1use 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 present_mode: PresentMode::AutoNoVsync
61 },
62 setup,
63 update
64);
65
66fn setup(context: &mut Context) {
67 let gray_racket_sprite: Sprite = Sprite::new("textures/pong/gray_racket_256x256.png".to_string());
68 let pink_racket_sprite: Sprite = Sprite::new("textures/pong/pink_racket_256x256.png".to_string());
69 let pong_ball_sprite: Sprite = Sprite::new("textures/pong/pong_ball_left_256x256.png".to_string());
70
71 let mut game_audio: GameAudio = GameAudio::default();
72 game_audio.0.load_streaming_sound(
73 "game_music",
74 "audio/pong/soundtrack/arcade_music.ogg",
75 AudioSettings::default().loop_region(..).volume(Value::Fixed(Decibels(-10.0)))
76 ).ok();
77 game_audio.0.play_streaming_sound("game_music".to_string()).ok();
78
79 game_audio.0.load_static_sound(
80 "racket_hit",
81 "audio/pong/effect/pong_hit.wav",
82 AudioSettings::default()
83 ).ok();
84
85 context.commands.add_resources(vec![
86 Box::new(PongBallRespawnTimer::default()),
87 Box::new(game_audio)
88 ]);
89
90 spawn_border(context, Vector2::new(0.0, -1.0));
91 spawn_border(context, Vector2::new(0.0, 1.0));
92
93 context.commands.spawn(
94 vec![
95 Box::new(gray_racket_sprite),
96 Box::new(Transform::new(
97 Position::new(Vector2::new(-1.0, 0.23), Strategy::Normalized),
98 0.0,
99 Vector2::new(0.55, 0.55)
100 )),
101 Box::new(Racket()),
102 Box::new(GrayRacket()),
103 Box::new(Velocity::new(Vector2::new(1.5, 1.5))),
104 Box::new(Collision::new(Collider::new_simple(GeometryType::Square)))
105 ]
106 );
107
108 context.commands.spawn(
109 vec![
110 Box::new(pink_racket_sprite),
111 Box::new(Transform::new(
112 Position::new(Vector2::new(1.0, 0.25), Strategy::Normalized),
113 0.0,
114 Vector2::new(0.55, 0.55)
115 )),
116 Box::new(Racket()),
117 Box::new(PinkRacket()),
118 Box::new(Velocity::new(Vector2::new(1.5, 1.5))),
119 Box::new(Collision::new(Collider::new_simple(GeometryType::Square)))
120 ]
121 );
122
123 context.commands.spawn(
124 vec![
125 Box::new(pong_ball_sprite),
126 Box::new(Transform::new(
127 Position::new(Vector2::new(0.0, 0.0), Strategy::Normalized),
128 0.0,
129 Vector2::new(0.55, 0.55)
130 )),
131 Box::new(PongBall()),
132 Box::new(Velocity::new(Vector2::new(1.0, 1.0))),
133 Box::new(Collision::new(Collider::new_simple(GeometryType::Square)))
134 ]
135 );
136}
137
138fn update(context: &mut Context) {
139 let input: Input = {
140 let input_ref: ResourceRefMut<'_, Input> = context.world.get_resource_mut::<Input>().unwrap();
141 input_ref.clone()
142 };
143
144 let mut pong_ball_query: Query = Query::new(&context.world).with::<PongBall>();
145 let pong_ball_entities: Vec<Entity> = pong_ball_query.entities_with_components().unwrap();
146 let pong_ball: &Entity = pong_ball_entities.first().unwrap();
147 let mut thread_rng: ThreadRng = rand::rng();
148 let random_factor: f32 = thread_rng.random_range(-0.5..0.5);
149
150 move_gray_racket(context, input.clone());
151 move_pink_racket(context, input.clone());
152 move_pong_ball(context, pong_ball);
153 check_rackets_ball_collision(context, pong_ball, random_factor);
154 check_borders_ball_collision(context, pong_ball, random_factor);
155 respawn_pong_ball_after_outbounds(context, pong_ball);
156}
157
158fn spawn_border(context: &mut Context, position: Vector2<f32>) {
159 let border: Shape = Shape::new(Orientation::Horizontal, GeometryType::Rectangle, Color::BLACK);
160
161 context.commands.spawn(
162 vec![
163 Box::new(border),
164 Box::new(Border()),
165 Box::new(Transform::new(
166 Position::new(position, Strategy::Normalized),
167 0.0,
168 Vector2::new(context.window_configuration.width as f32, 0.01)
169 )),
170 Box::new(Collision::new(Collider::new_simple(GeometryType::Rectangle)))
171 ]
172 );
173}
174
175fn move_gray_racket(context: &mut Context, input: Input) {
176 let mut query: Query = Query::new(&context.world).with::<GrayRacket>();
177 let entities: Vec<Entity> = query.entities_with_components().unwrap();
178 let gray_racket_entity: &Entity = entities.first().unwrap();
179
180 let mut transform: ComponentRefMut<'_, Transform> = context.world.get_entity_component_mut::<Transform>(gray_racket_entity).unwrap();
181 let velocity: ComponentRef<'_, Velocity> = context.world.get_entity_component::<Velocity>(gray_racket_entity).unwrap();
182
183 if input.is_key_pressed(KeyCode::KeyW) {
184 transform.position.y += velocity.y * context.delta;
185 let new_position: Vector2<f32> = Vector2::new(transform.position.x, transform.position.y);
186 transform.set_position(&context.render_state, new_position);
187 } else if input.is_key_pressed(KeyCode::KeyS) {
188 transform.position.y -= velocity.y * context.delta;
189 let new_position: Vector2<f32> = Vector2::new(transform.position.x, transform.position.y);
190 transform.set_position(&context.render_state, new_position);
191 }
192}
193
194fn move_pink_racket(context: &mut Context, input: Input) {
195 let mut query: Query = Query::new(&context.world).with::<PinkRacket>();
196 let entities: Vec<Entity> = query.entities_with_components().unwrap();
197 let pink_racket_entity: &Entity = entities.first().unwrap();
198
199 let mut transform: ComponentRefMut<'_, Transform> = context.world.get_entity_component_mut::<Transform>(pink_racket_entity).unwrap();
200 let velocity: ComponentRef<'_, Velocity> = context.world.get_entity_component::<Velocity>(pink_racket_entity).unwrap();
201
202 if input.is_key_pressed(KeyCode::ArrowUp) {
203 transform.position.y += velocity.y * context.delta;
204 let new_position: Vector2<f32> = Vector2::new(transform.position.x, transform.position.y);
205 transform.set_position(&context.render_state, new_position);
206 } else if input.is_key_pressed(KeyCode::ArrowDown) {
207 transform.position.y -= velocity.y * context.delta;
208 let new_position: Vector2<f32> = Vector2::new(transform.position.x, transform.position.y);
209 transform.set_position(&context.render_state, new_position);
210 }
211}
212
213fn move_pong_ball(context: &mut Context, pong_ball: &Entity) {
214 let mut transform: ComponentRefMut<'_, Transform> = context.world.get_entity_component_mut::<Transform>(&pong_ball).unwrap();
215 let velocity: ComponentRef<'_, Velocity> = context.world.get_entity_component::<Velocity>(&pong_ball).unwrap();
216
217 let new_position: Vector2<f32> = transform.position.to_vec() + velocity.to_vec() * context.delta;
218 transform.set_position(&context.render_state, new_position);
219}
220
221fn check_rackets_ball_collision(context: &mut Context, pong_ball: &Entity, random_factor: f32) {
222 let mut racket_query: Query = Query::new(&context.world).with::<Racket>();
223 let rackets: Vec<Entity> = racket_query.entities_with_components().unwrap();
224 let mut game_audio: ResourceRefMut<'_, GameAudio> = context.world.get_resource_mut::<GameAudio>().unwrap();
225
226 for racket in &rackets {
227 let racket_collision: ComponentRef<'_, Collision> = context.world.get_entity_component::<Collision>(racket).unwrap();
228 let racket_transform: ComponentRef<'_, Transform> = context.world.get_entity_component::<Transform>(racket).unwrap();
229
230 let pong_ball_collision: ComponentRef<'_, Collision> = context.world.get_entity_component::<Collision>(&pong_ball).unwrap();
231 let mut pong_ball_transform: ComponentRefMut<'_, Transform> = context.world.get_entity_component_mut::<Transform>(&pong_ball).unwrap();
232 let mut pong_ball_velocity: ComponentRefMut<'_, Velocity> = context.world.get_entity_component_mut::<Velocity>(&pong_ball).unwrap();
233
234 if Collision::check(CollisionAlgorithm::Aabb, &racket_collision, &pong_ball_collision) {
235 game_audio.0.play_static_sound("racket_hit".to_string()).ok();
236
237 let relative_collision_point: f32 = pong_ball_transform.position.y - racket_transform.position.y;
238 let rebound_angle: f32 = relative_collision_point * 1.0 + random_factor;
239
240 let pong_ball_new_velocity: Vector2<f32>;
241
242 if racket_transform.position.x > 0.0 {
243 pong_ball_new_velocity = Vector2::new(-1.0, rebound_angle).normalize() * pong_ball_velocity.to_vec().magnitude();
244 pong_ball_velocity.x = pong_ball_new_velocity.x; pong_ball_velocity.y = pong_ball_new_velocity.y;
245 pong_ball_transform.position.x -= 0.1;
246 } else if racket_transform.position.x < 0.0 {
247 pong_ball_new_velocity = Vector2::new(1.0, rebound_angle).normalize() * pong_ball_velocity.to_vec().magnitude();
248 pong_ball_velocity.x = pong_ball_new_velocity.x; pong_ball_velocity.y = pong_ball_new_velocity.y;
249 pong_ball_transform.position.x += 0.1;
250 }
251 let new_position: Vector2<f32> = Vector2::new(pong_ball_transform.position.x, pong_ball_transform.position.y);
252 pong_ball_transform.set_position(&context.render_state, new_position);
253 }
254 }
255}
256
257fn check_borders_ball_collision(context: &mut Context, pong_ball: &Entity, random_factor: f32) {
258 let mut border_query: Query = Query::new(&context.world).with::<Border>();
259 let borders: Vec<Entity> = border_query.entities_with_components().unwrap();
260
261 for border in &borders {
262 let border_collision: ComponentRef<'_, Collision> = context.world.get_entity_component::<Collision>(border).unwrap();
263 let border_transform: ComponentRef<'_, Transform> = context.world.get_entity_component::<Transform>(border).unwrap();
264
265 let pong_ball_collision: ComponentRef<'_, Collision> = context.world.get_entity_component::<Collision>(&pong_ball).unwrap();
266 let mut pong_ball_velocity: ComponentRefMut<'_, Velocity> = context.world.get_entity_component_mut::<Velocity>(&pong_ball).unwrap();
267 let mut pong_ball_transform: ComponentRefMut<'_, Transform> = context.world.get_entity_component_mut::<Transform>(&pong_ball).unwrap();
268
269 let pong_ball_new_velocity: Vector2<f32>;
270
271 if Collision::check(CollisionAlgorithm::Aabb, &border_collision, &pong_ball_collision) {
272 if border_transform.position.y > 0.0 {
273 pong_ball_new_velocity = Vector2::new(pong_ball_velocity.x.signum(), -1.0 + random_factor).normalize() * pong_ball_velocity.to_vec().magnitude();
274 pong_ball_velocity.x = pong_ball_new_velocity.x; pong_ball_velocity.y = pong_ball_new_velocity.y;
275 pong_ball_transform.position.y -= 0.1;
276 } else if border_transform.position.y < 0.0 {
277 pong_ball_new_velocity = Vector2::new(pong_ball_velocity.x.signum(), 1.0 + random_factor).normalize() * pong_ball_velocity.to_vec().magnitude();
278 pong_ball_velocity.x = pong_ball_new_velocity.x; pong_ball_velocity.y = pong_ball_new_velocity.y;
279 pong_ball_transform.position.y += 0.1;
280 }
281 let new_position: Vector2<f32> = Vector2::new(pong_ball_transform.position.x, pong_ball_transform.position.y);
282 pong_ball_transform.set_position(&context.render_state, new_position);
283 }
284 }
285}
286
287fn respawn_pong_ball_after_outbounds(context: &mut Context, pong_ball: &Entity) {
288 let mut pong_ball_transform: ComponentRefMut<'_, Transform> = context.world.get_entity_component_mut::<Transform>(pong_ball).unwrap();
289 let position_default: Vector2<f32> = Vector2::new(0.0, 0.0);
290
291 if pong_ball_transform.position.x > 2.0 || pong_ball_transform.position.x < -2.0 {
292 let mut pong_ball_respawn_timer: ResourceRefMut<'_, PongBallRespawnTimer> = context.world.get_resource_mut::<PongBallRespawnTimer>().unwrap();
293 pong_ball_respawn_timer.0.tick(context.delta);
294
295 if pong_ball_respawn_timer.0.is_finished() {
296 pong_ball_transform.set_position(&context.render_state, position_default);
297 }
298 }
299}