for _i in 0..100 {
objects.push(Box::new(Boll {
pos: self.pos,
- vel: ctrl.aim.to_adjusted_point() * (3.0 + rand::random::<f64>()) + point!(normal.sample(&mut rand::thread_rng()), normal.sample(&mut rand::thread_rng())) + self.vel,
+ vel: ctrl.aim.to_point() * (3.0 + rand::random::<f64>()) + point!(normal.sample(&mut rand::thread_rng()), normal.sample(&mut rand::thread_rng())) + self.vel,
bounces: 2,
}));
}
let l = 300.0;
let pos = (self.pos.x as i32, self.pos.y as i32);
// axis values
- let p = (self.pos + ctrl.aim.to_point() * l).to_i32().into();
+ let p = (self.pos + ctrl.aim.to_axis_point() * l).to_i32().into();
canvas.set_draw_color((0, 255, 0));
canvas.draw_line(pos, p).unwrap();
draw_cross(canvas, p);
- // adjusted values
- let p = (self.pos + ctrl.aim.to_adjusted_point() * l).to_i32().into();
+ // values limited to unit vector
+ let p = (self.pos + ctrl.aim.to_point() * l).to_i32().into();
canvas.set_draw_color((255, 0, 0));
canvas.draw_line(pos, p).unwrap();
draw_cross(canvas, p);
}
impl Object for Boll {
- fn update(&mut self, _objects: &mut Objects, lvl: &Level, _dt: Duration) -> ObjectState {
+ fn update(&mut self, objects: &mut Objects, lvl: &Level, _dt: Duration) -> ObjectState {
self.vel += lvl.gravity;
self.pos += self.vel;
}
}
+ if self.pos.x <= 0.0 || self.pos.x >= 1280.0 { // only for testing
+ self.pos.x = self.pos.x.max(0.0).min(1280.0);
+ self.vel.x = -self.vel.x;
+ self.bounces = 0;
+ use rand::distributions::{Distribution, Normal};
+ let normal = Normal::new(0.5, 0.4);
+ objects.push(Box::new(Boll {
+ vel: self.vel * normal.sample(&mut rand::thread_rng()),
+ ..*self
+ }));
+ }
+
Alive
}