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

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

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

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

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