feat: restructure draw and movement
This commit is contained in:
+35
@@ -0,0 +1,35 @@
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pub trait Drawable {
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fn draw(&self);
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}
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impl<T: Drawable> Drawable for Box<T> {
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fn draw(&self) {
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self.as_ref().draw();
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}
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}
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impl<T: Drawable> Drawable for Vec<T> {
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fn draw(&self) {
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self.iter().for_each(|item| item.draw());
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}
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}
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impl<T: Drawable> Drawable for Option<T> {
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fn draw(&self) {
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if let Some(item) = self {
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item.draw();
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}
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}
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}
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impl<T: Drawable> Drawable for &T {
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fn draw(&self) {
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(*self).draw();
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}
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}
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// impl<T: Drawable, I: Iterator<Item = T>> Drawable for I {
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// fn draw(&self) {
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// self.for_each(|item| item.draw());
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// }
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// }
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+30
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use crate::{draw::Drawable, enemy::Enemy, gun::Bullet, player::Player};
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pub enum Entity {
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Player(Player),
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Enemies(Enemy),
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Bullet(Bullet),
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Custom(Box<dyn Drawable>),
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}
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impl core::fmt::Debug for Entity {
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fn fmt(&self, f: &mut core::fmt::Formatter<'_>) -> core::fmt::Result {
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match self {
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Entity::Player(player) => write!(f, "Entity::Player({:?})", player),
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Entity::Enemies(enemy) => write!(f, "Entity::Enemies({:?})", enemy),
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Entity::Bullet(bullet) => write!(f, "Entity::Bullet({:?})", bullet),
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Entity::Custom(_) => write!(f, "Entity::Custom(...)"),
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}
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}
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}
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impl Drawable for Entity {
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fn draw(&self) {
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match self {
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Entity::Player(player) => player.draw(),
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Entity::Enemies(enemy) => enemy.draw(),
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Entity::Bullet(bullet) => bullet.draw(),
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Entity::Custom(drawable) => drawable.draw(),
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}
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}
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}
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+19
-29
@@ -1,46 +1,36 @@
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use macroquad::prelude::*;
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use macroquad::prelude::*;
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use crate::movement::*;
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/// The shot made by a player or an enemy
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/// The shot made by a player or an enemy
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#[derive(Debug, Default)]
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#[derive(Debug, Clone, Copy)]
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pub struct Bullet {
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pub struct Bullet {
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/// The position of the bullet
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movement: Movement,
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pos: Vec2,
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/// The bullet travels at constant speed
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speed: f32,
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/// The damage the bullet does
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/// The damage the bullet does
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damage: u32,
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damage: u32,
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/// Source of the bullet
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source: Vec2,
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}
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}
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impl Bullet {
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impl Bullet {
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pub fn new(pos: Vec2, speed: f32, damage: u32, source: Vec2) -> Self {
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Self {
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pos,
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speed,
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damage,
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source,
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}
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}
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pub fn draw(&self) {
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pub fn draw(&self) {
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draw_circle(self.pos.x, self.pos.y, 4.0, GREEN);
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draw_circle(self.movement.pos.x, self.movement.pos.y, 4.0, GREEN);
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}
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}
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}
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/// Every tick the bullet moves in the direction it was shot from source by speed
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pub struct Gun {
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pub fn tick(&mut self) {
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pub direction: Vec2,
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self.pos += self.source.normalize() * self.speed;
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pub bullets: Vec<Bullet>,
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}
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}
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/// Spawns a bullet to the mouse position from source
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impl Gun {
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pub fn shoot(source: Vec2) -> Self {
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pub fn shoot(&mut self, pos: Vec2) {
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let mouse = mouse_position();
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let bullet = Bullet {
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let mouse = vec2(mouse.0, mouse.1);
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movement: Movement {
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Self {
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pos,
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pos: (source - mouse).normalize(),
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direction: self.direction,
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speed: 10.0,
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type_: MovementType::Speed(5.0),
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},
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damage: 10,
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damage: 10,
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source,
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};
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}
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self.bullets.push(bullet);
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}
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}
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}
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}
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@@ -4,6 +4,9 @@ mod enemy;
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mod gun;
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mod gun;
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mod player;
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mod player;
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mod world;
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mod world;
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mod movement;
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mod ecs;
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mod draw;
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fn window_conf() -> Conf {
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fn window_conf() -> Conf {
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Conf {
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Conf {
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@@ -0,0 +1,31 @@
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use macroquad::prelude::*;
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#[derive(Debug, Clone, Copy)]
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pub enum MovementType {
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Speed(f32),
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Acceleration(Vec2),
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}
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#[derive(Debug, Clone, Copy)]
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pub struct Movement {
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pub pos: Vec2,
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pub direction: Vec2, // Direction of the movement normalized to 1
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pub type_: MovementType,
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}
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impl Movement {
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pub fn tick(&mut self) {
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match self.type_ {
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MovementType::Speed(speed) => {
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self.pos += self.direction * speed;
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}
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MovementType::Acceleration(acceleration) => {
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self.direction += acceleration;
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self.direction = self.direction.normalize();
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self.pos += self.direction;
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}
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}
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}
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pub fn pos(&self) -> Vec2 {
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self.pos
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}
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}
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+10
-9
@@ -4,35 +4,36 @@ use macroquad::prelude::*;
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pub struct Player {
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pub struct Player {
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pub pos: Vec2,
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pub pos: Vec2,
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pub pointing: Vec2,
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pub pointing: Vec2,
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pub direction: Vec2,
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pub velocity: Vec2,
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pub velocity: Vec2,
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}
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}
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impl Player {
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impl Player {
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pub fn new(pos: Vec2, pointing: Vec2, velocity: Vec2) -> Self {
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pub fn new(pos: Vec2, velocity: Vec2) -> Self {
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let mouse_pos = mouse_position();
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let pointing = vec2(mouse_pos.0, mouse_pos.1);
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let direction = (pos - pointing).normalize();
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Self {
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Self {
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pos,
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pos,
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pointing,
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pointing,
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direction,
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velocity,
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velocity,
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}
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}
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}
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}
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pub fn handle_inputs(&mut self) {
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pub fn handle_inputs(&mut self) {
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self.handle_mouse();
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let distance = self.pos.distance(self.pointing);
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// increase the velocity scaled to the distance
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self.velocity = (self.pointing - self.pos).normalize() * distance / 15f32;
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}
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pub fn handle_mouse(&mut self) {
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let mouse_pos = mouse_position();
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let mouse_pos = mouse_position();
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self.pointing = vec2(mouse_pos.0, mouse_pos.1);
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self.pointing = vec2(mouse_pos.0, mouse_pos.1);
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self.direction = (self.pos - self.pointing).normalize();
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let distance = self.pos.distance(self.pointing);
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self.velocity = self.direction * distance / 15f32;
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}
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}
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pub fn draw(&self) {
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pub fn draw(&self) {
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draw_circle(self.pos.x, self.pos.y, 16.0, BLUE);
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draw_circle(self.pos.x, self.pos.y, 16.0, BLUE);
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}
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}
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pub fn move_with_velocity(&mut self) {
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pub fn tick(&mut self) {
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self.pos += self.velocity;
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self.pos += self.velocity;
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}
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}
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}
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}
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+5
-19
@@ -1,6 +1,7 @@
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use macroquad::prelude::*;
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use macroquad::prelude::*;
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use miniquad::window::screen_size;
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use miniquad::window::screen_size;
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use crate::ecs::Entity;
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use crate::enemy::Enemy;
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use crate::enemy::Enemy;
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use crate::gun::Bullet;
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use crate::gun::Bullet;
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use crate::player::Player;
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use crate::player::Player;
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@@ -10,36 +11,21 @@ use crate::player::Player;
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#[derive(Debug, Default)]
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#[derive(Debug, Default)]
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pub struct World {
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pub struct World {
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player: Player,
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player: Player,
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enemies: Vec<Enemy>,
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bullets: Vec<Bullet>,
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center: Vec2,
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center: Vec2,
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size: Vec2,
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size: Vec2,
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tick: u64,
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tick: u64,
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entities: Vec<Entity>,
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}
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}
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impl World {
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impl World {
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pub fn new() -> Self {
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pub fn new() -> Self {
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let (x, y) = screen_size();
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let (x, y) = screen_size();
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let center = vec2(x / 2., y / 2.);
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let center = vec2(x / 2., y / 2.);
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Self {
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player: Player::new(center, center, center),
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enemies: Vec::default(),
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center,
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size: vec2(x, y),
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..Default::default()
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}
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}
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}
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pub fn handle_inputs(&mut self) {
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pub fn handle_inputs(&mut self) {
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self.player.handle_inputs();
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self.player.handle_inputs();
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}
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}
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pub fn draw(&self) {
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self.player.draw();
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self.enemies.iter().for_each(|enemy| enemy.draw());
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self.bullets.iter().for_each(|bullet| bullet.draw());
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}
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pub fn spawn_enemy(&mut self) {
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pub fn spawn_enemy(&mut self) {
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let enemy = Enemy {
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let enemy = Enemy {
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pos: random_vec2_in_bounds(self.size),
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pos: random_vec2_in_bounds(self.size),
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@@ -51,7 +37,7 @@ impl World {
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pub fn tick(&mut self) {
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pub fn tick(&mut self) {
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self.tick += 1;
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self.tick += 1;
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self.player.move_with_velocity();
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self.player.tick();
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let enemies_count = self.enemies.len();
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let enemies_count = self.enemies.len();
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if enemies_count < 10 && (macroquad::time::get_time() / (2 * enemies_count) as f64) > 1.0 {
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if enemies_count < 10 && (macroquad::time::get_time() / (2 * enemies_count) as f64) > 1.0 {
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self.spawn_enemy();
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self.spawn_enemy();
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@@ -61,10 +47,10 @@ impl World {
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enemy.pos += enemy.velocity;
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enemy.pos += enemy.velocity;
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}
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}
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for bullet in self.bullets.iter_mut() {
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for bullet in self.bullets.iter_mut() {
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bullet.tick();
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// bullet.tick();
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}
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}
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if self.tick % 12 == 0 {
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if self.tick % 12 == 0 {
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self.bullets.push(Bullet::shoot(self.player.pos));
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// self.bullets.push(Bullet::shoot(self.player.pos));
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}
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}
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}
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}
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}
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}
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