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https://github.com/maaslalani/confetty.git
synced 2024-11-14 11:46:43 +00:00
Remove custom physics package in favour of harmonica
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parent
fe126ff4df
commit
f4ce9d632f
@ -4,8 +4,8 @@ import (
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"math/rand"
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"time"
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"github.com/charmbracelet/harmonica"
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"github.com/maaslalani/confetty/array"
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"github.com/maaslalani/confetty/physics"
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"github.com/maaslalani/confetty/simulation"
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tea "github.com/charmbracelet/bubbletea"
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@ -43,11 +43,11 @@ func Spawn(width, height int) []simulation.Particle {
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y := float64(0)
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p := simulation.Particle{
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Physics: physics.New(
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physics.Point{X: x + (float64(width/4) * (rand.Float64() - 0.5)), Y: y},
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physics.Vector{X: (rand.Float64() - 0.5) * 100, Y: rand.Float64() * 50},
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physics.Vector(physics.Gravity),
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framesPerSecond,
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Physics: harmonica.NewProjectile(
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harmonica.FPS(framesPerSecond),
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harmonica.Point{X: x + (float64(width/4) * (rand.Float64() - 0.5)), Y: y, Z: 0},
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harmonica.Vector{X: (rand.Float64() - 0.5) * 100, Y: rand.Float64() * 50, Z: 0},
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harmonica.Vector(harmonica.TerminalGravity),
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),
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Char: lipgloss.NewStyle().
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Foreground(lipgloss.Color(array.Sample(colors))).
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@ -5,8 +5,8 @@ import (
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"math/rand"
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"time"
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"github.com/charmbracelet/harmonica"
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"github.com/maaslalani/confetty/array"
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"github.com/maaslalani/confetty/physics"
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"github.com/maaslalani/confetty/simulation"
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tea "github.com/charmbracelet/bubbletea"
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@ -48,11 +48,11 @@ func Spawn(width, height int) []simulation.Particle {
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for i := 0; i < numParticles; i++ {
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p := simulation.Particle{
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Physics: physics.New(
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physics.Point{X: x, Y: y},
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physics.Vector{X: math.Cos(float64(i)) * v, Y: math.Sin(float64(i)) * v / 2},
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physics.Vector(physics.Gravity),
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framesPerSecond,
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Physics: harmonica.NewProjectile(
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harmonica.FPS(framesPerSecond),
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harmonica.Point{X: x, Y: y},
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harmonica.Vector{X: math.Cos(float64(i)) * v, Y: math.Sin(float64(i)) * v / 2},
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harmonica.Vector(harmonica.TerminalGravity),
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),
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Char: lipgloss.NewStyle().Foreground(color).Render(array.Sample(characters)),
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}
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1
go.mod
1
go.mod
@ -5,6 +5,7 @@ go 1.16
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require (
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github.com/charmbracelet/bubbles v0.8.0
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github.com/charmbracelet/bubbletea v0.14.1
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github.com/charmbracelet/harmonica v0.1.1-0.20211007155451-1466d67a1d68 // indirect
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github.com/charmbracelet/lipgloss v0.3.0
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github.com/spf13/cobra v1.2.1
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golang.org/x/term v0.0.0-20210422114643-f5beecf764ed
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2
go.sum
2
go.sum
@ -52,6 +52,8 @@ github.com/charmbracelet/bubbles v0.8.0/go.mod h1:5WX1sSSjNCgCrzvRMN/z23HxvWaa+A
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github.com/charmbracelet/bubbletea v0.13.1/go.mod h1:tp9tr9Dadh0PLhgiwchE5zZJXm5543JYjHG9oY+5qSg=
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github.com/charmbracelet/bubbletea v0.14.1 h1:pD/bM5LBEH/nDo7nKcgNUgi4uRHQhpWTIHZbG5vuSlc=
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github.com/charmbracelet/bubbletea v0.14.1/go.mod h1:b5lOf5mLjMg1tRn1HVla54guZB+jvsyV0yYAQja95zE=
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github.com/charmbracelet/harmonica v0.1.1-0.20211007155451-1466d67a1d68 h1:Gsc/gIm3Fwp9P1hz0tY+7fJR7fASRsGacIErx5+B7uU=
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github.com/charmbracelet/harmonica v0.1.1-0.20211007155451-1466d67a1d68/go.mod h1:KSri/1RMQOZLbw7AHqgcBycp8pgJnQMYYT8QZRqZ1Ao=
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github.com/charmbracelet/lipgloss v0.1.2/go.mod h1:5D8zradw52m7QmxRF6QgwbwJi9je84g8MkWiGN07uKg=
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github.com/charmbracelet/lipgloss v0.3.0 h1:5MysOD6sHr4RP4jkZNWGVIul5GKoOsP12NgbgXPvAlA=
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github.com/charmbracelet/lipgloss v0.3.0/go.mod h1:VkhdBS2eNAmRkTwRKLJCFhCOVkjntMusBDxv7TXahuk=
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@ -1,101 +0,0 @@
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package physics
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import (
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"math"
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)
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// Position is the location of an object on a 2-dimensional plane
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type Position Point
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// Velocity is the velocity vector of an object's motion
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type Velocity Vector
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// Acceleration is the acceleration vector of an object's motion
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type Acceleration Vector
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// Gravity is the acceleration of gravity
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// Downward (+) by g m/s²
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var Gravity = Acceleration{
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X: 0,
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Y: 9.81,
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}
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// Motion represents an objects motion
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// it keeps track of the position, velocity, and acceleration
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type Motion struct {
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pos Position
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vel Velocity
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acc Acceleration
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}
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// Physics tracks the current motion and initial motion of an object along with
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// fps to account for the Update in frames rather than per second
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type Physics struct {
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current Motion
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initial Motion
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fps float64
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}
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// Vector represents a magnitude and a direction in the form of a Point
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// from the origin (0, 0)
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type Vector struct {
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X float64
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Y float64
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}
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// Point is a coordinate on a 2-dimensional plane
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type Point struct {
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X float64
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Y float64
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}
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// Distance calculates the euclidean distance between two points
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func (a Point) Distance(b Point) float64 {
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return math.Sqrt(math.Pow(b.X-a.X, 2) + math.Pow(b.Y-a.Y, 2))
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}
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// New initialize a physics simulation with simple motion
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func New(pos Point, vel, acc Vector, fps float64) *Physics {
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motion := Motion{
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pos: Position(pos),
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vel: Velocity(vel),
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acc: Acceleration(acc),
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}
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return &Physics{
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initial: motion,
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current: motion,
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fps: fps,
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}
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}
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// Reset resets the current motion back to the initial
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func (p *Physics) Reset() {
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p.current = p.initial
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}
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// Update increases the position of the motion by the velocity
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// and increases the velocity by the acceleration
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func (p *Physics) Update() {
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p.current.pos.X += p.current.vel.X / p.fps
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p.current.pos.Y += p.current.vel.Y / p.fps
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p.current.vel.X += p.current.acc.X / p.fps
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p.current.vel.Y += p.current.acc.Y / p.fps
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}
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// Displacement calculates the displacement between the current position and
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// its initial position
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func (p Physics) Displacement() float64 {
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return Point(p.initial.pos).Distance(Point(p.current.pos))
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}
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// PosX returns the integer value of the current x coordinate for motion
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// not to be confused with Posix :D
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func (p Physics) PosX() int {
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return int(math.Round(p.current.pos.X))
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}
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// PosY returns the integer value of the current y coordinate for motion
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func (p Physics) PosY() int {
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return int(math.Round(p.current.pos.Y))
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}
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@ -1,126 +0,0 @@
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package physics_test
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import (
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"testing"
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"time"
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. "github.com/maaslalani/confetty/physics"
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)
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const fps = 60
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func simulate(p *Physics, d time.Duration) {
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frames := int(d.Seconds() * fps)
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for i := 0; i < frames; i++ {
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p.Update()
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}
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}
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func TestNew(t *testing.T) {
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x := 8
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y := 20
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physics := New(Point{float64(x), float64(y)}, Vector{1, 1}, Vector(Gravity), 60)
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if x != physics.PosX() {
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t.Fatal("x coordinate unexpected")
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}
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if y != physics.PosY() {
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t.Fatal("y coordinate unexpected")
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}
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}
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func TestUpdate(t *testing.T) {
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physics := New(Point{0, 0}, Vector{5, 5}, Vector(Gravity), float64(fps))
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// coordinates is the location at which the object should be
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// after i+1 seconds of simulation.
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coordinates := []Point{
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{5, 10},
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{10, 29},
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{15, 59},
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{20, 98},
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{25, 147},
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{30, 206},
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{35, 275},
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}
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for _, c := range coordinates {
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simulate(physics, time.Second)
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x := physics.PosX()
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y := physics.PosY()
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if x != int(c.X) {
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t.Logf("Want: %d, Got: %d", x, int(c.X))
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t.Fatal("x coordinate unexpected")
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}
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if y != int(c.Y) {
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t.Logf("Want: %d, Got: %d", y, int(c.Y))
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t.Fatal("y coordinate unexpected")
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}
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}
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}
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func TestDisplacement(t *testing.T) {
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tt := []struct {
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x int
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y int
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vel Vector
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d float64
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}{
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{x: 5, y: 5, vel: Vector{5, 10}, d: 11.180339887498933},
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{x: 0, y: 0, vel: Vector{1, 1}, d: 1.414213562373097},
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}
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for _, tc := range tt {
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physics := New(Point{float64(tc.x), float64(tc.y)}, tc.vel, Vector{}, float64(fps))
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simulate(physics, time.Second)
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if physics.Displacement() != tc.d {
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t.Log(physics.Displacement())
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t.Fatal("expected displacement to be 15")
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}
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}
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}
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func TestReset(t *testing.T) {
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x := 5
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y := 10
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vel := Vector{20, 20}
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physics := New(Point{float64(x), float64(y)}, vel, Vector(Gravity), float64(fps))
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simulate(physics, time.Second)
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// store the current position after 1 second of simulation we will simulate 1
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// second again and ensure that the object reaches the same position, we
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// don't care what the position is but if the object reaches the same
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// position again then we ensure that the velocity and acceleration was reset
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cx := physics.PosX()
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cy := physics.PosY()
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physics.Reset()
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if physics.PosX() != x {
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t.Fatal("expected x to be reset")
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}
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if physics.PosY() != y {
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t.Fatal("expected y to be reset")
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}
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// here we are simply checking that the object reaches the same position
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// after being reset in the same amount of time. This ensures velocity and
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// acceleration were reset without checking them explicitly
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simulate(physics, time.Second)
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if physics.PosX() != cx {
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t.Fatal("expected simulation to be repeatable")
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}
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if physics.PosY() != cy {
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t.Fatal("expected simulation to be repeatable")
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}
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}
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@ -4,7 +4,7 @@ import (
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"fmt"
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"strings"
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"github.com/maaslalani/confetty/physics"
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"github.com/charmbracelet/harmonica"
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)
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type System struct {
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@ -14,7 +14,7 @@ type System struct {
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type Particle struct {
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Char string
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Physics *physics.Physics
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Physics *harmonica.Projectile
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Hidden bool
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}
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@ -39,8 +39,8 @@ func (s *System) Update() {
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}
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func (s *System) Visible(p Particle) bool {
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y := p.Physics.PosY()
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x := p.Physics.PosX()
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y := int(p.Physics.Position().Y)
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x := int(p.Physics.Position().X)
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return y >= 0 && y < s.Frame.Height-1 && x >= 0 && x < s.Frame.Width-1
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}
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@ -52,7 +52,7 @@ func (s *System) Render() string {
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}
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for _, p := range s.Particles {
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if s.Visible(p) {
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plane[p.Physics.PosY()][p.Physics.PosX()] = p.Char
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plane[int(p.Physics.Position().Y)][int(p.Physics.Position().X)] = p.Char
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}
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}
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for i := range plane {
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