pong/
pong.rs

1//! This is a more complex example of a more complete application.
2//! The Pong arcade game, but with sprites.
3//! This example shows off the usage of timer, audio, input and physics.
4//! The timer works as a respawn for the pong ball after it goes outbounds.
5//! The audio is used for the game music (streaming) and for the rackets hits (static).
6//! The input is used for mapping the users keyboard actions.
7
8use lotus_engine::*;
9use rand::{rngs::ThreadRng, Rng};
10use std::time::Duration;
11
12#[derive(Component)]
13struct Border();
14
15#[derive(Component)]
16struct Racket();
17
18#[derive(Component)]
19struct GrayRacket();
20
21#[derive(Component)]
22struct PinkRacket();
23
24#[derive(Component)]
25struct PongBall();
26
27#[derive(Clone, Resource)]
28pub struct PongBallRespawnTimer(pub Timer);
29
30impl Default for PongBallRespawnTimer {
31    fn default() -> Self {
32        return Self(Timer::new(TimerType::Repeat, Duration::new(2, 0)))
33    }
34}
35
36#[derive(Resource)]
37pub struct GameAudio(pub AudioSource);
38
39impl Default for GameAudio {
40    fn default() -> Self {
41        return Self(AudioSource::new().expect("Should create a audio source."));
42    }
43}
44
45your_game!(
46    WindowConfiguration {
47        icon_path: "textures/pong/pink_racket_256x256.png".to_string(),
48        title: "Pong Game :)".to_string(),
49        background_color: None,
50        background_image_path: Some("textures/pong/pong_background_960x600.png".to_string()),
51        width: 960.0,
52        height: 600.0,
53        position_x: 200.0,
54        position_y: 150.0,
55        resizable: false,
56        decorations: true,
57        transparent: false,
58        active: true,
59        enabled_buttons: WindowButtons::CLOSE | WindowButtons::MINIMIZE
60    },
61    setup,
62    update
63);
64
65fn setup(context: &mut Context) {
66    let gray_racket_sprite: Sprite = Sprite::new("textures/pong/gray_racket_256x256.png".to_string());
67    let pink_racket_sprite: Sprite = Sprite::new("textures/pong/pink_racket_256x256.png".to_string());
68    let pong_ball_sprite: Sprite = Sprite::new("textures/pong/pong_ball_left_256x256.png".to_string());
69
70    let mut game_audio: GameAudio = GameAudio::default();
71    game_audio.0.load_streaming_sound(
72        "game_music",
73        "audio/pong/soundtrack/arcade_music.ogg",
74        AudioSettings::default().loop_region(..).volume(Value::Fixed(Decibels(-10.0)))
75    ).ok();
76    game_audio.0.play_streaming_sound("game_music".to_string()).ok();
77
78    game_audio.0.load_static_sound(
79        "racket_hit",
80        "audio/pong/effect/pong_hit.wav",
81        AudioSettings::default()
82    ).ok();
83
84    context.commands.add_resources(vec![
85        Box::new(PongBallRespawnTimer::default()),
86        Box::new(game_audio)
87    ]);
88
89    spawn_border(context, Vector2::new(0.0, -1.0));
90    spawn_border(context, Vector2::new(0.0, 1.0));
91
92    context.commands.spawn(
93        vec![
94            Box::new(gray_racket_sprite),
95            Box::new(Transform::new(
96                Position::new(Vector2::new(-1.0, 0.23), Strategy::Normalized),
97                0.0,
98                Vector2::new(0.55, 0.55)
99            )),
100            Box::new(Racket()),
101            Box::new(GrayRacket()),
102            Box::new(Velocity::new(Vector2::new(1.5, 1.5))),
103            Box::new(Collision::new(Collider::new_simple(GeometryType::Square)))
104        ]
105    );
106
107    context.commands.spawn(
108        vec![
109            Box::new(pink_racket_sprite),
110            Box::new(Transform::new(
111                Position::new(Vector2::new(1.0, 0.25), Strategy::Normalized),
112                0.0,
113                Vector2::new(0.55, 0.55)
114            )),
115            Box::new(Racket()),
116            Box::new(PinkRacket()),
117            Box::new(Velocity::new(Vector2::new(1.5, 1.5))),
118            Box::new(Collision::new(Collider::new_simple(GeometryType::Square)))
119        ]
120    );
121
122    context.commands.spawn(
123        vec![
124            Box::new(pong_ball_sprite),
125            Box::new(Transform::new(
126                Position::new(Vector2::new(0.0, 0.0), Strategy::Normalized),
127                0.0,
128                Vector2::new(0.55, 0.55)
129            )),
130            Box::new(PongBall()),
131            Box::new(Velocity::new(Vector2::new(1.0, 1.0))),
132            Box::new(Collision::new(Collider::new_simple(GeometryType::Square)))
133        ]
134    );
135}
136
137fn update(context: &mut Context) {
138    let input: Input = {
139        let input_ref: ResourceRefMut<'_, Input> = context.world.get_resource_mut::<Input>().unwrap();
140        input_ref.clone()
141    };
142
143    let mut pong_ball_query: Query = Query::new(&context.world).with::<PongBall>();
144    let pong_ball_entities: Vec<Entity> = pong_ball_query.entities_with_components().unwrap();
145    let pong_ball: &Entity = pong_ball_entities.first().unwrap();
146    let mut thread_rng: ThreadRng = rand::rng();
147    let random_factor: f32 = thread_rng.random_range(-0.5..0.5);
148
149    move_gray_racket(context, input.clone());
150    move_pink_racket(context, input.clone());
151    move_pong_ball(context, pong_ball);
152    check_rackets_ball_collision(context, pong_ball, random_factor);
153    check_borders_ball_collision(context, pong_ball, random_factor);
154    respawn_pong_ball_after_outbounds(context, pong_ball);
155}
156
157fn spawn_border(context: &mut Context, position: Vector2<f32>) {
158    let border: Shape = Shape::new(Orientation::Horizontal, GeometryType::Rectangle, Color::BLACK);
159
160    context.commands.spawn(
161        vec![
162            Box::new(border),
163            Box::new(Border()),
164            Box::new(Transform::new(
165                Position::new(position, Strategy::Normalized),
166                0.0,
167                Vector2::new(context.window_configuration.width as f32, 0.01)
168            )),
169            Box::new(Collision::new(Collider::new_simple(GeometryType::Rectangle)))
170        ]
171    );
172}
173
174fn move_gray_racket(context: &mut Context, input: Input) {
175    let mut query: Query = Query::new(&context.world).with::<GrayRacket>();
176    let entities: Vec<Entity> = query.entities_with_components().unwrap();
177    let gray_racket_entity: &Entity = entities.first().unwrap();
178
179    let mut transform: ComponentRefMut<'_, Transform> = context.world.get_entity_component_mut::<Transform>(gray_racket_entity).unwrap();
180    let velocity: ComponentRef<'_, Velocity> = context.world.get_entity_component::<Velocity>(gray_racket_entity).unwrap();
181
182    if input.is_key_pressed(PhysicalKey::Code(KeyCode::KeyW)) {
183        transform.position.y += velocity.y * context.delta;
184        let new_position: Vector2<f32> = Vector2::new(transform.position.x, transform.position.y);
185        transform.set_position(&context.render_state, new_position);
186    } else if input.is_key_pressed(PhysicalKey::Code(KeyCode::KeyS)) {
187        transform.position.y -= velocity.y * context.delta;
188        let new_position: Vector2<f32> = Vector2::new(transform.position.x, transform.position.y);
189        transform.set_position(&context.render_state, new_position);
190    }
191}
192
193fn move_pink_racket(context: &mut Context, input: Input) {
194    let mut query: Query = Query::new(&context.world).with::<PinkRacket>();
195    let entities: Vec<Entity> = query.entities_with_components().unwrap();
196    let pink_racket_entity: &Entity = entities.first().unwrap();
197
198    let mut transform: ComponentRefMut<'_, Transform> = context.world.get_entity_component_mut::<Transform>(pink_racket_entity).unwrap();
199    let velocity: ComponentRef<'_, Velocity> = context.world.get_entity_component::<Velocity>(pink_racket_entity).unwrap();
200    
201    if input.is_key_pressed(PhysicalKey::Code(KeyCode::ArrowUp)) {
202        transform.position.y += velocity.y * context.delta;
203        let new_position: Vector2<f32> = Vector2::new(transform.position.x, transform.position.y);
204        transform.set_position(&context.render_state, new_position);
205    } else if input.is_key_pressed(PhysicalKey::Code(KeyCode::ArrowDown)) {
206        transform.position.y -= velocity.y * context.delta;
207        let new_position: Vector2<f32> = Vector2::new(transform.position.x, transform.position.y);
208        transform.set_position(&context.render_state, new_position);
209    }
210}
211
212fn move_pong_ball(context: &mut Context, pong_ball: &Entity) {
213    let mut transform: ComponentRefMut<'_, Transform> = context.world.get_entity_component_mut::<Transform>(&pong_ball).unwrap();
214    let velocity: ComponentRef<'_, Velocity> = context.world.get_entity_component::<Velocity>(&pong_ball).unwrap();
215
216    let new_position: Vector2<f32> = transform.position.to_vec() + velocity.to_vec() * context.delta;
217    transform.set_position(&context.render_state, new_position);
218}
219
220fn check_rackets_ball_collision(context: &mut Context, pong_ball: &Entity, random_factor: f32) {
221    let mut racket_query: Query = Query::new(&context.world).with::<Racket>();
222    let rackets: Vec<Entity> = racket_query.entities_with_components().unwrap();
223    let mut game_audio: ResourceRefMut<'_, GameAudio> = context.world.get_resource_mut::<GameAudio>().unwrap();
224
225    for racket in &rackets {
226        let racket_collision: ComponentRef<'_, Collision> = context.world.get_entity_component::<Collision>(racket).unwrap();
227        let racket_transform: ComponentRef<'_, Transform> = context.world.get_entity_component::<Transform>(racket).unwrap();
228
229        let pong_ball_collision: ComponentRef<'_, Collision> = context.world.get_entity_component::<Collision>(&pong_ball).unwrap();
230        let mut pong_ball_transform: ComponentRefMut<'_, Transform> = context.world.get_entity_component_mut::<Transform>(&pong_ball).unwrap();
231        let mut pong_ball_velocity: ComponentRefMut<'_, Velocity> = context.world.get_entity_component_mut::<Velocity>(&pong_ball).unwrap();
232
233        if Collision::check(CollisionAlgorithm::Aabb, &racket_collision, &pong_ball_collision) {
234            game_audio.0.play_static_sound("racket_hit".to_string()).ok();
235
236            let relative_collision_point: f32 = pong_ball_transform.position.y - racket_transform.position.y;
237            let rebound_angle: f32 = relative_collision_point * 1.0 + random_factor;
238
239            let pong_ball_new_velocity: Vector2<f32>;
240
241            if racket_transform.position.x > 0.0 {
242                pong_ball_new_velocity = Vector2::new(-1.0, rebound_angle).normalize() * pong_ball_velocity.to_vec().magnitude();
243                pong_ball_velocity.x = pong_ball_new_velocity.x; pong_ball_velocity.y = pong_ball_new_velocity.y;
244                pong_ball_transform.position.x -= 0.1;
245            } else if racket_transform.position.x < 0.0 {
246                pong_ball_new_velocity = Vector2::new(1.0, rebound_angle).normalize() * pong_ball_velocity.to_vec().magnitude();
247                pong_ball_velocity.x = pong_ball_new_velocity.x; pong_ball_velocity.y = pong_ball_new_velocity.y;
248                pong_ball_transform.position.x += 0.1;
249            }
250            let new_position: Vector2<f32> = Vector2::new(pong_ball_transform.position.x, pong_ball_transform.position.y);
251            pong_ball_transform.set_position(&context.render_state, new_position);
252        }
253    }
254}
255
256fn check_borders_ball_collision(context: &mut Context, pong_ball: &Entity, random_factor: f32) {
257    let mut border_query: Query = Query::new(&context.world).with::<Border>();
258    let borders: Vec<Entity> = border_query.entities_with_components().unwrap();
259
260    for border in &borders {
261        let border_collision: ComponentRef<'_, Collision> = context.world.get_entity_component::<Collision>(border).unwrap();
262        let border_transform: ComponentRef<'_, Transform> = context.world.get_entity_component::<Transform>(border).unwrap();
263
264        let pong_ball_collision: ComponentRef<'_, Collision> = context.world.get_entity_component::<Collision>(&pong_ball).unwrap();
265        let mut pong_ball_velocity: ComponentRefMut<'_, Velocity> = context.world.get_entity_component_mut::<Velocity>(&pong_ball).unwrap();
266        let mut pong_ball_transform: ComponentRefMut<'_, Transform> = context.world.get_entity_component_mut::<Transform>(&pong_ball).unwrap();
267
268        let pong_ball_new_velocity: Vector2<f32>;
269
270        if Collision::check(CollisionAlgorithm::Aabb, &border_collision, &pong_ball_collision) {
271            if border_transform.position.y > 0.0 {
272                pong_ball_new_velocity = Vector2::new(pong_ball_velocity.x.signum(), -1.0 + random_factor).normalize() * pong_ball_velocity.to_vec().magnitude();
273                pong_ball_velocity.x = pong_ball_new_velocity.x; pong_ball_velocity.y = pong_ball_new_velocity.y;
274                pong_ball_transform.position.y -= 0.1;
275            } else if border_transform.position.y < 0.0 {
276                pong_ball_new_velocity = Vector2::new(pong_ball_velocity.x.signum(), 1.0 + random_factor).normalize() * pong_ball_velocity.to_vec().magnitude();
277                pong_ball_velocity.x = pong_ball_new_velocity.x; pong_ball_velocity.y = pong_ball_new_velocity.y;
278                pong_ball_transform.position.y += 0.1;
279            }
280            let new_position: Vector2<f32> = Vector2::new(pong_ball_transform.position.x, pong_ball_transform.position.y);
281            pong_ball_transform.set_position(&context.render_state, new_position);
282        }
283    }
284}
285
286fn respawn_pong_ball_after_outbounds(context: &mut Context, pong_ball: &Entity) {
287    let mut pong_ball_transform: ComponentRefMut<'_, Transform> = context.world.get_entity_component_mut::<Transform>(pong_ball).unwrap();
288    let position_default: Vector2<f32> = Vector2::new(0.0, 0.0);
289
290    if pong_ball_transform.position.x > 2.0 || pong_ball_transform.position.x < -2.0 {
291        let mut pong_ball_respawn_timer: ResourceRefMut<'_, PongBallRespawnTimer> = context.world.get_resource_mut::<PongBallRespawnTimer>().unwrap();
292        pong_ball_respawn_timer.0.tick(context.delta);
293
294        if pong_ball_respawn_timer.0.is_finished() {
295            pong_ball_transform.set_position(&context.render_state, position_default);
296        }
297    }
298}