D'oh!
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100
src/main.rs
100
src/main.rs
@@ -261,29 +261,26 @@ fn main() {
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player.on_ground = false;
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let px = player.x + player.w as f32;
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let mut dx = player.dx;
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let py = player.y + player.h as f32;
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let mut dy = player.dy;
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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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let p = player.x + player.w as f32;
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let mut d = player.dx;
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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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let t = (x * TILE_WIDTH as i32) as f32 - px;
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let t = (x * TILE_WIDTH as i32) as f32 - p;
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if t > dx {
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if t > d {
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break;
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}
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if let Some(tile) = layer.get_tile(x, y) {
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dx = match *tile {
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Tile::Floor(_) => dx.min(t),
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Tile::Static(_, solid) => if solid { dx.min(t) } else { dx },
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_ => dx
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d = match *tile {
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Tile::Floor(_) => d.min(t),
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Tile::Static(_, solid) => if solid { d.min(t) } else { d },
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_ => d
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}
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} else {
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break;
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@@ -293,25 +290,33 @@ fn main() {
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}
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}
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if dx <= 0.0 {
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if d > 0.0 {
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player.x += d;
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} else if d < 0.0 {
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player.x += d;
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player.dx = 0.0;
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} else {
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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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let p = player.x;
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let mut d = player.dx;
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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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let t = (x * TILE_WIDTH as i32 + TILE_WIDTH as i32) as f32 - px;
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let t = (x * TILE_WIDTH as i32 + TILE_WIDTH as i32) as f32 - p;
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if t < dx {
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if t < d {
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break;
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}
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if let Some(tile) = layer.get_tile(x, y) {
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dx = match *tile {
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Tile::Floor(_) => dx.max(t),
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Tile::Static(_, solid) => if solid { dx.max(t) } else { dx },
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_ => dx
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d = match *tile {
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Tile::Floor(_) => d.max(t),
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Tile::Static(_, solid) => if solid { d.max(t) } else { d },
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_ => d
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}
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} else {
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break;
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@@ -321,27 +326,35 @@ fn main() {
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}
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}
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if dx >= 0.0 {
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if d < 0.0 {
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player.x += d;
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} else if d > 0.0 {
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player.x += d;
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player.dx = 0.0;
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} else {
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player.dx = 0.0;
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}
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}
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if player.dy > 0.0 {
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let p = player.y + player.h as f32;
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let mut d = player.dy;
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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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let t = (y * TILE_HEIGHT as i32) as f32 - py;
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let t = (y * TILE_HEIGHT as i32) as f32 - p;
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if t > dy {
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if t > d {
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break;
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}
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if let Some(tile) = layer.get_tile(x, y) {
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dy = match *tile {
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Tile::Floor(_) => dy.min(t),
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Tile::Static(_, solid) => if solid { dy.min(t) } else { dy },
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_ => dy
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d = match *tile {
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Tile::Floor(_) => d.min(t),
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Tile::Static(_, solid) => if solid { d.min(t) } else { d },
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_ => d
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}
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} else {
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break;
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@@ -351,26 +364,37 @@ fn main() {
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}
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}
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if dy <= 0.0 {
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if d > 0.0 {
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player.y += d;
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} else if d < 0.0 {
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player.y += d;
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player.dy = 0.0;
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player.on_ground = true;
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} else {
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player.dy = 0.0;
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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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let p = player.y;
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let mut d = player.dy;
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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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let t = (y * TILE_HEIGHT as i32 + TILE_HEIGHT as i32) as f32 - py;
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let t = (y * TILE_HEIGHT as i32 + TILE_HEIGHT as i32) as f32 - p;
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if t < dy {
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if t < d {
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break;
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}
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if let Some(tile) = layer.get_tile(x, y) {
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dy = match *tile {
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Tile::Floor(_) => dy.max(t),
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Tile::Static(_, solid) => if solid { dy.max(t) } else { dy },
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_ => dy
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d = match *tile {
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Tile::Floor(_) => d.max(t),
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Tile::Static(_, solid) => if solid { d.max(t) } else { d },
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_ => d
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}
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} else {
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break;
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@@ -380,15 +404,17 @@ fn main() {
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}
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}
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if dy >= 0.0 {
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if d < 0.0 {
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player.y += d;
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} else if d > 0.0 {
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player.y += d;
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player.dy = 0.0;
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} else {
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player.dy = 0.0;
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}
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}
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}
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player.x += dx;
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player.y += dy;
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player_sprite.update(elapsed);
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camera.center(&player.to_rect());
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