feat: improve tracing logs application-wide

This commit is contained in:
Ryan Walters
2025-09-08 13:49:36 -05:00
parent e46d39a938
commit 5aba1862c9
14 changed files with 177 additions and 21 deletions

View File

@@ -1,4 +1,5 @@
use std::mem::discriminant;
use tracing::{debug, info, warn};
use crate::events::StageTransition;
use crate::{
@@ -137,6 +138,7 @@ pub fn stage_system(
.map(|(_, pos)| pos.current_node())
.unwrap_or(map.start_positions.pacman);
debug!(ghost_entity = ?ghost_entity, node = pac_node, "Ghost eaten, entering pause state");
new_state = Some(GameStage::GhostEatenPause {
remaining_ticks: 30,
ghost_entity,
@@ -152,6 +154,7 @@ pub fn stage_system(
remaining_ticks: remaining_ticks - 1,
})
} else {
debug!("Transitioning from text-only to characters visible startup stage");
GameStage::Starting(StartupSequence::CharactersVisible { remaining_ticks: 60 })
}
}
@@ -161,6 +164,7 @@ pub fn stage_system(
remaining_ticks: remaining_ticks - 1,
})
} else {
info!("Startup sequence completed, beginning gameplay");
GameStage::Playing
}
}
@@ -178,6 +182,7 @@ pub fn stage_system(
node,
}
} else {
debug!("Ghost eaten pause ended, resuming gameplay");
GameStage::Playing
}
}
@@ -190,6 +195,7 @@ pub fn stage_system(
} else {
let death_animation = &player_death_animation.0;
let remaining_ticks = (death_animation.tiles.len() * death_animation.frame_duration as usize) as u32;
debug!(animation_frames = remaining_ticks, "Starting player death animation");
GameStage::PlayerDying(DyingSequence::Animating { remaining_ticks })
}
}
@@ -211,14 +217,19 @@ pub fn stage_system(
player_lives.0 = player_lives.0.saturating_sub(1);
if player_lives.0 > 0 {
info!(remaining_lives = player_lives.0, "Player died, restarting level");
GameStage::LevelRestarting
} else {
warn!("All lives lost, game over");
GameStage::GameOver
}
}
}
},
GameStage::LevelRestarting => GameStage::Starting(StartupSequence::CharactersVisible { remaining_ticks: 60 }),
GameStage::LevelRestarting => {
debug!("Level restart complete, returning to startup sequence");
GameStage::Starting(StartupSequence::CharactersVisible { remaining_ticks: 60 })
}
GameStage::GameOver => GameStage::GameOver,
};