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// Demo 2D Avançado - Partículas e Shaders
use sevenx_engine::*;
use sevenx_engine::world::World;
struct ParticlesDemo {
particle_system: ParticleSystem,
shader_manager: ShaderManager,
time: f32,
effect_mode: usize,
shader_mode: usize,
toggle_cooldown: f32,
}
impl GameState for ParticlesDemo {
fn new() -> Self {
let particle_system = ParticleSystem::new(2000)
.with_blend_mode(BlendMode::Additive)
.with_drag(0.5);
let mut shader_manager = ShaderManager::new();
// Adiciona bloom por padrão
shader_manager.add_shader(
Shader::new(ShaderType::Bloom)
.with_parameter("threshold", 180.0)
.with_parameter("bloom_intensity", 1.5)
);
Self {
particle_system,
shader_manager,
time: 0.0,
effect_mode: 0,
shader_mode: 0,
toggle_cooldown: 0.0,
}
}
fn update(&mut self, dt: f32, input: &sevenx_engine::input::InputHandler, _world: &mut World) {
self.time += dt;
self.toggle_cooldown -= dt;
// Alterna efeito de partículas (1-6)
if input.is_key_pressed(KeyCode::Digit1) && self.toggle_cooldown <= 0.0 {
self.effect_mode = 0;
self.toggle_cooldown = 0.3;
}
if input.is_key_pressed(KeyCode::Digit2) && self.toggle_cooldown <= 0.0 {
self.effect_mode = 1;
self.toggle_cooldown = 0.3;
}
if input.is_key_pressed(KeyCode::Digit3) && self.toggle_cooldown <= 0.0 {
self.effect_mode = 2;
self.toggle_cooldown = 0.3;
}
if input.is_key_pressed(KeyCode::Digit4) && self.toggle_cooldown <= 0.0 {
self.effect_mode = 3;
self.toggle_cooldown = 0.3;
}
if input.is_key_pressed(KeyCode::Digit5) && self.toggle_cooldown <= 0.0 {
self.effect_mode = 4;
self.toggle_cooldown = 0.3;
}
if input.is_key_pressed(KeyCode::Digit6) && self.toggle_cooldown <= 0.0 {
self.effect_mode = 5;
self.toggle_cooldown = 0.3;
}
// Alterna shader (Q/W/E/R)
if input.is_key_pressed(KeyCode::KeyQ) && self.toggle_cooldown <= 0.0 {
self.shader_mode = 0;
self.update_shaders();
self.toggle_cooldown = 0.3;
}
if input.is_key_pressed(KeyCode::KeyW) && self.toggle_cooldown <= 0.0 {
self.shader_mode = 1;
self.update_shaders();
self.toggle_cooldown = 0.3;
}
if input.is_key_pressed(KeyCode::KeyE) && self.toggle_cooldown <= 0.0 {
self.shader_mode = 2;
self.update_shaders();
self.toggle_cooldown = 0.3;
}
if input.is_key_pressed(KeyCode::KeyR) && self.toggle_cooldown <= 0.0 {
self.shader_mode = 3;
self.update_shaders();
self.toggle_cooldown = 0.3;
}
// Limpa partículas (Space)
if input.is_key_pressed(KeyCode::Space) {
self.particle_system.clear();
}
// Emite partículas baseado no modo
self.emit_particles();
// Atualiza partículas
self.particle_system.update(dt, 200.0);
}
fn draw(&mut self, _world: &World, frame: &mut [u8]) {
// Limpa a tela
for pixel in frame.chunks_exact_mut(4) {
pixel[0] = 10;
pixel[1] = 10;
pixel[2] = 20;
pixel[3] = 255;
}
// Renderiza partículas
self.particle_system.render(frame, 0.0, 0.0, 800, 600);
// Aplica shaders
self.shader_manager.apply_all(frame, 800, 600);
// Desenha UI
self.draw_ui(frame);
}
}
impl ParticlesDemo {
fn emit_particles(&mut self) {
use rand::Rng;
let mut rng = rand::thread_rng();
match self.effect_mode {
0 => {
// Explosão com turbulência
if self.time.fract() < 0.016 {
for _ in 0..5 {
let angle = rng.gen_range(0.0..std::f32::consts::TAU);
let speed = rng.gen_range(100.0..300.0);
let particle = Particle::new(
400.0,
300.0,
angle.cos() * speed,
angle.sin() * speed,
rng.gen_range(1.0..2.5),
[255, rng.gen_range(100..200), 50, 255],
rng.gen_range(4.0..8.0),
)
.with_turbulence(10.0)
.with_color_shift([-100.0, -50.0, 0.0, 0.0])
.with_scale(1.0, -0.4)
.with_rotation(0.0, rng.gen_range(-10.0..10.0));
self.particle_system.emit(particle);
}
}
}
1 => {
// Fogo com color shift
if self.time.fract() < 0.016 {
for _ in 0..8 {
let offset_x = rng.gen_range(-20.0..20.0);
let particle = Particle::new(
400.0 + offset_x,
550.0,
rng.gen_range(-10.0..10.0),
rng.gen_range(-150.0..-50.0),
rng.gen_range(1.0..2.0),
[255, rng.gen_range(150..255), 0, 255],
rng.gen_range(5.0..10.0),
)
.with_turbulence(5.0)
.with_color_shift([-80.0, -100.0, 0.0, 0.0])
.with_scale(1.0, -0.3)
.with_acceleration(0.0, -20.0);
self.particle_system.emit(particle);
}
}
}
2 => {
// Magia multicolorida
if self.time.fract() < 0.016 {
for _ in 0..6 {
let angle = self.time * 2.0 + rng.gen_range(0.0..1.0);
let radius = 100.0;
let x = 400.0 + angle.cos() * radius;
let y = 300.0 + angle.sin() * radius;
let hue = (self.time * 100.0 + rng.gen_range(0.0..60.0)) % 360.0;
let color = self.hsv_to_rgb(hue, 1.0, 1.0);
let particle = Particle::new(
x,
y,
-angle.cos() * 50.0,
-angle.sin() * 50.0,
rng.gen_range(1.0..2.0),
color,
rng.gen_range(3.0..6.0),
)
.with_rotation(0.0, rng.gen_range(-15.0..15.0))
.with_scale(1.0, -0.2)
.with_turbulence(3.0);
self.particle_system.emit(particle);
}
}
}
3 => {
// Fumaça com aceleração
if self.time.fract() < 0.016 {
for _ in 0..3 {
let particle = Particle::new(
400.0 + rng.gen_range(-30.0..30.0),
500.0,
rng.gen_range(-20.0..20.0),
rng.gen_range(-80.0..-40.0),
rng.gen_range(2.0..4.0),
[rng.gen_range(80..120), rng.gen_range(80..120), rng.gen_range(80..120), 180],
rng.gen_range(8.0..15.0),
)
.with_turbulence(8.0)
.with_scale(1.0, 0.5)
.with_acceleration(0.0, -10.0);
self.particle_system.emit(particle);
}
}
}
4 => {
// Faíscas rápidas
if self.time.fract() < 0.016 {
for _ in 0..10 {
let angle = rng.gen_range(0.0..std::f32::consts::TAU);
let speed = rng.gen_range(200.0..400.0);
let particle = Particle::new(
400.0,
300.0,
angle.cos() * speed,
angle.sin() * speed,
rng.gen_range(0.3..0.8),
[255, 255, rng.gen_range(100..255), 255],
rng.gen_range(2.0..4.0),
)
.with_rotation(0.0, rng.gen_range(-20.0..20.0))
.with_scale(1.0, -1.0);
self.particle_system.emit(particle);
}
}
}
5 => {
// Chuva de partículas
if self.time.fract() < 0.016 {
for _ in 0..15 {
let particle = Particle::new(
rng.gen_range(0.0..800.0),
-10.0,
rng.gen_range(-10.0..10.0),
rng.gen_range(300.0..500.0),
rng.gen_range(2.0..4.0),
[100, 150, 255, 200],
rng.gen_range(2.0..4.0),
)
.with_acceleration(0.0, 50.0);
self.particle_system.emit(particle);
}
}
}
_ => {}
}
}
fn update_shaders(&mut self) {
self.shader_manager.clear_shaders();
match self.shader_mode {
0 => {
// Bloom
self.shader_manager.add_shader(
Shader::new(ShaderType::Bloom)
.with_parameter("threshold", 180.0)
.with_parameter("bloom_intensity", 1.5)
);
}
1 => {
// Motion Blur
self.shader_manager.add_shader(
Shader::new(ShaderType::MotionBlur)
.with_parameter("direction", self.time)
.with_parameter("samples", 5.0)
);
}
2 => {
// Hue Shift animado
self.shader_manager.add_shader(
Shader::new(ShaderType::HueShift)
.with_parameter("shift", (self.time * 50.0) % 360.0)
);
self.shader_manager.add_shader(
Shader::new(ShaderType::Saturation)
.with_parameter("saturation", 1.5)
);
}
3 => {
// Glitch + Chromatic Aberration
self.shader_manager.add_shader(
Shader::new(ShaderType::Glitch)
.with_parameter("glitch_intensity", 0.05)
);
self.shader_manager.add_shader(
Shader::new(ShaderType::ChromaticAberration)
.with_parameter("offset", 3.0)
);
}
_ => {}
}
}
fn hsv_to_rgb(&self, h: f32, s: f32, v: f32) -> [u8; 4] {
let c = v * s;
let x = c * (1.0 - ((h / 60.0) % 2.0 - 1.0).abs());
let m = v - c;
let (r, g, b) = if h < 60.0 {
(c, x, 0.0)
} else if h < 120.0 {
(x, c, 0.0)
} else if h < 180.0 {
(0.0, c, x)
} else if h < 240.0 {
(0.0, x, c)
} else if h < 300.0 {
(x, 0.0, c)
} else {
(c, 0.0, x)
};
[
((r + m) * 255.0) as u8,
((g + m) * 255.0) as u8,
((b + m) * 255.0) as u8,
255,
]
}
fn draw_ui(&self, frame: &mut [u8]) {
// Desenha barra de informação no topo
for y in 0..60 {
for x in 0..800 {
let idx = ((y * 800 + x) * 4) as usize;
if idx + 3 < frame.len() {
frame[idx] = (frame[idx] as f32 * 0.3) as u8;
frame[idx + 1] = (frame[idx + 1] as f32 * 0.3) as u8;
frame[idx + 2] = (frame[idx + 2] as f32 * 0.3) as u8;
}
}
}
// Info text (simplificado - você pode usar um sistema de texto real)
let effect_name = match self.effect_mode {
0 => "Explosao com Turbulencia",
1 => "Fogo com Color Shift",
2 => "Magia Multicolorida",
3 => "Fumaca com Aceleracao",
4 => "Faiscas Rapidas",
5 => "Chuva de Particulas",
_ => "Unknown",
};
let shader_name = match self.shader_mode {
0 => "Bloom",
1 => "Motion Blur",
2 => "Hue Shift",
3 => "Glitch",
_ => "None",
};
// Aqui você desenharia o texto real
// Por enquanto, apenas mostramos no console
println!(
"Efeito: {} | Shader: {} | Particulas: {} | [1-6]: Efeitos | [Q/W/E/R]: Shaders | [Space]: Limpar",
effect_name, shader_name, self.particle_system.count()
);
}
}
fn main() {
let config = EngineConfig::default()
.with_title("SevenX Engine - Partículas 2D Avançadas")
.with_size(800, 600);
let engine = Engine::with_config(config);
engine.run::<ParticlesDemo>();
}