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();
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fn randMinMaxFloat(min: f32, max: f32) f32 {
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var r1 = rand.float(f32);
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r1 = 2 * (r1 - 0.5); //-0.5..0.5
return (@abs(min) + @abs(max)) / 2 * r1;
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}
test "random" {
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var seed: u64 = undefined;
var r1: f32 = undefined;
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try std.posix.getrandom(std.mem.asBytes(&seed));
prng = std.rand.DefaultPrng.init(seed);
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while (true) {
r1 = randMinMaxFloat(-10, 10);
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//std.debug.print("randMinMaxFloat:{}\n",.{r1});
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if (r1 > 8 or r1 < -8) {
std.debug.print("Greater:{}\n", .{r1});
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}
}
}
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const screenWidth = 1200;
const screenHeight = 800;
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const Particle = struct {
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const Self = @This();
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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 } },
lifespan: u8 = 0,
show: u8 = 0,
pub fn new(self: Self) void {
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_ = self;
}
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pub fn update(self: *Self) void {
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self.velocity.add(self.acceleration);
self.position.add(self.velocity);
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if (self.position.a.y > screenHeight) {
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self.velocity.a.y *= -0.9;
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// self.acceleration.a.y *= -0.5;
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}
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if (self.lifespan > 0) {
self.lifespan -= 1;
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} else {
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self.show = 0;
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}
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self.acceleration.a.x = 0;
self.acceleration.a.y = 0;
self.acceleration.a.z = 0;
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}
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pub fn spawn(self: *Self, xaccel: f32, yaccel: f32) void {
const xrnr = randMinMaxFloat(-xaccel, xaccel);
const yrnr = randMinMaxFloat(-yaccel, yaccel);
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self.lifespan = rand.intRangeAtMost(u8, 75, 255);
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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 = 0;
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self.position.a.color.r = rand.intRangeAtMost(u8, 0, 30);
self.position.a.color.g = rand.intRangeAtMost(u8, 0, 255);
self.position.a.color.b = rand.intRangeAtMost(u8, 0, 255);
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self.show = 1;
}
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pub fn applyGravity(self: *Self, val: f32) void {
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self.velocity.a.y += val;
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}
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pub fn applyForce(self: *Self, vec: pr.Vec) void {
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self.acceleration.a.x += vec.a.x * 0.5;
self.acceleration.a.y += vec.a.y * 0.5;
self.acceleration.a.z += vec.a.z;
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}
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};
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const Emitter = struct {
particleCount: u32 = 0,
particles: []Particle = undefined,
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pub fn init(self: *Emitter) !void {
var xrnr = randMinMaxFloat(-1, 1);
var yrnr = randMinMaxFloat(-0.5, 0.5);
self.particles = try allocator.alloc(Particle, 500000);
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for (self.particles) |*p| {
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xrnr = randMinMaxFloat(0, 2);
yrnr = randMinMaxFloat(0, 2);
p.* = Particle{ .velocity = .{ .a = .{ .x = 1, .y = -3 } }, .acceleration = .{ .a = .{ .x = xrnr, .y = yrnr } } };
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}
}
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pub fn emit(self: *Emitter, count: u32, xaccel: f32, yaccel: f32) void {
var i: u32 = 0;
for (self.particles) |*p| {
if (p.show == 0) {
i += 1;
p.spawn(xaccel, yaccel);
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}
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if (i >= count) {
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break;
}
}
}
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pub fn update(self: *Emitter, texture: rl.Texture2D) void {
var posx: i32 = 0;
var posy: i32 = 0;
const att: Attractor = .{ .vec = .{ .a = .{ .x = 10, .y = 10, .z = 10 } } };
const att2: Attractor = .{ .vec = .{ .a = .{ .x = -100, .y = -100, .z = 0 } } };
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att.draw();
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att2.draw();
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for (self.particles) |*p| {
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if (p.show == 1) {
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p.applyGravity(2);
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p.applyForce(att.attract(p.*));
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p.applyForce(att2.attract(p.*));
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p.update();
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posx = @intFromFloat(screenWidth / 2 + p.position.a.x);
posy = @intFromFloat(screenHeight / 2 + p.position.a.y);
//rl.drawRectangle(posx,posy,2,2,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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rl.drawTexture(texture, posx, posy, rl.Color.white);
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}
}
}
};
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const Attractor = struct {
vec: pr.Vec,
pub fn attract(self: Attractor, particle: Particle) pr.Vec {
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var vec = self.vec.sub(particle.position);
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if (vec.a.x != 0 and vec.a.y != 0) {
vec.a.x = vec.a.x / 200;
vec.a.y = vec.a.y / 200;
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}
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return vec;
}
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pub fn draw(self: Attractor) void {
const posx: i32 = @intFromFloat(screenWidth / 2 + self.vec.a.x);
const posy: i32 = @intFromFloat(screenHeight / 2 + self.vec.a.y);
rl.drawRectangle(posx, posy, 10, 10, rl.Color{ .r = 10, .g = 10, .b = 120, .a = 255 });
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}
};
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fn ItoF(x: i32) f32 {
return @as(f32, @floatFromInt(x));
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}
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fn rectangle(x: u16, y: u16, width: u16, height: u16) rl.Rectangle {
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return rl.Rectangle{ .x = @as(f32, @floatFromInt(x)), .y = @as(f32, @floatFromInt(y)), .width = @as(f32, @floatFromInt(width)), .height = @as(f32, @floatFromInt(height)) };
}
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pub fn main() anyerror!void {
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const rect3 = rectangle(10, 150, 600, 10);
const rect4 = rectangle(10, 170, 600, 10);
const rect5 = rectangle(10, 190, 600, 10);
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var seed: u64 = undefined;
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try std.posix.getrandom(std.mem.asBytes(&seed));
prng = std.rand.DefaultPrng.init(seed);
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var value: f32 = 0;
var value2: f32 = 0;
var value3: f32 = 0;
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var emitter = Emitter{};
try emitter.init();
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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
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var texture: rl.Texture2D = undefined;
const image: rl.Image = rl.loadImage("resources/blut.png");
if (image.width > 0) {
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texture = rl.loadTextureFromImage(image);
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} else {
std.debug.print("error opening resource", .{});
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std.posix.exit(1);
}
rl.unloadImage(image);
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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 = 0,
.g = 0,
.b = 0,
.a = 255,
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});
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_ = rg.guiSlider(rect3, "0", "500", &value, ItoF(0), ItoF(500));
_ = rg.guiSlider(rect4, "-3", "3", &value2, ItoF(-10), ItoF(10));
_ = rg.guiSlider(rect5, "-3", "3", &value3, -10, 10);
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if (rl.isMouseButtonDown(rl.MouseButton.mouse_button_left)) {
emitter.emit(@as(u32, @intFromFloat(value)), value2, value3);
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}
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rl.beginBlendMode(rl.BlendMode.blend_additive);
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emitter.update(texture);
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rl.endBlendMode();
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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());
}