Start to do collisions
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use sfml::system::Vector2;
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use sfml::graphics::IntRect;
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use engine::texture::Texture;
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use engine::renderer::Drawable;
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use engine::math::Matrix;
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/// This struct represents the different type of tiles that can exist in our maps.
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#[derive(Copy, Clone, PartialEq, Eq)]
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pub enum Tile {
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/// A tile that contains nothing.
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Empty,
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/// A solid tile.
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Solid
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}
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impl Tile {
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/// Returns the offset to the tile in the texture.
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pub fn offset(&self) -> (i32, i32) {
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match *self {
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Tile::Empty => (0, 0),
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Tile::Solid => (16, 0),
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}
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}
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}
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/// A tile and its position.
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pub struct PositionedTile {
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/// The tile of the positioned tile.
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pub tile: Tile,
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/// The position of the positioned tile.
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pub position: (f32, f32),
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}
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impl Drawable for PositionedTile {
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fn texture(&self) -> Texture {
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Texture::Overworld
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}
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fn texture_rect(&self) -> IntRect {
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let offset = self.tile.offset();
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IntRect::new(offset.0, offset.1, 16, 16)
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}
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fn position(&self) -> Vector2<f32> {
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self.position.into()
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}
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}
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/// The map represents the tiles contained in a level.
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pub struct Map {
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/// The tiles contained in the level.
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tiles: Matrix<Tile>,
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}
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impl Map {
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/// Creates a map full of nothing, with a ground at the bottom.
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pub fn new(rows: usize, cols: usize) -> Map {
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let mut tiles = Matrix::from_size(rows, cols, Tile::Empty);
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let rows = tiles.rows();
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for i in 0 .. tiles.cols() {
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tiles[(rows - 1, i)] = Tile::Solid;
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}
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tiles[(25, 12)] = Tile::Solid;
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tiles[(25, 13)] = Tile::Solid;
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tiles[(25, 14)] = Tile::Solid;
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tiles[(25, 15)] = Tile::Solid;
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Map {
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tiles: tiles,
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}
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}
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/// Returns an iterator to the positioned tiles.
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pub fn at(&self, row: usize, col: usize) -> PositionedTile {
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PositionedTile {
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tile: self.tiles[(row, col)],
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position: (col as f32 * 16.0, row as f32 * 16.0),
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}
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}
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/// Returns the number of rows of the map.
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pub fn rows(&self) -> usize {
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self.tiles.rows()
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}
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/// Returns the number of columns of the map.
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pub fn cols(&self) -> usize {
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self.tiles.cols()
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}
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/// Checks whether the vector (old, new) collides with an element of the map.
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///
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/// Returns the height of the collision if any.
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pub fn collides(&self, old: Vector2<f32>, new: Vector2<f32>) -> Option<f32> {
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let height = new.y - old.y;
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let mut y = (old.y / 16.0).ceil() * 16.0;
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while y < new.y {
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let current_height = y - old.y;
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let x = old.x + (new.x - old.x) * current_height / height;
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// Find tile on x, y
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let row = (y / 16.0) as usize + 2;
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let col = (x / 16.0) as usize + 1;
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if let Some(Tile::Solid) = self.tiles.get((row, col)) {
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return Some(y);
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}
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y += 16.0;
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}
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None
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}
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}
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@ -45,7 +45,7 @@ impl<T> Matrix<T> where T: Clone {
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impl<T> Matrix<T> {
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impl<T> Matrix<T> {
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/// Converts an a pair corresponding to the row and columns into an integer.
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/// Converts an a pair corresponding to the row and columns into an integer.
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pub fn to_usize(&self, (row, col): (usize, usize)) -> usize {
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pub fn to_usize(&self, (row, col): (usize, usize)) -> usize {
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self.cols * col + row
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self.rows * col + row
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}
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}
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/// Returns the number of rows.
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/// Returns the number of rows.
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@ -57,6 +57,15 @@ impl<T> Matrix<T> {
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pub fn cols(&self) -> usize {
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pub fn cols(&self) -> usize {
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self.cols
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self.cols
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}
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}
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/// Returns the tile if any, none otherwise.
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pub fn get(&self, (row, col): (usize, usize)) -> Option<&T> {
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if row < self.rows && col < self.cols {
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Some(&self[(row, col)])
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} else {
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None
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}
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}
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}
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}
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impl<T> Index<(usize, usize)> for Matrix<T> {
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impl<T> Index<(usize, usize)> for Matrix<T> {
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@ -19,3 +19,6 @@ pub mod renderer;
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/// This module contains everything related to physics.
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/// This module contains everything related to physics.
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pub mod physics;
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pub mod physics;
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/// This module contains the map structure.
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pub mod map;
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@ -93,6 +93,16 @@ impl Renderer {
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/// Draws a scene on the window.
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/// Draws a scene on the window.
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pub fn draw_scene(&mut self, scene: &Scene) {
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pub fn draw_scene(&mut self, scene: &Scene) {
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let map = scene.map();
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let rows = map.rows();
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let cols = map.cols();
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for i in 0 .. rows {
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for j in 0 .. cols {
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self.draw(&map.at(i, j));
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}
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}
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for c in scene.characters() {
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for c in scene.characters() {
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self.draw(c);
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self.draw(c);
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}
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}
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@ -3,6 +3,7 @@ use std::time::Duration;
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use sfml::window::Event;
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use sfml::window::Event;
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use engine::character::Character;
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use engine::character::Character;
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use engine::map::Map;
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/// Contains everything needed to play.
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/// Contains everything needed to play.
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pub struct Scene {
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pub struct Scene {
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@ -10,6 +11,9 @@ pub struct Scene {
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/// The characters contained in the scene.
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/// The characters contained in the scene.
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characters: Vec<Character>,
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characters: Vec<Character>,
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/// The map of the scene.
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map: Map,
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}
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}
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impl Scene {
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impl Scene {
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pub fn new() -> Scene {
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pub fn new() -> Scene {
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Scene {
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Scene {
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characters: vec![],
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characters: vec![],
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map: Map::new(30, 30),
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}
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}
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}
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}
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pub fn update(&mut self, duration: &Duration) {
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pub fn update(&mut self, duration: &Duration) {
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for c in &mut self.characters {
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for c in &mut self.characters {
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let old = c.position;
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c.update(duration);
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c.update(duration);
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if c.position.y > 500.0 {
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c.position.y = 500.0;
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if let Some(height) = self.map.collides(old, c.position) {
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c.position.y = height;
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c.speed.y = 0.0;
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c.speed.y = 0.0;
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c.ground_collision();
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c.ground_collision();
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}
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}
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&self.characters
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&self.characters
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}
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}
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/// Returns a reference to the map.
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pub fn map(&self) -> &Map {
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&self.map
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}
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}
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}
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/// Trait that needs to be implemented for everything that can be updatable.
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/// Trait that needs to be implemented for everything that can be updatable.
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make_textures!(
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make_textures!(
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Mario, mario, make_mario_texture, "../../../assets/textures/mario.png",
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Mario, mario, make_mario_texture, "../../../assets/textures/mario.png",
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Overworld, overworld, make_overworld_texture, "../../../assets/textures/overworld.png",
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);
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);
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impl TextureManager {
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impl TextureManager {
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