mod raylib; use raylib::*; fn main() { let screen: Vector2 = Vector2 { x: 800, y: 600 }; let ball_radius: f32 = 100.0; let mut pos: Vector2 = Vector2 { x: screen.x as f32 / 2.0, y: screen.y as f32 / 2.0, }; let mut velocity: Vector2 = Vector2 { x: 200.0, y: 200.0 }; init_window(screen.x, screen.y, "Bouncing ball"); set_target_fps(60); while !window_should_close() { begin_drawing(); clear_background(colors::BLACK); let dt: f32 = get_frame_time(); velocity.y += dt * 1000.0; let x: f32 = pos.x + velocity.x * dt; if x - ball_radius < 0.0 || x + ball_radius >= screen.x as f32{ velocity.x *= -1.0; } else { pos.x = x; } let y: f32 = pos.y + velocity.y * dt; if y - ball_radius < 0.0 || y + ball_radius >= screen.y as f32 { velocity.y *= -1.0; } else { pos.y = y; } draw_circle_v(pos, ball_radius, colors::RED); end_drawing(); } }