use super::controls::InputState; use raylib::prelude::*; #[derive(Default)] pub struct Player { pub position: Vector2, width: f32, height: f32, speed: f32, jump_velocity: f32, grounded: bool, } impl Player { fn new( position: Vector2, width: f32, height: f32, speed: f32, jump_velocity: f32, grounded: bool, ) -> Self { Self { position, width, height, speed, jump_velocity, grounded, } } pub fn handle_input(&mut self, input: &InputState) { // Da inpoot handol)) if input.right { self.position.x += 2.0; } else if input.left { self.position.x -= 2.0; } else if input.down { self.position.y += 4.0; } } pub fn handle_jump(&mut self, input: &InputState) { if input.jump { self.position.y -= 10.0; } } pub fn rect(&self) -> Rectangle { todo!() // Collision bawx n shi } }