Enum game_library::Layer
source · pub enum Layer {
Background(i16),
Foreground(i16),
}
Expand description
The layer of the sprite. The lower the value, the further back the sprite is.
Each layer is meant to be subdivided into parts. This is to allow for fine grained control over the z-index.
Variants§
Background(i16)
The background layer (ground, etc.) What should be behind everything
Foreground(i16)
The foreground layer (player, enemies, etc.) What should be in front of everything
Trait Implementations§
source§impl PartialEq for Layer
impl PartialEq for Layer
impl Eq for Layer
impl StructuralEq for Layer
impl StructuralPartialEq for Layer
Auto Trait Implementations§
impl RefUnwindSafe for Layer
impl Send for Layer
impl Sync for Layer
impl Unpin for Layer
impl UnwindSafe for Layer
Blanket Implementations§
§impl<T, U> AsBindGroupShaderType<U> for T
impl<T, U> AsBindGroupShaderType<U> for T
§fn as_bind_group_shader_type(&self, _images: &RenderAssets<Image>) -> U
fn as_bind_group_shader_type(&self, _images: &RenderAssets<Image>) -> U
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T
[ShaderType
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impl<T> BorrowMut<T> for Twhere
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source§fn borrow_mut(&mut self) -> &mut T
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§impl<C> Bundle for Cwhere
C: Component,
impl<C> Bundle for Cwhere
C: Component,
fn component_ids( components: &mut Components, storages: &mut Storages, ids: &mut impl FnMut(ComponentId) )
unsafe fn from_components<T, F>(ctx: &mut T, func: &mut F) -> C
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§impl<Q, K> Equivalent<K> for Q
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The inclusion map: converts
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