use shadowengine2d::prelude::*;
use winit::keyboard::KeyCode;
use shadowengine2d::ui::{SliderStyle, TextInputStyle};
struct GameState {
score: u32,
player_name: String,
volume: f32,
}
fn main() -> EngineResult<()> {
App::new()
.set_window(WindowConfig {
title: "2D Shooter Example".to_string(),
width: 800,
height: 600,
resizable: false,
})
.add_startup_system(setup)
.add_system(update)
.add_system(ui_system)
.insert_resource(GameState {
score: 0,
player_name: String::from("Player"),
volume: 0.5,
})
.insert_resource(UiContext::default())
.build()
.run()
}
fn setup(engine: &mut Engine, resources: &mut Resources) -> EngineResult<()> {
let player = engine.entities.spawn()
.at_position(400.0, 500.0)
.with_colored_square(Color::BLUE, 32.0)
.build();
resources.insert(player);
Ok(())
}
fn update(engine: &mut Engine, resources: &mut Resources) -> EngineResult<()> {
let player = *resources.get::<EntityId>().unwrap();
let input = &engine.input;
let mut pos = engine.entities.get_transform(player).unwrap().position;
let speed = 300.0 * engine.time.delta_time();
if input.is_key_pressed(KeyCode::ArrowLeft) || input.is_key_pressed(KeyCode::KeyA) {
pos.x -= speed;
}
if input.is_key_pressed(KeyCode::ArrowRight) || input.is_key_pressed(KeyCode::KeyD) {
pos.x += speed;
}
if input.is_key_pressed(KeyCode::ArrowUp) || input.is_key_pressed(KeyCode::KeyW) {
pos.y -= speed;
}
if input.is_key_pressed(KeyCode::ArrowDown) || input.is_key_pressed(KeyCode::KeyS) {
pos.y += speed;
}
if let Some(transform) = engine.entities.get_transform_mut(player) {
transform.position = pos;
}
if input.is_key_just_pressed(KeyCode::Space) {
engine.entities.spawn()
.at_position(pos.x, pos.y - 20.0)
.with_colored_square(Color::new(1.0, 1.0, 0.0, 1.0), 8.0)
.with_velocity(Velocity::new(0.0, -500.0))
.build();
}
let entity_ids: Vec<_> = engine.entities.entities().to_vec();
let moves: Vec<_> = entity_ids.iter()
.filter_map(|&entity| engine.entities.get_velocity(entity).map(|vel| (entity, vel.velocity)))
.collect();
let mut to_remove = Vec::new();
for (entity, velocity) in moves {
if let Some(transform) = engine.entities.get_transform_mut(entity) {
transform.position.x += velocity.x * engine.time.delta_time();
transform.position.y += velocity.y * engine.time.delta_time();
if transform.position.y < -10.0 {
to_remove.push(entity);
}
}
}
for entity in to_remove {
engine.entities.remove_entity(entity);
}
Ok(())
}
fn ui_system(engine: &mut Engine, resources: &mut Resources) -> EngineResult<()> {
let (volume, player_name, score) = {
let state_ref = resources.get::<GameState>().unwrap();
(state_ref.volume, state_ref.player_name.clone(), state_ref.score)
};
let ui = resources.get_mut::<UiContext>().unwrap();
ui.text("Volume", Position::new(20.0, 20.0), Color::WHITE);
ui.slider(
Rect::new(100.0, 20.0, 180.0, 24.0),
0.0,
1.0,
volume,
0.01,
SliderStyle::default(),
);
ui.text("Name", Position::new(20.0, 60.0), Color::WHITE);
ui.text_input(
Rect::new(100.0, 60.0, 180.0, 32.0),
&player_name,
TextInputStyle::default(),
);
ui.text(format!("Score: {}", score), Position::new(20.0, 110.0), Color::WHITE);
Ok(())
}