use core::level::Level; use core::render::Renderer; use sprites::SpriteManager; use time::Duration; pub mod boll; pub mod character; pub type Objects = Vec>; ////////// OBJECT ////////////////////////////////////////////////////////////// pub trait Object { fn update(&mut self, objects: &mut Objects, lvl: &Level, dt: Duration) -> ObjectState; fn render(&self, _renderer: &mut Renderer, _sprites: &SpriteManager) {} } #[derive(PartialEq)] pub enum ObjectState { Alive, Dead } pub trait Physical {} pub trait Drawable {}