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Fix clippy lints in the-purple-night
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548e88f7c4
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@ -6,6 +6,8 @@ extern crate alloc;
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mod rng;
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mod rng;
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mod sfx;
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mod sfx;
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use core::cmp::Ordering;
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use alloc::vec::Vec;
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use alloc::vec::Vec;
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use rng::get_random;
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use rng::get_random;
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@ -324,7 +326,7 @@ impl SwordState {
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*counter = 0;
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*counter = 0;
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}
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}
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match self {
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match self {
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SwordState::LongSword => (0 + *counter / 8) * 4,
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SwordState::LongSword => (*counter / 8) * 4,
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SwordState::ShortSword => (41 + *counter / 8) * 4,
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SwordState::ShortSword => (41 + *counter / 8) * 4,
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SwordState::Dagger => (96 + *counter / 8) * 4,
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SwordState::Dagger => (96 + *counter / 8) * 4,
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SwordState::Swordless => (154 + *counter / 8) * 4,
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SwordState::Swordless => (154 + *counter / 8) * 4,
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@ -943,12 +945,10 @@ impl SlimeData {
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.set_tile_id((29 + self.sprite_offset / 16) * 4);
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.set_tile_id((29 + self.sprite_offset / 16) * 4);
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if (player.entity.position - entity.position).manhattan_distance() < 40.into() {
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if (player.entity.position - entity.position).manhattan_distance() < 40.into() {
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let direction = if player.entity.position.x > entity.position.x {
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let direction = match player.entity.position.x.cmp(&entity.position.x) {
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Tri::Positive
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Ordering::Equal => Tri::Zero,
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} else if player.entity.position.x < entity.position.x {
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Ordering::Greater => Tri::Positive,
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Tri::Negative
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Ordering::Less => Tri::Negative,
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} else {
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Tri::Zero
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};
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};
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self.slime_state = SlimeState::Chasing(direction);
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self.slime_state = SlimeState::Chasing(direction);
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@ -1200,14 +1200,18 @@ impl EmuData {
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.signum();
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.signum();
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entity.velocity.x = velocity;
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entity.velocity.x = velocity;
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if velocity > 0.into() {
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match velocity.cmp(&0.into()) {
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entity.sprite.set_hflip(true);
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Ordering::Greater => {
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self.state = EmuState::Charging(Tri::Positive);
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entity.sprite.set_hflip(true);
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} else if velocity < 0.into() {
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self.state = EmuState::Charging(Tri::Positive);
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self.state = EmuState::Charging(Tri::Negative);
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}
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entity.sprite.set_hflip(false);
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Ordering::Less => {
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} else {
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self.state = EmuState::Charging(Tri::Negative);
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self.state = EmuState::Idle;
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entity.sprite.set_hflip(false);
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}
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Ordering::Equal => {
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self.state = EmuState::Idle;
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}
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}
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}
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}
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}
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@ -1916,13 +1920,12 @@ impl<'a> Game<'a> {
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}
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}
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self.input.update();
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self.input.update();
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match self.player.update(&self.input, &self.level, sfx) {
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if let UpdateInstruction::CreateParticle(data, position) =
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UpdateInstruction::CreateParticle(data, position) => {
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self.player.update(&self.input, &self.level, sfx)
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let new_particle = Particle::new(object_controller, data, position);
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{
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let new_particle = Particle::new(object_controller, data, position);
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self.particles.insert(new_particle);
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self.particles.insert(new_particle);
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}
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_ => {}
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}
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}
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let mut remove = Vec::with_capacity(10);
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let mut remove = Vec::with_capacity(10);
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