remove numeric check and just do sprites in the order that they were imported

This commit is contained in:
Max Bradbury 2020-06-18 18:38:25 +01:00
parent 84d79cfae2
commit 9f25aef3a2
2 changed files with 2 additions and 23 deletions

View File

@ -1,4 +1,4 @@
use crate::{Dialogue, Ending, Font, Item, Palette, Room, Sprite, TextDirection, Tile, ToBase36, Variable, transform_line_endings, segments_from_string, is_string_numeric, to_base36, from_base36};
use crate::{Dialogue, Ending, Font, Item, Palette, Room, Sprite, TextDirection, Tile, ToBase36, Variable, transform_line_endings, segments_from_string, to_base36, from_base36};
use std::error::Error;
use loe::TransformMode;
use std::str::FromStr;
@ -267,15 +267,7 @@ impl ToString for Game {
}
for sprite in &self.sprites {
if is_string_numeric(sprite.id.clone()) {
segments.push(sprite.to_string());
}
}
for sprite in &self.sprites {
if !is_string_numeric(sprite.id.clone()) {
segments.push(sprite.to_string());
}
segments.push(sprite.to_string());
}
for item in &self.items {

View File

@ -143,19 +143,6 @@ fn segments_from_string(string: String) -> Vec<String> {
output
}
/// for some reason the sprites with numeric IDs go first,
/// then SPR A (avatar), then all the non-numeric IDs
#[inline]
fn is_string_numeric(str: String) -> bool {
for c in str.chars() {
if !c.is_numeric() {
return false;
}
}
return true;
}
/// e.g. pass all tile IDs into this to get a new non-conflicting tile ID
#[inline]
fn new_unique_id(ids: Vec<String>) -> String {