Initial project import

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Agila Forge Importer committed 2026-07-13 15:20:32 +00:00
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import objects
import gg
import rand
struct App {
mut:
gg &gg.Context = unsafe { nil }
ui &objects.UIParams = unsafe { nil }
rockets []objects.Rocket
frames [][]objects.Rocket
// i thought about using a fixed fifo queue for the frames but the array
// seemed to work fine, if you'd like a challenge try implementing it with the queue :)
draw_flag bool = true
}
fn on_frame(mut app App) {
if !app.draw_flag {
return
}
app.gg.begin()
// drawing previous frames
for mut frame in app.frames {
for mut rocket in frame {
if !rocket.exploded {
rocket.color.a = u8(f32_max(rocket.color.a - 8, 0))
rocket.draw(mut app.gg)
}
}
}
// chance of firing new rocket
if rand.intn(30) or { 0 } == 0 {
app.rockets << objects.new_rocket()
}
// simulating rockets
app.rockets = app.rockets.filter(!it.dead)
for mut rocket in app.rockets {
rocket.tick(mut app.gg)
}
// adding frame
mut frame := app.rockets.clone()
for mut rocket in frame {
rocket.particles = []
}
app.frames << frame
// trimming out frames
if app.frames.len > 30 {
app.frames.delete(0)
}
app.gg.end()
}
fn on_event(e &gg.Event, mut app App) {
match e.typ {
.resized, .resumed {
app.resize()
}
.iconified {
app.draw_flag = false
}
.restored {
app.draw_flag = true
app.resize()
}
else {
// println("Type ${e.typ}")
}
}
}
fn (mut app App) resize() {
size := gg.window_size()
// avoid calls when minimized
if size.width < 2 && size.height < 2 {
return
}
mut s := gg.dpi_scale()
if s == 0.0 {
s = 1.0
}
app.ui.dpi_scale = s
app.ui.width = size.width
app.ui.height = size.height
}
fn main() {
mut app := &App{}
app.ui = objects.get_params()
app.gg = gg.new_context(
width: app.ui.width
height: app.ui.height
window_title: 'Fireworks!'
bg_color: gg.black
user_data: app
frame_fn: on_frame
event_fn: on_event
)
app.gg.run()
}
@@ -0,0 +1,12 @@
module objects
import gg
import rand
pub fn random_color() gg.Color {
return gg.Color{
r: rand.u8()
g: rand.u8()
b: rand.u8()
}
}
@@ -0,0 +1,20 @@
module objects
pub struct UIParams {
pub mut:
dpi_scale f32 = 1.0
width int = 800
height int = 800
gravity Vector = Vector{0, -0.03}
age_rate int = 1
offspring_count int = 100
rocket_radius int = 5
particle_radius f32 = 2.5
drag f32 = 0.98
}
const params = &UIParams{}
pub fn get_params() &UIParams {
return params
}
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module objects
import gg
pub struct Particle {
pub mut:
color gg.Color
pos Vector
vel Vector
accel Vector
lifespan f32 = 255
}
pub fn (particle Particle) draw(mut ctx gg.Context) {
ctx.draw_circle_filled(particle.pos.x, get_params().height - particle.pos.y,
get_params().particle_radius, particle.color)
}
pub fn (mut particle Particle) tick(mut rocket Rocket, mut ctx gg.Context) {
particle.lifespan -= get_params().age_rate
particle.color.a = u8(particle.lifespan)
if particle.lifespan <= 0 {
rocket.dead = true
return
}
particle.accel += get_params().gravity
particle.vel += particle.accel
particle.vel = particle.vel.mult(get_params().drag)
particle.pos += particle.vel
particle.draw(mut ctx)
particle.accel = Vector{}
}
@@ -0,0 +1,68 @@
module objects
import gg
import rand
pub struct Rocket {
pub mut:
color gg.Color
pos Vector
vel Vector
accel Vector
exploded bool
particles []Particle
dead bool
}
pub fn (rocket Rocket) draw(mut ctx gg.Context) {
ctx.draw_circle_filled(rocket.pos.x, get_params().height - rocket.pos.y,
get_params().rocket_radius, rocket.color)
}
pub fn (mut rocket Rocket) explode() {
rocket.exploded = true
for _ in 0 .. get_params().offspring_count {
rocket.spawn_particle()
}
}
pub fn (mut rocket Rocket) tick(mut ctx gg.Context) {
if !rocket.exploded {
if rocket.vel.y <= 1 {
rocket.explode()
}
rocket.accel += get_params().gravity
rocket.vel += rocket.accel
rocket.pos += rocket.vel
rocket.draw(mut ctx)
rocket.accel = Vector{}
}
for mut particle in rocket.particles {
particle.tick(mut rocket, mut ctx)
}
}
pub fn new_rocket() Rocket {
return Rocket{
color: random_color()
pos: Vector{
x: rand.f32_in_range(50, get_params().width - 50) or { 50 }
}
vel: Vector{
x: rand.f32_in_range(-1.5, 1.5) or { -1.5 }
y: rand.f32_in_range(5, 7) or { 5 }
}
}
}
pub fn (mut rocket Rocket) spawn_particle() {
rocket.particles << Particle{
color: rocket.color
pos: rocket.pos
accel: random_vector_in_circle().mult(2)
}
}
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module objects
import math
import rand
pub struct Vector {
pub mut:
x f32
y f32
}
pub fn (a Vector) + (b Vector) Vector {
return Vector{a.x + b.x, a.y + b.y}
}
pub fn (vector Vector) mult(scalar f32) Vector {
return Vector{vector.x * scalar, vector.y * scalar}
}
pub fn random_vector_in_circle() Vector {
theta := rand.f32n(2 * math.pi) or { 0 }
y := rand.f32()
return Vector{
x: f32(y * math.sin(theta))
y: f32(y * math.cos(theta))
}
}