remove numeric check and just do sprites in the order that they were imported
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parent
84d79cfae2
commit
9f25aef3a2
10
src/game.rs
10
src/game.rs
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@ -1,4 +1,4 @@
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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};
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use crate::{Dialogue, Ending, Font, Item, Palette, Room, Sprite, TextDirection, Tile, ToBase36, Variable, transform_line_endings, segments_from_string, to_base36, from_base36};
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use std::error::Error;
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use loe::TransformMode;
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use std::str::FromStr;
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@ -267,16 +267,8 @@ impl ToString for Game {
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}
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for sprite in &self.sprites {
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if is_string_numeric(sprite.id.clone()) {
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segments.push(sprite.to_string());
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}
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}
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for sprite in &self.sprites {
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if !is_string_numeric(sprite.id.clone()) {
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segments.push(sprite.to_string());
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}
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}
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for item in &self.items {
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segments.push(item.to_string());
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13
src/lib.rs
13
src/lib.rs
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@ -143,19 +143,6 @@ fn segments_from_string(string: String) -> Vec<String> {
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output
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}
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/// for some reason the sprites with numeric IDs go first,
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/// then SPR A (avatar), then all the non-numeric IDs
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#[inline]
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fn is_string_numeric(str: String) -> bool {
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for c in str.chars() {
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if !c.is_numeric() {
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return false;
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}
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}
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return true;
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}
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/// e.g. pass all tile IDs into this to get a new non-conflicting tile ID
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#[inline]
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fn new_unique_id(ids: Vec<String>) -> String {
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