mirror of
https://github.com/Xevion/Pac-Man.git
synced 2025-12-10 16:07:57 -06:00
refactor!: begin switching to bevy ECS, all tests broken, all systems broken
This commit is contained in:
111
src/app.rs
111
src/app.rs
@@ -1,28 +1,20 @@
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use std::time::{Duration, Instant};
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use glam::Vec2;
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use sdl2::event::{Event, WindowEvent};
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use sdl2::render::{Canvas, ScaleMode, Texture, TextureCreator};
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use sdl2::ttf::Sdl2TtfContext;
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use sdl2::video::{Window, WindowContext};
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use sdl2::{AudioSubsystem, EventPump, Sdl, VideoSubsystem};
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use tracing::{error, info, warn};
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use tracing::{error, warn};
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use crate::error::{GameError, GameResult};
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use crate::constants::{CANVAS_SIZE, LOOP_TIME, SCALE};
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use crate::game::Game;
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use crate::input::commands::GameCommand;
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use crate::input::InputSystem;
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use crate::platform::get_platform;
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pub struct App {
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game: Game,
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input_system: InputSystem,
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canvas: Canvas<Window>,
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backbuffer: Texture<'static>,
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event_pump: &'static mut EventPump,
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pub game: Game,
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last_tick: Instant,
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focused: bool,
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cursor_pos: Vec2,
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@@ -54,39 +46,32 @@ impl App {
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.build()
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.map_err(|e| GameError::Sdl(e.to_string()))?;
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let mut canvas = window
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.into_canvas()
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.accelerated()
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.present_vsync()
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.build()
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.map_err(|e| GameError::Sdl(e.to_string()))?;
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let mut canvas = Box::leak(Box::new(
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window
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.into_canvas()
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.accelerated()
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.present_vsync()
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.build()
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.map_err(|e| GameError::Sdl(e.to_string()))?,
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));
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canvas
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.set_logical_size(CANVAS_SIZE.x, CANVAS_SIZE.y)
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.map_err(|e| GameError::Sdl(e.to_string()))?;
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let texture_creator: &'static TextureCreator<WindowContext> = Box::leak(Box::new(canvas.texture_creator()));
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let texture_creator: &'static mut TextureCreator<WindowContext> = Box::leak(Box::new(canvas.texture_creator()));
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let mut game = Game::new(texture_creator)?;
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let game = Game::new(canvas, texture_creator, event_pump)?;
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// game.audio.set_mute(cfg!(debug_assertions));
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let mut backbuffer = texture_creator
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.create_texture_target(None, CANVAS_SIZE.x, CANVAS_SIZE.y)
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.map_err(|e| GameError::Sdl(e.to_string()))?;
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backbuffer.set_scale_mode(ScaleMode::Nearest);
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// Initial draw
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game.draw(&mut canvas, &mut backbuffer)
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.map_err(|e| GameError::Sdl(e.to_string()))?;
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game.present_backbuffer(&mut canvas, &backbuffer, glam::Vec2::ZERO)
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.map_err(|e| GameError::Sdl(e.to_string()))?;
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// game.draw(&mut canvas, &mut backbuffer)
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// .map_err(|e| GameError::Sdl(e.to_string()))?;
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// game.present_backbuffer(&mut canvas, &backbuffer, glam::Vec2::ZERO)
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// .map_err(|e| GameError::Sdl(e.to_string()))?;
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Ok(App {
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game,
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input_system: InputSystem::new(),
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canvas,
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event_pump,
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backbuffer,
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focused: true,
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last_tick: Instant::now(),
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cursor_pos: Vec2::ZERO,
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@@ -97,34 +82,30 @@ impl App {
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{
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let start = Instant::now();
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for event in self.event_pump.poll_iter() {
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match event {
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Event::Window { win_event, .. } => match win_event {
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WindowEvent::FocusGained => {
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self.focused = true;
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}
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WindowEvent::FocusLost => {
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self.focused = false;
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}
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_ => {}
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},
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Event::MouseMotion { x, y, .. } => {
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// Convert window coordinates to logical coordinates
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self.cursor_pos = Vec2::new(x as f32, y as f32);
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}
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_ => {}
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}
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if let Some(command) = self.input_system.handle_event(&event) {
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match command {
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GameCommand::Exit => {
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info!("Exit requested. Exiting...");
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return false;
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}
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_ => self.game.post_event(command.into()),
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}
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}
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}
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// for event in self
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// .game
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// .world
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// .get_non_send_resource_mut::<&'static mut EventPump>()
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// .unwrap()
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// .poll_iter()
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// {
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// match event {
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// Event::Window { win_event, .. } => match win_event {
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// WindowEvent::FocusGained => {
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// self.focused = true;
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// }
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// WindowEvent::FocusLost => {
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// self.focused = false;
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// }
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// _ => {}
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// },
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// Event::MouseMotion { x, y, .. } => {
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// // Convert window coordinates to logical coordinates
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// self.cursor_pos = Vec2::new(x as f32, y as f32);
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// }
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// _ => {}
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// }
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// }
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let dt = self.last_tick.elapsed().as_secs_f32();
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self.last_tick = Instant::now();
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@@ -135,15 +116,9 @@ impl App {
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return false;
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}
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if let Err(e) = self.game.draw(&mut self.canvas, &mut self.backbuffer) {
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error!("Failed to draw game: {}", e);
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}
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if let Err(e) = self
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.game
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.present_backbuffer(&mut self.canvas, &self.backbuffer, self.cursor_pos)
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{
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error!("Failed to present backbuffer: {}", e);
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}
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// if let Err(e) = self.game.draw(&mut self.canvas, &mut self.backbuffer) {
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// error!("Failed to draw game: {}", e);
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// }
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if start.elapsed() < LOOP_TIME {
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let time = LOOP_TIME.saturating_sub(start.elapsed());
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