organização de código

This commit is contained in:
silva guimaraes 2025-01-28 08:23:02 -03:00
parent 277c6d070a
commit a411573a06
5 changed files with 529 additions and 266 deletions

21
ease.go Normal file
View file

@ -0,0 +1,21 @@
package main
import (
"math"
)
func easeInOutCubic(x float32) float32 {
if x < 0.5 {
return 4 * x * x * x
} else {
return 1 - float32(math.Pow(float64(-2*x+2), 3))/2
}
}
func lerp(v0, v1, t float32) float32 {
return (1-t)*v0 + t*v1
}
func easeInOutSine(x float32) float32 {
return -float32(math.Cos(math.Pi*float64(x))-1) / 2
}

2
go.mod
View file

@ -1,5 +1,5 @@
module danmaku
go 1.20
go 1.23
require github.com/gen2brain/raylib-go/raylib v0.0.0-20230719211022-1083eace2049

517
main.go
View file

@ -8,15 +8,16 @@ import (
rl "github.com/gen2brain/raylib-go/raylib"
)
// diz para um inimigo como ele deve se mover
type movementPattern func(*enemy) rl.Vector2
// diz para um inimigo em que condições atirar. acionado pelo movementPattern
type shootingPattern func(*enemy)
// diz para uma bala como ela deve se mover.
type bulletMovementPattern func(*bullet) rl.Vector2
type duration float32
const second duration = 1
type hazard interface { // inimigos e projéteis
Pos() rl.Vector2
}
@ -28,6 +29,7 @@ type game struct {
frame float32
enemies []*enemy
waves []*wave
walls []plane
currentWave int
bullets []*bullet
score int
@ -35,6 +37,11 @@ type game struct {
backgroundColor rl.Color
}
type plane struct {
normal rl.Vector2
pos rl.Vector2
}
type bullet struct {
pos rl.Vector2
speed rl.Vector2
@ -63,10 +70,42 @@ type enemy struct {
}
type wave struct {
duration *timer
enemies []*enemy
entrance movementPattern
}
type timer struct {
ttl duration
time float32
start float64
}
func (t *timer) tick(g *game) {
t.time += rl.GetFrameTime() * g.gameSpeed
}
func (t *timer) isTimeout() bool {
return t.time >= float32(t.ttl)
}
func (t *timer) reset() {
t.start = float64(t.time)
t.time = 0
}
func (t *timer) unit() float32 {
return t.time / float32(t.ttl)
}
func newTimer(duration duration) *timer {
return &timer{
time: 0,
ttl: duration,
start: rl.GetTime(),
}
}
func (g game) insideArena(v rl.Vector2) bool {
return v.X >= 0 && v.Y >= 0 &&
v.Y <= float32(g.arenaHeight) && v.X <= float32(g.arenaWidth)
@ -89,7 +128,7 @@ func (b *bullet) update(g *game, index int) {
}
func bulletExplosion(g *game, rate, amount int, bulletSpeed, size float32) shootingPattern {
t := newTimer(second)
t := newTimer(second * duration(rate))
return func(e *enemy) {
t.tick(g)
@ -140,51 +179,17 @@ func ShootAtPlayer(g *game, p *player, rate int,
}
}
type timer struct {
time, ttl float32
start float64
}
func (t *timer) tick(g *game) {
t.time += rl.GetFrameTime() * g.gameSpeed
}
func (t *timer) isTimeout() bool {
return t.time >= t.ttl
}
func (t *timer) reset() {
t.start = float64(t.time)
t.time = 0
}
func newTimer(duration float32) *timer {
return &timer {
time: 0,
ttl: duration,
start: rl.GetTime(),
}
}
var second float32 = 1
func burstShootAtPlayer(g *game, p *player, rate float32, bulletMoveSpeed float32) shootingPattern {
flag := true
off := newTimer(second)
on := newTimer(second*rate)
on := newTimer(duration(float32(second) * rate))
return func(e *enemy) {
fmt.Printf("\r %f %f", rl.GetTime(), rl.GetFrameTime())
off.tick(g)
if off.isTimeout() {
flag = !flag
fmt.Println()
fmt.Println(off)
off.reset()
fmt.Println(off)
fmt.Println()
}
if !flag {
@ -226,86 +231,59 @@ func shootStraightDown(g *game) shootingPattern {
}
}
func shootStill() movementPattern {
return func(e *enemy) rl.Vector2 {
e.shoot(e)
return rl.Vector2{X: 0, Y: 0}
}
}
// func detectWallCollision(planes []plane, initialPos, direction rl.Vector2) float32 {
// p := initialPos
// w := direction
// var closest = math.Inf(1)
// for _, plane := range planes {
// c := plane.pos
// n := plane.normal
// denominator := rl.Vector2DotProduct(w, n)
// if denominator == 0 {
// continue
// }
// t := rl.Vector2DotProduct(rl.Vector2Subtract(p, c), n) / denominator
// closest = min(float64(t), closest)
// }
// return float32(-closest)
// }
func horizonalPattern(g *game) movementPattern {
direction := rl.Vector2{X: 4, Y: 0}
return func(e *enemy) rl.Vector2 {
e.shoot(e)
result := rl.Vector2Add(direction, e.pos)
if !g.insideArena(result) {
direction = rl.Vector2Negate(direction)
}
return direction
}
}
func sineHorizonalPattern(g *game) movementPattern {
direction := rl.Vector2{X: 4, Y: 0}
return func(e *enemy) rl.Vector2 {
if e.shoot != nil {
e.shoot(e)
}
result := rl.Vector2Add(direction, e.pos)
if !g.insideArena(result) {
direction = rl.Vector2Negate(direction)
}
sine := rl.Vector2{
X: 0,
Y: float32(math.Sin(float64(g.frame*0.04))*2),
}
return rl.Vector2Add(sine, direction)
}
}
func foobarPattern(g *game) movementPattern {
pos := rl.Vector2{}
state := 0
wait := 0
return func(e *enemy) rl.Vector2 {
switch state {
case 0: // init
pos.X = e.pos.X
state = 1
return pos
case 1: // descer
pos.Y += 1
if pos.Y >= 100 { state = 2; wait = 50 }
return pos
case 2: // atirar por um tempo
e.shoot(e)
wait -= 1
if wait <= 0 { state = 3; wait = 60 }
return pos
case 3: // wait
wait -= 1
if wait <= 0 { state = 4 }
return pos
case 4: // retornar
pos.Y -= 3
if pos.Y - e.hitBoxRadius < 0 {
e.health = 0
}
return pos
}
panic(state)
}
}
// func foobarPattern(g *game) movementPattern {
//
// pos := rl.Vector2{}
// state := 0
// wait := 0
//
// return func(e *enemy) rl.Vector2 {
//
// switch state {
// case 0: // init
// pos.X = e.pos.X
// state = 1
// return pos
// case 1: // descer
// pos.Y += 1
// if pos.Y >= 100 { state = 2; wait = 50 }
// return pos
// case 2: // atirar por um tempo
// e.shoot(e)
// wait -= 1
// if wait <= 0 { state = 3; wait = 60 }
// return pos
// case 3: // wait
// wait -= 1
// if wait <= 0 { state = 4 }
// return pos
// case 4: // retornar
// pos.Y -= 3
// if pos.Y - e.hitBoxRadius < 0 {
// e.health = 0
// }
// return pos
// }
// panic(state)
// }
// }
func (e *enemy) checkHit(g *game) (bool, *bullet, int) {
for index, bullet := range g.bullets {
@ -337,7 +315,8 @@ func (e *enemy) update(g *game) {
enemyColor := rl.Blue
if e.move != nil {
e.pos = rl.Vector2Add(rl.Vector2Scale(e.move(e), g.gameSpeed), e.pos)
// e.pos = rl.Vector2Add(rl.Vector2Scale(e.move(e), g.gameSpeed), e.pos)
e.move(e)
// e.pos = e.move(e)
}
@ -349,129 +328,9 @@ func (e *enemy) update(g *game) {
g.backgroundColor = rl.NewColor(20, 20, 20, 255)
}
rl.DrawCircleV(e.pos, e.hitBoxRadius, enemyColor)
}
func (p *player) move(g *game) {
var moveSpeed float32
if p.focusMode {
moveSpeed = p.moveSpeed * p.focusSpeedDecrease
} else {
moveSpeed = p.moveSpeed
}
p.speed = rl.Vector2{X: 0, Y: 0}
if rl.IsKeyDown(rl.KeyW) {
p.speed.Y -= 1
}
if rl.IsKeyDown(rl.KeyS) {
p.speed.Y += 1
}
if rl.IsKeyDown(rl.KeyA) {
p.speed.X -= 1
}
if rl.IsKeyDown(rl.KeyD) {
p.speed.X += 1
}
if !(p.speed.X == 0 && p.speed.Y == 0) {
// jogador se move mais rapido na diagonal caso o contrario
p.speed = rl.Vector2Normalize(p.speed)
p.speed = rl.Vector2Scale(p.speed, moveSpeed)
}
result := rl.Vector2Add(p.pos, p.speed)
if result.Y-p.hitBoxRadius < 0 ||
result.Y+p.hitBoxRadius > float32(g.arenaHeight) {
p.speed.Y = 0
}
if result.X-p.hitBoxRadius < 0 ||
result.X+p.hitBoxRadius > float32(g.arenaWidth) {
p.speed.X = 0
}
p.pos = rl.Vector2Add(p.pos, p.speed)
}
func (p *player) shoot(g *game) {
if p.focusMode {
return
}
if int(g.frame)%3 != 0 {
return
}
if rl.IsMouseButtonDown(rl.MouseLeftButton) {
mouse := rl.GetMousePosition()
direction := rl.Vector2Subtract(mouse, p.pos)
direction = rl.Vector2Add(direction, p.speed)
direction = rl.Vector2Normalize(direction)
direction = rl.Vector2Scale(direction, p.bulletMoveSpeed)
g.bullets = append(g.bullets, &bullet{
pos: p.pos,
size: p.bulletSize,
speed: direction,
dmg: 1,
enemy: false,
})
}
}
func (p *player) checkHit(g *game) {
for _, bullet := range g.bullets {
if !bullet.enemy {
continue
}
distance := rl.Vector2Distance(p.pos, bullet.pos) - bullet.size
// fmt.Println(distance)
if distance < p.hitBoxRadius {
// fmt.Println("hit!")
}
}
}
func (p *player) checkFocus() {
// raylib não entende keybindings customizadas através do xmodmap?
if rl.IsKeyDown(rl.KeyLeftShift) || rl.IsKeyDown(rl.KeyRightShift) {
p.focusMode = true
} else {
p.focusMode = false
}
}
func (p *player) update(g *game) {
p.checkFocus()
p.move(g)
p.shoot(g)
p.checkHit(g)
// hitbox
rl.DrawCircleV(p.pos, p.hitBoxRadius, rl.Red)
if p.focusMode {
return
}
// mira
mouse := rl.GetMousePosition()
inverted := rl.Vector2Subtract(p.pos, mouse)
inverted = rl.Vector2Negate(inverted)
inverted = rl.Vector2Normalize(inverted)
inverted = rl.Vector2Scale(inverted, 2000)
rl.DrawLineV(p.pos, rl.Vector2Add(mouse, inverted), rl.NewColor(255, 0, 0, 100))
}
func (g *game) fullClear() bool {
for _, e := range g.waves[g.currentWave].enemies {
if e.health != 0 {
@ -481,12 +340,41 @@ func (g *game) fullClear() bool {
return true
}
func (g *game) waveTimeout() bool {
currentWave := g.waves[g.currentWave]
if currentWave.duration == nil {
return false
}
if currentWave.duration.isTimeout() {
return true
}
currentWave.duration.tick(g)
return false
}
func (g *game) wavesOver() bool {
return g.currentWave == len(g.waves)
}
func (g *game) nextWave() bool {
g.currentWave++
if g.wavesOver() {
return false
}
g.addEnemy(g.waves[g.currentWave].enemies...)
return true
}
func (g *game) addEnemy(e ...*enemy) {
g.enemies = append(g.enemies, e...)
}
func main() {
state := &game{
arenaWidth: 450,
arenaHeight: 700,
interfaceWidth: 300,
interfaceWidth: 400,
gameSpeed: 1,
backgroundColor: rl.NewColor(0, 0, 0, 100),
}
@ -502,6 +390,26 @@ func main() {
hitBoxRadius: 5,
}
var arena = []plane{
{
normal: rl.Vector2{X: 0, Y: -1},
pos: rl.Vector2{X: 1, Y: 0},
},
{
normal: rl.Vector2{X: -1, Y: 0},
pos: rl.Vector2{X: float32(state.arenaWidth), Y: 0},
},
{
normal: rl.Vector2{X: 0, Y: 1},
pos: rl.Vector2{X: 0, Y: float32(state.arenaHeight)},
},
{
normal: rl.Vector2{X: 1, Y: 0},
pos: rl.Vector2{X: 0, Y: 1},
},
}
state.walls = arena
// rl.SetTraceLog(rl.LogWarning | rl.LogDebug)
rl.SetConfigFlags(rl.FlagMsaa4xHint)
@ -517,26 +425,65 @@ func main() {
// state.arenaHeight,
// )
// descentAndSine := jjjjjj
state.waves = []*wave{
{
duration: newTimer(second * 10),
enemies: []*enemy{
{
pos: rl.Vector2{X: 100, Y: 100},
pos: rl.Vector2{X: 100, Y: -20},
health: 100,
hitBoxRadius: 20,
move: sineHorizonalPattern(state),
shoot: burstShootAtPlayer(state, &player, 0.1, 4),
move: statePipeline{
{
duration: 1.1,
move: sineDescentMove(state, -20, 200, 1),
},
{
move: sineHorizonalPattern(state, 0),
},
}.MovementPattern(state),
shoot: burstShootAtPlayer(state, &player, 0.1, 4),
},
{
pos: rl.Vector2{X: 200, Y: -20},
health: 100,
hitBoxRadius: 20,
move: statePipeline{
{
duration: 5,
move: shootStill(),
},
{
duration: 1.1,
move: descentMove(state, -20, 200, 1),
},
{
move: sineHorizonalPattern(state, 1),
},
}.MovementPattern(state),
shoot: burstShootAtPlayer(state, &player, 0.1, 4),
},
},
},
{
duration: newTimer(second * 20),
enemies: []*enemy{
{
pos: rl.Vector2{X: 100, Y: 100},
health: 100,
hitBoxRadius: 20,
move: horizonalPattern(state),
shoot: bulletExplosion(state, targetFPS, 20, 2, 11),
move: statePipeline{
{
duration: 1.1,
move: sineDescentMove(state, -20, 200, 1),
},
{
move: sineHorizonalPattern(state, 0),
},
}.MovementPattern(state),
shoot: bulletExplosion(state, 1, 40, 2, 11),
},
},
},
@ -546,22 +493,45 @@ func main() {
pos: rl.Vector2{X: 200, Y: 200},
health: 100,
hitBoxRadius: 20,
move: horizonalPattern(state),
shoot: bulletExplosion(state, targetFPS, 20, 2, 11),
move: statePipeline{
{
duration: 1.1,
move: sineDescentMove(state, -20, 200, 1),
},
{
move: sineHorizonalPattern(state, 0),
},
}.MovementPattern(state),
shoot: bulletExplosion(state, 1, 20, 2, 11),
},
{
pos: rl.Vector2{X: 100, Y: 100},
health: 100,
pos: rl.Vector2{X: 100, Y: 100}, health: 100,
hitBoxRadius: 20,
move: horizonalPattern(state),
shoot: burstShootAtPlayer(state, &player, 0.2, 4),
move: statePipeline{
{
duration: 1.1,
move: sineDescentMove(state, -20, 200, 1),
},
{
move: sineHorizonalPattern(state, 0),
},
}.MovementPattern(state),
shoot: burstShootAtPlayer(state, &player, 0.2, 4),
},
{
pos: rl.Vector2{X: 50, Y: 250},
health: 100,
hitBoxRadius: 20,
move: horizonalPattern(state),
shoot: bulletExplosion(state, targetFPS, 20, 2, 11),
move: statePipeline{
{
duration: 1.1,
move: sineDescentMove(state, -20, 200, 1),
},
{
move: sineHorizonalPattern(state, 0),
},
}.MovementPattern(state),
shoot: bulletExplosion(state, 1, 20, 2, 11),
// shoot: shootStraightDown(state),
},
},
@ -569,6 +539,7 @@ func main() {
}
currectScore := 0
state.addEnemy(state.waves[0].enemies...)
for ; !rl.WindowShouldClose(); state.frame += state.gameSpeed {
rl.BeginDrawing()
@ -579,16 +550,16 @@ func main() {
player.update(state)
if state.fullClear() {
state.currentWave++
if state.fullClear() || state.waveTimeout() {
if !state.nextWave() {
break
}
}
if state.currentWave >= len(state.waves) {
break
}
state.enemies = state.waves[state.currentWave].enemies
enemiesTotalLifeRemaining := 0
for i := 0; i < len(state.enemies); i++ {
state.enemies[i].update(state)
enemiesTotalLifeRemaining += state.enemies[i].health
}
for i := 0; i < len(state.bullets); i++ {
@ -606,7 +577,6 @@ func main() {
state.gameSpeed = 1
}
// rl.EndTextureMode()
// { // shaders
@ -635,17 +605,34 @@ func main() {
{ // UI
currectScore += (state.score - currectScore) / 11
rl.DrawText(strconv.Itoa(currectScore), state.arenaWidth, 0, 50, rl.White)
rl.DrawText(
strconv.Itoa(len(state.bullets)), state.arenaWidth, 50, 50, rl.White,
fmt.Sprint("score: ", strconv.Itoa(currectScore)),
state.arenaWidth, 0, 50, rl.White,
)
rl.DrawText(
fmt.Sprintf("%f", state.frame), state.arenaWidth, 100, 50, rl.White,
fmt.Sprint("bullets: ", strconv.Itoa(len(state.bullets))),
state.arenaWidth, 50, 50, rl.White,
)
rl.DrawText(
fmt.Sprintf("wave: %d/%d", state.currentWave, len(state.waves)),
state.arenaWidth, 100, 50, rl.White,
)
rl.DrawText(
fmt.Sprintf("t: %f", rl.GetTime()), state.arenaWidth, 150, 50, rl.White,
)
rl.DrawText(
fmt.Sprintf("%d", int(state.frame)), state.arenaWidth, 150, 50, rl.White,
fmt.Sprintf("sec/f: %.5f", rl.GetFrameTime()), state.arenaWidth, 200, 50, rl.White,
)
rl.DrawText(
fmt.Sprintf("total life: %d", enemiesTotalLifeRemaining),
state.arenaWidth, 250, 50, rl.White,
)
rl.DrawText(
fmt.Sprintf("speed: %f", state.gameSpeed),
state.arenaWidth, 300, 50, rl.White,
)
rl.DrawText("danmaku babe bullet shoot shoot", 20, 20, 20, rl.DarkGray)
rl.DrawLine(18, 42, state.arenaWidth-18, 42, rl.Black)

138
movementPatterns.go Normal file
View file

@ -0,0 +1,138 @@
package main
import (
"math"
rl "github.com/gen2brain/raylib-go/raylib"
)
type movementPattern func(*enemy) *enemy
type patternDuration struct {
duration duration
move movementPattern
}
type statePipeline []patternDuration
func shootStill() movementPattern {
return func(e *enemy) *enemy {
if e.shoot != nil {
e.shoot(e)
}
return e
}
}
func (sp statePipeline) MovementPattern(g *game) movementPattern {
state := -1
t := newTimer(0)
return func(e *enemy) *enemy {
if !t.isTimeout() {
t.tick(g)
} else if state < len(sp)-1 {
state++
t = newTimer(sp[state].duration)
}
sp[state].move(e)
return e
}
}
func horizonalPattern(g *game) movementPattern {
direction := 1
return func(e *enemy) *enemy {
if e.shoot != nil {
e.shoot(e)
}
delta := rl.Vector2{
X: 400,
Y: 0,
}
if e.pos.X < e.hitBoxRadius || e.pos.X > float32(g.arenaWidth-int32(e.hitBoxRadius)) {
direction = -direction
}
e.pos = rl.Vector2Add(
e.pos,
rl.Vector2Scale(
rl.Vector2{X: float32(direction) * delta.X, Y: delta.Y},
rl.GetFrameTime()*g.gameSpeed,
),
)
return e
}
}
func descentMove(g *game, y0, y1 float32, d duration) movementPattern {
t := newTimer(d)
return func(e *enemy) *enemy {
if e.shoot != nil {
e.shoot(e)
}
if !t.isTimeout() {
t.tick(g)
} else {
return e
}
e.pos.Y = lerp(y0, y1, easeInOutSine(t.unit()))
return e
}
}
func sineDescentMove(g *game, y0, y1 float32, d duration) movementPattern {
t := newTimer(d)
return func(e *enemy) *enemy {
if e.shoot != nil {
e.shoot(e)
}
if !t.isTimeout() {
t.tick(g)
} else {
return e
}
e.pos.Y = lerp(y0, y1, easeInOutSine(t.unit()))
e.pos.X += float32(math.Sin(rl.GetTime() * 5 * float64(g.gameSpeed)))
return e
}
}
func sineHorizonalPattern(g *game, offset float64) movementPattern {
direction := 1
return func(e *enemy) *enemy {
if e.shoot != nil {
e.shoot(e)
}
sine := math.Sin(rl.GetTime()*5*float64(g.gameSpeed)+offset) * 150
delta := rl.Vector2{
X: 400,
Y: float32(sine),
}
if e.pos.X < e.hitBoxRadius || e.pos.X > float32(g.arenaWidth-int32(e.hitBoxRadius)) {
direction = -direction
}
e.pos = rl.Vector2Add(
e.pos,
rl.Vector2Scale(
rl.Vector2{X: float32(direction) * delta.X, Y: delta.Y},
rl.GetFrameTime()*g.gameSpeed,
),
)
return e
}
}

117
player.go Normal file
View file

@ -0,0 +1,117 @@
package main
import (
rl "github.com/gen2brain/raylib-go/raylib"
)
func (p *player) move(g *game) {
var moveSpeed float32
if p.focusMode {
moveSpeed = p.moveSpeed * p.focusSpeedDecrease
} else {
moveSpeed = p.moveSpeed
}
p.speed = rl.Vector2{X: 0, Y: 0}
if rl.IsKeyDown(rl.KeyW) {
p.speed.Y -= 1
}
if rl.IsKeyDown(rl.KeyS) {
p.speed.Y += 1
}
if rl.IsKeyDown(rl.KeyA) {
p.speed.X -= 1
}
if rl.IsKeyDown(rl.KeyD) {
p.speed.X += 1
}
if !(p.speed.X == 0 && p.speed.Y == 0) {
// jogador se move mais rapido na diagonal caso o contrario
p.speed = rl.Vector2Normalize(p.speed)
p.speed = rl.Vector2Scale(p.speed, moveSpeed)
}
result := rl.Vector2Add(p.pos, p.speed)
if result.Y-p.hitBoxRadius < 0 || result.Y+p.hitBoxRadius > float32(g.arenaHeight) {
p.speed.Y = 0
}
if result.X-p.hitBoxRadius < 0 || result.X+p.hitBoxRadius > float32(g.arenaWidth) {
p.speed.X = 0
}
p.pos = rl.Vector2Add(p.pos, p.speed)
}
func (p *player) shoot(g *game) {
if p.focusMode {
return
}
if int(g.frame)%3 != 0 {
return
}
if rl.IsMouseButtonDown(rl.MouseLeftButton) {
mouse := rl.GetMousePosition()
direction := rl.Vector2Subtract(mouse, p.pos)
direction = rl.Vector2Add(direction, p.speed)
direction = rl.Vector2Normalize(direction)
direction = rl.Vector2Scale(direction, p.bulletMoveSpeed)
g.bullets = append(g.bullets, &bullet{
pos: p.pos,
size: p.bulletSize,
speed: direction,
dmg: 1,
enemy: false,
})
}
}
func (p *player) checkHit(g *game) {
for _, bullet := range g.bullets {
if !bullet.enemy {
continue
}
distance := rl.Vector2Distance(p.pos, bullet.pos) - bullet.size
if distance < p.hitBoxRadius {
// fmt.Println("hit!")
}
}
}
func (p *player) checkFocus() {
// raylib não entende keybindings customizadas através do xmodmap?
p.focusMode = rl.IsKeyDown(rl.KeyLeftShift) || rl.IsKeyDown(rl.KeyRightShift)
}
func (p *player) update(g *game) {
p.checkFocus()
p.move(g)
p.shoot(g)
p.checkHit(g)
// hitbox
rl.DrawCircleV(p.pos, p.hitBoxRadius, rl.Red)
if p.focusMode {
return
}
// mira
mouse := rl.GetMousePosition()
inverted := rl.Vector2Subtract(p.pos, mouse)
inverted = rl.Vector2Negate(inverted)
inverted = rl.Vector2Normalize(inverted)
inverted = rl.Vector2Scale(inverted, 2000)
rl.DrawLineV(p.pos, rl.Vector2Add(mouse, inverted), rl.NewColor(255, 0, 0, 100))
}