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https://github.com/italicsjenga/agb.git
synced 2025-01-11 01:21:34 +11:00
Rename get_object to object
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parent
5791d033ef
commit
3e34509049
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@ -74,7 +74,7 @@ fn main(mut gba: agb::Gba) -> ! {
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let sprite = object.sprite(&ChickenSprites[0]);
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let mut chicken = Character {
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object: object.get_object(sprite),
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object: object.object(sprite),
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position: Vector2D {
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x: (6 * 8) << 8,
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y: ((7 * 8) - 4) << 8,
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@ -20,7 +20,7 @@ fn all_sprites(gfx: &ObjectController) {
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for y in 0..9 {
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for x in 0..14 {
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let mut obj = gfx.get_object(gfx.sprite(&SPRITES[0]));
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let mut obj = gfx.object(gfx.sprite(&SPRITES[0]));
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obj.show();
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obj.set_position((x * 16 + 8, y * 16 + 8).into());
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objs.push(obj);
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@ -65,7 +65,7 @@ fn all_tags(gfx: &ObjectController) {
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let sprite = v.sprite(0);
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let (size_x, size_y) = sprite.size().to_width_height();
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let (size_x, size_y) = (size_x as i32, size_y as i32);
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let mut obj = gfx.get_object(gfx.sprite(sprite));
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let mut obj = gfx.object(gfx.sprite(sprite));
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obj.show();
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obj.set_position((x * 32 + 16 - size_x / 2, y * 32 + 16 - size_y / 2).into());
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objs.push((obj, v));
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@ -361,7 +361,7 @@ impl ObjectController {
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}
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}
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pub fn get_object<'a, 'b>(&'a self, sprite: SpriteBorrow<'b>) -> Object<'b, 'a> {
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pub fn object<'a, 'b>(&'a self, sprite: SpriteBorrow<'b>) -> Object<'b, 'a> {
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self.try_get_object(sprite).expect("No object available")
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}
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@ -24,7 +24,7 @@ fn main(mut gba: Gba) -> ! {
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const BALL: &Tag = GRAPHICS.tags().get("Ball");
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let ball_sprite = object.sprite(BALL.sprite(0));
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let mut ball = object.get_object(ball_sprite);
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let mut ball = object.object(ball_sprite);
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ball.set_x(50).set_y(50).show();
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@ -120,7 +120,7 @@ pub struct Entity<'a> {
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impl<'a> Entity<'a> {
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pub fn new(object: &'a ObjectController, collision_mask: Vector2D<u16>) -> Self {
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let dummy_sprite = object.sprite(WALKING.sprite(0));
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let mut sprite = object.get_object(dummy_sprite);
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let mut sprite = object.object(dummy_sprite);
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sprite.set_priority(Priority::P1);
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Entity {
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sprite,
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@ -162,7 +162,7 @@ struct Entity<'a> {
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impl<'a> Entity<'a> {
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fn new(object_controller: &'a ObjectController, collision_mask: Rect<u16>) -> Self {
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let s = object_controller.sprite(LONGSWORD_IDLE.sprite(0));
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let mut sprite = object_controller.get_object(s);
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let mut sprite = object_controller.object(s);
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sprite.set_priority(Priority::P1);
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Entity {
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sprite,
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