doukutsu-rs/src/entity.rs

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use crate::common::interpolate_fix9_scale;
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use crate::framework::context::Context;
use crate::framework::error::GameResult;
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use crate::game::frame::Frame;
use crate::game::shared_game_state::SharedGameState;
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pub trait GameEntity<C> {
fn tick(&mut self, state: &mut SharedGameState, custom: C) -> GameResult;
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fn draw(&self, state: &mut SharedGameState, ctx: &mut Context, frame: &Frame) -> GameResult;
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}
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pub trait Interpolatable {
fn position_x(&self) -> i32;
fn position_y(&self) -> i32;
fn prev_position_x(&self) -> i32;
fn prev_position_y(&self) -> i32;
fn draw_tick(&mut self);
#[inline]
fn interpolate_x(&self, frame_delta: f64) -> f32 {
interpolate_fix9_scale(self.prev_position_x(), self.position_x(), frame_delta)
}
#[inline]
fn interpolate_y(&self, frame_delta: f64) -> f32 {
interpolate_fix9_scale(self.prev_position_y(), self.position_y(), frame_delta)
}
#[inline]
fn interpolate(&self, frame_delta: f64) -> (f32, f32) {
(self.interpolate_x(frame_delta), self.interpolate_y(frame_delta))
}
#[inline]
fn interpolate_relative_x(&self, target: &dyn Interpolatable, frame_delta: f64) -> f32 {
interpolate_fix9_scale(self.prev_position_x() - target.prev_position_x(), self.position_x() - target.position_x(), frame_delta)
}
#[inline]
fn interpolate_relative_y(&self, target: &dyn Interpolatable, frame_delta: f64) -> f32 {
interpolate_fix9_scale(self.prev_position_y() - target.prev_position_y(), self.position_y() - target.position_y(), frame_delta)
}
#[inline]
fn interpolate_relative(&self, target: &dyn Interpolatable, frame_delta: f64) -> (f32, f32) {
(self.interpolate_relative_x(target, frame_delta), self.interpolate_relative_y(target, frame_delta))
}
}