Accept multiple asteroids and shot-time input
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parent
36da3483ae
commit
e63fbf74ba
150
src/player.rs
150
src/player.rs
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@ -7,6 +7,10 @@ use crate::{
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nn::{ActivationFunc, NN},
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HEIGHT, WIDTH,
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};
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const NUM_KEYS: usize = 4;
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const INPUTS_PER_ASTEROID: usize = 4;
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const NUM_ASTEROIDS: usize = 1;
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const INPUTS_FOR_SHIP: usize = 2;
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#[derive(Default)]
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pub struct Player {
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pub pos: Vec2,
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@ -16,11 +20,9 @@ pub struct Player {
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rot: f32,
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drag: f32,
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bullets: Vec<Bullet>,
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asteroid: Option<Asteroid>,
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asteroids: Vec<Option<Asteroid>>,
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inputs: Vec<f32>,
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pub outputs: Vec<f32>,
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// asteroid_data: Vec<(f32, f32, f32)>,
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raycasts: Vec<f32>,
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last_shot: u32,
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shot_interval: u32,
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pub brain: Option<NN>,
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@ -40,9 +42,15 @@ impl Player {
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Some(mut c) => {
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c.retain(|&x| x != 0);
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// Number of inputs
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c.insert(0, 5);
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c.insert(
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0,
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(INPUTS_PER_ASTEROID * NUM_ASTEROIDS)
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+ INPUTS_FOR_SHIP
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);
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// Number of outputs
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c.push(4);
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c.push(
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NUM_KEYS
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);
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Some(NN::new(c, mut_rate.unwrap(), activ.unwrap()))
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}
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_ => None,
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@ -55,51 +63,17 @@ impl Player {
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shot_interval: 18,
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alive: true,
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shots: 4,
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outputs: vec![0.; 4],
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raycasts: vec![0.; 8],
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// 4 outputs
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outputs: vec![0.; NUM_KEYS],
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..Default::default()
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}
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}
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pub fn check_player_collision(&mut self, asteroid: &Asteroid) -> bool {
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// To give more near asteroids data:
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// Save the asteroid to our asteroids
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self.asteroids.push(Some(asteroid.clone()));
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// self.asteroid_data.push((
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// ((asteroid.pos - self.pos).length() - asteroid.radius) / WIDTH,
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// self.dir.angle_between(asteroid.pos - self.pos),
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// (asteroid.vel - self.vel).length(),
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// ));
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// Single asteroid data:
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if self.asteroid.is_none()
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|| (asteroid.pos).distance_squared(self.pos)
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< self
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.asteroid
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.as_ref()
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.unwrap()
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.pos
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.distance_squared(self.pos)
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{
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self.asteroid = Some(asteroid.clone());
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}
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// Try raycasting below:
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// let v = asteroid.pos - self.pos;
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// for i in 0..4 {
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// let dir = Vec2::from_angle(PI / 4. * i as f32).rotate(self.dir);
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// let cross = v.perp_dot(dir);
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// let dot = v.dot(dir);
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// if cross.abs() <= asteroid.radius {
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// self.raycasts[if dot >= 0. { i } else { i + 4 }] = *partial_max(
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// &self.raycasts[if dot >= 0. { i } else { i + 4 }],
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// &(100.
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// / (dot.abs() - (asteroid.radius * asteroid.radius - cross * cross).sqrt())),
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// )
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// .unwrap();
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// }
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// }
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if asteroid.check_collision(self.pos, 8.) || self.lifespan > 3600 && self.brain.is_some() {
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self.alive = false;
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return true;
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@ -107,12 +81,28 @@ impl Player {
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false
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}
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pub fn consider_asteroids(pos: Vec2, asteroids: &mut Vec<Option<Asteroid>>) {
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// Consider the closest asteroids first
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asteroids.sort_by_key(|ast| match ast {
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None => i32::MAX,
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Some(ast) => (dist_wrapping(ast.pos, pos, ast.radius) * 100.) as i32,
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});
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// Cull if there are too may asteroids
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*asteroids = asteroids.iter().cloned().take(NUM_ASTEROIDS).collect();
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// Insert if there are not enought asteroids
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if asteroids.len() < NUM_ASTEROIDS {
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for _ in 0..NUM_ASTEROIDS - asteroids.len() {
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asteroids.push(None);
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}
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}
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assert_eq!(asteroids.len(), NUM_ASTEROIDS);
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}
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pub fn check_bullet_collisions(&mut self, asteroid: &mut Asteroid) -> bool {
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for bullet in &mut self.bullets {
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if asteroid.check_collision(bullet.pos, 0.) {
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asteroid.alive = false;
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bullet.alive = false;
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self.asteroid = None;
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return true;
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}
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}
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@ -125,32 +115,34 @@ impl Player {
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self.acc = 0.;
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self.outputs = vec![0.; 4];
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let mut keys = vec![false; 4];
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if let Some(ast) = self.asteroid.as_ref() {
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self.inputs = vec![
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(ast.pos - self.pos).length() / HEIGHT,
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self.inputs = vec![];
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// Insert all the asteroid data
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Self::consider_asteroids(self.pos, &mut self.asteroids);
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for ast in &self.asteroids {
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if let Some(ast) = ast {
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self.inputs.extend_from_slice(&[
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// Distance to asteroid
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dist_wrapping(ast.pos, self.pos, ast.radius),
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// Angle to asteroid
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self.dir.angle_between(ast.pos - self.pos),
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// Asteroid velocity x
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(ast.vel - self.vel).x * 0.6,
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// Asteroid velocity y
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(ast.vel - self.vel).y * 0.6,
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self.rot / TAU as f32,
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// self.vel.x / 8.,
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// self.vel.y / 8.,
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// self.rot / TAU as f32,
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];
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// self.inputs.append(self.raycasts.as_mut());
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// self.asteroid_data
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// .sort_by(|a, b| a.0.partial_cmp(&b.0).unwrap());
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// self.asteroid_data.resize(1, (0., 0., 0.));
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// inputs.append(
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// &mut self
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// .asteroid_data
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// .iter()
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// .map(|(d, a, h)| vec![*d, *a, *h])
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// .flatten()
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// .collect::<Vec<_>>(),
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// );
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]);
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} else {
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self.inputs.extend_from_slice(&[0., 0., 0., 0.]);
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}
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}
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assert_eq!(self.inputs.len(), NUM_ASTEROIDS * INPUTS_PER_ASTEROID);
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// Insert the ship data
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self.inputs.push(self.rot / TAU as f32);
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self.inputs.push(
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(self.shot_interval as f32 - self.last_shot as f32).max(0.) / self.shot_interval as f32,
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);
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// Run the brain
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if let Some(brain) = &self.brain {
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assert_eq!(self.inputs.len(), brain.config[0] - 1);
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self.outputs = brain.feed_forward(&self.inputs);
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keys = self
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.outputs
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@ -164,7 +156,6 @@ impl Player {
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})
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.collect();
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}
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}
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if keys[0] || self.brain.is_none() && is_key_down(KeyCode::Right) {
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// RIGHT
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self.rot = (self.rot + 0.1 + TAU as f32) % TAU as f32;
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@ -205,9 +196,7 @@ impl Player {
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}
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self.bullets
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.retain(|b| b.alive && b.pos.x.abs() * 2. < WIDTH && b.pos.y.abs() * 2. < HEIGHT);
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self.asteroid = None;
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// self.asteroid_data.clear();
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// self.raycasts = vec![0.; 8];
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self.asteroids = vec![];
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}
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pub fn draw(&self, color: Color, debug: bool) {
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@ -226,7 +215,10 @@ impl Player {
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draw_triangle_lines(p6, p7, p8, 2., color);
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}
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if debug {
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if let Some(ast) = self.asteroid.as_ref() {
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let mut debug_asteroids = self.asteroids.clone();
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Self::consider_asteroids(self.pos, &mut debug_asteroids);
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for asteroid in &debug_asteroids {
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if let Some(ast) = asteroid {
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draw_circle_lines(ast.pos.x, ast.pos.y, ast.radius, 1., RED);
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// let p = self.pos
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// + self.dir.rotate(Vec2::from_angle(self.asteroid_data[0].1))
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@ -234,6 +226,7 @@ impl Player {
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// * WIDTH;
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draw_line(self.pos.x, self.pos.y, ast.pos.x, ast.pos.y, 1., RED);
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}
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}
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// Draw raycasts
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@ -276,3 +269,18 @@ impl Bullet {
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draw_circle(self.pos.x, self.pos.y, 2., Color::new(c.r, c.g, c.b, 0.9));
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}
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}
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// Distance in a toroidal space:
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// https://blog.demofox.org/2017/10/01/calculating-the-distance-between-points-in-wrap-around-toroidal-space/
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fn dist_wrapping(a: Vec2, b: Vec2, r: f32) -> f32 {
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let mut dx = (a.x - b.x).abs();
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let mut dy = (a.y - b.y).abs();
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if dx > (WIDTH as f32 / 2.) {
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dx = WIDTH as f32 - dx;
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}
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if dy > (HEIGHT as f32 / 2.) {
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dy = HEIGHT as f32 - dy;
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}
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((dx * dx + dy * dy).sqrt() - r) / (WIDTH * WIDTH + HEIGHT * HEIGHT).sqrt()
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}
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