const std = @import("std"); const rl = @import("raylib"); const rg = @import("raygui"); const pr = @import("primitives.zig"); const allocator = std.heap.page_allocator; var prng = std.rand.DefaultPrng.init(124346556); const rand = prng.random(); 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; } test "random" { 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); //std.debug.print("randMinMaxFloat:{}\n",.{r1}); if (r1 > 8 or r1 < -8) { std.debug.print("Greater:{}\n", .{r1}); } } } 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 { _ = self; } pub fn update(self: *Self) void { self.velocity.add(self.acceleration); self.position.add(self.velocity); 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 { 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); 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.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.show = 1; } pub fn applyGravity(self: *Self, val: f32) void { self.velocity.a.y += val; } 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; self.velocity.a.x *= 0.995; self.velocity.a.y *= 0.995; } }; const Emitter = struct { 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); 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 } } }; } } 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) { 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 } } }; att.draw(); att2.draw(); for (self.particles) |*p| { if (p.show == 1) { p.applyGravity(0); p.applyForce(att.attract(p.*)); p.applyForce(att2.attract(p.*)); p.update(); 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); } } } }; 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; 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 }); } }; fn ItoF(x: i32) f32 { return @as(f32, @floatFromInt(x)); } 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); 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 emitter = Emitter{}; try emitter.init(); //const img : rl.Texture = rl.loadTexture("img.png"); 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) { texture = rl.loadTextureFromImage(image); } 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 = 0, .g = 0, .b = 0, .a = 255, }); _ = rg.guiSlider(rect3, "0", "500", &value, ItoF(0), ItoF(500)); _ = rg.guiSlider(rect4, "-3", "3", &value2, ItoF(-100), ItoF(100)); _ = rg.guiSlider(rect5, "-3", "3", &value3, -100, 100); if (rl.isMouseButtonDown(rl.MouseButton.mouse_button_left)) { emitter.emit(@as(u32, @intFromFloat(value)), value2, value3); } rl.beginBlendMode(rl.BlendMode.blend_additive); emitter.update(texture); rl.endBlendMode(); } } 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()); }