mirror of
https://github.com/Xevion/Pac-Man.git
synced 2025-12-09 08:08:13 -06:00
feat: fullscreen toggle key
This commit is contained in:
2
Cargo.lock
generated
2
Cargo.lock
generated
@@ -711,7 +711,7 @@ checksum = "42f5e15c9953c5e4ccceeb2e7382a716482c34515315f7b03532b8b4e8393d2d"
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[[package]]
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[[package]]
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name = "pacman"
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name = "pacman"
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version = "0.80.0"
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version = "0.80.1"
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dependencies = [
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dependencies = [
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"anyhow",
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"anyhow",
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"bevy_ecs",
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"bevy_ecs",
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@@ -1,6 +1,6 @@
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[package]
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[package]
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name = "pacman"
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name = "pacman"
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version = "0.80.0"
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version = "0.80.1"
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authors = ["Xevion"]
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authors = ["Xevion"]
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edition = "2021"
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edition = "2021"
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rust-version = "1.86.0"
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rust-version = "1.86.0"
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@@ -32,7 +32,7 @@ The game includes all the original features you'd expect from Pac-Man:
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- [x] Classic maze navigation with tunnels and dot collection
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- [x] Classic maze navigation with tunnels and dot collection
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- [ ] Four ghosts with their unique AI behaviors (Blinky, Pinky, Inky, and Clyde)
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- [ ] Four ghosts with their unique AI behaviors (Blinky, Pinky, Inky, and Clyde)
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- [x] Power pellets that allow Pac-Man to eat ghosts
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- [x] Power pellets that allow Pac-Man to eat ghosts
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- [ ] Fruit bonuses that appear periodically
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- [x] Fruit bonuses that appear periodically
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- [ ] Progressive difficulty with faster ghosts and shorter power pellet duration
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- [ ] Progressive difficulty with faster ghosts and shorter power pellet duration
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- [x] Authentic sound effects and sprites
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- [x] Authentic sound effects and sprites
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@@ -19,7 +19,10 @@ pub enum GameCommand {
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/// Restart the current level with fresh entity positions and items
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/// Restart the current level with fresh entity positions and items
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ResetLevel,
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ResetLevel,
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/// Pause or resume game ticking logic
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/// Pause or resume game ticking logic
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/// TODO: Display pause state, fix debug rendering pause distress
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TogglePause,
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TogglePause,
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/// Toggle fullscreen mode (desktop only)
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ToggleFullscreen,
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}
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}
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/// Global events that flow through the ECS event system to coordinate game behavior.
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/// Global events that flow through the ECS event system to coordinate game behavior.
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@@ -489,6 +489,8 @@ impl Game {
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}),
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}),
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player_control_system,
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player_control_system,
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pause_system,
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pause_system,
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#[cfg(not(target_os = "emscripten"))]
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profile(SystemId::Input, systems::handle_fullscreen_command),
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)
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)
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.chain();
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.chain();
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@@ -90,6 +90,8 @@ impl Default for Bindings {
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{
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{
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key_bindings.insert(Keycode::Escape, GameCommand::Exit);
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key_bindings.insert(Keycode::Escape, GameCommand::Exit);
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key_bindings.insert(Keycode::Q, GameCommand::Exit);
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key_bindings.insert(Keycode::Q, GameCommand::Exit);
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// Desktop-only fullscreen toggle
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key_bindings.insert(Keycode::F, GameCommand::ToggleFullscreen);
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}
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}
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let movement_keys = HashSet::from([
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let movement_keys = HashSet::from([
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@@ -21,6 +21,12 @@ use bevy_ecs::{
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};
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};
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use crate::events::{GameCommand, GameEvent};
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use crate::events::{GameCommand, GameEvent};
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#[cfg(not(target_os = "emscripten"))]
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use bevy_ecs::system::NonSendMut;
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#[cfg(not(target_os = "emscripten"))]
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use sdl2::render::Canvas;
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#[cfg(not(target_os = "emscripten"))]
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use sdl2::video::{FullscreenType, Window};
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#[derive(Resource, Clone)]
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#[derive(Resource, Clone)]
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pub struct PlayerAnimation(pub DirectionalAnimation);
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pub struct PlayerAnimation(pub DirectionalAnimation);
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@@ -73,6 +79,27 @@ pub fn handle_pause_command(
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}
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}
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}
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}
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#[cfg(not(target_os = "emscripten"))]
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pub fn handle_fullscreen_command(mut events: EventReader<GameEvent>, mut canvas: NonSendMut<&mut Canvas<Window>>) {
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for event in events.read() {
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if let GameEvent::Command(GameCommand::ToggleFullscreen) = event {
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let window = canvas.window_mut();
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let current = window.fullscreen_state();
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let target = match current {
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FullscreenType::Off => FullscreenType::Desktop,
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_ => FullscreenType::Off,
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};
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if let Err(e) = window.set_fullscreen(target) {
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tracing::warn!(error = ?e, "Failed to toggle fullscreen");
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} else {
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let on = matches!(target, FullscreenType::Desktop | FullscreenType::True);
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info!(fullscreen = on, "Toggled fullscreen");
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}
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}
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}
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}
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pub trait TooSimilar {
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pub trait TooSimilar {
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fn too_similar(&self, other: &Self) -> bool;
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fn too_similar(&self, other: &Self) -> bool;
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}
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}
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