[−][src]Module pokemon_rust::events

Contains every possible game event. Events can trigger animations, textboxes, warps and much more.

Re-exports

pub use self::bgm_change_event::BgmChangeEvent;
pub use self::chained_events::ChainedEvents;
pub use self::character_move_event::CharacterMoveEvent;
pub use self::character_rotate_event::CharacterRotateEvent;
pub use self::character_single_move_event::CharacterSingleMoveEvent;
pub use self::cyclic_event::CyclicEvent;
pub use self::event_executor::EventExecutor;
pub use self::event_queue::EventQueue;
pub use self::fade_out_event::FadeOutEvent;
pub use self::fade_in_event::FadeInEvent;
pub use self::map_change_event::MapChangeEvent;
pub use self::map_interaction_event::MapInteractionEvent;
pub use self::parallel_events::ParallelEvents;
pub use self::repeated_event::RepeatedEvent;
pub use self::script_event::ScriptEvent;
pub use self::switch_map_event::SwitchMapEvent;
pub use self::text_event::TextEvent;
pub use self::warp_event::WarpEvent;

Modules

bgm_change_event

Changes the current background music.

chained_events

Generic event. Chains multiple events so that they happen sequentially.

character_move_event

Moves a character forward for a given number of tiles. See the CharacterMovementSystem for details on which situations this event can "hang".

character_rotate_event

Rotates a character towards a direction.

character_single_move_event

Moves a character one tile forward. See the CharacterMovementSystem for details on which situations this event can "hang".

cyclic_event

Generic event. Repeats an event infinitely and sequentially.

event_executor

An event executor. This is stored inside each state and is responsible for executing events in parallel while handling the addition of new events, typically coming from the Event Queue.

event_queue

A simple event queue. This is a resource that stays inside the World and is used to store events before they're processed by the game state.

fade_in_event

Undoes a fade out, revealing the contents of the screen beneath it. Affected by GameConfig::fade_duration.

fade_out_event

Hides the contents of the screen with an animation. Affected by GameConfig::fade_duration.

map_change_event

Announces a map change, displaying the name of the reached map.

map_interaction_event

Signals the game that the interaction button was pressed. If there's an interaction event on the tile in front of the player, it is added to the Event Queue.

parallel_events

Generic event. Orchestrates multiple events so that they happen in parallel.

repeated_event

Generic event. Repeats an event for a given number of times sequentially.

script_event

Runs a GameScript from the script repository of a map, given its corresponding MapId and the index of the script.

switch_map_event

Immediately switches the map that the player is in, without any animations. To fade the screen while the switch is happening, use a WarpEvent. This event only finishes when the target map finishes loading.

text_event

Displays a text box. Automatically wraps lines and splits the text in pages if needed. Affected by GameConfig::text_delay.

warp_event

Fades out the screen, switches the location of the player and then fades the screen back in. This is the preferred event for doing any kind of warp between maps. The fade in will only occur when the map finishes loading.

Structs

ExecutionConditions

Represents the conditions that a GameEvent must fulfill in order to be executed.

Traits

GameEvent

A trait representing a game event.

Type Definitions

BoxedGameEvent

A box containing a generic GameEvent that is guaranteed to be Sync and Send.