Module game

Source

Structs§

AddPlayerEvent
A player joined the game (or more specifically, was added to the tab list of a local player).
DeathEvent
Event for when an entity dies. dies. If it’s a local player and there’s a reason in the death screen, the ClientboundPlayerCombatKill will be included.
GamePacketHandler
InstanceLoadedEvent
An instance (aka world, dimension) was loaded by a client.
KeepAliveEvent
A KeepAlive packet is sent from the server to verify that the client is still connected.
PingEvent
A Bevy trigger that’s sent when our client receives a ClientboundPing packet in the game state.
ReceivePacketEvent
An event that’s sent when we receive a packet.
RemovePlayerEvent
A player left the game (or maybe is still in the game and was just removed from the tab list of a local player).
ResourcePackEvent
SendPacketEvent
An event for sending a packet to the server while we’re in the game state.
UpdatePlayerEvent
A player was updated in the tab list of a local player (gamemode, display name, or latency changed).

Functions§

emit_receive_packet_events
handle_outgoing_packets
A system that converts SendPacketEvent events into triggers so they get received by handle_outgoing_packets_observer.
handle_outgoing_packets_observer
process_packet_events