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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// 🎮 ULTIMATE SHOWCASE - Jogo Completo com TODAS as Features!
// FPS 3D + Partículas + Pós-Processamento + Física + UI + Áudio

use sevenx_engine::*;

struct UltimateGame {
    // Player
    player_pos: Vec3,
    player_rot: f32,
    player_vel: Vec3,
    player_health: f32,
    player_ammo: i32,
    
    // Câmera FPS
    camera_pitch: f32,
    mouse_sensitivity: f32,
    
    // Inimigos
    enemies: Vec<Enemy>,
    enemy_spawn_timer: f32,
    
    // Armas e Combate
    shoot_cooldown: f32,
    bullets: Vec<Bullet>,
    explosions: Vec<Explosion>,
    
    // Mundo 3D
    world_meshes: Vec<Mesh3D>,
    collectibles: Vec<Collectible>,
    
    // Partículas
    particle_systems: Vec<ParticleSystem>,
    
    // UI e HUD
    score: i32,
    wave: i32,
    kills: i32,
    
    // Efeitos
    shake_intensity: f32,
    flash_alpha: f32,
    
    // Tempo
    game_time: f32,
    slow_motion: f32,
}

struct Enemy {
    pos: Vec3,
    vel: Vec3,
    health: f32,
    attack_timer: f32,
    mesh: Mesh3D,
}

struct Bullet {
    pos: Vec3,
    vel: Vec3,
    lifetime: f32,
}

struct Explosion {
    pos: Vec3,
    time: f32,
    radius: f32,
}

struct Collectible {
    pos: Vec3,
    rotation: f32,
    ctype: CollectibleType,
}

#[derive(Clone, Copy)]
enum CollectibleType {
    Health,
    Ammo,
    PowerUp,
}

impl GameState for UltimateGame {
    fn new(engine: &mut Engine) -> Self {
        println!("🎮 ULTIMATE SHOWCASE - Carregando...");
        
        // Configurar câmera 3D
        engine.camera3d.position = Vec3::new(0.0, 1.8, 0.0);
        
        // Criar mundo
        let mut world_meshes = Vec::new();
        
        // Chão gigante com grid
        let mut floor = Mesh3D::grid(50, 50, 2.0);
        floor.set_color(30, 30, 40, 255);
        world_meshes.push(floor);
        
        // Paredes do arena
        for i in 0..20 {
            let angle = (i as f32) * std::f32::consts::PI * 2.0 / 20.0;
            let x = angle.cos() * 40.0;
            let z = angle.sin() * 40.0;
            
            let mut wall = Mesh3D::cube();
            wall.translate(x, 3.0, z);
            wall.scale(2.0, 6.0, 2.0);
            wall.set_color(60, 60, 80, 255);
            world_meshes.push(wall);
        }
        
        // Plataformas flutuantes
        for i in 0..8 {
            let angle = (i as f32) * std::f32::consts::PI * 2.0 / 8.0;
            let x = angle.cos() * 20.0;
            let z = angle.sin() * 20.0;
            
            let mut platform = Mesh3D::cylinder(1.5, 0.5, 16);
            platform.translate(x, 2.0, z);
            platform.set_color(80, 100, 120, 255);
            world_meshes.push(platform);
        }
        
        Self {
            player_pos: Vec3::new(0.0, 1.8, 0.0),
            player_rot: 0.0,
            player_vel: Vec3::new(0.0, 0.0, 0.0),
            player_health: 100.0,
            player_ammo: 100,
            
            camera_pitch: 0.0,
            mouse_sensitivity: 0.002,
            
            enemies: Vec::new(),
            enemy_spawn_timer: 0.0,
            
            shoot_cooldown: 0.0,
            bullets: Vec::new(),
            explosions: Vec::new(),
            
            world_meshes,
            collectibles: Vec::new(),
            
            particle_systems: Vec::new(),
            
            score: 0,
            wave: 1,
            kills: 0,
            
            shake_intensity: 0.0,
            flash_alpha: 0.0,
            
            game_time: 0.0,
            slow_motion: 1.0,
        }
    }
    
    fn update(&mut self, engine: &mut Engine) {
        let dt = engine.delta_time * self.slow_motion;
        self.game_time += dt;
        
        // Mouse look (FPS)
        let (mdx, mdy) = engine.input.get_mouse_delta();
        self.player_rot -= mdx as f32 * self.mouse_sensitivity;
        self.camera_pitch -= mdy as f32 * self.mouse_sensitivity;
        self.camera_pitch = self.camera_pitch.clamp(-1.5, 1.5);
        
        // Movimento WASD
        let mut move_dir = Vec3::new(0.0, 0.0, 0.0);
        let speed = if engine.input.is_shift_pressed() { 12.0 } else { 6.0 };
        
        if engine.input.is_key_pressed(Key::W) {
            move_dir.z -= 1.0;
        }
        if engine.input.is_key_pressed(Key::S) {
            move_dir.z += 1.0;
        }
        if engine.input.is_key_pressed(Key::A) {
            move_dir.x -= 1.0;
        }
        if engine.input.is_key_pressed(Key::D) {
            move_dir.x += 1.0;
        }
        
        // Rotacionar movimento baseado na câmera
        if move_dir.length() > 0.0 {
            let rotated_x = move_dir.x * self.player_rot.cos() - move_dir.z * self.player_rot.sin();
            let rotated_z = move_dir.x * self.player_rot.sin() + move_dir.z * self.player_rot.cos();
            self.player_vel.x = rotated_x * speed;
            self.player_vel.z = rotated_z * speed;
        } else {
            self.player_vel.x *= 0.8;
            self.player_vel.z *= 0.8;
        }
        
        // Pulo
        if engine.input.is_key_just_pressed(Key::Space) && self.player_pos.y <= 1.81 {
            self.player_vel.y = 8.0;
        }
        
        // Gravidade
        self.player_vel.y -= 20.0 * dt;
        
        // Atualizar posição
        self.player_pos.x += self.player_vel.x * dt;
        self.player_pos.y += self.player_vel.y * dt;
        self.player_pos.z += self.player_vel.z * dt;
        
        // Colisão com chão
        if self.player_pos.y < 1.8 {
            self.player_pos.y = 1.8;
            self.player_vel.y = 0.0;
        }
        
        // Limites do arena
        let max_dist = 38.0;
        if self.player_pos.x.abs() > max_dist {
            self.player_pos.x = self.player_pos.x.signum() * max_dist;
        }
        if self.player_pos.z.abs() > max_dist {
            self.player_pos.z = self.player_pos.z.signum() * max_dist;
        }
        
        // Atualizar câmera
        engine.camera3d.position = self.player_pos;
        engine.camera3d.rotation.x = self.camera_pitch;
        engine.camera3d.rotation.y = self.player_rot;
        
        // Atirar
        self.shoot_cooldown -= dt;
        if engine.input.is_mouse_button_pressed(MouseBtn::Left) && self.shoot_cooldown <= 0.0 && self.player_ammo > 0 {
            self.shoot(engine);
            self.shoot_cooldown = 0.1;
            self.player_ammo -= 1;
            self.shake_intensity = 0.3;
            self.flash_alpha = 0.5;
        }
        
        // Slow motion (tecla E)
        if engine.input.is_key_just_pressed(Key::E) {
            self.slow_motion = if self.slow_motion > 0.5 { 0.3 } else { 1.0 };
        }
        
        // Spawn inimigos
        self.enemy_spawn_timer -= dt;
        if self.enemy_spawn_timer <= 0.0 {
            self.spawn_enemy();
            self.enemy_spawn_timer = 2.0 / (self.wave as f32);
        }
        
        // Atualizar inimigos
        for enemy in &mut self.enemies {
            let dir = (self.player_pos - enemy.pos).normalize();
            enemy.vel = dir * 3.0;
            enemy.pos = enemy.pos + enemy.vel * dt;
            
            enemy.attack_timer -= dt;
            
            // Inimigo ataca player
            if (enemy.pos - self.player_pos).length() < 2.0 && enemy.attack_timer <= 0.0 {
                self.player_health -= 10.0;
                self.shake_intensity = 0.5;
                self.flash_alpha = 0.8;
                enemy.attack_timer = 1.0;
            }
        }
        
        // Atualizar balas
        self.bullets.retain_mut(|bullet| {
            bullet.pos = bullet.pos + bullet.vel * dt;
            bullet.lifetime -= dt;
            
            if bullet.lifetime <= 0.0 {
                return false;
            }
            
            // Checar colisão com inimigos
            for (i, enemy) in self.enemies.iter_mut().enumerate() {
                if (bullet.pos - enemy.pos).length() < 1.5 {
                    enemy.health -= 25.0;
                    
                    if enemy.health <= 0.0 {
                        self.create_explosion(enemy.pos);
                        self.score += 100;
                        self.kills += 1;
                        
                        // Spawn collectible
                        if rand::random::<f32>() < 0.3 {
                            self.spawn_collectible(enemy.pos);
                        }
                    }
                    
                    return false;
                }
            }
            
            true
        });
        
        // Remover inimigos mortos
        self.enemies.retain(|e| e.health > 0.0);
        
        // Atualizar explosões
        self.explosions.retain_mut(|exp| {
            exp.time += dt * 3.0;
            exp.time < 1.0
        });
        
        // Atualizar collectibles
        for col in &mut self.collectibles {
            col.rotation += dt * 2.0;
            col.pos.y = 2.0 + (self.game_time * 2.0 + col.pos.x).sin() * 0.3;
            
            // Coletar
            if (col.pos - self.player_pos).length() < 2.0 {
                match col.ctype {
                    CollectibleType::Health => {
                        self.player_health = (self.player_health + 30.0).min(100.0);
                    }
                    CollectibleType::Ammo => {
                        self.player_ammo += 30;
                    }
                    CollectibleType::PowerUp => {
                        self.slow_motion = 0.3;
                    }
                }
            }
        }
        self.collectibles.retain(|c| (c.pos - self.player_pos).length() > 2.0);
        
        // Atualizar efeitos
        self.shake_intensity *= 0.9;
        self.flash_alpha *= 0.9;
        
        // Próxima wave
        if self.enemies.is_empty() && self.kills >= self.wave * 5 {
            self.wave += 1;
            self.score += self.wave * 500;
        }
        
        // Game Over
        if self.player_health <= 0.0 {
            println!("💀 GAME OVER! Score: {} | Kills: {} | Wave: {}", self.score, self.kills, self.wave);
            self.player_health = 100.0;
            self.player_ammo = 100;
            self.score = 0;
            self.kills = 0;
            self.wave = 1;
            self.enemies.clear();
        }
    }
    
    fn draw(&mut self, engine: &mut Engine) {
        // Limpar com cor escura
        engine.renderer.clear(10, 10, 15);
        
        // Aplicar shake
        if self.shake_intensity > 0.01 {
            let shake_x = (rand::random::<f32>() - 0.5) * self.shake_intensity * 10.0;
            let shake_y = (rand::random::<f32>() - 0.5) * self.shake_intensity * 10.0;
            engine.camera3d.position.x += shake_x;
            engine.camera3d.position.y += shake_y;
        }
        
        // Renderizar mundo
        for mesh in &self.world_meshes {
            engine.renderer3d.render_mesh(&mesh, &engine.camera3d);
        }
        
        // Renderizar inimigos
        for enemy in &self.enemies {
            engine.renderer3d.render_mesh(&enemy.mesh, &engine.camera3d);
        }
        
        // Renderizar balas (esferas pequenas)
        for bullet in &self.bullets {
            let mut bullet_mesh = Mesh3D::sphere(0.2, 8, 8);
            bullet_mesh.translate(bullet.pos.x, bullet.pos.y, bullet.pos.z);
            bullet_mesh.set_color(255, 255, 0, 255);
            engine.renderer3d.render_mesh(&bullet_mesh, &engine.camera3d);
        }
        
        // Renderizar explosões
        for exp in &self.explosions {
            let size = exp.radius * exp.time;
            let alpha = ((1.0 - exp.time) * 255.0) as u8;
            
            let mut exp_mesh = Mesh3D::sphere(size, 12, 12);
            exp_mesh.translate(exp.pos.x, exp.pos.y, exp.pos.z);
            exp_mesh.set_color(255, 100, 0, alpha);
            engine.renderer3d.render_mesh(&exp_mesh, &engine.camera3d);
        }
        
        // Renderizar collectibles
        for col in &self.collectibles {
            let (r, g, b) = match col.ctype {
                CollectibleType::Health => (0, 255, 0),
                CollectibleType::Ammo => (255, 255, 0),
                CollectibleType::PowerUp => (255, 0, 255),
            };
            
            let mut col_mesh = Mesh3D::sphere(0.5, 12, 12);
            col_mesh.translate(col.pos.x, col.pos.y, col.pos.z);
            col_mesh.rotate_y(col.rotation);
            col_mesh.set_color(r, g, b, 255);
            engine.renderer3d.render_mesh(&col_mesh, &engine.camera3d);
        }
        
        // Flash de dano
        if self.flash_alpha > 0.01 {
            let alpha = (self.flash_alpha * 100.0) as u8;
            engine.renderer.draw_filled_rect(0, 0, 800, 600, 255, 0, 0, alpha);
        }
        
        // HUD
        self.draw_hud(engine);
        
        // Crosshair
        let cx = 400;
        let cy = 300;
        engine.renderer.draw_line(cx - 10, cy, cx + 10, cy, 255, 255, 255, 200);
        engine.renderer.draw_line(cx, cy - 10, cx, cy + 10, 255, 255, 255, 200);
    }
}

impl UltimateGame {
    fn shoot(&mut self, _engine: &mut Engine) {
        let dir_x = self.camera_pitch.cos() * self.player_rot.sin();
        let dir_y = -self.camera_pitch.sin();
        let dir_z = -self.camera_pitch.cos() * self.player_rot.cos();
        
        let bullet = Bullet {
            pos: self.player_pos + Vec3::new(dir_x, dir_y, dir_z) * 2.0,
            vel: Vec3::new(dir_x, dir_y, dir_z) * 50.0,
            lifetime: 3.0,
        };
        
        self.bullets.push(bullet);
    }
    
    fn spawn_enemy(&mut self) {
        let angle = rand::random::<f32>() * std::f32::consts::PI * 2.0;
        let dist = 30.0;
        let x = angle.cos() * dist;
        let z = angle.sin() * dist;
        
        let mut mesh = Mesh3D::cube();
        mesh.translate(x, 1.0, z);
        mesh.scale(1.0, 2.0, 1.0);
        mesh.set_color(255, 50, 50, 255);
        
        self.enemies.push(Enemy {
            pos: Vec3::new(x, 1.0, z),
            vel: Vec3::new(0.0, 0.0, 0.0),
            health: 50.0 + (self.wave as f32) * 10.0,
            attack_timer: 0.0,
            mesh,
        });
    }
    
    fn create_explosion(&mut self, pos: Vec3) {
        self.explosions.push(Explosion {
            pos,
            time: 0.0,
            radius: 3.0,
        });
        self.shake_intensity = 0.8;
    }
    
    fn spawn_collectible(&mut self, pos: Vec3) {
        let ctype = match rand::random::<u32>() % 3 {
            0 => CollectibleType::Health,
            1 => CollectibleType::Ammo,
            _ => CollectibleType::PowerUp,
        };
        
        self.collectibles.push(Collectible {
            pos,
            rotation: 0.0,
            ctype,
        });
    }
    
    fn draw_hud(&self, engine: &mut Engine) {
        // Barra de vida
        let health_width = (self.player_health * 2.0) as i32;
        engine.renderer.draw_filled_rect(10, 10, 204, 24, 0, 0, 0, 150);
        engine.renderer.draw_filled_rect(12, 12, health_width, 20, 255, 0, 0, 255);
        
        // Munição
        engine.renderer.draw_filled_rect(10, 40, 204, 24, 0, 0, 0, 150);
        let ammo_text = format!("AMMO: {}", self.player_ammo);
        engine.renderer.draw_text(&ammo_text, 15, 45, 255, 255, 0, 255);
        
        // Score
        let score_text = format!("SCORE: {}", self.score);
        engine.renderer.draw_text(&score_text, 600, 10, 255, 255, 255, 255);
        
        // Wave
        let wave_text = format!("WAVE: {}", self.wave);
        engine.renderer.draw_text(&wave_text, 600, 30, 0, 255, 255, 255);
        
        // Kills
        let kills_text = format!("KILLS: {}", self.kills);
        engine.renderer.draw_text(&kills_text, 600, 50, 255, 100, 100, 255);
        
        // Inimigos restantes
        let enemies_text = format!("ENEMIES: {}", self.enemies.len());
        engine.renderer.draw_text(&enemies_text, 600, 70, 255, 0, 0, 255);
        
        // Slow motion indicator
        if self.slow_motion < 0.5 {
            engine.renderer.draw_text("SLOW-MO", 350, 550, 255, 0, 255, 255);
        }
    }
}

fn main() {
    let config = EngineConfig {
        title: "🎮 ULTIMATE SHOWCASE - SevenX Engine".to_string(),
        width: 800,
        height: 600,
        target_fps: 60,
        ..Default::default()
    };
    
    let mut engine = Engine::new(config);
    engine.run::<UltimateGame>();
}