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204
examples/bouncing_ball.rs
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204
examples/bouncing_ball.rs
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use minifb::{Key, Window, WindowOptions};
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use std::thread;
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use std::time::{Duration, Instant};
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use std::sync::{Arc, Mutex};
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use rand::Rng;
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const WIDTH: usize = 800;
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const HEIGHT: usize = 600;
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const BALL_RADIUS: usize = 20;
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// Simple ball state
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struct Ball {
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x: f32,
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y: f32,
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vx: f32,
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vy: f32,
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color: u32,
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}
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impl Ball {
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fn new() -> Self {
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Self {
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x: 400.0,
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y: 300.0,
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vx: 200.0, // pixels per second
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vy: 150.0,
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color: 0xFF6464FF, // Red-ish
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}
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}
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}
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fn main() {
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// Start the telemetry window
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teleprof::start();
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println!("Bouncing Ball Demo");
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println!("The ball window should appear alongside the profiler");
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println!("Press Space in profiler window to pause");
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println!("Press Escape in either window to quit");
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println!();
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let mut window = Window::new(
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"Bouncing Ball",
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WIDTH,
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HEIGHT,
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WindowOptions::default(),
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)
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.expect("Failed to create window");
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window.set_target_fps(30);
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let ball = Arc::new(Mutex::new(Ball::new()));
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let mut framebuffer = vec![0u32; WIDTH * HEIGHT];
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// Target 30 FPS
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let frame_time = Duration::from_millis(33);
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let mut frame_count = 0;
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while window.is_open() && !window.is_key_down(Key::Escape) {
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let frame_start = Instant::now();
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teleprof::span!("main_frame");
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// Check if paused
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if teleprof::PAUSE.try_lock().is_err() {
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println!("Paused!");
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while teleprof::PAUSE.try_lock().is_err() {
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thread::sleep(Duration::from_millis(100));
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}
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println!("Resumed!");
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}
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// Update physics
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let hit_wall = update_physics(&ball, frame_time.as_secs_f32());
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// If we hit a wall, spawn a thread to pick a new color
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if hit_wall {
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let ball_clone = Arc::clone(&ball);
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thread::spawn(move || {
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pick_new_color(ball_clone);
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});
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}
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// Render
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render(&ball, &mut framebuffer);
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// Update window
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window
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.update_with_buffer(&framebuffer, WIDTH, HEIGHT)
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.expect("Failed to update window");
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frame_count += 1;
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if frame_count % 30 == 0 {
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print_status(&ball, frame_count);
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}
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// Sleep to maintain 30fps
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let elapsed = frame_start.elapsed();
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if elapsed < frame_time {
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thread::sleep(frame_time - elapsed);
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}
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}
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}
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fn update_physics(ball: &Arc<Mutex<Ball>>, dt: f32) -> bool {
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teleprof::span!("update_physics");
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let mut ball = ball.lock().unwrap();
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// Update position
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ball.x += ball.vx * dt;
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ball.y += ball.vy * dt;
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let mut hit_wall = false;
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// Bounce off walls
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let radius = BALL_RADIUS as f32;
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if ball.x - radius < 0.0 || ball.x + radius > WIDTH as f32 {
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ball.vx = -ball.vx;
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ball.x = ball.x.clamp(radius, WIDTH as f32 - radius);
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hit_wall = true;
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}
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if ball.y - radius < 0.0 || ball.y + radius > HEIGHT as f32 {
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ball.vy = -ball.vy;
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ball.y = ball.y.clamp(radius, HEIGHT as f32 - radius);
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hit_wall = true;
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}
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// Simulate some physics computation
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thread::sleep(Duration::from_millis(5));
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hit_wall
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}
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fn pick_new_color(ball: Arc<Mutex<Ball>>) {
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teleprof::span!("pick_new_color");
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// Simulate some "expensive" color selection
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thread::sleep(Duration::from_millis(10));
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let mut rng = rand::thread_rng();
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let r = rng.gen_range(50..255);
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let g = rng.gen_range(50..255);
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let b = rng.gen_range(50..255);
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let color = ((r as u32) << 16) | ((g as u32) << 8) | (b as u32);
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let mut ball = ball.lock().unwrap();
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ball.color = color;
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println!(" → New color selected: RGB({}, {}, {})", r, g, b);
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}
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fn render(ball: &Arc<Mutex<Ball>>, framebuffer: &mut [u32]) {
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teleprof::span!("render");
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{
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teleprof::span!("clear_background");
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// Clear to dark gray
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framebuffer.fill(0x2A2A2AFF);
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}
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{
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teleprof::span!("draw_ball");
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let ball = ball.lock().unwrap();
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// Draw ball as a filled circle
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let cx = ball.x as i32;
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let cy = ball.y as i32;
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let radius = BALL_RADIUS as i32;
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for dy in -radius..=radius {
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for dx in -radius..=radius {
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// Check if point is inside circle
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if dx * dx + dy * dy <= radius * radius {
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let x = cx + dx;
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let y = cy + dy;
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if x >= 0 && x < WIDTH as i32 && y >= 0 && y < HEIGHT as i32 {
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let idx = y as usize * WIDTH + x as usize;
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framebuffer[idx] = ball.color;
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}
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}
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}
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}
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}
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{
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teleprof::span!("submit_frame");
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// Simulate GPU submission
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thread::sleep(Duration::from_millis(2));
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}
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}
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fn print_status(ball: &Arc<Mutex<Ball>>, frame: u32) {
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teleprof::span!("print_status");
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let ball = ball.lock().unwrap();
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println!(
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"Frame {}: Ball at ({:.1}, {:.1})",
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frame, ball.x, ball.y
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);
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}
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