Update crates.
Fmt. Clippy.
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@@ -1,7 +1,8 @@
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use sdl2::rect::Rect;
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use sdl2::render::Renderer;
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use sdl2::render::Canvas;
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use sdl2::video::Window;
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use component::{Updatable, Renderable};
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use component::{Renderable, Updatable};
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pub struct GameObject<'a> {
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@@ -9,8 +10,8 @@ pub struct GameObject<'a> {
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pub y: f32,
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pub w: u32,
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pub h: u32,
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pub dx: f32, // TODO moved to PlayerPhysicsComponent
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pub dy: f32, // TODO moved to PlayerPhysicsComponent
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pub dx: f32, // TODO moved to PlayerPhysicsComponent
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pub dy: f32, // TODO moved to PlayerPhysicsComponent
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pub gravity: f32, // TODO moved to PlayerPhysicsComponent
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pub on_ground: bool,
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physics: Box<Updatable + 'a>,
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@@ -18,11 +19,12 @@ pub struct GameObject<'a> {
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}
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impl<'a> GameObject<'a> {
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pub fn new(x: f32,
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y: f32,
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physics: Box<Updatable + 'a>,
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graphics: Box<Renderable + 'a>)
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-> GameObject<'a> {
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pub fn new(
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x: f32,
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y: f32,
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physics: Box<Updatable + 'a>,
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graphics: Box<Renderable + 'a>,
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) -> GameObject<'a> {
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GameObject {
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x: x,
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y: y,
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@@ -43,7 +45,7 @@ impl<'a> GameObject<'a> {
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}
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#[inline]
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pub fn render(&self, elapsed: f64, renderer: &mut Renderer, destination: &Rect) {
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pub fn render(&self, elapsed: f64, renderer: &mut Canvas<Window>, destination: &Rect) {
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self.graphics.render(self, elapsed, renderer, destination);
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}
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