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use sfml::graphics::{RenderTarget, CircleShape, Color};
use sfml::system::vector2::Vector2f;
use window::Window;
pub struct Circle<'a> {
circle: CircleShape<'a>,
}
impl<'a> Circle<'a> {
pub fn new() -> Self {
Circle {
circle: CircleShape::new().unwrap(),
}
}
pub fn radius(&mut self, r: f32) -> &mut Self {
self.circle.set_radius(r);
self
}
pub fn x(&mut self, x: f32) -> &mut Self {
let (_, y) = self.pos();
let r = self.circle.get_radius();
self.circle.set_position(&Vector2f::new(x - r, y));
self
}
pub fn y(&mut self, y: f32) -> &mut Self {
let (x, _) = self.pos();
let r = self.circle.get_radius();
self.circle.set_position(&Vector2f::new(x, y - r));
self
}
pub fn color(&mut self, r: u8, g: u8, b: u8) -> &mut Self {
self.circle.set_fill_color(&Color::new_rgb(r, g, b));
self
}
pub fn alpha(&mut self, a: u8) -> &mut Self {
let mut color = self.circle.get_fill_color();
color.alpha = a;
self.circle.set_fill_color(&color);
self
}
pub fn go(&mut self, x: f32, y: f32) -> &mut Self {
let (px, py) = self.pos();
self.set((px + x, py + y));
self
}
pub fn rotate(&mut self, a: f32) -> &mut Self {
self.circle.rotate(a);
self
}
pub fn step(&mut self, size: f32) -> &mut Self {
let angle = size.to_radians();
self.go(angle.cos() * size, angle.sin() * size);
self
}
pub fn length_to(&self, (x, y): (f32, f32)) -> f32 {
let (px, py) = self.pos();
let dx = x - px;
let dy = y - py;
(dx * dx + dy * dy).sqrt()
}
pub fn pos(&self) -> (f32, f32) {
let pos = self.circle.get_position();
let r = self.circle.get_radius();
(pos.x + r, pos.y + r)
}
pub fn set(&mut self, (x, y): (f32, f32)) -> &mut Self {
self.x(x);
self.y(y)
}
pub fn draw(&mut self, window: &mut Window) {
window.to_sfml_window().draw(&mut self.circle);
}
}