(na::Vector2::new(10.0, 10.0))
+            player: Player::new(na::Vector2::new(10.0, 10.0)),
         }
     }
 
@@ -83,12 +106,21 @@
         rl_thread: &RaylibThread,
         discord: &DiscordChannel,
         global_resources: &GlobalResources,
+        constants: &ProjectConstants,
     ) {
-
         // Handle updating discord RPC
         if !self.has_updated_discord_rpc {
-            discord.send(DiscordRpcSignal::BeginGameTimer).await.unwrap();
-            discord.send(DiscordRpcSignal::ChangeDetails { details: "Playing the game".to_string(), party_status: None }).await.unwrap();
+            discord
+                .send(DiscordRpcSignal::BeginGameTimer)
+                .await
+                .unwrap();
+            discord
+                .send(DiscordRpcSignal::ChangeDetails {
+                    details: "Playing the game".to_string(),
+                    party_status: None,
+                })
+                .await
+                .unwrap();
             self.has_updated_discord_rpc = true;
         }