examples: add fireworks example (#8358)
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90ecbde712
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ba3342a034
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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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@ -0,0 +1,12 @@
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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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@ -0,0 +1,35 @@
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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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@ -0,0 +1,68 @@
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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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