rename best to collector
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parent
cead05b08b
commit
53605746d4
14
src/body.rs
14
src/body.rs
@ -236,31 +236,31 @@ impl crate::instruction::InstructionEmitter<PhysicsInstruction> for PhysicsState
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//this little next instruction function can cache its return value and invalidate the cached value by watching the State.
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fn next_instruction(&self) -> Option<TimedInstruction<PhysicsInstruction>> {
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//JUST POLLING!!! NO MUTATION
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let mut best = crate::instruction::InstructionCollector::new();
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let mut collector = crate::instruction::InstructionCollector::new();
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//autohop (already pressing spacebar; the signal to begin trying to jump is different)
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if self.grounded&&self.jump_trying {
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//scroll will be implemented with InputInstruction::Jump(true) but it blocks setting self.jump_trying=true
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best.collect(Some(TimedInstruction{
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collector.collect(Some(TimedInstruction{
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time:self.time,
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instruction:PhysicsInstruction::Jump
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}));
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}
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//check for collision stop instructions with curent contacts
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for collision_data in self.contacts.iter() {
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best.collect(self.predict_collision_end(self.models_cringe_clone.get(collision_data.model as usize).unwrap()));
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collector.collect(self.predict_collision_end(self.models_cringe_clone.get(collision_data.model as usize).unwrap()));
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}
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//check for collision start instructions (against every part in the game with no optimization!!)
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for model in &self.models_cringe_clone {
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best.collect(self.predict_collision_start(model));
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collector.collect(self.predict_collision_start(model));
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}
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if self.grounded {
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//walk maintenance
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best.collect(self.next_walk_instruction());
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collector.collect(self.next_walk_instruction());
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}else{
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//check to see when the next strafe tick is
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best.collect(self.next_strafe_instruction());
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collector.collect(self.next_strafe_instruction());
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}
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best.instruction()
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collector.instruction()
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}
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}
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