random particles
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parent
da25ffb0bf
commit
6d270344cf
2 changed files with 30 additions and 12 deletions
36
src/main.rs
36
src/main.rs
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@ -1,6 +1,7 @@
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mod drawable;
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mod particle;
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use drawable::Drawable;
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use nannou::prelude::*;
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use particle::Particle;
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@ -10,6 +11,19 @@ struct Model {
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particles: Vec<Particle>,
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}
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fn fill_particles(app: &App, particles: &mut Vec<Particle>) {
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let boundary = app.window_rect();
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for _ in 0..200 {
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let x = random_range(boundary.left(), boundary.right());
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let y = random_range(boundary.top(), boundary.bottom());
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let particle = Particle::new(Vec2::new(x, y));
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particles.push(particle);
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}
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}
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fn model(app: &App) -> Model {
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// Create a new window! Store the ID so we can refer to it later.
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let _window = app
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@ -21,34 +35,34 @@ fn model(app: &App) -> Model {
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.build()
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.unwrap();
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let boundary = app.window_rect();
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let mut particles = Vec::new();
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for _ in 0..100 {
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let x = random_range(boundary.left(), boundary.right());
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let y = random_range(boundary.top(), boundary.bottom());
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let particle = Particle::new(Vec2::new(x, y));
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particles.push(particle);
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}
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fill_particles(app, &mut particles);
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Model { _window, particles }
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}
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// Handle events related to the window and update the model if necessary
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fn event(_app: &App, _model: &mut Model, event: WindowEvent) {
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fn event(app: &App, model: &mut Model, event: WindowEvent) {
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if let KeyReleased(Key::Escape) = event {
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_app.quit()
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app.quit()
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}
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if let Resized(_) = event {
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model.particles.clear();
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fill_particles(app, &mut model.particles);
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}
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println!("{:?}", event);
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}
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// Draw the state of your `Model` into the given `Frame` here.
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fn view(app: &App, _model: &Model, frame: Frame) {
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fn view(app: &App, model: &Model, frame: Frame) {
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let draw = app.draw();
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draw.background().color(CORNFLOWERBLUE);
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draw.ellipse().color(STEELBLUE).x_y(200.0, -100.0);
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model.particles.draw(&draw);
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// I don't think there is even a fail condition in this function, but it returns a result?
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draw.to_frame(app, &frame).unwrap();
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@ -30,6 +30,10 @@ impl Default for Particle {
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impl Drawable for Particle {
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fn draw(&self, draw: &Draw) {
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draw.ellipse().color(RED).radius(self.radius).xy(self.pos);
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draw.ellipse()
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.color(RED)
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.stroke_weight(1.0)
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.radius(self.radius)
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.xy(self.pos);
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}
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}
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