make spinning easier
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7c73d5436d
commit
70256a1547
@ -16,7 +16,7 @@ const Player = struct {
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position: rl.Vector2,
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velocity: rl.Vector2 = rl.Vector2.zero(),
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acceleration: rl.Vector2 = rl.Vector2.zero(),
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handDirection: rl.Vector2 = rl.Vector2{ .x = 1, .y = 0 }
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handDirection: rl.Vector2 = rl.Vector2{ .x = 1, .y = 0 },
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};
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const Rope = struct {
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@ -100,7 +100,9 @@ const Rope = struct {
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const offset = offsets.get(i);
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vel.* = vel.add(acc.scale(dt));
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vel.* = vel.scale(1 - self.friction);
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pos.* = pos.add(vel.scale(dt*10000));
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const amplifier = @as(f32, @floatFromInt(i-1))/@as(f32, @floatFromInt(node_count-2));
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pos.* = pos.add(vel.scale(dt*10000 + amplifier*5));
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pos.* = pos.add(offset.scale(0.01));
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}
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}
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@ -116,10 +118,12 @@ enemies: std.ArrayList(Enemy),
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player: Player,
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rope: Rope,
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camera: rl.Camera2D,
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const Self = @This();
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pub fn init(allocator: Allocator) Self {
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var playerPosition = rl.Vector2{ .x = 400, .y = 400 };
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var playerPosition = rl.Vector2{ .x = 0, .y = 0 };
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var ropeSize: f32 = 200;
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var handPosition = playerPosition.add(rl.Vector2{ .x = handDistance, .y = 0});
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@ -128,7 +132,8 @@ pub fn init(allocator: Allocator) Self {
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.prng = std.rand.DefaultPrng.init(@bitCast(std.time.timestamp())),
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.enemies = std.ArrayList(Enemy).init(allocator),
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.player = .{ .position = playerPosition },
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.rope = Rope.init(handPosition, handPosition.add(.{ .x = ropeSize, .y = 0.002 }), 10)
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.rope = Rope.init(handPosition, handPosition.add(.{ .x = ropeSize, .y = 0.002 }), 10),
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.camera = .{ .target = playerPosition }
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};
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}
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@ -144,6 +149,14 @@ pub fn deinit(self: Self) void {
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pub fn tick(self: *Self) !void {
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rl.ClearBackground(rl.BLACK);
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const screenWidth: f32 = @floatFromInt(rl.GetScreenWidth());
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const screenHeight: f32 = @floatFromInt(rl.GetScreenHeight());
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const mouseDelta = rl.GetMouseDelta();
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self.camera.offset.x = screenWidth/2;
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self.camera.offset.y = screenHeight/2;
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self.camera.target = self.player.position;
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const dt = rl.GetFrameTime();
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var rng = self.prng.random();
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var player = &self.player;
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@ -156,7 +169,7 @@ pub fn tick(self: *Self) !void {
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self.enemyTimer = 0.5 + rng.float(f32) * 2;
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self.spawnedEnemiesCount += 1;
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try enemies.append(Enemy{
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.position = rl.Vector2.randomOnUnitCircle(rng).scale(100)
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.position = rl.Vector2.randomOnUnitCircle(rng).scale(400)
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});
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}
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@ -175,16 +188,16 @@ pub fn tick(self: *Self) !void {
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moveDx += 1;
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}
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var handDx: f32 = 0;
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var handDy: f32 = 0;
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var handDx: f32 = mouseDelta.x;
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var handDy: f32 = mouseDelta.y;
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var gamepad: i32 = 0;
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if (rl.IsGamepadAvailable(gamepad)) {
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moveDx += rl.GetGamepadAxisMovement(gamepad, rl.GamepadAxis.GAMEPAD_AXIS_LEFT_X);
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moveDy += rl.GetGamepadAxisMovement(gamepad, rl.GamepadAxis.GAMEPAD_AXIS_LEFT_Y);
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moveDx += rl.GetGamepadAxisMovement(gamepad, .GAMEPAD_AXIS_LEFT_X);
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moveDy += rl.GetGamepadAxisMovement(gamepad, .GAMEPAD_AXIS_LEFT_Y);
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handDx = rl.GetGamepadAxisMovement(gamepad, rl.GamepadAxis.GAMEPAD_AXIS_RIGHT_X);
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handDy = rl.GetGamepadAxisMovement(gamepad, rl.GamepadAxis.GAMEPAD_AXIS_RIGHT_Y);
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handDx += rl.GetGamepadAxisMovement(gamepad, .GAMEPAD_AXIS_RIGHT_X);
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handDy += rl.GetGamepadAxisMovement(gamepad, .GAMEPAD_AXIS_RIGHT_Y);
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}
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var moveDir = rl.Vector2{ .x = moveDx, .y = moveDy };
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@ -221,86 +234,18 @@ pub fn tick(self: *Self) !void {
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const directionToPlayer = toPlayer.normalize();
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enemy.position = enemy.position.add(directionToPlayer.scale(enemySpeed * dt));
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rl.DrawCircle(
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@intFromFloat(enemy.position.x),
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@intFromFloat(enemy.position.y),
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enemySize,
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rl.RED
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);
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}
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const handPosition = player.position.add(player.handDirection.scale(handDistance));
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const enemyCountText = try std.fmt.allocPrintZ(allocator, "{d}", .{self.spawnedEnemiesCount});
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defer allocator.free(enemyCountText);
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rl.DrawText(enemyCountText, 10, 10, 24, rl.RED);
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const killCountText = try std.fmt.allocPrintZ(allocator, "{d}", .{self.killCount});
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defer allocator.free(killCountText);
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rl.DrawText(killCountText, 10, 30, 24, rl.GREEN);
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rl.DrawCircle(
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@intFromFloat(player.position.x),
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@intFromFloat(player.position.y),
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playerSize,
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rl.RAYWHITE
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);
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rl.DrawCircle(
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@intFromFloat(handPosition.x),
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@intFromFloat(handPosition.y),
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5,
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rl.RAYWHITE
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);
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rl.DrawLine(
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@intFromFloat(player.position.x),
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@intFromFloat(player.position.y),
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@intFromFloat(player.position.x + player.velocity.x),
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@intFromFloat(player.position.y + player.velocity.y),
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rl.GREEN
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);
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rl.DrawCircle(
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@intFromFloat(player.position.x + moveDir.x * maxSpeed),
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@intFromFloat(player.position.y + moveDir.y * maxSpeed),
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5,
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rl.GREEN
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);
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rope.nodePositions.set(0, handPosition);
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const rope_root_node: rl.Vector2 = rope.nodePositions.get(0);
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rope.nodePositions.set(0, rope_root_node.lerp(handPosition, 0.25));
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// rope.nodePositions.set(0, handPosition);
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rope.update(dt);
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const rope_color = rl.PURPLE;
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for (0..(rope.nodePositions.len-1)) |i| {
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var node1: rl.Vector2 = rope.nodePositions.get(i);
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var node2: rl.Vector2 = rope.nodePositions.get(i+1);
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rl.DrawLine(
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@intFromFloat(node1.x),
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@intFromFloat(node1.y),
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@intFromFloat(node2.x),
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@intFromFloat(node2.y),
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rope_color
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);
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}
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for (rope.nodePositions.slice()) |node| {
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rl.DrawCircle(
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@intFromFloat(node.x),
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@intFromFloat(node.y),
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5,
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rope_color
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);
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}
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const deathBallPosition = rope.nodePositions.get(rope.nodePositions.len-1);
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rl.DrawCircle(
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@intFromFloat(deathBallPosition.x),
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@intFromFloat(deathBallPosition.y),
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deathBallSize,
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rl.RED
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);
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{
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var i: usize = 0;
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while (i < enemies.items.len) {
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@ -314,4 +259,85 @@ pub fn tick(self: *Self) !void {
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i += 1;
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}
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}
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{ // UI
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const enemyCountText = try std.fmt.allocPrintZ(allocator, "{d}", .{self.spawnedEnemiesCount});
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defer allocator.free(enemyCountText);
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rl.DrawText(enemyCountText, 10, 10, 24, rl.RED);
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const killCountText = try std.fmt.allocPrintZ(allocator, "{d}", .{self.killCount});
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defer allocator.free(killCountText);
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rl.DrawText(killCountText, 10, 30, 24, rl.GREEN);
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}
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rl.BeginMode2D(self.camera);
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{
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rl.DrawCircle(0, 0, 5, rl.GOLD);
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rl.DrawCircle(
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@intFromFloat(player.position.x),
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@intFromFloat(player.position.y),
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playerSize,
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rl.RAYWHITE
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);
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rl.DrawCircle(
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@intFromFloat(handPosition.x),
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@intFromFloat(handPosition.y),
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5,
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rl.RAYWHITE
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);
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rl.DrawLine(
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@intFromFloat(player.position.x),
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@intFromFloat(player.position.y),
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@intFromFloat(player.position.x + player.velocity.x),
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@intFromFloat(player.position.y + player.velocity.y),
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rl.GREEN
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);
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rl.DrawCircle(
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@intFromFloat(player.position.x + moveDir.x * maxSpeed),
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@intFromFloat(player.position.y + moveDir.y * maxSpeed),
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5,
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rl.GREEN
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);
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for (enemies.items) |*enemy| {
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rl.DrawCircle(
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@intFromFloat(enemy.position.x),
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@intFromFloat(enemy.position.y),
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enemySize,
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rl.RED
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);
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}
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const rope_color = rl.PURPLE;
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for (0..(rope.nodePositions.len-1)) |i| {
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var node1: rl.Vector2 = rope.nodePositions.get(i);
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var node2: rl.Vector2 = rope.nodePositions.get(i+1);
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rl.DrawLine(
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@intFromFloat(node1.x),
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@intFromFloat(node1.y),
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@intFromFloat(node2.x),
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@intFromFloat(node2.y),
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rope_color
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);
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}
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for (rope.nodePositions.slice()) |node| {
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rl.DrawCircle(
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@intFromFloat(node.x),
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@intFromFloat(node.y),
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5,
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rope_color
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);
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}
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rl.DrawCircle(
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@intFromFloat(deathBallPosition.x),
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@intFromFloat(deathBallPosition.y),
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deathBallSize,
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rl.RED
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);
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}
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rl.EndMode2D();
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}
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@ -9,7 +9,8 @@ pub fn main() !void {
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defer _ = gpa.deinit();
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rl.SetTargetFPS(60);
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rl.InitWindow(800, 800, "Step kill");
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rl.InitWindow(1200, 1200, "Step kill");
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rl.DisableCursor();
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defer rl.CloseWindow();
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var scene = MainScene.init(allocator);
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