use super::*;
#[component]
pub(crate) fn page_game_2d(node: VirtualNode<PageGame2DProps>) -> VirtualNode {
let PageGame2DProps: PageGame2DProps = node.try_get_props().unwrap_or_default();
let tab: Signal<Game2DTab> = App::use_signal(Game2DTab::default);
let fullscreen: UseGame2DFullscreen = use_game_2d_fullscreen_state();
use_game_2d_fullscreen_popstate(fullscreen);
html! {
div {
class: c_page_container()
euv_header {
icon: "🎮"
title: "2D Game Engine"
subtitle: "A bouncing balls physics demo powered by euv-engine. Click on the canvas to spawn balls. Each ball has gravity, wall bouncing with restitution, and impulse-based ball-to-ball collision. Switch tabs to compare Canvas 2D, WebGL, and WebGPU rendering backends."
}
euv_card {
title: "2D Rendering Demo"
div {
class: c_tab_bar()
div {
class: if { tab.get() == Game2DTab::Canvas2D } {
c_tab_item_active()
} else {
c_tab_item_inactive()
}
onclick: game_2d_on_tab_select(tab, Game2DTab::Canvas2D, fullscreen)
"2D"
}
div {
class: if { tab.get() == Game2DTab::WebGl } {
c_tab_item_active()
} else {
c_tab_item_inactive()
}
onclick: game_2d_on_tab_select(tab, Game2DTab::WebGl, fullscreen)
"GL"
}
div {
class: if { tab.get() == Game2DTab::WebGpu } {
c_tab_item_active()
} else {
c_tab_item_inactive()
}
onclick: game_2d_on_tab_select(tab, Game2DTab::WebGpu, fullscreen)
"GPU"
}
}
match { tab } {
Game2DTab::Canvas2D => {
div {
game_2d_canvas_tab(fullscreen)
}
}
Game2DTab::WebGl => {
div {
game_2d_webgl_tab(use_game_2d_webgl_state(), fullscreen)
}
}
Game2DTab::WebGpu => {
div {
game_2d_webgpu_tab(use_game_2d_webgpu_state(), fullscreen)
}
}
}
}
euv_card {
title: "2D Engine Features"
match { tab } {
Game2DTab::Canvas2D => {
p {
class: c_game_description()
"This demo uses euv-engine's Vector2D for position/velocity math, impulse-based collision resolution with mass proportional to radius squared, wall reflection with configurable restitution, and a fixed-timestep game loop with accumulator pattern for deterministic physics at 60 Hz. The WebGPU tab demonstrates GPU-accelerated rendering with a WGSL shader pipeline."
}
}
Game2DTab::WebGpu => {
p {
class: c_game_description()
"This demo uses euv-engine's WebGpuRenderer to initialize a GPU device, create a render pipeline from a WGSL shader, and render the same bouncing balls scene as the Canvas 2D tab: every ball is drawn as a shader-generated quad with per-ball position, radius, and color uploaded to a uniform buffer each frame. Click or tap to spawn balls; pause and clear work exactly like Canvas 2D. Requires a WebGPU-capable browser (Chrome 113+, Edge 113+)."
}
}
Game2DTab::WebGl => {
p {
class: c_game_description()
"This demo uses euv-engine's WebGlRenderer to acquire a WebGL 2 context, compile a GLSL ES 3.00 program, and render the same bouncing balls scene as the Canvas 2D tab: every ball is drawn as a shader-generated quad with per-ball position, radius, and color uploaded to vec4 uniform arrays each frame. Click or tap to spawn balls; pause and clear work exactly like Canvas 2D. Works in every modern browser with WebGL 2 support."
}
}
}
}
}
}
}
fn game_2d_canvas_tab(fullscreen: UseGame2DFullscreen) -> VirtualNode {
let state: UseGame2D = use_game_2d_state();
let canvas_2d_fullscreen: Signal<bool> = fullscreen.get_canvas_2d();
let balls_store: Signal<BallStore> = App::use_signal(|| {
let balls: Rc<RefCell<Vec<Ball>>> = Rc::new(RefCell::new(Vec::new()));
balls
.borrow_mut()
.push(create_ball(Vector2D::new(GAME_2D_CANVAS_WIDTH * 0.5, 50.0)));
balls.borrow_mut().push(create_ball(Vector2D::new(
GAME_2D_CANVAS_WIDTH * 0.3,
100.0,
)));
balls
.borrow_mut()
.push(create_ball(Vector2D::new(GAME_2D_CANVAS_WIDTH * 0.7, 80.0)));
balls
.borrow_mut()
.push(create_ball(Vector2D::new(GAME_2D_CANVAS_WIDTH * 0.2, 60.0)));
BallStore(balls)
});
let balls: Rc<RefCell<Vec<Ball>>> = balls_store.get().0;
let canvas_cache: CanvasCache =
App::use_signal(|| CanvasCache(Rc::new(RefCell::new(None)))).get();
let loop_started: Signal<bool> = App::use_signal(|| false);
if !loop_started.get() {
loop_started.set(true);
state.get_ball_count().set(balls.borrow().len());
state.get_total_spawned().set(balls.borrow().len());
start_game_2d_loop(state, balls.clone(), canvas_cache.clone());
}
let on_canvas_click: Option<Rc<dyn Fn(Event)>> =
game_2d_on_spawn_ball(state, balls.clone(), canvas_cache.clone());
let on_canvas_touch: Option<Rc<dyn Fn(Event)>> =
game_2d_on_touch_spawn_ball(state, balls.clone(), canvas_cache.clone());
let on_toggle_pause: Option<Rc<dyn Fn(Event)>> = game_2d_on_toggle_pause(state);
let on_clear: Option<Rc<dyn Fn(Event)>> = game_2d_on_clear(state, balls.clone());
let fps_display: String = format!("{:.1}", state.get_fps().get());
let ball_count: usize = state.get_ball_count().get();
let total: usize = state.get_total_spawned().get();
let pause_label: &str = if state.get_running().get() {
"Pause"
} else {
"Resume"
};
html! {
div {
div {
class: c_game_stats_bar()
span {
class: c_game_stats_label()
"FPS: "
span {
class: c_game_stats_fps_value()
fps_display
}
}
span {
class: c_game_stats_label()
"Balls: "
span {
class: c_game_stats_count_value()
ball_count
}
}
span {
class: c_game_stats_label()
"Total: "
span {
class: c_game_stats_total_value()
total
}
}
}
div {
class: if { canvas_2d_fullscreen.get() } {
c_game_container_fullscreen()
} else {
c_game_canvas_wrapper()
}
div {
class: c_game_fullscreen_canvas_wrapper()
div {
class: c_game_fullscreen_canvas_letterbox()
canvas {
id: GAME_2D_CANVAS_ID
class: if { canvas_2d_fullscreen.get() } {
c_game_2d_canvas_fullscreen()
} else {
c_game_2d_canvas()
}
onclick: on_canvas_click
ontouchstart: on_canvas_touch
}
}
}
if { canvas_2d_fullscreen.get() } {
div {
class: c_game_fullscreen_toolbar()
euv_button {
variant: EuvButtonVariant::Primary
label: "Exit"
onclick: game_2d_on_exit_fullscreen(canvas_2d_fullscreen)
}
}
}
}
div {
class: c_button_controls()
euv_button {
variant: EuvButtonVariant::Primary
label: pause_label
onclick: on_toggle_pause
}
euv_button {
variant: EuvButtonVariant::Primary
label: "Clear"
onclick: on_clear
}
euv_button {
variant: EuvButtonVariant::Primary
label: "Enter Fullscreen"
onclick: game_2d_on_enter_fullscreen(fullscreen, canvas_2d_fullscreen)
}
}
}
}
}
fn game_2d_webgpu_tab(state: UseGame2DWebGpu, fullscreen: UseGame2DFullscreen) -> VirtualNode {
let game: UseGame2D = use_game_2d_state();
let web_gpu_fullscreen: Signal<bool> = fullscreen.get_web_gpu();
let balls_store: Signal<BallStore> = App::use_signal(|| {
let balls: Rc<RefCell<Vec<Ball>>> = Rc::new(RefCell::new(Vec::new()));
balls
.borrow_mut()
.push(create_ball(Vector2D::new(GAME_2D_CANVAS_WIDTH * 0.5, 50.0)));
balls.borrow_mut().push(create_ball(Vector2D::new(
GAME_2D_CANVAS_WIDTH * 0.3,
100.0,
)));
balls
.borrow_mut()
.push(create_ball(Vector2D::new(GAME_2D_CANVAS_WIDTH * 0.7, 80.0)));
balls
.borrow_mut()
.push(create_ball(Vector2D::new(GAME_2D_CANVAS_WIDTH * 0.2, 60.0)));
BallStore(balls)
});
let balls: Rc<RefCell<Vec<Ball>>> = balls_store.get().0;
let canvas_cache: CanvasCache =
App::use_signal(|| CanvasCache(Rc::new(RefCell::new(None)))).get();
let loop_started: Signal<bool> = state.get_loop_started();
if !loop_started.get() {
loop_started.set(true);
game.get_ball_count().set(balls.borrow().len());
game.get_total_spawned().set(balls.borrow().len());
start_game_2d_webgpu_loop(state, game, balls.clone(), canvas_cache.clone());
}
let on_canvas_click: Option<Rc<dyn Fn(Event)>> =
game_2d_on_spawn_ball(game, balls.clone(), canvas_cache.clone());
let on_canvas_touch: Option<Rc<dyn Fn(Event)>> =
game_2d_on_touch_spawn_ball(game, balls.clone(), canvas_cache.clone());
let on_toggle_pause: Option<Rc<dyn Fn(Event)>> = game_2d_on_toggle_pause(game);
let on_clear: Option<Rc<dyn Fn(Event)>> = game_2d_on_clear(game, balls.clone());
let fps_display: String = format!("{:.1}", state.get_fps().get());
let ball_count: usize = game.get_ball_count().get();
let total: usize = game.get_total_spawned().get();
let loaded: bool = state.get_loaded().get();
let active: bool = state.get_active().get();
let init_error_code: &str = state.get_init_error_code().get();
let status_text: &str = webgpu_status_text(loaded, active, init_error_code);
let pause_label: &str = if game.get_running().get() {
"Pause"
} else {
"Resume"
};
html! {
div {
div {
class: c_game_stats_bar()
span {
class: c_game_stats_label()
"FPS: "
span {
class: c_game_stats_fps_value()
fps_display
}
}
span {
class: c_game_stats_label()
"Balls: "
span {
class: c_game_stats_count_value()
ball_count
}
}
span {
class: c_game_stats_label()
"Total: "
span {
class: c_game_stats_total_value()
total
}
}
span {
class: c_game_stats_label()
"Status: "
span {
class: c_game_stats_count_value()
status_text
}
}
}
div {
class: if { web_gpu_fullscreen.get() } {
c_game_container_fullscreen()
} else {
c_game_canvas_wrapper()
}
div {
class: c_game_fullscreen_canvas_wrapper()
div {
class: c_game_fullscreen_canvas_letterbox()
canvas {
id: GAME_2D_WEBGPU_CANVAS_ID
class: if { web_gpu_fullscreen.get() } {
c_game_2d_canvas_fullscreen()
} else {
c_game_2d_canvas()
}
onclick: on_canvas_click
ontouchstart: on_canvas_touch
}
if { !state.get_loaded().get() } {
canvas {
id: GAME_2D_WEBGPU_LOADING_CANVAS_ID
class: c_game_loading_overlay()
}
}
}
}
if { web_gpu_fullscreen.get() } {
div {
class: c_game_fullscreen_toolbar()
euv_button {
variant: EuvButtonVariant::Primary
label: "Exit"
onclick: game_2d_on_exit_fullscreen(web_gpu_fullscreen)
}
}
}
}
div {
class: c_button_controls()
euv_button {
variant: EuvButtonVariant::Primary
label: pause_label
onclick: on_toggle_pause
}
euv_button {
variant: EuvButtonVariant::Primary
label: "Clear"
onclick: on_clear
}
euv_button {
variant: EuvButtonVariant::Primary
label: "Enter Fullscreen"
onclick: game_2d_on_enter_fullscreen(fullscreen, web_gpu_fullscreen)
}
}
}
}
}
fn webgl_status_text(loaded: bool, active: bool, init_error_code: &str) -> &'static str {
if !loaded {
return "Initializing...";
}
if active {
return "WebGL Active";
}
if init_error_code.is_empty() {
"WebGL not supported"
} else {
"WebGL init failed"
}
}
fn game_2d_webgl_tab(state: UseGame2DWebGl, fullscreen: UseGame2DFullscreen) -> VirtualNode {
let game: UseGame2D = use_game_2d_state();
let web_gl_fullscreen: Signal<bool> = fullscreen.get_web_gl();
let balls_store: Signal<BallStore> = App::use_signal(|| {
let balls: Rc<RefCell<Vec<Ball>>> = Rc::new(RefCell::new(Vec::new()));
balls
.borrow_mut()
.push(create_ball(Vector2D::new(GAME_2D_CANVAS_WIDTH * 0.5, 50.0)));
balls.borrow_mut().push(create_ball(Vector2D::new(
GAME_2D_CANVAS_WIDTH * 0.3,
100.0,
)));
balls
.borrow_mut()
.push(create_ball(Vector2D::new(GAME_2D_CANVAS_WIDTH * 0.7, 80.0)));
balls
.borrow_mut()
.push(create_ball(Vector2D::new(GAME_2D_CANVAS_WIDTH * 0.2, 60.0)));
BallStore(balls)
});
let balls: Rc<RefCell<Vec<Ball>>> = balls_store.get().0;
let canvas_cache: CanvasCache =
App::use_signal(|| CanvasCache(Rc::new(RefCell::new(None)))).get();
let loop_started: Signal<bool> = state.get_loop_started();
if !loop_started.get() {
loop_started.set(true);
game.get_ball_count().set(balls.borrow().len());
game.get_total_spawned().set(balls.borrow().len());
start_game_2d_webgl_loop(state, game, balls.clone(), canvas_cache.clone());
}
let on_canvas_click: Option<Rc<dyn Fn(Event)>> =
game_2d_on_spawn_ball(game, balls.clone(), canvas_cache.clone());
let on_canvas_touch: Option<Rc<dyn Fn(Event)>> =
game_2d_on_touch_spawn_ball(game, balls.clone(), canvas_cache.clone());
let on_toggle_pause: Option<Rc<dyn Fn(Event)>> = game_2d_on_toggle_pause(game);
let on_clear: Option<Rc<dyn Fn(Event)>> = game_2d_on_clear(game, balls.clone());
let fps_display: String = format!("{:.1}", state.get_fps().get());
let ball_count: usize = game.get_ball_count().get();
let total: usize = game.get_total_spawned().get();
let loaded: bool = state.get_loaded().get();
let active: bool = state.get_active().get();
let init_error_code: &str = state.get_init_error_code().get();
let status_text: &str = webgl_status_text(loaded, active, init_error_code);
let pause_label: &str = if game.get_running().get() {
"Pause"
} else {
"Resume"
};
html! {
div {
div {
class: c_game_stats_bar()
span {
class: c_game_stats_label()
"FPS: "
span {
class: c_game_stats_fps_value()
fps_display
}
}
span {
class: c_game_stats_label()
"Balls: "
span {
class: c_game_stats_count_value()
ball_count
}
}
span {
class: c_game_stats_label()
"Total: "
span {
class: c_game_stats_total_value()
total
}
}
span {
class: c_game_stats_label()
"Status: "
span {
class: c_game_stats_count_value()
status_text
}
}
}
div {
class: if { web_gl_fullscreen.get() } {
c_game_container_fullscreen()
} else {
c_game_canvas_wrapper()
}
div {
class: c_game_fullscreen_canvas_wrapper()
div {
class: c_game_fullscreen_canvas_letterbox()
canvas {
id: GAME_2D_WEBGL_CANVAS_ID
class: if { web_gl_fullscreen.get() } {
c_game_2d_canvas_fullscreen()
} else {
c_game_2d_canvas()
}
onclick: on_canvas_click
ontouchstart: on_canvas_touch
}
if { !state.get_loaded().get() } {
canvas {
id: GAME_2D_WEBGL_LOADING_CANVAS_ID
class: c_game_loading_overlay()
}
}
}
}
if { web_gl_fullscreen.get() } {
div {
class: c_game_fullscreen_toolbar()
euv_button {
variant: EuvButtonVariant::Primary
label: "Exit"
onclick: game_2d_on_exit_fullscreen(web_gl_fullscreen)
}
}
}
}
div {
class: c_button_controls()
euv_button {
variant: EuvButtonVariant::Primary
label: pause_label
onclick: on_toggle_pause
}
euv_button {
variant: EuvButtonVariant::Primary
label: "Clear"
onclick: on_clear
}
euv_button {
variant: EuvButtonVariant::Primary
label: "Enter Fullscreen"
onclick: game_2d_on_enter_fullscreen(fullscreen, web_gl_fullscreen)
}
}
}
}
}