use AppState;
-use common::Nanoseconds;
use common::Point2D;
use core::controller::Controller;
use core::controller::ControllerManager;
use sprites::SpriteManager;
use std::cell::RefCell;
use std::rc::Rc;
+use time::Duration;
////////// GAMESTATE ///////////////////////////////////////////////////////////
fn leave(&mut self) {}
- fn update(&mut self, dt: Nanoseconds) {
+ fn update(&mut self, dt: Duration) {
self.world.update(dt);
}
}
}
- pub fn update(&mut self, dt: Nanoseconds) {
+ pub fn update(&mut self, dt: Duration) {
let mut breeding_ground = vec!();
for i in (0..self.objects.len()).rev() {
type Objects = Vec<Box<dyn Object>>;
pub trait Object {
- fn update(&mut self, objects: &mut Objects, lvl: &Level, dt: Nanoseconds) -> ObjectState;
+ fn update(&mut self, objects: &mut Objects, lvl: &Level, dt: Duration) -> ObjectState;
fn render(&self, _canvas: &mut Canvas<Window>, _sprites: &mut SpriteManager) {}
}
}
impl Object for Character {
- fn update(&mut self, objects: &mut Objects, lvl: &Level, _dt: Nanoseconds) -> ObjectState {
+ fn update(&mut self, objects: &mut Objects, lvl: &Level, dt: Duration) -> ObjectState {
self.vel += lvl.gravity;
self.pos += self.vel;
bounces: 2,
}));
}
- ctrl.rumble(1.0, _dt as u32 / 1_000_000);
+ ctrl.rumble(1.0, dt);
}
match ctrl.mov.x {
}
impl Object for Boll {
- fn update(&mut self, _objects: &mut Objects, lvl: &Level, _dt: Nanoseconds) -> ObjectState {
+ fn update(&mut self, _objects: &mut Objects, lvl: &Level, _dt: Duration) -> ObjectState {
self.vel += lvl.gravity;
self.pos += self.vel;