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 de Jogos - SevenX Engine v0.2.6


## 📚 Tutoriais Disponíveis


1. [Jogo Básico - Movimento Simples]#tutorial-1-jogo-básico
2. [Jogo com Partículas]#tutorial-2-jogo-com-partículas
3. [Jogo com Shaders]#tutorial-3-jogo-com-shaders
4. [Jogo 3D Simples]#tutorial-4-jogo-3d-simples

---

## Tutorial 1: Jogo Básico


### Objetivo

Criar um quadrado que se move com as setas.

### 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: &sevenx_engine::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 (azul escuro)
        for pixel in frame.chunks_exact_mut(4) {
            pixel.copy_from_slice(&[40, 40, 60, 255]);
        }

        // Desenha jogador (verde)
        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;
                    if idx + 3 < frame.len() {
                        frame[idx] = 100;
                        frame[idx + 1] = 255;
                        frame[idx + 2] = 100;
                        frame[idx + 3] = 255;
                    }
                }
            }
        }
    }
}

fn main() {
    let config = EngineConfig::default()
        .with_title("Meu Primeiro Jogo")
        .with_size(800, 600);
    
    Engine::with_config(config).run::<MeuJogo>();
}
```

### Como Executar

```bash
cargo run
```

### Controles

- **Setas**: Mover o quadrado verde

---

## Tutorial 2: Jogo com Partículas


### Objetivo

Adicionar partículas que seguem o jogador.

### Código Completo


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

struct JogoParticulas {
    player_x: f32,
    player_y: f32,
    particles: ParticleSystem,
}

impl GameState for JogoParticulas {
    fn new() -> Self {
        let particles = ParticleSystem::new(1000)
            .with_blend_mode(BlendMode::Additive);
        
        Self {
            player_x: 400.0,
            player_y: 300.0,
            particles,
        }
    }

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

        // Emite rastro de partículas
        if moved {
            use rand::Rng;
            let mut rng = rand::thread_rng();
            
            for _ in 0..3 {
                let particle = Particle::new(
                    self.player_x,
                    self.player_y,
                    rng.gen_range(-30.0..30.0),
                    rng.gen_range(-30.0..30.0),
                    1.0,
                    [100, 200, 255, 200],
                    5.0,
                )
                .with_scale(1.0, -0.5);
                
                self.particles.emit(particle);
            }
        }

        // Explosão com SPACE
        if input.is_key_pressed(KeyCode::Space) {
            let config = ParticleConfig::explosion();
            self.particles.emit_burst(self.player_x, self.player_y, 50, config);
        }

        self.particles.update(dt, 100.0);
    }

    fn draw(&mut self, _world: &World, frame: &mut [u8]) {
        // Limpa tela
        for pixel in frame.chunks_exact_mut(4) {
            pixel.copy_from_slice(&[20, 20, 30, 255]);
        }

        // Renderiza partículas
        self.particles.render(frame, 0.0, 0.0, 800, 600);

        // Desenha jogador (círculo amarelo)
        let size = 15;
        for y in -size..size {
            for x in -size..size {
                if x * x + y * y <= 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;
                        if idx + 3 < frame.len() {
                            frame[idx] = 255;
                            frame[idx + 1] = 255;
                            frame[idx + 2] = 100;
                            frame[idx + 3] = 255;
                        }
                    }
                }
            }
        }
    }
}

fn main() {
    let config = EngineConfig::default()
        .with_title("Jogo com Partículas")
        .with_size(800, 600);
    
    Engine::with_config(config).run::<JogoParticulas>();
}
```

### Controles

- **Setas**: Mover (emite rastro)
- **SPACE**: Explosão de partículas

---

## Tutorial 3: Jogo com Shaders


### Objetivo

Adicionar efeitos visuais com shaders.

### Código Completo


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

struct JogoShaders {
    player_x: f32,
    player_y: f32,
    shader_manager: ShaderManager,
    time: f32,
}

impl GameState for JogoShaders {
    fn new() -> Self {
        let mut shader_manager = ShaderManager::new();
        shader_manager.add_shader(
            Shader::new(ShaderType::Bloom)
                .with_parameter("threshold", 200.0)
                .with_parameter("bloom_intensity", 1.5)
        );
        
        Self {
            player_x: 400.0,
            player_y: 300.0,
            shader_manager,
            time: 0.0,
        }
    }

    fn update(&mut self, dt: f32, input: &sevenx_engine::input::InputHandler, _world: &mut World) {
        self.time += dt;
        
        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;
        }

        // Alterna shaders
        if input.is_key_pressed(KeyCode::Digit1) {
            self.shader_manager.clear_shaders();
            self.shader_manager.add_shader(
                Shader::new(ShaderType::Bloom)
                    .with_parameter("threshold", 200.0)
                    .with_parameter("bloom_intensity", 1.5)
            );
        }
        if input.is_key_pressed(KeyCode::Digit2) {
            self.shader_manager.clear_shaders();
            self.shader_manager.add_shader(
                Shader::new(ShaderType::HueShift)
                    .with_parameter("shift", (self.time * 50.0) % 360.0)
            );
        }
        if input.is_key_pressed(KeyCode::Digit3) {
            self.shader_manager.clear_shaders();
            self.shader_manager.add_shader(
                Shader::new(ShaderType::Glitch)
                    .with_parameter("glitch_intensity", 0.1)
            );
        }
    }

    fn draw(&mut self, _world: &World, frame: &mut [u8]) {
        // Limpa tela
        for pixel in frame.chunks_exact_mut(4) {
            pixel.copy_from_slice(&[30, 30, 50, 255]);
        }

        // Desenha jogador brilhante
        let size = 20;
        for y in -size..size {
            for x in -size..size {
                if x * x + y * y <= 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;
                        if idx + 3 < frame.len() {
                            frame[idx] = 255;
                            frame[idx + 1] = 255;
                            frame[idx + 2] = 100;
                            frame[idx + 3] = 255;
                        }
                    }
                }
            }
        }

        // Aplica shaders
        self.shader_manager.apply_all(frame, 800, 600);
    }
}

fn main() {
    let config = EngineConfig::default()
        .with_title("Jogo com Shaders")
        .with_size(800, 600);
    
    Engine::with_config(config).run::<JogoShaders>();
}
```

### Controles

- **Setas**: Mover
- **1**: Bloom (brilho)
- **2**: Hue Shift (mudança de cor)
- **3**: Glitch (falha digital)

---

## Tutorial 4: Jogo 3D Simples


### Objetivo

Criar um cubo 3D rotacionando.

### Código Completo


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

struct Jogo3D {
    renderer3d: Renderer3D,
    cube: Mesh3D,
    rotation: f32,
}

impl GameState for Jogo3D {
    fn new() -> Self {
        let mut cube = Mesh3D::cube(3.0);
        cube.position = Vec3::new(0.0, 0.0, 0.0);
        
        let mut renderer3d = Renderer3D::new(800, 600);
        renderer3d.camera.position = Vec3::new(0.0, 3.0, 10.0);
        renderer3d.camera.look_at(Vec3::zero());
        renderer3d.wireframe = true;
        
        Self {
            renderer3d,
            cube,
            rotation: 0.0,
        }
    }

    fn update(&mut self, dt: f32, input: &sevenx_engine::input::InputHandler, _world: &mut World) {
        // Rotaciona automaticamente
        self.rotation += dt;
        self.cube.rotation.y = self.rotation;
        self.cube.rotation.x = self.rotation * 0.5;

        // Controles de câmera
        if input.is_key_pressed(KeyCode::KeyW) {
            self.renderer3d.camera.position.z -= 5.0 * dt;
        }
        if input.is_key_pressed(KeyCode::KeyS) {
            self.renderer3d.camera.position.z += 5.0 * dt;
        }
        
        // Toggle wireframe
        if input.is_key_pressed(KeyCode::Space) {
            self.renderer3d.wireframe = !self.renderer3d.wireframe;
        }
    }

    fn draw(&mut self, _world: &World, frame: &mut [u8]) {
        // Limpa tela (azul escuro)
        for pixel in frame.chunks_exact_mut(4) {
            pixel.copy_from_slice(&[20, 30, 50, 255]);
        }

        // Renderiza cubo 3D
        self.renderer3d.render_mesh(&self.cube, frame, 800, 600);
    }
}

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

### Controles

- **W/S**: Aproximar/Afastar câmera
- **SPACE**: Toggle wireframe/sólido

---

## 🎓 Próximos Passos


### Exemplos Avançados

Veja os exemplos incluídos na engine:

```bash
# FPS 3D completo

cargo run --example fps_3d_game

# Partículas 2D avançadas

cargo run --example particles_2d_advanced

# 3D com partículas

cargo run --example 3d_demo

# Features avançadas

cargo run --example advanced_features_demo
```

### Documentação

- **API_REFERENCE.md** - Referência completa da API
- **FAQ.md** - Perguntas frequentes
- **FPS_3D_GUIDE.md** - Guia do FPS 3D
- **3D_GUIDE.md** - Guia de renderização 3D

---

## 💡 Dicas


### Performance

- Limite partículas a 500-1000
- Use no máximo 3-4 shaders simultâneos
- Shaders pesados: Bloom, GaussianBlur, OilPainting

### Debug

- Use `println!` para debug
- Verifique FPS: `let fps = 1.0 / dt;`
- Use wireframe para debug 3D

### Boas Práticas

- Comece simples e adicione features gradualmente
- Teste frequentemente com `cargo run`
- Leia os exemplos incluídos
- Consulte a documentação

---

## 🆘 Problemas Comuns


### Tela preta?

- Verifique se está desenhando no método `draw()`
- Certifique-se de limpar a tela primeiro
- Verifique os índices do array `frame`

### Não compila?

- Verifique os imports: `use sevenx_engine::*;`
- Use `sevenx_engine::input::InputHandler` no update
- Adicione `use sevenx_engine::world::World;`

### Performance ruim?

- Reduza número de partículas
- Limite shaders simultâneos
- Use menos objetos 3D

---

## 🎮 Divirta-se Criando!


Agora você tem tudo para criar seus próprios jogos com SevenX Engine!

**Boa sorte! 🚀✨**