Showing results for on bfnightly.bracketproductions.com
...#![allow(unused)] fn main() { pub fn get_item_display_name(ecs: &World, item : Entity) -> String { if let Some(name) = ecs.read_storage::<Name>().get(item) { if ecs...
...#![allow(unused)] fn main() { fn draw_tooltips(ecs: &World, ctx : &mut Rltk) { let map = ecs.fetch::<Map>(); let names = ecs.read_storage::<Name>(); let positions...
...Entity) -> RGB { let dm = ecs.fetch::<crate::map::MasterDungeonMap>(); if let Some(name) = ecs.read_storage::<Name>().get(item) { if ecs.read_storage::<CursedItem>().get(item...
...gs.ecs.register::<BlocksTile>();
We should apply BlocksTile
to NPCs - so our NPC creation code becomes:
#![allow(unused)] fn main() { gs.ecs.create_entity...
We should apply BlocksTile
to NPCs - so our NPC creation code becomes:
#![allow(unused)] fn main() { gs.ecs.create_entity...
...#![allow(unused)] fn main() { let positions = ecs.read_storage::<Position>(); let renderables = ecs.read_storage::<Renderable>(); let hidden = ecs.read_storage::<Hidden>(); let map = ecs.fetch...
...#![allow(unused)] fn main() { // Equipped let mut y = 13; let entities = ecs.entities(); let equipped = ecs.read_storage::<Equipped>(); let name = ecs.read_storage::<Name...
...Vec<Entity> = Vec::new(); { // Age out particles let mut particles = ecs.write_storage::<ParticleLifetime>(); let entities = ecs.entities(); for (entity, mut particle) in (&entities, &mut...
...#![allow(unused)] fn main() { // Render entities let positions = ecs.read_storage::<Position>(); let renderables = ecs.read_storage::<Renderable>(); let hidden = ecs.read_storage::<Hidden>(); let map...
...you write that, too). - Data-driven design meshes beautifully with Entity Component Systems (ECS). The
raws
serve as a template, from which you build...
raws
serve as a template, from which you build...
...let mut doors = ecs.write_storage::<Door>(); let mut blocks_visibility = ecs.write_storage::<BlocksVisibility>(); let mut blocks_movement = ecs.write_storage::<BlocksTile>(); let mut renderables = ecs.write_storage::<Renderable...