Merge branch 'master' of 5ccppi:ccppi/zig-raylib
This commit is contained in:
commit
ea8a74e323
@ -25,7 +25,7 @@
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.dependencies = .{
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.@"raylib-zig" = .{
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.url = "https://github.com/Not-Nik/raylib-zig/archive/devel.tar.gz",
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.hash = "12202f8c415153088be8df39a51e0a4c9d402afd403422a0dcc9afdd417e437a6fdb",
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.hash = "1220c61380facb4480c01109fda97cf1a37f45308c522a84fdea142ca625593ddc2a",
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},
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},
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.paths = .{
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212
src/main.zig
212
src/main.zig
@ -6,83 +6,78 @@ const allocator = std.heap.page_allocator;
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var prng = std.rand.DefaultPrng.init(124346556);
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const rand = prng.random();
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fn randMinMaxFloat(min:f32,max:f32) f32 {
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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
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return (@abs(min)+@abs(max))/2 * r1;
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r1 = 2 * (r1 - 0.5); //-0.5..0.5
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return (@abs(min) + @abs(max)) / 2 * r1;
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}
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test "random" {
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var seed:u64 = undefined;
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var r1 :f32 = undefined;
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var seed: u64 = undefined;
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var r1: f32 = undefined;
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try std.posix.getrandom(std.mem.asBytes(&seed));
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prng = std.rand.DefaultPrng.init(seed);
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while(true) {
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r1 = randMinMaxFloat(-10,10);
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while (true) {
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r1 = randMinMaxFloat(-10, 10);
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//std.debug.print("randMinMaxFloat:{}\n",.{r1});
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if (r1 > 8 or r1 < -8 ) {
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std.debug.print("Greater:{}\n",.{r1});
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if (r1 > 8 or r1 < -8) {
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std.debug.print("Greater:{}\n", .{r1});
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}
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}
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}
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const screenWidth = 1200;
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const screenHeight = 800;
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const screenWidth = 1200;
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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}},
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velocity : pr.Vec = .{.a = .{.x=0,.y=0,.z=0}},
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acceleration : pr.Vec = .{.a = .{.x=0,.y=0,.z=0}},
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lifespan : u8 = 0,
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show : u8 = 0,
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pub fn new(self:Self) void {
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position: pr.Vec = .{ .a = .{ .x = 0, .y = 0, .z = 0 } },
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velocity: pr.Vec = .{ .a = .{ .x = 0, .y = 0, .z = 0 } },
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acceleration: pr.Vec = .{ .a = .{ .x = 0, .y = 0, .z = 0 } },
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lifespan: u8 = 0,
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show: u8 = 0,
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pub fn new(self: Self) void {
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_ = self;
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}
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pub fn update(self:*Self) void {
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pub fn update(self: *Self) void {
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self.velocity.add(self.acceleration);
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self.position.add(self.velocity);
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if (self.position.a.y > screenHeight)
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{
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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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// self.acceleration.a.y *= -0.5;
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}
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if (self.lifespan > 0) {
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self.lifespan -= 1;
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}
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else
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{
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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;
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self.acceleration.a.y = 0;
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self.acceleration.a.z = 0;
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}
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pub fn spawn(self:*Self,xaccel : f32,yaccel : f32) void
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{
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const xrnr = randMinMaxFloat(-xaccel,xaccel);
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const yrnr = randMinMaxFloat(-yaccel,yaccel);
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pub fn spawn(self: *Self, xaccel: f32, yaccel: f32) void {
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const xrnr = randMinMaxFloat(-xaccel, xaccel);
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const yrnr = randMinMaxFloat(-yaccel, yaccel);
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self.lifespan = rand.intRangeAtMost(u8,75,255);
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self.lifespan = rand.intRangeAtMost(u8, 75, 255);
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self.acceleration.a.x = xrnr;
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self.acceleration.a.y = yrnr;
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self.position.a.x = @floatFromInt(rl.getMouseX()-screenWidth/2);
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self.position.a.y = @floatFromInt(rl.getMouseY()-screenHeight/2);
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self.position.a.x = @floatFromInt(rl.getMouseX() - screenWidth / 2);
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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);
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self.position.a.color.g = rand.intRangeAtMost(u8,0,255);
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self.position.a.color.b = rand.intRangeAtMost(u8,0,255);
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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);
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self.position.a.color.b = rand.intRangeAtMost(u8, 0, 255);
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self.show = 1;
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}
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pub fn applyGravity(self : *Self,val : f32) void {
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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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pub fn applyForce(self: *Self, vec: pr.Vec) void {
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self.acceleration.a.x = vec.a.x * 0.8;
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self.acceleration.a.y = vec.a.y * 0.8;
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self.acceleration.a.z = vec.a.z;
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@ -91,52 +86,42 @@ const Particle = struct {
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}
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};
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const Emitter = struct
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{
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const Emitter = struct {
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particleCount: u32 = 0,
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particles: []Particle = undefined,
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particleCount : u32 = 0,
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particles : []Particle = undefined,
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pub fn init(self:*Emitter) !void
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{
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var xrnr = randMinMaxFloat(-1,1);
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var yrnr = randMinMaxFloat(-0.5,0.5);
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self.particles = try allocator.alloc(Particle,500000);
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pub fn init(self: *Emitter) !void {
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var xrnr = randMinMaxFloat(-1, 1);
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var yrnr = randMinMaxFloat(-0.5, 0.5);
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self.particles = try allocator.alloc(Particle, 500000);
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for (self.particles) |*p| {
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xrnr = randMinMaxFloat(0,2);
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yrnr = randMinMaxFloat(0,2);
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p.* = Particle{.velocity = .{.a = .{.x = 1,.y = -3}},.acceleration = .{.a = .{.x=xrnr,.y=yrnr}}};
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xrnr = randMinMaxFloat(0, 2);
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yrnr = randMinMaxFloat(0, 2);
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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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}
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pub fn emit(self:*Emitter,count : u32,xaccel : f32,yaccel : f32) void
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{
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var i : u32 = 0;
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for(self.particles) |*p|
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{
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if(p.show == 0)
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{
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i+=1;
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p.spawn(xaccel,yaccel);
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pub fn emit(self: *Emitter, count: u32, xaccel: f32, yaccel: f32) void {
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var i: u32 = 0;
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for (self.particles) |*p| {
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if (p.show == 0) {
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i += 1;
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p.spawn(xaccel, yaccel);
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}
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if(i >= count)
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{
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if (i >= count) {
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break;
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}
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}
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}
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pub fn update(self:*Emitter,texture : rl.Texture2D) void
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{
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var posx : 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 att2 : Attractor = .{.vec = .{.a=.{.x=-200,.y=-200,.z=0}}};
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pub fn update(self: *Emitter, texture: rl.Texture2D) void {
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var posx: 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 att2: Attractor = .{ .vec = .{ .a = .{ .x = -200, .y = -200, .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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{
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if (p.show == 1) {
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p.applyGravity(0);
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p.applyForce(att.attract(p.*));
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p.applyForce(att2.attract(p.*));
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@ -145,57 +130,49 @@ const Emitter = struct
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posx = @intFromFloat(screenWidth / 2 + p.position.a.x);
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posy = @intFromFloat(screenHeight / 2 + p.position.a.y);
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//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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rl.drawTexture(texture, posx, posy, rl.Color.white);
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}
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}
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}
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};
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const Attractor = struct
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{
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vec : pr.Vec,
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pub fn attract(self:Attractor,particle : Particle) pr.Vec
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{
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const Attractor = struct {
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vec: pr.Vec,
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pub fn attract(self: Attractor, particle: Particle) pr.Vec {
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const distance = self.vec.sub(particle.position);
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var force : pr.Vec = undefined;
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if( distance.a.x != 0 and distance.a.y != 0)
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{
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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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var force: pr.Vec = undefined;
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if (distance.a.x != 0 and distance.a.y != 0) {
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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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return force;
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}
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pub fn draw(self:Attractor) void
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{
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const posx : i32 = @intFromFloat(screenWidth / 2 + self.vec.a.x);
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const posy : i32 = @intFromFloat(screenHeight / 2 + self.vec.a.y);
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rl.drawRectangle(posx,posy,10,10,rl.Color{.r=10,.g=10,.b=120,.a=255});
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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 posy: i32 = @intFromFloat(screenHeight / 2 + self.vec.a.y);
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rl.drawRectangle(posx, posy, 10, 10, rl.Color{ .r = 10, .g = 10, .b = 120, .a = 255 });
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}
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};
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fn ItoF(x:i32) f32
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{
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return @as(f32,@floatFromInt(x));
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fn ItoF(x: i32) f32 {
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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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{
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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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}
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pub fn main() anyerror!void {
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const rect3 = rectangle(10, 150, 600, 10);
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const rect4 = rectangle(10, 170, 600, 10);
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const rect5 = rectangle(10, 190, 600, 10);
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const rect3 = rectangle(10,150,600,10);
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const rect4 = rectangle(10,170,600,10);
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const rect5 = rectangle(10,190,600,10);
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var seed:u64 = undefined;
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var seed: u64 = undefined;
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try std.posix.getrandom(std.mem.asBytes(&seed));
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prng = std.rand.DefaultPrng.init(seed);
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var value : f32 = 0;
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var value2 : f32 = 0;
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var value3 : f32 = 0;
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var value: f32 = 0;
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var value2: f32 = 0;
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var value3: f32 = 0;
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var emitter = Emitter{};
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try emitter.init();
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@ -204,20 +181,15 @@ pub fn main() anyerror!void {
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rl.initWindow(screenWidth, screenHeight, "raylib-zig [core] example - basic window");
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defer rl.closeWindow(); // Close window and OpenGL context
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var texture : rl.Texture2D = undefined;
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const image : rl.Image = rl.loadImage("resources/blut.png");
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if(image.width > 0)
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{
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var texture: rl.Texture2D = undefined;
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const image: rl.Image = rl.loadImage("resources/blut.png");
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if (image.width > 0) {
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texture = rl.loadTextureFromImage(image);
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}
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else
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{
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std.debug.print("error opening resource",.{});
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} else {
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std.debug.print("error opening resource", .{});
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std.posix.exit(1);
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}
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rl.unloadImage(image);
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rl.setTargetFPS(60); // Set our game to run at 60 frames-per-second
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@ -225,19 +197,19 @@ pub fn main() anyerror!void {
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rl.beginDrawing();
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defer rl.endDrawing();
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rl.clearBackground(rl.Color{.r=181,
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.g =177,
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.b =154,
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.a = 255,
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rl.clearBackground(rl.Color{
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.r = 0,
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.g = 0,
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.b = 0,
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.a = 255,
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});
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_ = rg.guiSlider(rect3,"0","500",&value,ItoF(0),ItoF(500));
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_ = rg.guiSlider(rect4,"-3","3",&value2,ItoF(-10),ItoF(10));
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_ = rg.guiSlider(rect5,"-3","3",&value3,-10,10);
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_ = rg.guiSlider(rect3, "0", "500", &value, ItoF(0), ItoF(500));
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_ = rg.guiSlider(rect4, "-3", "3", &value2, ItoF(-10), ItoF(10));
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_ = rg.guiSlider(rect5, "-3", "3", &value3, -10, 10);
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if(rl.isMouseButtonDown(rl.MouseButton.mouse_button_left))
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{
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emitter.emit(@as(u32,@intFromFloat(value)),value2,value3);
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if (rl.isMouseButtonDown(rl.MouseButton.mouse_button_left)) {
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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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|
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