cleanup Rng impl
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92
main.cpp
92
main.cpp
@@ -7,8 +7,8 @@
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#include "types.h"
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auto screen_width = 800;
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auto screen_height = 600;
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float screen_width = 800;
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float screen_height = 600;
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Rectangle walls[] = {
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// {.x = 100, .y = 100, .width = 5, .height = 100}
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};
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@@ -25,26 +25,43 @@ float tear_radius = 10.0f;
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double last_fired = 0;
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double fire_rate = .5;
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std::random_device dev;
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std::mt19937 rng(dev());
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std::mutex enemy_mutex;
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float enemy_max_speed = 2.0;
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float enemy_radius = 25.0;
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Enemy enemies[100] = {};
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struct Rng {
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static std::random_device dev;
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static std::mt19937 rng;
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static float generate() {
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return static_cast<float>(rng()) / static_cast<float>(std::mt19937::max());
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}
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static float generate(const uint32_t max) {
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return generate() * static_cast<float>(max);
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}
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static float generate(const int min, const int max) {
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return generate() * (static_cast<float>(max) - static_cast<float>(min)) + static_cast<float>(min);
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}
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};
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std::random_device Rng::dev{};
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std::mt19937 Rng::rng{dev()};
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Vector2 Player::center() const noexcept {
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return {.x = this->x + this->width / 2, .y = this->y + this->height / 2};
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}
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void Player::move(const float delta_x, const float delta_y) {
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auto x = std::min(
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const auto x = std::min(
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std::max(this->x + delta_x, 0.0f),
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static_cast<float>(screen_width) - this->width);
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screen_width - this->width);
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auto y = std::min(
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const auto y = std::min(
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std::max(this->y + delta_y, 0.0f),
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static_cast<float>(screen_height) - this->height);
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screen_height - this->height);
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bool collided = false;
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const Rectangle next_position = {
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@@ -88,29 +105,35 @@ struct EnemySpawner {
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if (!paused.load()) {
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std::lock_guard lock(enemy_mutex);
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const auto num = static_cast<float>(rng()) / static_cast<float>(std::mt19937::max());
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const auto dir = static_cast<float>(rng()) / static_cast<float>(std::mt19937::max());
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const auto num = Rng::generate();
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const auto starting_x = Rng::generate(static_cast<uint32_t>(screen_width));
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const auto starting_y = Rng::generate(static_cast<uint32_t>(screen_height));
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for (auto &[center, radius, moving, alive]: enemies) {
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if (alive) continue;
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alive = true;
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radius = enemy_radius;
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const float normalized_dir = Rng::generate(-1, 1);
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if (num < 0.25) {
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center = {.x = static_cast<float>(screen_width) / 2, .y = 0};
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moving = {.x = (dir - 1) * 2, .y = 1};
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center = {.x = starting_x, .y = 0};
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moving = {.x = normalized_dir, .y = 1};
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} else if (0.25 <= num && num < 0.5) {
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center = {.x = static_cast<float>(screen_width) / 2, .y = static_cast<float>(screen_height)};
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moving = {.x = (dir - 1) * 2, .y = -1};
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center = {
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.x = starting_x, .y = (screen_height)
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};
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moving = {.x = normalized_dir, .y = -1};
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} else if (0.5 <= num && num < 0.75) {
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center = {.x = 0, .y = static_cast<float>(screen_height) / 2};
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moving = {.x = 1, .y = (dir - 1) * 2};
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center = {.x = 0, .y = starting_y};
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moving = {.x = 1, .y = normalized_dir};
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} else {
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center = {.x = static_cast<float>(screen_width), .y = static_cast<float>(screen_height) / 2};
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moving = {.x = -1, .y = (dir - 1) * 2};
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center = {
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.x = (screen_width), .y = starting_y
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};
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moving = {.x = -1, .y = normalized_dir};
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}
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const auto speed_ratio = static_cast<float>(rng()) / static_cast<float>(std::mt19937::max());
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const auto speed = speed_ratio * enemy_max_speed;
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const auto speed = Rng::generate(static_cast<uint32_t>(enemy_max_speed));
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moving = Vector2Scale(moving, speed);
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break;
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@@ -189,10 +212,11 @@ int main() {
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EnemySpawner spawner{3};
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spawner.start();
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player.x = 10;
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player.y = 10;
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player.width = 50;
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player.height = 50;
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player.x = screen_width / 2 - player.width / 2;
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player.y = screen_height / 2 - player.height / 2;
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std::string score_text_buffer{64};
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score_text_buffer.reserve(64);
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@@ -200,8 +224,8 @@ int main() {
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while (!WindowShouldClose()) {
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if (IsWindowResized()) {
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screen_height = GetScreenHeight();
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screen_width = GetScreenWidth();
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screen_height = static_cast<float>(GetScreenHeight());
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screen_width = static_cast<float>(GetScreenWidth());
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}
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float delta_x = 0;
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@@ -249,15 +273,23 @@ int main() {
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}
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}
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for (auto& enemy: enemies) {
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if (enemy.alive) {
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enemy.center = Vector2Add(enemy.center, enemy.moving);
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DrawCircleV(enemy.center, enemy.radius, RED);
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{
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std::lock_guard enemy_guard{enemy_mutex};
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for (auto &[center, radius, moving, alive]: enemies) {
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if (alive) {
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center = Vector2Add(center, moving);
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DrawCircleV(center, radius, RED);
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if (center.x < 0 || screen_width < center.x ||
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center.y < 0 || screen_height < center.y) {
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alive = false;
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}
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}
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}
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}
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std::format_to(std::back_inserter(score_text_buffer), "Score: {}", score);
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DrawText(score_text_buffer.c_str(), 50, screen_height - 100, 20, BLACK);
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DrawText(score_text_buffer.c_str(), 50, static_cast<int>(screen_height) - 100, 20, BLACK);
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score_text_buffer.clear();
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EndDrawing();
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