examples: add fireworks example (#8358)

pull/8361/head
shadowninja55 2021-01-26 16:13:11 -05:00 committed by GitHub
parent 90ecbde712
commit ba3342a034
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6 changed files with 225 additions and 0 deletions

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import objects
import gg
import gx
import rand
struct App {
mut:
gg &gg.Context = 0
rockets []objects.Rocket
frames [][]objects.Rocket
// i thought about using a fixed fifo queue for the frames but the array
// seemed to work fine, if you'd like a challenge try implementing it with the queue :)
}
fn on_frame(mut app App) {
app.gg.begin()
// drawing previous frames
for mut frame in app.frames {
for mut rocket in frame {
if !rocket.exploded {
rocket.color.a = byte(f32_max(rocket.color.a - 8, 0))
rocket.draw(mut app.gg)
}
}
}
// chance of firing new rocket
if rand.intn(30) == 0 {
app.rockets << objects.new_rocket()
}
// simulating rockets
app.rockets = app.rockets.filter(!it.dead)
for mut rocket in app.rockets {
rocket.tick(mut app.gg)
}
// adding frame
mut frame := app.rockets.clone()
for mut rocket in frame {
rocket.particles = []
}
app.frames << frame
// trimming out frames
if app.frames.len > 30 {
app.frames.delete(0)
}
app.gg.end()
}
fn main() {
mut app := &App{}
app.gg = gg.new_context(
width: objects.width
height: objects.height
window_title: 'Fireworks!'
bg_color: gx.black
use_ortho: true
user_data: app
frame_fn: on_frame
)
app.gg.run()
}

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module objects
import gx
import rand
pub fn random_color() gx.Color {
return gx.Color{
r: byte(rand.int_in_range(0, 256))
g: byte(rand.int_in_range(0, 256))
b: byte(rand.int_in_range(0, 256))
}
}

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module objects
const (
width = 800
height = 800
gravity = Vector{0, -0.03}
age_rate = 1
offspring_count = 100
rocket_radius = 5
particle_radius = 2.5
drag = 0.98
)

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module objects
import gg
import gx
pub struct Particle {
pub mut:
color gx.Color
pos Vector
vel Vector
accel Vector
lifespan f32 = 255
}
pub fn (particle Particle) draw(mut ctx gg.Context) {
ctx.draw_circle(particle.pos.x, height - particle.pos.y, particle_radius, particle.color)
}
pub fn (mut particle Particle) tick(mut rocket Rocket, mut ctx gg.Context) {
particle.lifespan -= age_rate
particle.color.a = byte(particle.lifespan)
if particle.lifespan <= 0 {
rocket.dead = true
return
}
particle.accel += gravity
particle.vel += particle.accel
particle.vel = particle.vel.mult(drag)
particle.pos += particle.vel
particle.draw(mut ctx)
particle.accel = {}
}

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module objects
import gg
import gx
import rand
pub struct Rocket {
pub mut:
color gx.Color
pos Vector
vel Vector
accel Vector
exploded bool
particles []Particle
dead bool
}
pub fn (rocket Rocket) draw(mut ctx gg.Context) {
ctx.draw_circle(rocket.pos.x, height - rocket.pos.y, rocket_radius, rocket.color)
}
pub fn (mut rocket Rocket) explode() {
rocket.exploded = true
for _ in 0 .. offspring_count {
rocket.spawn_particle()
}
}
pub fn (mut rocket Rocket) tick(mut ctx gg.Context) {
if !rocket.exploded {
if rocket.vel.y <= 1 {
rocket.explode()
}
rocket.accel += gravity
rocket.vel += rocket.accel
rocket.pos += rocket.vel
rocket.draw(mut ctx)
rocket.accel = {}
}
for mut particle in rocket.particles {
particle.tick(mut rocket, mut ctx)
}
}
pub fn new_rocket() Rocket {
return Rocket{
color: random_color()
pos: {
x: rand.f32_in_range(50, width - 50)
}
vel: {
x: rand.f32_in_range(-1.5, 1.5)
y: rand.f32_in_range(5, 7)
}
}
}
pub fn (mut rocket Rocket) spawn_particle() {
rocket.particles << Particle{
color: rocket.color
pos: rocket.pos
accel: random_vector_in_circle().mult(2)
}
}

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module objects
import math
import rand
pub struct Vector {
pub mut:
x f32
y f32
}
pub fn (a Vector) + (b Vector) Vector {
return Vector{a.x + b.x, a.y + b.y}
}
pub fn (vector Vector) mult(scalar f32) Vector {
return Vector{vector.x * scalar, vector.y * scalar}
}
pub fn random_vector_in_circle() Vector {
theta := rand.f32n(2 * math.pi)
y := rand.f32()
return {
x: f32(y * math.sin(theta))
y: f32(y * math.cos(theta))
}
}