start over in 3d <_< stashed stuff in skunk2d branch
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@ -6,5 +6,4 @@ edition = "2021"
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# See more keys and their definitions at https://doc.rust-lang.org/cargo/reference/manifest.html
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[dependencies]
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skunk2d = {path = "../skunk2d"}
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rand = "0.8.5"
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assets/hex2.gif
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assets/hex2.gif
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assets/hex3.gif
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assets/hex3.gif
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@ -1 +0,0 @@
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ŚŠŚüţü¤˘¤”–”DBD¬®¬”’”|~|\Z\śžś´˛´ŚŽŚ¤¦¤
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@ -1,2 +0,0 @@
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[toolchain]
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channel = "nightly"
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@ -1,42 +0,0 @@
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use std::time::{Duration, Instant};
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use skunk2d::Vec2;
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pub struct Interpolator {
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start: Instant,
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end: Instant,
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length: Duration
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}
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impl Interpolator {
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pub fn new(start: Instant, length: Duration) -> Self {
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Interpolator {
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start,
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end: start + length,
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length
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}
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}
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//interpolator that will always return 1.0f64
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pub fn fake() -> Self {
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//ugly <_<
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let meh = Instant::now() - Duration::from_secs(100);
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Interpolator::new(meh, Duration::from_secs(1))
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}
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pub fn get(&self, pos: Instant) -> f64 {
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(pos - self.start).div_duration_f64(self.length).max(0f64).min(1f64)
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}
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pub fn apply_vec2(&self, pos: Instant, v1: Vec2<i32>, v2: Vec2<i32>) -> Vec2<i32> {
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let p = self.get(pos);
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let delta = v2 - v1;
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if delta.x.abs() > 100 || delta.y.abs() > 100 {
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v2
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} else {
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Vec2 {
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x: (v1.x as f64 + delta.x as f64 * p).round() as i32,
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y: (v1.y as f64 + delta.y as f64 * p).round() as i32
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}
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}
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}
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}
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88
src/main.rs
88
src/main.rs
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@ -1,89 +1,3 @@
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#![feature(div_duration)]
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mod unit_kind;
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mod unit;
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mod interpolator;
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use std::cell::RefCell;
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use std::rc::Rc;
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use std::time::{Duration, Instant};
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use rand::Rng;
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use skunk2d::{Direction, Event, HexMap, Image, run, Tileset, Vec2, WindowState};
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use crate::unit::Unit;
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use crate::unit_kind::UnitKind;
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//todo: keep unit_map position and unit's position in sync... how?
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struct Game {
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map: HexMap,
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unit_map: Vec<Option<Rc<RefCell<Unit>>>>,
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unit: Rc<RefCell<Unit>>,
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last_tick: Instant,
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tick_duration: Duration,
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current_tick: i32,
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}
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fn setup_palette(ws: &mut WindowState) {
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ws.set_palette(0, 0xc0, 0xf0, 0xd0);
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ws.set_palette(2, 0x10, 0x30, 0x20);
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ws.set_palette(1, 0xb0, 0xe0, 0xc0);
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ws.set_palette(3, 0xa0, 0xd0, 0xb0);
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ws.set_palette(255, 0xff, 0xff, 0xff);
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ws.set_palette(254, 0x00, 0x00, 0x00);
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ws.set_palette(253, 0x80, 0x80, 0x80);
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}
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impl Game {
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pub fn tick(&mut self, window_state: &mut WindowState) {
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window_state.log(format!("tick: {}", self.current_tick).as_str());
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let mut unit = self.unit.borrow_mut();
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unit.cool();
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unit.move_unit(rand::thread_rng().gen(), &self.map);
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//unit.set_pos(Vec2{x: 5, y: self.current_tick % self.map.size().y});
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}
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}
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impl skunk2d::Game for Game {
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fn new(window_state: &mut WindowState) -> Self {
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setup_palette(window_state);
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window_state.scramble_palette();
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let tick_duration = Duration::from_secs(1) / 10;
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let tileset = Tileset::load("assets/hex3.gif", Vec2{x: 1, y: 1});
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let kind = UnitKind::new("tank", 4, tick_duration);
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let map = HexMap::new(Vec2{x: 26, y: 22}, tileset, Vec2{ x: 72, y: 24 });
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let idx_size = map.idx_size();
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Game {
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map,
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unit_map: vec![None; idx_size],
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unit: kind.spawn(Vec2{x: 5, y: 5}),
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last_tick: Instant::now(),
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tick_duration,
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current_tick: 0
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}
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}
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fn update(&mut self, window_state: &mut WindowState) {
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if Instant::now() - self.last_tick >= self.tick_duration {
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self.tick(window_state);
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self.last_tick += self.tick_duration;
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self.current_tick += 1;
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}
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}
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fn on_event(&mut self, window_state: &mut WindowState, event: Event) {
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}
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fn draw(&self, target: &mut Image) {
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let now = Instant::now();
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target.clear();
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target.draw_hexmap(Vec2::zero(), &self.map);
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self.unit.borrow().draw(target, &self.map, now);
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}
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}
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fn main() {
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run::<Game>(1920, 1080, 60);
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println!("Hello World nyaa");
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}
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47
src/unit.rs
47
src/unit.rs
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@ -1,47 +0,0 @@
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use std::rc::Rc;
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use std::time::Instant;
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use skunk2d::{HexMap, Image, Vec2, Direction};
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use crate::interpolator::Interpolator;
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use crate::unit_kind::UnitKind;
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pub struct Unit {
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pub kind: Rc<UnitKind>,
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pub pos: Vec2<i32>,
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pub interpolator: Interpolator,
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pub old_pos: Vec2<i32>,
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pub cooldown: i32
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}
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impl Unit {
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pub fn cool(&mut self) {
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self.cooldown = (self.cooldown - 1).max(0)
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}
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pub fn draw(&self, target: &mut Image, map: &HexMap, time: Instant) {
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let old_pos = map.coord_to_pixel(self.old_pos);
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let new_pos = map.coord_to_pixel(self.pos);
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let pos = self.interpolator.apply_vec2(time, old_pos, new_pos);
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//todo: don't hardcode offset :P
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target.draw_image( pos + Vec2{x: 0, y: -24}, &self.kind.sprite);
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}
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pub fn move_unit(&mut self, dir: Direction, map: &HexMap) {
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if self.cooldown == 0 {
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let new_pos = HexMap::get_neighbour(self.pos, dir);
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if map.is_valid_coord(new_pos) {
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self.set_pos(new_pos);
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self.cooldown = self.kind.speed;
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}
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}
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}
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pub fn set_pos(&mut self, pos: Vec2<i32>) {
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self.interpolator = Interpolator::new(Instant::now(), self.kind.movement_duration);
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self.old_pos = self.pos;
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self.pos = pos;
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}
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pub fn add_pos(&mut self, pos: Vec2<i32>) {
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self.set_pos(self.pos + pos);
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}
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}
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@ -1,36 +0,0 @@
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use std::cell::RefCell;
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use std::ops::Mul;
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use std::rc::Rc;
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use std::time::Duration;
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use skunk2d::{Image, Vec2};
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use crate::interpolator::Interpolator;
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use crate::unit::Unit;
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pub struct UnitKind {
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pub sprite: Rc<Image>,
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pub name: String,
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pub speed: i32,
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pub movement_duration: Duration
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}
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impl UnitKind {
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pub fn new(name: &str, speed: i32, tick_duration: Duration) -> Rc<Self> {
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UnitKind {
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sprite: Image::load(format!("assets/units/{}.gif", name).as_str()),
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name: name.into(),
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speed,
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movement_duration: tick_duration.mul(speed as u32)
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}.into()
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}
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pub fn spawn(self: Rc<Self>, pos: Vec2<i32>) -> Rc<RefCell<Unit>> {
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RefCell::new(Unit {
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kind: self,
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pos,
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interpolator: Interpolator::fake(),
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old_pos: pos,
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cooldown: 0
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}).into()
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}
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}
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