Peoplemon  0.1.0
Peoplemon 3 game source documentation
Classes
core::event Namespace Reference

Namespace containing all the event types that propagate through the event bus. More...

Classes

struct  OpenBagMenu
 Event that is fired when the bag menu should be opened. More...
 
struct  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  BattleCompleted
 Fired when a battle finishes. More...
 
struct  EntityMoved
 Fired after an entity begins moving from one position to another. More...
 
struct  EntityMoveFinished
 Fired when an entity completes a move from one tile to another. More...
 
struct  EntityRotated
 Fired when an entity rotates without moving. More...
 
struct  GameSaveInitializing
 Fired when the game is saving or loading. Allows systems to hook in their data. More...
 
struct  GameSaveLoaded
 Fired when a game save is loaded. Fired after the load is complete. More...
 
struct  ItemPickedUp
 Fired when an item is picked up. More...
 
struct  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  MapEntered
 Fired when a map is entered. More...
 
struct  MapExited
 Fired when a map is exited. More...
 
struct  SwitchMapTriggered
 Fired when the map should be switched to something else. More...
 
struct  PathFindCompleted
 Event that is fired when an entity path find is completed. More...
 
struct  OpenPeoplemonMenu
 Special event to trigger the opening of the peoplemon menu. More...
 
struct  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  StorageSystemOpened
 Fired when the storage system should be opened. More...
 
struct  StorageSystemClosed
 Fired when the storage system is closed. More...
 
struct  StoreOpened
 Event that is fired by the Core module to signal to the game to open a store. More...
 
struct  ItemPurchased
 Event that is fired when an item is purchased in a store. More...
 
struct  StoreClosed
 Event that is fired when a store is closed. More...
 
struct  TimeChange
 Basic event for when the game time changes. More...
 
struct  WeatherStarted
 Fired when weather starts. More...
 
struct  WeatherStopped
 Fired when weather stops. More...
 
struct  Thundered
 Fired when thunder happens. More...
 

Detailed Description

Namespace containing all the event types that propagate through the event bus.