Struct catchit::Engine [] [src]

pub struct Engine {
    // some fields omitted
}

The engine implements the game logic

It relies on user input given as 2d coordinates

Methods

impl Engine

fn from_field(field: Extent) -> Engine

fn reset(&mut self, field: Extent)

Reset the engine to use the given game-state. Can be used to setup a new game as well.

fn update(&mut self, dt: f64) -> Result<(), State>

Update the game state.

If the returned value is the last game-state, it indicates that the player is game-over.

fn state(&self) -> &Option<State>

fn set_hunter_pos(&mut self, pos: Position)

Position will be clamped into the playing field

fn set_hunter_force(&mut self, enabled: bool)

If enabled, a forcefield is created around the hunter, usually repelling spheres.