Clippy (#233)
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bd2de37b84
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@ -1,5 +1,5 @@
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/// Player control inputs.
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#[derive(Debug)]
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#[derive(Debug, Default)]
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pub struct Controls {
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/// Move the player.
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pub direction: Direction,
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@ -18,15 +18,6 @@ pub enum Direction {
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Right,
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}
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impl Default for Controls {
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fn default() -> Controls {
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Controls {
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direction: Direction::default(),
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fire: false,
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}
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}
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}
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impl Default for Direction {
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fn default() -> Direction {
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Direction::Still
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@ -49,7 +49,7 @@ pub struct World {
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player: Player,
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bullet: Option<Bullet>,
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collision: Collision,
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score: u32,
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_score: u32,
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assets: Assets,
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dt: Duration,
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gameover: bool,
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@ -72,7 +72,7 @@ struct Invaders {
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struct Invader {
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sprite: SpriteRef,
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pos: Point,
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score: u32,
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_score: u32,
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}
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/// Creates a boundary around the live invaders.
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@ -172,7 +172,7 @@ impl World {
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};
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let bullet = None;
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let collision = Collision::default();
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let score = 0;
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let _score = 0;
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let dt = Duration::default();
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let gameover = false;
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@ -185,7 +185,7 @@ impl World {
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player,
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bullet,
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collision,
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score,
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_score,
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assets,
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dt,
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gameover,
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@ -556,7 +556,7 @@ fn make_invader_grid(assets: &Assets) -> Vec<Vec<Option<Invader>>> {
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Some(Invader {
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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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_score: 10,
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})
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})
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.collect()
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@ -567,7 +567,7 @@ fn make_invader_grid(assets: &Assets) -> Vec<Vec<Option<Invader>>> {
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Some(Invader {
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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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_score: 10,
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})
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})
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.collect()
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@ -578,7 +578,7 @@ fn make_invader_grid(assets: &Assets) -> Vec<Vec<Option<Invader>>> {
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Some(Invader {
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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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_score: 10,
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})
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})
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.collect()
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