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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// SevenX CLI - Ferramenta de linha de comando para criar projetos
use std::fs;
use std::io::Write;
use std::path::Path;

fn main() {
    println!("========================================");
    println!("  SevenX Engine v0.2.8 - CLI");
    println!("========================================");
    println!();

    let args: Vec<String> = std::env::args().collect();

    if args.len() < 2 {
        print_help();
        return;
    }

    match args[1].as_str() {
        "new" => {
            if args.len() < 3 {
                println!("❌ Erro: Especifique o nome do projeto");
                println!("Uso: sevenx new meu_jogo");
                return;
            }
            create_project(&args[2]);
        }
        "template" => {
            if args.len() < 3 {
                list_templates();
            } else {
                create_from_template(&args[2], args.get(3).map(|s| s.as_str()));
            }
        }
        "run" => {
            run_project();
        }
        "build" => {
            build_project();
        }
        "help" | "--help" | "-h" => {
            print_help();
        }
        _ => {
            println!("❌ Comando desconhecido: {}", args[1]);
            print_help();
        }
    }
}

fn print_help() {
    println!("📚 Comandos disponíveis:");
    println!();
    println!("  sevenx new <nome>           - Cria um novo projeto");
    println!("  sevenx template [tipo]      - Lista ou cria projeto de template");
    println!("  sevenx run                  - Roda o projeto atual");
    println!("  sevenx build                - Compila o projeto");
    println!("  sevenx help                 - Mostra esta ajuda");
    println!();
    println!("📦 Templates disponíveis:");
    println!("  platformer    - Jogo de plataforma 2D");
    println!("  topdown       - Jogo top-down 2D");
    println!("  fps           - FPS 3D");
    println!("  rpg           - RPG com inventário e quests");
    println!("  empty         - Projeto vazio");
    println!();
    println!("Exemplos:");
    println!("  sevenx new meu_jogo");
    println!("  sevenx template platformer meu_platformer");
    println!("  sevenx run");
}

fn create_project(name: &str) {
    println!("✨ Criando projeto: {}", name);
    
    if Path::new(name).exists() {
        println!("❌ Erro: Pasta '{}' já existe!", name);
        return;
    }

    // Cria estrutura de pastas
    fs::create_dir(name).expect("Falha ao criar pasta");
    fs::create_dir(format!("{}/src", name)).expect("Falha ao criar src");
    fs::create_dir(format!("{}/assets", name)).expect("Falha ao criar assets");

    // Cria Cargo.toml
    let cargo_toml = format!(r#"[package]
name = "{}"
version = "0.1.0"
edition = "2024"

[dependencies]
sevenx_engine = "0.2.8"
"#, name);
    
    fs::write(format!("{}/Cargo.toml", name), cargo_toml)
        .expect("Falha ao criar Cargo.toml");

    // Cria main.rs básico
    let main_rs = r#"use sevenx_engine::*;

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: &input::InputHandler, _world: &mut World) {
        // Movimento com WASD
        let (axis_x, axis_y) = input.get_movement_vector();
        let speed = 200.0;
        
        self.player_x += axis_x * speed * dt;
        self.player_y += axis_y * speed * dt;
    }

    fn draw(&mut self, _world: &World, pixels: &mut [u8]) {
        // Limpa tela
        for pixel in pixels.chunks_exact_mut(4) {
            pixel.copy_from_slice(&[20, 25, 35, 255]);
        }
        
        // Desenha player
        let mut prims = Primitives2D::new(pixels, 800, 600);
        prims.draw_circle_filled(
            self.player_x as i32,
            self.player_y as i32,
            20,
            [100, 200, 255, 255]
        );
    }
}

fn main() {
    let config = EngineConfig {
        window_title: "Meu Jogo".to_string(),
        window_width: 800,
        window_height: 600,
        target_fps: 60,
        clear_color: [20, 25, 35, 255],
        gravity: 0.0,
    };

    Engine::with_config(config).run::<MeuJogo>();
}
"#;

    fs::write(format!("{}/src/main.rs", name), main_rs)
        .expect("Falha ao criar main.rs");

    // Cria README
    let readme = format!(r#"# {}

Projeto criado com SevenX Engine v0.2.8

## Como rodar

```bash
cargo run
```

## Como compilar

```bash
cargo build --release
```

O executável estará em `target/release/{}.exe`

## Documentação

- [Guia da Engine](https://github.com/sevenx777-dev/SevenX-Engine)
- [Exemplos](https://github.com/sevenx777-dev/SevenX-Engine/tree/main/examples)
"#, name, name);

    fs::write(format!("{}/README.md", name), readme)
        .expect("Falha ao criar README");

    println!("✅ Projeto criado com sucesso!");
    println!();
    println!("📁 Estrutura:");
    println!("  {}/", name);
    println!("  ├── Cargo.toml");
    println!("  ├── README.md");
    println!("  ├── src/");
    println!("  │   └── main.rs");
    println!("  └── assets/");
    println!();
    println!("🚀 Próximos passos:");
    println!("  cd {}", name);
    println!("  cargo run");
}

fn list_templates() {
    println!("📦 Templates disponíveis:");
    println!();
    println!("  1. platformer  - Jogo de plataforma 2D");
    println!("  2. topdown     - Jogo top-down 2D");
    println!("  3. fps         - FPS 3D");
    println!("  4. rpg         - RPG com inventário e quests");
    println!("  5. empty       - Projeto vazio");
    println!();
    println!("Uso: sevenx template <tipo> <nome>");
    println!("Exemplo: sevenx template platformer meu_platformer");
}

fn create_from_template(template: &str, name: Option<&str>) {
    let project_name = name.unwrap_or(template);
    
    println!("✨ Criando projeto '{}' do template '{}'", project_name, template);
    
    // Cria projeto base
    create_project(project_name);
    
    // Adiciona código específico do template
    let template_code = match template {
        "platformer" => get_platformer_template(),
        "topdown" => get_topdown_template(),
        "fps" => get_fps_template(),
        "rpg" => get_rpg_template(),
        "empty" => return, // Já criado
        _ => {
            println!("❌ Template desconhecido: {}", template);
            return;
        }
    };
    
    fs::write(format!("{}/src/main.rs", project_name), template_code)
        .expect("Falha ao criar template");
    
    println!("✅ Projeto criado do template '{}'!", template);
    println!();
    println!("🚀 Para rodar:");
    println!("  cd {}", project_name);
    println!("  cargo run");
}

fn get_platformer_template() -> String {
    r#"use sevenx_engine::*;

struct Platformer {
    player_x: f32,
    player_y: f32,
    velocity_y: f32,
    on_ground: bool,
}

impl GameState for Platformer {
    fn new() -> Self {
        Self {
            player_x: 100.0,
            player_y: 400.0,
            velocity_y: 0.0,
            on_ground: false,
        }
    }

    fn update(&mut self, dt: f32, input: &input::InputHandler, _world: &mut World) {
        // Movimento horizontal
        if input.is_key_down(KeyCode::KeyA) {
            self.player_x -= 200.0 * dt;
        }
        if input.is_key_down(KeyCode::KeyD) {
            self.player_x += 200.0 * dt;
        }
        
        // Pulo
        if input.is_key_pressed(KeyCode::Space) && self.on_ground {
            self.velocity_y = -500.0;
            self.on_ground = false;
        }
        
        // Gravidade
        self.velocity_y += 980.0 * dt;
        self.player_y += self.velocity_y * dt;
        
        // Chão
        if self.player_y >= 500.0 {
            self.player_y = 500.0;
            self.velocity_y = 0.0;
            self.on_ground = true;
        }
    }

    fn draw(&mut self, _world: &World, pixels: &mut [u8]) {
        for pixel in pixels.chunks_exact_mut(4) {
            pixel.copy_from_slice(&[135, 206, 235, 255]);
        }
        
        let mut prims = Primitives2D::new(pixels, 800, 600);
        
        // Chão
        prims.draw_rect_filled(0, 520, 800, 80, [100, 200, 100, 255]);
        
        // Player
        prims.draw_rect_filled(
            self.player_x as i32 - 15,
            self.player_y as i32 - 30,
            30,
            30,
            [255, 100, 100, 255]
        );
    }
}

fn main() {
    Engine::new().run::<Platformer>();
}
"#.to_string()
}

fn get_topdown_template() -> String {
    r#"use sevenx_engine::*;

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

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

    fn update(&mut self, dt: f32, input: &input::InputHandler, _world: &mut World) {
        let (axis_x, axis_y) = input.get_movement_vector();
        let speed = 200.0;
        
        self.player_x += axis_x * speed * dt;
        self.player_y += axis_y * speed * dt;
    }

    fn draw(&mut self, _world: &World, pixels: &mut [u8]) {
        for pixel in pixels.chunks_exact_mut(4) {
            pixel.copy_from_slice(&[50, 100, 50, 255]);
        }
        
        let mut prims = Primitives2D::new(pixels, 800, 600);
        prims.draw_circle_filled(
            self.player_x as i32,
            self.player_y as i32,
            20,
            [255, 200, 100, 255]
        );
    }
}

fn main() {
    Engine::new().run::<TopDown>();
}
"#.to_string()
}

fn get_fps_template() -> String {
    r#"use sevenx_engine::*;

struct FPS {
    renderer3d: Renderer3D,
    cube: Mesh3D,
    angle: f32,
}

impl GameState for FPS {
    fn new() -> Self {
        let mut renderer3d = Renderer3D::new(800, 600);
        renderer3d.camera.position = Vec3::new(0.0, 2.0, 5.0);
        
        let cube = Mesh3D::cube(2.0);
        
        Self {
            renderer3d,
            cube,
            angle: 0.0,
        }
    }

    fn update(&mut self, dt: f32, _input: &input::InputHandler, _world: &mut World) {
        self.angle += 50.0 * dt;
        self.cube.rotation.y = self.angle;
    }

    fn draw(&mut self, _world: &World, pixels: &mut [u8]) {
        for pixel in pixels.chunks_exact_mut(4) {
            pixel.copy_from_slice(&[135, 206, 235, 255]);
        }
        
        self.renderer3d.clear_zbuffer();
        self.renderer3d.render_mesh(&self.cube, pixels, 800, 600);
    }
}

fn main() {
    Engine::new().run::<FPS>();
}
"#.to_string()
}

fn get_rpg_template() -> String {
    r#"use sevenx_engine::*;

struct RPG {
    player_x: f32,
    player_y: f32,
    inventory: Inventory,
    quests: QuestSystem,
}

impl GameState for RPG {
    fn new() -> Self {
        let mut inventory = Inventory::new(20);
        inventory.add_item(Item::weapon("sword", "Espada", 10), 1);
        inventory.add_gold(100);
        
        let quests = QuestSystem::new();
        
        Self {
            player_x: 400.0,
            player_y: 300.0,
            inventory,
            quests,
        }
    }

    fn update(&mut self, dt: f32, input: &input::InputHandler, _world: &mut World) {
        let (axis_x, axis_y) = input.get_movement_vector();
        let speed = 150.0;
        
        self.player_x += axis_x * speed * dt;
        self.player_y += axis_y * speed * dt;
        
        if input.is_key_pressed(KeyCode::KeyI) {
            println!("💰 Gold: {}", self.inventory.gold);
        }
    }

    fn draw(&mut self, _world: &World, pixels: &mut [u8]) {
        for pixel in pixels.chunks_exact_mut(4) {
            pixel.copy_from_slice(&[40, 60, 40, 255]);
        }
        
        let mut prims = Primitives2D::new(pixels, 800, 600);
        prims.draw_rect_filled(
            self.player_x as i32 - 10,
            self.player_y as i32 - 10,
            20,
            20,
            [200, 100, 255, 255]
        );
    }
}

fn main() {
    Engine::new().run::<RPG>();
}
"#.to_string()
}

fn run_project() {
    println!("🚀 Rodando projeto...");
    std::process::Command::new("cargo")
        .arg("run")
        .status()
        .expect("Falha ao rodar projeto");
}

fn build_project() {
    println!("🔨 Compilando projeto...");
    std::process::Command::new("cargo")
        .args(&["build", "--release"])
        .status()
        .expect("Falha ao compilar projeto");
    
    println!("✅ Compilado! Executável em: target/release/");
}