Peoplemon  0.1.0
Peoplemon 3 game source documentation
Classes
Events

Collection of event types that are propagated through the engine event bus. More...

Classes

struct  core::event::OpenBagMenu
 Event that is fired when the bag menu should be opened. More...
 
struct  core::event::BattleStarted
 Fired when a battle should start. This does not actually start a battle, but communicates to the current game state that a battle should begin. More...
 
struct  core::event::BattleCompleted
 Fired when a battle finishes. More...
 
struct  core::event::EntityMoved
 Fired after an entity begins moving from one position to another. More...
 
struct  core::event::EntityMoveFinished
 Fired when an entity completes a move from one tile to another. More...
 
struct  core::event::EntityRotated
 Fired when an entity rotates without moving. More...
 
struct  core::event::GameSaveInitializing
 Fired when the game is saving or loading. Allows systems to hook in their data. More...
 
struct  core::event::GameSaveLoaded
 Fired when a game save is loaded. Fired after the load is complete. More...
 
struct  core::event::ItemPickedUp
 Fired when an item is picked up. More...
 
struct  core::event::MapSwitch
 Fired right before a map is entered. Use this event for initializing data structures that depend on map size that need to be initialized before entities are spawned. More...
 
struct  core::event::MapEntered
 Fired when a map is entered. More...
 
struct  core::event::MapExited
 Fired when a map is exited. More...
 
struct  core::event::SwitchMapTriggered
 Fired when the map should be switched to something else. More...
 
struct  core::event::PathFindCompleted
 Event that is fired when an entity path find is completed. More...
 
struct  core::event::OpenPeoplemonMenu
 Special event to trigger the opening of the peoplemon menu. More...
 
struct  core::event::StateChange
 Fired when the game should switch states. This event type is primarily for decoupling input code in Core from state code in Game. More...
 
struct  core::event::StorageSystemOpened
 Fired when the storage system should be opened. More...
 
struct  core::event::StorageSystemClosed
 Fired when the storage system is closed. More...
 
struct  core::event::StoreOpened
 Event that is fired by the Core module to signal to the game to open a store. More...
 
struct  core::event::ItemPurchased
 Event that is fired when an item is purchased in a store. More...
 
struct  core::event::TimeChange
 Basic event for when the game time changes. More...
 
struct  core::event::WeatherStarted
 Fired when weather starts. More...
 
struct  core::event::WeatherStopped
 Fired when weather stops. More...
 
struct  core::event::Thundered
 Fired when thunder happens. More...
 

Detailed Description

Collection of event types that are propagated through the engine event bus.