zig-raylib/src/main.zig

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const std = @import("std");
const rl = @import("raylib");
const rg = @import("raygui");
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const pr = @import("primitives.zig");
const allocator = std.heap.page_allocator;
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var prng = std.rand.DefaultPrng.init(124346556);
const rand = prng.random();
fn randMinMaxFloat(min:f32,max:f32) f32 {
var r1 = rand.float(f32);
r1 = 2*(r1 - 0.5);//-0.5..0.5
return (@abs(min)+@abs(max))/2 * r1;
}
test "random" {
var seed:u64 = undefined;
var r1 :f32 = undefined;
try std.posix.getrandom(std.mem.asBytes(&seed));
prng = std.rand.DefaultPrng.init(seed);
while(true) {
r1 = randMinMaxFloat(-10,10);
//std.debug.print("randMinMaxFloat:{}\n",.{r1});
if (r1 > 8 or r1 < -8 ) {
std.debug.print("Greater:{}\n",.{r1});
}
}
}
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const screenWidth = 800;
const screenHeight = 450;
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const Particle = struct {
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const Self = @This();
position : pr.Vec = .{.a = .{.x=0,.y=0,.z=0}},
velocity : pr.Vec = .{.a = .{.x=0,.y=0,.z=0}},
acceleration : pr.Vec = .{.a = .{.x=0,.y=0,.z=0}},
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lifespan : u8 = 0,
pub fn new(self:Self) void {
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_ = self;
}
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pub fn update(self:*Self) void {
self.velocity.add(self.acceleration);
self.position.add(self.velocity);
if (self.lifespan > 0) {
self.lifespan -= 1;
} else {
const xrnr = randMinMaxFloat(-1,1);
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const yrnr = randMinMaxFloat(-0.5,0.5);
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self.lifespan = rand.intRangeAtMost(u8,1,100);
self.acceleration.a.x = xrnr;
self.acceleration.a.y = yrnr;
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self.position.a.x = @floatFromInt(rl.getMouseX()-screenWidth/2);
self.position.a.y = @floatFromInt(rl.getMouseY()-screenHeight/2);
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self.velocity.a.x = 0;
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self.velocity.a.y = -20;
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self.position.a.color.r = rand.intRangeAtMost(u8,0,30);
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self.position.a.color.g = rand.intRangeAtMost(u8,0,255);
self.position.a.color.b = rand.intRangeAtMost(u8,0,255);
}
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}
pub fn applyGravity(self : *Self,val : f32) void {
self.velocity.a.y += val;
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}
};
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pub fn main() anyerror!void {
// Initialization
//--------------------------------------------------------------------------------------
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const rect2 = rl.Rectangle{ .x = @as(f32, @floatFromInt(10)), .y = @as(f32, @floatFromInt(10)), .width = @as(f32, @floatFromInt(300)), .height = @as(f32, @floatFromInt(100)) };
var msg_res : i32=-1;
var state : i32=-1;
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var seed:u64 = undefined;
try std.posix.getrandom(std.mem.asBytes(&seed));
prng = std.rand.DefaultPrng.init(seed);
var xrnr : f32 = 0;
var yrnr : f32 = 0;
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var posx : i32 = 0;
var posy : i32 = 0;
const p1 = try allocator.alloc(Particle,5000);
for (p1) |*p| {
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xrnr = rand.float(f32);
yrnr = rand.float(f32);
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p.* = Particle{.velocity = .{.a = .{.x = 1,.y = -3}},.acceleration = .{.a = .{.x=xrnr,.y=yrnr}}};
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}
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//const img : rl.Texture = rl.loadTexture("img.png");
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rl.initWindow(screenWidth, screenHeight, "raylib-zig [core] example - basic window");
defer rl.closeWindow(); // Close window and OpenGL context
rl.setTargetFPS(60); // Set our game to run at 60 frames-per-second
while (!rl.windowShouldClose()) { // Detect window close button or ESC key
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rl.beginDrawing();
defer rl.endDrawing();
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rl.clearBackground(rl.Color{.r=181,
.g =177,
.b =154,
.a = 255,
});
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if(state != 0){
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msg_res = rg.guiMessageBox(rect2, "Title", "question?", "Nice;Cool");
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if(msg_res > -1){
state = msg_res;
}
rl.clearBackground(rl.Color.white);
switch(state){
1 => {
rl.drawText("1", 190, 200, 20, rl.Color.red);
},
2 => {
rl.drawText("2", 190, 200, 20, rl.Color.red);
},
else =>{},
}
}
for (p1) |*p| {
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p.update();
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p.applyGravity(2);
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if(p.position.a.x >= -(screenWidth/2)){
posx = @intFromFloat(screenWidth / 2 + p.position.a.x);
} else {
posx = 0;
}
if(p.position.a.y >= -(screenHeight/2)){
posy = @intFromFloat(screenHeight / 2 + p.position.a.y);
} else {
posy = 0;
}
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rl.drawRectangle(posx,posy,5,5,rl.Color{.r=p.position.a.color.r,.g=p.position.a.color.g,.b=p.position.a.color.b,.a=255});
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}
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}
}
test "simple test" {
var list = std.ArrayList(i32).init(std.testing.allocator);
defer list.deinit(); // try commenting this out and see if zig detects the memory leak!
try list.append(42);
try std.testing.expectEqual(@as(i32, 42), list.pop());
}