performance/
performance.rs

1use lotus_engine::*;
2use rand::{rng, rngs::ThreadRng, Rng};
3
4#[derive(Clone, Component)]
5struct Object();
6
7#[derive(Clone, Component)]
8struct Border();
9
10your_game!(
11    WindowConfiguration::default(),
12    setup,
13    update
14);
15
16fn setup(context: &mut Context) {
17    let circle: Circle = Circle::new(64, 0.5);
18    let mut thread_rng: ThreadRng = rng();
19
20    let left_border_perimeter: f64 = -1.3;
21    let right_border_perimiter: f64 = 1.3;
22    let bottom_border_perimeter: f64 = -0.9;
23    let top_border_perimeter: f64 = 0.9;
24
25    // Update the number of spawns for performance benchmarking.
26    for _ in 1..=10 {
27        let randomic_position_x: f32 = thread_rng.random_range(left_border_perimeter..right_border_perimiter) as f32;
28        let randomic_position_y: f32 = thread_rng.random_range(bottom_border_perimeter..top_border_perimeter) as f32;
29
30        let randomic_velocity_x: f32 = thread_rng.random_range(-0.5..0.5) as f32;
31        let randomic_velocity_y: f32 = thread_rng.random_range(-0.5..0.5) as f32;
32
33        context.commands.spawn(
34            vec![
35                Box::new(Shape::new(Orientation::Horizontal, GeometryType::Circle(circle.clone()), Color::BLUE)),
36                Box::new(Object()),
37                Box::new(Transform::new(
38                    Position::new(Vector2::new(randomic_position_x, randomic_position_y), Strategy::Normalized),
39                    0.0,
40                    Vector2::new(0.15, 0.15)
41                )),
42                Box::new(Velocity::new(Vector2::new(randomic_velocity_x, randomic_velocity_y))),
43                Box::new(Collision::new(Collider::new_simple(GeometryType::Square)))
44            ]
45        );
46    }
47
48    spawn_border(context, Orientation::Horizontal, Vector2::new(0.0, -1.), Vector2::new(context.window_configuration.width as f32, 0.01));
49    spawn_border(context, Orientation::Horizontal, Vector2::new(0.0, 1.), Vector2::new(context.window_configuration.width as f32, 0.01));
50    spawn_border(context, Orientation::Vertical, Vector2::new(1.35, 0.), Vector2::new(0.01, context.window_configuration.height as f32));
51    spawn_border(context, Orientation::Vertical, Vector2::new(-1.35, 0.), Vector2::new(0.01, context.window_configuration.height as f32));
52}
53
54fn update(context: &mut Context) {
55    context.commands.show_fps(context.game_loop_listener.current_fps, Color::BLACK);
56
57    let mut query: Query = Query::new(&context.world).with::<Object>();
58    let entities: Vec<Entity> = query.entities_with_components().unwrap();
59
60    check_border_collision(context, &entities);
61    move_objects(context, &entities);
62}
63
64fn spawn_border(context: &mut Context, orientation: Orientation, position: Vector2<f32>, scale: Vector2<f32>) {
65    let border: Shape = Shape::new(orientation, GeometryType::Rectangle, Color::WHITE);
66
67    context.commands.spawn(
68        vec![
69            Box::new(border),
70            Box::new(Border()),
71            Box::new(Transform::new(
72                Position::new(position, Strategy::Normalized),
73                0.0,
74                scale
75            )),
76            Box::new(Collision::new(Collider::new_simple(GeometryType::Rectangle)))
77        ]
78    );
79}
80
81fn check_border_collision(context: &mut Context, entities: &Vec<Entity>) {
82    let mut border_query: Query = Query::new(&context.world).with::<Border>();
83    let borders: Vec<Entity> = border_query.entities_with_components().unwrap();
84
85    for entity in entities {
86        let mut velocity: ComponentRefMut<'_, Velocity> = context.world.get_entity_component_mut::<Velocity>(entity).unwrap();
87        let collision: ComponentRef<'_, Collision> = context.world.get_entity_component::<Collision>(entity).unwrap();
88
89        for border in &borders {
90            let border_collision: ComponentRef<'_, Collision> = context.world.get_entity_component::<Collision>(&border).unwrap();
91    
92            if Collision::check(CollisionAlgorithm::Aabb, &collision, &border_collision) {
93                let border_transform: ComponentRef<'_, Transform> = context.world.get_entity_component::<Transform>(&border).unwrap();
94    
95                if border_transform.position.x.abs() < border_transform.position.y.abs() {
96                    velocity.y *= -1.0;
97                } else {
98                    velocity.x *= -1.0;
99                }
100                break;
101            }
102        }
103    }
104}
105
106fn move_objects(context: &mut Context, entities: &Vec<Entity>) {
107    for entity in entities {
108        let mut transform: ComponentRefMut<'_, Transform> = context.world.get_entity_component_mut::<Transform>(entity).unwrap();
109        let velocity: ComponentRef<'_, Velocity> = context.world.get_entity_component::<Velocity>(entity).unwrap();
110
111        let new_position: Vector2<f32> = transform.position.to_vec() + velocity.to_vec() * context.delta;
112        transform.set_position(&context.render_state, new_position);
113    }
114}