Refactor animations (#5)
- `SpriteRef` impls `Animation`, `Sprite` does not - Animation duration and delta time now lives on the struct that handles the animation "state machine" - Tweak the player animation to 100ms frame duration (was 50ms)
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d0a16f9a71
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@ -8,7 +8,7 @@ use std::time::Duration;
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pub use controls::{Controls, Direction};
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use loader::{load_assets, Assets};
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use sprites::{blit, Drawable, Frame, Sprite, SpriteRef};
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use sprites::{blit, Animation, Frame, Sprite, SpriteRef};
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mod controls;
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mod loader;
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@ -35,8 +35,7 @@ pub struct World {
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score: u32,
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assets: Assets,
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screen: Vec<u8>,
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timing: Duration,
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frame_count: usize,
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dt: Duration,
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}
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/// A tiny position vector
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@ -124,7 +123,7 @@ impl World {
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bounds: Bounds::default(),
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};
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let player = Player {
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sprite: SpriteRef::new(&assets, Player1),
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sprite: SpriteRef::new(&assets, Player1, Duration::from_millis(100)),
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pos: Point::new(80, 216),
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last_update: 0,
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};
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@ -148,8 +147,7 @@ impl World {
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score: 0,
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assets,
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screen,
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timing: Duration::default(),
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frame_count: 0,
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dt: Duration::default(),
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}
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}
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@ -163,17 +161,16 @@ impl World {
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let one_frame = Duration::new(0, 16_666_667);
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// Advance the timer by the delta time
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self.timing += dt;
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self.dt += dt;
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// Step the invaders one by one
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while self.timing >= one_frame {
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self.frame_count += 1;
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self.timing -= one_frame;
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while self.dt >= one_frame {
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self.dt -= one_frame;
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self.step_invaders();
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}
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// Handle player movement and animation
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self.step_player(controls);
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self.step_player(controls, dt);
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// TODO: Handle lasers and bullets
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// Movements can be multiplied by the delta-time frame count, instead of looping
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@ -216,34 +213,25 @@ impl World {
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// TODO: Move the invader
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// Animate the invader
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invader.sprite.animate(&self.assets);
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invader.sprite.step_frame(&self.assets);
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}
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fn step_player(&mut self, controls: &Controls) {
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let animate_player = match controls.direction {
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fn step_player(&mut self, controls: &Controls, dt: Duration) {
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match controls.direction {
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Direction::Left => {
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if self.player.pos.x > 0 {
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self.player.pos.x -= 1;
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true
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} else {
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false
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self.player.sprite.animate(&self.assets, dt);
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}
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}
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Direction::Right => {
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if self.player.pos.x < 224 - 16 {
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self.player.pos.x += 1;
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true
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} else {
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false
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self.player.sprite.animate(&self.assets, dt);
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}
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}
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_ => false,
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};
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if animate_player && self.frame_count - self.player.last_update >= 3 {
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self.player.last_update = self.frame_count;
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self.player.sprite.animate(&self.assets);
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_ => (),
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}
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}
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@ -331,7 +319,7 @@ fn make_invader_grid(assets: &Assets) -> Vec<Vec<Option<Invader>>> {
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(0..COLS)
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.map(|x| {
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Some(Invader {
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sprite: SpriteRef::new(assets, Blipjoy1),
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sprite: SpriteRef::new(assets, Blipjoy1, Duration::default()),
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pos: START + BLIPJOY_OFFSET + Point::new(x, y) * GRID,
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score: 10,
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})
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@ -342,7 +330,7 @@ fn make_invader_grid(assets: &Assets) -> Vec<Vec<Option<Invader>>> {
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(0..COLS)
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.map(|x| {
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Some(Invader {
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sprite: SpriteRef::new(assets, Ferris1),
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sprite: SpriteRef::new(assets, Ferris1, Duration::default()),
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pos: START + FERRIS_OFFSET + Point::new(x, y) * GRID,
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score: 10,
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})
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@ -353,7 +341,7 @@ fn make_invader_grid(assets: &Assets) -> Vec<Vec<Option<Invader>>> {
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(0..COLS)
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.map(|x| {
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Some(Invader {
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sprite: SpriteRef::new(assets, Cthulhu1),
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sprite: SpriteRef::new(assets, Cthulhu1, Duration::default()),
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pos: START + CTHULHU_OFFSET + Point::new(x, y) * GRID,
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score: 10,
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})
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@ -1,4 +1,5 @@
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use std::rc::Rc;
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use std::time::Duration;
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use crate::loader::Assets;
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use crate::{Point, SCREEN_WIDTH};
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@ -26,13 +27,15 @@ pub(crate) enum Frame {
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// Laser2,
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}
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/// Sprites can be drawn and animated.
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/// Sprites can be drawn and procedurally generated.
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///
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/// A `Sprite` owns its pixel data, and cannot be animated. Use a `SpriteRef` if you need
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/// animations.
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#[derive(Debug)]
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pub(crate) struct Sprite {
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width: usize,
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height: usize,
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pixels: Vec<u8>,
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frame: Frame,
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}
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/// SpriteRefs can be drawn and animated.
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@ -44,6 +47,8 @@ pub(crate) struct SpriteRef {
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height: usize,
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pixels: Rc<Vec<u8>>,
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frame: Frame,
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duration: Duration,
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dt: Duration,
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}
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/// Drawables can be blitted to the pixel buffer and animated.
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@ -51,15 +56,43 @@ pub(crate) trait Drawable {
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fn width(&self) -> usize;
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fn height(&self) -> usize;
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fn pixels(&self) -> &[u8];
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fn update_pixels(&mut self, pixels: Rc<Vec<u8>>);
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fn frame(&self) -> &Frame;
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fn update_frame(&mut self, frame: Frame);
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}
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fn animate(&mut self, assets: &Assets) {
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pub(crate) trait Animation {
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fn animate(&mut self, assets: &Assets, dt: Duration);
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}
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impl Sprite {
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pub(crate) fn new(assets: &Assets, frame: Frame) -> Sprite {
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let (width, height, pixels) = assets.sprites().get(&frame).unwrap();
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Sprite {
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width: *width,
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height: *height,
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pixels: pixels.to_vec(),
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}
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}
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}
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impl SpriteRef {
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pub(crate) fn new(assets: &Assets, frame: Frame, duration: Duration) -> SpriteRef {
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let (width, height, pixels) = assets.sprites().get(&frame).unwrap();
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SpriteRef {
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width: *width,
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height: *height,
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pixels: pixels.clone(),
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frame,
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duration,
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dt: Duration::default(),
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}
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}
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pub(crate) fn step_frame(&mut self, assets: &Assets) {
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use Frame::*;
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let assets = assets.sprites();
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let (pixels, frame) = match self.frame() {
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let (pixels, frame) = match self.frame {
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Blipjoy1 => (assets.get(&Blipjoy2).unwrap().2.clone(), Blipjoy2),
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Blipjoy2 => (assets.get(&Blipjoy1).unwrap().2.clone(), Blipjoy1),
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@ -78,34 +111,8 @@ pub(crate) trait Drawable {
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// Laser2 => (assets.get(&Laser1).unwrap().2.clone(), Laser1),
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};
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self.update_pixels(pixels);
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self.update_frame(frame);
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}
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}
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impl Sprite {
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pub(crate) fn new(assets: &Assets, frame: Frame) -> Sprite {
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let (width, height, pixels) = assets.sprites().get(&frame).unwrap();
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Sprite {
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width: *width,
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height: *height,
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pixels: pixels.to_vec(),
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frame,
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}
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}
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}
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impl SpriteRef {
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pub(crate) fn new(assets: &Assets, frame: Frame) -> SpriteRef {
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let (width, height, pixels) = assets.sprites().get(&frame).unwrap();
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SpriteRef {
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width: *width,
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height: *height,
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pixels: pixels.clone(),
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frame,
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}
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self.pixels = pixels;
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self.frame = frame;
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}
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}
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@ -121,18 +128,6 @@ impl Drawable for Sprite {
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fn pixels(&self) -> &[u8] {
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&self.pixels
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}
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fn update_pixels(&mut self, pixels: Rc<Vec<u8>>) {
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self.pixels = pixels.to_vec();
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}
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fn frame(&self) -> &Frame {
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&self.frame
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}
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fn update_frame(&mut self, frame: Frame) {
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self.frame = frame;
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}
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}
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impl Drawable for SpriteRef {
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@ -147,17 +142,20 @@ impl Drawable for SpriteRef {
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fn pixels(&self) -> &[u8] {
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&self.pixels
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}
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fn update_pixels(&mut self, pixels: Rc<Vec<u8>>) {
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self.pixels = pixels;
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}
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fn frame(&self) -> &Frame {
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&self.frame
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}
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impl Animation for SpriteRef {
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fn animate(&mut self, assets: &Assets, dt: Duration) {
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if self.duration.subsec_nanos() == 0 {
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self.step_frame(assets);
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} else {
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self.dt += dt;
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fn update_frame(&mut self, frame: Frame) {
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self.frame = frame;
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while self.dt >= self.duration {
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self.dt -= self.duration;
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self.step_frame(assets);
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}
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}
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}
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}
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