mirror of
https://github.com/Xevion/Pac-Man.git
synced 2025-12-06 05:15:49 -06:00
feat: revamp with better separate directional/linear animations, direction independent ticking
This commit is contained in:
@@ -39,8 +39,6 @@ pub mod animation {
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pub const GHOST_EATEN_SPEED: u16 = 6;
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/// Frightened ghost animation speed (ticks per frame at 60 ticks/sec)
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pub const GHOST_FRIGHTENED_SPEED: u16 = 12;
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/// Frightened ghost flashing animation speed (ticks per frame at 60 ticks/sec)
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pub const GHOST_FLASHING_SPEED: u16 = 9;
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/// Time in ticks when frightened ghosts start flashing (2 seconds at 60 FPS)
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pub const FRIGHTENED_FLASH_START_TICKS: u32 = 120;
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@@ -78,9 +78,6 @@ pub enum ParseError {
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/// Errors related to texture operations.
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#[derive(thiserror::Error, Debug)]
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pub enum TextureError {
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#[error("Animated texture error: {0}")]
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Animated(#[from] AnimatedTextureError),
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#[error("Failed to load texture: {0}")]
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LoadFailed(String),
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@@ -94,12 +91,6 @@ pub enum TextureError {
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RenderFailed(String),
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}
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#[derive(thiserror::Error, Debug)]
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pub enum AnimatedTextureError {
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#[error("Frame duration must be positive, got {0}")]
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InvalidFrameDuration(u16),
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}
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/// Errors related to entity operations.
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#[derive(thiserror::Error, Debug)]
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pub enum EntityError {
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290
src/game.rs
290
src/game.rs
@@ -2,25 +2,28 @@
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include!(concat!(env!("OUT_DIR"), "/atlas_data.rs"));
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use crate::constants::{animation, MapTile, CANVAS_SIZE};
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use std::collections::HashMap;
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use crate::constants::{self, animation, MapTile, CANVAS_SIZE};
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use crate::error::{GameError, GameResult, TextureError};
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use crate::events::GameEvent;
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use crate::map::builder::Map;
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use crate::map::direction::Direction;
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use crate::systems::blinking::Blinking;
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use crate::systems::components::{GhostAnimation, GhostState, LastAnimationState};
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use crate::systems::movement::{BufferedDirection, Position, Velocity};
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use crate::systems::profiling::SystemId;
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use crate::systems::render::RenderDirty;
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use crate::systems::{self, ghost_collision_system, present_system, Hidden, MovementModifiers, NodeId};
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use crate::systems::{self, ghost_collision_system, present_system, Hidden, LinearAnimation, MovementModifiers, NodeId};
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use crate::systems::{
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audio_system, blinking_system, collision_system, debug_render_system, directional_render_system, dirty_render_system,
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eaten_ghost_system, ghost_movement_system, ghost_state_system, hud_render_system, item_system, profile, render_system,
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AudioEvent, AudioResource, AudioState, BackbufferResource, Collider, DebugFontResource, DebugState, DebugTextureResource,
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DeltaTime, DirectionalAnimated, EntityType, Frozen, Ghost, GhostAnimationSet, GhostAnimations, GhostBundle, GhostCollider,
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GlobalState, ItemBundle, ItemCollider, MapTextureResource, PacmanCollider, PlayerBundle, PlayerControlled, Renderable,
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ScoreResource, StartupSequence, SystemTimings,
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eaten_ghost_system, ghost_movement_system, ghost_state_system, hud_render_system, item_system, linear_render_system, profile,
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render_system, AudioEvent, AudioResource, AudioState, BackbufferResource, Collider, DebugFontResource, DebugState,
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DebugTextureResource, DeltaTime, DirectionalAnimation, EntityType, Frozen, Ghost, GhostAnimations, GhostBundle,
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GhostCollider, GlobalState, ItemBundle, ItemCollider, MapTextureResource, PacmanCollider, PlayerBundle, PlayerControlled,
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Renderable, ScoreResource, StartupSequence, SystemTimings,
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};
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use crate::texture::animated::AnimatedTexture;
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use crate::texture::animated::{DirectionalTiles, TileSequence};
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use crate::texture::sprite::AtlasTile;
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use bevy_ecs::event::EventRegistry;
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use bevy_ecs::observer::Trigger;
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@@ -33,11 +36,9 @@ use sdl2::render::{BlendMode, Canvas, ScaleMode, TextureCreator};
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use sdl2::rwops::RWops;
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use sdl2::video::{Window, WindowContext};
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use sdl2::EventPump;
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use smallvec::smallvec;
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use crate::{
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asset::{get_asset_bytes, Asset},
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constants,
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events::GameCommand,
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map::render::MapRenderer,
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systems::input::{Bindings, CursorPosition},
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@@ -150,30 +151,61 @@ impl Game {
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let map = Map::new(constants::RAW_BOARD)?;
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// Create directional animated textures for Pac-Man
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let mut textures = [None, None, None, None];
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let mut stopped_textures = [None, None, None, None];
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for direction in Direction::DIRECTIONS {
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let moving_prefix = match direction {
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Direction::Up => "pacman/up",
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Direction::Down => "pacman/down",
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Direction::Left => "pacman/left",
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Direction::Right => "pacman/right",
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};
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let moving_tiles = smallvec![
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SpriteAtlas::get_tile(&atlas, &format!("{moving_prefix}_a.png"))
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.ok_or_else(|| GameError::Texture(TextureError::AtlasTileNotFound(format!("{moving_prefix}_a.png"))))?,
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SpriteAtlas::get_tile(&atlas, &format!("{moving_prefix}_b.png"))
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.ok_or_else(|| GameError::Texture(TextureError::AtlasTileNotFound(format!("{moving_prefix}_b.png"))))?,
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let up_moving_tiles = [
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SpriteAtlas::get_tile(&atlas, "pacman/up_a.png")
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.ok_or_else(|| GameError::Texture(TextureError::AtlasTileNotFound("pacman/up_a.png".to_string())))?,
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SpriteAtlas::get_tile(&atlas, "pacman/up_b.png")
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.ok_or_else(|| GameError::Texture(TextureError::AtlasTileNotFound("pacman/up_b.png".to_string())))?,
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SpriteAtlas::get_tile(&atlas, "pacman/full.png")
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.ok_or_else(|| GameError::Texture(TextureError::AtlasTileNotFound("pacman/full.png".to_string())))?,
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];
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let down_moving_tiles = [
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SpriteAtlas::get_tile(&atlas, "pacman/down_a.png")
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.ok_or_else(|| GameError::Texture(TextureError::AtlasTileNotFound("pacman/down_a.png".to_string())))?,
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SpriteAtlas::get_tile(&atlas, "pacman/down_b.png")
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.ok_or_else(|| GameError::Texture(TextureError::AtlasTileNotFound("pacman/down_b.png".to_string())))?,
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SpriteAtlas::get_tile(&atlas, "pacman/full.png")
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.ok_or_else(|| GameError::Texture(TextureError::AtlasTileNotFound("pacman/full.png".to_string())))?,
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];
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let left_moving_tiles = [
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SpriteAtlas::get_tile(&atlas, "pacman/left_a.png")
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.ok_or_else(|| GameError::Texture(TextureError::AtlasTileNotFound("pacman/left_a.png".to_string())))?,
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SpriteAtlas::get_tile(&atlas, "pacman/left_b.png")
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.ok_or_else(|| GameError::Texture(TextureError::AtlasTileNotFound("pacman/left_b.png".to_string())))?,
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SpriteAtlas::get_tile(&atlas, "pacman/full.png")
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.ok_or_else(|| GameError::Texture(TextureError::AtlasTileNotFound("pacman/full.png".to_string())))?,
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];
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let right_moving_tiles = [
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SpriteAtlas::get_tile(&atlas, "pacman/right_a.png")
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.ok_or_else(|| GameError::Texture(TextureError::AtlasTileNotFound("pacman/right_a.png".to_string())))?,
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SpriteAtlas::get_tile(&atlas, "pacman/right_b.png")
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.ok_or_else(|| GameError::Texture(TextureError::AtlasTileNotFound("pacman/right_b.png".to_string())))?,
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SpriteAtlas::get_tile(&atlas, "pacman/full.png")
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.ok_or_else(|| GameError::Texture(TextureError::AtlasTileNotFound("pacman/full.png".to_string())))?,
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];
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let stopped_tiles = smallvec![SpriteAtlas::get_tile(&atlas, &format!("{moving_prefix}_b.png"))
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.ok_or_else(|| GameError::Texture(TextureError::AtlasTileNotFound(format!("{moving_prefix}_b.png"))))?];
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let moving_tiles = DirectionalTiles::new(
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TileSequence::new(&up_moving_tiles),
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TileSequence::new(&down_moving_tiles),
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TileSequence::new(&left_moving_tiles),
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TileSequence::new(&right_moving_tiles),
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);
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textures[direction.as_usize()] = Some(AnimatedTexture::new(moving_tiles, 5)?);
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stopped_textures[direction.as_usize()] = Some(AnimatedTexture::new(stopped_tiles, 6)?);
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}
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let up_stopped_tile = SpriteAtlas::get_tile(&atlas, "pacman/up_b.png")
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.ok_or_else(|| GameError::Texture(TextureError::AtlasTileNotFound("pacman/up_b.png".to_string())))?;
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let down_stopped_tile = SpriteAtlas::get_tile(&atlas, "pacman/down_b.png")
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.ok_or_else(|| GameError::Texture(TextureError::AtlasTileNotFound("pacman/down_b.png".to_string())))?;
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let left_stopped_tile = SpriteAtlas::get_tile(&atlas, "pacman/left_b.png")
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.ok_or_else(|| GameError::Texture(TextureError::AtlasTileNotFound("pacman/left_b.png".to_string())))?;
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let right_stopped_tile = SpriteAtlas::get_tile(&atlas, "pacman/right_b.png")
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.ok_or_else(|| GameError::Texture(TextureError::AtlasTileNotFound("pacman/right_b.png".to_string())))?;
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let stopped_tiles = DirectionalTiles::new(
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TileSequence::new(&[up_stopped_tile]),
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TileSequence::new(&[down_stopped_tile]),
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TileSequence::new(&[left_stopped_tile]),
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TileSequence::new(&[right_stopped_tile]),
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);
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let player = PlayerBundle {
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player: PlayerControlled,
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@@ -191,10 +223,7 @@ impl Game {
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.ok_or_else(|| GameError::Texture(TextureError::AtlasTileNotFound("pacman/full.png".to_string())))?,
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layer: 0,
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},
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directional_animated: DirectionalAnimated {
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textures,
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stopped_textures,
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},
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directional_animation: DirectionalAnimation::new(moving_tiles, stopped_tiles, 5),
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entity_type: EntityType::Player,
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collider: Collider {
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size: constants::CELL_SIZE as f32 * 1.375,
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@@ -252,6 +281,7 @@ impl Game {
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let audio_system = profile(SystemId::Audio, audio_system);
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let blinking_system = profile(SystemId::Blinking, blinking_system);
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let directional_render_system = profile(SystemId::DirectionalRender, directional_render_system);
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let linear_render_system = profile(SystemId::LinearRender, linear_render_system);
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let dirty_render_system = profile(SystemId::DirtyRender, dirty_render_system);
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let render_system = profile(SystemId::Render, render_system);
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let hud_render_system = profile(SystemId::HudRender, hud_render_system);
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@@ -281,6 +311,7 @@ impl Game {
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blinking_system,
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(
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directional_render_system,
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linear_render_system,
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dirty_render_system,
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render_system,
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hud_render_system,
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@@ -357,7 +388,7 @@ impl Game {
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for (ghost_type, start_node) in ghost_start_positions {
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// Create the ghost bundle in a separate scope to manage borrows
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let ghost = {
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let animations = world.resource::<GhostAnimations>().0.get(&ghost_type).unwrap().clone();
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let animations = *world.resource::<GhostAnimations>().get_normal(&ghost_type).unwrap();
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let atlas = world.non_send_resource::<SpriteAtlas>();
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GhostBundle {
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@@ -378,16 +409,14 @@ impl Game {
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)?,
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layer: 0,
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},
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directional_animated: animations.normal().unwrap().clone(),
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directional_animation: animations,
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entity_type: EntityType::Ghost,
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collider: Collider {
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size: crate::constants::CELL_SIZE as f32 * 1.375,
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size: constants::CELL_SIZE as f32 * 1.375,
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},
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ghost_collider: GhostCollider,
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ghost_state: crate::systems::components::GhostState::Normal,
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last_animation_state: crate::systems::components::LastAnimationState(
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crate::systems::components::GhostAnimation::Normal,
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),
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ghost_state: GhostState::Normal,
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last_animation_state: LastAnimationState(GhostAnimation::Normal),
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}
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};
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@@ -398,65 +427,118 @@ impl Game {
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}
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fn create_ghost_animations(atlas: &SpriteAtlas) -> GameResult<GhostAnimations> {
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let mut animations = std::collections::HashMap::new();
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// Eaten (eyes) animations - single tile per direction
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let up_eye = atlas
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.get_tile("ghost/eyes/up.png")
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.ok_or_else(|| GameError::Texture(TextureError::AtlasTileNotFound("ghost/eyes/up.png".to_string())))?;
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let down_eye = atlas
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.get_tile("ghost/eyes/down.png")
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.ok_or_else(|| GameError::Texture(TextureError::AtlasTileNotFound("ghost/eyes/down.png".to_string())))?;
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let left_eye = atlas
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.get_tile("ghost/eyes/left.png")
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.ok_or_else(|| GameError::Texture(TextureError::AtlasTileNotFound("ghost/eyes/left.png".to_string())))?;
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let right_eye = atlas
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.get_tile("ghost/eyes/right.png")
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.ok_or_else(|| GameError::Texture(TextureError::AtlasTileNotFound("ghost/eyes/right.png".to_string())))?;
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let eyes_tiles = DirectionalTiles::new(
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TileSequence::new(&[up_eye]),
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TileSequence::new(&[down_eye]),
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TileSequence::new(&[left_eye]),
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TileSequence::new(&[right_eye]),
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);
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let eyes = DirectionalAnimation::new(eyes_tiles, eyes_tiles, animation::GHOST_EATEN_SPEED);
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let mut animations = HashMap::new();
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for ghost_type in [Ghost::Blinky, Ghost::Pinky, Ghost::Inky, Ghost::Clyde] {
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// Normal animations
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let mut normal_textures = [None, None, None, None];
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for direction in Direction::DIRECTIONS {
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let dir_str = direction.as_ref();
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let tile_a = atlas
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.get_tile(&format!("ghost/{}/{}_a.png", ghost_type.as_str(), dir_str))
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// Normal animations - create directional tiles for each direction
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let up_tiles = [
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atlas
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.get_tile(&format!("ghost/{}/up_a.png", ghost_type.as_str()))
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.ok_or_else(|| {
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GameError::Texture(TextureError::AtlasTileNotFound(format!(
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"ghost/{}/{}_a.png",
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ghost_type.as_str(),
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dir_str
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"ghost/{}/up_a.png",
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ghost_type.as_str()
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)))
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})?;
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let tile_b = atlas
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.get_tile(&format!("ghost/{}/{}_b.png", ghost_type.as_str(), dir_str))
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})?,
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atlas
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.get_tile(&format!("ghost/{}/up_b.png", ghost_type.as_str()))
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.ok_or_else(|| {
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GameError::Texture(TextureError::AtlasTileNotFound(format!(
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"ghost/{}/{}_b.png",
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ghost_type.as_str(),
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dir_str
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"ghost/{}/up_b.png",
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ghost_type.as_str()
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)))
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})?;
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let tiles = smallvec![tile_a, tile_b];
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normal_textures[direction.as_usize()] = Some(AnimatedTexture::new(tiles, animation::GHOST_NORMAL_SPEED)?);
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}
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let normal = DirectionalAnimated {
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textures: normal_textures.clone(),
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stopped_textures: normal_textures,
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};
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})?,
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];
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let down_tiles = [
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atlas
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.get_tile(&format!("ghost/{}/down_a.png", ghost_type.as_str()))
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.ok_or_else(|| {
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GameError::Texture(TextureError::AtlasTileNotFound(format!(
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"ghost/{}/down_a.png",
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ghost_type.as_str()
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)))
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})?,
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atlas
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.get_tile(&format!("ghost/{}/down_b.png", ghost_type.as_str()))
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.ok_or_else(|| {
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GameError::Texture(TextureError::AtlasTileNotFound(format!(
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"ghost/{}/down_b.png",
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ghost_type.as_str()
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)))
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})?,
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];
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let left_tiles = [
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atlas
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.get_tile(&format!("ghost/{}/left_a.png", ghost_type.as_str()))
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.ok_or_else(|| {
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GameError::Texture(TextureError::AtlasTileNotFound(format!(
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"ghost/{}/left_a.png",
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ghost_type.as_str()
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)))
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})?,
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atlas
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.get_tile(&format!("ghost/{}/left_b.png", ghost_type.as_str()))
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.ok_or_else(|| {
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GameError::Texture(TextureError::AtlasTileNotFound(format!(
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"ghost/{}/left_b.png",
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ghost_type.as_str()
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)))
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})?,
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];
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let right_tiles = [
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atlas
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.get_tile(&format!("ghost/{}/right_a.png", ghost_type.as_str()))
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.ok_or_else(|| {
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GameError::Texture(TextureError::AtlasTileNotFound(format!(
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"ghost/{}/right_a.png",
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ghost_type.as_str()
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)))
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})?,
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atlas
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.get_tile(&format!("ghost/{}/right_b.png", ghost_type.as_str()))
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.ok_or_else(|| {
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GameError::Texture(TextureError::AtlasTileNotFound(format!(
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"ghost/{}/right_b.png",
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ghost_type.as_str()
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)))
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})?,
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];
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// Eaten (eyes) animations
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let mut eaten_textures = [None, None, None, None];
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for direction in Direction::DIRECTIONS {
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let dir_str = direction.as_ref();
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let tile = atlas
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.get_tile(&format!("ghost/eyes/{}.png", dir_str))
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.ok_or_else(|| GameError::Texture(TextureError::AtlasTileNotFound(format!("ghost/eyes/{}.png", dir_str))))?;
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eaten_textures[direction.as_usize()] = Some(AnimatedTexture::new(smallvec![tile], animation::GHOST_EATEN_SPEED)?);
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}
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let eaten = DirectionalAnimated {
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textures: eaten_textures.clone(),
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stopped_textures: eaten_textures,
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};
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animations.insert(
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ghost_type,
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GhostAnimationSet::new(
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normal,
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DirectionalAnimated::default(), // Placeholder for frightened
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DirectionalAnimated::default(), // Placeholder for frightened_flashing
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eaten,
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),
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let normal_moving = DirectionalTiles::new(
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TileSequence::new(&up_tiles),
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TileSequence::new(&down_tiles),
|
||||
TileSequence::new(&left_tiles),
|
||||
TileSequence::new(&right_tiles),
|
||||
);
|
||||
let normal = DirectionalAnimation::new(normal_moving, normal_moving, animation::GHOST_NORMAL_SPEED);
|
||||
|
||||
animations.insert(ghost_type, normal);
|
||||
}
|
||||
|
||||
// Frightened animations (same for all ghosts)
|
||||
let (frightened, frightened_flashing) = {
|
||||
// Load frightened animation tiles (same for all ghosts)
|
||||
let frightened_blue_a = atlas
|
||||
.get_tile("ghost/frightened/blue_a.png")
|
||||
.ok_or_else(|| GameError::Texture(TextureError::AtlasTileNotFound("ghost/frightened/blue_a.png".to_string())))?;
|
||||
@@ -470,31 +552,19 @@ impl Game {
|
||||
.get_tile("ghost/frightened/white_b.png")
|
||||
.ok_or_else(|| GameError::Texture(TextureError::AtlasTileNotFound("ghost/frightened/white_b.png".to_string())))?;
|
||||
|
||||
let frightened_anim = AnimatedTexture::new(
|
||||
smallvec![frightened_blue_a, frightened_blue_b],
|
||||
(
|
||||
LinearAnimation::new(
|
||||
TileSequence::new(&[frightened_blue_a, frightened_blue_b]),
|
||||
animation::GHOST_NORMAL_SPEED,
|
||||
),
|
||||
LinearAnimation::new(
|
||||
TileSequence::new(&[frightened_blue_a, frightened_white_a, frightened_blue_b, frightened_white_b]),
|
||||
animation::GHOST_FRIGHTENED_SPEED,
|
||||
)?;
|
||||
let flashing_anim = AnimatedTexture::new(
|
||||
smallvec![frightened_blue_a, frightened_white_a, frightened_blue_b, frightened_white_b],
|
||||
animation::GHOST_FLASHING_SPEED,
|
||||
)?;
|
||||
),
|
||||
)
|
||||
};
|
||||
|
||||
let frightened_animation = DirectionalAnimated::from_animation(frightened_anim);
|
||||
let frightened_flashing_animation = DirectionalAnimated::from_animation(flashing_anim);
|
||||
|
||||
for ghost_type in [Ghost::Blinky, Ghost::Pinky, Ghost::Inky, Ghost::Clyde] {
|
||||
let entry = animations.get_mut(&ghost_type).unwrap();
|
||||
entry.animations.insert(
|
||||
crate::systems::GhostAnimation::Frightened { flash: false },
|
||||
frightened_animation.clone(),
|
||||
);
|
||||
entry.animations.insert(
|
||||
crate::systems::GhostAnimation::Frightened { flash: true },
|
||||
frightened_flashing_animation.clone(),
|
||||
);
|
||||
}
|
||||
|
||||
Ok(GhostAnimations(animations))
|
||||
Ok(GhostAnimations::new(animations, eyes, frightened, frightened_flashing))
|
||||
}
|
||||
|
||||
/// Executes one frame of game logic by running all scheduled ECS systems.
|
||||
|
||||
@@ -1,6 +1,7 @@
|
||||
use std::collections::HashMap;
|
||||
|
||||
use bevy_ecs::{bundle::Bundle, component::Component, resource::Resource};
|
||||
use bitflags::bitflags;
|
||||
use tracing::debug;
|
||||
|
||||
use crate::{
|
||||
map::graph::TraversalFlags,
|
||||
@@ -8,9 +9,11 @@ use crate::{
|
||||
movement::{BufferedDirection, Position, Velocity},
|
||||
Collider, GhostCollider, ItemCollider, PacmanCollider,
|
||||
},
|
||||
texture::{animated::AnimatedTexture, sprite::AtlasTile},
|
||||
texture::{
|
||||
animated::{DirectionalTiles, TileSequence},
|
||||
sprite::AtlasTile,
|
||||
},
|
||||
};
|
||||
use micromap::Map;
|
||||
|
||||
/// A tag component for entities that are controlled by the player.
|
||||
#[derive(Default, Component)]
|
||||
@@ -97,44 +100,46 @@ pub struct Renderable {
|
||||
pub layer: u8,
|
||||
}
|
||||
|
||||
/// A component for entities that have a directional animated texture.
|
||||
#[derive(Component, Clone, Default)]
|
||||
pub struct DirectionalAnimated {
|
||||
pub textures: [Option<AnimatedTexture>; 4],
|
||||
pub stopped_textures: [Option<AnimatedTexture>; 4],
|
||||
/// Directional animation component with shared timing across all directions
|
||||
#[derive(Component, Clone, Copy)]
|
||||
pub struct DirectionalAnimation {
|
||||
pub moving_tiles: DirectionalTiles,
|
||||
pub stopped_tiles: DirectionalTiles,
|
||||
pub current_frame: usize,
|
||||
pub time_bank: u16,
|
||||
pub frame_duration: u16,
|
||||
}
|
||||
|
||||
impl DirectionalAnimated {
|
||||
pub fn from_animation(animation: AnimatedTexture) -> Self {
|
||||
// Create 4 copies of the animation - necessary for independent state per direction
|
||||
// This is initialization-time only, so the cloning cost is acceptable
|
||||
impl DirectionalAnimation {
|
||||
/// Creates a new directional animation with the given tiles and frame duration
|
||||
pub fn new(moving_tiles: DirectionalTiles, stopped_tiles: DirectionalTiles, frame_duration: u16) -> Self {
|
||||
Self {
|
||||
textures: [
|
||||
Some(animation.clone()),
|
||||
Some(animation.clone()),
|
||||
Some(animation.clone()),
|
||||
Some(animation.clone()),
|
||||
],
|
||||
stopped_textures: [
|
||||
Some(animation.clone()),
|
||||
Some(animation.clone()),
|
||||
Some(animation.clone()),
|
||||
Some(animation),
|
||||
],
|
||||
moving_tiles,
|
||||
stopped_tiles,
|
||||
current_frame: 0,
|
||||
time_bank: 0,
|
||||
frame_duration,
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// Resets all directional animations to frame 0 for synchronization
|
||||
pub fn reset_all_animations(&mut self) {
|
||||
for texture in &mut self.textures {
|
||||
if let Some(anim) = texture {
|
||||
anim.reset();
|
||||
}
|
||||
}
|
||||
for texture in &mut self.stopped_textures {
|
||||
if let Some(anim) = texture {
|
||||
anim.reset();
|
||||
/// Linear animation component for non-directional animations (frightened ghosts)
|
||||
#[derive(Component, Clone, Copy)]
|
||||
pub struct LinearAnimation {
|
||||
pub tiles: TileSequence,
|
||||
pub current_frame: usize,
|
||||
pub time_bank: u16,
|
||||
pub frame_duration: u16,
|
||||
}
|
||||
|
||||
impl LinearAnimation {
|
||||
/// Creates a new linear animation with the given tiles and frame duration
|
||||
pub fn new(tiles: TileSequence, frame_duration: u16) -> Self {
|
||||
Self {
|
||||
tiles,
|
||||
current_frame: 0,
|
||||
time_bank: 0,
|
||||
frame_duration,
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -215,13 +220,6 @@ impl GhostState {
|
||||
|
||||
/// Ticks the ghost state, returning true if the state changed.
|
||||
pub fn tick(&mut self) -> bool {
|
||||
match self {
|
||||
GhostState::Frightened { .. } => {
|
||||
debug!("{:?}", self);
|
||||
}
|
||||
_ => {}
|
||||
}
|
||||
|
||||
if let GhostState::Frightened {
|
||||
remaining_ticks,
|
||||
flash,
|
||||
@@ -276,44 +274,6 @@ pub enum GhostAnimation {
|
||||
Eyes,
|
||||
}
|
||||
|
||||
/// A complete set of animations for a ghost in different behavioral states.
|
||||
#[derive(Component, Clone)]
|
||||
pub struct GhostAnimationSet {
|
||||
pub animations: Map<GhostAnimation, DirectionalAnimated, 4>,
|
||||
}
|
||||
|
||||
impl GhostAnimationSet {
|
||||
/// Creates a new GhostAnimationSet with the provided animations.
|
||||
pub fn new(
|
||||
normal: DirectionalAnimated,
|
||||
frightened: DirectionalAnimated,
|
||||
frightened_flashing: DirectionalAnimated,
|
||||
eyes: DirectionalAnimated,
|
||||
) -> Self {
|
||||
let mut animations = Map::new();
|
||||
animations.insert(GhostAnimation::Normal, normal);
|
||||
animations.insert(GhostAnimation::Frightened { flash: false }, frightened);
|
||||
animations.insert(GhostAnimation::Frightened { flash: true }, frightened_flashing);
|
||||
animations.insert(GhostAnimation::Eyes, eyes);
|
||||
Self { animations }
|
||||
}
|
||||
|
||||
/// Gets the animation for the specified ghost animation state.
|
||||
pub fn get(&self, animation: GhostAnimation) -> Option<&DirectionalAnimated> {
|
||||
self.animations.get(&animation)
|
||||
}
|
||||
|
||||
/// Gets the normal animation state.
|
||||
pub fn normal(&self) -> Option<&DirectionalAnimated> {
|
||||
self.get(GhostAnimation::Normal)
|
||||
}
|
||||
|
||||
/// Gets the eyes animation state (for eaten ghosts).
|
||||
pub fn eyes(&self) -> Option<&DirectionalAnimated> {
|
||||
self.get(GhostAnimation::Eyes)
|
||||
}
|
||||
}
|
||||
|
||||
/// Global resource containing pre-loaded animation sets for all ghost types.
|
||||
///
|
||||
/// This resource is initialized once during game startup and provides O(1) access
|
||||
@@ -321,9 +281,50 @@ impl GhostAnimationSet {
|
||||
/// to efficiently switch between different ghost states without runtime asset loading.
|
||||
///
|
||||
/// The HashMap is keyed by `Ghost` enum variants (Blinky, Pinky, Inky, Clyde) and
|
||||
/// contains complete animation sets mapped by GhostAnimation states.
|
||||
/// contains the normal directional animation for each ghost type.
|
||||
#[derive(Resource)]
|
||||
pub struct GhostAnimations(pub std::collections::HashMap<Ghost, GhostAnimationSet>);
|
||||
pub struct GhostAnimations {
|
||||
pub normal: HashMap<Ghost, DirectionalAnimation>,
|
||||
pub eyes: DirectionalAnimation,
|
||||
pub frightened: LinearAnimation,
|
||||
pub frightened_flashing: LinearAnimation,
|
||||
}
|
||||
|
||||
impl GhostAnimations {
|
||||
/// Creates a new GhostAnimations resource with the provided data.
|
||||
pub fn new(
|
||||
normal: HashMap<Ghost, DirectionalAnimation>,
|
||||
eyes: DirectionalAnimation,
|
||||
frightened: LinearAnimation,
|
||||
frightened_flashing: LinearAnimation,
|
||||
) -> Self {
|
||||
Self {
|
||||
normal,
|
||||
eyes,
|
||||
frightened,
|
||||
frightened_flashing,
|
||||
}
|
||||
}
|
||||
|
||||
/// Gets the normal directional animation for the specified ghost type.
|
||||
pub fn get_normal(&self, ghost_type: &Ghost) -> Option<&DirectionalAnimation> {
|
||||
self.normal.get(ghost_type)
|
||||
}
|
||||
|
||||
/// Gets the eyes animation (shared across all ghosts).
|
||||
pub fn eyes(&self) -> &DirectionalAnimation {
|
||||
&self.eyes
|
||||
}
|
||||
|
||||
/// Gets the frightened animations (shared across all ghosts).
|
||||
pub fn frightened(&self, flash: bool) -> &LinearAnimation {
|
||||
if flash {
|
||||
&self.frightened_flashing
|
||||
} else {
|
||||
&self.frightened
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
#[derive(Bundle)]
|
||||
pub struct PlayerBundle {
|
||||
@@ -332,7 +333,7 @@ pub struct PlayerBundle {
|
||||
pub velocity: Velocity,
|
||||
pub buffered_direction: BufferedDirection,
|
||||
pub sprite: Renderable,
|
||||
pub directional_animated: DirectionalAnimated,
|
||||
pub directional_animation: DirectionalAnimation,
|
||||
pub entity_type: EntityType,
|
||||
pub collider: Collider,
|
||||
pub movement_modifiers: MovementModifiers,
|
||||
@@ -354,7 +355,7 @@ pub struct GhostBundle {
|
||||
pub position: Position,
|
||||
pub velocity: Velocity,
|
||||
pub sprite: Renderable,
|
||||
pub directional_animated: DirectionalAnimated,
|
||||
pub directional_animation: DirectionalAnimation,
|
||||
pub entity_type: EntityType,
|
||||
pub collider: Collider,
|
||||
pub ghost_collider: GhostCollider,
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
use crate::systems::components::{DirectionalAnimated, Frozen, GhostState, LastAnimationState};
|
||||
use crate::systems::components::{DirectionalAnimation, Frozen, GhostAnimation, GhostState, LastAnimationState, LinearAnimation};
|
||||
use crate::{
|
||||
map::{
|
||||
builder::Map,
|
||||
@@ -13,7 +13,7 @@ use crate::{
|
||||
|
||||
use crate::systems::GhostAnimations;
|
||||
use bevy_ecs::query::Without;
|
||||
use bevy_ecs::system::{Query, Res};
|
||||
use bevy_ecs::system::{Commands, Query, Res};
|
||||
use rand::rngs::SmallRng;
|
||||
use rand::seq::IndexedRandom;
|
||||
use rand::SeedableRng;
|
||||
@@ -180,23 +180,39 @@ fn find_direction_to_target(
|
||||
None
|
||||
}
|
||||
|
||||
/// Unified system that manages ghost state transitions and animations
|
||||
/// Unified system that manages ghost state transitions and animations with component swapping
|
||||
pub fn ghost_state_system(
|
||||
mut commands: Commands,
|
||||
animations: Res<GhostAnimations>,
|
||||
mut ghosts: Query<(&Ghost, &mut GhostState, &mut DirectionalAnimated, &mut LastAnimationState)>,
|
||||
mut ghosts: Query<(bevy_ecs::entity::Entity, &Ghost, &mut GhostState, &mut LastAnimationState)>,
|
||||
) {
|
||||
for (ghost_type, mut ghost_state, mut directional_animated, mut last_animation_state) in ghosts.iter_mut() {
|
||||
for (entity, ghost_type, mut ghost_state, mut last_animation_state) in ghosts.iter_mut() {
|
||||
// Tick the ghost state to handle internal transitions (like flashing)
|
||||
let _ = ghost_state.tick();
|
||||
|
||||
// Only update animation if the animation state actually changed
|
||||
let current_animation_state = ghost_state.animation_state();
|
||||
if last_animation_state.0 != current_animation_state {
|
||||
let animation_set = animations.0.get(ghost_type).unwrap();
|
||||
let animation = animation_set.get(current_animation_state).unwrap();
|
||||
*directional_animated = (*animation).clone();
|
||||
// Reset animation timers to synchronize all ghosts
|
||||
directional_animated.reset_all_animations();
|
||||
match current_animation_state {
|
||||
GhostAnimation::Frightened { flash } => {
|
||||
// Remove DirectionalAnimation, add LinearAnimation
|
||||
commands
|
||||
.entity(entity)
|
||||
.remove::<DirectionalAnimation>()
|
||||
.insert(*animations.frightened(flash));
|
||||
}
|
||||
GhostAnimation::Normal => {
|
||||
// Remove LinearAnimation, add DirectionalAnimation
|
||||
commands
|
||||
.entity(entity)
|
||||
.remove::<LinearAnimation>()
|
||||
.insert(*animations.get_normal(ghost_type).unwrap());
|
||||
}
|
||||
GhostAnimation::Eyes => {
|
||||
// Remove LinearAnimation, add DirectionalAnimation (eyes animation)
|
||||
commands.entity(entity).remove::<LinearAnimation>().insert(*animations.eyes());
|
||||
}
|
||||
}
|
||||
last_animation_state.0 = current_animation_state;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -28,8 +28,7 @@ pub fn item_system(
|
||||
mut score: ResMut<ScoreResource>,
|
||||
pacman_query: Query<Entity, With<PacmanCollider>>,
|
||||
item_query: Query<(Entity, &EntityType), With<ItemCollider>>,
|
||||
ghost_query: Query<Entity, With<GhostCollider>>,
|
||||
mut ghost_state_query: Query<&mut GhostState>,
|
||||
mut ghost_query: Query<&mut GhostState, With<GhostCollider>>,
|
||||
mut events: EventWriter<AudioEvent>,
|
||||
) {
|
||||
for event in collision_events.read() {
|
||||
@@ -62,8 +61,7 @@ pub fn item_system(
|
||||
let total_ticks = 60 * 5; // 5 seconds total
|
||||
|
||||
// Set all ghosts to frightened state
|
||||
for ghost_entity in ghost_query.iter() {
|
||||
if let Ok(mut ghost_state) = ghost_state_query.get_mut(ghost_entity) {
|
||||
for mut ghost_state in ghost_query.iter_mut() {
|
||||
*ghost_state = GhostState::new_frightened(total_ticks, FRIGHTENED_FLASH_START_TICKS);
|
||||
}
|
||||
}
|
||||
@@ -72,4 +70,3 @@ pub fn item_system(
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -25,6 +25,7 @@ pub enum SystemId {
|
||||
Audio,
|
||||
Blinking,
|
||||
DirectionalRender,
|
||||
LinearRender,
|
||||
DirtyRender,
|
||||
HudRender,
|
||||
Render,
|
||||
|
||||
@@ -2,8 +2,8 @@ use crate::constants::CANVAS_SIZE;
|
||||
use crate::error::{GameError, TextureError};
|
||||
use crate::map::builder::Map;
|
||||
use crate::systems::{
|
||||
DebugState, DebugTextureResource, DeltaTime, DirectionalAnimated, Position, Renderable, ScoreResource, StartupSequence,
|
||||
Velocity,
|
||||
DebugState, DebugTextureResource, DeltaTime, DirectionalAnimation, LinearAnimation, Position, Renderable, ScoreResource,
|
||||
StartupSequence, Velocity,
|
||||
};
|
||||
use crate::texture::sprite::SpriteAtlas;
|
||||
use crate::texture::text::TextTexture;
|
||||
@@ -37,36 +37,64 @@ pub fn dirty_render_system(
|
||||
}
|
||||
}
|
||||
|
||||
/// Updates the directional animated texture of an entity.
|
||||
/// Updates directional animated entities with synchronized timing across directions.
|
||||
///
|
||||
/// This runs before the render system so it can update the sprite based on the current direction of travel, as well as whether the entity is moving.
|
||||
/// This runs before the render system to update sprites based on current direction and movement state.
|
||||
/// All directions share the same frame timing to ensure perfect synchronization.
|
||||
pub fn directional_render_system(
|
||||
dt: Res<DeltaTime>,
|
||||
mut renderables: Query<(&Position, &Velocity, &mut DirectionalAnimated, &mut Renderable)>,
|
||||
mut errors: EventWriter<GameError>,
|
||||
mut query: Query<(&Position, &Velocity, &mut DirectionalAnimation, &mut Renderable)>,
|
||||
) {
|
||||
for (position, velocity, mut texture, mut renderable) in renderables.iter_mut() {
|
||||
let stopped = matches!(position, Position::Stopped { .. });
|
||||
let current_direction = velocity.direction;
|
||||
let ticks = (dt.0 * 60.0).round() as u16; // Convert from seconds to ticks at 60 ticks/sec
|
||||
|
||||
let texture = if stopped {
|
||||
texture.stopped_textures[current_direction.as_usize()].as_mut()
|
||||
for (position, velocity, mut anim, mut renderable) in query.iter_mut() {
|
||||
let stopped = matches!(position, Position::Stopped { .. });
|
||||
|
||||
// Only tick animation when moving to preserve stopped frame
|
||||
if !stopped {
|
||||
// Tick shared animation state
|
||||
anim.time_bank += ticks;
|
||||
while anim.time_bank >= anim.frame_duration {
|
||||
anim.time_bank -= anim.frame_duration;
|
||||
anim.current_frame += 1;
|
||||
}
|
||||
}
|
||||
|
||||
// Get tiles for current direction and movement state
|
||||
let tiles = if stopped {
|
||||
anim.stopped_tiles.get(velocity.direction)
|
||||
} else {
|
||||
texture.textures[current_direction.as_usize()].as_mut()
|
||||
anim.moving_tiles.get(velocity.direction)
|
||||
};
|
||||
|
||||
if let Some(texture) = texture {
|
||||
if !stopped {
|
||||
let ticks = (dt.0 * 60.0).round() as u16; // Convert from seconds to ticks at 60 ticks/sec
|
||||
texture.tick(ticks);
|
||||
}
|
||||
let new_tile = *texture.current_tile();
|
||||
if !tiles.is_empty() {
|
||||
let new_tile = tiles.get_tile(anim.current_frame);
|
||||
if renderable.sprite != new_tile {
|
||||
renderable.sprite = new_tile;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// Updates linear animated entities (used for non-directional animations like frightened ghosts).
|
||||
///
|
||||
/// This system handles entities that use LinearAnimation component for simple frame cycling.
|
||||
pub fn linear_render_system(dt: Res<DeltaTime>, mut query: Query<(&mut LinearAnimation, &mut Renderable)>) {
|
||||
let ticks = (dt.0 * 60.0).round() as u16; // Convert from seconds to ticks at 60 ticks/sec
|
||||
|
||||
for (mut anim, mut renderable) in query.iter_mut() {
|
||||
// Tick animation
|
||||
anim.time_bank += ticks;
|
||||
while anim.time_bank >= anim.frame_duration {
|
||||
anim.time_bank -= anim.frame_duration;
|
||||
anim.current_frame += 1;
|
||||
}
|
||||
|
||||
if !anim.tiles.is_empty() {
|
||||
let new_tile = anim.tiles.get_tile(anim.current_frame);
|
||||
if renderable.sprite != new_tile {
|
||||
renderable.sprite = new_tile;
|
||||
}
|
||||
} else {
|
||||
errors.write(TextureError::RenderFailed("Entity has no texture".to_string()).into());
|
||||
continue;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,90 +1,73 @@
|
||||
use smallvec::SmallVec;
|
||||
|
||||
use crate::error::{AnimatedTextureError, GameError, GameResult, TextureError};
|
||||
use crate::map::direction::Direction;
|
||||
use crate::texture::sprite::AtlasTile;
|
||||
|
||||
/// Frame-based animation system for cycling through multiple sprite tiles.
|
||||
///
|
||||
/// Manages automatic frame progression based on elapsed ticks.
|
||||
/// Uses a tick 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: SmallVec<[AtlasTile; 4]>,
|
||||
/// Duration each frame should be displayed (in ticks)
|
||||
frame_duration: u16,
|
||||
/// Index of the currently active frame in the tiles vector
|
||||
current_frame: usize,
|
||||
/// Accumulated ticks since the last frame change (for smooth timing)
|
||||
time_bank: u16,
|
||||
/// Fixed-size tile sequence that avoids heap allocation
|
||||
#[derive(Clone, Copy, Debug)]
|
||||
pub struct TileSequence {
|
||||
tiles: [AtlasTile; 4], // Fixed array, max 4 frames
|
||||
count: usize, // Actual number of frames used
|
||||
}
|
||||
|
||||
impl AnimatedTexture {
|
||||
pub fn new(tiles: SmallVec<[AtlasTile; 4]>, frame_duration: u16) -> GameResult<Self> {
|
||||
if frame_duration == 0 {
|
||||
return Err(GameError::Texture(TextureError::Animated(
|
||||
AnimatedTextureError::InvalidFrameDuration(frame_duration),
|
||||
)));
|
||||
}
|
||||
impl TileSequence {
|
||||
/// Creates a new tile sequence from a slice of tiles
|
||||
pub fn new(tiles: &[AtlasTile]) -> Self {
|
||||
let mut tile_array = [AtlasTile {
|
||||
pos: glam::U16Vec2::ZERO,
|
||||
size: glam::U16Vec2::ZERO,
|
||||
color: None,
|
||||
}; 4];
|
||||
|
||||
Ok(Self {
|
||||
tiles,
|
||||
frame_duration,
|
||||
current_frame: 0,
|
||||
time_bank: 0,
|
||||
})
|
||||
}
|
||||
let count = tiles.len().min(4);
|
||||
tile_array[..count].copy_from_slice(&tiles[..count]);
|
||||
|
||||
/// Advances the animation by the specified number of ticks with automatic frame cycling.
|
||||
///
|
||||
/// Accumulates ticks in the time bank and progresses through frames when enough
|
||||
/// ticks have elapsed. Supports frame rates independent of game frame rate by
|
||||
/// potentially advancing multiple frames in a single call if `ticks` is large.
|
||||
/// Animation loops automatically when reaching the final frame.
|
||||
///
|
||||
/// # Arguments
|
||||
///
|
||||
/// * `ticks` - Number of ticks elapsed since the last update
|
||||
pub fn tick(&mut self, ticks: u16) {
|
||||
self.time_bank += ticks;
|
||||
while self.time_bank >= self.frame_duration {
|
||||
self.time_bank -= self.frame_duration;
|
||||
self.current_frame = (self.current_frame + 1) % self.tiles.len();
|
||||
Self {
|
||||
tiles: tile_array,
|
||||
count,
|
||||
}
|
||||
}
|
||||
|
||||
pub fn current_tile(&self) -> &AtlasTile {
|
||||
&self.tiles[self.current_frame]
|
||||
/// Returns the tile at the given frame index, wrapping if necessary
|
||||
pub fn get_tile(&self, frame: usize) -> AtlasTile {
|
||||
if self.count == 0 {
|
||||
// Return a default empty tile if no tiles
|
||||
AtlasTile {
|
||||
pos: glam::U16Vec2::ZERO,
|
||||
size: glam::U16Vec2::ZERO,
|
||||
color: None,
|
||||
}
|
||||
} else {
|
||||
self.tiles[frame % self.count]
|
||||
}
|
||||
}
|
||||
|
||||
/// Returns the current frame index.
|
||||
#[allow(dead_code)]
|
||||
pub fn current_frame(&self) -> usize {
|
||||
self.current_frame
|
||||
/// Returns true if this sequence has no tiles
|
||||
pub fn is_empty(&self) -> bool {
|
||||
self.count == 0
|
||||
}
|
||||
}
|
||||
|
||||
/// Returns the time bank.
|
||||
#[allow(dead_code)]
|
||||
pub fn time_bank(&self) -> u16 {
|
||||
self.time_bank
|
||||
/// Type-safe directional tile storage with named fields
|
||||
#[derive(Clone, Copy, Debug)]
|
||||
pub struct DirectionalTiles {
|
||||
pub up: TileSequence,
|
||||
pub down: TileSequence,
|
||||
pub left: TileSequence,
|
||||
pub right: TileSequence,
|
||||
}
|
||||
|
||||
/// Returns the frame duration.
|
||||
#[allow(dead_code)]
|
||||
pub fn frame_duration(&self) -> u16 {
|
||||
self.frame_duration
|
||||
impl DirectionalTiles {
|
||||
/// Creates a new DirectionalTiles with different sequences per direction
|
||||
pub fn new(up: TileSequence, down: TileSequence, left: TileSequence, right: TileSequence) -> Self {
|
||||
Self { up, down, left, right }
|
||||
}
|
||||
|
||||
/// Returns the number of tiles in the animation.
|
||||
#[allow(dead_code)]
|
||||
pub fn tiles_len(&self) -> usize {
|
||||
self.tiles.len()
|
||||
}
|
||||
|
||||
/// Resets the animation to the first frame and clears the time bank.
|
||||
/// Useful for synchronizing animations when they are assigned.
|
||||
pub fn reset(&mut self) {
|
||||
self.current_frame = 0;
|
||||
self.time_bank = 0;
|
||||
/// Gets the tile sequence for the given direction
|
||||
pub fn get(&self, direction: Direction) -> &TileSequence {
|
||||
match direction {
|
||||
Direction::Up => &self.up,
|
||||
Direction::Down => &self.down,
|
||||
Direction::Left => &self.left,
|
||||
Direction::Right => &self.right,
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,58 +1,57 @@
|
||||
use glam::U16Vec2;
|
||||
use pacman::error::{AnimatedTextureError, GameError, TextureError};
|
||||
use pacman::texture::animated::AnimatedTexture;
|
||||
use pacman::texture::sprite::AtlasTile;
|
||||
use sdl2::pixels::Color;
|
||||
use smallvec::smallvec;
|
||||
// use glam::U16Vec2;
|
||||
// use pacman::error::{AnimatedTextureError, GameError, TextureError};
|
||||
// use pacman::texture::sprite::AtlasTile;
|
||||
// use sdl2::pixels::Color;
|
||||
// use smallvec::smallvec;
|
||||
|
||||
fn mock_atlas_tile(id: u32) -> AtlasTile {
|
||||
AtlasTile {
|
||||
pos: U16Vec2::new(0, 0),
|
||||
size: U16Vec2::new(16, 16),
|
||||
color: Some(Color::RGB(id as u8, 0, 0)),
|
||||
}
|
||||
}
|
||||
// fn mock_atlas_tile(id: u32) -> AtlasTile {
|
||||
// AtlasTile {
|
||||
// pos: U16Vec2::new(0, 0),
|
||||
// size: U16Vec2::new(16, 16),
|
||||
// color: Some(Color::RGB(id as u8, 0, 0)),
|
||||
// }
|
||||
// }
|
||||
|
||||
#[test]
|
||||
fn test_animated_texture_creation_errors() {
|
||||
let tiles = smallvec![mock_atlas_tile(1), mock_atlas_tile(2)];
|
||||
// #[test]
|
||||
// fn test_animated_texture_creation_errors() {
|
||||
// let tiles = smallvec![mock_atlas_tile(1), mock_atlas_tile(2)];
|
||||
|
||||
assert!(matches!(
|
||||
AnimatedTexture::new(tiles.clone(), 0).unwrap_err(),
|
||||
GameError::Texture(TextureError::Animated(AnimatedTextureError::InvalidFrameDuration(0)))
|
||||
));
|
||||
}
|
||||
// assert!(matches!(
|
||||
// AnimatedTexture::new(tiles.clone(), 0).unwrap_err(),
|
||||
// GameError::Texture(TextureError::Animated(AnimatedTextureError::InvalidFrameDuration(0)))
|
||||
// ));
|
||||
// }
|
||||
|
||||
#[test]
|
||||
fn test_animated_texture_advancement() {
|
||||
let tiles = smallvec![mock_atlas_tile(1), mock_atlas_tile(2), mock_atlas_tile(3)];
|
||||
let mut texture = AnimatedTexture::new(tiles, 10).unwrap();
|
||||
// #[test]
|
||||
// fn test_animated_texture_advancement() {
|
||||
// let tiles = smallvec![mock_atlas_tile(1), mock_atlas_tile(2), mock_atlas_tile(3)];
|
||||
// let mut texture = AnimatedTexture::new(tiles, 10).unwrap();
|
||||
|
||||
assert_eq!(texture.current_frame(), 0);
|
||||
// assert_eq!(texture.current_frame(), 0);
|
||||
|
||||
texture.tick(25);
|
||||
assert_eq!(texture.current_frame(), 2);
|
||||
assert_eq!(texture.time_bank(), 5);
|
||||
}
|
||||
// texture.tick(25);
|
||||
// assert_eq!(texture.current_frame(), 2);
|
||||
// assert_eq!(texture.time_bank(), 5);
|
||||
// }
|
||||
|
||||
#[test]
|
||||
fn test_animated_texture_wrap_around() {
|
||||
let tiles = smallvec![mock_atlas_tile(1), mock_atlas_tile(2)];
|
||||
let mut texture = AnimatedTexture::new(tiles, 10).unwrap();
|
||||
// #[test]
|
||||
// fn test_animated_texture_wrap_around() {
|
||||
// let tiles = smallvec![mock_atlas_tile(1), mock_atlas_tile(2)];
|
||||
// let mut texture = AnimatedTexture::new(tiles, 10).unwrap();
|
||||
|
||||
texture.tick(10);
|
||||
assert_eq!(texture.current_frame(), 1);
|
||||
// texture.tick(10);
|
||||
// assert_eq!(texture.current_frame(), 1);
|
||||
|
||||
texture.tick(10);
|
||||
assert_eq!(texture.current_frame(), 0);
|
||||
}
|
||||
// texture.tick(10);
|
||||
// assert_eq!(texture.current_frame(), 0);
|
||||
// }
|
||||
|
||||
#[test]
|
||||
fn test_animated_texture_single_frame() {
|
||||
let tiles = smallvec![mock_atlas_tile(1)];
|
||||
let mut texture = AnimatedTexture::new(tiles, 10).unwrap();
|
||||
// #[test]
|
||||
// fn test_animated_texture_single_frame() {
|
||||
// let tiles = smallvec![mock_atlas_tile(1)];
|
||||
// let mut texture = AnimatedTexture::new(tiles, 10).unwrap();
|
||||
|
||||
texture.tick(10);
|
||||
assert_eq!(texture.current_frame(), 0);
|
||||
assert_eq!(texture.current_tile().color.unwrap().r, 1);
|
||||
}
|
||||
// texture.tick(10);
|
||||
// assert_eq!(texture.current_frame(), 0);
|
||||
// assert_eq!(texture.current_tile().color.unwrap().r, 1);
|
||||
// }
|
||||
|
||||
@@ -1,6 +1,5 @@
|
||||
use pacman::error::{
|
||||
AnimatedTextureError, AssetError, EntityError, GameError, GameResult, IntoGameError, MapError, OptionExt, ParseError,
|
||||
ResultExt, TextureError,
|
||||
AssetError, EntityError, GameError, GameResult, IntoGameError, MapError, OptionExt, ParseError, ResultExt, TextureError,
|
||||
};
|
||||
use std::io;
|
||||
|
||||
@@ -46,13 +45,6 @@ fn test_game_error_from_io_error() {
|
||||
assert!(matches!(game_error, GameError::Io(_)));
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn test_texture_error_from_animated_error() {
|
||||
let animated_error = AnimatedTextureError::InvalidFrameDuration(0);
|
||||
let texture_error: TextureError = animated_error.into();
|
||||
assert!(matches!(texture_error, TextureError::Animated(_)));
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn test_asset_error_from_io_error() {
|
||||
let io_error = io::Error::new(io::ErrorKind::PermissionDenied, "Permission denied");
|
||||
@@ -78,12 +70,6 @@ fn test_entity_error_display() {
|
||||
assert_eq!(error.to_string(), "Edge not found: from 1 to 2");
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn test_animated_texture_error_display() {
|
||||
let error = AnimatedTextureError::InvalidFrameDuration(0);
|
||||
assert_eq!(error.to_string(), "Frame duration must be positive, got 0");
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn test_into_game_error_trait() {
|
||||
let result: Result<i32, io::Error> = Err(io::Error::new(io::ErrorKind::Other, "test error"));
|
||||
@@ -146,13 +132,3 @@ fn test_result_ext_error() {
|
||||
panic!("Expected InvalidState error");
|
||||
}
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn test_error_chain_conversions() {
|
||||
// Test that we can convert through multiple levels
|
||||
let animated_error = AnimatedTextureError::InvalidFrameDuration(0);
|
||||
let texture_error: TextureError = animated_error.into();
|
||||
let game_error: GameError = texture_error.into();
|
||||
|
||||
assert!(matches!(game_error, GameError::Texture(TextureError::Animated(_))));
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user