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+55
-7
@@ -10,6 +10,7 @@
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#define BG CLITERAL(Color){0x18, 0x18, 0x18, 0xFF}
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#define GRAVITY 10.0f
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#define DRAG 0.80f
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#define SPAWN_DELAY 0.2f
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typedef enum
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{
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@@ -28,6 +29,7 @@ typedef struct {
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bool is_running;
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Entity* entities;
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int entity_count;
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float spawn_timer;
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} App;
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void render_entities(Entity* entities, int count)
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@@ -56,22 +58,64 @@ void update_entities(Entity* entities, int count, float dt)
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ball->position.x += ball->velocity.x * dt;
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// check collison
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for (int j = 0; j < count; j++)
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{
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if(j != i)
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{
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Entity* other_ball = &entities[j];
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float distx = ball->position.x - other_ball->position.x;
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float disty = ball->position.y - other_ball->position.y;
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float distance = sqrtf((distx * distx) + (disty * disty));
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if(distance <= (ball->size + other_ball->size))
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{
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// Separate the balls to prevent overlap
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float overlap = (ball->size + other_ball->size) - distance;
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float normalization_factor = overlap / distance;
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// Move the balls apart based on the overlap amount
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// Move ball 1
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ball->position.x += distx * normalization_factor * 0.5f;
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ball->position.y += disty * normalization_factor * 0.5f;
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// Move ball 2
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other_ball->position.x -= distx * normalization_factor * 0.5f;
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other_ball->position.y -= disty * normalization_factor * 0.5f;
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// Swap velocities
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Vector2 tmp = ball->velocity;
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ball->velocity = other_ball->velocity;
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other_ball->velocity = tmp;
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}
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}
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}
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// check y bounds
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if (ball->position.y >= (GetScreenHeight() - ball->size))
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{
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ball->position.y = GetScreenHeight() - ball->size;
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// Reverse and dampen the velocity (bounce)
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ball->velocity.y = -DRAG * ball->velocity.y;
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}
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// check y bounds
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if (ball->position.y < ball->size)
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{
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ball->position.y = ball->size;
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ball->velocity.y = -DRAG * ball->velocity.y;
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}
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if(ball->position.x >= (GetScreenWidth() - ball->size) || ball->position.x <= 0 + ball->size)
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// check x bounds
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if(ball->position.x >= (GetScreenWidth() - ball->size))
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{
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ball->position.x = GetScreenWidth() - ball->size;
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ball->velocity.x = -DRAG * ball->velocity.x;
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}
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// check x bounds
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if(ball->position.x <= 0 + ball->size) {
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ball->position.x = ball->size;
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ball->velocity.x = -DRAG * ball->velocity.x;
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}
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@@ -89,12 +133,13 @@ void update_entities(Entity* entities, int count, float dt)
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}
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}
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void generate_entities(App* app, int count)
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void generate_entities(App* app, int count, float dt)
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{
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while(app->entity_count < count) {
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app->spawn_timer += dt;
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while(app->entity_count < count && app->spawn_timer >= SPAWN_DELAY) {
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int rand_dir = GetRandomValue((-WIN_WIDTH / 2), WIN_WIDTH / 2);
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Entity c = {
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//.position = { WIN_WIDTH / 2, 20 },
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.position = { WIN_WIDTH / 2, 20 },
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.velocity = {rand_dir, 0},
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.color = (Color){
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@@ -109,6 +154,8 @@ void generate_entities(App* app, int count)
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arrput(app->entities, c);
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app->entity_count++;
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app->spawn_timer = 0.0f;
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}
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return;
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@@ -123,7 +170,8 @@ int main(void) {
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App my_app = {
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.is_running = true,
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.entities = entity_array,
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.entity_count = 0
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.entity_count = 0,
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.spawn_timer = 0
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};
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// raylib begin
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@@ -137,7 +185,7 @@ int main(void) {
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{
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float dt = GetFrameTime();
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generate_entities(&my_app, 8);
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generate_entities(&my_app, 5, dt);
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BeginDrawing();
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