Clean up and fixes for collision handling.
This commit is contained in:
12
src/main.rs
12
src/main.rs
@@ -269,7 +269,7 @@ fn main() {
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if let Some(intersect) = layer.find_intersecting(&player.to_rect()) {
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if player.dx > 0.0 {
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for y in intersect.y()..intersect.height() as i32 + 1 {
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for y in intersect.y()..(intersect.y() + intersect.height() as i32) {
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let mut x = intersect.x();
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loop {
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@@ -297,7 +297,7 @@ fn main() {
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player.dx = 0.0;
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}
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} else if player.dx < 0.0 {
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for y in intersect.y()..intersect.height() as i32 + 1 {
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for y in intersect.y()..(intersect.y() + intersect.height() as i32) {
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let mut x = intersect.x();
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loop {
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@@ -327,7 +327,7 @@ fn main() {
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}
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if player.dy > 0.0 {
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for x in intersect.x()..intersect.width() as i32 + 1 {
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for x in intersect.x()..(intersect.x() + intersect.width() as i32) {
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let mut y = intersect.y();
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loop {
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@@ -356,7 +356,7 @@ fn main() {
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player.on_ground = true;
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}
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} else if player.dy < 0.0 {
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for x in intersect.x()..intersect.width() as i32 + 1 {
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for x in intersect.x()..(intersect.x() + intersect.width() as i32) {
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let mut y = intersect.y();
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loop {
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@@ -404,10 +404,10 @@ fn main() {
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match *tile {
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Tile::Background(src) => {
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let _ = renderer.copy(&world_sprites, Some(src), Some(object));
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renderer.copy(&world_sprites, Some(src), Some(object));
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},
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Tile::Floor(src) => {
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let _ = renderer.copy(&world_sprites, Some(src), Some(object));
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renderer.copy(&world_sprites, Some(src), Some(object));
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},
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Tile::Static(ref sprite, _) => sprite.render(&mut renderer, &object),
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_ => ()
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