const std = @import("std"); const rl = @import("raylib"); const rg = @import("raygui"); const pr = @import("primitives.zig"); 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}}, pub fn new(self:Self)void{ _ = self; } pub fn update(self:Self)void{ self.velocity = self.velocity + self.acceleration; self.position = self.position + self.velocity; } }; pub fn main() anyerror!void { // Initialization //-------------------------------------------------------------------------------------- const screenWidth = 800; const screenHeight = 450; 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; const p1 = Particle{.velocity = .{.a = .{.x = 1,.y = 1}}}; 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 rl.beginDrawing(); defer rl.endDrawing(); rl.clearBackground(rl.Color{.r=181, .g =177, .b =154, .a = 255, }); if(state != 0){ msg_res = rg.guiMessageBox(rect2, "Title", "question?", "Nice;Cool"); 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 =>{}, } } p1.update(); rl.drawCircle(p1.position.a.x,p1.position.a.y,40,rl.Color{.r=124,.g=195,.b=217,.a=100}); } } 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()); }