filter -> retain
This commit is contained in:
parent
c4cfed13ec
commit
680f5c57d8
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@ -2,7 +2,7 @@ use macroquad::{prelude::*, rand::gen_range};
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#[derive(Default)]
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pub struct Asteroid {
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pos: Vec2,
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pub pos: Vec2,
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vel: Vec2,
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sides: u8,
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radius: f32,
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@ -12,6 +12,7 @@ pub struct Asteroid {
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impl Asteroid {
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pub fn new() -> Self {
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let radius = gen_range(30., 50.);
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let mut r = vec2(
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if gen_range(0., 1.) > 0.5 { -1. } else { 1. },
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gen_range(-1., 1.),
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@ -19,15 +20,19 @@ impl Asteroid {
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if gen_range(0., 1.) > 0.5 {
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r = vec2(r.y, r.x);
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}
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r *= vec2(screen_width() / 2. + 100., screen_height() / 2. + 100.);
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r *= vec2(
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screen_width() * 0.5 + radius,
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screen_height() * 0.5 + radius,
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);
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Self {
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pos: r,
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vel: vec2(
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gen_range(100., 200.) * if gen_range(0., 1.) > 0.5 { -1. } else { 1. },
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gen_range(100., 200.) * if gen_range(0., 1.) > 0.5 { -1. } else { 1. },
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vel: 0.04 * -r
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+ vec2(
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gen_range(20., 60.) * if gen_range(0., 1.) > 0.5 { -1. } else { 1. },
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gen_range(20., 60.) * if gen_range(0., 1.) > 0.5 { -1. } else { 1. },
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),
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sides: gen_range(3, 8),
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radius: gen_range(10., 50.),
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radius: radius,
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omega: gen_range(50., 200.) * if gen_range(0., 1.) > 0.5 { -1. } else { 1. },
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..Default::default()
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}
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@ -38,6 +43,11 @@ impl Asteroid {
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self.rot += self.omega * get_frame_time();
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}
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pub fn is_visible(&self) -> bool {
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self.pos.y.abs() < screen_height() * 0.51 + self.radius
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&& self.pos.x.abs() < screen_width() * 0.51 + self.radius
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}
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pub fn draw(&self) {
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draw_poly_lines(
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self.pos.x,
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15
src/main.rs
15
src/main.rs
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@ -1,9 +1,12 @@
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mod asteroids;
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mod player;
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mod utils;
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mod world;
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use asteroids::Asteroid;
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use macroquad::prelude::*;
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use player::Player;
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use world::World;
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#[macroquad::main("Camera")]
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async fn main() {
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@ -12,16 +15,14 @@ async fn main() {
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zoom: vec2(2. / screen_width(), 2. / screen_height()),
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..Default::default()
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};
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let mut asteroid = Asteroid::new();
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set_camera(&cam);
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let mut world = World::new();
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loop {
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clear_background(BLACK);
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asteroid.update();
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asteroid.draw();
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world.update();
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world.draw();
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next_frame().await
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}
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}
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pub fn rotate_vec(vec: Vec2, angle: f32) -> Vec2 {
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vec2(angle.cos(), angle.sin()).rotate(vec)
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}
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@ -46,17 +46,12 @@ impl Player {
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});
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}
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}
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self.bullets
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.iter_mut()
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.filter(|bullet| {
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bullet.pos.x.abs() * 2. < screen_width()
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&& bullet.pos.y.abs() * 2. < screen_height()
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})
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.for_each(|bullet| {
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bullet.update();
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bullet.draw();
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self.bullets.retain(|bullet| {
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bullet.pos.x.abs() * 2. < screen_width() && bullet.pos.y.abs() * 2. < screen_height()
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});
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for bullet in &mut self.bullets {
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bullet.update();
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}
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self.vel += (mag * self.dir - self.drag * self.vel.length() * self.vel) * get_frame_time();
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self.pos += self.vel * get_frame_time();
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@ -80,9 +75,13 @@ impl Player {
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draw_line(p1.x, p1.y, p2.x, p2.y, 2., WHITE);
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draw_line(p1.x, p1.y, p3.x, p3.y, 2., WHITE);
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draw_line(p4.x, p4.y, p5.x, p5.y, 2., WHITE);
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if is_key_down(KeyCode::Up) && gen_range(0., 1.) < 0.5 {
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if is_key_down(KeyCode::Up) && gen_range(0., 1.) < 0.4 {
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draw_triangle_lines(p6, p7, p8, 2., WHITE);
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}
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for bullet in &self.bullets {
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bullet.draw();
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}
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}
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}
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@ -0,0 +1,30 @@
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use macroquad::prelude::*;
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pub fn rotate_vec(vec: Vec2, angle: f32) -> Vec2 {
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vec2(angle.cos(), angle.sin()).rotate(vec)
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}
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pub fn draw_polygon(x: f32, y: f32, points: Vec<Vec2>, color: Color) {
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let points_length = points.len();
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let mut vertices = Vec::with_capacity(points_length as usize + 2);
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let mut indices = Vec::<u16>::with_capacity(points_length as usize * 3);
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for (i, point) in points.iter().enumerate() {
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let vertex = macroquad::models::Vertex {
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position: Vec3::new(x + point.x, y + point.y, 0.0),
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uv: Vec2::default(),
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color,
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};
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vertices.push(vertex);
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indices.extend_from_slice(&[0, i as u16 + 1, i as u16 + 2]);
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}
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let mesh = Mesh {
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vertices,
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indices,
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texture: None,
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};
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draw_mesh(&mesh);
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}
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@ -0,0 +1,37 @@
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use crate::{asteroids::Asteroid, player::Player};
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use macroquad::{prelude::*, rand::gen_range};
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#[derive(Default)]
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pub struct World {
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player: Player,
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asteroids: Vec<Asteroid>,
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}
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impl World {
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pub fn new() -> Self {
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Self {
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player: Player::new(),
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..Default::default()
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}
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}
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pub fn update(&mut self) {
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self.player.update();
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// println!("{}", self.asteroids.len());
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self.asteroids.retain(|asteroid| asteroid.is_visible());
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for asteroid in &mut self.asteroids {
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asteroid.update();
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}
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if self.asteroids.len() < 5 {
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self.asteroids.push(Asteroid::new());
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println!("Added {}", get_time());
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}
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}
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pub fn draw(&self) {
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self.player.draw();
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for asteroid in &self.asteroids {
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asteroid.draw();
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}
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}
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}
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