use cgmath::Point2; use galactica_content::Content; use galactica_world::{ParticleBuilder, ShipPhysicsHandle, World}; /// Bundles parameters passed to a single call to GPUState::render pub struct RenderState<'a> { /// Camera position, in world units pub camera_pos: Point2, /// Player ship pub player: &'a ShipPhysicsHandle, /// Height of screen, in world units pub camera_zoom: f32, /// The world state to render pub world: &'a World, // TODO: handle overflow. is it a problem? /// The current time, in seconds pub current_time: f32, /// Game content pub content: &'a Content, /// Particles to spawn during this frame pub particles: &'a mut Vec, }