use lotus_engine::*;
use rand::{rng, rngs::ThreadRng, Rng};
#[derive(Clone, Component)]
struct Object();
#[derive(Clone, Component)]
struct Border();
your_game!(
WindowConfiguration::default(),
setup,
update
);
fn setup(context: &mut Context) {
let circle: Circle = Circle::new(64, 0.5);
let red_object: Shape = Shape::new(Orientation::Horizontal, GeometryType::Circle(circle.clone()), Color::RED);
let blue_object: Shape = Shape::new(Orientation::Horizontal, GeometryType::Circle(circle.clone()), Color::BLUE);
context.commands.spawn(
vec![
Box::new(red_object),
Box::new(Object()),
Box::new(Transform::new(
Position::new(Vector2::new(0.0, 0.0), Strategy::Normalized),
0.0,
Vector2::new(0.30, 0.30)
)),
Box::new(Velocity::new(Vector2::new(0.45, 0.45))),
Box::new(Collision::new(Collider::new_simple(GeometryType::Square)))
]
);
context.commands.spawn(
vec![
Box::new(blue_object),
Box::new(Object()),
Box::new(Transform::new(
Position::new(Vector2::new(-0.45, 0.0), Strategy::Normalized),
0.0,
Vector2::new(0.30, 0.30)
)),
Box::new(Velocity::new(Vector2::new(0.45, 0.45))),
Box::new(Collision::new(Collider::new_simple(GeometryType::Square)))
]
);
spawn_border(context, Orientation::Horizontal, Vector2::new(0.0, -1.), Vector2::new(context.window_configuration.width as f32, 0.01));
spawn_border(context, Orientation::Horizontal, Vector2::new(0.0, 1.), Vector2::new(context.window_configuration.width as f32, 0.01));
spawn_border(context, Orientation::Vertical, Vector2::new(1.35, 0.), Vector2::new(0.01, context.window_configuration.height as f32));
spawn_border(context, Orientation::Vertical, Vector2::new(-1.35, 0.), Vector2::new(0.01, context.window_configuration.height as f32));
}
fn update(context: &mut Context) {
let mut query: Query = Query::new(&context.world).with::<Object>();
let entities: Vec<Entity> = query.entities_with_components().unwrap();
check_border_collision(context, &entities);
check_object_collision(context, &entities);
move_objects(context, &entities);
}
fn spawn_border(context: &mut Context, orientation: Orientation, position: Vector2<f32>, scale: Vector2<f32>) {
let border: Shape = Shape::new(orientation, GeometryType::Rectangle, Color::WHITE);
context.commands.spawn(
vec![
Box::new(border),
Box::new(Border()),
Box::new(Transform::new(
Position::new(position, Strategy::Normalized),
0.0,
scale
)),
Box::new(Collision::new(Collider::new_simple(GeometryType::Rectangle)))
]
);
}
fn check_border_collision(context: &mut Context, entities: &Vec<Entity>) {
let mut border_query: Query = Query::new(&context.world).with::<Border>();
let borders: Vec<Entity> = border_query.entities_with_components().unwrap();
for entity in entities {
let mut velocity: ComponentRefMut<'_, Velocity> = context.world.get_entity_component_mut::<Velocity>(entity).unwrap();
let collision: ComponentRef<'_, Collision> = context.world.get_entity_component::<Collision>(entity).unwrap();
for border in &borders {
let border_collision: ComponentRef<'_, Collision> = context.world.get_entity_component::<Collision>(&border).unwrap();
if Collision::check(CollisionAlgorithm::Aabb, &collision, &border_collision) {
let border_transform: ComponentRef<'_, Transform> = context.world.get_entity_component::<Transform>(&border).unwrap();
if border_transform.position.x.abs() < border_transform.position.y.abs() {
velocity.y *= -1.0;
} else {
velocity.x *= -1.0;
}
break;
}
}
}
}
fn check_object_collision(context: &mut Context, entities: &Vec<Entity>) {
for (index, entity) in entities.iter().enumerate() {
let mut velocity: ComponentRefMut<'_, Velocity> = context.world.get_entity_component_mut::<Velocity>(entity).unwrap();
let collision: ComponentRef<'_, Collision> = context.world.get_entity_component::<Collision>(entity).unwrap();
if let Some(next_entity) = entities.get(index + 1) {
let mut next_entity_velocity: ComponentRefMut<'_, Velocity> = context.world.get_entity_component_mut::<Velocity>(next_entity).unwrap();
let next_entity_collision: ComponentRef<'_, Collision> = context.world.get_entity_component::<Collision>(next_entity).unwrap();
if Collision::check(CollisionAlgorithm::Aabb, &collision, &next_entity_collision) {
let mut thread_rng: ThreadRng = rng();
let random_angle: f32 = thread_rng.random_range(0.0..std::f32::consts::TAU);
let new_direction: Vector2<f32> = Vector2::new(random_angle.cos(), random_angle.sin());
let collision_impulse: f32 = 1.5;
velocity.update_values(new_direction * collision_impulse);
next_entity_velocity.update_values(-new_direction * collision_impulse);
}
}
}
}
fn move_objects(context: &mut Context, entities: &Vec<Entity>) {
for entity in entities {
let mut transform: ComponentRefMut<'_, Transform> = context.world.get_entity_component_mut::<Transform>(entity).unwrap();
let velocity: ComponentRef<'_, Velocity> = context.world.get_entity_component::<Velocity>(entity).unwrap();
let new_position: Vector2<f32> = transform.position.to_vec() + velocity.to_vec() * context.delta;
transform.set_position(&context.render_state, new_position);
}
}