1use lotus_engine::*;
7use std::time::Duration;
8use rand::{rngs::ThreadRng, Rng};
9
10#[derive(Clone, Component)]
11pub struct Player();
12
13#[derive(Clone, Component)]
14pub struct LittleBall();
15
16#[derive(Clone, Component)]
17pub struct Target();
18
19#[derive(Clone, Component)]
20pub struct Border();
21
22#[derive(Clone, Resource)]
23pub struct LittleBallRespawnTimer(Timer);
24
25impl LittleBallRespawnTimer {
26 pub fn new() -> Self {
27 return Self(Timer::new(TimerType::Repeat, Duration::new(2, 0)));
28 }
29}
30
31#[derive(Clone, Resource)]
32pub struct NextState(pub GameState);
33
34impl Default for NextState {
35 fn default() -> Self {
36 return Self(GameState::Stopped);
37 }
38}
39
40#[derive(Clone, PartialEq, Debug)]
41pub enum GameState {
42 Running,
43 Stopped
44}
45
46your_game!(
47 WindowConfiguration {
48 icon_path: "textures/lotus_pink_256x256.png".to_string(),
49 title: "Breakout Game :)".to_string(),
50 background_color: Some(Color::CYAN),
51 background_image_path: None,
52 width: 725.0,
53 height: 695.0,
54 position_x: 200.0,
55 position_y: 150.0,
56 resizable: false,
57 decorations: true,
58 transparent: false,
59 active: true,
60 enabled_buttons: WindowButtons::CLOSE | WindowButtons::MINIMIZE
61 },
62 setup,
63 update
64);
65
66fn setup(context: &mut Context) {
67 let player: Shape = Shape::new(Orientation::Horizontal, GeometryType::Rectangle, Color::PURPLE);
68 let little_ball: Shape = Shape::new(Orientation::Horizontal, GeometryType::Circle(Circle::new(64, 0.2)), Color::BLACK);
69 let start_text: Text = Text::new(
70 Font::new(Fonts::RobotoMonoItalic.get_path(), 40.0),
71 Position::new(Vector2::new(0.10, 0.50), Strategy::Normalized),
72 Color::PURPLE,
73 "Press 'Enter' to start the game!".to_string()
74 );
75
76 let mut thread_rng: ThreadRng = rand::rng();
77 let random_x_direction: f32 = thread_rng.random_range(-0.8..0.8);
78
79 context.commands.add_resources(vec![
80 Box::new(LittleBallRespawnTimer::new()),
81 Box::new(NextState::default())
82 ]);
83 context.commands.spawn(vec![Box::new(start_text)]);
84
85 context.commands.spawn(
86 vec![
87 Box::new(player),
88 Box::new(Player()),
89 Box::new(Transform::new(
90 Position::new(Vector2::new(0.0, -0.85), Strategy::Normalized),
91 0.0,
92 Vector2::new(0.15, 0.10)
93 )),
94 Box::new(Velocity::new(Vector2::new(2.0, 2.0))),
95 Box::new(Collision::new(Collider::new_simple(GeometryType::Rectangle)))
96 ]
97 );
98
99 context.commands.spawn(
100 vec![
101 Box::new(little_ball),
102 Box::new(LittleBall()),
103 Box::new(Transform::new(
104 Position::new(Vector2::new(0.0, -0.5), Strategy::Normalized),
105 0.0,
106 Vector2::new(0.10, 0.10)
107 )),
108 Box::new(Velocity::new(Vector2::new(random_x_direction, -0.5))),
109 Box::new(Collision::new(Collider::new_simple(GeometryType::Square)))
110 ]
111 );
112
113 spawn_border(context, Vector2::new(1.1, 0.));
114 spawn_border(context, Vector2::new(-1.1, 0.));
115 spawn_targets(context);
116}
117
118fn update(context: &mut Context) {
119 let input: Input = {
120 let input_ref: ResourceRefMut<'_, Input> = context.world.get_resource_mut::<Input>().unwrap();
121 input_ref.clone()
122 };
123
124 if input.is_key_released(PhysicalKey::Code(KeyCode::Enter)) {
125 let mut next_state: ResourceRefMut<'_, NextState> = context.world.get_resource_mut::<NextState>().unwrap();
126 next_state.0 = GameState::Running;
127
128 let mut query: Query = Query::new(&context.world).with::<Text>();
129 if let Some(entity) = query.entities_with_components().unwrap().first() {
130 context.commands.despawn(entity.clone());
131 }
132 }
133
134 if context.world.get_resource::<NextState>().unwrap().0 == GameState::Running {
135 let mut player_query: Query = Query::new(&context.world).with::<Player>();
136 let player_entity: Entity = player_query.entities_with_components().unwrap().first().unwrap().clone();
137
138 let mut little_ball_query: Query = Query::new(&context.world).with::<LittleBall>();
139 let little_ball_entity: Entity = little_ball_query.entities_with_components().unwrap().first().unwrap().clone();
140
141 let mut thread_rng: ThreadRng = rand::rng();
142 let random_factor: f32 = thread_rng.random_range(-0.5..0.5);
143
144 move_player(context, input, player_entity);
145 move_little_ball(context, little_ball_entity);
146 check_player_little_ball_collision(context, player_entity, little_ball_entity, random_factor);
147 check_little_ball_borders_collision(context, little_ball_entity, random_factor);
148 check_litte_ball_targets_collision(context, little_ball_entity, random_factor);
149 respawn_little_ball_after_outbounds(context, little_ball_entity);
150 }
151}
152
153fn spawn_border(context: &mut Context, position: Vector2<f32>) {
154 let border: Shape = Shape::new(Orientation::Vertical, GeometryType::Rectangle, Color::CYAN);
155
156 context.commands.spawn(
157 vec![
158 Box::new(border),
159 Box::new(Border()),
160 Box::new(Transform::new(
161 Position::new(position, Strategy::Normalized),
162 0.0,
163 Vector2::new(0.01, context.window_configuration.height as f32)
164 )),
165 Box::new(Collision::new(Collider::new_simple(GeometryType::Rectangle)))
166 ]
167 );
168}
169
170fn spawn_targets(context: &mut Context) {
171 let width: f32 = 0.15;
172 let height: f32 = 0.10;
173
174 let rows: i32 = 8;
175 let columns: i32 = 10;
176 let spacing_x: f32 = 0.09;
177 let spacing_y: f32 = 0.02;
178
179 let start_x: f32 = -(columns as f32 * (width + spacing_x)) / 2.0;
180 let start_y: f32 = 1.0 - 0.1;
181
182 for row in 0..rows {
183 for column in 0..columns {
184 let x: f32 = start_x + column as f32 * (width + spacing_x);
185 let y: f32 = start_y - row as f32 * (height + spacing_y);
186
187 let mut color: Color = Color::RED;
188
189 if row == 2 || row == 3 {
190 color = Color::ORANGE;
191 } else if row == 4 || row == 5 {
192 color = Color::GREEN;
193 } else if row == 6 || row == 7 {
194 color = Color::YELLOW;
195 }
196
197 context.commands.spawn(
198 vec![
199 Box::new(Shape::new(Orientation::Horizontal, GeometryType::Rectangle, color)),
200 Box::new(Target()),
201 Box::new(Transform::new(
202 Position::new(Vector2::new(x, y), Strategy::Normalized),
203 0.0,
204 Vector2::new(width, height)
205 )),
206 Box::new(Collision::new(Collider::new_simple(GeometryType::Rectangle))),
207 ]
208 );
209 }
210 }
211}
212
213fn move_player(context: &mut Context, input: Input, player_entity: Entity) {
214 let mut player_transform: ComponentRefMut<'_, Transform> = context.world.get_entity_component_mut(&player_entity).unwrap();
215 let player_velocity: ComponentRef<'_, Velocity> = context.world.get_entity_component(&player_entity).unwrap();
216
217 if input.is_key_pressed(PhysicalKey::Code(KeyCode::ArrowRight)) {
218 let x: f32 = player_transform.position.x + player_velocity.x * context.delta;
219 player_transform.set_position_x(&context.render_state, x);
220 } else if input.is_key_pressed(PhysicalKey::Code(KeyCode::ArrowLeft)) {
221 let x: f32 = player_transform.position.x - player_velocity.x * context.delta;
222 player_transform.set_position_x(&context.render_state, x);
223 }
224}
225
226fn move_little_ball(context: &mut Context, little_ball_entity: Entity) {
227 let mut little_ball_transform: ComponentRefMut<'_, Transform> = context.world.get_entity_component_mut::<Transform>(&little_ball_entity).unwrap();
228 let little_ball_velocity: ComponentRef<'_, Velocity> = context.world.get_entity_component::<Velocity>(&little_ball_entity).unwrap();
229
230 let new_position: Vector2<f32> = little_ball_transform.position.to_vec() + little_ball_velocity.to_vec() * context.delta;
231 little_ball_transform.set_position(&context.render_state, new_position);
232}
233
234fn check_player_little_ball_collision(context: &mut Context, player_entity: Entity, little_ball_entity: Entity, random_factor: f32) {
235 let mut little_ball_transform: ComponentRefMut<'_, Transform> = context.world.get_entity_component_mut::<Transform>(&little_ball_entity).unwrap();
236 let mut little_ball_velocity: ComponentRefMut<'_, Velocity> = context.world.get_entity_component_mut::<Velocity>(&little_ball_entity).unwrap();
237 let little_ball_collision: ComponentRef<'_, Collision> = context.world.get_entity_component::<Collision>(&little_ball_entity).unwrap();
238
239 let player_collision: ComponentRef<'_, Collision> = context.world.get_entity_component::<Collision>(&player_entity).unwrap();
240
241 if Collision::check(CollisionAlgorithm::Aabb, &player_collision, &little_ball_collision) {
242 let relative_collision_position: Vector2<f32> = little_ball_collision.collider.position - player_collision.collider.position;
243
244 let rebound_direction: Vector2<f32> = if relative_collision_position.y > 0.0 {
245 Vector2::new(relative_collision_position.x, 1.0)
246 } else {
247 Vector2::new(relative_collision_position.x, -1.0)
248 };
249 let rebound_vector: Vector2<f32> = (rebound_direction + Vector2::new(random_factor, 0.0)).normalize();
250 let little_ball_new_velocity: Vector2<f32> = rebound_vector * little_ball_velocity.to_vec().magnitude();
251
252 little_ball_velocity.x = little_ball_new_velocity.x; little_ball_velocity.y = little_ball_new_velocity.y;
253 little_ball_transform.position.y += rebound_direction.y * 0.02;
254 }
255}
256
257fn check_little_ball_borders_collision(context: &mut Context, little_ball_entity: Entity, random_factor: f32) {
258 let mut border_query: Query = Query::new(&context.world).with::<Border>();
259 let borders_entities: Vec<Entity> = border_query.entities_with_components().unwrap();
260
261 let mut little_ball_transform: ComponentRefMut<'_, Transform> = context.world.get_entity_component_mut::<Transform>(&little_ball_entity).unwrap();
262 let mut little_ball_velocity: ComponentRefMut<'_, Velocity> = context.world.get_entity_component_mut::<Velocity>(&little_ball_entity).unwrap();
263 let little_ball_collision: ComponentRef<'_, Collision> = context.world.get_entity_component::<Collision>(&little_ball_entity).unwrap();
264
265 for border in &borders_entities {
266 let border_collision: ComponentRef<'_, Collision> = context.world.get_entity_component::<Collision>(border).unwrap();
267
268 if Collision::check(CollisionAlgorithm::Aabb, &little_ball_collision, &border_collision) {
269 if border_collision.collider.position.x > 0.0 {
270 let little_ball_new_velocity: Vector2<f32> =
271 Vector2::new(-1.0 + random_factor, little_ball_velocity.y.signum()).normalize() * little_ball_velocity.to_vec().magnitude();
272
273 little_ball_velocity.x = little_ball_new_velocity.x; little_ball_velocity.y = little_ball_new_velocity.y;
274 little_ball_transform.position.x -= 0.1;
275 } else if border_collision.collider.position.x < 0.0 {
276 let little_ball_new_velocity: Vector2<f32> =
277 Vector2::new(1.0 + random_factor, little_ball_velocity.y.signum()).normalize() * little_ball_velocity.to_vec().magnitude();
278
279 little_ball_velocity.x = little_ball_new_velocity.x; little_ball_velocity.y = little_ball_new_velocity.y;
280 little_ball_transform.position.x += 0.1;
281 }
282 }
283 }
284}
285
286fn check_litte_ball_targets_collision(context: &mut Context, little_ball_entity: Entity, random_factor: f32) {
287 let mut targets_query: Query = Query::new(&context.world).with::<Target>();
288 let targets_entities: Vec<Entity> = targets_query.entities_with_components().unwrap();
289
290 let mut little_ball_transform: ComponentRefMut<'_, Transform> = context.world.get_entity_component_mut::<Transform>(&little_ball_entity).unwrap();
291 let mut little_ball_velocity: ComponentRefMut<'_, Velocity> = context.world.get_entity_component_mut::<Velocity>(&little_ball_entity).unwrap();
292 let little_ball_collision: ComponentRef<'_, Collision> = context.world.get_entity_component::<Collision>(&little_ball_entity).unwrap();
293
294 for target in &targets_entities {
295 let target_collision: ComponentRef<'_, Collision> = context.world.get_entity_component::<Collision>(target).unwrap();
296
297 if Collision::check(CollisionAlgorithm::Aabb, &little_ball_collision, &target_collision) {
298 let little_ball_new_velocity: Vector2<f32> =
299 Vector2::new(little_ball_velocity.x.signum(), -1.0 + random_factor).normalize() * little_ball_velocity.to_vec().magnitude();
300
301 little_ball_velocity.x = little_ball_new_velocity.x; little_ball_velocity.y = little_ball_new_velocity.y;
302 little_ball_transform.position.y -= 0.1;
303 context.commands.despawn(target.clone());
304 }
305 }
306}
307
308fn respawn_little_ball_after_outbounds(context: &mut Context, little_ball_entity: Entity) {
309 let mut litte_ball_transform: ComponentRefMut<'_, Transform> = context.world.get_entity_component_mut::<Transform>(&little_ball_entity).unwrap();
310 let position_default: Vector2<f32> = Vector2::new(0.0, -0.25);
311
312 if litte_ball_transform.position.y < -1.0 {
313 let mut little_ball_respawn_timer: ResourceRefMut<'_, LittleBallRespawnTimer> = context.world.get_resource_mut::<LittleBallRespawnTimer>().unwrap();
314 little_ball_respawn_timer.0.tick(context.delta);
315
316 if little_ball_respawn_timer.0.is_finished() {
317 litte_ball_transform.set_position(&context.render_state, position_default);
318 }
319 }
320}