/
hare_mark.rs
135 lines (120 loc) · 4.07 KB
/
hare_mark.rs
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use tge::prelude::*;
use rand::Rng;
use rand::rngs::ThreadRng;
const TITLE: &str = "Hare Mark";
const STEP_COUNT: usize = 1000;
struct Hare {
position: Position,
speed: Vector,
angle: Angle,
angle_speed: Angle,
scale: Vector,
color: Color,
}
impl Hare {
fn new(rand: &mut ThreadRng, graphics_size: &Size) -> Self {
let x = rand.gen_range(0.0..=graphics_size.width);
let y = rand.gen_range(0.0..=graphics_size.height);
let speed_x = rand.gen_range(-100.0..=100.0);
let speed_y = rand.gen_range(-100.0..=100.0);
let angle = rand.gen_range(0.0..=std::f32::consts::PI * 2.0);
let angle_speed = rand.gen_range(-10.0..=10.0);
let scale = rand.gen_range(0.5..=1.0);
let red = rand.gen_range(0.5..=1.0);
let green = rand.gen_range(0.5..=1.0);
let blue = rand.gen_range(0.5..=1.0);
let alpha = rand.gen_range(0.5..=1.0);
Self {
position: Position::new(x, y),
speed: Vector::new(speed_x, speed_y),
angle: Angle::radians(angle),
angle_speed: Angle::radians(angle_speed),
scale: Vector::new(scale, scale),
color: Color::new(red, green, blue, alpha),
}
}
}
struct App {
texture_hare: Texture,
rand: ThreadRng,
hares: Vec<Hare>,
}
impl App {
fn new(engine: &mut Engine) -> GameResult<Self> {
let texture_hare = Texture::load(engine, "assets/hare.png")?;
let mut rand = rand::thread_rng();
let mut hares = Vec::with_capacity(STEP_COUNT);
let graphics_size = engine.graphics().size();
for _ in 0..STEP_COUNT {
hares.push(Hare::new(&mut rand, &graphics_size));
}
Ok(Self {
texture_hare,
rand,
hares,
})
}
}
impl Game for App {
fn update(&mut self, engine: &mut Engine) -> GameResult {
let title = format!("{}: {} - FPS: {}", TITLE, self.hares.len(), engine.timer().real_time_fps().round());
engine.window().set_title(title);
let delta_time_f32 = engine.timer().delta_time().as_secs_f32();
let graphics_size = engine.graphics().size();
for hare in &mut self.hares {
hare.position.x += hare.speed.x * delta_time_f32;
hare.position.y += hare.speed.y * delta_time_f32;
if hare.position.x < 0.0 {
hare.position.x = 0.0;
hare.speed.x *= -1.0;
}
if hare.position.x > graphics_size.width {
hare.position.x = graphics_size.width;
hare.speed.x *= -1.0;
}
if hare.position.y < 0.0 {
hare.position.y = 0.0;
hare.speed.y *= -1.0;
}
if hare.position.y > graphics_size.height {
hare.position.y = graphics_size.height;
hare.speed.y *= -1.0;
}
hare.angle += hare.angle_speed * delta_time_f32;
}
if engine.mouse().is_button_down(MouseButton::Left) {
for _ in 0..STEP_COUNT {
self.hares.push(Hare::new(&mut self.rand, &graphics_size));
}
}
Ok(())
}
fn render(&mut self, engine: &mut Engine) -> GameResult {
engine.graphics().clear(Color::BLACK);
let origin = {
let size = self.texture_hare.size();
Position::new(size.width as f32 / 2.0, size.height as f32 / 2.0)
};
for hare in &self.hares {
engine.graphics().draw_sprite(
&self.texture_hare,
SpriteDrawParams::default()
.origin(origin)
.color(hare.color),
Transform::default()
.scale(hare.scale)
.rotate(hare.angle)
.translate(hare.position),
);
}
Ok(())
}
}
fn main() -> GameResult {
EngineBuilder::new()
.window_config(WindowConfig::new()
.title(TITLE)
.inner_size((1024.0, 600.0)))
.build()?
.run_with(App::new)
}