asteroids-genetic/src/player.rs

134 lines
3.7 KiB
Rust

use std::{f32::consts::PI, path::Iter};
use macroquad::{prelude::*, rand::gen_range};
use crate::{asteroids::Asteroid, nn::NN};
#[derive(Default)]
pub struct Player {
pos: Vec2,
vel: Vec2,
dir: Vec2,
rot: f32,
drag: f32,
bullets: Vec<Bullet>,
last_shot: f32,
shot_interval: f32,
brain: Option<NN>,
alive: bool,
}
impl Player {
pub fn new() -> Self {
Self {
dir: vec2(0., -1.),
rot: -PI / 2.,
drag: 0.001,
shot_interval: 0.3,
alive: true,
..Default::default()
}
}
pub fn simulate(brain: NN) -> Self {
let mut p = Player::new();
p.brain = Some(brain);
p
}
pub fn check_player_collision(&mut self, asteroid: &mut Asteroid) -> bool {
if asteroid.check_collision(self.pos, 8.) {
self.alive = false;
return true;
}
false
}
pub fn check_bullet_collisions(&mut self, asteroid: &mut Asteroid) -> bool {
for bullet in &mut self.bullets {
if asteroid.check_collision(bullet.pos, 0.) {
asteroid.alive = false;
bullet.alive = false;
return true;
}
}
false
}
pub fn update(&mut self) {
let mut mag = 0.;
if is_key_down(KeyCode::Right) {
self.rot += 5.;
self.dir = vec2(self.rot.cos(), self.rot.sin());
}
if is_key_down(KeyCode::Left) {
self.rot -= 5.;
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,
alive: true,
});
}
}
self.vel += (mag * self.dir - self.drag * self.vel.length() * self.vel);
self.pos += self.vel;
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.;
}
for bullet in &mut self.bullets {
bullet.update();
}
self.bullets.retain(|b| {
b.alive && b.pos.x.abs() * 2. < screen_width() && b.pos.y.abs() * 2. < screen_height()
});
}
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.) < 0.4 {
draw_triangle_lines(p6, p7, p8, 2., WHITE);
}
for bullet in &self.bullets {
bullet.draw();
}
}
}
struct Bullet {
pos: Vec2,
vel: Vec2,
alive: bool,
}
impl Bullet {
fn update(&mut self) {
self.pos += self.vel;
}
fn draw(&self) {
draw_circle(self.pos.x, self.pos.y, 2., WHITE);
}
}