merge
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442e0b1972
24
src/main.zig
24
src/main.zig
@ -78,9 +78,11 @@ const Particle = struct {
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self.velocity.a.y += val;
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self.velocity.a.y += val;
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}
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}
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pub fn applyForce(self: *Self, vec: pr.Vec) void {
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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;
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self.acceleration.a.x = vec.a.x * 0.8;
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self.acceleration.a.y += vec.a.y * 0.5;
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self.acceleration.a.y = vec.a.y * 0.8;
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self.acceleration.a.z += vec.a.z;
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self.acceleration.a.z = vec.a.z;
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self.velocity.a.x *= 0.999;
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self.velocity.a.y *= 0.999;
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}
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}
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};
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};
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@ -114,13 +116,13 @@ const Emitter = struct {
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var posx: i32 = 0;
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var posx: i32 = 0;
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var posy: i32 = 0;
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var posy: i32 = 0;
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const att: Attractor = .{ .vec = .{ .a = .{ .x = 10, .y = 10, .z = 10 } } };
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const att: Attractor = .{ .vec = .{ .a = .{ .x = 10, .y = 10, .z = 10 } } };
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const att2: Attractor = .{ .vec = .{ .a = .{ .x = -100, .y = -100, .z = 0 } } };
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const att2: Attractor = .{ .vec = .{ .a = .{ .x = -200, .y = -200, .z = 0 } } };
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att.draw();
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att.draw();
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att2.draw();
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att2.draw();
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for (self.particles) |*p| {
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for (self.particles) |*p| {
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if (p.show == 1) {
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if (p.show == 1) {
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p.applyGravity(2);
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p.applyGravity(0);
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p.applyForce(att.attract(p.*));
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p.applyForce(att.attract(p.*));
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p.applyForce(att2.attract(p.*));
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p.applyForce(att2.attract(p.*));
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p.update();
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p.update();
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@ -136,12 +138,14 @@ const Emitter = struct {
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const Attractor = struct {
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const Attractor = struct {
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vec: pr.Vec,
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vec: pr.Vec,
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pub fn attract(self: Attractor, particle: Particle) pr.Vec {
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pub fn attract(self: Attractor, particle: Particle) pr.Vec {
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var vec = self.vec.sub(particle.position);
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const distance = self.vec.sub(particle.position);
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if (vec.a.x != 0 and vec.a.y != 0) {
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var force: pr.Vec = undefined;
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vec.a.x = vec.a.x / 200;
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if (distance.a.x != 0 and distance.a.y != 0) {
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vec.a.y = vec.a.y / 200;
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force.a.x = distance.a.x / 200;
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force.a.y = distance.a.y / 200;
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force.a.z = 0;
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}
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}
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return vec;
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return force;
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}
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}
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pub fn draw(self: Attractor) void {
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pub fn draw(self: Attractor) void {
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const posx: i32 = @intFromFloat(screenWidth / 2 + self.vec.a.x);
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const posx: i32 = @intFromFloat(screenWidth / 2 + self.vec.a.x);
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