Restructured the source code in the Playdate bindings target.
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internal import CPlaydate
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extension Sprite {
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/// How a sprite reacts when a collision occurs.
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public enum CollisionResponse: UInt32, Sendable {
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case slide = 0
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case freeze = 1
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case overlap = 2
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case bounce = 3
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init(_ response: SpriteCollisionResponseType) {
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self = CollisionResponse(rawValue: UInt32(response.rawValue)) ?? .freeze
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}
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var cValue: SpriteCollisionResponseType { SpriteCollisionResponseType(SpriteCollisionResponseType.RawValue(rawValue)) }
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}
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}
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