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update example projects
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@ -85,15 +85,15 @@ agb::include_gfx!("gfx/tile_sheet.toml");
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use agb::{
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use agb::{
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display::{
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display::{
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background::BackgroundRegular,
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background::BackgroundRegular,
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object::{Object, ObjectController, Sprite, Tag, TagMap},
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object::{Graphics, Object, ObjectController, Sprite, Tag, TagMap},
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Priority, HEIGHT, WIDTH,
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Priority, HEIGHT, WIDTH,
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},
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},
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fixnum::{FixedNum, Vector2D},
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fixnum::{FixedNum, Vector2D},
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input::{self, Button, ButtonController},
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input::{self, Button, ButtonController},
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};
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};
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const SPRITE_TAGS: (&[Sprite], &TagMap) = agb::include_aseprite!("gfx/sprites.aseprite");
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const GRAPHICS: &Graphics = agb::include_aseprite!("gfx/sprites.aseprite");
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const TAG_MAP: &TagMap = SPRITE_TAGS.1;
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const TAG_MAP: &TagMap = GRAPHICS.tags();
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const WALKING: &Tag = TAG_MAP.get("Walking");
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const WALKING: &Tag = TAG_MAP.get("Walking");
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const JUMPING: &Tag = TAG_MAP.get("Jumping");
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const JUMPING: &Tag = TAG_MAP.get("Jumping");
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@ -15,7 +15,7 @@ use rng::get_random;
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use agb::{
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use agb::{
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display::{
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display::{
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background::{BackgroundDistributor, BackgroundRegular},
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background::{BackgroundDistributor, BackgroundRegular},
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object::{Object, ObjectController, Sprite, Tag, TagMap},
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object::{Graphics, Object, ObjectController, Sprite, Tag, TagMap},
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Priority, HEIGHT, WIDTH,
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Priority, HEIGHT, WIDTH,
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},
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},
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fixnum::{FixedNum, Rect, Vector2D},
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fixnum::{FixedNum, Rect, Vector2D},
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@ -23,9 +23,8 @@ use agb::{
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};
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};
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use generational_arena::Arena;
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use generational_arena::Arena;
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const SPRITE_TAGS: (&[Sprite], &TagMap) =
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const GRAPHICS: &Graphics = agb::include_aseprite!("gfx/objects.aseprite", "gfx/boss.aseprite");
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agb::include_aseprite!("gfx/objects.aseprite", "gfx/boss.aseprite");
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const TAG_MAP: &TagMap = GRAPHICS.tags();
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const TAG_MAP: &TagMap = SPRITE_TAGS.1;
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const LONGSWORD_IDLE: &Tag = TAG_MAP.get("Idle - longsword");
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const LONGSWORD_IDLE: &Tag = TAG_MAP.get("Idle - longsword");
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const LONGSWORD_WALK: &Tag = TAG_MAP.get("Walk - longsword");
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const LONGSWORD_WALK: &Tag = TAG_MAP.get("Walk - longsword");
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@ -2011,7 +2010,8 @@ impl<'a> Game<'a> {
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self.input.update();
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self.input.update();
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if let UpdateInstruction::CreateParticle(data, position) =
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if let UpdateInstruction::CreateParticle(data, position) =
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self.player.update(object_controller, &self.input, &self.level, sfx)
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self.player
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.update(object_controller, &self.input, &self.level, sfx)
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{
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{
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let new_particle = Particle::new(object_controller, data, position);
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let new_particle = Particle::new(object_controller, data, position);
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