Cleaning for clippy
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2a4a6a7dc9
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c841d08d14
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@ -68,7 +68,7 @@ fn main() {
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let controls = if gamepads.is_empty() {
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Controls::default_keyboard()
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} else {
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gamepads[0].clone()
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gamepads[0]
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};
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let mut character = Character::with_controls(controls);
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@ -97,7 +97,7 @@ impl Character {
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Character {
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position: Vector2::new(0.0, 0.0),
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speed: Vector2::new(0.0, 0.0),
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controls: controls,
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controls,
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side: Side::Right,
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jump_counter: 1,
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max_jump: 1,
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@ -162,12 +162,8 @@ impl Updatable for Character {
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let mut force: Vector2<f32> = Vector2::new(0.0, 0.0);
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match self.controls {
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Some(ref controls) => {
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force += controls.direction();
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}
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_ => (),
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if let Some(ref controls) = self.controls {
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force += controls.direction();
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}
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if let Some(side) = Side::from_force(force) {
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@ -202,7 +202,7 @@ impl GamepadMap {
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}
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Some(GamepadMap {
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id: id,
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id,
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jump_button: 1,
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run_button: 0,
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left_right_axis: Axis::X,
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@ -26,16 +26,16 @@ pub enum CollisionAxis {
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impl CollisionAxis {
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/// Returns true if the collision occured on X axis.
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pub fn is_x(&self) -> bool {
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match *self {
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pub fn is_x(self) -> bool {
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match self {
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CollisionAxis::Y => false,
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_ => true,
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}
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}
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/// Returns true if the collision occured on Y axis.
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pub fn is_y(&self) -> bool {
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match *self {
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pub fn is_y(self) -> bool {
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match self {
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CollisionAxis::X => false,
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_ => true,
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}
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@ -120,32 +120,32 @@ pub enum GraphicTile {
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impl GraphicTile {
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/// Checks if a graphic tile has a top border.
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pub fn is_top(&self) -> bool {
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match *self {
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pub fn is_top(self) -> bool {
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match self {
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GraphicTile::TopLeft | GraphicTile::Top | GraphicTile::TopRight => true,
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_ => false,
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}
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}
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/// Checks if a graphic tile has a left border.
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pub fn is_left(&self) -> bool {
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match *self {
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pub fn is_left(self) -> bool {
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match self {
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GraphicTile::TopLeft | GraphicTile::Left | GraphicTile::BottomLeft => true,
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_ => false,
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}
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}
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/// Checks if a graphic tile has a right border.
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pub fn is_right(&self) -> bool {
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match *self {
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pub fn is_right(self) -> bool {
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match self {
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GraphicTile::TopRight | GraphicTile::Right | GraphicTile::BottomRight => true,
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_ => false,
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}
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}
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/// Checks if a graphic tile has a bottom border.
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pub fn is_bottom(&self) -> bool {
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match *self {
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pub fn is_bottom(self) -> bool {
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match self {
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GraphicTile::BottomLeft | GraphicTile::Bottom | GraphicTile::BottomRight => true,
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_ => false,
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}
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@ -178,10 +178,10 @@ impl GraphicTile {
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bottom: Option<CollisionTile>) -> GraphicTile {
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GraphicTile::from_neighbours(
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top.unwrap_or(CollisionTile::full()),
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left.unwrap_or(CollisionTile::full()),
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right.unwrap_or(CollisionTile::full()),
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bottom.unwrap_or(CollisionTile::full()),
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top.unwrap_or_else(CollisionTile::full),
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left.unwrap_or_else(CollisionTile::full),
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right.unwrap_or_else(CollisionTile::full),
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bottom.unwrap_or_else(CollisionTile::full),
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)
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}
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@ -227,15 +227,15 @@ impl GraphicTile {
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}
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/// Returns the offset to the corresponding graphic tile in the texture.
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pub fn offset(&self) -> (i32, i32) {
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let vertical = match *self {
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pub fn offset(self) -> (i32, i32) {
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let vertical = match self {
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GraphicTile::TopLeft | GraphicTile::Top | GraphicTile::TopRight => 0,
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GraphicTile::Left | GraphicTile::Center | GraphicTile::Right => 16,
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GraphicTile::BottomLeft | GraphicTile::Bottom | GraphicTile::BottomRight => 32,
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_ => 0,
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};
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let horizontal = match *self {
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let horizontal = match self {
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GraphicTile::TopLeft | GraphicTile::Left | GraphicTile::BottomLeft => 0,
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GraphicTile::Top | GraphicTile::Center | GraphicTile::Bottom => 16,
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GraphicTile::TopRight | GraphicTile::Right | GraphicTile::BottomRight => 32,
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@ -351,10 +351,10 @@ impl Map {
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let (i, j) = (i as isize, j as isize);
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GraphicTile::from_neighbour_options(
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tiles.get(((i ) as usize, (j-1) as usize)).map(|x| *x),
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tiles.get(((i-1) as usize, (j ) as usize)).map(|x| *x),
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tiles.get(((i+1) as usize, (j ) as usize)).map(|x| *x),
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tiles.get(((i ) as usize, (j+1) as usize)).map(|x| *x),
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tiles.get(((i ) as usize, (j-1) as usize)).cloned(),
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tiles.get(((i-1) as usize, (j ) as usize)).cloned(),
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tiles.get(((i+1) as usize, (j ) as usize)).cloned(),
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tiles.get(((i ) as usize, (j+1) as usize)).cloned(),
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)
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} else {
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GraphicTile::Hidden
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@ -419,8 +419,8 @@ impl Map {
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let mut new = new;
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for col in min_col .. max_col + 1 {
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for row in min_row .. max_row + 1 {
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for col in min_col ..= max_col {
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for row in min_row ..= max_row {
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let tile_left = col as f32 * 16.0;
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let tile_top = row as f32 * 16.0;
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@ -432,15 +432,12 @@ impl Map {
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}
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// Collisions between feet and ground
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if self.tiles[(row, col)].0.from_top {
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if old.top + old.height <= tile_top &&
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new.top + new.height >= tile_top {
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collision_y = true;
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new.top = tile_top - new.height;
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}
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if self.tiles[(row, col)].0.from_top &&
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old.top + old.height <= tile_top &&
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new.top + new.height >= tile_top {
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collision_y = true;
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new.top = tile_top - new.height;
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}
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if ! overlap(new, tile) {
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@ -448,14 +445,12 @@ impl Map {
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}
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// Collisions between right and right wall
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if self.tiles[(row, col)].0.from_left {
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if self.tiles[(row, col)].0.from_left &&
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old.left + old.width <= tile_left &&
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new.left + new.width >= tile_left {
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if old.left + old.width <= tile_left &&
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new.left + new.width >= tile_left {
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collision_x = true;
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new.left = tile_left - new.width;
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}
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collision_x = true;
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new.left = tile_left - new.width;
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}
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if ! overlap(new, tile) {
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@ -463,14 +458,12 @@ impl Map {
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}
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// Collisions between left and left wall
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if self.tiles[(row, col)].0.from_right {
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if self.tiles[(row, col)].0.from_right &&
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old.left >= tile_left + 16.0 &&
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new.left <= tile_left + 16.0 {
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if old.left >= tile_left + 16.0 &&
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new.left <= tile_left + 16.0 {
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collision_x = true;
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new.left = tile_left + 16.0;
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}
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collision_x = true;
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new.left = tile_left + 16.0;
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}
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if ! overlap(new, tile) {
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@ -478,14 +471,12 @@ impl Map {
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}
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// Collisions between head and roof
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if self.tiles[(row, col)].0.from_bottom {
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if self.tiles[(row, col)].0.from_bottom &&
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old.top >= tile_top + 16.0 &&
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new.top <= tile_top + 16.0 {
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if old.top >= tile_top + 16.0 &&
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new.top <= tile_top + 16.0 {
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collision_y = true;
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new.top = tile_top + 16.0;
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}
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collision_y = true;
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new.top = tile_top + 16.0;
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}
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}
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@ -46,8 +46,8 @@ impl<T> Matrix<T> where T: Clone {
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/// Creates a matrix from an element and duplicates it.
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pub fn from_size(rows: usize, cols: usize, element: T) -> Matrix<T> {
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Matrix {
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rows: rows,
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cols: cols,
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rows,
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cols,
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data: vec![element; rows * cols],
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}
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}
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@ -62,7 +62,7 @@ impl Renderer {
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window.set_framerate_limit(60);
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Renderer {
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window: window,
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window,
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texture_manager: TextureManager::new(),
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started: Instant::now(),
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}
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