Minor rename

master
Mark 2024-01-20 15:18:12 -08:00
parent 57f2b97f40
commit fa719d46b9
Signed by: Mark
GPG Key ID: C6D63995FE72FD80
4 changed files with 13 additions and 13 deletions

View File

@ -3,9 +3,9 @@
//! This subcrate is responsible for loading, parsing, validating game content,
//! which is usually stored in `./content`.
mod animautomaton;
mod handle;
mod part;
mod spriteautomaton;
mod util;
use anyhow::{bail, Context, Result};
@ -20,9 +20,9 @@ use std::{
use toml;
use walkdir::WalkDir;
pub use animautomaton::*;
pub use handle::*;
pub use part::*;
pub use spriteautomaton::*;
mod syntax {
use anyhow::{bail, Context, Result};

View File

@ -41,7 +41,7 @@ enum AnimDirection {
/// Manages a single sprite's animation state.
#[derive(Debug, Clone)]
pub struct AnimAutomaton {
pub struct SpriteAutomaton {
/// The sprite we're animating
sprite: SpriteHandle,
@ -71,7 +71,7 @@ pub struct AnimAutomaton {
next_edge_override: Option<SectionEdge>,
}
impl AnimAutomaton {
impl SpriteAutomaton {
/// Create a new AnimAutomaton
pub fn new(ct: &Content, sprite_handle: SpriteHandle) -> Self {
let sprite = ct.get_sprite(sprite_handle);

View File

@ -1,4 +1,4 @@
use galactica_content::{AnimAutomaton, AnimationState, Content, FactionHandle, Projectile};
use galactica_content::{AnimationState, Content, FactionHandle, Projectile, SpriteAutomaton};
use rand::Rng;
use rapier2d::{dynamics::RigidBodyHandle, geometry::ColliderHandle};
@ -9,7 +9,7 @@ pub struct PhysProjectile {
pub content: Projectile,
/// This projectile's sprite animation state
anim: AnimAutomaton,
anim: SpriteAutomaton,
/// The remaining lifetime of this projectile, in seconds
pub lifetime: f32,
@ -40,7 +40,7 @@ impl PhysProjectile {
let size_rng = content.size_rng;
let lifetime = content.lifetime;
PhysProjectile {
anim: AnimAutomaton::new(ct, content.sprite),
anim: SpriteAutomaton::new(ct, content.sprite),
rigid_body,
collider,
content,

View File

@ -1,5 +1,5 @@
use galactica_content::{
AnimAutomaton, AnimationState, Content, EnginePoint, FactionHandle, OutfitHandle, ShipHandle,
AnimationState, Content, EnginePoint, FactionHandle, OutfitHandle, ShipHandle, SpriteAutomaton,
};
use nalgebra::{point, vector, Rotation2, Vector2};
use rand::Rng;
@ -56,10 +56,10 @@ pub struct PhysSimShip {
pub(crate) data: ShipData,
/// This ship's sprite animation state
anim: AnimAutomaton,
anim: SpriteAutomaton,
/// Animation state for each of this ship's engines
engine_anim: Vec<(EnginePoint, AnimAutomaton)>,
engine_anim: Vec<(EnginePoint, SpriteAutomaton)>,
/// This ship's controls
pub(crate) controls: ShipControls,
@ -83,7 +83,7 @@ impl PhysSimShip {
) -> Self {
let ship_ct = ct.get_ship(handle);
PhysSimShip {
anim: AnimAutomaton::new(ct, ship_ct.sprite),
anim: SpriteAutomaton::new(ct, ship_ct.sprite),
rigid_body,
collider,
data: ShipData::new(ct, handle, faction, personality),
@ -273,7 +273,7 @@ impl PhysSimShip {
.get_ship(self.data.get_content())
.engines
.iter()
.map(|e| (e.clone(), AnimAutomaton::new(ct, flare)))
.map(|e| (e.clone(), SpriteAutomaton::new(ct, flare)))
.collect();
}
@ -300,7 +300,7 @@ impl PhysSimShip {
}
/// Get this ship's engine animations
pub fn iter_engine_anim(&self) -> impl Iterator<Item = &(EnginePoint, AnimAutomaton)> {
pub fn iter_engine_anim(&self) -> impl Iterator<Item = &(EnginePoint, SpriteAutomaton)> {
self.engine_anim.iter()
}