areas implementation
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@ -1,2 +1,3 @@
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/.zig-cache
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/zig-out
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/.idea
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@ -3,27 +3,41 @@ const rl = @import("raylib");
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const spawn_area = @import("spawn-area.zig");
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const structures = @import("structures.zig");
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const Areas = struct {
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areas: []spawn_area.SpawnArea,
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pub const Areas = struct {
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allocator: std.mem.Allocator,
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areas: []spawn_area.SpawnArea,
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pub fn init(allocator: std.mem.Allocator, size: usize) !Areas {
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const values = std.enums.values(structures.AreaLocation);
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if (size > values.len) size = values.len;
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var max_areas = size;
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if (size > values.len) max_areas = values.len;
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var used_areas = std.ArrayList(structures.AreaLocation).init(allocator);
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defer used_areas.deinit();
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// here we generate size random AreaLocation enums that aren't in used_areas
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// the random generator will only generate AreaLocation enums that are not in
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//
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// todo implement function which will subtract values from used_areas (after RANDOM)
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// based on this we will fill data with 0..size data and return the final value
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var prng = std.Random.DefaultPrng.init(blk: {
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var seed: u64 = undefined;
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try std.posix.getrandom(std.mem.asBytes(&seed));
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break :blk seed;
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});
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const rand = prng.random();
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const area_data = try allocator.alloc(spawn_area.SpawnArea, size);
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for (area_data) |*area| {
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// give us all valid values we can use for AreaLocation
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const valid_values = try getEnumValuesMinusUsed(allocator, used_areas, values);
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defer allocator.free(valid_values);
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const num = rand.intRangeAtMost(usize, 0, valid_values.len - 1); // random number
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// here we create new spawnarea
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area.* = spawn_area.SpawnArea.init(valid_values[num]);
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try used_areas.append(valid_values[num]);
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}
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const data = try allocator.alloc(structures.AreaLocation, size);
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// todo data must be set before returned
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return Areas{
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.areas = data,
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.allocator = allocator,
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.areas = area_data,
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};
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}
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@ -31,8 +45,28 @@ const Areas = struct {
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self.allocator.free(self.areas);
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}
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pub fn draw(areas: *Areas) void {
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// todo implement draw
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_ = areas;
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pub fn draw(self: *Areas) void {
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for (self.areas) |area| {
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area.draw();
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}
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}
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fn getEnumValuesMinusUsed(allocator: std.mem.Allocator, used_values: std.ArrayList(structures.AreaLocation), values: []const structures.AreaLocation) ![]structures.AreaLocation {
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var valuesToRandomise = try allocator.alloc(structures.AreaLocation, values.len - used_values.items.len);
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var i: usize = 0;
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outer: for (values) |value| {
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for (used_values.items) |used_val| {
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if (value == used_val) {
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continue :outer;
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}
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}
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// this value is clean and can get put into values good for randomisation
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valuesToRandomise[i] = value;
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i += 1;
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}
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return valuesToRandomise;
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}
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};
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@ -2,12 +2,17 @@ const rl = @import("raylib");
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var screen_width: i32 = 1920;
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var screen_height: i32 = 1080;
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const scale: i32 = 5;
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pub fn getScale() i32 {
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return scale;
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}
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pub fn getScreenWidth() i32 {
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return screen_width;
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}
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pub fn getScreenHeihgt() i32 {
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pub fn getScreenHeight() i32 {
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return screen_height;
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}
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@ -13,7 +13,7 @@ pub fn main() !void {
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.window_resizable = true,
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});
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rl.initWindow(globals.getScreenWidth, globals.getScreenHeihgt, "Promet SIM");
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rl.initWindow(globals.getScreenWidth(), globals.getScreenHeight(), "Promet SIM");
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defer rl.closeWindow();
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rl.maximizeWindow();
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@ -1,12 +1,46 @@
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const rl = @import("raylib");
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const structures = @import("structures.zig");
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const globals = @import("globals.zig");
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pub const SpawnArea = struct {
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area: structures.AreaLocation,
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location: rl.Vector2,
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// cars
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size: .{ i32, i32 },
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width: i32,
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height: i32,
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pub fn init(loc: structures.AreaLocation) SpawnArea {
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return SpawnArea{ .location = loc, .size = .{ undefined, undefined } };
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pub fn init(area_loc: structures.AreaLocation) SpawnArea {
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var new_spawn = SpawnArea{
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.area = area_loc,
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.location = undefined,
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.width = 100,
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.height = 50,
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};
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// need to do this outside the "constructor", as the function needs reference to self
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new_spawn.setLocation();
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return new_spawn;
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}
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// todo if window size changes this needs to be recalculated
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fn setLocation(self: *SpawnArea) void {
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self.location = switch (self.area) {
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.top_left => rl.Vector2{ .x = 0, .y = 0 },
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.top_right => rl.Vector2{ .x = globals.getScreenWidth() - self.width * globals.getScale(), .y = 0 },
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.bottom_left => rl.Vector2{ .x = 0, .y = globals.getScreenHeight() - self.height * globals.getScale() },
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.bottom_right => rl.Vector2{ .x = globals.getScreenWidth() - self.width * globals.getScale(), .y = globals.getScreenHeight() - self.height * globals.getScale() },
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};
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}
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pub fn draw(self: *SpawnArea) void {
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const rect = rl.Rectangle{
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.x = self.location.x,
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.y = self.location.y,
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.width = self.width * globals.getScale(),
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.height = self.height * globals.getScale(),
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};
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rl.drawRectangleRec(rect, .dark_gray);
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// todo draw cars
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}
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};
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const AreaLocation = enum {
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TopLeft,
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TopRight,
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BottomLeft,
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BottomRihgt,
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pub const AreaLocation = enum {
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top_left,
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top_right,
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bottom_left,
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bottom_right,
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};
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