PainterSpriteExt

Trait PainterSpriteExt 

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pub trait PainterSpriteExt {
Show 13 methods // Required methods fn lanternpost_wood(&self, pos: Vec3<i32>, dir: Dir2); fn chairs_around( &self, chair: SpriteKind, spacing: usize, bounds: Aabr<i32>, alt: i32, ); fn benches_around( &self, bench: SpriteKind, spacing: usize, offset: i32, bounds: Aabr<i32>, alt: i32, ); fn tileable1( &self, pos: Vec3<i32>, dir: Dir2, size: i32, middle_sprite: SpriteKind, side_sprite: SpriteKind, ); fn tileable2(&self, tileable: &Tileable2); // Provided methods fn bed( &self, pos: Vec3<i32>, dir: Dir2, head: SpriteKind, middle: SpriteKind, tail: SpriteKind, ) -> Aabr<i32> { ... } fn bed_wood_woodland(&self, pos: Vec3<i32>, dir: Dir2) -> Aabr<i32> { ... } fn bed_desert(&self, pos: Vec3<i32>, dir: Dir2) -> Aabr<i32> { ... } fn bed_cliff(&self, pos: Vec3<i32>, dir: Dir2) -> Aabr<i32> { ... } fn bed_savannah(&self, pos: Vec3<i32>, dir: Dir2) -> Aabr<i32> { ... } fn bed_coastal(&self, pos: Vec3<i32>, dir: Dir2) -> Aabr<i32> { ... } fn table_wood_fancy_woodland(&self, pos: Vec3<i32>, axis: Dir2) -> Aabr<i32> { ... } fn mirrored2(&self, pos: Vec3<i32>, dir: Dir2, sprite: SpriteKind) { ... }
}

Required Methods§

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fn lanternpost_wood(&self, pos: Vec3<i32>, dir: Dir2)

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fn chairs_around( &self, chair: SpriteKind, spacing: usize, bounds: Aabr<i32>, alt: i32, )

Bounds are inclusive

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fn benches_around( &self, bench: SpriteKind, spacing: usize, offset: i32, bounds: Aabr<i32>, alt: i32, )

Bounds are inclusive

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fn tileable1( &self, pos: Vec3<i32>, dir: Dir2, size: i32, middle_sprite: SpriteKind, side_sprite: SpriteKind, )

Tileable in 1 dimension.

Does nothing if size is less than 2.

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fn tileable2(&self, tileable: &Tileable2)

Tileable in 2 dimensions.

Does nothing if the size is less than 2 in any axis.

Provided Methods§

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fn bed( &self, pos: Vec3<i32>, dir: Dir2, head: SpriteKind, middle: SpriteKind, tail: SpriteKind, ) -> Aabr<i32>

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fn bed_wood_woodland(&self, pos: Vec3<i32>, dir: Dir2) -> Aabr<i32>

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fn bed_desert(&self, pos: Vec3<i32>, dir: Dir2) -> Aabr<i32>

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fn bed_cliff(&self, pos: Vec3<i32>, dir: Dir2) -> Aabr<i32>

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fn bed_savannah(&self, pos: Vec3<i32>, dir: Dir2) -> Aabr<i32>

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fn bed_coastal(&self, pos: Vec3<i32>, dir: Dir2) -> Aabr<i32>

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fn table_wood_fancy_woodland(&self, pos: Vec3<i32>, axis: Dir2) -> Aabr<i32>

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fn mirrored2(&self, pos: Vec3<i32>, dir: Dir2, sprite: SpriteKind)

This will be placed with the “right side” looking forward at pos.

Implementors§