mod asteroids; mod nn; mod player; mod population; mod world; use macroquad::prelude::*; use population::Population; pub const WIDTH: f32 = 800.; pub const HEIGHT: f32 = 780.; fn window_conf() -> Conf { Conf { window_title: "Asteroids".to_string(), // fullscreen: true, window_width: 1400, window_height: 800, ..Default::default() } } #[macroquad::main(window_conf)] async fn main() { rand::srand(macroquad::miniquad::date::now() as _); let th = (screen_height() - HEIGHT) * 0.5; let gamecam = Camera2D { zoom: vec2(2. / screen_width(), -2. / screen_height()), offset: vec2((2. * th + WIDTH) / screen_width() - 1., 0.), ..Default::default() }; let maincam = Camera2D { zoom: vec2(2. / screen_width(), -2. / screen_height()), offset: vec2( (th + WIDTH) / screen_width(), -((th + HEIGHT) * 0.5) / screen_height(), ), ..Default::default() }; // let mut cam = Camera2D::from_display_rect(Rect { // x: 0., // y: 0., // w: 1600., // h: 1200., // }); // cam.offset = vec2(1., -1.); // // { // zoom: vec2(2. / 800., -2. / 600.), // // offset: vec2(-19. / 60., 0.), // ..Default::default() // }; let mut pop = Population::new(100); let mut speedup = false; loop { // set_camera(&cam); clear_background(BLACK); if is_key_pressed(KeyCode::S) { speedup = !speedup; } if speedup { for _ in 0..1000 { pop.update(); } } else { pop.update(); pop.draw(); } draw_rectangle_lines(-WIDTH * 0.5, -HEIGHT * 0.5, WIDTH, HEIGHT, 2., WHITE); set_camera(&maincam); // draw_circle(0., 0., 20., RED); pop.worlds[0].see_brain().draw( screen_width() - WIDTH - 3. * th, (screen_height() - 3. * th) * 0.5, ); set_camera(&gamecam); // set_camera(&maincam); // draw_texture_ex( // target.texture, // 0., // 0., // Color::new(1., 1., 1., 0.3), // DrawTextureParams { // flip_y: true, // ..Default::default() // }, // ); // set_camera(&cam); next_frame().await; } }