fn update(&mut self, objects: &mut Objects, lvl: &Level, dt: Duration) -> ObjectState {
let ctrl = self.ctrl.borrow();
- let x = (self.pos.x / lvl.grid.cell_size as f64).min(lvl.grid.width as f64 - 1.0).max(0.0) as usize;
- let y = (self.pos.y / lvl.grid.cell_size as f64).min(lvl.grid.height as f64 - 1.0).max(0.0) as usize;
+ let x = (self.pos.x / lvl.grid.cell_size.width as f64).min(lvl.grid.size.width as f64 - 1.0).max(0.0) as usize;
+ let y = (self.pos.y / lvl.grid.cell_size.height as f64).min(lvl.grid.size.height as f64 - 1.0).max(0.0) as usize;
self.vel += lvl.gravity;
if lvl.grid.cells[x][y] {
if self.vel.y > 0.0 && !(ctrl.mov.down() && ctrl.jump.is_pressed) {
self.vel += lvl.gravity;
self.pos += self.vel;
- let x = (self.pos.x / lvl.grid.cell_size as f64).min(lvl.grid.width as f64 - 1.0).max(0.0) as usize;
- let y = (self.pos.y / lvl.grid.cell_size as f64).min(lvl.grid.height as f64 - 1.0).max(0.0) as usize;
+ let x = (self.pos.x / lvl.grid.cell_size.width as f64).min(lvl.grid.size.width as f64 - 1.0).max(0.0) as usize;
+ let y = (self.pos.y / lvl.grid.cell_size.height as f64).min(lvl.grid.size.height as f64 - 1.0).max(0.0) as usize;
if lvl.grid.cells[x][y] {
if self.bounces == 0 {
return Dead