pub fn gen_range<T>(low: T, high: T) -> Twhere
T: RandomRange,
Examples found in repository?
examples/rustaceanmark.rs (line 23)
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async fn main() {
let mut rustaceanes: Vec<Rustaceane> = Vec::new();
let rustacean_tex = load_texture("examples/rustacean_happy.png").await.unwrap();
rustacean_tex.set_filter(FilterMode::Nearest);
loop {
clear_background(Color::default());
if macroquad::input::is_mouse_button_down(MouseButton::Left) {
for _i in 0..100 {
rustaceanes.push(Rustaceane {
pos: Vec2::from(macroquad::input::mouse_position()),
speed: Vec2::new(
rand::gen_range(-250., 250.) / 60.,
rand::gen_range(-250., 250.) / 60.,
),
color: Color::from_rgba(
rand::gen_range(50, 240),
rand::gen_range(80, 240),
rand::gen_range(100, 240),
255,
),
})
}
}
for rustaceane in &mut rustaceanes {
rustaceane.pos += rustaceane.speed;
if ((rustaceane.pos.x + rustacean_tex.width() / 2.) > screen_width())
|| ((rustaceane.pos.x + rustacean_tex.width() / 2.) < 0.)
{
rustaceane.speed.x *= -1.;
}
if ((rustaceane.pos.y + rustacean_tex.height() / 2.) > screen_height())
|| ((rustaceane.pos.y + rustacean_tex.height() / 2.) < 0.)
{
rustaceane.speed.y *= -1.;
}
draw_texture(
&rustacean_tex,
rustaceane.pos.x,
rustaceane.pos.y,
rustaceane.color,
);
}
draw_text(format!("FPS: {}", get_fps()).as_str(), 0., 16., 32., WHITE);
draw_text(
format!("Rustaceanes: {}", rustaceanes.len()).as_str(),
0.,
32.,
32.,
WHITE,
);
next_frame().await
}
}
More examples
examples/life.rs (line 20)
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async fn main() {
let w = screen_width() as usize;
let h = screen_height() as usize;
let mut cells = vec![CellState::Dead; w * h];
let mut buffer = vec![CellState::Dead; w * h];
let mut image = Image::gen_image_color(w as u16, h as u16, WHITE);
for cell in cells.iter_mut() {
if rand::gen_range(0, 5) == 0 {
*cell = CellState::Alive;
}
}
let texture = Texture2D::from_image(&image);
loop {
clear_background(WHITE);
let w = image.width();
let h = image.height();
for y in 0..h as i32 {
for x in 0..w as i32 {
let mut neighbors_count = 0;
for j in -1i32..=1 {
for i in -1i32..=1 {
// out of bounds
if y + j < 0 || y + j >= h as i32 || x + i < 0 || x + i >= w as i32 {
continue;
}
// cell itself
if i == 0 && j == 0 {
continue;
}
let neighbor = cells[(y + j) as usize * w + (x + i) as usize];
if neighbor == CellState::Alive {
neighbors_count += 1;
}
}
}
let current_cell = cells[y as usize * w + x as usize];
buffer[y as usize * w + x as usize] = match (current_cell, neighbors_count) {
// Rule 1: Any live cell with fewer than two live neighbours
// dies, as if caused by underpopulation.
(CellState::Alive, x) if x < 2 => CellState::Dead,
// Rule 2: Any live cell with two or three live neighbours
// lives on to the next generation.
(CellState::Alive, 2) | (CellState::Alive, 3) => CellState::Alive,
// Rule 3: Any live cell with more than three live
// neighbours dies, as if by overpopulation.
(CellState::Alive, x) if x > 3 => CellState::Dead,
// Rule 4: Any dead cell with exactly three live neighbours
// becomes a live cell, as if by reproduction.
(CellState::Dead, 3) => CellState::Alive,
// All other cells remain in the same state.
(otherwise, _) => otherwise,
};
}
}
for i in 0..buffer.len() {
cells[i] = buffer[i];
image.set_pixel(
(i % w) as u32,
(i / w) as u32,
match buffer[i as usize] {
CellState::Alive => BLACK,
CellState::Dead => WHITE,
},
);
}
texture.update(&image);
draw_texture(&texture, 0., 0., WHITE);
next_frame().await
}
}
examples/snake.rs (line 22)
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async fn main() {
let mut snake = Snake {
head: (0, 0),
dir: (1, 0),
body: LinkedList::new(),
};
let mut fruit: Point = (rand::gen_range(0, SQUARES), rand::gen_range(0, SQUARES));
let mut score = 0;
let mut speed = 0.3;
let mut last_update = get_time();
let mut navigation_lock = false;
let mut game_over = false;
let up = (0, -1);
let down = (0, 1);
let right = (1, 0);
let left = (-1, 0);
loop {
if !game_over {
if is_key_down(KeyCode::Right) && snake.dir != left && !navigation_lock {
snake.dir = right;
navigation_lock = true;
} else if is_key_down(KeyCode::Left) && snake.dir != right && !navigation_lock {
snake.dir = left;
navigation_lock = true;
} else if is_key_down(KeyCode::Up) && snake.dir != down && !navigation_lock {
snake.dir = up;
navigation_lock = true;
} else if is_key_down(KeyCode::Down) && snake.dir != up && !navigation_lock {
snake.dir = down;
navigation_lock = true;
}
if get_time() - last_update > speed {
last_update = get_time();
snake.body.push_front(snake.head);
snake.head = (snake.head.0 + snake.dir.0, snake.head.1 + snake.dir.1);
if snake.head == fruit {
fruit = (rand::gen_range(0, SQUARES), rand::gen_range(0, SQUARES));
score += 100;
speed *= 0.9;
} else {
snake.body.pop_back();
}
if snake.head.0 < 0
|| snake.head.1 < 0
|| snake.head.0 >= SQUARES
|| snake.head.1 >= SQUARES
{
game_over = true;
}
for (x, y) in &snake.body {
if *x == snake.head.0 && *y == snake.head.1 {
game_over = true;
}
}
navigation_lock = false;
}
}
if !game_over {
clear_background(LIGHTGRAY);
let game_size = screen_width().min(screen_height());
let offset_x = (screen_width() - game_size) / 2. + 10.;
let offset_y = (screen_height() - game_size) / 2. + 10.;
let sq_size = (screen_height() - offset_y * 2.) / SQUARES as f32;
draw_rectangle(offset_x, offset_y, game_size - 20., game_size - 20., WHITE);
for i in 1..SQUARES {
draw_line(
offset_x,
offset_y + sq_size * i as f32,
screen_width() - offset_x,
offset_y + sq_size * i as f32,
2.,
LIGHTGRAY,
);
}
for i in 1..SQUARES {
draw_line(
offset_x + sq_size * i as f32,
offset_y,
offset_x + sq_size * i as f32,
screen_height() - offset_y,
2.,
LIGHTGRAY,
);
}
draw_rectangle(
offset_x + snake.head.0 as f32 * sq_size,
offset_y + snake.head.1 as f32 * sq_size,
sq_size,
sq_size,
DARKGREEN,
);
for (x, y) in &snake.body {
draw_rectangle(
offset_x + *x as f32 * sq_size,
offset_y + *y as f32 * sq_size,
sq_size,
sq_size,
LIME,
);
}
draw_rectangle(
offset_x + fruit.0 as f32 * sq_size,
offset_y + fruit.1 as f32 * sq_size,
sq_size,
sq_size,
GOLD,
);
draw_text(format!("SCORE: {score}").as_str(), 10., 20., 20., DARKGRAY);
} else {
clear_background(WHITE);
let text = "Game Over. Press [enter] to play again.";
let font_size = 30.;
let text_size = measure_text(text, None, font_size as _, 1.0);
draw_text(
text,
screen_width() / 2. - text_size.width / 2.,
screen_height() / 2. + text_size.height / 2.,
font_size,
DARKGRAY,
);
if is_key_down(KeyCode::Enter) {
snake = Snake {
head: (0, 0),
dir: (1, 0),
body: LinkedList::new(),
};
fruit = (rand::gen_range(0, SQUARES), rand::gen_range(0, SQUARES));
score = 0;
speed = 0.3;
last_update = get_time();
game_over = false;
}
}
next_frame().await;
}
}
examples/asteroids.rs (line 90)
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async fn main() {
let mut ship = Ship {
pos: Vec2::new(screen_width() / 2., screen_height() / 2.),
rot: 0.,
vel: Vec2::new(0., 0.),
};
let mut bullets = Vec::new();
let mut last_shot = get_time();
let mut asteroids = Vec::new();
let mut gameover = false;
let mut screen_center;
loop {
if gameover {
clear_background(LIGHTGRAY);
let mut text = "You Win!. Press [enter] to play again.";
let font_size = 30.;
if asteroids.len() > 0 {
text = "Game Over. Press [enter] to play again.";
}
let text_size = measure_text(text, None, font_size as _, 1.0);
draw_text(
text,
screen_width() / 2. - text_size.width / 2.,
screen_height() / 2. - text_size.height / 2.,
font_size,
DARKGRAY,
);
if is_key_down(KeyCode::Enter) {
ship = Ship {
pos: Vec2::new(screen_width() / 2., screen_height() / 2.),
rot: 0.,
vel: Vec2::new(0., 0.),
};
bullets = Vec::new();
asteroids = Vec::new();
gameover = false;
screen_center = Vec2::new(screen_width() / 2., screen_height() / 2.);
for _ in 0..10 {
asteroids.push(Asteroid {
pos: screen_center
+ Vec2::new(rand::gen_range(-1., 1.), rand::gen_range(-1., 1.))
.normalize()
* screen_width().min(screen_height())
/ 2.,
vel: Vec2::new(rand::gen_range(-1., 1.), rand::gen_range(-1., 1.)),
rot: 0.,
rot_speed: rand::gen_range(-2., 2.),
size: screen_width().min(screen_height()) / 10.,
sides: rand::gen_range(3, 8),
collided: false,
})
}
}
next_frame().await;
continue;
}
let frame_t = get_time();
let rotation = ship.rot.to_radians();
let mut acc = -ship.vel / 100.; // Friction
// Forward
if is_key_down(KeyCode::Up) {
acc = Vec2::new(rotation.sin(), -rotation.cos()) / 3.;
}
// Shot
if is_key_down(KeyCode::Space) && frame_t - last_shot > 0.5 {
let rot_vec = Vec2::new(rotation.sin(), -rotation.cos());
bullets.push(Bullet {
pos: ship.pos + rot_vec * SHIP_HEIGHT / 2.,
vel: rot_vec * 7.,
shot_at: frame_t,
collided: false,
});
last_shot = frame_t;
}
// Steer
if is_key_down(KeyCode::Right) {
ship.rot += 5.;
} else if is_key_down(KeyCode::Left) {
ship.rot -= 5.;
}
// Euler integration
ship.vel += acc;
if ship.vel.length() > 5. {
ship.vel = ship.vel.normalize() * 5.;
}
ship.pos += ship.vel;
ship.pos = wrap_around(&ship.pos);
// Move each bullet
for bullet in bullets.iter_mut() {
bullet.pos += bullet.vel;
}
// Move each asteroid
for asteroid in asteroids.iter_mut() {
asteroid.pos += asteroid.vel;
asteroid.pos = wrap_around(&asteroid.pos);
asteroid.rot += asteroid.rot_speed;
}
// Bullet lifetime
bullets.retain(|bullet| bullet.shot_at + 1.5 > frame_t);
let mut new_asteroids = Vec::new();
for asteroid in asteroids.iter_mut() {
// Asteroid/ship collision
if (asteroid.pos - ship.pos).length() < asteroid.size + SHIP_HEIGHT / 3. {
gameover = true;
break;
}
// Asteroid/bullet collision
for bullet in bullets.iter_mut() {
if (asteroid.pos - bullet.pos).length() < asteroid.size {
asteroid.collided = true;
bullet.collided = true;
// Break the asteroid
if asteroid.sides > 3 {
new_asteroids.push(Asteroid {
pos: asteroid.pos,
vel: Vec2::new(bullet.vel.y, -bullet.vel.x).normalize()
* rand::gen_range(1., 3.),
rot: rand::gen_range(0., 360.),
rot_speed: rand::gen_range(-2., 2.),
size: asteroid.size * 0.8,
sides: asteroid.sides - 1,
collided: false,
});
new_asteroids.push(Asteroid {
pos: asteroid.pos,
vel: Vec2::new(-bullet.vel.y, bullet.vel.x).normalize()
* rand::gen_range(1., 3.),
rot: rand::gen_range(0., 360.),
rot_speed: rand::gen_range(-2., 2.),
size: asteroid.size * 0.8,
sides: asteroid.sides - 1,
collided: false,
})
}
break;
}
}
}
// Remove the collided objects
bullets.retain(|bullet| bullet.shot_at + 1.5 > frame_t && !bullet.collided);
asteroids.retain(|asteroid| !asteroid.collided);
asteroids.append(&mut new_asteroids);
// You win?
if asteroids.len() == 0 {
gameover = true;
}
if gameover {
continue;
}
clear_background(LIGHTGRAY);
for bullet in bullets.iter() {
draw_circle(bullet.pos.x, bullet.pos.y, 2., BLACK);
}
for asteroid in asteroids.iter() {
draw_poly_lines(
asteroid.pos.x,
asteroid.pos.y,
asteroid.sides,
asteroid.size,
asteroid.rot,
2.,
BLACK,
)
}
let v1 = Vec2::new(
ship.pos.x + rotation.sin() * SHIP_HEIGHT / 2.,
ship.pos.y - rotation.cos() * SHIP_HEIGHT / 2.,
);
let v2 = Vec2::new(
ship.pos.x - rotation.cos() * SHIP_BASE / 2. - rotation.sin() * SHIP_HEIGHT / 2.,
ship.pos.y - rotation.sin() * SHIP_BASE / 2. + rotation.cos() * SHIP_HEIGHT / 2.,
);
let v3 = Vec2::new(
ship.pos.x + rotation.cos() * SHIP_BASE / 2. - rotation.sin() * SHIP_HEIGHT / 2.,
ship.pos.y + rotation.sin() * SHIP_BASE / 2. + rotation.cos() * SHIP_HEIGHT / 2.,
);
draw_triangle_lines(v1, v2, v3, 2., BLACK);
next_frame().await
}
}