554 lines
16 KiB
Rust
554 lines
16 KiB
Rust
use std::path::Path;
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use std::fs::File;
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use std::io::{BufWriter, BufReader};
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use serde::{Serialize, Deserialize};
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use bincode::{serialize, deserialize, serialize_into, deserialize_from};
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use sfml::graphics::{FloatRect, IntRect};
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use sfml::system::Vector2;
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use crate::{Error, Result};
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use crate::engine::math::{clamp, Matrix};
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use crate::engine::renderer::Drawable;
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use crate::engine::texture::Texture;
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use crate::engine::character::Damage;
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/// This enum represents if the collision happens on the X axis or the Y axis.
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#[derive(Copy, Clone)]
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pub enum CollisionAxis {
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/// The X axis.
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X,
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/// The Y axis.
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Y,
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/// Both axis simultaneously
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Both,
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}
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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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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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CollisionAxis::X => false,
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_ => true,
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}
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}
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}
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/// This struct represents the different sides from which a collision can occur.
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#[derive(Debug, Copy, Clone, PartialEq, Eq, Serialize, Deserialize)]
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pub struct CollisionTile {
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/// If the character comes from the top, it will collide if this bool is true.
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pub from_top: bool,
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/// If the character comes from the left, it will collide if this bool is true.
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pub from_left: bool,
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/// If the character comes from the right, it will collide if this bool is true.
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pub from_right: bool,
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/// If the character comes from the bottom, it will collide if this bool is true.
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pub from_bottom: bool,
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}
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impl CollisionTile {
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/// Creates a collision tile that does not collide.
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pub fn empty() -> CollisionTile {
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CollisionTile {
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from_top: false,
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from_left: false,
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from_right: false,
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from_bottom: false,
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}
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}
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/// Creates a collision tile that collides from every side.
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pub fn full() -> CollisionTile {
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CollisionTile {
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from_top: true,
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from_left: true,
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from_right: true,
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from_bottom: true,
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}
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}
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}
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/// This struct represents a renderable tile linking to its part in the tileset texture.
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#[derive(Debug, Copy, Clone, PartialEq, Eq, Serialize, Deserialize)]
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pub enum GraphicTile {
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/// There is nothing to draw.
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Hidden,
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/// Top left corner of a solid tile.
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TopLeft,
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/// Top of a solid tile.
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Top,
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/// Top right corner of a solid tile.
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TopRight,
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/// Left of a solid tile.
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Left,
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/// Center of a solid tile.
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Center,
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/// Right of a solid tile.
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Right,
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/// Bottom left corner of a solid tile.
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BottomLeft,
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/// Bottom of a solid tile.
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Bottom,
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/// Bottom right corner of a solid tile.
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BottomRight,
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}
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impl GraphicTile {
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/// Returns a graphic tile from a collision tile.
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///
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/// This might be ugly for the moment.
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pub fn from_collision_tile(collision: CollisionTile) -> GraphicTile {
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if collision == CollisionTile::empty() {
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GraphicTile::Hidden
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} else {
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GraphicTile::Center
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}
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}
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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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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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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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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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GraphicTile::BottomLeft | GraphicTile::Bottom | GraphicTile::BottomRight => true,
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_ => false,
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}
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}
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/// Creates a vec containing all the non hidden graphic tiles.
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pub fn all() -> Vec<GraphicTile> {
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vec![
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GraphicTile::TopLeft,
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GraphicTile::Top,
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GraphicTile::TopRight,
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GraphicTile::Left,
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GraphicTile::Center,
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GraphicTile::Right,
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GraphicTile::BottomLeft,
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GraphicTile::Bottom,
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GraphicTile::BottomRight,
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]
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}
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/// Creates the correct graphic tile depending on the neighbours.
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///
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/// A none will be considered solid.
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pub fn from_neighbour_options(
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top: Option<CollisionTile>,
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left: Option<CollisionTile>,
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right: Option<CollisionTile>,
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bottom: Option<CollisionTile>,
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) -> GraphicTile {
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GraphicTile::from_neighbours(
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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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/// Creates the correct graphic tile depending on the neighbours.
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pub fn from_neighbours(
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top: CollisionTile,
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left: CollisionTile,
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right: CollisionTile,
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bottom: CollisionTile,
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) -> GraphicTile {
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let mut all = GraphicTile::all()
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.into_iter()
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.map(|x| (x, true))
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.collect::<Vec<_>>();
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for (ref mut tile, ref mut possible) in &mut all {
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if tile.is_top() == (top == CollisionTile::full()) {
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*possible = false;
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}
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if tile.is_left() == (left == CollisionTile::full()) {
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*possible = false;
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}
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if tile.is_right() == (right == CollisionTile::full()) {
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*possible = false;
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}
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if tile.is_bottom() == (bottom == CollisionTile::full()) {
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*possible = false;
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}
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}
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for (tile, possible) in all {
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if possible {
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return tile;
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}
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}
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GraphicTile::Center
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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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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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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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_ => 0,
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};
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// (horizontal, vertical)
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(vertical, horizontal)
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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 graphic representation of the positioned tile.
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pub graphic: GraphicTile,
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/// The collision representation of the positioned tile.
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pub collision: CollisionTile,
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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.graphic.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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#[derive(Serialize, Deserialize)]
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pub struct Map {
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/// The entrace point of the character in the map.
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entrance: (usize, usize),
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/// The tiles contained in the level.
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tiles: Matrix<(CollisionTile, GraphicTile)>,
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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, CollisionTile::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)] = CollisionTile::full();
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}
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Map::from_collision_tiles(tiles)
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}
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/// Encodes the map into a binary format.
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pub fn encode(&self) -> Result<Vec<u8>> {
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serialize(&self).map_err(Error::Encoding)
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}
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/// Decodes a map from bytes.
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pub fn decode(content: &[u8]) -> Result<Map> {
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deserialize(content).map_err(Error::Decoding)
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}
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/// Saves the map to a file.
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pub fn save<P: AsRef<Path>>(&self, path: P) -> Result<()> {
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let file = File::create(path.as_ref()).map_err(Error::Save)?;
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let mut writer = BufWriter::new(file);
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serialize_into(&mut writer, &self).map_err(Error::Encoding)?;
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Ok(())
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}
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/// Loads a map from a file.
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pub fn load<P: AsRef<Path>>(path: P) -> Result<Map> {
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let file = File::open(path.as_ref()).map_err(Error::Load)?;
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let mut reader = BufReader::new(file);
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Ok(deserialize_from(&mut reader).map_err(Error::Decoding)?)
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}
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/// Creates a map from a txt file.
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pub fn from_str(text: &str) -> Result<Map> {
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let split = text.split('\n').collect::<Vec<_>>();
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// First two usize are the size of the map
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let size = split[0]
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.split_whitespace()
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.map(|x| x.parse::<usize>().unwrap())
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.collect::<Vec<_>>();
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let mut tiles = Matrix::from_size(size[0], size[1], CollisionTile::empty());
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for (row, line) in split.iter().skip(1).enumerate() {
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for (col, tile) in line.split_whitespace().enumerate() {
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let num = tile.parse::<u8>().unwrap();
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match num {
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0 => (),
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1 => tiles[(row, col)] = CollisionTile::full(),
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_ => panic!("Expecting 0 or 1 in level files"),
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}
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}
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}
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Ok(Map::from_collision_tiles(tiles))
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}
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/// Creates a map from its tiles.
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pub fn from_collision_tiles(tiles: Matrix<CollisionTile>) -> Map {
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let rows = tiles.rows();
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let cols = tiles.cols();
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let mut matrix =
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Matrix::from_size(rows, cols, (CollisionTile::empty(), GraphicTile::Hidden));
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for i in 0..rows {
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for j in 0..cols {
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let graphic = if tiles[(i, j)] == CollisionTile::full() {
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// TODO This is uggly
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// If there is an overflow, we should give None instead
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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)).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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};
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matrix[(i, j)] = (tiles[(i, j)], graphic);
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}
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}
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Map {
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entrance: Map::find_entrance(&matrix),
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tiles: matrix,
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}
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}
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/// Returns a tile of the map.
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pub fn tile(&self, i: usize, j: usize) -> Option<CollisionTile> {
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self.tiles.get((i, j)).map(|x| x.0)
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}
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/// Changes a tile of the map.
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pub fn set_tile(&mut self, i: usize, j: usize, tile: CollisionTile) {
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self.tiles[(i, j)] = (tile, GraphicTile::from_collision_tile(tile));
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}
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/// Finds a possible entrance.
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pub fn find_entrance(tiles: &Matrix<(CollisionTile, GraphicTile)>) -> (usize, usize) {
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(tiles.rows() - 5, 1)
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}
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/// Returns the entrance of the map.
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pub fn entrance(&self) -> (usize, usize) {
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self.entrance
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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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collision: self.tiles[(row, col)].0,
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graphic: self.tiles[(row, col)].1,
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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 bounding box collides with elements of the map.
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///
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/// Returns the new correct position.
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pub fn collides_bbox(
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&self,
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old: FloatRect,
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new: FloatRect,
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) -> Option<(CollisionAxis, Vector2<f32>, Damage)> {
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let mut damage = Damage::None;
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let cols = self.tiles.cols() - 1;
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let rows = self.tiles.rows() - 1;
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let min_col = clamp(new.left / 16.0, 0.0, cols as f32) as usize;
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let min_row = clamp(new.top / 16.0, 0.0, rows as f32) as usize;
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let max_col = clamp((new.left + new.width) / 16.0, 0.0, cols as f32) as usize;
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let max_row = clamp((new.top + new.height) / 16.0, 0.0, rows as f32) as usize;
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let mut collision_x = false;
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let mut collision_y = false;
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let mut new = new;
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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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let tile = FloatRect::new(tile_left, tile_top, 16.0, 16.0);
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if !overlap(new, tile) {
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continue;
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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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&& old.top + old.height <= tile_top
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&& new.top + new.height >= tile_top
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{
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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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continue;
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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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&& old.left + old.width <= tile_left
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&& new.left + new.width >= tile_left
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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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continue;
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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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&& old.left >= tile_left + 16.0
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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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continue;
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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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&& old.top >= tile_top + 16.0
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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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}
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// Collision between the player and left border of the level
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if new.left < 0.0 {
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new.left = 0.0;
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collision_x = true;
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}
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// Collision between the player and right border of the level
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if new.left > cols as f32 * 16.0 {
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new.left = cols as f32 * 16.0;
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collision_x = true;
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}
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// Collision between the player and the void
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if new.top > self.tiles.rows() as f32 * 16.0 {
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new.top = self.tiles.rows() as f32 * 16.0;
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collision_y = true;
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damage = Damage::Death;
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}
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let new_pos = Vector2::new(new.left, new.top);
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match (collision_x, collision_y) {
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(true, true) => Some((CollisionAxis::Both, new_pos, damage)),
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(true, false) => Some((CollisionAxis::X, new_pos, damage)),
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(false, true) => Some((CollisionAxis::Y, new_pos, damage)),
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(false, false) => None,
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}
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}
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}
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/// Checks if two boxes overlap.
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pub fn overlap(box1: FloatRect, box2: FloatRect) -> bool {
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box2.left < box1.left + box1.width
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&& box2.left + box2.width > box1.left
|
|
&& box2.top < box1.top + box1.height
|
|
&& box2.top + box2.height > box1.top
|
|
}
|