sevenx_engine 0.2.11

Engine de jogos 2D/3D completa com suporte Android, física, áudio, partículas, tilemap, UI, eventos e sistema 3D avançado com PBR.
Documentation
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# 🎮 Tutorial Completo - SevenX Engine v0.2.6


## 📚 Índice

1. [Jogo Básico - Quadrado que Move]#1-jogo-básico
2. [Jogo de Plataforma Completo]#2-jogo-de-plataforma
3. [Top-Down com Iluminação]#3-top-down-com-iluminação
4. [Jogo 3D Simples]#4-jogo-3d-simples
5. [Tower Defense com Pathfinding]#5-tower-defense
6. [Puzzle com Efeitos]#6-puzzle-com-efeitos

---

## 1. 🟦 Jogo Básico - Quadrado que Move


### Código Completo


```rust
use sevenx_engine::*;
use sevenx_engine::world::World;

struct MeuJogo {
    player_x: f32,
    player_y: f32,
}

impl GameState for MeuJogo {
    fn new() -> Self {
        Self {
            player_x: 400.0,
            player_y: 300.0,
        }
    }

    fn update(&mut self, dt: f32, input: &InputHandler, _world: &mut World) {
        let speed = 200.0;
        
        if input.is_key_pressed(KeyCode::ArrowUp) {
            self.player_y -= speed * dt;
        }
        if input.is_key_pressed(KeyCode::ArrowDown) {
            self.player_y += speed * dt;
        }
        if input.is_key_pressed(KeyCode::ArrowLeft) {
            self.player_x -= speed * dt;
        }
        if input.is_key_pressed(KeyCode::ArrowRight) {
            self.player_x += speed * dt;
        }
    }

    fn draw(&mut self, _world: &World, frame: &mut [u8]) {
        // Limpa tela
        for pixel in frame.chunks_exact_mut(4) {
            pixel.copy_from_slice(&[40, 40, 60, 255]);
        }

        // Desenha jogador
        let size = 20;
        for y in -size..size {
            for x in -size..size {
                let px = (self.player_x as i32 + x) as usize;
                let py = (self.player_y as i32 + y) as usize;
                
                if px < 800 && py < 600 {
                    let idx = (py * 800 + px) * 4;
                    frame[idx] = 100;
                    frame[idx + 1] = 255;
                    frame[idx + 2] = 100;
                    frame[idx + 3] = 255;
                }
            }
        }
    }
}

fn main() {
    Engine::new().run::<MeuJogo>();
}
```

---

## 2. 🎮 Jogo de Plataforma Completo


```rust
use sevenx_engine::*;
use sevenx_engine::world::World;

struct Plataforma {
    player_x: f32,
    player_y: f32,
    vel_y: f32,
    no_chao: bool,
    plataformas: Vec<(f32, f32, f32, f32)>, // x, y, width, height
}

impl GameState for Plataforma {
    fn new() -> Self {
        Self {
            player_x: 100.0,
            player_y: 100.0,
            vel_y: 0.0,
            no_chao: false,
            plataformas: vec![
                (0.0, 550.0, 800.0, 50.0),      // Chão
                (200.0, 450.0, 150.0, 20.0),    // Plataforma 1
                (400.0, 350.0, 150.0, 20.0),    // Plataforma 2
                (600.0, 250.0, 150.0, 20.0),    // Plataforma 3
            ],
        }
    }

    fn update(&mut self, dt: f32, input: &InputHandler, _world: &mut World) {
        let speed = 200.0;
        let gravidade = 800.0;
        let pulo = -400.0;

        // Movimento horizontal
        if input.is_key_pressed(KeyCode::ArrowLeft) {
            self.player_x -= speed * dt;
        }
        if input.is_key_pressed(KeyCode::ArrowRight) {
            self.player_x += speed * dt;
        }

        // Pulo
        if input.is_key_pressed(KeyCode::Space) && self.no_chao {
            self.vel_y = pulo;
            self.no_chao = false;
        }

        // Gravidade
        self.vel_y += gravidade * dt;
        self.player_y += self.vel_y * dt;

        // Colisão com plataformas
        self.no_chao = false;
        let player_size = 20.0;

        for (px, py, pw, ph) in &self.plataformas {
            if self.player_x + player_size > *px
                && self.player_x - player_size < px + pw
                && self.player_y + player_size > *py
                && self.player_y - player_size < py + ph
            {
                if self.vel_y > 0.0 {
                    self.player_y = py - player_size;
                    self.vel_y = 0.0;
                    self.no_chao = true;
                }
            }
        }

        // Limites da tela
        self.player_x = self.player_x.clamp(20.0, 780.0);
    }

    fn draw(&mut self, _world: &World, frame: &mut [u8]) {
        // Céu
        for pixel in frame.chunks_exact_mut(4) {
            pixel.copy_from_slice(&[100, 150, 255, 255]);
        }

        // Plataformas
        for (px, py, pw, ph) in &self.plataformas {
            for y in 0..*ph as i32 {
                for x in 0..*pw as i32 {
                    let screen_x = (*px as i32 + x) as usize;
                    let screen_y = (*py as i32 + y) as usize;
                    
                    if screen_x < 800 && screen_y < 600 {
                        let idx = (screen_y * 800 + screen_x) * 4;
                        frame[idx] = 100;
                        frame[idx + 1] = 50;
                        frame[idx + 2] = 0;
                        frame[idx + 3] = 255;
                    }
                }
            }
        }

        // Jogador
        let size = 20;
        for y in -size..size {
            for x in -size..size {
                let px = (self.player_x as i32 + x) as usize;
                let py = (self.player_y as i32 + y) as usize;
                
                if px < 800 && py < 600 {
                    let idx = (py * 800 + px) * 4;
                    frame[idx] = 255;
                    frame[idx + 1] = 100;
                    frame[idx + 2] = 100;
                    frame[idx + 3] = 255;
                }
            }
        }
    }
}

fn main() {
    Engine::new().run::<Plataforma>();
}
```

---

## 3. 💡 Top-Down com Iluminação (v0.2.6)


```rust
use sevenx_engine::*;
use sevenx_engine::world::World;

struct TopDown {
    player_x: f32,
    player_y: f32,
    lighting: LightingSystem,
    torch_light: usize,
    enemies: Vec<(f32, f32)>,
}

impl GameState for TopDown {
    fn new() -> Self {
        let mut lighting = LightingSystem::new();
        lighting.set_ambient(10, 10, 20, 0.1);

        let torch = Light::point(400.0, 300.0, 180.0)
            .with_color(255, 200, 100)
            .with_intensity(1.0);
        let torch_light = lighting.add_light(torch);

        Self {
            player_x: 400.0,
            player_y: 300.0,
            lighting,
            torch_light,
            enemies: vec![
                (200.0, 200.0),
                (600.0, 400.0),
                (300.0, 500.0),
            ],
        }
    }

    fn update(&mut self, dt: f32, input: &InputHandler, _world: &mut World) {
        let speed = 150.0;

        if input.is_key_pressed(KeyCode::KeyW) {
            self.player_y -= speed * dt;
        }
        if input.is_key_pressed(KeyCode::KeyS) {
            self.player_y += speed * dt;
        }
        if input.is_key_pressed(KeyCode::KeyA) {
            self.player_x -= speed * dt;
        }
        if input.is_key_pressed(KeyCode::KeyD) {
            self.player_x += speed * dt;
        }

        // Atualiza luz
        self.lighting.lights[self.torch_light].position = (self.player_x, self.player_y);

        // Move inimigos em direção ao jogador
        for (ex, ey) in &mut self.enemies {
            let dx = self.player_x - *ex;
            let dy = self.player_y - *ey;
            let dist = (dx * dx + dy * dy).sqrt();
            
            if dist > 50.0 {
                *ex += (dx / dist) * 50.0 * dt;
                *ey += (dy / dist) * 50.0 * dt;
            }
        }
    }

    fn draw(&mut self, _world: &World, frame: &mut [u8]) {
        let width = 800;
        let height = 600;

        // Desenha chão com iluminação
        for y in 0..height {
            for x in 0..width {
                let idx = ((y * width + x) * 4) as usize;
                let base = [40, 40, 40, 255];
                let lit = self.lighting.apply_lighting(x as f32, y as f32, base);
                frame[idx..idx + 4].copy_from_slice(&lit);
            }
        }

        // Desenha inimigos
        for (ex, ey) in &self.enemies {
            for dy in -8..8 {
                for dx in -8..8 {
                    if dx * dx + dy * dy <= 64 {
                        let px = (*ex as i32 + dx) as usize;
                        let py = (*ey as i32 + dy) as usize;
                        
                        if px < width as usize && py < height as usize {
                            let idx = (py * width as usize + px) * 4;
                            frame[idx] = 255;
                            frame[idx + 1] = 50;
                            frame[idx + 2] = 50;
                            frame[idx + 3] = 255;
                        }
                    }
                }
            }
        }

        // Desenha jogador
        for dy in -10..10 {
            for dx in -10..10 {
                if dx * dx + dy * dy <= 100 {
                    let px = (self.player_x as i32 + dx) as usize;
                    let py = (self.player_y as i32 + dy) as usize;
                    
                    if px < width as usize && py < height as usize {
                        let idx = (py * width as usize + px) * 4;
                        frame[idx] = 100;
                        frame[idx + 1] = 255;
                        frame[idx + 2] = 100;
                        frame[idx + 3] = 255;
                    }
                }
            }
        }
    }
}

fn main() {
    Engine::new().run::<TopDown>();
}
```

---

## 4. 🎲 Jogo 3D Simples (v0.2.6)


```rust
use sevenx_engine::*;
use sevenx_engine::world::World;

struct Jogo3D {
    renderer3d: Renderer3D,
    cubes: Vec<Mesh3D>,
    player_angle: f32,
    camera_distance: f32,
}

impl GameState for Jogo3D {
    fn new() -> Self {
        let mut renderer3d = Renderer3D::new(800, 600);
        renderer3d.camera.position = Vec3::new(0.0, 3.0, 10.0);
        renderer3d.camera.look_at(Vec3::zero());

        // Cria vários cubos
        let mut cubes = Vec::new();
        for i in 0..5 {
            let mut cube = Mesh3D::cube(1.5);
            cube.position = Vec3::new(
                (i as f32 - 2.0) * 3.0,
                0.0,
                0.0,
            );
            cubes.push(cube);
        }

        Self {
            renderer3d,
            cubes,
            player_angle: 0.0,
            camera_distance: 10.0,
        }
    }

    fn update(&mut self, dt: f32, input: &InputHandler, _world: &mut World) {
        // Rotaciona cubos
        for (i, cube) in self.cubes.iter_mut().enumerate() {
            cube.rotation.y += dt * (1.0 + i as f32 * 0.2);
            cube.rotation.x += dt * 0.5;
        }

        // Controla câmera
        if input.is_key_pressed(KeyCode::ArrowLeft) {
            self.player_angle += 2.0 * dt;
        }
        if input.is_key_pressed(KeyCode::ArrowRight) {
            self.player_angle -= 2.0 * dt;
        }
        if input.is_key_pressed(KeyCode::ArrowUp) {
            self.camera_distance -= 5.0 * dt;
        }
        if input.is_key_pressed(KeyCode::ArrowDown) {
            self.camera_distance += 5.0 * dt;
        }

        self.camera_distance = self.camera_distance.clamp(5.0, 20.0);

        // Atualiza posição da câmera
        self.renderer3d.camera.position = Vec3::new(
            self.player_angle.sin() * self.camera_distance,
            3.0,
            self.player_angle.cos() * self.camera_distance,
        );
        self.renderer3d.camera.look_at(Vec3::zero());
    }

    fn draw(&mut self, _world: &World, frame: &mut [u8]) {
        // Céu gradiente
        for y in 0..600 {
            for x in 0..800 {
                let idx = (y * 800 + x) * 4;
                let gradient = (y as f32 / 600.0 * 100.0) as u8;
                frame[idx] = 20 + gradient / 2;
                frame[idx + 1] = 20 + gradient / 2;
                frame[idx + 2] = 40 + gradient;
                frame[idx + 3] = 255;
            }
        }

        // Renderiza cubos 3D
        for cube in &self.cubes {
            self.renderer3d.render_mesh(cube, frame, 800, 600);
        }
    }
}

fn main() {
    let config = EngineConfig::default()
        .with_title("Jogo 3D - Use Setas")
        .with_size(800, 600);
    
    Engine::with_config(config).run::<Jogo3D>();
}
```

---

## 5. 🗼 Tower Defense com Pathfinding (v0.2.6)


```rust
use sevenx_engine::*;
use sevenx_engine::world::World;

struct TowerDefense {
    pathfinder: Pathfinder,
    enemies: Vec<Enemy>,
    towers: Vec<(i32, i32)>,
    spawn_timer: f32,
    cell_size: i32,
}

struct Enemy {
    pos: GridPos,
    path: Vec<GridPos>,
    path_index: usize,
    move_timer: f32,
}

impl GameState for TowerDefense {
    fn new() -> Self {
        let mut pathfinder = Pathfinder::new(40, 30);
        
        // Cria caminho com obstáculos
        for y in 5..25 {
            pathfinder.add_obstacle(20, y);
        }
        for x in 5..20 {
            pathfinder.add_obstacle(x, 15);
        }

        Self {
            pathfinder,
            enemies: Vec::new(),
            towers: vec![(10, 10), (30, 20)],
            spawn_timer: 0.0,
            cell_size: 20,
        }
    }

    fn update(&mut self, dt: f32, _input: &InputHandler, _world: &mut World) {
        // Spawn inimigos
        self.spawn_timer += dt;
        if self.spawn_timer > 2.0 {
            self.spawn_timer = 0.0;
            
            let start = GridPos::new(0, 15);
            let goal = GridPos::new(39, 15);
            
            if let Some(path) = self.pathfinder.find_path(start, goal) {
                self.enemies.push(Enemy {
                    pos: start,
                    path,
                    path_index: 0,
                    move_timer: 0.0,
                });
            }
        }

        // Move inimigos
        for enemy in &mut self.enemies {
            enemy.move_timer += dt;
            if enemy.move_timer > 0.3 && enemy.path_index < enemy.path.len() - 1 {
                enemy.move_timer = 0.0;
                enemy.path_index += 1;
                enemy.pos = enemy.path[enemy.path_index];
            }
        }

        // Remove inimigos que chegaram ao fim
        self.enemies.retain(|e| e.path_index < e.path.len() - 1);
    }

    fn draw(&mut self, _world: &World, frame: &mut [u8]) {
        let width = 800;

        // Limpa tela
        for pixel in frame.chunks_exact_mut(4) {
            pixel.copy_from_slice(&[40, 80, 40, 255]);
        }

        // Desenha grid
        for y in 0..self.pathfinder.grid_height {
            for x in 0..self.pathfinder.grid_width {
                let pos = GridPos::new(x, y);
                let px = x * self.cell_size;
                let py = y * self.cell_size;

                let color = if self.pathfinder.obstacles.contains(&pos) {
                    [100, 50, 50, 255]
                } else {
                    [60, 100, 60, 255]
                };

                for dy in 1..(self.cell_size - 1) {
                    for dx in 1..(self.cell_size - 1) {
                        let sx = (px + dx) as usize;
                        let sy = (py + dy) as usize;
                        if sx < width as usize && sy < 600 {
                            let idx = (sy * width as usize + sx) * 4;
                            frame[idx..idx + 4].copy_from_slice(&color);
                        }
                    }
                }
            }
        }

        // Desenha torres
        for (tx, ty) in &self.towers {
            let px = tx * self.cell_size;
            let py = ty * self.cell_size;
            
            for dy in 0..self.cell_size {
                for dx in 0..self.cell_size {
                    let sx = (px + dx) as usize;
                    let sy = (py + dy) as usize;
                    if sx < width as usize && sy < 600 {
                        let idx = (sy * width as usize + sx) * 4;
                        frame[idx] = 100;
                        frame[idx + 1] = 100;
                        frame[idx + 2] = 255;
                        frame[idx + 3] = 255;
                    }
                }
            }
        }

        // Desenha inimigos
        for enemy in &self.enemies {
            let px = enemy.pos.x * self.cell_size + self.cell_size / 2;
            let py = enemy.pos.y * self.cell_size + self.cell_size / 2;
            
            for dy in -6..6 {
                for dx in -6..6 {
                    if dx * dx + dy * dy <= 36 {
                        let sx = (px + dx) as usize;
                        let sy = (py + dy) as usize;
                        if sx < width as usize && sy < 600 {
                            let idx = (sy * width as usize + sx) * 4;
                            frame[idx] = 255;
                            frame[idx + 1] = 50;
                            frame[idx + 2] = 50;
                            frame[idx + 3] = 255;
                        }
                    }
                }
            }
        }
    }
}

fn main() {
    let config = EngineConfig::default()
        .with_title("Tower Defense")
        .with_size(800, 600);
    
    Engine::with_config(config).run::<TowerDefense>();
}
```

---

## 6. 🧩 Puzzle com Efeitos (v0.2.6)


```rust
use sevenx_engine::*;
use sevenx_engine::world::World;

struct Puzzle {
    grid: Vec<Vec<u8>>,
    selected: Option<(usize, usize)>,
    post: PostProcessor,
    score: u32,
    input_cooldown: f32,
}

impl GameState for Puzzle {
    fn new() -> Self {
        let mut post = PostProcessor::new();
        post.add_effect(PostEffect::ColorGrading {
            contrast: 1.2,
            saturation: 1.3,
            brightness: 0.05,
        });

        // Grid 8x8 com cores aleatórias (0-4)
        let mut grid = vec![vec![0u8; 8]; 8];
        for y in 0..8 {
            for x in 0..8 {
                grid[y][x] = (x + y) as u8 % 5;
            }
        }

        Self {
            grid,
            selected: None,
            post,
            score: 0,
            input_cooldown: 0.0,
        }
    }

    fn update(&mut self, dt: f32, input: &InputHandler, _world: &mut World) {
        self.input_cooldown -= dt;

        if self.input_cooldown <= 0.0 {
            // Seleciona peça
            if input.is_key_pressed(KeyCode::Space) {
                self.selected = Some((4, 4));
                self.input_cooldown = 0.2;
            }

            // Move seleção
            if let Some((x, y)) = self.selected {
                let mut moved = false;
                let mut new_x = x;
                let mut new_y = y;

                if input.is_key_pressed(KeyCode::ArrowUp) && y > 0 {
                    new_y = y - 1;
                    moved = true;
                }
                if input.is_key_pressed(KeyCode::ArrowDown) && y < 7 {
                    new_y = y + 1;
                    moved = true;
                }
                if input.is_key_pressed(KeyCode::ArrowLeft) && x > 0 {
                    new_x = x - 1;
                    moved = true;
                }
                if input.is_key_pressed(KeyCode::ArrowRight) && x < 7 {
                    new_x = x + 1;
                    moved = true;
                }

                if moved {
                    // Troca peças
                    let temp = self.grid[y][x];
                    self.grid[y][x] = self.grid[new_y][new_x];
                    self.grid[new_y][new_x] = temp;
                    
                    self.selected = Some((new_x, new_y));
                    self.score += 10;
                    self.input_cooldown = 0.2;
                }
            }
        }
    }

    fn draw(&mut self, _world: &World, frame: &mut [u8]) {
        let width = 800;
        let cell_size = 80;
        let offset_x = 100;
        let offset_y = 50;

        // Fundo
        for pixel in frame.chunks_exact_mut(4) {
            pixel.copy_from_slice(&[30, 30, 50, 255]);
        }

        // Desenha grid
        for y in 0..8 {
            for x in 0..8 {
                let px = offset_x + x * cell_size;
                let py = offset_y + y * cell_size;
                
                let color = match self.grid[y][x] {
                    0 => [255, 100, 100, 255],
                    1 => [100, 255, 100, 255],
                    2 => [100, 100, 255, 255],
                    3 => [255, 255, 100, 255],
                    _ => [255, 100, 255, 255],
                };

                // Destaque se selecionado
                let is_selected = self.selected == Some((x, y));
                let border = if is_selected { 5 } else { 2 };

                for dy in border..(cell_size - border) {
                    for dx in border..(cell_size - border) {
                        let sx = (px + dx) as usize;
                        let sy = (py + dy) as usize;
                        if sx < width as usize && sy < 600 {
                            let idx = (sy * width as usize + sx) * 4;
                            frame[idx..idx + 4].copy_from_slice(&color);
                        }
                    }
                }
            }
        }

        // Aplica post-processing
        self.post.apply(frame, width, 600);
    }
}

fn main() {
    let config = EngineConfig::default()
        .with_title("Puzzle Game - Space para selecionar, Setas para mover")
        .with_size(800, 600);
    
    Engine::with_config(config).run::<Puzzle>();
}
```

---

## 🎯 Executar os Jogos


Salve cada código em `src/main.rs` e execute:

```bash
cargo run --release
```

## 📚 Próximos Passos


- Adicione sons com `AudioSystem`
- Use sprites com `ResourceManager`
- Salve progresso com `GameSave`
- Adicione mais níveis!

**Divirta-se criando! 🎮**