1use lotus_engine::*;
7use std::time::Duration;
8use rand::{rngs::ThreadRng, Rng};
9
10#[derive(Clone, Component)]
11pub struct Player();
12
13#[derive(Clone, Component)]
14pub struct LittleBall();
15
16#[derive(Clone, Component)]
17pub struct Target();
18
19#[derive(Clone, Component)]
20pub struct Border();
21
22#[derive(Clone, Resource)]
23pub struct LittleBallRespawnTimer(Timer);
24
25impl LittleBallRespawnTimer {
26 pub fn new() -> Self {
27 return Self(Timer::new(TimerType::Repeat, Duration::new(2, 0)));
28 }
29}
30
31#[derive(Clone, Resource)]
32pub struct NextState(pub GameState);
33
34impl Default for NextState {
35 fn default() -> Self {
36 return Self(GameState::Stopped);
37 }
38}
39
40#[derive(Clone, PartialEq, Debug)]
41pub enum GameState {
42 Running,
43 Stopped
44}
45
46your_game!(
47 WindowConfiguration {
48 icon_path: "textures/lotus_pink_256x256.png".to_string(),
49 title: "Breakout Game :)".to_string(),
50 background_color: Some(Color::LIGHTGRAY),
51 background_image_path: None,
52 width: 725.0,
53 height: 695.0,
54 position_x: 200.0,
55 position_y: 150.0,
56 resizable: false,
57 decorations: true,
58 transparent: false,
59 active: true,
60 enabled_buttons: WindowButtons::CLOSE | WindowButtons::MINIMIZE,
61 ..Default::default()
62 },
63 setup,
64 update
65);
66
67fn setup(context: &mut Context) {
68 let player: Shape = Shape::new(Orientation::Horizontal, GeometryType::Rectangle, Color::PURPLE);
69 let little_ball: Shape = Shape::new(Orientation::Horizontal, GeometryType::Circle(Circle::new(64, 0.2)), Color::BLACK);
70 let start_text: Text = Text::new(
71 &mut context.render_state,
72 Font::new(Fonts::RobotoMonoItalic.get_path(), 40.0),
73 Position::new(Vector2::new(298.0, 380.0), Strategy::Pixelated),
74 Color::BLACK,
75 "> enter <".to_string()
76 );
77
78 let mut thread_rng: ThreadRng = rand::rng();
79 let random_direction: bool = thread_rng.random_bool(1.0 / 3.0);
80
81 let velocity_x: f32 = if random_direction {
82 1.2
83 } else {
84 -1.2
85 };
86
87 context.commands.add_resources(vec![
88 Box::new(LittleBallRespawnTimer::new()),
89 Box::new(NextState::default())
90 ]);
91 context.commands.spawn(vec![Box::new(start_text)]);
92
93 context.commands.spawn(
94 vec![
95 Box::new(player),
96 Box::new(Player()),
97 Box::new(Transform::new(
98 Position::new(Vector2::new(0.0, -0.85), Strategy::Normalized),
99 0.0,
100 Vector2::new(0.15, 0.10)
101 )),
102 Box::new(Velocity::new(Vector2::new(2.0, 2.0))),
103 Box::new(Collision::new(Collider::new_simple(GeometryType::Rectangle)))
104 ]
105 );
106
107 context.commands.spawn(
108 vec![
109 Box::new(little_ball),
110 Box::new(LittleBall()),
111 Box::new(Transform::new(
112 Position::new(Vector2::new(0.0, -0.5), Strategy::Normalized),
113 0.0,
114 Vector2::new(0.10, 0.10)
115 )),
116 Box::new(Velocity::new(Vector2::new(velocity_x, -0.5))),
117 Box::new(Collision::new(Collider::new_simple(GeometryType::Square)))
118 ]
119 );
120
121 spawn_border(context, Vector2::new(1.05, 0.0));
122 spawn_border(context, Vector2::new(-1.05, 0.0));
123 spawn_targets(context);
124}
125
126fn update(context: &mut Context) {
127 let input: Input = {
128 let input_ref: ResourceRefMut<'_, Input> = context.world.get_resource_mut::<Input>().unwrap();
129 input_ref.clone()
130 };
131 let is_hover: bool = input.mouse_position.x >= 298.0 && (input.mouse_position.y > 380.0 && input.mouse_position.y < 416.0);
132
133 if
134 input.is_key_released(KeyCode::Enter) ||
135 (input.is_mouse_button_released(MouseButton::Left) && is_hover)
136 {
137 let mut next_state: ResourceRefMut<'_, NextState> = context.world.get_resource_mut::<NextState>().unwrap();
138 next_state.0 = GameState::Running;
139
140 let mut query: Query = Query::new(&context.world).with::<Text>();
141 if let Some(entity) = query.entities_with_components().unwrap().first() {
142 context.commands.despawn(entity.clone());
143 }
144 }
145
146 if context.world.get_resource::<NextState>().unwrap().0 == GameState::Running {
147 let mut player_query: Query = Query::new(&context.world).with::<Player>();
148 let player_entity: Entity = player_query.entities_with_components().unwrap().first().unwrap().clone();
149
150 let mut little_ball_query: Query = Query::new(&context.world).with::<LittleBall>();
151 let little_ball_entity: Entity = little_ball_query.entities_with_components().unwrap().first().unwrap().clone();
152
153 let mut thread_rng: ThreadRng = rand::rng();
154 let random_factor: f32 = thread_rng.random_range(-0.5..0.5);
155
156 move_player(context, input, player_entity);
157 move_little_ball(context, little_ball_entity);
158 check_player_little_ball_collision(context, player_entity, little_ball_entity, random_factor);
159 check_little_ball_borders_collision(context, little_ball_entity, random_factor);
160 check_litte_ball_targets_collision(context, little_ball_entity, random_factor);
161 respawn_little_ball_after_outbounds(context, little_ball_entity);
162 }
163}
164
165fn spawn_border(context: &mut Context, position: Vector2<f32>) {
166 let border: Shape = Shape::new(Orientation::Vertical, GeometryType::Rectangle, Color::CYAN);
167
168 context.commands.spawn(
169 vec![
170 Box::new(border),
171 Box::new(Border()),
172 Box::new(Transform::new(
173 Position::new(position, Strategy::Normalized),
174 0.0,
175 Vector2::new(0.01, context.window_configuration.height as f32)
176 )),
177 Box::new(Collision::new(Collider::new_simple(GeometryType::Rectangle)))
178 ]
179 );
180}
181
182fn spawn_targets(context: &mut Context) {
183 let width: f32 = 0.15;
184 let height: f32 = 0.10;
185
186 let rows: i32 = 8;
187 let columns: i32 = 10;
188 let spacing_x: f32 = 0.09;
189 let spacing_y: f32 = 0.02;
190
191 let start_x: f32 = -(columns as f32 * (width + spacing_x)) / 2.0;
192 let start_y: f32 = 1.0 - 0.1;
193
194 for row in 0..rows {
195 for column in 0..columns {
196 let x: f32 = start_x + column as f32 * (width + spacing_x);
197 let y: f32 = start_y - row as f32 * (height + spacing_y);
198
199 let mut color: Color = Color::RED;
200
201 if row == 2 || row == 3 {
202 color = Color::ORANGE;
203 } else if row == 4 || row == 5 {
204 color = Color::GREEN;
205 } else if row == 6 || row == 7 {
206 color = Color::YELLOW;
207 }
208
209 context.commands.spawn(
210 vec![
211 Box::new(Shape::new(Orientation::Horizontal, GeometryType::Rectangle, color)),
212 Box::new(Target()),
213 Box::new(Transform::new(
214 Position::new(Vector2::new(x, y), Strategy::Normalized),
215 0.0,
216 Vector2::new(width, height)
217 )),
218 Box::new(Collision::new(Collider::new_simple(GeometryType::Rectangle))),
219 ]
220 );
221 }
222 }
223}
224
225fn move_player(context: &mut Context, input: Input, player_entity: Entity) {
226 let mut player_transform: ComponentRefMut<'_, Transform> = context.world.get_entity_component_mut(&player_entity).unwrap();
227 let player_velocity: ComponentRef<'_, Velocity> = context.world.get_entity_component(&player_entity).unwrap();
228
229 if input.is_key_pressed(KeyCode::ArrowRight) {
230 let x: f32 = player_transform.position.x + player_velocity.x * context.delta;
231 player_transform.set_position_x(&context.render_state, x);
232 } else if input.is_key_pressed(KeyCode::ArrowLeft) {
233 let x: f32 = player_transform.position.x - player_velocity.x * context.delta;
234 player_transform.set_position_x(&context.render_state, x);
235 }
236}
237
238fn move_little_ball(context: &mut Context, little_ball_entity: Entity) {
239 let mut little_ball_transform: ComponentRefMut<'_, Transform> = context.world.get_entity_component_mut::<Transform>(&little_ball_entity).unwrap();
240 let little_ball_velocity: ComponentRef<'_, Velocity> = context.world.get_entity_component::<Velocity>(&little_ball_entity).unwrap();
241
242 let new_position: Vector2<f32> = little_ball_transform.position.to_vec() + little_ball_velocity.to_vec() * context.delta;
243 little_ball_transform.set_position(&context.render_state, new_position);
244}
245
246fn check_player_little_ball_collision(context: &mut Context, player_entity: Entity, little_ball_entity: Entity, random_factor: f32) {
247 let mut little_ball_transform: ComponentRefMut<'_, Transform> = context.world.get_entity_component_mut::<Transform>(&little_ball_entity).unwrap();
248 let mut little_ball_velocity: ComponentRefMut<'_, Velocity> = context.world.get_entity_component_mut::<Velocity>(&little_ball_entity).unwrap();
249 let little_ball_collision: ComponentRef<'_, Collision> = context.world.get_entity_component::<Collision>(&little_ball_entity).unwrap();
250
251 let player_collision: ComponentRef<'_, Collision> = context.world.get_entity_component::<Collision>(&player_entity).unwrap();
252
253 if Collision::check(CollisionAlgorithm::Aabb, &player_collision, &little_ball_collision) {
254 let velocity_magnitude: f32 = little_ball_velocity.to_vec().magnitude();
255 let collision_point: f32 = (
256 (little_ball_collision.collider.position.x - player_collision.collider.position.x) /
257 (player_collision.collider.scale.x * 0.5)
258 ).clamp(-1.0, 1.0);
259
260 let mut new_direction: Vector2<f32> = Vector2::new(
261 collision_point * 1.5,
262 1.0 - collision_point.abs() * 0.3
263 ).normalize();
264
265 new_direction.x += random_factor * 0.15;
266 new_direction = new_direction.normalize();
267
268 little_ball_velocity.x = new_direction.x * velocity_magnitude;
269 little_ball_velocity.y = new_direction.y * velocity_magnitude;
270 little_ball_transform.position.y += 0.03;
271 }
272}
273
274fn check_little_ball_borders_collision(context: &mut Context, little_ball_entity: Entity, random_factor: f32) {
275 let mut border_query: Query = Query::new(&context.world).with::<Border>();
276 let borders_entities: Vec<Entity> = border_query.entities_with_components().unwrap();
277
278 let mut little_ball_transform: ComponentRefMut<'_, Transform> = context.world.get_entity_component_mut::<Transform>(&little_ball_entity).unwrap();
279 let mut little_ball_velocity: ComponentRefMut<'_, Velocity> = context.world.get_entity_component_mut::<Velocity>(&little_ball_entity).unwrap();
280 let little_ball_collision: ComponentRef<'_, Collision> = context.world.get_entity_component::<Collision>(&little_ball_entity).unwrap();
281
282 for border in &borders_entities {
283 let border_collision: ComponentRef<'_, Collision> = context.world.get_entity_component::<Collision>(border).unwrap();
284
285 if Collision::check(CollisionAlgorithm::Aabb, &little_ball_collision, &border_collision) {
286 let velocity_magnitude: f32 = little_ball_velocity.to_vec().magnitude();
287 let collision_normal: Vector2<f32> = if border_collision.collider.position.x > 0.0 {
288 Vector2::new(-1.0, 0.0)
289 } else {
290 Vector2::new(1.0, 0.0)
291 };
292
293 let new_direction: Vector2<f32> = (
294 little_ball_velocity.to_vec().normalize() - 2.0 *
295 little_ball_velocity.to_vec().normalize().dot(collision_normal) * collision_normal
296 ).normalize();
297
298 let randomized_direction: Vector2<f32> = Vector2::new(
299 new_direction.x + random_factor * 0.3,
300 new_direction.y
301 ).normalize();
302
303 little_ball_velocity.x = randomized_direction.x * velocity_magnitude;
304 little_ball_velocity.y = randomized_direction.y * velocity_magnitude;
305
306 let collision_offset: Vector2<f32> = collision_normal * 0.02;
307 little_ball_transform.position.x += collision_offset.x;
308 }
309 }
310}
311
312fn check_litte_ball_targets_collision(context: &mut Context, little_ball_entity: Entity, random_factor: f32) {
313 let mut targets_query: Query = Query::new(&context.world).with::<Target>();
314 let targets_entities: Vec<Entity> = targets_query.entities_with_components().unwrap();
315
316 let mut little_ball_transform: ComponentRefMut<'_, Transform> = context.world.get_entity_component_mut::<Transform>(&little_ball_entity).unwrap();
317 let mut little_ball_velocity: ComponentRefMut<'_, Velocity> = context.world.get_entity_component_mut::<Velocity>(&little_ball_entity).unwrap();
318 let little_ball_collision: ComponentRef<'_, Collision> = context.world.get_entity_component::<Collision>(&little_ball_entity).unwrap();
319
320 for target in &targets_entities {
321 let target_collision: ComponentRef<'_, Collision> = context.world.get_entity_component::<Collision>(target).unwrap();
322
323 if Collision::check(CollisionAlgorithm::Aabb, &little_ball_collision, &target_collision) {
324 let velocity_magnitude: f32 = little_ball_velocity.to_vec().magnitude();
325 let impact_vector: Vector2<f32> = (target_collision.collider.position - little_ball_collision.collider.position).normalize();
326
327 let mut new_direction: Vector2<f32> = Vector2::new(
328 -impact_vector.x * 0.8 + random_factor * 0.2,
329 -impact_vector.y * 0.8 + random_factor * 0.2
330 ).normalize();
331
332 new_direction.y = new_direction.y.signum() * new_direction.y.abs().max(0.3);
333
334 little_ball_velocity.x = new_direction.x * velocity_magnitude;
335 little_ball_velocity.y = new_direction.y * velocity_magnitude;
336
337 little_ball_transform.position.x -= impact_vector.x * 0.05;
338 little_ball_transform.position.y -= impact_vector.y * 0.05;
339 context.commands.despawn(target.clone());
340 }
341 }
342}
343
344fn respawn_little_ball_after_outbounds(context: &mut Context, little_ball_entity: Entity) {
345 let mut litte_ball_transform: ComponentRefMut<'_, Transform> = context.world.get_entity_component_mut::<Transform>(&little_ball_entity).unwrap();
346 let position_default: Vector2<f32> = Vector2::new(0.0, -0.25);
347
348 if litte_ball_transform.position.y < -1.0 {
349 let mut little_ball_respawn_timer: ResourceRefMut<'_, LittleBallRespawnTimer> = context.world.get_resource_mut::<LittleBallRespawnTimer>().unwrap();
350 little_ball_respawn_timer.0.tick(context.delta);
351
352 if little_ball_respawn_timer.0.is_finished() {
353 litte_ball_transform.set_position(&context.render_state, position_default);
354 }
355 }
356}