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||||
checksum = "712e227841d057c1ee1cd2fb22fa7e5a5461ae8e48fa2ca79ec42cfc1931183f"
|
|
@ -0,0 +1,10 @@
|
|||
[package]
|
||||
name = "genetic"
|
||||
version = "0.1.0"
|
||||
edition = "2021"
|
||||
|
||||
# See more keys and their definitions at https://doc.rust-lang.org/cargo/reference/manifest.html
|
||||
|
||||
[dependencies]
|
||||
macroquad = "0.3.24"
|
||||
macroquad-particles = "0.1.1"
|
|
@ -0,0 +1,52 @@
|
|||
use macroquad::{prelude::*, rand::gen_range};
|
||||
|
||||
#[derive(Default)]
|
||||
pub struct Asteroid {
|
||||
pos: Vec2,
|
||||
vel: Vec2,
|
||||
sides: u8,
|
||||
radius: f32,
|
||||
rot: f32,
|
||||
omega: f32,
|
||||
}
|
||||
|
||||
impl Asteroid {
|
||||
pub fn new() -> Self {
|
||||
let mut r = vec2(
|
||||
if gen_range(0., 1.) > 0.5 { -1. } else { 1. },
|
||||
gen_range(-1., 1.),
|
||||
);
|
||||
if gen_range(0., 1.) > 0.5 {
|
||||
r = vec2(r.y, r.x);
|
||||
}
|
||||
r *= vec2(screen_width() / 2. + 100., screen_height() / 2. + 100.);
|
||||
Self {
|
||||
pos: r,
|
||||
vel: vec2(
|
||||
gen_range(100., 200.) * if gen_range(0., 1.) > 0.5 { -1. } else { 1. },
|
||||
gen_range(100., 200.) * if gen_range(0., 1.) > 0.5 { -1. } else { 1. },
|
||||
),
|
||||
sides: gen_range(3, 8),
|
||||
radius: gen_range(10., 50.),
|
||||
omega: gen_range(50., 200.) * if gen_range(0., 1.) > 0.5 { -1. } else { 1. },
|
||||
..Default::default()
|
||||
}
|
||||
}
|
||||
|
||||
pub fn update(&mut self) {
|
||||
self.pos += self.vel * get_frame_time();
|
||||
self.rot += self.omega * get_frame_time();
|
||||
}
|
||||
|
||||
pub fn draw(&self) {
|
||||
draw_poly_lines(
|
||||
self.pos.x,
|
||||
self.pos.y,
|
||||
self.sides,
|
||||
self.radius,
|
||||
self.rot,
|
||||
2.,
|
||||
WHITE,
|
||||
);
|
||||
}
|
||||
}
|
|
@ -0,0 +1,27 @@
|
|||
mod asteroids;
|
||||
mod player;
|
||||
|
||||
use asteroids::Asteroid;
|
||||
use macroquad::prelude::*;
|
||||
use player::Player;
|
||||
|
||||
#[macroquad::main("Camera")]
|
||||
async fn main() {
|
||||
rand::srand(macroquad::miniquad::date::now() as _);
|
||||
let cam = Camera2D {
|
||||
zoom: vec2(2. / screen_width(), 2. / screen_height()),
|
||||
..Default::default()
|
||||
};
|
||||
let mut asteroid = Asteroid::new();
|
||||
set_camera(&cam);
|
||||
loop {
|
||||
clear_background(BLACK);
|
||||
asteroid.update();
|
||||
asteroid.draw();
|
||||
next_frame().await
|
||||
}
|
||||
}
|
||||
|
||||
pub fn rotate_vec(vec: Vec2, angle: f32) -> Vec2 {
|
||||
vec2(angle.cos(), angle.sin()).rotate(vec)
|
||||
}
|
|
@ -0,0 +1,101 @@
|
|||
use std::f32::consts::PI;
|
||||
|
||||
use macroquad::{prelude::*, rand::gen_range};
|
||||
#[derive(Default)]
|
||||
pub struct Player {
|
||||
pos: Vec2,
|
||||
vel: Vec2,
|
||||
dir: Vec2,
|
||||
rot: f32,
|
||||
drag: f32,
|
||||
bullets: Vec<Bullet>,
|
||||
last_shot: f32,
|
||||
shot_interval: f32,
|
||||
}
|
||||
|
||||
impl Player {
|
||||
pub fn new() -> Self {
|
||||
Self {
|
||||
dir: vec2(0., 1.),
|
||||
rot: PI / 2.,
|
||||
drag: 0.001,
|
||||
shot_interval: 0.3,
|
||||
..Default::default()
|
||||
}
|
||||
}
|
||||
|
||||
pub fn update(&mut self) {
|
||||
let mut mag = 0.;
|
||||
if is_key_down(KeyCode::Right) {
|
||||
self.rot -= 5. * get_frame_time();
|
||||
self.dir = vec2(self.rot.cos(), self.rot.sin());
|
||||
}
|
||||
if is_key_down(KeyCode::Left) {
|
||||
self.rot += 5. * get_frame_time();
|
||||
self.dir = vec2(self.rot.cos(), self.rot.sin());
|
||||
}
|
||||
if is_key_down(KeyCode::Up) {
|
||||
mag = 360.;
|
||||
}
|
||||
if is_key_down(KeyCode::Space) {
|
||||
if self.shot_interval + self.last_shot < get_time() as f32 {
|
||||
self.last_shot = get_time() as f32;
|
||||
self.bullets.push(Bullet {
|
||||
pos: self.pos + self.dir.rotate(vec2(20., 0.)),
|
||||
vel: self.dir.rotate(vec2(500., 0.)) + self.vel,
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
self.bullets
|
||||
.iter_mut()
|
||||
.filter(|bullet| {
|
||||
bullet.pos.x.abs() * 2. < screen_width()
|
||||
&& bullet.pos.y.abs() * 2. < screen_height()
|
||||
})
|
||||
.for_each(|bullet| {
|
||||
bullet.update();
|
||||
bullet.draw();
|
||||
});
|
||||
|
||||
self.vel += (mag * self.dir - self.drag * self.vel.length() * self.vel) * get_frame_time();
|
||||
self.pos += self.vel * get_frame_time();
|
||||
if self.pos.x.abs() > screen_width() / 2. + 10. {
|
||||
self.pos.x *= -1.;
|
||||
}
|
||||
if self.pos.y.abs() > screen_height() / 2. + 10. {
|
||||
self.pos.y *= -1.;
|
||||
}
|
||||
}
|
||||
|
||||
pub fn draw(&self) {
|
||||
let p1 = self.pos + self.dir.rotate(vec2(20., 0.));
|
||||
let p2 = self.pos + self.dir.rotate(vec2(-18., -12.667));
|
||||
let p3 = self.pos + self.dir.rotate(vec2(-18., 12.667));
|
||||
let p4 = self.pos + self.dir.rotate(vec2(-10., -10.));
|
||||
let p5 = self.pos + self.dir.rotate(vec2(-10., 10.));
|
||||
let p6 = self.pos + self.dir.rotate(vec2(-25., 0.));
|
||||
let p7 = self.pos + self.dir.rotate(vec2(-10., -6.));
|
||||
let p8 = self.pos + self.dir.rotate(vec2(-10., 6.));
|
||||
draw_line(p1.x, p1.y, p2.x, p2.y, 2., WHITE);
|
||||
draw_line(p1.x, p1.y, p3.x, p3.y, 2., WHITE);
|
||||
draw_line(p4.x, p4.y, p5.x, p5.y, 2., WHITE);
|
||||
if is_key_down(KeyCode::Up) && gen_range(0., 1.) < 0.5 {
|
||||
draw_triangle_lines(p6, p7, p8, 2., WHITE);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
struct Bullet {
|
||||
pos: Vec2,
|
||||
vel: Vec2,
|
||||
}
|
||||
|
||||
impl Bullet {
|
||||
fn update(&mut self) {
|
||||
self.pos += self.vel * get_frame_time();
|
||||
}
|
||||
fn draw(&self) {
|
||||
draw_circle(self.pos.x, self.pos.y, 2., WHITE);
|
||||
}
|
||||
}
|
Loading…
Reference in New Issue