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use ggez::graphics::Rect;
use ggez::nalgebra::Point2;
use rand::Rng;
use std::f32::consts::PI;
use std::time::Instant;
pub fn convert_angle_to_rad(angle: f32) -> f32 {
angle * (PI / 180.0)
}
pub fn flip(rect: Rect) -> Rect {
let mut r = rect;
r.x *= -1.0;
r.x -= rect.w;
r
}
pub fn next_source(source: Rect, animation: &[(usize, Rect)], timer: Instant) -> (Rect, Instant) {
if let Some(mut i) = animation.iter().position(|a| a.1 == source) {
if timer.elapsed().as_millis() > animation[i].0 as u128 {
i = if i == animation.len() - 1 { 0 } else { i + 1 };
(animation[i].1, Instant::now())
} else {
(source, timer)
}
} else if !animation.is_empty() {
(animation[0].1, timer)
} else {
(source, timer)
}
}
pub fn random_nearby_point(origin: Point2<f32>, within_radius: f32) -> Point2<f32> {
let w = within_radius * rand::thread_rng().gen_range(0.0, 1.0);
let t = 2.0 * PI * rand::thread_rng().gen_range(0.0, 1.0);
Point2::new(origin.x + w * t.cos(), origin.y + w * t.sin())
}
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