Merge branch 'master' of 5ccppi:ccppi/zig-raylib

This commit is contained in:
jonathan santis 2024-11-27 14:53:02 +01:00
commit ea8a74e323
2 changed files with 93 additions and 121 deletions

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@ -25,7 +25,7 @@
.dependencies = .{
.@"raylib-zig" = .{
.url = "https://github.com/Not-Nik/raylib-zig/archive/devel.tar.gz",
.hash = "12202f8c415153088be8df39a51e0a4c9d402afd403422a0dcc9afdd417e437a6fdb",
.hash = "1220c61380facb4480c01109fda97cf1a37f45308c522a84fdea142ca625593ddc2a",
},
},
.paths = .{

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@ -6,83 +6,78 @@ const allocator = std.heap.page_allocator;
var prng = std.rand.DefaultPrng.init(124346556);
const rand = prng.random();
fn randMinMaxFloat(min:f32,max:f32) f32 {
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;
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;
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);
while (true) {
r1 = randMinMaxFloat(-10, 10);
//std.debug.print("randMinMaxFloat:{}\n",.{r1});
if (r1 > 8 or r1 < -8 ) {
std.debug.print("Greater:{}\n",.{r1});
if (r1 > 8 or r1 < -8) {
std.debug.print("Greater:{}\n", .{r1});
}
}
}
const screenWidth = 1200;
const screenHeight = 800;
const screenWidth = 1200;
const screenHeight = 800;
const Particle = struct {
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}},
lifespan : u8 = 0,
show : u8 = 0,
pub fn new(self:Self) void {
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 {
_ = self;
}
pub fn update(self:*Self) void {
pub fn update(self: *Self) void {
self.velocity.add(self.acceleration);
self.position.add(self.velocity);
if (self.position.a.y > screenHeight)
{
if (self.position.a.y > screenHeight) {
self.velocity.a.y *= -0.9;
// self.acceleration.a.y *= -0.5;
}
if (self.lifespan > 0) {
self.lifespan -= 1;
}
else
{
} else {
self.show = 0;
}
self.acceleration.a.x = 0;
self.acceleration.a.y = 0;
self.acceleration.a.z = 0;
}
pub fn spawn(self:*Self,xaccel : f32,yaccel : f32) void
{
const xrnr = randMinMaxFloat(-xaccel,xaccel);
const yrnr = randMinMaxFloat(-yaccel,yaccel);
pub fn spawn(self: *Self, xaccel: f32, yaccel: f32) void {
const xrnr = randMinMaxFloat(-xaccel, xaccel);
const yrnr = randMinMaxFloat(-yaccel, yaccel);
self.lifespan = rand.intRangeAtMost(u8,75,255);
self.lifespan = rand.intRangeAtMost(u8, 75, 255);
self.acceleration.a.x = xrnr;
self.acceleration.a.y = yrnr;
self.position.a.x = @floatFromInt(rl.getMouseX()-screenWidth/2);
self.position.a.y = @floatFromInt(rl.getMouseY()-screenHeight/2);
self.position.a.x = @floatFromInt(rl.getMouseX() - screenWidth / 2);
self.position.a.y = @floatFromInt(rl.getMouseY() - screenHeight / 2);
self.velocity.a.x = 0;
self.velocity.a.y = 0;
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);
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);
self.show = 1;
}
pub fn applyGravity(self : *Self,val : f32) void {
pub fn applyGravity(self: *Self, val: f32) void {
self.velocity.a.y += val;
}
pub fn applyForce(self : *Self,vec : pr.Vec) void {
pub fn applyForce(self: *Self, vec: pr.Vec) void {
self.acceleration.a.x = vec.a.x * 0.8;
self.acceleration.a.y = vec.a.y * 0.8;
self.acceleration.a.z = vec.a.z;
@ -91,52 +86,42 @@ const Particle = struct {
}
};
const Emitter = struct
{
const Emitter = struct {
particleCount: u32 = 0,
particles: []Particle = undefined,
particleCount : u32 = 0,
particles : []Particle = undefined,
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);
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);
for (self.particles) |*p| {
xrnr = randMinMaxFloat(0,2);
yrnr = randMinMaxFloat(0,2);
p.* = Particle{.velocity = .{.a = .{.x = 1,.y = -3}},.acceleration = .{.a = .{.x=xrnr,.y=yrnr}}};
xrnr = randMinMaxFloat(0, 2);
yrnr = randMinMaxFloat(0, 2);
p.* = Particle{ .velocity = .{ .a = .{ .x = 1, .y = -3 } }, .acceleration = .{ .a = .{ .x = xrnr, .y = yrnr } } };
}
}
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);
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);
}
if(i >= count)
{
if (i >= count) {
break;
}
}
}
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=-200,.y=-200,.z=0}}};
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 = -200, .y = -200, .z = 0 } } };
att.draw();
att2.draw();
for (self.particles) |*p| {
if(p.show == 1)
{
if (p.show == 1) {
p.applyGravity(0);
p.applyForce(att.attract(p.*));
p.applyForce(att2.attract(p.*));
@ -145,57 +130,49 @@ const Emitter = struct
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});
rl.drawTexture(texture,posx,posy,rl.Color.white);
rl.drawTexture(texture, posx, posy, rl.Color.white);
}
}
}
};
const Attractor = struct
{
vec : pr.Vec,
pub fn attract(self:Attractor,particle : Particle) pr.Vec
{
const Attractor = struct {
vec: pr.Vec,
pub fn attract(self: Attractor, particle: Particle) pr.Vec {
const distance = self.vec.sub(particle.position);
var force : pr.Vec = undefined;
if( distance.a.x != 0 and distance.a.y != 0)
{
force.a.x = distance.a.x/200;
force.a.y = distance.a.y/200;
var force: pr.Vec = undefined;
if (distance.a.x != 0 and distance.a.y != 0) {
force.a.x = distance.a.x / 200;
force.a.y = distance.a.y / 200;
force.a.z = 0;
}
return force;
}
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});
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 });
}
};
fn ItoF(x:i32) f32
{
return @as(f32,@floatFromInt(x));
fn ItoF(x: i32) f32 {
return @as(f32, @floatFromInt(x));
}
fn rectangle(x : u16,y : u16,width : u16,height : u16) rl.Rectangle
{
fn rectangle(x: u16, y: u16, width: u16, height: u16) rl.Rectangle {
return rl.Rectangle{ .x = @as(f32, @floatFromInt(x)), .y = @as(f32, @floatFromInt(y)), .width = @as(f32, @floatFromInt(width)), .height = @as(f32, @floatFromInt(height)) };
}
pub fn main() anyerror!void {
const rect3 = rectangle(10, 150, 600, 10);
const rect4 = rectangle(10, 170, 600, 10);
const rect5 = rectangle(10, 190, 600, 10);
const rect3 = rectangle(10,150,600,10);
const rect4 = rectangle(10,170,600,10);
const rect5 = rectangle(10,190,600,10);
var seed:u64 = undefined;
var seed: u64 = undefined;
try std.posix.getrandom(std.mem.asBytes(&seed));
prng = std.rand.DefaultPrng.init(seed);
var value : f32 = 0;
var value2 : f32 = 0;
var value3 : f32 = 0;
var value: f32 = 0;
var value2: f32 = 0;
var value3: f32 = 0;
var emitter = Emitter{};
try emitter.init();
@ -204,40 +181,35 @@ pub fn main() anyerror!void {
rl.initWindow(screenWidth, screenHeight, "raylib-zig [core] example - basic window");
defer rl.closeWindow(); // Close window and OpenGL context
var texture : rl.Texture2D = undefined;
const image : rl.Image = rl.loadImage("resources/blut.png");
if(image.width > 0)
{
var texture: rl.Texture2D = undefined;
const image: rl.Image = rl.loadImage("resources/blut.png");
if (image.width > 0) {
texture = rl.loadTextureFromImage(image);
}
else
{
std.debug.print("error opening resource",.{});
} else {
std.debug.print("error opening resource", .{});
std.posix.exit(1);
}
rl.unloadImage(image);
rl.setTargetFPS(60); // Set our game to run at 60 frames-per-second
while (!rl.windowShouldClose()) { // Detect window close button or ESC key
rl.beginDrawing();
defer rl.endDrawing();
rl.clearBackground(rl.Color{.r=181,
.g =177,
.b =154,
rl.clearBackground(rl.Color{
.r = 0,
.g = 0,
.b = 0,
.a = 255,
});
_ = 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);
_ = 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);
if(rl.isMouseButtonDown(rl.MouseButton.mouse_button_left))
{
emitter.emit(@as(u32,@intFromFloat(value)),value2,value3);
if (rl.isMouseButtonDown(rl.MouseButton.mouse_button_left)) {
emitter.emit(@as(u32, @intFromFloat(value)), value2, value3);
}
rl.beginBlendMode(rl.BlendMode.blend_additive);