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chained errors

Bastien Sevajol 3 years ago
parent
commit
51de72ef2c
1 changed files with 4 additions and 9 deletions
  1. 4 9
      src/scene/main.rs

+ 4 - 9
src/scene/main.rs View File

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     pub fn new(ctx: &mut Context) -> GameResult<MainState> {
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     pub fn new(ctx: &mut Context) -> GameResult<MainState> {
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         let map = Map::new(&Path::new("resources/map1.tmx"))?;
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         let map = Map::new(&Path::new("resources/map1.tmx"))?;
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-        // FIXME manage error
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-        let sprite_sheet_image = graphics::Image::new(ctx, "/sprite_sheet.png").unwrap();
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+        let sprite_sheet_image = graphics::Image::new(ctx, "/sprite_sheet.png")?;
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         let sprite_sheet_batch = graphics::spritebatch::SpriteBatch::new(sprite_sheet_image);
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         let sprite_sheet_batch = graphics::spritebatch::SpriteBatch::new(sprite_sheet_image);
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         let map_image = graphics::Image::new(
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         let map_image = graphics::Image::new(
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             ctx,
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             ctx,
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             &Path::new(&format!("/{}", &map.background_image.source)),
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             &Path::new(&format!("/{}", &map.background_image.source)),
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-        )
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-        .unwrap();
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+        )?;
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         let map_batch = graphics::spritebatch::SpriteBatch::new(map_image);
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         let map_batch = graphics::spritebatch::SpriteBatch::new(map_image);
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-        // FIXME manage error
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-        let ui_image = graphics::Image::new(ctx, "/ui.png").unwrap();
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+        let ui_image = graphics::Image::new(ctx, "/ui.png")?;
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         let ui_batch = graphics::spritebatch::SpriteBatch::new(ui_image);
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         let ui_batch = graphics::spritebatch::SpriteBatch::new(ui_image);
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-        // FIXME manage error
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-        let terrain_image =
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-            graphics::Image::new(ctx, format!("/{}", map.terrain_image.source)).unwrap();
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+        let terrain_image = graphics::Image::new(ctx, format!("/{}", map.terrain_image.source))?;
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         let mut terrain_batch = graphics::spritebatch::SpriteBatch::new(terrain_image);
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         let mut terrain_batch = graphics::spritebatch::SpriteBatch::new(terrain_image);
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         terrain_batch = update_terrain_batch(terrain_batch, &map);
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         terrain_batch = update_terrain_batch(terrain_batch, &map);
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