docs: document many major functions, types, enums for important functionality

This commit is contained in:
2025-08-17 23:29:43 -05:00
parent 398d041d96
commit 12ee16faab
15 changed files with 290 additions and 62 deletions

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@@ -1,11 +1,19 @@
use crate::error::{AnimatedTextureError, GameError, GameResult, TextureError};
use crate::texture::sprite::AtlasTile;
/// Frame-based animation system for cycling through multiple sprite tiles.
///
/// Manages automatic frame progression based on elapsed time.
/// Uses a time banking system to ensure consistent animation speed regardless of frame rate variations.
#[derive(Debug, Clone)]
pub struct AnimatedTexture {
/// Sequence of sprite tiles that make up the animation frames
tiles: Vec<AtlasTile>,
/// Duration each frame should be displayed (in seconds)
frame_duration: f32,
/// Index of the currently active frame in the tiles vector
current_frame: usize,
/// Accumulated time since the last frame change (for smooth timing)
time_bank: f32,
}
@@ -25,6 +33,16 @@ impl AnimatedTexture {
})
}
/// Advances the animation by the specified time delta with automatic frame cycling.
///
/// Accumulates time in the time bank and progresses through frames when enough
/// time has elapsed. Supports frame rates independent of game frame rate by
/// potentially advancing multiple frames in a single call if `dt` is large.
/// Animation loops automatically when reaching the final frame.
///
/// # Arguments
///
/// * `dt` - Time elapsed since the last tick (typically frame delta time)
pub fn tick(&mut self, dt: f32) {
self.time_bank += dt;
while self.time_bank >= self.frame_duration {