Struct catchit::State [] [src]

pub struct State {
    pub field: Extent,
    pub hunter: Hunter,
    pub prey: Object,
    pub obstacles: Vec<Obstacle>,
    pub score: u32,
    pub score_coeff: Scalar,
    pub obstacle_opacity: Transition,
    pub attracting_force: Transition,
    pub last_dt: f64,
}

It maintains the state of the game and expects to be updated with time-delta information to compute the next state.

Please note that the coordinates used in the playing field start at 0 and grow

Fields

field

The playing field

hunter

The player's character

prey

Hunted the player's character

obstacles

Obstacles the hunter must avoid to prevent game-over

score

score of the current game

score_coeff

multiply prey score with the given value

obstacle_opacity

transition between opaque and invisible obstacles

attracting_force

transition between no attracting force and maximum one

last_dt

Last delta-time during update

Trait Implementations

Derived Implementations

impl PartialEq for State

fn eq(&self, __arg_0: &State) -> bool

fn ne(&self, __arg_0: &State) -> bool

impl Clone for State

fn clone(&self) -> State

1.0.0fn clone_from(&mut self, source: &Self)

impl Debug for State

fn fmt(&self, __arg_0: &mut Formatter) -> Result