import objects import gg import gx import rand struct App { mut: gg &gg.Context = 0 rockets []objects.Rocket frames [][]objects.Rocket // i thought about using a fixed fifo queue for the frames but the array // seemed to work fine, if you'd like a challenge try implementing it with the queue :) } fn on_frame(mut app App) { app.gg.begin() // drawing previous frames for mut frame in app.frames { for mut rocket in frame { if !rocket.exploded { rocket.color.a = byte(f32_max(rocket.color.a - 8, 0)) rocket.draw(mut app.gg) } } } // chance of firing new rocket if rand.intn(30) == 0 { app.rockets << objects.new_rocket() } // simulating rockets app.rockets = app.rockets.filter(!it.dead) for mut rocket in app.rockets { rocket.tick(mut app.gg) } // adding frame mut frame := app.rockets.clone() for mut rocket in frame { rocket.particles = [] } app.frames << frame // trimming out frames if app.frames.len > 30 { app.frames.delete(0) } app.gg.end() } fn main() { mut app := &App{} app.gg = gg.new_context( width: objects.width height: objects.height window_title: 'Fireworks!' bg_color: gx.black use_ortho: true user_data: app frame_fn: on_frame ) app.gg.run() }