Make more random
At least, make the stuff that doesn't need to be deterministic non-deterministic
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245dfde91e
commit
fc95857824
4 changed files with 18 additions and 12 deletions
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@ -37,5 +37,5 @@ log = { version = "*", features = [
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"max_level_debug",
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"release_max_level_warn",
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] }
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rand = { version = "0.9.1", default-features = false, features = ["std"] }
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rand = { version = "0.9.1", default-features = false, features = ["std", "thread_rng"] }
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wyrand = "0.3.2"
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@ -1,4 +1,5 @@
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pub mod objects;
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mod objects;
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mod rng;
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pub mod runtime;
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pub mod seed;
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pub mod setup;
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7
src/game/rng.rs
Normal file
7
src/game/rng.rs
Normal file
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@ -0,0 +1,7 @@
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use rand::random;
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use wyrand::WyRand;
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/// Initialize a `WyRand` using `rand`'s thread-local rng
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pub fn thread_rng() -> WyRand {
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WyRand::new(random())
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}
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@ -9,10 +9,12 @@ use bevy::{
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prelude::*,
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};
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use bevy_rand::prelude::{GlobalEntropy, WyRand};
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use rand::Rng;
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use wyrand::WyRand as LocalRng;
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use rand::Rng as _;
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use super::objects::{Ball, Player, Wall};
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use super::{
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objects::{Ball, Player, Wall},
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rng::thread_rng,
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};
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const BALL_COUNT: u8 = 32;
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const BALL_SIZES: Range<f32> = 10.0..25.0;
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@ -57,7 +59,7 @@ pub fn setup_balls(
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mut meshes: ResMut<Assets<Mesh>>,
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region: Res<PlayableArea>,
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) {
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let mut random = LocalRng::new(Default::default());
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let mut random = thread_rng();
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for _ in 0..BALL_COUNT {
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let circle = Circle::new(random.random_range(BALL_SIZES));
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commands.spawn((
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@ -66,12 +68,8 @@ pub fn setup_balls(
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Mesh2d(meshes.add(circle)),
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MeshMaterial2d(materials.add(Color::from(RED_400))),
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Transform::from_xyz(
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random.random_range(
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(-region.0 / 2.0 + circle.radius)..(region.0 / 2.0 - circle.radius),
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),
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random.random_range(
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(-region.1 / 2.0 + circle.radius)..(region.1 / 2.0 - circle.radius),
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),
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random.random::<f32>() * (region.0 - 2.0 * circle.radius) + circle.radius,
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random.random::<f32>() * (region.1 - 2.0 * circle.radius) + circle.radius,
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0.0,
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),
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));
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