docs: document many major functions, types, enums for important functionality

This commit is contained in:
2025-08-17 23:29:43 -05:00
parent 398d041d96
commit 12ee16faab
15 changed files with 290 additions and 62 deletions

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@@ -12,6 +12,11 @@ use crate::constants::{CANVAS_SIZE, LOOP_TIME, SCALE};
use crate::game::Game;
use crate::platform::get_platform;
/// Main application wrapper that manages SDL initialization, window lifecycle, and the game loop.
///
/// Handles platform-specific setup, maintains consistent frame timing, and delegates
/// game logic to the contained `Game` instance. The app manages focus state to
/// optimize CPU usage when the window loses focus.
pub struct App {
pub game: Game,
last_tick: Instant,
@@ -20,6 +25,16 @@ pub struct App {
}
impl App {
/// Initializes SDL subsystems, creates the game window, and sets up the game state.
///
/// Performs comprehensive initialization including video/audio subsystems, platform-specific
/// console setup, window creation with proper scaling, and canvas configuration. All SDL
/// resources are leaked to maintain 'static lifetimes required by the game architecture.
///
/// # Errors
///
/// Returns `GameError::Sdl` if any SDL initialization step fails, or propagates
/// errors from `Game::new()` during game state setup.
pub fn new() -> GameResult<Self> {
let sdl_context: &'static Sdl = Box::leak(Box::new(sdl2::init().map_err(|e| GameError::Sdl(e.to_string()))?));
let video_subsystem: &'static VideoSubsystem =
@@ -70,6 +85,16 @@ impl App {
})
}
/// Executes a single frame of the game loop with consistent timing and optional sleep.
///
/// Calculates delta time since the last frame, runs game logic via `game.tick()`,
/// and implements frame rate limiting by sleeping for remaining time if the frame
/// completed faster than the target `LOOP_TIME`. Sleep behavior varies based on
/// window focus to conserve CPU when the game is not active.
///
/// # Returns
///
/// `true` if the game should continue running, `false` if the game requested exit.
pub fn run(&mut self) -> bool {
{
let start = Instant::now();

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@@ -5,17 +5,28 @@
use std::borrow::Cow;
use strum_macros::EnumIter;
/// Enumeration of all game assets with cross-platform loading support.
///
/// Each variant corresponds to a specific file that can be loaded either from
/// binary-embedded data or embedded filesystem (Emscripten).
#[derive(Debug, Clone, Copy, PartialEq, Eq, Hash, EnumIter)]
pub enum Asset {
Wav1,
Wav2,
Wav3,
Wav4,
/// Main sprite atlas containing all game graphics (atlas.png)
AtlasImage,
/// Terminal Vector font for text rendering (TerminalVector.ttf)
Font,
}
impl Asset {
/// Returns the relative file path for this asset within the game's asset directory.
///
/// Paths are consistent across platforms and used by the Emscripten backend
/// for filesystem loading. Desktop builds embed assets directly and don't
/// use these paths at runtime.
#[allow(dead_code)]
pub fn path(&self) -> &str {
use Asset::*;
@@ -35,7 +46,17 @@ mod imp {
use crate::error::AssetError;
use crate::platform::get_platform;
/// Returns the raw bytes of the given asset.
/// Loads asset bytes using the appropriate platform-specific method.
///
/// On desktop platforms, returns embedded compile-time data via `include_bytes!`.
/// On Emscripten, loads from the filesystem using the asset's path. The returned
/// `Cow` allows zero-copy access to embedded data while supporting owned data
/// when loaded from disk.
///
/// # Errors
///
/// Returns `AssetError::NotFound` if the asset file cannot be located (Emscripten only),
/// or `AssetError::Io` for filesystem I/O failures.
pub fn get_asset_bytes(asset: Asset) -> Result<Cow<'static, [u8]>, AssetError> {
get_platform().get_asset_bytes(asset)
}

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@@ -114,9 +114,11 @@ impl Audio {
}
}
/// Plays the "eat" sound effect.
/// Plays the next waka eating sound in the cycle of four variants.
///
/// If audio is disabled or muted, this function does nothing.
/// Automatically rotates through the four eating sound assets. The sound plays on channel 0 and the internal sound index
/// advances to the next variant. Silently returns if audio is disabled, muted,
/// or no sounds were loaded successfully.
#[allow(dead_code)]
pub fn eat(&mut self) {
if self.disabled || self.muted || self.sounds.is_empty() {
@@ -136,9 +138,11 @@ impl Audio {
self.next_sound_index = (self.next_sound_index + 1) % self.sounds.len();
}
/// Instantly mute or unmute all channels.
/// Instantly mutes or unmutes all audio channels by adjusting their volume.
///
/// If audio is disabled, this function does nothing.
/// Sets all 4 mixer channels to zero volume when muting, or restores them to
/// their default volume (32) when unmuting. The mute state is tracked internally
/// regardless of whether audio is disabled, allowing the state to be preserved.
pub fn set_mute(&mut self, mute: bool) {
if !self.disabled {
let channels = 4;
@@ -151,12 +155,19 @@ impl Audio {
self.muted = mute;
}
/// Returns `true` if the audio is muted.
/// Returns the current mute state regardless of whether audio is functional.
///
/// This tracks the user's mute preference and will return `true` if muted
/// even when the audio system is disabled due to initialization failures.
pub fn is_muted(&self) -> bool {
self.muted
}
/// Returns `true` if the audio system is disabled.
/// Returns whether the audio system failed to initialize and is non-functional.
///
/// Audio can be disabled due to SDL2_mixer initialization failures, missing
/// audio device, or failure to load any sound assets. When disabled, all
/// audio operations become no-ops.
#[allow(dead_code)]
pub fn is_disabled(&self) -> bool {
self.disabled

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@@ -4,6 +4,11 @@ use std::time::Duration;
use glam::UVec2;
/// Target frame duration for 60 FPS game loop timing.
///
/// Calculated as 1/60th of a second (≈16.67ms).
///
/// Written out explicitly to satisfy const-eval constraints.
pub const LOOP_TIME: Duration = Duration::from_nanos((1_000_000_000.0 / 60.0) as u64);
/// The size of each cell, in pixels.
@@ -14,9 +19,16 @@ pub const BOARD_CELL_SIZE: UVec2 = UVec2::new(28, 31);
/// The scale factor for the window (integer zoom)
pub const SCALE: f32 = 2.6;
/// The offset of the game board from the top-left corner of the window, in cells.
/// Game board offset from window origin to reserve space for HUD elements.
///
/// The 3-cell vertical offset (24 pixels) provides space at the top of the
/// screen for score display, player lives, and other UI elements.
pub const BOARD_CELL_OFFSET: UVec2 = UVec2::new(0, 3);
/// The offset of the game board from the top-left corner of the window, in pixels.
/// Pixel-space equivalent of `BOARD_CELL_OFFSET` for rendering calculations.
///
/// Automatically calculated from the cell offset to maintain consistency
/// when the cell size changes. Used for positioning sprites and debug overlays.
pub const BOARD_PIXEL_OFFSET: UVec2 = UVec2::new(BOARD_CELL_OFFSET.x * CELL_SIZE, BOARD_CELL_OFFSET.y * CELL_SIZE);
/// The size of the canvas, in pixels.
pub const CANVAS_SIZE: UVec2 = UVec2::new(
@@ -24,22 +36,24 @@ pub const CANVAS_SIZE: UVec2 = UVec2::new(
(BOARD_CELL_SIZE.y + BOARD_CELL_OFFSET.y) * CELL_SIZE,
);
/// An enum representing the different types of tiles on the map.
/// Map tile types that define gameplay behavior and collision properties.
#[derive(Debug, Clone, Copy, PartialEq)]
pub enum MapTile {
/// An empty tile.
/// Traversable space with no collectible items
Empty,
/// A wall tile.
Wall,
/// A regular pellet.
/// Small collectible. Implicitly a traversable tile.
Pellet,
/// A power pellet.
/// Large collectible. Implicitly a traversable tile.
PowerPellet,
/// A tunnel tile.
/// Special traversable tile that connects to tunnel portals.
Tunnel,
}
/// The raw layout of the game board, as a 2D array of characters.
/// ASCII art representation of the classic Pac-Man maze layout.
///
/// Uses character symbols to define the game world. This layout is parsed by `MapTileParser`
/// to generate the navigable graph and collision geometry.
pub const RAW_BOARD: [&str; BOARD_CELL_SIZE.y as usize] = [
"############################",
"#............##............#",

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@@ -2,19 +2,36 @@ use bevy_ecs::{entity::Entity, event::Event};
use crate::map::direction::Direction;
/// Player input commands that trigger specific game actions.
///
/// Commands are generated by the input system in response to keyboard events
/// and processed by appropriate game systems to modify state or behavior.
#[derive(Clone, Copy, Debug, PartialEq, Eq)]
pub enum GameCommand {
/// Request immediate game shutdown
Exit,
/// Set Pac-Man's movement direction
MovePlayer(Direction),
/// Cycle through debug visualization modes
ToggleDebug,
/// Toggle audio mute state
MuteAudio,
/// Restart the current level with fresh entity positions and items
ResetLevel,
/// Pause or resume game ticking logic
TogglePause,
}
/// Global events that flow through the ECS event system to coordinate game behavior.
///
/// Events enable loose coupling between systems - input generates commands, collision
/// detection reports overlaps, and various systems respond appropriately without
/// direct dependencies.
#[derive(Event, Clone, Copy, Debug, PartialEq, Eq)]
pub enum GameEvent {
/// Player input command to be processed by relevant game systems
Command(GameCommand),
/// Physical overlap detected between two entities requiring gameplay response
Collision(Entity, Entity),
}

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@@ -48,16 +48,37 @@ use crate::{
texture::sprite::{AtlasMapper, SpriteAtlas},
};
/// The `Game` struct is the main entry point for the game.
/// Core game state manager built on the Bevy ECS architecture.
///
/// It contains the game's state and logic, and is responsible for
/// handling user input, updating the game state, and rendering the game.
/// Orchestrates all game systems through a centralized `World` containing entities,
/// components, and resources, while a `Schedule` defines system execution order.
/// Handles initialization of graphics resources, entity spawning, and per-frame
/// game logic coordination. SDL2 resources are stored as `NonSend` to respect
/// thread safety requirements while integrating with the ECS.
pub struct Game {
pub world: World,
pub schedule: Schedule,
}
impl Game {
/// Initializes the complete game state including ECS world, graphics, and entity spawning.
///
/// Performs extensive setup: creates render targets and debug textures, loads and parses
/// the sprite atlas, renders the static map to a cached texture, builds the navigation
/// graph from the board layout, spawns Pac-Man with directional animations, creates
/// all four ghosts with their AI behavior, and places collectible items throughout
/// the maze. Registers event types and configures the system execution schedule.
///
/// # Arguments
///
/// * `canvas` - SDL2 rendering context with static lifetime for ECS storage
/// * `texture_creator` - SDL2 texture factory for creating render targets
/// * `event_pump` - SDL2 event polling interface for input handling
///
/// # Errors
///
/// Returns `GameError` for SDL2 failures, asset loading problems, atlas parsing
/// errors, or entity initialization issues.
pub fn new(
canvas: &'static mut Canvas<Window>,
texture_creator: &'static mut TextureCreator<WindowContext>,
@@ -289,7 +310,12 @@ impl Game {
Ok(Game { world, schedule })
}
/// Spowns all four ghosts at their starting positions with appropriate textures.
/// Creates and spawns all four ghosts with unique AI personalities and directional animations.
///
/// # Errors
///
/// Returns `GameError::Texture` if any ghost sprite cannot be found in the atlas,
/// typically indicating missing or misnamed sprite files.
fn spawn_ghosts(world: &mut World) -> GameResult<()> {
// Extract the data we need first to avoid borrow conflicts
let ghost_start_positions = {
@@ -394,9 +420,21 @@ impl Game {
Ok(())
}
/// Ticks the game state.
/// Executes one frame of game logic by running all scheduled ECS systems.
///
/// Returns true if the game should exit.
/// Updates the world's delta time resource and runs the complete system pipeline:
/// input processing, entity movement, collision detection, item collection,
/// audio playback, animation updates, and rendering. Each system operates on
/// relevant entities and modifies world state, with the schedule ensuring
/// proper execution order and data dependencies.
///
/// # Arguments
///
/// * `dt` - Frame delta time in seconds for time-based animations and movement
///
/// # Returns
///
/// `true` if the game should terminate (exit command received), `false` to continue
pub fn tick(&mut self, dt: f32) -> bool {
self.world.insert_resource(DeltaTime(dt));

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@@ -11,25 +11,37 @@ use tracing::debug;
use crate::error::{GameResult, MapError};
/// The starting positions of the entities in the game.
/// Predefined spawn locations for all game entities within the navigation graph.
///
/// These positions are determined during map parsing and graph construction.
pub struct NodePositions {
/// Pac-Man's starting position in the lower section of the maze
pub pacman: NodeId,
/// Blinky starts at the ghost house entrance
pub blinky: NodeId,
/// Pinky starts in the left area of the ghost house
pub pinky: NodeId,
/// Inky starts in the right area of the ghost house
pub inky: NodeId,
/// Clyde starts in the center of the ghost house
pub clyde: NodeId,
}
/// The main map structure containing the game board and navigation graph.
/// Complete maze representation combining visual layout with navigation pathfinding.
///
/// Transforms the ASCII board layout into a fully connected navigation graph
/// while preserving tile-based collision and rendering data. The graph enables
/// smooth entity movement with proper pathfinding, while the grid mapping allows
/// efficient spatial queries and debug visualization.
#[derive(Resource)]
pub struct Map {
/// The node map for entity movement.
/// Connected graph of navigable positions.
pub graph: Graph,
/// A mapping from grid positions to node IDs.
/// Bidirectional mapping between 2D grid coordinates and graph node indices.
pub grid_to_node: HashMap<IVec2, NodeId>,
/// A mapping of the starting positions of the entities.
/// Predetermined spawn locations for all game entities
pub start_positions: NodePositions,
/// The raw tile data for the map.
/// 2D array of tile types for collision detection and rendering
tiles: [[MapTile; BOARD_CELL_SIZE.y as usize]; BOARD_CELL_SIZE.x as usize],
}
@@ -162,7 +174,18 @@ impl Map {
})
}
/// Builds the house structure in the graph.
/// Constructs the ghost house area with restricted access and internal navigation.
///
/// Creates a multi-level ghost house with entrance control, internal movement
/// areas, and starting positions for each ghost. The house entrance uses
/// ghost-only traversal flags to prevent Pac-Man from entering while allowing
/// ghosts to exit. Internal nodes are arranged in vertical lines to provide
/// distinct starting areas for each ghost character.
///
/// # Returns
///
/// Tuple of node IDs: (house_entrance, left_center, center_center, right_center)
/// representing the four key positions within the ghost house structure.
fn build_house(
graph: &mut Graph,
grid_to_node: &HashMap<IVec2, NodeId>,
@@ -296,7 +319,10 @@ impl Map {
))
}
/// Builds the tunnel connections in the graph.
/// Creates horizontal tunnel portals for instant teleportation across the maze.
///
/// Establishes the tunnel system that allows entities to instantly travel from the left edge of the maze to the right edge.
/// Creates hidden intermediate nodes beyond the visible tunnel entrances and connects them with zero-distance edges for instantaneous traversal.
fn build_tunnels(
graph: &mut Graph,
grid_to_node: &HashMap<IVec2, NodeId>,

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@@ -4,16 +4,21 @@ use crate::constants::{MapTile, BOARD_CELL_SIZE};
use crate::error::ParseError;
use glam::IVec2;
/// Represents the parsed data from a raw board layout.
/// Structured representation of parsed ASCII board layout with extracted special positions.
///
/// Contains the complete board state after character-to-tile conversion, along with
/// the locations of special gameplay elements that require additional processing
/// during graph construction. Special positions are extracted during parsing to
/// enable proper map builder initialization.
#[derive(Debug)]
pub struct ParsedMap {
/// The parsed tile layout.
/// 2D array of tiles converted from ASCII characters
pub tiles: [[MapTile; BOARD_CELL_SIZE.y as usize]; BOARD_CELL_SIZE.x as usize],
/// The positions of the house door tiles.
/// Two positions marking the ghost house entrance (represented by '=' characters)
pub house_door: [Option<IVec2>; 2],
/// The positions of the tunnel end tiles.
/// Two positions marking tunnel portals for wraparound teleportation ('T' characters)
pub tunnel_ends: [Option<IVec2>; 2],
/// Pac-Man's starting position.
/// Starting position for Pac-Man (marked by 'X' character in the layout)
pub pacman_start: Option<IVec2>,
}
@@ -21,15 +26,18 @@ pub struct ParsedMap {
pub struct MapTileParser;
impl MapTileParser {
/// Parses a single character into a map tile.
/// Converts ASCII characters from the board layout into corresponding tile types.
///
/// # Arguments
/// Interprets the character-based maze representation: walls (`#`), collectible
/// pellets (`.` and `o`), traversable spaces (` `), tunnel entrances (`T`),
/// ghost house doors (`=`), and entity spawn markers (`X`). Special characters
/// that don't represent tiles in the final map (like spawn markers) are
/// converted to `Empty` tiles while their positions are tracked separately.
///
/// * `c` - The character to parse
/// # Errors
///
/// # Returns
///
/// The parsed map tile, or an error if the character is unknown.
/// Returns `ParseError::UnknownCharacter` for any character not defined
/// in the game's ASCII art vocabulary.
pub fn parse_character(c: char) -> Result<MapTile, ParseError> {
match c {
'#' => Ok(MapTile::Wall),

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@@ -10,29 +10,29 @@ mod desktop;
#[cfg(target_os = "emscripten")]
mod emscripten;
/// Platform abstraction trait that defines cross-platform functionality.
/// Cross-platform abstraction layer providing unified APIs for platform-specific operations.
pub trait CommonPlatform {
/// Sleep for the specified duration using platform-appropriate method.
/// Platform-specific sleep function (required due to Emscripten's non-standard sleep requirements).
///
/// Provides access to current window focus state, useful for changing sleep algorithm conditionally.
fn sleep(&self, duration: Duration, focused: bool);
/// Get the current time in seconds since some reference point.
/// This is available for future use in timing and performance monitoring.
#[allow(dead_code)]
fn get_time(&self) -> f64;
/// Initialize platform-specific console functionality.
/// Configures platform-specific console and debugging output capabilities.
fn init_console(&self) -> Result<(), PlatformError>;
/// Get canvas size for platforms that need it (e.g., Emscripten).
/// This is available for future use in responsive design.
/// Retrieves the actual display canvas dimensions.
#[allow(dead_code)]
fn get_canvas_size(&self) -> Option<(u32, u32)>;
/// Load asset bytes using platform-appropriate method.
/// Loads raw asset data using the appropriate platform-specific method.
fn get_asset_bytes(&self, asset: Asset) -> Result<Cow<'static, [u8]>, AssetError>;
}
/// Get the current platform implementation.
/// Returns the appropriate platform implementation based on compile-time target.
#[allow(dead_code)]
pub fn get_platform() -> &'static dyn CommonPlatform {
#[cfg(not(target_os = "emscripten"))]

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@@ -9,6 +9,13 @@ use crate::map::builder::Map;
use crate::systems::components::{Collider, ItemCollider, PacmanCollider};
use crate::systems::movement::Position;
/// Detects overlapping entities and generates collision events for gameplay systems.
///
/// Performs distance-based collision detection between Pac-Man and collectible items
/// using each entity's position and collision radius. When entities overlap, emits
/// a `GameEvent::Collision` for the item system to handle scoring and removal.
/// Collision detection accounts for both entities being in motion and supports
/// circular collision boundaries for accurate gameplay feel.
pub fn collision_system(
map: Res<Map>,
pacman_query: Query<(Entity, &Position, &Collider), With<PacmanCollider>>,

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@@ -14,10 +14,7 @@ use crate::{
},
};
/// Ghost AI system that handles randomized movement decisions.
///
/// This system runs on all ghosts and makes periodic decisions about
/// which direction to move in when they reach intersections.
/// Autonomous ghost AI system implementing randomized movement with backtracking avoidance.
pub fn ghost_movement_system(
map: Res<Map>,
delta_time: Res<DeltaTime>,

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@@ -4,7 +4,10 @@ use crate::map::graph::Graph;
use bevy_ecs::component::Component;
use glam::Vec2;
/// A unique identifier for a node, represented by its index in the graph's storage.
/// Zero-based index identifying a specific node in the navigation graph.
///
/// Nodes represent discrete movement targets in the maze. The index directly corresponds to the node's position in the
/// graph's internal storage arrays.
pub type NodeId = usize;
/// A component that represents the speed and cardinal direction of an entity.
@@ -24,15 +27,19 @@ pub enum BufferedDirection {
Some { direction: Direction, remaining_time: f32 },
}
/// Pure spatial position component - works for both static and dynamic entities.
/// Entity position state that handles both stationary entities and moving entities.
///
/// Supports precise positioning during movement between discrete navigation nodes.
/// When moving, entities smoothly interpolate along edges while tracking exact distance remaining to the target node.
#[derive(Component, Debug, Copy, Clone, PartialEq)]
pub enum Position {
Stopped {
node: NodeId,
},
/// Entity is stationary at a specific graph node.
Stopped { node: NodeId },
/// Entity is traveling between two nodes.
Moving {
from: NodeId,
to: NodeId,
/// Distance remaining to reach the target node.
remaining_distance: f32,
},
}
@@ -82,9 +89,21 @@ impl Position {
))
}
/// Moves the position by a given distance towards it's current target node.
/// Advances movement progress by the specified distance with overflow handling.
///
/// Returns the overflow distance, if any.
/// For moving entities, decreases the remaining distance to the target node.
/// If the distance would overshoot the target, the entity transitions to
/// `Stopped` state and returns the excess distance for chaining movement
/// to the next edge in the same frame.
///
/// # Arguments
///
/// * `distance` - Distance to travel this frame (typically speed × delta_time)
///
/// # Returns
///
/// `Some(overflow)` if the target was reached with distance remaining,
/// `None` if still moving or already stopped.
pub fn tick(&mut self, distance: f32) -> Option<f32> {
if distance <= 0.0 || self.is_at_node() {
return None;

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@@ -17,7 +17,12 @@ use crate::{
},
};
// Handles player input and control
/// Processes player input commands and updates game state accordingly.
///
/// Handles keyboard-driven commands like movement direction changes, debug mode
/// toggling, audio muting, and game exit requests. Movement commands are buffered
/// to allow direction changes before reaching intersections, improving gameplay
/// responsiveness. Non-movement commands immediately modify global game state.
pub fn player_control_system(
mut events: EventReader<GameEvent>,
mut state: ResMut<GlobalState>,
@@ -69,6 +74,11 @@ fn can_traverse(entity_type: EntityType, edge: Edge) -> bool {
edge.traversal_flags.contains(entity_flags)
}
/// Executes frame-by-frame movement for Pac-Man.
///
/// Handles movement logic including buffered direction changes, edge traversal validation, and continuous movement between nodes.
/// When stopped, prioritizes buffered directions for responsive controls, falling back to current direction.
/// Supports movement chaining within a single frame when traveling at high speeds.
pub fn player_movement_system(
map: Res<Map>,
delta_time: Res<DeltaTime>,

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@@ -1,11 +1,19 @@
use crate::error::{AnimatedTextureError, GameError, GameResult, TextureError};
use crate::texture::sprite::AtlasTile;
/// Frame-based animation system for cycling through multiple sprite tiles.
///
/// Manages automatic frame progression based on elapsed time.
/// Uses a time banking system to ensure consistent animation speed regardless of frame rate variations.
#[derive(Debug, Clone)]
pub struct AnimatedTexture {
/// Sequence of sprite tiles that make up the animation frames
tiles: Vec<AtlasTile>,
/// Duration each frame should be displayed (in seconds)
frame_duration: f32,
/// Index of the currently active frame in the tiles vector
current_frame: usize,
/// Accumulated time since the last frame change (for smooth timing)
time_bank: f32,
}
@@ -25,6 +33,16 @@ impl AnimatedTexture {
})
}
/// Advances the animation by the specified time delta with automatic frame cycling.
///
/// Accumulates time in the time bank and progresses through frames when enough
/// time has elapsed. Supports frame rates independent of game frame rate by
/// potentially advancing multiple frames in a single call if `dt` is large.
/// Animation loops automatically when reaching the final frame.
///
/// # Arguments
///
/// * `dt` - Time elapsed since the last tick (typically frame delta time)
pub fn tick(&mut self, dt: f32) {
self.time_bank += dt;
while self.time_bank >= self.frame_duration {

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@@ -8,8 +8,10 @@ use std::collections::HashMap;
use crate::error::TextureError;
/// Atlas frame mapping data loaded from JSON metadata files.
#[derive(Clone, Debug, Deserialize)]
pub struct AtlasMapper {
/// Mapping from sprite name to frame bounds within the atlas texture
pub frames: HashMap<String, MapperFrame>,
}
@@ -72,10 +74,19 @@ impl AtlasTile {
}
}
/// High-performance sprite atlas providing fast texture region lookups and rendering.
///
/// Combines a single large texture with metadata mapping to enable efficient
/// sprite rendering without texture switching. Caches color modulation state
/// to minimize redundant SDL2 calls and supports both named sprite lookups
/// and optional default color modulation configuration.
pub struct SpriteAtlas {
/// The combined texture containing all sprite frames
texture: Texture<'static>,
/// Mapping from sprite names to their pixel coordinates within the texture
tiles: HashMap<String, MapperFrame>,
default_color: Option<Color>,
/// Cached color modulation state to avoid redundant SDL2 calls
last_modulation: Option<Color>,
}
@@ -89,6 +100,12 @@ impl SpriteAtlas {
}
}
/// Retrieves a sprite tile by name from the atlas with fast HashMap lookup.
///
/// Returns an `AtlasTile` containing the texture coordinates and dimensions
/// for the named sprite, or `None` if the sprite name is not found in the
/// atlas. The returned tile can be used for immediate rendering or stored
/// for repeated use in animations and entity sprites.
pub fn get_tile(&self, name: &str) -> Option<AtlasTile> {
self.tiles.get(name).map(|frame| AtlasTile {
pos: U16Vec2::new(frame.x, frame.y),