Set asteroid velocity so they move into play area
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Basic checks / Basic build-and-test supertask (push) Successful in 6m24s
It's functional, if not especially interesting. Forward to the next thing!
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@@ -70,12 +70,17 @@ pub fn tick_asteroid_manager(
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spawn_distance * spawn_angle.sin(),
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spawn_distance * spawn_angle.sin(),
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);
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);
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// TODO: Assign velocity such that asteroids will (probably) cross the viewport
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// Right now, I'm thinking I can use the opposite signs attached to the position Vec components.
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// Right now, I'm thinking I can use the opposite signs attached to the position Vec components.
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// pos.x == -100, then vel.x = + <random>
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// pos.x == -100, then vel.x = + <random>
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// pos.x == 100, then vel.x = - <random>
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// pos.x == 100, then vel.x = - <random>
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// etc,
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// etc,
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let vel = Vec2::new(rng.random_range(-10.0..10.0), rng.random_range(-10.0..10.0));
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let mut vel = Vec2::new(rng.random_range(0.0..100.0), rng.random_range(0.0..100.0));
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if pos.x > 0.0 {
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vel.x *= -1.0;
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}
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if pos.y > 0.0 {
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vel.y *= -1.0;
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}
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let size = match rng.random_range(0..=2) {
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let size = match rng.random_range(0..=2) {
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0 => AsteroidSize::Small,
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0 => AsteroidSize::Small,
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