Terrain and balls
This commit is contained in:
parent
88f893e933
commit
4c94de258a
3
.gitignore
vendored
3
.gitignore
vendored
@ -3,3 +3,6 @@
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/floodfill
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/p5/
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/gaming-pads
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/balls
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/base
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/terrain
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144
balls.odin
Normal file
144
balls.odin
Normal file
@ -0,0 +1,144 @@
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package balls
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import rl "vendor:raylib"
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import "core:math"
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import "core:math/rand"
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import "core:fmt"
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Vec2 :: [2]f32
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Rect :: rl.Rectangle
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Img :: rl.Image
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Tex :: rl.Texture
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Key :: rl.KeyboardKey
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Color :: rl.Color
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SCREEN_WIDTH : i32 = 1600
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SCREEN_HEIGHT : i32 = 1000
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BW := f32(SCREEN_WIDTH)
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BH := f32(SCREEN_HEIGHT)
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BALL_R :f32 = 15
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Ball :: struct {
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pos: Vec2,
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accel: Vec2,
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vel: Vec2
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}
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GameState :: struct {
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dt: f32,
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keymap: map[string]Key,
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balls: [dynamic]Ball,
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}
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init_state :: proc() -> ^GameState {
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keymap := make(map[string]Key)
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keymap["Left"] = .LEFT
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keymap["Right"] = .RIGHT
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keymap["Up"] = .UP
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keymap["Down"] = .DOWN
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state := GameState {
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keymap = keymap,
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}
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for i in 0..<30 {
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append(&state.balls, Ball {
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pos = {
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f32(rl.GetRandomValue(i32(BALL_R), i32(BW - BALL_R))),
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f32(rl.GetRandomValue(i32(BALL_R), i32(BH - BALL_R)))
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}
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})
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}
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cloned := new_clone(state)
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return cloned
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}
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get_rand_angle :: proc(min: i32, max: i32) -> f32 { return f32(rl.GetRandomValue(min, max)) * rl.DEG2RAD }
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player_input :: proc(using s: ^GameState) {
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if rl.IsKeyDown(s.keymap["Right"]) {
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for &ball in balls {
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ball.vel.x += 0.3
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}
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}
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if rl.IsKeyDown(s.keymap["Left"]) {
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for &ball in balls {
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ball.vel.x -= 0.3
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}
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}
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if rl.IsKeyPressed(.SPACE) {
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for &ball in balls {
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ball.vel.y -= f32(rl.GetRandomValue(8, 12))
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}
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}
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}
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gravity := Vec2 {0,0.3}
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damping :f32 = 0.7
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update :: proc(using s: ^GameState) {
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for &ball in balls {
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if rl.Vector2LengthSqr(ball.vel) < 1 && ball.pos.y == BH - BALL_R {
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ball.vel *= 0
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continue
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}
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// Forces
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ball.accel += gravity
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ball.vel += ball.accel
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ball.accel *= 0
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ball.pos += ball.vel
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if ball.pos.y > BH - BALL_R {
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ball.vel.y *= -damping
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ball.pos.y = BH - BALL_R
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}
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if ball.pos.y < BALL_R {
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ball.vel.y *= -damping
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ball.pos.y = BALL_R
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}
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if ball.pos.x > BW - BALL_R {
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ball.vel.x *= -damping
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ball.pos.x = BW - BALL_R
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}
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if ball.pos.x < BALL_R {
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ball.vel.x *= -damping
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ball.pos.x = BALL_R
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}
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}
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}
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draw :: proc(using s: ^GameState) {
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for ball in balls {
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rl.DrawCircleLinesV(ball.pos, BALL_R, rl.BLACK)
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}
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}
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main :: proc() {
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rl.SetTraceLogLevel(.ERROR)
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rl.InitWindow(SCREEN_WIDTH, SCREEN_HEIGHT, "Boids")
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rl.SetTargetFPS(60)
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state := init_state()
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defer {
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free(state)
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}
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for !rl.WindowShouldClose() {
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state.dt = rl.GetFrameTime()
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player_input(state)
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update(state)
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rl.BeginDrawing()
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rl.ClearBackground(rl.WHITE)
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draw(state)
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rl.EndDrawing()
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}
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rl.CloseWindow()
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}
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117
terrain.odin
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117
terrain.odin
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@ -0,0 +1,117 @@
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package terrain
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import rl "vendor:raylib"
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import rlgl "vendor:raylib/rlgl"
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import "core:math"
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import "core:math/rand"
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import "core:fmt"
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Vec2 :: [2]f32
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Vec3 :: [3]f32
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Rect :: rl.Rectangle
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Img :: rl.Image
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Tex :: rl.Texture
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Key :: rl.KeyboardKey
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Color :: rl.Color
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SCREEN_WIDTH : i32 = 1600
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SCREEN_HEIGHT : i32 = 1000
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BW := f32(SCREEN_WIDTH)
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BH := f32(SCREEN_HEIGHT)
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points :[]Vec3
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GameState :: struct {
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dt: f32,
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keymap: map[string]Key,
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cam: rl.Camera3D,
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}
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init_state :: proc() -> ^GameState {
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keymap := make(map[string]Key)
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keymap["Left"] = .A
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keymap["Right"] = .D
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keymap["Up"] = .W
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keymap["Down"] = .S
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state := GameState {
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keymap = keymap,
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cam = {
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position = { 35.0, 35.0, 35.0 },
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target = { 0.0, -5.0, 0.0 },
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up = { 0.0, 1.0, 0.0 },
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fovy = 15.0,
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projection = rl.CameraProjection.PERSPECTIVE,
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},
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}
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rlgl.EnableWireMode()
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// rows := 1
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// cols := 50
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// for r in 0..<rows {
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// for c in 0..<cols {
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// row := c % 2 == 0 ? c : c + 1
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// points[c + r * cols] = {}
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// }
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// }
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points = {
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{0,0,0},{0,0,1},
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{1,0,0},{1,0,0},{1,0,1},
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{2,0,0},{2,0,1},
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{3,0,0},{3,0,1},
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{4,0,0},{4,0,1},
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{5,0,0},{5,0,1},
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}
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cloned := new_clone(state)
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return cloned
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}
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get_rand_angle :: proc(min: i32, max: i32) -> f32 { return f32(rl.GetRandomValue(min, max)) * rl.DEG2RAD }
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player_input :: proc(using s: ^GameState) {
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horizontal: f32
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vertical: f32
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if rl.IsKeyDown(s.keymap["Right"]) { horizontal = 1 }
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if rl.IsKeyDown(s.keymap["Left"]) { horizontal = -1 }
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if rl.IsKeyDown(s.keymap["Up"]) { vertical = -1 }
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if rl.IsKeyDown(s.keymap["Down"]) { vertical = 1 }
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if rl.IsMouseButtonPressed(rl.MouseButton.LEFT) {
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}
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}
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update :: proc(using s: ^GameState) {
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}
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draw :: proc(using s: ^GameState) {
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rl.DrawTriangleStrip3D(raw_data(points), 6, rl.BLACK)
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}
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main :: proc() {
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rl.SetTraceLogLevel(.ERROR)
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rl.InitWindow(SCREEN_WIDTH, SCREEN_HEIGHT, "Boids")
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rl.SetTargetFPS(60)
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state := init_state()
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defer {
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free(state)
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}
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for !rl.WindowShouldClose() {
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state.dt = rl.GetFrameTime()
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player_input(state)
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update(state)
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rl.BeginDrawing()
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rl.ClearBackground(rl.WHITE)
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rl.BeginMode3D(state.cam)
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draw(state)
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rl.EndMode3D()
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rl.EndDrawing()
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}
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rl.CloseWindow()
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}
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