examples: add fireworks example (#8358)
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import objects
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import gg
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import gx
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import rand
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struct App {
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mut:
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	gg      &gg.Context = 0
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	rockets []objects.Rocket
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	frames  [][]objects.Rocket
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	// i thought about using a fixed fifo queue for the frames but the array 
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	// seemed to work fine, if you'd like a challenge try implementing it with the queue :)
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}
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fn on_frame(mut app App) {
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	app.gg.begin()
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	// drawing previous frames
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	for mut frame in app.frames {
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		for mut rocket in frame {
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			if !rocket.exploded {
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				rocket.color.a = byte(f32_max(rocket.color.a - 8, 0))
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				rocket.draw(mut app.gg)
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			}
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		}
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	}
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	// chance of firing new rocket
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	if rand.intn(30) == 0 {
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		app.rockets << objects.new_rocket()
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	}
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	// simulating rockets
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	app.rockets = app.rockets.filter(!it.dead)
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	for mut rocket in app.rockets {
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		rocket.tick(mut app.gg)
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	}
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	// adding frame
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	mut frame := app.rockets.clone()
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	for mut rocket in frame {
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		rocket.particles = []
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	}
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	app.frames << frame
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	// trimming out frames
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	if app.frames.len > 30 {
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		app.frames.delete(0)
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	}
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	app.gg.end()
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}
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fn main() {
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	mut app := &App{}
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	app.gg = gg.new_context(
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		width: objects.width
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		height: objects.height
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		window_title: 'Fireworks!'
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		bg_color: gx.black
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		use_ortho: true
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		user_data: app
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		frame_fn: on_frame
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	)
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	app.gg.run()
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}
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module objects
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import gx
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import rand
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pub fn random_color() gx.Color {
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	return gx.Color{
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		r: byte(rand.int_in_range(0, 256))
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		g: byte(rand.int_in_range(0, 256))
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		b: byte(rand.int_in_range(0, 256))
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	}
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}
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module objects
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const (
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	width           = 800
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	height          = 800
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	gravity         = Vector{0, -0.03}
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	age_rate        = 1
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	offspring_count = 100
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	rocket_radius   = 5
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	particle_radius = 2.5
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	drag            = 0.98
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)
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module objects
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import gg
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import gx
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pub struct Particle {
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pub mut:
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	color    gx.Color
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	pos      Vector
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	vel      Vector
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	accel    Vector
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	lifespan f32 = 255
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}
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pub fn (particle Particle) draw(mut ctx gg.Context) {
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	ctx.draw_circle(particle.pos.x, height - particle.pos.y, particle_radius, particle.color)
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}
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pub fn (mut particle Particle) tick(mut rocket Rocket, mut ctx gg.Context) {
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	particle.lifespan -= age_rate
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	particle.color.a = byte(particle.lifespan)
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	if particle.lifespan <= 0 {
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		rocket.dead = true
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		return
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	}
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	particle.accel += gravity
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	particle.vel += particle.accel
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	particle.vel = particle.vel.mult(drag)
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	particle.pos += particle.vel
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	particle.draw(mut ctx)
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	particle.accel = {}
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}
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module objects
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import gg
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import gx
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import rand
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pub struct Rocket {
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pub mut:
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	color     gx.Color
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	pos       Vector
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	vel       Vector
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	accel     Vector
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	exploded  bool
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	particles []Particle
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	dead      bool
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}
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pub fn (rocket Rocket) draw(mut ctx gg.Context) {
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	ctx.draw_circle(rocket.pos.x, height - rocket.pos.y, rocket_radius, rocket.color)
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}
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pub fn (mut rocket Rocket) explode() {
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	rocket.exploded = true
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	for _ in 0 .. offspring_count {
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		rocket.spawn_particle()
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	}
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}
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pub fn (mut rocket Rocket) tick(mut ctx gg.Context) {
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	if !rocket.exploded {
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		if rocket.vel.y <= 1 {
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			rocket.explode()
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		}
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		rocket.accel += gravity
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		rocket.vel += rocket.accel
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		rocket.pos += rocket.vel
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		rocket.draw(mut ctx)
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		rocket.accel = {}
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	}
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	for mut particle in rocket.particles {
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		particle.tick(mut rocket, mut ctx)
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	}
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}
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pub fn new_rocket() Rocket {
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	return Rocket{
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		color: random_color()
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		pos: {
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			x: rand.f32_in_range(50, width - 50)
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		}
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		vel: {
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			x: rand.f32_in_range(-1.5, 1.5)
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			y: rand.f32_in_range(5, 7)
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		}
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	}
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}
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pub fn (mut rocket Rocket) spawn_particle() {
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	rocket.particles << Particle{
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		color: rocket.color
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		pos: rocket.pos
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		accel: random_vector_in_circle().mult(2)
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	}
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}
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			@ -0,0 +1,28 @@
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module objects
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import math
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import rand
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pub struct Vector {
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pub mut:
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	x f32
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	y f32
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}
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pub fn (a Vector) + (b Vector) Vector {
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	return Vector{a.x + b.x, a.y + b.y}
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}
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pub fn (vector Vector) mult(scalar f32) Vector {
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	return Vector{vector.x * scalar, vector.y * scalar}
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}
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pub fn random_vector_in_circle() Vector {
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	theta := rand.f32n(2 * math.pi)
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	y := rand.f32()
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	return {
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		x: f32(y * math.sin(theta))
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		y: f32(y * math.cos(theta))
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	}
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}
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