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Peoplemon
0.1.0
Peoplemon 3 game source documentation
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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... | |
Collection of event types that are propagated through the engine event bus.