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use geometry::*;
pub struct Bug {
pub pos: Vec2d,
pub rotation: f64,
pub alive: bool
}
const SPEED: f64 = 75.;
impl Bug {
pub fn new(x: f64, y: f64, facing: f64) -> Bug {
Bug {
pos: Vec2d {
x: x,
y: y
},
rotation: facing,
alive: true
}
}
pub fn advance(&mut self, seconds: f64) {
self.rotation = (-self.pos).angle();
let distance = SPEED*seconds;
let delta_pos = Vec2d {
x: distance * self.rotation.cos(),
y: distance * self.rotation.sin()
};
self.pos = self.pos + delta_pos;
}
pub fn click(&mut self, point: Vec2d) {
if self.touches(point) {
self.alive = false;
}
}
fn touches(&self, point: Vec2d) -> bool {
let rx = 35.;
let ry = 16.;
self.pos.distance(point) <= 45. // Some better hit box modelling might be nice?
}
}
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