mirror of
https://github.com/Xevion/Pac-Man.git
synced 2025-12-06 03:15:48 -06:00
refactor!: begin switching to bevy ECS, all tests broken, all systems broken
This commit is contained in:
703
Cargo.lock
generated
703
Cargo.lock
generated
@@ -17,12 +17,202 @@ version = "1.0.99"
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"quote",
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"syn",
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"futures-lite",
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"pin-project-lite",
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"slab",
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"portable-atomic",
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"portable-atomic",
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"fixedbitset",
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"indexmap",
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"log",
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"nonmax",
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"serde",
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"smallvec",
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"thiserror",
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"variadics_please",
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]
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[[package]]
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"syn",
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[[package]]
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"quote",
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"syn",
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"toml_edit",
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"critical-section",
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"foldhash",
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"hashbrown",
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"portable-atomic",
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"portable-atomic-util",
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"serde",
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"spin",
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]
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[[package]]
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"assert_type_match",
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"bevy_ptr",
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"bevy_reflect_derive",
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"bevy_utils",
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"derive_more",
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"disqualified",
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"downcast-rs",
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"erased-serde",
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"foldhash",
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"glam 0.29.3",
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"serde",
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"smallvec",
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"smol_str",
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"thiserror",
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"uuid",
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"variadics_please",
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"wgpu-types",
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]
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[[package]]
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name = "bevy_reflect_derive"
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"bevy_macro_utils",
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"proc-macro2",
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"quote",
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"syn",
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"uuid",
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]
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[[package]]
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name = "bevy_tasks"
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"async-executor",
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"async-task",
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"atomic-waker",
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"bevy_platform",
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"cfg-if",
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"crossbeam-queue",
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"derive_more",
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"futures-lite",
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"heapless",
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]
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name = "bevy_utils"
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version = "0.16.1"
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dependencies = [
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"bevy_platform",
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"thread_local",
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name = "bitflags"
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version = "1.3.2"
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@@ -34,6 +224,21 @@ name = "bitflags"
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version = "2.9.1"
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dependencies = [
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"serde",
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name = "bumpalo"
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name = "c_vec"
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@@ -47,6 +252,37 @@ version = "1.0.0"
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source = "registry+https://github.com/rust-lang/crates.io-index"
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source = "registry+https://github.com/rust-lang/crates.io-index"
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version = "2.5.0"
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dependencies = [
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"crossbeam-utils",
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"portable-atomic",
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dependencies = [
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name = "crossbeam-utils"
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version = "0.1.1"
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@@ -59,12 +295,98 @@ dependencies = [
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|
||||||
|
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||||||
|
|
||||||
|
[[package]]
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|
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|
||||||
|
|
||||||
|
[[package]]
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||||||
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[[package]]
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||||||
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|
||||||
|
"fastrand",
|
||||||
|
"futures-core",
|
||||||
|
"futures-io",
|
||||||
|
"parking",
|
||||||
|
"pin-project-lite",
|
||||||
|
]
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||||||
|
|
||||||
[[package]]
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[[package]]
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||||||
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|
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||||||
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|
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|
||||||
@@ -77,17 +399,50 @@ dependencies = [
|
|||||||
"wasi",
|
"wasi",
|
||||||
]
|
]
|
||||||
|
|
||||||
|
[[package]]
|
||||||
|
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||||||
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||||||
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||||||
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|
||||||
|
dependencies = [
|
||||||
|
"serde",
|
||||||
|
]
|
||||||
|
|
||||||
[[package]]
|
[[package]]
|
||||||
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||||||
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||||||
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||||||
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checksum = "f2d1aab06663bdce00d6ca5e5ed586ec8d18033a771906c993a1e3755b368d85"
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||||||
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|
||||||
|
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||||||
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||||||
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|
||||||
|
"byteorder",
|
||||||
|
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||||||
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|
||||||
[[package]]
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[[package]]
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||||||
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||||||
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||||||
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||||||
|
dependencies = [
|
||||||
|
"equivalent",
|
||||||
|
"serde",
|
||||||
|
]
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||||||
|
|
||||||
|
[[package]]
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||||||
|
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||||||
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||||||
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||||||
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dependencies = [
|
||||||
|
"hash32",
|
||||||
|
"portable-atomic",
|
||||||
|
"stable_deref_trait",
|
||||||
|
]
|
||||||
|
|
||||||
[[package]]
|
[[package]]
|
||||||
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|
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|
||||||
@@ -120,6 +475,16 @@ version = "1.0.15"
|
|||||||
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source = "registry+https://github.com/rust-lang/crates.io-index"
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||||||
checksum = "4a5f13b858c8d314ee3e8f639011f7ccefe71f97f96e50151fb991f267928e2c"
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checksum = "4a5f13b858c8d314ee3e8f639011f7ccefe71f97f96e50151fb991f267928e2c"
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||||||
|
|
||||||
|
[[package]]
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||||||
|
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||||||
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||||||
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||||||
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||||||
|
dependencies = [
|
||||||
|
"once_cell",
|
||||||
|
"wasm-bindgen",
|
||||||
|
]
|
||||||
|
|
||||||
[[package]]
|
[[package]]
|
||||||
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name = "lazy_static"
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||||||
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|
||||||
@@ -132,6 +497,16 @@ version = "0.2.175"
|
|||||||
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source = "registry+https://github.com/rust-lang/crates.io-index"
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||||||
checksum = "6a82ae493e598baaea5209805c49bbf2ea7de956d50d7da0da1164f9c6d28543"
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checksum = "6a82ae493e598baaea5209805c49bbf2ea7de956d50d7da0da1164f9c6d28543"
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||||||
|
|
||||||
|
[[package]]
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||||||
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||||||
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||||||
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||||||
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||||||
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dependencies = [
|
||||||
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"autocfg",
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||||||
|
"scopeguard",
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||||||
|
]
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||||||
|
|
||||||
[[package]]
|
[[package]]
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||||||
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||||||
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||||||
@@ -153,6 +528,12 @@ version = "2.7.5"
|
|||||||
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source = "registry+https://github.com/rust-lang/crates.io-index"
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||||||
checksum = "32a282da65faaf38286cf3be983213fcf1d2e2a58700e808f83f4ea9a4804bc0"
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checksum = "32a282da65faaf38286cf3be983213fcf1d2e2a58700e808f83f4ea9a4804bc0"
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||||||
|
|
||||||
|
[[package]]
|
||||||
|
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||||||
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||||||
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||||||
|
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||||||
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|
||||||
[[package]]
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[[package]]
|
||||||
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|
name = "nu-ansi-term"
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||||||
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|
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|
||||||
@@ -189,7 +570,8 @@ name = "pacman"
|
|||||||
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|
version = "0.2.0"
|
||||||
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dependencies = [
|
||||||
"anyhow",
|
"anyhow",
|
||||||
"glam",
|
"bevy_ecs",
|
||||||
|
"glam 0.30.5",
|
||||||
"lazy_static",
|
"lazy_static",
|
||||||
"libc",
|
"libc",
|
||||||
"once_cell",
|
"once_cell",
|
||||||
@@ -210,6 +592,35 @@ dependencies = [
|
|||||||
"winapi",
|
"winapi",
|
||||||
]
|
]
|
||||||
|
|
||||||
|
[[package]]
|
||||||
|
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||||||
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||||||
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||||||
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||||||
|
[[package]]
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||||||
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dependencies = [
|
||||||
|
"lock_api",
|
||||||
|
"parking_lot_core",
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||||||
|
]
|
||||||
|
|
||||||
|
[[package]]
|
||||||
|
name = "parking_lot_core"
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||||||
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||||||
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||||||
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||||||
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dependencies = [
|
||||||
|
"cfg-if",
|
||||||
|
"libc",
|
||||||
|
"redox_syscall",
|
||||||
|
"smallvec",
|
||||||
|
"windows-targets 0.52.6",
|
||||||
|
]
|
||||||
|
|
||||||
[[package]]
|
[[package]]
|
||||||
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|
name = "pathfinding"
|
||||||
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|
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||||||
@@ -272,6 +683,21 @@ version = "0.2.13"
|
|||||||
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||||||
checksum = "8afb450f006bf6385ca15ef45d71d2288452bc3683ce2e2cacc0d18e4be60b58"
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checksum = "8afb450f006bf6385ca15ef45d71d2288452bc3683ce2e2cacc0d18e4be60b58"
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||||||
|
|
||||||
|
[[package]]
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||||||
|
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||||||
|
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||||||
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||||||
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||||||
|
|
||||||
|
[[package]]
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||||||
|
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||||||
|
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|
||||||
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||||||
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||||||
|
dependencies = [
|
||||||
|
"portable-atomic",
|
||||||
|
]
|
||||||
|
|
||||||
[[package]]
|
[[package]]
|
||||||
name = "proc-macro2"
|
name = "proc-macro2"
|
||||||
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|
version = "1.0.95"
|
||||||
@@ -329,6 +755,15 @@ dependencies = [
|
|||||||
"getrandom",
|
"getrandom",
|
||||||
]
|
]
|
||||||
|
|
||||||
|
[[package]]
|
||||||
|
name = "redox_syscall"
|
||||||
|
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||||||
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||||||
|
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|
||||||
|
"bitflags 2.9.1",
|
||||||
|
]
|
||||||
|
|
||||||
[[package]]
|
[[package]]
|
||||||
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|
name = "regex"
|
||||||
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|
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||||||
@@ -379,12 +814,24 @@ version = "2.1.1"
|
|||||||
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||||||
checksum = "357703d41365b4b27c590e3ed91eabb1b663f07c4c084095e60cbed4362dff0d"
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checksum = "357703d41365b4b27c590e3ed91eabb1b663f07c4c084095e60cbed4362dff0d"
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||||||
|
|
||||||
|
[[package]]
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||||||
|
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||||||
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|
||||||
[[package]]
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[[package]]
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||||||
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||||||
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||||||
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|
||||||
|
[[package]]
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||||||
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||||||
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||||||
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||||||
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|
||||||
[[package]]
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[[package]]
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||||||
name = "sdl2"
|
name = "sdl2"
|
||||||
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version = "0.38.0"
|
||||||
@@ -463,12 +910,36 @@ version = "1.0.1"
|
|||||||
source = "registry+https://github.com/rust-lang/crates.io-index"
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source = "registry+https://github.com/rust-lang/crates.io-index"
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||||||
checksum = "56199f7ddabf13fe5074ce809e7d3f42b42ae711800501b5b16ea82ad029c39d"
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checksum = "56199f7ddabf13fe5074ce809e7d3f42b42ae711800501b5b16ea82ad029c39d"
|
||||||
|
|
||||||
|
[[package]]
|
||||||
|
name = "slab"
|
||||||
|
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||||||
|
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||||||
|
checksum = "7a2ae44ef20feb57a68b23d846850f861394c2e02dc425a50098ae8c90267589"
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||||||
|
|
||||||
[[package]]
|
[[package]]
|
||||||
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|
name = "smallvec"
|
||||||
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|
version = "1.15.1"
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||||||
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||||||
checksum = "67b1b7a3b5fe4f1376887184045fcf45c69e92af734b7aaddc05fb777b6fbd03"
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checksum = "67b1b7a3b5fe4f1376887184045fcf45c69e92af734b7aaddc05fb777b6fbd03"
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||||||
|
|
||||||
|
[[package]]
|
||||||
|
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|
||||||
|
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|
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||||||
|
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|
||||||
|
"serde",
|
||||||
|
]
|
||||||
|
|
||||||
|
[[package]]
|
||||||
|
name = "spin"
|
||||||
|
version = "0.9.8"
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||||||
|
source = "registry+https://github.com/rust-lang/crates.io-index"
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||||||
|
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||||||
|
dependencies = [
|
||||||
|
"portable-atomic",
|
||||||
|
]
|
||||||
|
|
||||||
[[package]]
|
[[package]]
|
||||||
name = "spin_sleep"
|
name = "spin_sleep"
|
||||||
version = "1.3.2"
|
version = "1.3.2"
|
||||||
@@ -478,6 +949,12 @@ dependencies = [
|
|||||||
"windows-sys",
|
"windows-sys",
|
||||||
]
|
]
|
||||||
|
|
||||||
|
[[package]]
|
||||||
|
name = "stable_deref_trait"
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||||||
|
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||||||
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|
||||||
[[package]]
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[[package]]
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||||||
name = "strum"
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name = "strum"
|
||||||
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|
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|
||||||
@@ -537,6 +1014,23 @@ dependencies = [
|
|||||||
"once_cell",
|
"once_cell",
|
||||||
]
|
]
|
||||||
|
|
||||||
|
[[package]]
|
||||||
|
name = "toml_datetime"
|
||||||
|
version = "0.6.11"
|
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checksum = "0a6e035dd0599267ce1ee132e51c27dd29437f63325753051e71dd9e42406c57"
|
checksum = "0a6e035dd0599267ce1ee132e51c27dd29437f63325753051e71dd9e42406c57"
|
||||||
|
|
||||||
|
[[package]]
|
||||||
|
name = "windows_x86_64_msvc"
|
||||||
|
version = "0.52.6"
|
||||||
|
source = "registry+https://github.com/rust-lang/crates.io-index"
|
||||||
|
checksum = "589f6da84c646204747d1270a2a5661ea66ed1cced2631d546fdfb155959f9ec"
|
||||||
|
|
||||||
[[package]]
|
[[package]]
|
||||||
name = "windows_x86_64_msvc"
|
name = "windows_x86_64_msvc"
|
||||||
version = "0.53.0"
|
version = "0.53.0"
|
||||||
source = "registry+https://github.com/rust-lang/crates.io-index"
|
source = "registry+https://github.com/rust-lang/crates.io-index"
|
||||||
checksum = "271414315aff87387382ec3d271b52d7ae78726f5d44ac98b4f4030c91880486"
|
checksum = "271414315aff87387382ec3d271b52d7ae78726f5d44ac98b4f4030c91880486"
|
||||||
|
|
||||||
|
[[package]]
|
||||||
|
name = "winnow"
|
||||||
|
version = "0.7.12"
|
||||||
|
source = "registry+https://github.com/rust-lang/crates.io-index"
|
||||||
|
checksum = "f3edebf492c8125044983378ecb5766203ad3b4c2f7a922bd7dd207f6d443e95"
|
||||||
|
dependencies = [
|
||||||
|
"memchr",
|
||||||
|
]
|
||||||
|
|
||||||
[[package]]
|
[[package]]
|
||||||
name = "wit-bindgen-rt"
|
name = "wit-bindgen-rt"
|
||||||
version = "0.39.0"
|
version = "0.39.0"
|
||||||
|
|||||||
@@ -24,6 +24,7 @@ smallvec = "1.15.1"
|
|||||||
strum = "0.27.2"
|
strum = "0.27.2"
|
||||||
strum_macros = "0.27.2"
|
strum_macros = "0.27.2"
|
||||||
phf = { version = "0.11", features = ["macros"] }
|
phf = { version = "0.11", features = ["macros"] }
|
||||||
|
bevy_ecs = "0.16.1"
|
||||||
|
|
||||||
[profile.release]
|
[profile.release]
|
||||||
lto = true
|
lto = true
|
||||||
|
|||||||
103
src/app.rs
103
src/app.rs
@@ -1,28 +1,20 @@
|
|||||||
use std::time::{Duration, Instant};
|
use std::time::{Duration, Instant};
|
||||||
|
|
||||||
use glam::Vec2;
|
use glam::Vec2;
|
||||||
use sdl2::event::{Event, WindowEvent};
|
|
||||||
use sdl2::render::{Canvas, ScaleMode, Texture, TextureCreator};
|
use sdl2::render::{Canvas, ScaleMode, Texture, TextureCreator};
|
||||||
use sdl2::ttf::Sdl2TtfContext;
|
use sdl2::ttf::Sdl2TtfContext;
|
||||||
use sdl2::video::{Window, WindowContext};
|
use sdl2::video::{Window, WindowContext};
|
||||||
use sdl2::{AudioSubsystem, EventPump, Sdl, VideoSubsystem};
|
use sdl2::{AudioSubsystem, EventPump, Sdl, VideoSubsystem};
|
||||||
use tracing::{error, info, warn};
|
use tracing::{error, warn};
|
||||||
|
|
||||||
use crate::error::{GameError, GameResult};
|
use crate::error::{GameError, GameResult};
|
||||||
|
|
||||||
use crate::constants::{CANVAS_SIZE, LOOP_TIME, SCALE};
|
use crate::constants::{CANVAS_SIZE, LOOP_TIME, SCALE};
|
||||||
use crate::game::Game;
|
use crate::game::Game;
|
||||||
use crate::input::commands::GameCommand;
|
|
||||||
use crate::input::InputSystem;
|
|
||||||
use crate::platform::get_platform;
|
use crate::platform::get_platform;
|
||||||
|
|
||||||
pub struct App {
|
pub struct App {
|
||||||
game: Game,
|
pub game: Game,
|
||||||
input_system: InputSystem,
|
|
||||||
canvas: Canvas<Window>,
|
|
||||||
backbuffer: Texture<'static>,
|
|
||||||
event_pump: &'static mut EventPump,
|
|
||||||
|
|
||||||
last_tick: Instant,
|
last_tick: Instant,
|
||||||
focused: bool,
|
focused: bool,
|
||||||
cursor_pos: Vec2,
|
cursor_pos: Vec2,
|
||||||
@@ -54,39 +46,32 @@ impl App {
|
|||||||
.build()
|
.build()
|
||||||
.map_err(|e| GameError::Sdl(e.to_string()))?;
|
.map_err(|e| GameError::Sdl(e.to_string()))?;
|
||||||
|
|
||||||
let mut canvas = window
|
let mut canvas = Box::leak(Box::new(
|
||||||
|
window
|
||||||
.into_canvas()
|
.into_canvas()
|
||||||
.accelerated()
|
.accelerated()
|
||||||
.present_vsync()
|
.present_vsync()
|
||||||
.build()
|
.build()
|
||||||
.map_err(|e| GameError::Sdl(e.to_string()))?;
|
.map_err(|e| GameError::Sdl(e.to_string()))?,
|
||||||
|
));
|
||||||
|
|
||||||
canvas
|
canvas
|
||||||
.set_logical_size(CANVAS_SIZE.x, CANVAS_SIZE.y)
|
.set_logical_size(CANVAS_SIZE.x, CANVAS_SIZE.y)
|
||||||
.map_err(|e| GameError::Sdl(e.to_string()))?;
|
.map_err(|e| GameError::Sdl(e.to_string()))?;
|
||||||
|
|
||||||
let texture_creator: &'static TextureCreator<WindowContext> = Box::leak(Box::new(canvas.texture_creator()));
|
let texture_creator: &'static mut TextureCreator<WindowContext> = Box::leak(Box::new(canvas.texture_creator()));
|
||||||
|
|
||||||
let mut game = Game::new(texture_creator)?;
|
let game = Game::new(canvas, texture_creator, event_pump)?;
|
||||||
// game.audio.set_mute(cfg!(debug_assertions));
|
// game.audio.set_mute(cfg!(debug_assertions));
|
||||||
|
|
||||||
let mut backbuffer = texture_creator
|
|
||||||
.create_texture_target(None, CANVAS_SIZE.x, CANVAS_SIZE.y)
|
|
||||||
.map_err(|e| GameError::Sdl(e.to_string()))?;
|
|
||||||
backbuffer.set_scale_mode(ScaleMode::Nearest);
|
|
||||||
|
|
||||||
// Initial draw
|
// Initial draw
|
||||||
game.draw(&mut canvas, &mut backbuffer)
|
// game.draw(&mut canvas, &mut backbuffer)
|
||||||
.map_err(|e| GameError::Sdl(e.to_string()))?;
|
// .map_err(|e| GameError::Sdl(e.to_string()))?;
|
||||||
game.present_backbuffer(&mut canvas, &backbuffer, glam::Vec2::ZERO)
|
// game.present_backbuffer(&mut canvas, &backbuffer, glam::Vec2::ZERO)
|
||||||
.map_err(|e| GameError::Sdl(e.to_string()))?;
|
// .map_err(|e| GameError::Sdl(e.to_string()))?;
|
||||||
|
|
||||||
Ok(App {
|
Ok(App {
|
||||||
game,
|
game,
|
||||||
input_system: InputSystem::new(),
|
|
||||||
canvas,
|
|
||||||
event_pump,
|
|
||||||
backbuffer,
|
|
||||||
focused: true,
|
focused: true,
|
||||||
last_tick: Instant::now(),
|
last_tick: Instant::now(),
|
||||||
cursor_pos: Vec2::ZERO,
|
cursor_pos: Vec2::ZERO,
|
||||||
@@ -97,34 +82,30 @@ impl App {
|
|||||||
{
|
{
|
||||||
let start = Instant::now();
|
let start = Instant::now();
|
||||||
|
|
||||||
for event in self.event_pump.poll_iter() {
|
// for event in self
|
||||||
match event {
|
// .game
|
||||||
Event::Window { win_event, .. } => match win_event {
|
// .world
|
||||||
WindowEvent::FocusGained => {
|
// .get_non_send_resource_mut::<&'static mut EventPump>()
|
||||||
self.focused = true;
|
// .unwrap()
|
||||||
}
|
// .poll_iter()
|
||||||
WindowEvent::FocusLost => {
|
// {
|
||||||
self.focused = false;
|
// match event {
|
||||||
}
|
// Event::Window { win_event, .. } => match win_event {
|
||||||
_ => {}
|
// WindowEvent::FocusGained => {
|
||||||
},
|
// self.focused = true;
|
||||||
Event::MouseMotion { x, y, .. } => {
|
// }
|
||||||
// Convert window coordinates to logical coordinates
|
// WindowEvent::FocusLost => {
|
||||||
self.cursor_pos = Vec2::new(x as f32, y as f32);
|
// self.focused = false;
|
||||||
}
|
// }
|
||||||
_ => {}
|
// _ => {}
|
||||||
}
|
// },
|
||||||
|
// Event::MouseMotion { x, y, .. } => {
|
||||||
if let Some(command) = self.input_system.handle_event(&event) {
|
// // Convert window coordinates to logical coordinates
|
||||||
match command {
|
// self.cursor_pos = Vec2::new(x as f32, y as f32);
|
||||||
GameCommand::Exit => {
|
// }
|
||||||
info!("Exit requested. Exiting...");
|
// _ => {}
|
||||||
return false;
|
// }
|
||||||
}
|
// }
|
||||||
_ => self.game.post_event(command.into()),
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
let dt = self.last_tick.elapsed().as_secs_f32();
|
let dt = self.last_tick.elapsed().as_secs_f32();
|
||||||
self.last_tick = Instant::now();
|
self.last_tick = Instant::now();
|
||||||
@@ -135,15 +116,9 @@ impl App {
|
|||||||
return false;
|
return false;
|
||||||
}
|
}
|
||||||
|
|
||||||
if let Err(e) = self.game.draw(&mut self.canvas, &mut self.backbuffer) {
|
// if let Err(e) = self.game.draw(&mut self.canvas, &mut self.backbuffer) {
|
||||||
error!("Failed to draw game: {}", e);
|
// error!("Failed to draw game: {}", e);
|
||||||
}
|
// }
|
||||||
if let Err(e) = self
|
|
||||||
.game
|
|
||||||
.present_backbuffer(&mut self.canvas, &self.backbuffer, self.cursor_pos)
|
|
||||||
{
|
|
||||||
error!("Failed to present backbuffer: {}", e);
|
|
||||||
}
|
|
||||||
|
|
||||||
if start.elapsed() < LOOP_TIME {
|
if start.elapsed() < LOOP_TIME {
|
||||||
let time = LOOP_TIME.saturating_sub(start.elapsed());
|
let time = LOOP_TIME.saturating_sub(start.elapsed());
|
||||||
|
|||||||
134
src/ecs/mod.rs
Normal file
134
src/ecs/mod.rs
Normal file
@@ -0,0 +1,134 @@
|
|||||||
|
//! The Entity-Component-System (ECS) module.
|
||||||
|
//!
|
||||||
|
//! This module contains all the ECS-related logic, including components, systems,
|
||||||
|
//! and resources.
|
||||||
|
|
||||||
|
use bevy_ecs::{bundle::Bundle, component::Component, resource::Resource};
|
||||||
|
use glam::Vec2;
|
||||||
|
|
||||||
|
use crate::{
|
||||||
|
entity::{direction::Direction, graph::Graph, traversal},
|
||||||
|
error::{EntityError, GameResult},
|
||||||
|
texture::{directional::DirectionalAnimatedTexture, sprite::Sprite},
|
||||||
|
};
|
||||||
|
|
||||||
|
/// A tag component for entities that are controlled by the player.
|
||||||
|
#[derive(Default, Component)]
|
||||||
|
pub struct PlayerControlled;
|
||||||
|
|
||||||
|
/// A component for entities that have a sprite, with a layer for ordering.
|
||||||
|
#[derive(Component)]
|
||||||
|
pub struct Renderable {
|
||||||
|
pub sprite: Sprite,
|
||||||
|
pub layer: u8,
|
||||||
|
}
|
||||||
|
|
||||||
|
/// A unique identifier for a node, represented by its index in the graph's storage.
|
||||||
|
pub type NodeId = usize;
|
||||||
|
|
||||||
|
/// Represents the current position of an entity traversing the graph.
|
||||||
|
///
|
||||||
|
/// This enum allows for precise tracking of whether an entity is exactly at a node
|
||||||
|
/// or moving along an edge between two nodes.
|
||||||
|
#[derive(Component, Debug, Copy, Clone, PartialEq)]
|
||||||
|
pub enum Position {
|
||||||
|
/// The traverser is located exactly at a node.
|
||||||
|
AtNode(NodeId),
|
||||||
|
/// The traverser is on an edge between two nodes.
|
||||||
|
BetweenNodes {
|
||||||
|
from: NodeId,
|
||||||
|
to: NodeId,
|
||||||
|
/// The floating-point distance traversed along the edge from the `from` node.
|
||||||
|
traversed: f32,
|
||||||
|
},
|
||||||
|
}
|
||||||
|
|
||||||
|
impl Position {
|
||||||
|
/// Calculates the current pixel position in the game world.
|
||||||
|
///
|
||||||
|
/// Converts the graph position to screen coordinates, accounting for
|
||||||
|
/// the board offset and centering the sprite.
|
||||||
|
pub fn get_pixel_pos(&self, graph: &Graph) -> GameResult<Vec2> {
|
||||||
|
let pos = match self {
|
||||||
|
Position::AtNode(node_id) => {
|
||||||
|
let node = graph.get_node(*node_id).ok_or(EntityError::NodeNotFound(*node_id))?;
|
||||||
|
node.position
|
||||||
|
}
|
||||||
|
Position::BetweenNodes { from, to, traversed } => {
|
||||||
|
let from_node = graph.get_node(*from).ok_or(EntityError::NodeNotFound(*from))?;
|
||||||
|
let to_node = graph.get_node(*to).ok_or(EntityError::NodeNotFound(*to))?;
|
||||||
|
let edge = graph
|
||||||
|
.find_edge(*from, *to)
|
||||||
|
.ok_or(EntityError::EdgeNotFound { from: *from, to: *to })?;
|
||||||
|
from_node.position + (to_node.position - from_node.position) * (traversed / edge.distance)
|
||||||
|
}
|
||||||
|
};
|
||||||
|
|
||||||
|
Ok(Vec2::new(
|
||||||
|
pos.x + crate::constants::BOARD_PIXEL_OFFSET.x as f32,
|
||||||
|
pos.y + crate::constants::BOARD_PIXEL_OFFSET.y as f32,
|
||||||
|
))
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
impl Default for Position {
|
||||||
|
fn default() -> Self {
|
||||||
|
Position::AtNode(0)
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
#[allow(dead_code)]
|
||||||
|
impl Position {
|
||||||
|
/// Returns `true` if the position is exactly at a node.
|
||||||
|
pub fn is_at_node(&self) -> bool {
|
||||||
|
matches!(self, Position::AtNode(_))
|
||||||
|
}
|
||||||
|
|
||||||
|
/// Returns the `NodeId` of the current or most recently departed node.
|
||||||
|
#[allow(clippy::wrong_self_convention)]
|
||||||
|
pub fn from_node_id(&self) -> NodeId {
|
||||||
|
match self {
|
||||||
|
Position::AtNode(id) => *id,
|
||||||
|
Position::BetweenNodes { from, .. } => *from,
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
/// Returns the `NodeId` of the destination node, if currently on an edge.
|
||||||
|
#[allow(clippy::wrong_self_convention)]
|
||||||
|
pub fn to_node_id(&self) -> Option<NodeId> {
|
||||||
|
match self {
|
||||||
|
Position::AtNode(_) => None,
|
||||||
|
Position::BetweenNodes { to, .. } => Some(*to),
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
/// Returns `true` if the traverser is stopped at a node.
|
||||||
|
pub fn is_stopped(&self) -> bool {
|
||||||
|
matches!(self, Position::AtNode(_))
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
/// A component for entities that have a velocity, with a direction and speed.
|
||||||
|
#[derive(Default, Component)]
|
||||||
|
pub struct Velocity {
|
||||||
|
pub direction: Direction,
|
||||||
|
pub speed: f32,
|
||||||
|
}
|
||||||
|
|
||||||
|
#[derive(Bundle)]
|
||||||
|
pub struct PlayerBundle {
|
||||||
|
pub player: PlayerControlled,
|
||||||
|
pub position: Position,
|
||||||
|
pub velocity: Velocity,
|
||||||
|
pub sprite: Renderable,
|
||||||
|
}
|
||||||
|
|
||||||
|
#[derive(Resource)]
|
||||||
|
pub struct GlobalState {
|
||||||
|
pub exit: bool,
|
||||||
|
}
|
||||||
|
|
||||||
|
#[derive(Resource)]
|
||||||
|
pub struct DeltaTime(pub f32);
|
||||||
|
|
||||||
|
pub mod render;
|
||||||
69
src/ecs/render.rs
Normal file
69
src/ecs/render.rs
Normal file
@@ -0,0 +1,69 @@
|
|||||||
|
use crate::ecs::{render, Position, Renderable};
|
||||||
|
use crate::entity::graph::Graph;
|
||||||
|
use crate::error::{EntityError, GameError, TextureError};
|
||||||
|
use crate::map::builder::Map;
|
||||||
|
use crate::texture::sprite::{Sprite, SpriteAtlas};
|
||||||
|
use bevy_ecs::entity::Entity;
|
||||||
|
use bevy_ecs::event::EventWriter;
|
||||||
|
use bevy_ecs::query::With;
|
||||||
|
use bevy_ecs::system::{NonSendMut, Query, Res};
|
||||||
|
use sdl2::render::{Canvas, Texture};
|
||||||
|
use sdl2::video::Window;
|
||||||
|
|
||||||
|
pub struct MapTextureResource(pub Texture<'static>);
|
||||||
|
pub struct BackbufferResource(pub Texture<'static>);
|
||||||
|
|
||||||
|
pub fn render_system(
|
||||||
|
mut canvas: NonSendMut<&mut Canvas<Window>>,
|
||||||
|
map_texture: NonSendMut<MapTextureResource>,
|
||||||
|
mut backbuffer: NonSendMut<BackbufferResource>,
|
||||||
|
mut atlas: NonSendMut<SpriteAtlas>,
|
||||||
|
map: Res<Map>,
|
||||||
|
renderables: Query<(Entity, &Renderable, &Position)>,
|
||||||
|
mut errors: EventWriter<GameError>,
|
||||||
|
) {
|
||||||
|
// Clear the main canvas first
|
||||||
|
canvas.set_draw_color(sdl2::pixels::Color::BLACK);
|
||||||
|
canvas.clear();
|
||||||
|
|
||||||
|
// Render to backbuffer
|
||||||
|
canvas
|
||||||
|
.with_texture_canvas(&mut backbuffer.0, |backbuffer_canvas| {
|
||||||
|
// Clear the backbuffer
|
||||||
|
backbuffer_canvas.set_draw_color(sdl2::pixels::Color::BLACK);
|
||||||
|
backbuffer_canvas.clear();
|
||||||
|
|
||||||
|
// Copy the pre-rendered map texture to the backbuffer
|
||||||
|
backbuffer_canvas
|
||||||
|
.copy(&map_texture.0, None, None)
|
||||||
|
.err()
|
||||||
|
.map(|e| errors.write(TextureError::RenderFailed(e.to_string()).into()));
|
||||||
|
|
||||||
|
// Render all entities to the backbuffer
|
||||||
|
for (_, renderable, position) in renderables.iter() {
|
||||||
|
let pos = position.get_pixel_pos(&map.graph);
|
||||||
|
match pos {
|
||||||
|
Ok(pos) => {
|
||||||
|
renderable
|
||||||
|
.sprite
|
||||||
|
.render(backbuffer_canvas, &mut atlas, pos)
|
||||||
|
.err()
|
||||||
|
.map(|e| errors.write(TextureError::RenderFailed(e.to_string()).into()));
|
||||||
|
}
|
||||||
|
Err(e) => {
|
||||||
|
errors.write(e.into());
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
})
|
||||||
|
.err()
|
||||||
|
.map(|e| errors.write(TextureError::RenderFailed(e.to_string()).into()));
|
||||||
|
|
||||||
|
// Copy backbuffer to main canvas and present
|
||||||
|
canvas
|
||||||
|
.copy(&backbuffer.0, None, None)
|
||||||
|
.err()
|
||||||
|
.map(|e| errors.write(TextureError::RenderFailed(e.to_string()).into()));
|
||||||
|
|
||||||
|
canvas.present();
|
||||||
|
}
|
||||||
@@ -1,128 +1,128 @@
|
|||||||
use smallvec::SmallVec;
|
// use smallvec::SmallVec;
|
||||||
use std::collections::HashMap;
|
// use std::collections::HashMap;
|
||||||
|
|
||||||
use crate::entity::{graph::NodeId, traversal::Position};
|
// use crate::entity::{graph::NodeId, traversal::Position};
|
||||||
|
|
||||||
/// Trait for entities that can participate in collision detection.
|
// /// Trait for entities that can participate in collision detection.
|
||||||
pub trait Collidable {
|
// pub trait Collidable {
|
||||||
/// Returns the current position of this entity.
|
// /// Returns the current position of this entity.
|
||||||
fn position(&self) -> Position;
|
// fn position(&self) -> Position;
|
||||||
|
|
||||||
/// Checks if this entity is colliding with another entity.
|
// /// Checks if this entity is colliding with another entity.
|
||||||
#[allow(dead_code)]
|
// #[allow(dead_code)]
|
||||||
fn is_colliding_with(&self, other: &dyn Collidable) -> bool {
|
// fn is_colliding_with(&self, other: &dyn Collidable) -> bool {
|
||||||
positions_overlap(&self.position(), &other.position())
|
// positions_overlap(&self.position(), &other.position())
|
||||||
}
|
// }
|
||||||
}
|
// }
|
||||||
|
|
||||||
/// System for tracking entities by their positions for efficient collision detection.
|
// /// System for tracking entities by their positions for efficient collision detection.
|
||||||
#[derive(Default)]
|
// #[derive(Default)]
|
||||||
pub struct CollisionSystem {
|
// pub struct CollisionSystem {
|
||||||
/// Maps node IDs to lists of entity IDs that are at that node
|
// /// Maps node IDs to lists of entity IDs that are at that node
|
||||||
node_entities: HashMap<NodeId, Vec<EntityId>>,
|
// node_entities: HashMap<NodeId, Vec<EntityId>>,
|
||||||
/// Maps entity IDs to their current positions
|
// /// Maps entity IDs to their current positions
|
||||||
entity_positions: HashMap<EntityId, Position>,
|
// entity_positions: HashMap<EntityId, Position>,
|
||||||
/// Next available entity ID
|
// /// Next available entity ID
|
||||||
next_id: EntityId,
|
// next_id: EntityId,
|
||||||
}
|
// }
|
||||||
|
|
||||||
/// Unique identifier for an entity in the collision system
|
// /// Unique identifier for an entity in the collision system
|
||||||
pub type EntityId = u32;
|
// pub type EntityId = u32;
|
||||||
|
|
||||||
impl CollisionSystem {
|
// impl CollisionSystem {
|
||||||
/// Registers an entity with the collision system and returns its ID
|
// /// Registers an entity with the collision system and returns its ID
|
||||||
pub fn register_entity(&mut self, position: Position) -> EntityId {
|
// pub fn register_entity(&mut self, position: Position) -> EntityId {
|
||||||
let id = self.next_id;
|
// let id = self.next_id;
|
||||||
self.next_id += 1;
|
// self.next_id += 1;
|
||||||
|
|
||||||
self.entity_positions.insert(id, position);
|
// self.entity_positions.insert(id, position);
|
||||||
self.update_node_entities(id, position);
|
// self.update_node_entities(id, position);
|
||||||
|
|
||||||
id
|
// id
|
||||||
}
|
// }
|
||||||
|
|
||||||
/// Updates an entity's position
|
// /// Updates an entity's position
|
||||||
pub fn update_position(&mut self, entity_id: EntityId, new_position: Position) {
|
// pub fn update_position(&mut self, entity_id: EntityId, new_position: Position) {
|
||||||
if let Some(old_position) = self.entity_positions.get(&entity_id) {
|
// if let Some(old_position) = self.entity_positions.get(&entity_id) {
|
||||||
// Remove from old nodes
|
// // Remove from old nodes
|
||||||
self.remove_from_nodes(entity_id, *old_position);
|
// self.remove_from_nodes(entity_id, *old_position);
|
||||||
}
|
// }
|
||||||
|
|
||||||
// Update position and add to new nodes
|
// // Update position and add to new nodes
|
||||||
self.entity_positions.insert(entity_id, new_position);
|
// self.entity_positions.insert(entity_id, new_position);
|
||||||
self.update_node_entities(entity_id, new_position);
|
// self.update_node_entities(entity_id, new_position);
|
||||||
}
|
// }
|
||||||
|
|
||||||
/// Removes an entity from the collision system
|
// /// Removes an entity from the collision system
|
||||||
#[allow(dead_code)]
|
// #[allow(dead_code)]
|
||||||
pub fn remove_entity(&mut self, entity_id: EntityId) {
|
// pub fn remove_entity(&mut self, entity_id: EntityId) {
|
||||||
if let Some(position) = self.entity_positions.remove(&entity_id) {
|
// if let Some(position) = self.entity_positions.remove(&entity_id) {
|
||||||
self.remove_from_nodes(entity_id, position);
|
// self.remove_from_nodes(entity_id, position);
|
||||||
}
|
// }
|
||||||
}
|
// }
|
||||||
|
|
||||||
/// Gets all entity IDs at a specific node
|
// /// Gets all entity IDs at a specific node
|
||||||
pub fn entities_at_node(&self, node: NodeId) -> &[EntityId] {
|
// pub fn entities_at_node(&self, node: NodeId) -> &[EntityId] {
|
||||||
self.node_entities.get(&node).map(|v| v.as_slice()).unwrap_or(&[])
|
// self.node_entities.get(&node).map(|v| v.as_slice()).unwrap_or(&[])
|
||||||
}
|
// }
|
||||||
|
|
||||||
/// Gets all entity IDs that could collide with an entity at the given position
|
// /// Gets all entity IDs that could collide with an entity at the given position
|
||||||
pub fn potential_collisions(&self, position: &Position) -> Vec<EntityId> {
|
// pub fn potential_collisions(&self, position: &Position) -> Vec<EntityId> {
|
||||||
let mut collisions = Vec::new();
|
// let mut collisions = Vec::new();
|
||||||
let nodes = get_nodes(position);
|
// let nodes = get_nodes(position);
|
||||||
|
|
||||||
for node in nodes {
|
// for node in nodes {
|
||||||
collisions.extend(self.entities_at_node(node));
|
// collisions.extend(self.entities_at_node(node));
|
||||||
}
|
// }
|
||||||
|
|
||||||
// Remove duplicates
|
// // Remove duplicates
|
||||||
collisions.sort_unstable();
|
// collisions.sort_unstable();
|
||||||
collisions.dedup();
|
// collisions.dedup();
|
||||||
collisions
|
// collisions
|
||||||
}
|
// }
|
||||||
|
|
||||||
/// Updates the node_entities map when an entity's position changes
|
// /// Updates the node_entities map when an entity's position changes
|
||||||
fn update_node_entities(&mut self, entity_id: EntityId, position: Position) {
|
// fn update_node_entities(&mut self, entity_id: EntityId, position: Position) {
|
||||||
let nodes = get_nodes(&position);
|
// let nodes = get_nodes(&position);
|
||||||
for node in nodes {
|
// for node in nodes {
|
||||||
self.node_entities.entry(node).or_default().push(entity_id);
|
// self.node_entities.entry(node).or_default().push(entity_id);
|
||||||
}
|
// }
|
||||||
}
|
// }
|
||||||
|
|
||||||
/// Removes an entity from all nodes it was previously at
|
// /// Removes an entity from all nodes it was previously at
|
||||||
fn remove_from_nodes(&mut self, entity_id: EntityId, position: Position) {
|
// fn remove_from_nodes(&mut self, entity_id: EntityId, position: Position) {
|
||||||
let nodes = get_nodes(&position);
|
// let nodes = get_nodes(&position);
|
||||||
for node in nodes {
|
// for node in nodes {
|
||||||
if let Some(entities) = self.node_entities.get_mut(&node) {
|
// if let Some(entities) = self.node_entities.get_mut(&node) {
|
||||||
entities.retain(|&id| id != entity_id);
|
// entities.retain(|&id| id != entity_id);
|
||||||
if entities.is_empty() {
|
// if entities.is_empty() {
|
||||||
self.node_entities.remove(&node);
|
// self.node_entities.remove(&node);
|
||||||
}
|
// }
|
||||||
}
|
// }
|
||||||
}
|
// }
|
||||||
}
|
// }
|
||||||
}
|
// }
|
||||||
|
|
||||||
/// Checks if two positions overlap (entities are at the same location).
|
// /// Checks if two positions overlap (entities are at the same location).
|
||||||
fn positions_overlap(a: &Position, b: &Position) -> bool {
|
// fn positions_overlap(a: &Position, b: &Position) -> bool {
|
||||||
let a_nodes = get_nodes(a);
|
// let a_nodes = get_nodes(a);
|
||||||
let b_nodes = get_nodes(b);
|
// let b_nodes = get_nodes(b);
|
||||||
|
|
||||||
// Check if any nodes overlap
|
// // Check if any nodes overlap
|
||||||
a_nodes.iter().any(|a_node| b_nodes.contains(a_node))
|
// a_nodes.iter().any(|a_node| b_nodes.contains(a_node))
|
||||||
|
|
||||||
// TODO: More complex overlap detection, the above is a simple check, but it could become an early filter for more precise calculations later
|
// // TODO: More complex overlap detection, the above is a simple check, but it could become an early filter for more precise calculations later
|
||||||
}
|
// }
|
||||||
|
|
||||||
/// Gets all nodes that an entity is currently at or between.
|
// /// Gets all nodes that an entity is currently at or between.
|
||||||
fn get_nodes(pos: &Position) -> SmallVec<[NodeId; 2]> {
|
// fn get_nodes(pos: &Position) -> SmallVec<[NodeId; 2]> {
|
||||||
let mut nodes = SmallVec::new();
|
// let mut nodes = SmallVec::new();
|
||||||
match pos {
|
// match pos {
|
||||||
Position::AtNode(node) => nodes.push(*node),
|
// Position::AtNode(node) => nodes.push(*node),
|
||||||
Position::BetweenNodes { from, to, .. } => {
|
// Position::BetweenNodes { from, to, .. } => {
|
||||||
nodes.push(*from);
|
// nodes.push(*from);
|
||||||
nodes.push(*to);
|
// nodes.push(*to);
|
||||||
}
|
// }
|
||||||
}
|
// }
|
||||||
nodes
|
// nodes
|
||||||
}
|
// }
|
||||||
|
|||||||
@@ -1,12 +1,13 @@
|
|||||||
use glam::IVec2;
|
use glam::IVec2;
|
||||||
|
|
||||||
/// The four cardinal directions.
|
/// The four cardinal directions.
|
||||||
#[derive(Debug, Clone, Copy, PartialEq, Eq, Hash)]
|
#[derive(Debug, Clone, Copy, PartialEq, Eq, Hash, Default)]
|
||||||
#[repr(usize)]
|
#[repr(usize)]
|
||||||
pub enum Direction {
|
pub enum Direction {
|
||||||
Up,
|
Up,
|
||||||
Down,
|
Down,
|
||||||
Left,
|
Left,
|
||||||
|
#[default]
|
||||||
Right,
|
Right,
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|||||||
@@ -1,254 +1,254 @@
|
|||||||
//! Ghost entity implementation.
|
// //! Ghost entity implementation.
|
||||||
//!
|
// //!
|
||||||
//! This module contains the ghost character logic, including movement,
|
// //! This module contains the ghost character logic, including movement,
|
||||||
//! animation, and rendering. Ghosts move through the game graph using
|
// //! animation, and rendering. Ghosts move through the game graph using
|
||||||
//! a traverser and display directional animated textures.
|
// //! a traverser and display directional animated textures.
|
||||||
|
|
||||||
use pathfinding::prelude::dijkstra;
|
// use pathfinding::prelude::dijkstra;
|
||||||
use rand::prelude::*;
|
// use rand::prelude::*;
|
||||||
use smallvec::SmallVec;
|
// use smallvec::SmallVec;
|
||||||
use tracing::error;
|
// use tracing::error;
|
||||||
|
|
||||||
use crate::entity::{
|
// use crate::entity::{
|
||||||
collision::Collidable,
|
// collision::Collidable,
|
||||||
direction::Direction,
|
// direction::Direction,
|
||||||
graph::{Edge, EdgePermissions, Graph, NodeId},
|
// graph::{Edge, EdgePermissions, Graph, NodeId},
|
||||||
r#trait::Entity,
|
// r#trait::Entity,
|
||||||
traversal::Traverser,
|
// traversal::Traverser,
|
||||||
};
|
// };
|
||||||
use crate::texture::animated::AnimatedTexture;
|
// use crate::texture::animated::AnimatedTexture;
|
||||||
use crate::texture::directional::DirectionalAnimatedTexture;
|
// use crate::texture::directional::DirectionalAnimatedTexture;
|
||||||
use crate::texture::sprite::SpriteAtlas;
|
// use crate::texture::sprite::SpriteAtlas;
|
||||||
|
|
||||||
use crate::error::{EntityError, GameError, GameResult, TextureError};
|
// use crate::error::{EntityError, GameError, GameResult, TextureError};
|
||||||
|
|
||||||
/// Determines if a ghost can traverse a given edge.
|
// /// Determines if a ghost can traverse a given edge.
|
||||||
///
|
// ///
|
||||||
/// Ghosts can move through edges that allow all entities or ghost-only edges.
|
// /// Ghosts can move through edges that allow all entities or ghost-only edges.
|
||||||
fn can_ghost_traverse(edge: Edge) -> bool {
|
// fn can_ghost_traverse(edge: Edge) -> bool {
|
||||||
matches!(edge.permissions, EdgePermissions::All | EdgePermissions::GhostsOnly)
|
// matches!(edge.permissions, EdgePermissions::All | EdgePermissions::GhostsOnly)
|
||||||
}
|
// }
|
||||||
|
|
||||||
/// The four classic ghost types.
|
// /// The four classic ghost types.
|
||||||
#[derive(Debug, Clone, Copy, PartialEq, Eq)]
|
// #[derive(Debug, Clone, Copy, PartialEq, Eq)]
|
||||||
pub enum GhostType {
|
// pub enum GhostType {
|
||||||
Blinky,
|
// Blinky,
|
||||||
Pinky,
|
// Pinky,
|
||||||
Inky,
|
// Inky,
|
||||||
Clyde,
|
// Clyde,
|
||||||
}
|
// }
|
||||||
|
|
||||||
impl GhostType {
|
// impl GhostType {
|
||||||
/// Returns the ghost type name for atlas lookups.
|
// /// Returns the ghost type name for atlas lookups.
|
||||||
pub fn as_str(self) -> &'static str {
|
// pub fn as_str(self) -> &'static str {
|
||||||
match self {
|
// match self {
|
||||||
GhostType::Blinky => "blinky",
|
// GhostType::Blinky => "blinky",
|
||||||
GhostType::Pinky => "pinky",
|
// GhostType::Pinky => "pinky",
|
||||||
GhostType::Inky => "inky",
|
// GhostType::Inky => "inky",
|
||||||
GhostType::Clyde => "clyde",
|
// GhostType::Clyde => "clyde",
|
||||||
}
|
// }
|
||||||
}
|
// }
|
||||||
|
|
||||||
/// Returns the base movement speed for this ghost type.
|
// /// Returns the base movement speed for this ghost type.
|
||||||
pub fn base_speed(self) -> f32 {
|
// pub fn base_speed(self) -> f32 {
|
||||||
match self {
|
// match self {
|
||||||
GhostType::Blinky => 1.0,
|
// GhostType::Blinky => 1.0,
|
||||||
GhostType::Pinky => 0.95,
|
// GhostType::Pinky => 0.95,
|
||||||
GhostType::Inky => 0.9,
|
// GhostType::Inky => 0.9,
|
||||||
GhostType::Clyde => 0.85,
|
// GhostType::Clyde => 0.85,
|
||||||
}
|
// }
|
||||||
}
|
// }
|
||||||
}
|
// }
|
||||||
|
|
||||||
/// A ghost entity that roams the game world.
|
// /// A ghost entity that roams the game world.
|
||||||
///
|
// ///
|
||||||
/// Ghosts move through the game world using a graph-based navigation system
|
// /// Ghosts move through the game world using a graph-based navigation system
|
||||||
/// and display directional animated sprites. They randomly choose directions
|
// /// and display directional animated sprites. They randomly choose directions
|
||||||
/// at each intersection.
|
// /// at each intersection.
|
||||||
pub struct Ghost {
|
// pub struct Ghost {
|
||||||
/// Handles movement through the game graph
|
// /// Handles movement through the game graph
|
||||||
pub traverser: Traverser,
|
// pub traverser: Traverser,
|
||||||
/// The type of ghost (affects appearance and speed)
|
// /// The type of ghost (affects appearance and speed)
|
||||||
pub ghost_type: GhostType,
|
// pub ghost_type: GhostType,
|
||||||
/// Manages directional animated textures for different movement states
|
// /// Manages directional animated textures for different movement states
|
||||||
texture: DirectionalAnimatedTexture,
|
// texture: DirectionalAnimatedTexture,
|
||||||
/// Current movement speed
|
// /// Current movement speed
|
||||||
speed: f32,
|
// speed: f32,
|
||||||
}
|
// }
|
||||||
|
|
||||||
impl Entity for Ghost {
|
// impl Entity for Ghost {
|
||||||
fn traverser(&self) -> &Traverser {
|
// fn traverser(&self) -> &Traverser {
|
||||||
&self.traverser
|
// &self.traverser
|
||||||
}
|
// }
|
||||||
|
|
||||||
fn traverser_mut(&mut self) -> &mut Traverser {
|
// fn traverser_mut(&mut self) -> &mut Traverser {
|
||||||
&mut self.traverser
|
// &mut self.traverser
|
||||||
}
|
// }
|
||||||
|
|
||||||
fn texture(&self) -> &DirectionalAnimatedTexture {
|
// fn texture(&self) -> &DirectionalAnimatedTexture {
|
||||||
&self.texture
|
// &self.texture
|
||||||
}
|
// }
|
||||||
|
|
||||||
fn texture_mut(&mut self) -> &mut DirectionalAnimatedTexture {
|
// fn texture_mut(&mut self) -> &mut DirectionalAnimatedTexture {
|
||||||
&mut self.texture
|
// &mut self.texture
|
||||||
}
|
// }
|
||||||
|
|
||||||
fn speed(&self) -> f32 {
|
// fn speed(&self) -> f32 {
|
||||||
self.speed
|
// self.speed
|
||||||
}
|
// }
|
||||||
|
|
||||||
fn can_traverse(&self, edge: Edge) -> bool {
|
// fn can_traverse(&self, edge: Edge) -> bool {
|
||||||
can_ghost_traverse(edge)
|
// can_ghost_traverse(edge)
|
||||||
}
|
// }
|
||||||
|
|
||||||
fn tick(&mut self, dt: f32, graph: &Graph) {
|
// fn tick(&mut self, dt: f32, graph: &Graph) {
|
||||||
// Choose random direction when at a node
|
// // Choose random direction when at a node
|
||||||
if self.traverser.position.is_at_node() {
|
// if self.traverser.position.is_at_node() {
|
||||||
self.choose_random_direction(graph);
|
// self.choose_random_direction(graph);
|
||||||
}
|
// }
|
||||||
|
|
||||||
if let Err(e) = self.traverser.advance(graph, dt * 60.0 * self.speed, &can_ghost_traverse) {
|
// if let Err(e) = self.traverser.advance(graph, dt * 60.0 * self.speed, &can_ghost_traverse) {
|
||||||
error!("Ghost movement error: {}", e);
|
// error!("Ghost movement error: {}", e);
|
||||||
}
|
// }
|
||||||
self.texture.tick(dt);
|
// self.texture.tick(dt);
|
||||||
}
|
// }
|
||||||
}
|
// }
|
||||||
|
|
||||||
impl Ghost {
|
// impl Ghost {
|
||||||
/// Creates a new ghost instance at the specified starting node.
|
// /// Creates a new ghost instance at the specified starting node.
|
||||||
///
|
// ///
|
||||||
/// Sets up animated textures for all four directions with moving and stopped states.
|
// /// Sets up animated textures for all four directions with moving and stopped states.
|
||||||
/// The moving animation cycles through two sprite variants.
|
// /// The moving animation cycles through two sprite variants.
|
||||||
pub fn new(graph: &Graph, start_node: NodeId, ghost_type: GhostType, atlas: &SpriteAtlas) -> GameResult<Self> {
|
// pub fn new(graph: &Graph, start_node: NodeId, ghost_type: GhostType, atlas: &SpriteAtlas) -> GameResult<Self> {
|
||||||
let mut textures = [None, None, None, None];
|
// let mut textures = [None, None, None, None];
|
||||||
let mut stopped_textures = [None, None, None, None];
|
// let mut stopped_textures = [None, None, None, None];
|
||||||
|
|
||||||
for direction in Direction::DIRECTIONS {
|
// for direction in Direction::DIRECTIONS {
|
||||||
let moving_prefix = match direction {
|
// let moving_prefix = match direction {
|
||||||
Direction::Up => "up",
|
// Direction::Up => "up",
|
||||||
Direction::Down => "down",
|
// Direction::Down => "down",
|
||||||
Direction::Left => "left",
|
// Direction::Left => "left",
|
||||||
Direction::Right => "right",
|
// Direction::Right => "right",
|
||||||
};
|
// };
|
||||||
let moving_tiles = vec![
|
// let moving_tiles = vec![
|
||||||
SpriteAtlas::get_tile(atlas, &format!("ghost/{}/{}_{}.png", ghost_type.as_str(), moving_prefix, "a"))
|
// SpriteAtlas::get_tile(atlas, &format!("ghost/{}/{}_{}.png", ghost_type.as_str(), moving_prefix, "a"))
|
||||||
.ok_or_else(|| {
|
// .ok_or_else(|| {
|
||||||
GameError::Texture(TextureError::AtlasTileNotFound(format!(
|
// GameError::Texture(TextureError::AtlasTileNotFound(format!(
|
||||||
"ghost/{}/{}_{}.png",
|
// "ghost/{}/{}_{}.png",
|
||||||
ghost_type.as_str(),
|
// ghost_type.as_str(),
|
||||||
moving_prefix,
|
// moving_prefix,
|
||||||
"a"
|
// "a"
|
||||||
)))
|
// )))
|
||||||
})?,
|
// })?,
|
||||||
SpriteAtlas::get_tile(atlas, &format!("ghost/{}/{}_{}.png", ghost_type.as_str(), moving_prefix, "b"))
|
// SpriteAtlas::get_tile(atlas, &format!("ghost/{}/{}_{}.png", ghost_type.as_str(), moving_prefix, "b"))
|
||||||
.ok_or_else(|| {
|
// .ok_or_else(|| {
|
||||||
GameError::Texture(TextureError::AtlasTileNotFound(format!(
|
// GameError::Texture(TextureError::AtlasTileNotFound(format!(
|
||||||
"ghost/{}/{}_{}.png",
|
// "ghost/{}/{}_{}.png",
|
||||||
ghost_type.as_str(),
|
// ghost_type.as_str(),
|
||||||
moving_prefix,
|
// moving_prefix,
|
||||||
"b"
|
// "b"
|
||||||
)))
|
// )))
|
||||||
})?,
|
// })?,
|
||||||
];
|
// ];
|
||||||
|
|
||||||
let stopped_tiles =
|
// let stopped_tiles =
|
||||||
vec![
|
// vec![
|
||||||
SpriteAtlas::get_tile(atlas, &format!("ghost/{}/{}_{}.png", ghost_type.as_str(), moving_prefix, "a"))
|
// SpriteAtlas::get_tile(atlas, &format!("ghost/{}/{}_{}.png", ghost_type.as_str(), moving_prefix, "a"))
|
||||||
.ok_or_else(|| {
|
// .ok_or_else(|| {
|
||||||
GameError::Texture(TextureError::AtlasTileNotFound(format!(
|
// GameError::Texture(TextureError::AtlasTileNotFound(format!(
|
||||||
"ghost/{}/{}_{}.png",
|
// "ghost/{}/{}_{}.png",
|
||||||
ghost_type.as_str(),
|
// ghost_type.as_str(),
|
||||||
moving_prefix,
|
// moving_prefix,
|
||||||
"a"
|
// "a"
|
||||||
)))
|
// )))
|
||||||
})?,
|
// })?,
|
||||||
];
|
// ];
|
||||||
|
|
||||||
textures[direction.as_usize()] = Some(AnimatedTexture::new(moving_tiles, 0.2)?);
|
// textures[direction.as_usize()] = Some(AnimatedTexture::new(moving_tiles, 0.2)?);
|
||||||
stopped_textures[direction.as_usize()] = Some(AnimatedTexture::new(stopped_tiles, 0.1)?);
|
// stopped_textures[direction.as_usize()] = Some(AnimatedTexture::new(stopped_tiles, 0.1)?);
|
||||||
}
|
// }
|
||||||
|
|
||||||
Ok(Self {
|
// Ok(Self {
|
||||||
traverser: Traverser::new(graph, start_node, Direction::Left, &can_ghost_traverse),
|
// traverser: Traverser::new(graph, start_node, Direction::Left, &can_ghost_traverse),
|
||||||
ghost_type,
|
// ghost_type,
|
||||||
texture: DirectionalAnimatedTexture::new(textures, stopped_textures),
|
// texture: DirectionalAnimatedTexture::new(textures, stopped_textures),
|
||||||
speed: ghost_type.base_speed(),
|
// speed: ghost_type.base_speed(),
|
||||||
})
|
// })
|
||||||
}
|
// }
|
||||||
|
|
||||||
/// Chooses a random available direction at the current intersection.
|
// /// Chooses a random available direction at the current intersection.
|
||||||
fn choose_random_direction(&mut self, graph: &Graph) {
|
// fn choose_random_direction(&mut self, graph: &Graph) {
|
||||||
let current_node = self.traverser.position.from_node_id();
|
// let current_node = self.traverser.position.from_node_id();
|
||||||
let intersection = &graph.adjacency_list[current_node];
|
// let intersection = &graph.adjacency_list[current_node];
|
||||||
|
|
||||||
// Collect all available directions
|
// // Collect all available directions
|
||||||
let mut available_directions = SmallVec::<[_; 4]>::new();
|
// let mut available_directions = SmallVec::<[_; 4]>::new();
|
||||||
for direction in Direction::DIRECTIONS {
|
// for direction in Direction::DIRECTIONS {
|
||||||
if let Some(edge) = intersection.get(direction) {
|
// if let Some(edge) = intersection.get(direction) {
|
||||||
if can_ghost_traverse(edge) {
|
// if can_ghost_traverse(edge) {
|
||||||
available_directions.push(direction);
|
// available_directions.push(direction);
|
||||||
}
|
// }
|
||||||
}
|
// }
|
||||||
}
|
// }
|
||||||
// Choose a random direction (avoid reversing unless necessary)
|
// // Choose a random direction (avoid reversing unless necessary)
|
||||||
if !available_directions.is_empty() {
|
// if !available_directions.is_empty() {
|
||||||
let mut rng = SmallRng::from_os_rng();
|
// let mut rng = SmallRng::from_os_rng();
|
||||||
|
|
||||||
// Filter out the opposite direction if possible, but allow it if we have limited options
|
// // Filter out the opposite direction if possible, but allow it if we have limited options
|
||||||
let opposite = self.traverser.direction.opposite();
|
// let opposite = self.traverser.direction.opposite();
|
||||||
let filtered_directions: Vec<_> = available_directions
|
// let filtered_directions: Vec<_> = available_directions
|
||||||
.iter()
|
// .iter()
|
||||||
.filter(|&&dir| dir != opposite || available_directions.len() <= 2)
|
// .filter(|&&dir| dir != opposite || available_directions.len() <= 2)
|
||||||
.collect();
|
// .collect();
|
||||||
|
|
||||||
if let Some(&random_direction) = filtered_directions.choose(&mut rng) {
|
// if let Some(&random_direction) = filtered_directions.choose(&mut rng) {
|
||||||
self.traverser.set_next_direction(*random_direction);
|
// self.traverser.set_next_direction(*random_direction);
|
||||||
}
|
// }
|
||||||
}
|
// }
|
||||||
}
|
// }
|
||||||
|
|
||||||
/// Calculates the shortest path from the ghost's current position to a target node using Dijkstra's algorithm.
|
// /// Calculates the shortest path from the ghost's current position to a target node using Dijkstra's algorithm.
|
||||||
///
|
// ///
|
||||||
/// Returns a vector of NodeIds representing the path, or an error if pathfinding fails.
|
// /// Returns a vector of NodeIds representing the path, or an error if pathfinding fails.
|
||||||
/// The path includes the current node and the target node.
|
// /// The path includes the current node and the target node.
|
||||||
pub fn calculate_path_to_target(&self, graph: &Graph, target: NodeId) -> GameResult<Vec<NodeId>> {
|
// pub fn calculate_path_to_target(&self, graph: &Graph, target: NodeId) -> GameResult<Vec<NodeId>> {
|
||||||
let start_node = self.traverser.position.from_node_id();
|
// let start_node = self.traverser.position.from_node_id();
|
||||||
|
|
||||||
// Use Dijkstra's algorithm to find the shortest path
|
// // Use Dijkstra's algorithm to find the shortest path
|
||||||
let result = dijkstra(
|
// let result = dijkstra(
|
||||||
&start_node,
|
// &start_node,
|
||||||
|&node_id| {
|
// |&node_id| {
|
||||||
// Get all edges from the current node
|
// // Get all edges from the current node
|
||||||
graph.adjacency_list[node_id]
|
// graph.adjacency_list[node_id]
|
||||||
.edges()
|
// .edges()
|
||||||
.filter(|edge| can_ghost_traverse(*edge))
|
// .filter(|edge| can_ghost_traverse(*edge))
|
||||||
.map(|edge| (edge.target, (edge.distance * 100.0) as u32))
|
// .map(|edge| (edge.target, (edge.distance * 100.0) as u32))
|
||||||
.collect::<Vec<_>>()
|
// .collect::<Vec<_>>()
|
||||||
},
|
// },
|
||||||
|&node_id| node_id == target,
|
// |&node_id| node_id == target,
|
||||||
);
|
// );
|
||||||
|
|
||||||
result.map(|(path, _cost)| path).ok_or_else(|| {
|
// result.map(|(path, _cost)| path).ok_or_else(|| {
|
||||||
GameError::Entity(EntityError::PathfindingFailed(format!(
|
// GameError::Entity(EntityError::PathfindingFailed(format!(
|
||||||
"No path found from node {} to target {}",
|
// "No path found from node {} to target {}",
|
||||||
start_node, target
|
// start_node, target
|
||||||
)))
|
// )))
|
||||||
})
|
// })
|
||||||
}
|
// }
|
||||||
|
|
||||||
/// Returns the ghost's color for debug rendering.
|
// /// Returns the ghost's color for debug rendering.
|
||||||
pub fn debug_color(&self) -> sdl2::pixels::Color {
|
// pub fn debug_color(&self) -> sdl2::pixels::Color {
|
||||||
match self.ghost_type {
|
// match self.ghost_type {
|
||||||
GhostType::Blinky => sdl2::pixels::Color::RGB(255, 0, 0), // Red
|
// GhostType::Blinky => sdl2::pixels::Color::RGB(255, 0, 0), // Red
|
||||||
GhostType::Pinky => sdl2::pixels::Color::RGB(255, 182, 255), // Pink
|
// GhostType::Pinky => sdl2::pixels::Color::RGB(255, 182, 255), // Pink
|
||||||
GhostType::Inky => sdl2::pixels::Color::RGB(0, 255, 255), // Cyan
|
// GhostType::Inky => sdl2::pixels::Color::RGB(0, 255, 255), // Cyan
|
||||||
GhostType::Clyde => sdl2::pixels::Color::RGB(255, 182, 85), // Orange
|
// GhostType::Clyde => sdl2::pixels::Color::RGB(255, 182, 85), // Orange
|
||||||
}
|
// }
|
||||||
}
|
// }
|
||||||
}
|
// }
|
||||||
|
|
||||||
impl Collidable for Ghost {
|
// impl Collidable for Ghost {
|
||||||
fn position(&self) -> crate::entity::traversal::Position {
|
// fn position(&self) -> crate::entity::traversal::Position {
|
||||||
self.traverser.position
|
// self.traverser.position
|
||||||
}
|
// }
|
||||||
}
|
// }
|
||||||
|
|||||||
@@ -1,9 +1,8 @@
|
|||||||
use glam::Vec2;
|
use glam::Vec2;
|
||||||
|
|
||||||
use super::direction::Direction;
|
use crate::ecs::NodeId;
|
||||||
|
|
||||||
/// A unique identifier for a node, represented by its index in the graph's storage.
|
use super::direction::Direction;
|
||||||
pub type NodeId = usize;
|
|
||||||
|
|
||||||
/// Defines who can traverse a given edge.
|
/// Defines who can traverse a given edge.
|
||||||
#[derive(Debug, Clone, Copy, PartialEq, Eq, Default)]
|
#[derive(Debug, Clone, Copy, PartialEq, Eq, Default)]
|
||||||
|
|||||||
@@ -1,117 +1,117 @@
|
|||||||
use crate::{
|
// use crate::{
|
||||||
constants,
|
// constants,
|
||||||
entity::{collision::Collidable, graph::Graph},
|
// entity::{collision::Collidable, graph::Graph},
|
||||||
error::{EntityError, GameResult},
|
// error::{EntityError, GameResult},
|
||||||
texture::sprite::{Sprite, SpriteAtlas},
|
// texture::sprite::{Sprite, SpriteAtlas},
|
||||||
};
|
// };
|
||||||
use sdl2::render::{Canvas, RenderTarget};
|
// use sdl2::render::{Canvas, RenderTarget};
|
||||||
use strum_macros::{EnumCount, EnumIter};
|
// use strum_macros::{EnumCount, EnumIter};
|
||||||
|
|
||||||
#[derive(Debug, Clone, Copy, PartialEq, Eq)]
|
// #[derive(Debug, Clone, Copy, PartialEq, Eq)]
|
||||||
pub enum ItemType {
|
// pub enum ItemType {
|
||||||
Pellet,
|
// Pellet,
|
||||||
Energizer,
|
// Energizer,
|
||||||
#[allow(dead_code)]
|
// #[allow(dead_code)]
|
||||||
Fruit {
|
// Fruit {
|
||||||
kind: FruitKind,
|
// kind: FruitKind,
|
||||||
},
|
// },
|
||||||
}
|
// }
|
||||||
|
|
||||||
impl ItemType {
|
// impl ItemType {
|
||||||
pub fn get_score(self) -> u32 {
|
// pub fn get_score(self) -> u32 {
|
||||||
match self {
|
// match self {
|
||||||
ItemType::Pellet => 10,
|
// ItemType::Pellet => 10,
|
||||||
ItemType::Energizer => 50,
|
// ItemType::Energizer => 50,
|
||||||
ItemType::Fruit { kind } => kind.get_score(),
|
// ItemType::Fruit { kind } => kind.get_score(),
|
||||||
}
|
// }
|
||||||
}
|
// }
|
||||||
}
|
// }
|
||||||
|
|
||||||
#[derive(Debug, Clone, Copy, PartialEq, Eq, EnumIter, EnumCount)]
|
// #[derive(Debug, Clone, Copy, PartialEq, Eq, EnumIter, EnumCount)]
|
||||||
#[allow(dead_code)]
|
// #[allow(dead_code)]
|
||||||
pub enum FruitKind {
|
// pub enum FruitKind {
|
||||||
Apple,
|
// Apple,
|
||||||
Strawberry,
|
// Strawberry,
|
||||||
Orange,
|
// Orange,
|
||||||
Melon,
|
// Melon,
|
||||||
Bell,
|
// Bell,
|
||||||
Key,
|
// Key,
|
||||||
Galaxian,
|
// Galaxian,
|
||||||
}
|
// }
|
||||||
|
|
||||||
impl FruitKind {
|
// impl FruitKind {
|
||||||
#[allow(dead_code)]
|
// #[allow(dead_code)]
|
||||||
pub fn index(self) -> u8 {
|
// pub fn index(self) -> u8 {
|
||||||
match self {
|
// match self {
|
||||||
FruitKind::Apple => 0,
|
// FruitKind::Apple => 0,
|
||||||
FruitKind::Strawberry => 1,
|
// FruitKind::Strawberry => 1,
|
||||||
FruitKind::Orange => 2,
|
// FruitKind::Orange => 2,
|
||||||
FruitKind::Melon => 3,
|
// FruitKind::Melon => 3,
|
||||||
FruitKind::Bell => 4,
|
// FruitKind::Bell => 4,
|
||||||
FruitKind::Key => 5,
|
// FruitKind::Key => 5,
|
||||||
FruitKind::Galaxian => 6,
|
// FruitKind::Galaxian => 6,
|
||||||
}
|
// }
|
||||||
}
|
// }
|
||||||
|
|
||||||
pub fn get_score(self) -> u32 {
|
// pub fn get_score(self) -> u32 {
|
||||||
match self {
|
// match self {
|
||||||
FruitKind::Apple => 100,
|
// FruitKind::Apple => 100,
|
||||||
FruitKind::Strawberry => 300,
|
// FruitKind::Strawberry => 300,
|
||||||
FruitKind::Orange => 500,
|
// FruitKind::Orange => 500,
|
||||||
FruitKind::Melon => 700,
|
// FruitKind::Melon => 700,
|
||||||
FruitKind::Bell => 1000,
|
// FruitKind::Bell => 1000,
|
||||||
FruitKind::Key => 2000,
|
// FruitKind::Key => 2000,
|
||||||
FruitKind::Galaxian => 3000,
|
// FruitKind::Galaxian => 3000,
|
||||||
}
|
// }
|
||||||
}
|
// }
|
||||||
}
|
// }
|
||||||
|
|
||||||
pub struct Item {
|
// pub struct Item {
|
||||||
pub node_index: usize,
|
// pub node_index: usize,
|
||||||
pub item_type: ItemType,
|
// pub item_type: ItemType,
|
||||||
pub sprite: Sprite,
|
// pub sprite: Sprite,
|
||||||
pub collected: bool,
|
// pub collected: bool,
|
||||||
}
|
// }
|
||||||
|
|
||||||
impl Item {
|
// impl Item {
|
||||||
pub fn new(node_index: usize, item_type: ItemType, sprite: Sprite) -> Self {
|
// pub fn new(node_index: usize, item_type: ItemType, sprite: Sprite) -> Self {
|
||||||
Self {
|
// Self {
|
||||||
node_index,
|
// node_index,
|
||||||
item_type,
|
// item_type,
|
||||||
sprite,
|
// sprite,
|
||||||
collected: false,
|
// collected: false,
|
||||||
}
|
// }
|
||||||
}
|
// }
|
||||||
|
|
||||||
pub fn is_collected(&self) -> bool {
|
// pub fn is_collected(&self) -> bool {
|
||||||
self.collected
|
// self.collected
|
||||||
}
|
// }
|
||||||
|
|
||||||
pub fn collect(&mut self) {
|
// pub fn collect(&mut self) {
|
||||||
self.collected = true;
|
// self.collected = true;
|
||||||
}
|
// }
|
||||||
|
|
||||||
pub fn get_score(&self) -> u32 {
|
// pub fn get_score(&self) -> u32 {
|
||||||
self.item_type.get_score()
|
// self.item_type.get_score()
|
||||||
}
|
// }
|
||||||
|
|
||||||
pub fn render<T: RenderTarget>(&self, canvas: &mut Canvas<T>, atlas: &mut SpriteAtlas, graph: &Graph) -> GameResult<()> {
|
// pub fn render<T: RenderTarget>(&self, canvas: &mut Canvas<T>, atlas: &mut SpriteAtlas, graph: &Graph) -> GameResult<()> {
|
||||||
if self.collected {
|
// if self.collected {
|
||||||
return Ok(());
|
// return Ok(());
|
||||||
}
|
// }
|
||||||
|
|
||||||
let node = graph
|
// let node = graph
|
||||||
.get_node(self.node_index)
|
// .get_node(self.node_index)
|
||||||
.ok_or(EntityError::NodeNotFound(self.node_index))?;
|
// .ok_or(EntityError::NodeNotFound(self.node_index))?;
|
||||||
let position = node.position + constants::BOARD_PIXEL_OFFSET.as_vec2();
|
// let position = node.position + constants::BOARD_PIXEL_OFFSET.as_vec2();
|
||||||
|
|
||||||
self.sprite.render(canvas, atlas, position)?;
|
// self.sprite.render(canvas, atlas, position)?;
|
||||||
Ok(())
|
// Ok(())
|
||||||
}
|
// }
|
||||||
}
|
// }
|
||||||
|
|
||||||
impl Collidable for Item {
|
// impl Collidable for Item {
|
||||||
fn position(&self) -> crate::entity::traversal::Position {
|
// fn position(&self) -> crate::entity::traversal::Position {
|
||||||
crate::entity::traversal::Position::AtNode(self.node_index)
|
// crate::entity::traversal::Position::AtNode(self.node_index)
|
||||||
}
|
// }
|
||||||
}
|
// }
|
||||||
|
|||||||
@@ -1,115 +1,115 @@
|
|||||||
//! Pac-Man entity implementation.
|
// //! Pac-Man entity implementation.
|
||||||
//!
|
// //!
|
||||||
//! This module contains the main player character logic, including movement,
|
// //! This module contains the main player character logic, including movement,
|
||||||
//! animation, and rendering. Pac-Man moves through the game graph using
|
// //! animation, and rendering. Pac-Man moves through the game graph using
|
||||||
//! a traverser and displays directional animated textures.
|
// //! a traverser and displays directional animated textures.
|
||||||
|
|
||||||
use crate::entity::{
|
// use crate::entity::{
|
||||||
collision::Collidable,
|
// collision::Collidable,
|
||||||
direction::Direction,
|
// direction::Direction,
|
||||||
graph::{Edge, EdgePermissions, Graph, NodeId},
|
// graph::{Edge, EdgePermissions, Graph, NodeId},
|
||||||
r#trait::Entity,
|
// r#trait::Entity,
|
||||||
traversal::Traverser,
|
// traversal::Traverser,
|
||||||
};
|
// };
|
||||||
use crate::texture::animated::AnimatedTexture;
|
// use crate::texture::animated::AnimatedTexture;
|
||||||
use crate::texture::directional::DirectionalAnimatedTexture;
|
// use crate::texture::directional::DirectionalAnimatedTexture;
|
||||||
use crate::texture::sprite::SpriteAtlas;
|
// use crate::texture::sprite::SpriteAtlas;
|
||||||
use tracing::error;
|
// use tracing::error;
|
||||||
|
|
||||||
use crate::error::{GameError, GameResult, TextureError};
|
// use crate::error::{GameError, GameResult, TextureError};
|
||||||
|
|
||||||
/// Determines if Pac-Man can traverse a given edge.
|
// /// Determines if Pac-Man can traverse a given edge.
|
||||||
///
|
// ///
|
||||||
/// Pac-Man can only move through edges that allow all entities.
|
// /// Pac-Man can only move through edges that allow all entities.
|
||||||
fn can_pacman_traverse(edge: Edge) -> bool {
|
// fn can_pacman_traverse(edge: Edge) -> bool {
|
||||||
matches!(edge.permissions, EdgePermissions::All)
|
// matches!(edge.permissions, EdgePermissions::All)
|
||||||
}
|
// }
|
||||||
|
|
||||||
/// The main player character entity.
|
// /// The main player character entity.
|
||||||
///
|
// ///
|
||||||
/// Pac-Man moves through the game world using a graph-based navigation system
|
// /// Pac-Man moves through the game world using a graph-based navigation system
|
||||||
/// and displays directional animated sprites based on movement state.
|
// /// and displays directional animated sprites based on movement state.
|
||||||
pub struct Pacman {
|
// pub struct Pacman {
|
||||||
/// Handles movement through the game graph
|
// /// Handles movement through the game graph
|
||||||
pub traverser: Traverser,
|
// pub traverser: Traverser,
|
||||||
/// Manages directional animated textures for different movement states
|
// /// Manages directional animated textures for different movement states
|
||||||
texture: DirectionalAnimatedTexture,
|
// texture: DirectionalAnimatedTexture,
|
||||||
}
|
// }
|
||||||
|
|
||||||
impl Entity for Pacman {
|
// impl Entity for Pacman {
|
||||||
fn traverser(&self) -> &Traverser {
|
// fn traverser(&self) -> &Traverser {
|
||||||
&self.traverser
|
// &self.traverser
|
||||||
}
|
// }
|
||||||
|
|
||||||
fn traverser_mut(&mut self) -> &mut Traverser {
|
// fn traverser_mut(&mut self) -> &mut Traverser {
|
||||||
&mut self.traverser
|
// &mut self.traverser
|
||||||
}
|
// }
|
||||||
|
|
||||||
fn texture(&self) -> &DirectionalAnimatedTexture {
|
// fn texture(&self) -> &DirectionalAnimatedTexture {
|
||||||
&self.texture
|
// &self.texture
|
||||||
}
|
// }
|
||||||
|
|
||||||
fn texture_mut(&mut self) -> &mut DirectionalAnimatedTexture {
|
// fn texture_mut(&mut self) -> &mut DirectionalAnimatedTexture {
|
||||||
&mut self.texture
|
// &mut self.texture
|
||||||
}
|
// }
|
||||||
|
|
||||||
fn speed(&self) -> f32 {
|
// fn speed(&self) -> f32 {
|
||||||
1.125
|
// 1.125
|
||||||
}
|
// }
|
||||||
|
|
||||||
fn can_traverse(&self, edge: Edge) -> bool {
|
// fn can_traverse(&self, edge: Edge) -> bool {
|
||||||
can_pacman_traverse(edge)
|
// can_pacman_traverse(edge)
|
||||||
}
|
// }
|
||||||
|
|
||||||
fn tick(&mut self, dt: f32, graph: &Graph) {
|
// fn tick(&mut self, dt: f32, graph: &Graph) {
|
||||||
if let Err(e) = self.traverser.advance(graph, dt * 60.0 * 1.125, &can_pacman_traverse) {
|
// if let Err(e) = self.traverser.advance(graph, dt * 60.0 * 1.125, &can_pacman_traverse) {
|
||||||
error!("Pac-Man movement error: {}", e);
|
// error!("Pac-Man movement error: {}", e);
|
||||||
}
|
// }
|
||||||
self.texture.tick(dt);
|
// self.texture.tick(dt);
|
||||||
}
|
// }
|
||||||
}
|
// }
|
||||||
|
|
||||||
impl Pacman {
|
// impl Pacman {
|
||||||
/// Creates a new Pac-Man instance at the specified starting node.
|
// /// Creates a new Pac-Man instance at the specified starting node.
|
||||||
///
|
// ///
|
||||||
/// Sets up animated textures for all four directions with moving and stopped states.
|
// /// Sets up animated textures for all four directions with moving and stopped states.
|
||||||
/// The moving animation cycles through open mouth, closed mouth, and full sprites.
|
// /// The moving animation cycles through open mouth, closed mouth, and full sprites.
|
||||||
pub fn new(graph: &Graph, start_node: NodeId, atlas: &SpriteAtlas) -> GameResult<Self> {
|
// pub fn new(graph: &Graph, start_node: NodeId, atlas: &SpriteAtlas) -> GameResult<Self> {
|
||||||
let mut textures = [None, None, None, None];
|
// let mut textures = [None, None, None, None];
|
||||||
let mut stopped_textures = [None, None, None, None];
|
// let mut stopped_textures = [None, None, None, None];
|
||||||
|
|
||||||
for direction in Direction::DIRECTIONS {
|
// for direction in Direction::DIRECTIONS {
|
||||||
let moving_prefix = match direction {
|
// let moving_prefix = match direction {
|
||||||
Direction::Up => "pacman/up",
|
// Direction::Up => "pacman/up",
|
||||||
Direction::Down => "pacman/down",
|
// Direction::Down => "pacman/down",
|
||||||
Direction::Left => "pacman/left",
|
// Direction::Left => "pacman/left",
|
||||||
Direction::Right => "pacman/right",
|
// Direction::Right => "pacman/right",
|
||||||
};
|
// };
|
||||||
let moving_tiles = vec![
|
// let moving_tiles = vec![
|
||||||
SpriteAtlas::get_tile(atlas, &format!("{moving_prefix}_a.png"))
|
// SpriteAtlas::get_tile(atlas, &format!("{moving_prefix}_a.png"))
|
||||||
.ok_or_else(|| GameError::Texture(TextureError::AtlasTileNotFound(format!("{moving_prefix}_a.png"))))?,
|
// .ok_or_else(|| GameError::Texture(TextureError::AtlasTileNotFound(format!("{moving_prefix}_a.png"))))?,
|
||||||
SpriteAtlas::get_tile(atlas, &format!("{moving_prefix}_b.png"))
|
// SpriteAtlas::get_tile(atlas, &format!("{moving_prefix}_b.png"))
|
||||||
.ok_or_else(|| GameError::Texture(TextureError::AtlasTileNotFound(format!("{moving_prefix}_b.png"))))?,
|
// .ok_or_else(|| GameError::Texture(TextureError::AtlasTileNotFound(format!("{moving_prefix}_b.png"))))?,
|
||||||
SpriteAtlas::get_tile(atlas, "pacman/full.png")
|
// SpriteAtlas::get_tile(atlas, "pacman/full.png")
|
||||||
.ok_or_else(|| GameError::Texture(TextureError::AtlasTileNotFound("pacman/full.png".to_string())))?,
|
// .ok_or_else(|| GameError::Texture(TextureError::AtlasTileNotFound("pacman/full.png".to_string())))?,
|
||||||
];
|
// ];
|
||||||
|
|
||||||
let stopped_tiles = vec![SpriteAtlas::get_tile(atlas, &format!("{moving_prefix}_b.png"))
|
// let stopped_tiles = vec![SpriteAtlas::get_tile(atlas, &format!("{moving_prefix}_b.png"))
|
||||||
.ok_or_else(|| GameError::Texture(TextureError::AtlasTileNotFound(format!("{moving_prefix}_b.png"))))?];
|
// .ok_or_else(|| GameError::Texture(TextureError::AtlasTileNotFound(format!("{moving_prefix}_b.png"))))?];
|
||||||
|
|
||||||
textures[direction.as_usize()] = Some(AnimatedTexture::new(moving_tiles, 0.08)?);
|
// textures[direction.as_usize()] = Some(AnimatedTexture::new(moving_tiles, 0.08)?);
|
||||||
stopped_textures[direction.as_usize()] = Some(AnimatedTexture::new(stopped_tiles, 0.1)?);
|
// stopped_textures[direction.as_usize()] = Some(AnimatedTexture::new(stopped_tiles, 0.1)?);
|
||||||
}
|
// }
|
||||||
|
|
||||||
Ok(Self {
|
// Ok(Self {
|
||||||
traverser: Traverser::new(graph, start_node, Direction::Left, &can_pacman_traverse),
|
// traverser: Traverser::new(graph, start_node, Direction::Left, &can_pacman_traverse),
|
||||||
texture: DirectionalAnimatedTexture::new(textures, stopped_textures),
|
// texture: DirectionalAnimatedTexture::new(textures, stopped_textures),
|
||||||
})
|
// })
|
||||||
}
|
// }
|
||||||
}
|
// }
|
||||||
|
|
||||||
impl Collidable for Pacman {
|
// impl Collidable for Pacman {
|
||||||
fn position(&self) -> crate::entity::traversal::Position {
|
// fn position(&self) -> crate::entity::traversal::Position {
|
||||||
self.traverser.position
|
// self.traverser.position
|
||||||
}
|
// }
|
||||||
}
|
// }
|
||||||
|
|||||||
@@ -1,114 +1,114 @@
|
|||||||
//! Entity trait for common movement and rendering functionality.
|
// //! Entity trait for common movement and rendering functionality.
|
||||||
//!
|
// //!
|
||||||
//! This module defines a trait that captures the shared behavior between
|
// //! This module defines a trait that captures the shared behavior between
|
||||||
//! different game entities like Ghosts and Pac-Man, including movement,
|
// //! different game entities like Ghosts and Pac-Man, including movement,
|
||||||
//! rendering, and position calculations.
|
// //! rendering, and position calculations.
|
||||||
|
|
||||||
use glam::Vec2;
|
// use glam::Vec2;
|
||||||
use sdl2::render::{Canvas, RenderTarget};
|
// use sdl2::render::{Canvas, RenderTarget};
|
||||||
|
|
||||||
use crate::entity::direction::Direction;
|
// use crate::entity::direction::Direction;
|
||||||
use crate::entity::graph::{Edge, Graph, NodeId};
|
// use crate::entity::graph::{Edge, Graph, NodeId};
|
||||||
use crate::entity::traversal::{Position, Traverser};
|
// use crate::entity::traversal::{Position, Traverser};
|
||||||
use crate::error::{EntityError, GameError, GameResult, TextureError};
|
// use crate::error::{EntityError, GameError, GameResult, TextureError};
|
||||||
use crate::texture::directional::DirectionalAnimatedTexture;
|
// use crate::texture::directional::DirectionalAnimatedTexture;
|
||||||
use crate::texture::sprite::SpriteAtlas;
|
// use crate::texture::sprite::SpriteAtlas;
|
||||||
|
|
||||||
/// Trait defining common functionality for game entities that move through the graph.
|
// /// Trait defining common functionality for game entities that move through the graph.
|
||||||
///
|
// ///
|
||||||
/// This trait provides a unified interface for entities that:
|
// /// This trait provides a unified interface for entities that:
|
||||||
/// - Move through the game graph using a traverser
|
// /// - Move through the game graph using a traverser
|
||||||
/// - Render using directional animated textures
|
// /// - Render using directional animated textures
|
||||||
/// - Have position calculations and movement speed
|
// /// - Have position calculations and movement speed
|
||||||
#[allow(dead_code)]
|
// #[allow(dead_code)]
|
||||||
pub trait Entity {
|
// pub trait Entity {
|
||||||
/// Returns a reference to the entity's traverser for movement control.
|
// /// Returns a reference to the entity's traverser for movement control.
|
||||||
fn traverser(&self) -> &Traverser;
|
// fn traverser(&self) -> &Traverser;
|
||||||
|
|
||||||
/// Returns a mutable reference to the entity's traverser for movement control.
|
// /// Returns a mutable reference to the entity's traverser for movement control.
|
||||||
fn traverser_mut(&mut self) -> &mut Traverser;
|
// fn traverser_mut(&mut self) -> &mut Traverser;
|
||||||
|
|
||||||
/// Returns a reference to the entity's directional animated texture.
|
// /// Returns a reference to the entity's directional animated texture.
|
||||||
fn texture(&self) -> &DirectionalAnimatedTexture;
|
// fn texture(&self) -> &DirectionalAnimatedTexture;
|
||||||
|
|
||||||
/// Returns a mutable reference to the entity's directional animated texture.
|
// /// Returns a mutable reference to the entity's directional animated texture.
|
||||||
fn texture_mut(&mut self) -> &mut DirectionalAnimatedTexture;
|
// fn texture_mut(&mut self) -> &mut DirectionalAnimatedTexture;
|
||||||
|
|
||||||
/// Returns the movement speed multiplier for this entity.
|
// /// Returns the movement speed multiplier for this entity.
|
||||||
fn speed(&self) -> f32;
|
// fn speed(&self) -> f32;
|
||||||
|
|
||||||
/// Determines if this entity can traverse a given edge.
|
// /// Determines if this entity can traverse a given edge.
|
||||||
fn can_traverse(&self, edge: Edge) -> bool;
|
// fn can_traverse(&self, edge: Edge) -> bool;
|
||||||
|
|
||||||
/// Updates the entity's position and animation state.
|
// /// Updates the entity's position and animation state.
|
||||||
///
|
// ///
|
||||||
/// This method advances movement through the graph and updates texture animation.
|
// /// This method advances movement through the graph and updates texture animation.
|
||||||
fn tick(&mut self, dt: f32, graph: &Graph);
|
// fn tick(&mut self, dt: f32, graph: &Graph);
|
||||||
|
|
||||||
/// Calculates the current pixel position in the game world.
|
// /// Calculates the current pixel position in the game world.
|
||||||
///
|
// ///
|
||||||
/// Converts the graph position to screen coordinates, accounting for
|
// /// Converts the graph position to screen coordinates, accounting for
|
||||||
/// the board offset and centering the sprite.
|
// /// the board offset and centering the sprite.
|
||||||
fn get_pixel_pos(&self, graph: &Graph) -> GameResult<Vec2> {
|
// fn get_pixel_pos(&self, graph: &Graph) -> GameResult<Vec2> {
|
||||||
let pos = match self.traverser().position {
|
// let pos = match self.traverser().position {
|
||||||
Position::AtNode(node_id) => {
|
// Position::AtNode(node_id) => {
|
||||||
let node = graph.get_node(node_id).ok_or(EntityError::NodeNotFound(node_id))?;
|
// let node = graph.get_node(node_id).ok_or(EntityError::NodeNotFound(node_id))?;
|
||||||
node.position
|
// node.position
|
||||||
}
|
// }
|
||||||
Position::BetweenNodes { from, to, traversed } => {
|
// Position::BetweenNodes { from, to, traversed } => {
|
||||||
let from_node = graph.get_node(from).ok_or(EntityError::NodeNotFound(from))?;
|
// let from_node = graph.get_node(from).ok_or(EntityError::NodeNotFound(from))?;
|
||||||
let to_node = graph.get_node(to).ok_or(EntityError::NodeNotFound(to))?;
|
// let to_node = graph.get_node(to).ok_or(EntityError::NodeNotFound(to))?;
|
||||||
let edge = graph.find_edge(from, to).ok_or(EntityError::EdgeNotFound { from, to })?;
|
// let edge = graph.find_edge(from, to).ok_or(EntityError::EdgeNotFound { from, to })?;
|
||||||
from_node.position + (to_node.position - from_node.position) * (traversed / edge.distance)
|
// from_node.position + (to_node.position - from_node.position) * (traversed / edge.distance)
|
||||||
}
|
// }
|
||||||
};
|
// };
|
||||||
|
|
||||||
Ok(Vec2::new(
|
// Ok(Vec2::new(
|
||||||
pos.x + crate::constants::BOARD_PIXEL_OFFSET.x as f32,
|
// pos.x + crate::constants::BOARD_PIXEL_OFFSET.x as f32,
|
||||||
pos.y + crate::constants::BOARD_PIXEL_OFFSET.y as f32,
|
// pos.y + crate::constants::BOARD_PIXEL_OFFSET.y as f32,
|
||||||
))
|
// ))
|
||||||
}
|
// }
|
||||||
|
|
||||||
/// Returns the current node ID that the entity is at or moving towards.
|
// /// Returns the current node ID that the entity is at or moving towards.
|
||||||
///
|
// ///
|
||||||
/// If the entity is at a node, returns that node ID.
|
// /// If the entity is at a node, returns that node ID.
|
||||||
/// If the entity is between nodes, returns the node it's moving towards.
|
// /// If the entity is between nodes, returns the node it's moving towards.
|
||||||
fn current_node_id(&self) -> NodeId {
|
// fn current_node_id(&self) -> NodeId {
|
||||||
match self.traverser().position {
|
// match self.traverser().position {
|
||||||
Position::AtNode(node_id) => node_id,
|
// Position::AtNode(node_id) => node_id,
|
||||||
Position::BetweenNodes { to, .. } => to,
|
// Position::BetweenNodes { to, .. } => to,
|
||||||
}
|
// }
|
||||||
}
|
// }
|
||||||
|
|
||||||
/// Sets the next direction for the entity to take.
|
// /// Sets the next direction for the entity to take.
|
||||||
///
|
// ///
|
||||||
/// The direction is buffered and will be applied at the next opportunity,
|
// /// The direction is buffered and will be applied at the next opportunity,
|
||||||
/// typically when the entity reaches a new node.
|
// /// typically when the entity reaches a new node.
|
||||||
fn set_next_direction(&mut self, direction: Direction) {
|
// fn set_next_direction(&mut self, direction: Direction) {
|
||||||
self.traverser_mut().set_next_direction(direction);
|
// self.traverser_mut().set_next_direction(direction);
|
||||||
}
|
// }
|
||||||
|
|
||||||
/// Renders the entity at its current position.
|
// /// Renders the entity at its current position.
|
||||||
///
|
// ///
|
||||||
/// Draws the appropriate directional sprite based on the entity's
|
// /// Draws the appropriate directional sprite based on the entity's
|
||||||
/// current movement state and direction.
|
// /// current movement state and direction.
|
||||||
fn render<T: RenderTarget>(&self, canvas: &mut Canvas<T>, atlas: &mut SpriteAtlas, graph: &Graph) -> GameResult<()> {
|
// fn render<T: RenderTarget>(&self, canvas: &mut Canvas<T>, atlas: &mut SpriteAtlas, graph: &Graph) -> GameResult<()> {
|
||||||
let pixel_pos = self.get_pixel_pos(graph)?;
|
// let pixel_pos = self.get_pixel_pos(graph)?;
|
||||||
let dest = crate::helpers::centered_with_size(
|
// let dest = crate::helpers::centered_with_size(
|
||||||
glam::IVec2::new(pixel_pos.x as i32, pixel_pos.y as i32),
|
// glam::IVec2::new(pixel_pos.x as i32, pixel_pos.y as i32),
|
||||||
glam::UVec2::new(16, 16),
|
// glam::UVec2::new(16, 16),
|
||||||
);
|
// );
|
||||||
|
|
||||||
if self.traverser().position.is_stopped() {
|
// if self.traverser().position.is_stopped() {
|
||||||
self.texture()
|
// self.texture()
|
||||||
.render_stopped(canvas, atlas, dest, self.traverser().direction)
|
// .render_stopped(canvas, atlas, dest, self.traverser().direction)
|
||||||
.map_err(|e| GameError::Texture(TextureError::RenderFailed(e.to_string())))?;
|
// .map_err(|e| GameError::Texture(TextureError::RenderFailed(e.to_string())))?;
|
||||||
} else {
|
// } else {
|
||||||
self.texture()
|
// self.texture()
|
||||||
.render(canvas, atlas, dest, self.traverser().direction)
|
// .render(canvas, atlas, dest, self.traverser().direction)
|
||||||
.map_err(|e| GameError::Texture(TextureError::RenderFailed(e.to_string())))?;
|
// .map_err(|e| GameError::Texture(TextureError::RenderFailed(e.to_string())))?;
|
||||||
}
|
// }
|
||||||
|
|
||||||
Ok(())
|
// Ok(())
|
||||||
}
|
// }
|
||||||
}
|
// }
|
||||||
|
|||||||
@@ -1,229 +1,181 @@
|
|||||||
use tracing::error;
|
// use tracing::error;
|
||||||
|
|
||||||
use crate::error::GameResult;
|
// use crate::error::GameResult;
|
||||||
|
|
||||||
use super::direction::Direction;
|
// use super::direction::Direction;
|
||||||
use super::graph::{Edge, Graph, NodeId};
|
// use super::graph::{Edge, Graph, NodeId};
|
||||||
|
|
||||||
/// Represents the current position of an entity traversing the graph.
|
// /// Manages an entity's movement through the graph.
|
||||||
///
|
// ///
|
||||||
/// This enum allows for precise tracking of whether an entity is exactly at a node
|
// /// A `Traverser` encapsulates the state of an entity's position and direction,
|
||||||
/// or moving along an edge between two nodes.
|
// /// providing a way to advance along the graph's paths based on a given distance.
|
||||||
#[derive(Debug, PartialEq, Clone, Copy)]
|
// /// It also handles direction changes, buffering the next intended direction.
|
||||||
pub enum Position {
|
// pub struct Traverser {
|
||||||
/// The traverser is located exactly at a node.
|
// /// The current position of the traverser in the graph.
|
||||||
AtNode(NodeId),
|
// pub position: Position,
|
||||||
/// The traverser is on an edge between two nodes.
|
// /// The current direction of movement.
|
||||||
BetweenNodes {
|
// pub direction: Direction,
|
||||||
from: NodeId,
|
// /// Buffered direction change with remaining frame count for timing.
|
||||||
to: NodeId,
|
// ///
|
||||||
/// The floating-point distance traversed along the edge from the `from` node.
|
// /// The `u8` value represents the number of frames remaining before
|
||||||
traversed: f32,
|
// /// the buffered direction expires. This allows for responsive controls
|
||||||
},
|
// /// by storing direction changes for a limited time.
|
||||||
}
|
// pub next_direction: Option<(Direction, u8)>,
|
||||||
|
// }
|
||||||
|
|
||||||
#[allow(dead_code)]
|
// impl Traverser {
|
||||||
impl Position {
|
// /// Creates a new traverser starting at the given node ID.
|
||||||
/// Returns `true` if the position is exactly at a node.
|
// ///
|
||||||
pub fn is_at_node(&self) -> bool {
|
// /// The traverser will immediately attempt to start moving in the initial direction.
|
||||||
matches!(self, Position::AtNode(_))
|
// pub fn new<F>(graph: &Graph, start_node: NodeId, initial_direction: Direction, can_traverse: &F) -> Self
|
||||||
}
|
// where
|
||||||
|
// F: Fn(Edge) -> bool,
|
||||||
|
// {
|
||||||
|
// let mut traverser = Traverser {
|
||||||
|
// position: Position::AtNode(start_node),
|
||||||
|
// direction: initial_direction,
|
||||||
|
// next_direction: Some((initial_direction, 1)),
|
||||||
|
// };
|
||||||
|
|
||||||
/// Returns the `NodeId` of the current or most recently departed node.
|
// // This will kickstart the traverser into motion
|
||||||
#[allow(clippy::wrong_self_convention)]
|
// if let Err(e) = traverser.advance(graph, 0.0, can_traverse) {
|
||||||
pub fn from_node_id(&self) -> NodeId {
|
// error!("Traverser initialization error: {}", e);
|
||||||
match self {
|
// }
|
||||||
Position::AtNode(id) => *id,
|
|
||||||
Position::BetweenNodes { from, .. } => *from,
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
/// Returns the `NodeId` of the destination node, if currently on an edge.
|
// traverser
|
||||||
#[allow(clippy::wrong_self_convention)]
|
// }
|
||||||
pub fn to_node_id(&self) -> Option<NodeId> {
|
|
||||||
match self {
|
|
||||||
Position::AtNode(_) => None,
|
|
||||||
Position::BetweenNodes { to, .. } => Some(*to),
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
/// Returns `true` if the traverser is stopped at a node.
|
// /// Sets the next direction for the traverser to take.
|
||||||
pub fn is_stopped(&self) -> bool {
|
// ///
|
||||||
matches!(self, Position::AtNode(_))
|
// /// The direction is buffered and will be applied at the next opportunity,
|
||||||
}
|
// /// typically when the traverser reaches a new node. This allows for responsive
|
||||||
}
|
// /// controls, as the new direction is stored for a limited time.
|
||||||
|
// pub fn set_next_direction(&mut self, new_direction: Direction) {
|
||||||
|
// if self.direction != new_direction {
|
||||||
|
// self.next_direction = Some((new_direction, 30));
|
||||||
|
// }
|
||||||
|
// }
|
||||||
|
|
||||||
/// Manages an entity's movement through the graph.
|
// /// Advances the traverser along the graph by a specified distance.
|
||||||
///
|
// ///
|
||||||
/// A `Traverser` encapsulates the state of an entity's position and direction,
|
// /// This method updates the traverser's position based on its current state
|
||||||
/// providing a way to advance along the graph's paths based on a given distance.
|
// /// and the distance to travel.
|
||||||
/// It also handles direction changes, buffering the next intended direction.
|
// ///
|
||||||
pub struct Traverser {
|
// /// - If at a node, it checks for a buffered direction to start moving.
|
||||||
/// The current position of the traverser in the graph.
|
// /// - If between nodes, it moves along the current edge.
|
||||||
pub position: Position,
|
// /// - If it reaches a node, it attempts to transition to a new edge based on
|
||||||
/// The current direction of movement.
|
// /// the buffered direction or by continuing straight.
|
||||||
pub direction: Direction,
|
// /// - If no valid move is possible, it stops at the node.
|
||||||
/// Buffered direction change with remaining frame count for timing.
|
// ///
|
||||||
///
|
// /// Returns an error if the movement is invalid (e.g., trying to move in an impossible direction).
|
||||||
/// The `u8` value represents the number of frames remaining before
|
// pub fn advance<F>(&mut self, graph: &Graph, distance: f32, can_traverse: &F) -> GameResult<()>
|
||||||
/// the buffered direction expires. This allows for responsive controls
|
// where
|
||||||
/// by storing direction changes for a limited time.
|
// F: Fn(Edge) -> bool,
|
||||||
pub next_direction: Option<(Direction, u8)>,
|
// {
|
||||||
}
|
// // Decrement the remaining frames for the next direction
|
||||||
|
// if let Some((direction, remaining)) = self.next_direction {
|
||||||
|
// if remaining > 0 {
|
||||||
|
// self.next_direction = Some((direction, remaining - 1));
|
||||||
|
// } else {
|
||||||
|
// self.next_direction = None;
|
||||||
|
// }
|
||||||
|
// }
|
||||||
|
|
||||||
impl Traverser {
|
// match self.position {
|
||||||
/// Creates a new traverser starting at the given node ID.
|
// Position::AtNode(node_id) => {
|
||||||
///
|
// // We're not moving, but a buffered direction is available.
|
||||||
/// The traverser will immediately attempt to start moving in the initial direction.
|
// if let Some((next_direction, _)) = self.next_direction {
|
||||||
pub fn new<F>(graph: &Graph, start_node: NodeId, initial_direction: Direction, can_traverse: &F) -> Self
|
// if let Some(edge) = graph.find_edge_in_direction(node_id, next_direction) {
|
||||||
where
|
// if can_traverse(edge) {
|
||||||
F: Fn(Edge) -> bool,
|
// // Start moving in that direction
|
||||||
{
|
// self.position = Position::BetweenNodes {
|
||||||
let mut traverser = Traverser {
|
// from: node_id,
|
||||||
position: Position::AtNode(start_node),
|
// to: edge.target,
|
||||||
direction: initial_direction,
|
// traversed: distance.max(0.0),
|
||||||
next_direction: Some((initial_direction, 1)),
|
// };
|
||||||
};
|
// self.direction = next_direction;
|
||||||
|
// } else {
|
||||||
|
// return Err(crate::error::GameError::Entity(crate::error::EntityError::InvalidMovement(
|
||||||
|
// format!(
|
||||||
|
// "Cannot traverse edge from {} to {} in direction {:?}",
|
||||||
|
// node_id, edge.target, next_direction
|
||||||
|
// ),
|
||||||
|
// )));
|
||||||
|
// }
|
||||||
|
// } else {
|
||||||
|
// return Err(crate::error::GameError::Entity(crate::error::EntityError::InvalidMovement(
|
||||||
|
// format!("No edge found in direction {:?} from node {}", next_direction, node_id),
|
||||||
|
// )));
|
||||||
|
// }
|
||||||
|
|
||||||
// This will kickstart the traverser into motion
|
// self.next_direction = None; // Consume the buffered direction regardless of whether we started moving with it
|
||||||
if let Err(e) = traverser.advance(graph, 0.0, can_traverse) {
|
// }
|
||||||
error!("Traverser initialization error: {}", e);
|
// }
|
||||||
}
|
// Position::BetweenNodes { from, to, traversed } => {
|
||||||
|
// // There is no point in any of the next logic if we don't travel at all
|
||||||
|
// if distance <= 0.0 {
|
||||||
|
// return Ok(());
|
||||||
|
// }
|
||||||
|
|
||||||
traverser
|
// let edge = graph.find_edge(from, to).ok_or_else(|| {
|
||||||
}
|
// crate::error::GameError::Entity(crate::error::EntityError::InvalidMovement(format!(
|
||||||
|
// "Inconsistent state: Traverser is on a non-existent edge from {} to {}.",
|
||||||
|
// from, to
|
||||||
|
// )))
|
||||||
|
// })?;
|
||||||
|
|
||||||
/// Sets the next direction for the traverser to take.
|
// let new_traversed = traversed + distance;
|
||||||
///
|
|
||||||
/// The direction is buffered and will be applied at the next opportunity,
|
|
||||||
/// typically when the traverser reaches a new node. This allows for responsive
|
|
||||||
/// controls, as the new direction is stored for a limited time.
|
|
||||||
pub fn set_next_direction(&mut self, new_direction: Direction) {
|
|
||||||
if self.direction != new_direction {
|
|
||||||
self.next_direction = Some((new_direction, 30));
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
/// Advances the traverser along the graph by a specified distance.
|
// if new_traversed < edge.distance {
|
||||||
///
|
// // Still on the same edge, just update the distance.
|
||||||
/// This method updates the traverser's position based on its current state
|
// self.position = Position::BetweenNodes {
|
||||||
/// and the distance to travel.
|
// from,
|
||||||
///
|
// to,
|
||||||
/// - If at a node, it checks for a buffered direction to start moving.
|
// traversed: new_traversed,
|
||||||
/// - If between nodes, it moves along the current edge.
|
// };
|
||||||
/// - If it reaches a node, it attempts to transition to a new edge based on
|
// } else {
|
||||||
/// the buffered direction or by continuing straight.
|
// let overflow = new_traversed - edge.distance;
|
||||||
/// - If no valid move is possible, it stops at the node.
|
// let mut moved = false;
|
||||||
///
|
|
||||||
/// Returns an error if the movement is invalid (e.g., trying to move in an impossible direction).
|
|
||||||
pub fn advance<F>(&mut self, graph: &Graph, distance: f32, can_traverse: &F) -> GameResult<()>
|
|
||||||
where
|
|
||||||
F: Fn(Edge) -> bool,
|
|
||||||
{
|
|
||||||
// Decrement the remaining frames for the next direction
|
|
||||||
if let Some((direction, remaining)) = self.next_direction {
|
|
||||||
if remaining > 0 {
|
|
||||||
self.next_direction = Some((direction, remaining - 1));
|
|
||||||
} else {
|
|
||||||
self.next_direction = None;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
match self.position {
|
// // If we buffered a direction, try to find an edge in that direction
|
||||||
Position::AtNode(node_id) => {
|
// if let Some((next_dir, _)) = self.next_direction {
|
||||||
// We're not moving, but a buffered direction is available.
|
// if let Some(edge) = graph.find_edge_in_direction(to, next_dir) {
|
||||||
if let Some((next_direction, _)) = self.next_direction {
|
// if can_traverse(edge) {
|
||||||
if let Some(edge) = graph.find_edge_in_direction(node_id, next_direction) {
|
// self.position = Position::BetweenNodes {
|
||||||
if can_traverse(edge) {
|
// from: to,
|
||||||
// Start moving in that direction
|
// to: edge.target,
|
||||||
self.position = Position::BetweenNodes {
|
// traversed: overflow,
|
||||||
from: node_id,
|
// };
|
||||||
to: edge.target,
|
|
||||||
traversed: distance.max(0.0),
|
|
||||||
};
|
|
||||||
self.direction = next_direction;
|
|
||||||
} else {
|
|
||||||
return Err(crate::error::GameError::Entity(crate::error::EntityError::InvalidMovement(
|
|
||||||
format!(
|
|
||||||
"Cannot traverse edge from {} to {} in direction {:?}",
|
|
||||||
node_id, edge.target, next_direction
|
|
||||||
),
|
|
||||||
)));
|
|
||||||
}
|
|
||||||
} else {
|
|
||||||
return Err(crate::error::GameError::Entity(crate::error::EntityError::InvalidMovement(
|
|
||||||
format!("No edge found in direction {:?} from node {}", next_direction, node_id),
|
|
||||||
)));
|
|
||||||
}
|
|
||||||
|
|
||||||
self.next_direction = None; // Consume the buffered direction regardless of whether we started moving with it
|
// self.direction = next_dir; // Remember our new direction
|
||||||
}
|
// self.next_direction = None; // Consume the buffered direction
|
||||||
}
|
// moved = true;
|
||||||
Position::BetweenNodes { from, to, traversed } => {
|
// }
|
||||||
// There is no point in any of the next logic if we don't travel at all
|
// }
|
||||||
if distance <= 0.0 {
|
// }
|
||||||
return Ok(());
|
|
||||||
}
|
|
||||||
|
|
||||||
let edge = graph.find_edge(from, to).ok_or_else(|| {
|
// // If we didn't move, try to continue in the current direction
|
||||||
crate::error::GameError::Entity(crate::error::EntityError::InvalidMovement(format!(
|
// if !moved {
|
||||||
"Inconsistent state: Traverser is on a non-existent edge from {} to {}.",
|
// if let Some(edge) = graph.find_edge_in_direction(to, self.direction) {
|
||||||
from, to
|
// if can_traverse(edge) {
|
||||||
)))
|
// self.position = Position::BetweenNodes {
|
||||||
})?;
|
// from: to,
|
||||||
|
// to: edge.target,
|
||||||
|
// traversed: overflow,
|
||||||
|
// };
|
||||||
|
// } else {
|
||||||
|
// self.position = Position::AtNode(to);
|
||||||
|
// self.next_direction = None;
|
||||||
|
// }
|
||||||
|
// } else {
|
||||||
|
// self.position = Position::AtNode(to);
|
||||||
|
// self.next_direction = None;
|
||||||
|
// }
|
||||||
|
// }
|
||||||
|
// }
|
||||||
|
// }
|
||||||
|
// }
|
||||||
|
|
||||||
let new_traversed = traversed + distance;
|
// Ok(())
|
||||||
|
// }
|
||||||
if new_traversed < edge.distance {
|
// }
|
||||||
// Still on the same edge, just update the distance.
|
|
||||||
self.position = Position::BetweenNodes {
|
|
||||||
from,
|
|
||||||
to,
|
|
||||||
traversed: new_traversed,
|
|
||||||
};
|
|
||||||
} else {
|
|
||||||
let overflow = new_traversed - edge.distance;
|
|
||||||
let mut moved = false;
|
|
||||||
|
|
||||||
// If we buffered a direction, try to find an edge in that direction
|
|
||||||
if let Some((next_dir, _)) = self.next_direction {
|
|
||||||
if let Some(edge) = graph.find_edge_in_direction(to, next_dir) {
|
|
||||||
if can_traverse(edge) {
|
|
||||||
self.position = Position::BetweenNodes {
|
|
||||||
from: to,
|
|
||||||
to: edge.target,
|
|
||||||
traversed: overflow,
|
|
||||||
};
|
|
||||||
|
|
||||||
self.direction = next_dir; // Remember our new direction
|
|
||||||
self.next_direction = None; // Consume the buffered direction
|
|
||||||
moved = true;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
// If we didn't move, try to continue in the current direction
|
|
||||||
if !moved {
|
|
||||||
if let Some(edge) = graph.find_edge_in_direction(to, self.direction) {
|
|
||||||
if can_traverse(edge) {
|
|
||||||
self.position = Position::BetweenNodes {
|
|
||||||
from: to,
|
|
||||||
to: edge.target,
|
|
||||||
traversed: overflow,
|
|
||||||
};
|
|
||||||
} else {
|
|
||||||
self.position = Position::AtNode(to);
|
|
||||||
self.next_direction = None;
|
|
||||||
}
|
|
||||||
} else {
|
|
||||||
self.position = Position::AtNode(to);
|
|
||||||
self.next_direction = None;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
Ok(())
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|||||||
@@ -5,11 +5,13 @@
|
|||||||
|
|
||||||
use std::io;
|
use std::io;
|
||||||
|
|
||||||
|
use bevy_ecs::event::Event;
|
||||||
|
|
||||||
/// Main error type for the Pac-Man game.
|
/// Main error type for the Pac-Man game.
|
||||||
///
|
///
|
||||||
/// This is the primary error type that should be used in public APIs.
|
/// This is the primary error type that should be used in public APIs.
|
||||||
/// It can represent any error that can occur during game operation.
|
/// It can represent any error that can occur during game operation.
|
||||||
#[derive(thiserror::Error, Debug)]
|
#[derive(thiserror::Error, Debug, Event)]
|
||||||
pub enum GameError {
|
pub enum GameError {
|
||||||
#[error("Asset error: {0}")]
|
#[error("Asset error: {0}")]
|
||||||
Asset(#[from] AssetError),
|
Asset(#[from] AssetError),
|
||||||
|
|||||||
@@ -1,6 +1,8 @@
|
|||||||
|
use bevy_ecs::event::Event;
|
||||||
|
|
||||||
use crate::input::commands::GameCommand;
|
use crate::input::commands::GameCommand;
|
||||||
|
|
||||||
#[derive(Debug, Clone, Copy)]
|
#[derive(Debug, Clone, Copy, Event)]
|
||||||
pub enum GameEvent {
|
pub enum GameEvent {
|
||||||
Command(GameCommand),
|
Command(GameCommand),
|
||||||
}
|
}
|
||||||
|
|||||||
751
src/game/mod.rs
751
src/game/mod.rs
@@ -1,24 +1,37 @@
|
|||||||
//! This module contains the main game logic and state.
|
//! This module contains the main game logic and state.
|
||||||
|
|
||||||
use rand::{rngs::SmallRng, Rng, SeedableRng};
|
include!(concat!(env!("OUT_DIR"), "/atlas_data.rs"));
|
||||||
use sdl2::pixels::Color;
|
|
||||||
use sdl2::render::{Canvas, Texture, TextureCreator};
|
|
||||||
use sdl2::video::WindowContext;
|
|
||||||
|
|
||||||
use crate::entity::r#trait::Entity;
|
use crate::constants::CANVAS_SIZE;
|
||||||
use crate::error::GameResult;
|
use crate::ecs::render::{render_system, BackbufferResource, MapTextureResource};
|
||||||
|
use crate::ecs::{DeltaTime, GlobalState, PlayerBundle, PlayerControlled, Position, Renderable, Velocity};
|
||||||
|
use crate::entity::direction::Direction;
|
||||||
|
use crate::entity::{graph, traversal};
|
||||||
|
use crate::error::{GameError, GameResult, TextureError};
|
||||||
|
use crate::input::commands::GameCommand;
|
||||||
|
use crate::map::builder::Map;
|
||||||
|
use crate::texture::animated::AnimatedTexture;
|
||||||
|
use crate::texture::directional::DirectionalAnimatedTexture;
|
||||||
|
use crate::texture::sprite::Sprite;
|
||||||
|
use bevy_ecs::event::EventRegistry;
|
||||||
|
use bevy_ecs::observer::Trigger;
|
||||||
|
use bevy_ecs::schedule::IntoScheduleConfigs;
|
||||||
|
use bevy_ecs::system::{Commands, ResMut};
|
||||||
|
use bevy_ecs::{schedule::Schedule, world::World};
|
||||||
|
use sdl2::image::LoadTexture;
|
||||||
|
use sdl2::render::{Canvas, ScaleMode, Texture, TextureCreator};
|
||||||
|
use sdl2::video::{Window, WindowContext};
|
||||||
|
use sdl2::EventPump;
|
||||||
|
|
||||||
use crate::entity::{
|
use crate::asset::{get_asset_bytes, Asset};
|
||||||
collision::{Collidable, CollisionSystem, EntityId},
|
use crate::input::{handle_input, Bindings};
|
||||||
ghost::{Ghost, GhostType},
|
use crate::map::render::MapRenderer;
|
||||||
pacman::Pacman,
|
use crate::{
|
||||||
|
constants,
|
||||||
|
texture::sprite::{AtlasMapper, AtlasTile, SpriteAtlas},
|
||||||
};
|
};
|
||||||
|
|
||||||
use crate::map::render::MapRenderer;
|
|
||||||
use crate::{constants, texture::sprite::SpriteAtlas};
|
|
||||||
|
|
||||||
use self::events::GameEvent;
|
use self::events::GameEvent;
|
||||||
use self::state::GameState;
|
|
||||||
|
|
||||||
pub mod events;
|
pub mod events;
|
||||||
pub mod state;
|
pub mod state;
|
||||||
@@ -28,361 +41,471 @@ pub mod state;
|
|||||||
/// It contains the game's state and logic, and is responsible for
|
/// It contains the game's state and logic, and is responsible for
|
||||||
/// handling user input, updating the game state, and rendering the game.
|
/// handling user input, updating the game state, and rendering the game.
|
||||||
pub struct Game {
|
pub struct Game {
|
||||||
state: state::GameState,
|
pub world: World,
|
||||||
|
pub schedule: Schedule,
|
||||||
}
|
}
|
||||||
|
|
||||||
impl Game {
|
impl Game {
|
||||||
pub fn new(texture_creator: &'static TextureCreator<WindowContext>) -> GameResult<Game> {
|
pub fn new(
|
||||||
let state = GameState::new(texture_creator)?;
|
canvas: &'static mut Canvas<Window>,
|
||||||
|
texture_creator: &'static mut TextureCreator<WindowContext>,
|
||||||
|
event_pump: &'static mut EventPump,
|
||||||
|
) -> GameResult<Game> {
|
||||||
|
let mut world = World::default();
|
||||||
|
let mut schedule = Schedule::default();
|
||||||
|
|
||||||
Ok(Game { state })
|
EventRegistry::register_event::<GameError>(&mut world);
|
||||||
|
EventRegistry::register_event::<GameEvent>(&mut world);
|
||||||
|
|
||||||
|
let mut backbuffer = texture_creator
|
||||||
|
.create_texture_target(None, CANVAS_SIZE.x, CANVAS_SIZE.y)
|
||||||
|
.map_err(|e| GameError::Sdl(e.to_string()))?;
|
||||||
|
backbuffer.set_scale_mode(ScaleMode::Nearest);
|
||||||
|
|
||||||
|
let mut map_texture = texture_creator
|
||||||
|
.create_texture_target(None, CANVAS_SIZE.x, CANVAS_SIZE.y)
|
||||||
|
.map_err(|e| GameError::Sdl(e.to_string()))?;
|
||||||
|
map_texture.set_scale_mode(ScaleMode::Nearest);
|
||||||
|
|
||||||
|
// Load atlas and create map texture
|
||||||
|
let atlas_bytes = get_asset_bytes(Asset::Atlas)?;
|
||||||
|
let atlas_texture = texture_creator.load_texture_bytes(&atlas_bytes).map_err(|e| {
|
||||||
|
if e.to_string().contains("format") || e.to_string().contains("unsupported") {
|
||||||
|
GameError::Texture(crate::error::TextureError::InvalidFormat(format!(
|
||||||
|
"Unsupported texture format: {e}"
|
||||||
|
)))
|
||||||
|
} else {
|
||||||
|
GameError::Texture(crate::error::TextureError::LoadFailed(e.to_string()))
|
||||||
|
}
|
||||||
|
})?;
|
||||||
|
|
||||||
|
let atlas_mapper = AtlasMapper {
|
||||||
|
frames: ATLAS_FRAMES.into_iter().map(|(k, v)| (k.to_string(), *v)).collect(),
|
||||||
|
};
|
||||||
|
let mut atlas = SpriteAtlas::new(atlas_texture, atlas_mapper);
|
||||||
|
|
||||||
|
// Create map tiles
|
||||||
|
let mut map_tiles = Vec::with_capacity(35);
|
||||||
|
for i in 0..35 {
|
||||||
|
let tile_name = format!("maze/tiles/{}.png", i);
|
||||||
|
let tile = atlas.get_tile(&tile_name).unwrap();
|
||||||
|
map_tiles.push(tile);
|
||||||
}
|
}
|
||||||
|
|
||||||
pub fn post_event(&mut self, event: GameEvent) {
|
// Render map to texture
|
||||||
self.state.event_queue.push_back(event);
|
canvas
|
||||||
|
.with_texture_canvas(&mut map_texture, |map_canvas| {
|
||||||
|
MapRenderer::render_map(map_canvas, &mut atlas, &mut map_tiles);
|
||||||
|
})
|
||||||
|
.map_err(|e| GameError::Sdl(e.to_string()))?;
|
||||||
|
|
||||||
|
let map = Map::new(constants::RAW_BOARD)?;
|
||||||
|
let pacman_start_node = map.start_positions.pacman;
|
||||||
|
let player = PlayerBundle {
|
||||||
|
player: PlayerControlled,
|
||||||
|
position: Position::AtNode(pacman_start_node),
|
||||||
|
velocity: Velocity::default(),
|
||||||
|
sprite: Renderable {
|
||||||
|
sprite: Sprite::new(
|
||||||
|
SpriteAtlas::get_tile(&atlas, "pacman/full.png")
|
||||||
|
.ok_or_else(|| GameError::Texture(TextureError::AtlasTileNotFound("pacman/full.png".to_string())))?,
|
||||||
|
),
|
||||||
|
layer: 0,
|
||||||
|
},
|
||||||
|
};
|
||||||
|
|
||||||
|
let mut textures = [None, None, None, None];
|
||||||
|
let mut stopped_textures = [None, None, None, None];
|
||||||
|
|
||||||
|
for direction in Direction::DIRECTIONS {
|
||||||
|
let moving_prefix = match direction {
|
||||||
|
Direction::Up => "pacman/up",
|
||||||
|
Direction::Down => "pacman/down",
|
||||||
|
Direction::Left => "pacman/left",
|
||||||
|
Direction::Right => "pacman/right",
|
||||||
|
};
|
||||||
|
let moving_tiles = vec![
|
||||||
|
SpriteAtlas::get_tile(&atlas, &format!("{moving_prefix}_a.png"))
|
||||||
|
.ok_or_else(|| GameError::Texture(TextureError::AtlasTileNotFound(format!("{moving_prefix}_a.png"))))?,
|
||||||
|
SpriteAtlas::get_tile(&atlas, &format!("{moving_prefix}_b.png"))
|
||||||
|
.ok_or_else(|| GameError::Texture(TextureError::AtlasTileNotFound(format!("{moving_prefix}_b.png"))))?,
|
||||||
|
SpriteAtlas::get_tile(&atlas, "pacman/full.png")
|
||||||
|
.ok_or_else(|| GameError::Texture(TextureError::AtlasTileNotFound("pacman/full.png".to_string())))?,
|
||||||
|
];
|
||||||
|
|
||||||
|
let stopped_tiles = vec![SpriteAtlas::get_tile(&atlas, &format!("{moving_prefix}_b.png"))
|
||||||
|
.ok_or_else(|| GameError::Texture(TextureError::AtlasTileNotFound(format!("{moving_prefix}_b.png"))))?];
|
||||||
|
|
||||||
|
textures[direction.as_usize()] = Some(AnimatedTexture::new(moving_tiles, 0.08)?);
|
||||||
|
stopped_textures[direction.as_usize()] = Some(AnimatedTexture::new(stopped_tiles, 0.1)?);
|
||||||
}
|
}
|
||||||
|
|
||||||
fn handle_command(&mut self, command: crate::input::commands::GameCommand) {
|
world.insert_non_send_resource(atlas);
|
||||||
use crate::input::commands::GameCommand;
|
world.insert_non_send_resource(event_pump);
|
||||||
match command {
|
world.insert_non_send_resource(canvas);
|
||||||
GameCommand::MovePlayer(direction) => {
|
world.insert_non_send_resource(BackbufferResource(backbuffer));
|
||||||
self.state.pacman.set_next_direction(direction);
|
world.insert_non_send_resource(MapTextureResource(map_texture));
|
||||||
}
|
|
||||||
GameCommand::ToggleDebug => {
|
world.insert_resource(map);
|
||||||
self.toggle_debug_mode();
|
world.insert_resource(GlobalState { exit: false });
|
||||||
}
|
world.insert_resource(Bindings::default());
|
||||||
GameCommand::MuteAudio => {
|
world.insert_resource(DeltaTime(0f32));
|
||||||
let is_muted = self.state.audio.is_muted();
|
|
||||||
self.state.audio.set_mute(!is_muted);
|
world.add_observer(|event: Trigger<GameEvent>, mut state: ResMut<GlobalState>| match *event {
|
||||||
}
|
GameEvent::Command(command) => match command {
|
||||||
GameCommand::ResetLevel => {
|
GameCommand::Exit => {
|
||||||
if let Err(e) = self.reset_game_state() {
|
state.exit = true;
|
||||||
tracing::error!("Failed to reset game state: {}", e);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
GameCommand::TogglePause => {
|
|
||||||
self.state.paused = !self.state.paused;
|
|
||||||
}
|
|
||||||
GameCommand::Exit => {}
|
|
||||||
}
|
}
|
||||||
|
_ => {}
|
||||||
|
},
|
||||||
|
});
|
||||||
|
|
||||||
|
schedule.add_systems((handle_input, render_system).chain());
|
||||||
|
|
||||||
|
// Spawn player
|
||||||
|
world.spawn(player);
|
||||||
|
|
||||||
|
Ok(Game { world, schedule })
|
||||||
}
|
}
|
||||||
|
|
||||||
fn process_events(&mut self) {
|
// fn handle_command(&mut self, command: crate::input::commands::GameCommand) {
|
||||||
while let Some(event) = self.state.event_queue.pop_front() {
|
// use crate::input::commands::GameCommand;
|
||||||
match event {
|
// match command {
|
||||||
GameEvent::Command(command) => self.handle_command(command),
|
// GameCommand::MovePlayer(direction) => {
|
||||||
}
|
// self.state.pacman.set_next_direction(direction);
|
||||||
}
|
// }
|
||||||
}
|
// GameCommand::ToggleDebug => {
|
||||||
|
// self.toggle_debug_mode();
|
||||||
|
// }
|
||||||
|
// GameCommand::MuteAudio => {
|
||||||
|
// let is_muted = self.state.audio.is_muted();
|
||||||
|
// self.state.audio.set_mute(!is_muted);
|
||||||
|
// }
|
||||||
|
// GameCommand::ResetLevel => {
|
||||||
|
// if let Err(e) = self.reset_game_state() {
|
||||||
|
// tracing::error!("Failed to reset game state: {}", e);
|
||||||
|
// }
|
||||||
|
// }
|
||||||
|
// GameCommand::TogglePause => {
|
||||||
|
// self.state.paused = !self.state.paused;
|
||||||
|
// }
|
||||||
|
// GameCommand::Exit => {}
|
||||||
|
// }
|
||||||
|
// }
|
||||||
|
|
||||||
/// Resets the game state, randomizing ghost positions and resetting Pac-Man
|
// fn process_events(&mut self) {
|
||||||
fn reset_game_state(&mut self) -> GameResult<()> {
|
// while let Some(event) = self.state.event_queue.pop_front() {
|
||||||
let pacman_start_node = self.state.map.start_positions.pacman;
|
// match event {
|
||||||
self.state.pacman = Pacman::new(&self.state.map.graph, pacman_start_node, &self.state.atlas)?;
|
// GameEvent::Command(command) => self.handle_command(command),
|
||||||
|
// }
|
||||||
|
// }
|
||||||
|
// }
|
||||||
|
|
||||||
// Reset items
|
// /// Resets the game state, randomizing ghost positions and resetting Pac-Man
|
||||||
self.state.items = self.state.map.generate_items(&self.state.atlas)?;
|
// fn reset_game_state(&mut self) -> GameResult<()> {
|
||||||
|
// let pacman_start_node = self.state.map.start_positions.pacman;
|
||||||
|
// self.state.pacman = Pacman::new(&self.state.map.graph, pacman_start_node, &self.state.atlas)?;
|
||||||
|
|
||||||
// Randomize ghost positions
|
// // Reset items
|
||||||
let ghost_types = [GhostType::Blinky, GhostType::Pinky, GhostType::Inky, GhostType::Clyde];
|
// self.state.items = self.state.map.generate_items(&self.state.atlas)?;
|
||||||
let mut rng = SmallRng::from_os_rng();
|
|
||||||
|
|
||||||
for (i, ghost) in self.state.ghosts.iter_mut().enumerate() {
|
// // Randomize ghost positions
|
||||||
let random_node = rng.random_range(0..self.state.map.graph.node_count());
|
// let ghost_types = [GhostType::Blinky, GhostType::Pinky, GhostType::Inky, GhostType::Clyde];
|
||||||
*ghost = Ghost::new(&self.state.map.graph, random_node, ghost_types[i], &self.state.atlas)?;
|
// let mut rng = SmallRng::from_os_rng();
|
||||||
}
|
|
||||||
|
|
||||||
// Reset collision system
|
// for (i, ghost) in self.state.ghosts.iter_mut().enumerate() {
|
||||||
self.state.collision_system = CollisionSystem::default();
|
// let random_node = rng.random_range(0..self.state.map.graph.node_count());
|
||||||
|
// *ghost = Ghost::new(&self.state.map.graph, random_node, ghost_types[i], &self.state.atlas)?;
|
||||||
|
// }
|
||||||
|
|
||||||
// Re-register Pac-Man
|
// // Reset collision system
|
||||||
self.state.pacman_id = self.state.collision_system.register_entity(self.state.pacman.position());
|
// self.state.collision_system = CollisionSystem::default();
|
||||||
|
|
||||||
// Re-register items
|
// // Re-register Pac-Man
|
||||||
self.state.item_ids.clear();
|
// self.state.pacman_id = self.state.collision_system.register_entity(self.state.pacman.position());
|
||||||
for item in &self.state.items {
|
|
||||||
let item_id = self.state.collision_system.register_entity(item.position());
|
|
||||||
self.state.item_ids.push(item_id);
|
|
||||||
}
|
|
||||||
|
|
||||||
// Re-register ghosts
|
// // Re-register items
|
||||||
self.state.ghost_ids.clear();
|
// self.state.item_ids.clear();
|
||||||
for ghost in &self.state.ghosts {
|
// for item in &self.state.items {
|
||||||
let ghost_id = self.state.collision_system.register_entity(ghost.position());
|
// let item_id = self.state.collision_system.register_entity(item.position());
|
||||||
self.state.ghost_ids.push(ghost_id);
|
// self.state.item_ids.push(item_id);
|
||||||
}
|
// }
|
||||||
|
|
||||||
Ok(())
|
// // Re-register ghosts
|
||||||
}
|
// self.state.ghost_ids.clear();
|
||||||
|
// for ghost in &self.state.ghosts {
|
||||||
|
// let ghost_id = self.state.collision_system.register_entity(ghost.position());
|
||||||
|
// self.state.ghost_ids.push(ghost_id);
|
||||||
|
// }
|
||||||
|
|
||||||
|
// Ok(())
|
||||||
|
// }
|
||||||
|
|
||||||
/// Ticks the game state.
|
/// Ticks the game state.
|
||||||
///
|
///
|
||||||
/// Returns true if the game should exit.
|
/// Returns true if the game should exit.
|
||||||
pub fn tick(&mut self, dt: f32) -> bool {
|
pub fn tick(&mut self, dt: f32) -> bool {
|
||||||
// Process any events that have been posted (such as unpausing)
|
self.world.insert_resource(DeltaTime(dt));
|
||||||
self.process_events();
|
|
||||||
|
|
||||||
// If the game is paused, we don't need to do anything beyond returning
|
// Run all systems
|
||||||
if self.state.paused {
|
self.schedule.run(&mut self.world);
|
||||||
return false;
|
|
||||||
|
let state = self
|
||||||
|
.world
|
||||||
|
.get_resource::<GlobalState>()
|
||||||
|
.expect("GlobalState could not be acquired");
|
||||||
|
|
||||||
|
return state.exit;
|
||||||
|
|
||||||
|
// // Process any events that have been posted (such as unpausing)
|
||||||
|
// self.process_events();
|
||||||
|
|
||||||
|
// // If the game is paused, we don't need to do anything beyond returning
|
||||||
|
// if self.state.paused {
|
||||||
|
// return false;
|
||||||
|
// }
|
||||||
|
|
||||||
|
// self.schedule.run(&mut self.world);
|
||||||
|
|
||||||
|
// self.state.pacman.tick(dt, &self.state.map.graph);
|
||||||
|
|
||||||
|
// // Update all ghosts
|
||||||
|
// for ghost in &mut self.state.ghosts {
|
||||||
|
// ghost.tick(dt, &self.state.map.graph);
|
||||||
|
// }
|
||||||
|
|
||||||
|
// // Update collision system positions
|
||||||
|
// self.update_collision_positions();
|
||||||
|
|
||||||
|
// // Check for collisions
|
||||||
|
// self.check_collisions();
|
||||||
}
|
}
|
||||||
|
|
||||||
self.state.pacman.tick(dt, &self.state.map.graph);
|
// /// Toggles the debug mode on and off.
|
||||||
|
// ///
|
||||||
|
// /// When debug mode is enabled, the game will render additional information
|
||||||
|
// /// that is useful for debugging, such as the collision grid and entity paths.
|
||||||
|
// pub fn toggle_debug_mode(&mut self) {
|
||||||
|
// self.state.debug_mode = !self.state.debug_mode;
|
||||||
|
// }
|
||||||
|
|
||||||
// Update all ghosts
|
// fn update_collision_positions(&mut self) {
|
||||||
for ghost in &mut self.state.ghosts {
|
// // Update Pac-Man's position
|
||||||
ghost.tick(dt, &self.state.map.graph);
|
// self.state
|
||||||
}
|
// .collision_system
|
||||||
|
// .update_position(self.state.pacman_id, self.state.pacman.position());
|
||||||
|
|
||||||
// Update collision system positions
|
// // Update ghost positions
|
||||||
self.update_collision_positions();
|
// for (ghost, &ghost_id) in self.state.ghosts.iter().zip(&self.state.ghost_ids) {
|
||||||
|
// self.state.collision_system.update_position(ghost_id, ghost.position());
|
||||||
|
// }
|
||||||
|
// }
|
||||||
|
|
||||||
// Check for collisions
|
// fn check_collisions(&mut self) {
|
||||||
self.check_collisions();
|
// // Check Pac-Man vs Items
|
||||||
|
// let potential_collisions = self
|
||||||
|
// .state
|
||||||
|
// .collision_system
|
||||||
|
// .potential_collisions(&self.state.pacman.position());
|
||||||
|
|
||||||
false
|
// for entity_id in potential_collisions {
|
||||||
}
|
// if entity_id != self.state.pacman_id {
|
||||||
|
// // Check if this is an item collision
|
||||||
|
// if let Some(item_index) = self.find_item_by_id(entity_id) {
|
||||||
|
// let item = &mut self.state.items[item_index];
|
||||||
|
// if !item.is_collected() {
|
||||||
|
// item.collect();
|
||||||
|
// self.state.score += item.get_score();
|
||||||
|
// self.state.audio.eat();
|
||||||
|
|
||||||
/// Toggles the debug mode on and off.
|
// // Handle energizer effects
|
||||||
///
|
// if matches!(item.item_type, crate::entity::item::ItemType::Energizer) {
|
||||||
/// When debug mode is enabled, the game will render additional information
|
// // TODO: Make ghosts frightened
|
||||||
/// that is useful for debugging, such as the collision grid and entity paths.
|
// tracing::info!("Energizer collected! Ghosts should become frightened.");
|
||||||
pub fn toggle_debug_mode(&mut self) {
|
// }
|
||||||
self.state.debug_mode = !self.state.debug_mode;
|
// }
|
||||||
}
|
// }
|
||||||
|
|
||||||
fn update_collision_positions(&mut self) {
|
// // Check if this is a ghost collision
|
||||||
// Update Pac-Man's position
|
// if let Some(_ghost_index) = self.find_ghost_by_id(entity_id) {
|
||||||
self.state
|
// // TODO: Handle Pac-Man being eaten by ghost
|
||||||
.collision_system
|
// tracing::info!("Pac-Man collided with ghost!");
|
||||||
.update_position(self.state.pacman_id, self.state.pacman.position());
|
// }
|
||||||
|
// }
|
||||||
|
// }
|
||||||
|
// }
|
||||||
|
|
||||||
// Update ghost positions
|
// fn find_item_by_id(&self, entity_id: EntityId) -> Option<usize> {
|
||||||
for (ghost, &ghost_id) in self.state.ghosts.iter().zip(&self.state.ghost_ids) {
|
// self.state.item_ids.iter().position(|&id| id == entity_id)
|
||||||
self.state.collision_system.update_position(ghost_id, ghost.position());
|
// }
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
fn check_collisions(&mut self) {
|
// fn find_ghost_by_id(&self, entity_id: EntityId) -> Option<usize> {
|
||||||
// Check Pac-Man vs Items
|
// self.state.ghost_ids.iter().position(|&id| id == entity_id)
|
||||||
let potential_collisions = self
|
// }
|
||||||
.state
|
|
||||||
.collision_system
|
|
||||||
.potential_collisions(&self.state.pacman.position());
|
|
||||||
|
|
||||||
for entity_id in potential_collisions {
|
// pub fn draw<T: sdl2::render::RenderTarget>(&mut self, canvas: &mut Canvas<T>, backbuffer: &mut Texture) -> GameResult<()> {
|
||||||
if entity_id != self.state.pacman_id {
|
// // Only render the map texture once and cache it
|
||||||
// Check if this is an item collision
|
// if !self.state.map_rendered {
|
||||||
if let Some(item_index) = self.find_item_by_id(entity_id) {
|
// let mut map_texture = self
|
||||||
let item = &mut self.state.items[item_index];
|
// .state
|
||||||
if !item.is_collected() {
|
// .texture_creator
|
||||||
item.collect();
|
// .create_texture_target(None, constants::CANVAS_SIZE.x, constants::CANVAS_SIZE.y)
|
||||||
self.state.score += item.get_score();
|
// .map_err(|e| crate::error::GameError::Sdl(e.to_string()))?;
|
||||||
self.state.audio.eat();
|
|
||||||
|
|
||||||
// Handle energizer effects
|
// canvas
|
||||||
if matches!(item.item_type, crate::entity::item::ItemType::Energizer) {
|
// .with_texture_canvas(&mut map_texture, |map_canvas| {
|
||||||
// TODO: Make ghosts frightened
|
// let mut map_tiles = Vec::with_capacity(35);
|
||||||
tracing::info!("Energizer collected! Ghosts should become frightened.");
|
// for i in 0..35 {
|
||||||
}
|
// let tile_name = format!("maze/tiles/{}.png", i);
|
||||||
}
|
// let tile = SpriteAtlas::get_tile(&self.state.atlas, &tile_name).unwrap();
|
||||||
}
|
// map_tiles.push(tile);
|
||||||
|
// }
|
||||||
|
// MapRenderer::render_map(map_canvas, &mut self.state.atlas, &mut map_tiles);
|
||||||
|
// })
|
||||||
|
// .map_err(|e| crate::error::GameError::Sdl(e.to_string()))?;
|
||||||
|
// self.state.map_texture = Some(map_texture);
|
||||||
|
// self.state.map_rendered = true;
|
||||||
|
// }
|
||||||
|
|
||||||
// Check if this is a ghost collision
|
// canvas.set_draw_color(Color::BLACK);
|
||||||
if let Some(_ghost_index) = self.find_ghost_by_id(entity_id) {
|
// canvas.clear();
|
||||||
// TODO: Handle Pac-Man being eaten by ghost
|
// if let Some(ref map_texture) = self.state.map_texture {
|
||||||
tracing::info!("Pac-Man collided with ghost!");
|
// canvas.copy(map_texture, None, None).unwrap();
|
||||||
}
|
// }
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
fn find_item_by_id(&self, entity_id: EntityId) -> Option<usize> {
|
// // Render all items
|
||||||
self.state.item_ids.iter().position(|&id| id == entity_id)
|
// for item in &self.state.items {
|
||||||
}
|
// if let Err(e) = item.render(canvas, &mut self.state.atlas, &self.state.map.graph) {
|
||||||
|
// tracing::error!("Failed to render item: {}", e);
|
||||||
|
// }
|
||||||
|
// }
|
||||||
|
|
||||||
fn find_ghost_by_id(&self, entity_id: EntityId) -> Option<usize> {
|
// // Render all ghosts
|
||||||
self.state.ghost_ids.iter().position(|&id| id == entity_id)
|
// for ghost in &self.state.ghosts {
|
||||||
}
|
// if let Err(e) = ghost.render(canvas, &mut self.state.atlas, &self.state.map.graph) {
|
||||||
|
// tracing::error!("Failed to render ghost: {}", e);
|
||||||
|
// }
|
||||||
|
// }
|
||||||
|
|
||||||
pub fn draw<T: sdl2::render::RenderTarget>(&mut self, canvas: &mut Canvas<T>, backbuffer: &mut Texture) -> GameResult<()> {
|
// if let Err(e) = self.state.pacman.render(canvas, &mut self.state.atlas, &self.state.map.graph) {
|
||||||
// Only render the map texture once and cache it
|
// tracing::error!("Failed to render pacman: {}", e);
|
||||||
if !self.state.map_rendered {
|
// }
|
||||||
let mut map_texture = self
|
|
||||||
.state
|
|
||||||
.texture_creator
|
|
||||||
.create_texture_target(None, constants::CANVAS_SIZE.x, constants::CANVAS_SIZE.y)
|
|
||||||
.map_err(|e| crate::error::GameError::Sdl(e.to_string()))?;
|
|
||||||
|
|
||||||
canvas
|
// if self.state.debug_mode {
|
||||||
.with_texture_canvas(&mut map_texture, |map_canvas| {
|
// if let Err(e) =
|
||||||
let mut map_tiles = Vec::with_capacity(35);
|
// self.state
|
||||||
for i in 0..35 {
|
// .map
|
||||||
let tile_name = format!("maze/tiles/{}.png", i);
|
// .debug_render_with_cursor(canvas, &mut self.state.text_texture, &mut self.state.atlas, cursor_pos)
|
||||||
let tile = SpriteAtlas::get_tile(&self.state.atlas, &tile_name).unwrap();
|
// {
|
||||||
map_tiles.push(tile);
|
// tracing::error!("Failed to render debug cursor: {}", e);
|
||||||
}
|
// }
|
||||||
MapRenderer::render_map(map_canvas, &mut self.state.atlas, &mut map_tiles);
|
// self.render_pathfinding_debug(canvas)?;
|
||||||
})
|
// }
|
||||||
.map_err(|e| crate::error::GameError::Sdl(e.to_string()))?;
|
// self.draw_hud(canvas)?;
|
||||||
self.state.map_texture = Some(map_texture);
|
// canvas.present();
|
||||||
self.state.map_rendered = true;
|
|
||||||
}
|
|
||||||
|
|
||||||
canvas
|
// Ok(())
|
||||||
.with_texture_canvas(backbuffer, |canvas| {
|
// }
|
||||||
canvas.set_draw_color(Color::BLACK);
|
|
||||||
canvas.clear();
|
|
||||||
if let Some(ref map_texture) = self.state.map_texture {
|
|
||||||
canvas.copy(map_texture, None, None).unwrap();
|
|
||||||
}
|
|
||||||
|
|
||||||
// Render all items
|
// /// Renders pathfinding debug lines from each ghost to Pac-Man.
|
||||||
for item in &self.state.items {
|
// ///
|
||||||
if let Err(e) = item.render(canvas, &mut self.state.atlas, &self.state.map.graph) {
|
// /// Each ghost's path is drawn in its respective color with a small offset
|
||||||
tracing::error!("Failed to render item: {}", e);
|
// /// to prevent overlapping lines.
|
||||||
}
|
// fn render_pathfinding_debug<T: sdl2::render::RenderTarget>(&self, canvas: &mut Canvas<T>) -> GameResult<()> {
|
||||||
}
|
// let pacman_node = self.state.pacman.current_node_id();
|
||||||
|
|
||||||
// Render all ghosts
|
// for ghost in self.state.ghosts.iter() {
|
||||||
for ghost in &self.state.ghosts {
|
// if let Ok(path) = ghost.calculate_path_to_target(&self.state.map.graph, pacman_node) {
|
||||||
if let Err(e) = ghost.render(canvas, &mut self.state.atlas, &self.state.map.graph) {
|
// if path.len() < 2 {
|
||||||
tracing::error!("Failed to render ghost: {}", e);
|
// continue; // Skip if path is too short
|
||||||
}
|
// }
|
||||||
}
|
|
||||||
|
|
||||||
if let Err(e) = self.state.pacman.render(canvas, &mut self.state.atlas, &self.state.map.graph) {
|
// // Set the ghost's color
|
||||||
tracing::error!("Failed to render pacman: {}", e);
|
// canvas.set_draw_color(ghost.debug_color());
|
||||||
}
|
|
||||||
})
|
|
||||||
.map_err(|e| crate::error::GameError::Sdl(e.to_string()))?;
|
|
||||||
|
|
||||||
Ok(())
|
// // Calculate offset based on ghost index to prevent overlapping lines
|
||||||
}
|
// // let offset = (i as f32) * 2.0 - 3.0; // Offset range: -3.0 to 3.0
|
||||||
|
|
||||||
pub fn present_backbuffer<T: sdl2::render::RenderTarget>(
|
// // Calculate a consistent offset direction for the entire path
|
||||||
&mut self,
|
// // let first_node = self.map.graph.get_node(path[0]).unwrap();
|
||||||
canvas: &mut Canvas<T>,
|
// // let last_node = self.map.graph.get_node(path[path.len() - 1]).unwrap();
|
||||||
backbuffer: &Texture,
|
|
||||||
cursor_pos: glam::Vec2,
|
|
||||||
) -> GameResult<()> {
|
|
||||||
canvas
|
|
||||||
.copy(backbuffer, None, None)
|
|
||||||
.map_err(|e| crate::error::GameError::Sdl(e.to_string()))?;
|
|
||||||
if self.state.debug_mode {
|
|
||||||
if let Err(e) =
|
|
||||||
self.state
|
|
||||||
.map
|
|
||||||
.debug_render_with_cursor(canvas, &mut self.state.text_texture, &mut self.state.atlas, cursor_pos)
|
|
||||||
{
|
|
||||||
tracing::error!("Failed to render debug cursor: {}", e);
|
|
||||||
}
|
|
||||||
self.render_pathfinding_debug(canvas)?;
|
|
||||||
}
|
|
||||||
self.draw_hud(canvas)?;
|
|
||||||
canvas.present();
|
|
||||||
Ok(())
|
|
||||||
}
|
|
||||||
|
|
||||||
/// Renders pathfinding debug lines from each ghost to Pac-Man.
|
// // Use the overall direction from start to end to determine the perpendicular offset
|
||||||
///
|
// let offset = match ghost.ghost_type {
|
||||||
/// Each ghost's path is drawn in its respective color with a small offset
|
// GhostType::Blinky => glam::Vec2::new(0.25, 0.5),
|
||||||
/// to prevent overlapping lines.
|
// GhostType::Pinky => glam::Vec2::new(-0.25, -0.25),
|
||||||
fn render_pathfinding_debug<T: sdl2::render::RenderTarget>(&self, canvas: &mut Canvas<T>) -> GameResult<()> {
|
// GhostType::Inky => glam::Vec2::new(0.5, -0.5),
|
||||||
let pacman_node = self.state.pacman.current_node_id();
|
// GhostType::Clyde => glam::Vec2::new(-0.5, 0.25),
|
||||||
|
// } * 5.0;
|
||||||
|
|
||||||
for ghost in self.state.ghosts.iter() {
|
// // Calculate offset positions for all nodes using the same perpendicular direction
|
||||||
if let Ok(path) = ghost.calculate_path_to_target(&self.state.map.graph, pacman_node) {
|
// let mut offset_positions = Vec::new();
|
||||||
if path.len() < 2 {
|
// for &node_id in &path {
|
||||||
continue; // Skip if path is too short
|
// let node = self
|
||||||
}
|
// .state
|
||||||
|
// .map
|
||||||
|
// .graph
|
||||||
|
// .get_node(node_id)
|
||||||
|
// .ok_or(crate::error::EntityError::NodeNotFound(node_id))?;
|
||||||
|
// let pos = node.position + crate::constants::BOARD_PIXEL_OFFSET.as_vec2();
|
||||||
|
// offset_positions.push(pos + offset);
|
||||||
|
// }
|
||||||
|
|
||||||
// Set the ghost's color
|
// // Draw lines between the offset positions
|
||||||
canvas.set_draw_color(ghost.debug_color());
|
// for window in offset_positions.windows(2) {
|
||||||
|
// if let (Some(from), Some(to)) = (window.first(), window.get(1)) {
|
||||||
|
// // Skip if the distance is too far (used for preventing lines between tunnel portals)
|
||||||
|
// if from.distance_squared(*to) > (crate::constants::CELL_SIZE * 16).pow(2) as f32 {
|
||||||
|
// continue;
|
||||||
|
// }
|
||||||
|
|
||||||
// Calculate offset based on ghost index to prevent overlapping lines
|
// // Draw the line
|
||||||
// let offset = (i as f32) * 2.0 - 3.0; // Offset range: -3.0 to 3.0
|
// canvas
|
||||||
|
// .draw_line((from.x as i32, from.y as i32), (to.x as i32, to.y as i32))
|
||||||
|
// .map_err(|e| crate::error::GameError::Sdl(e.to_string()))?;
|
||||||
|
// }
|
||||||
|
// }
|
||||||
|
// }
|
||||||
|
// }
|
||||||
|
|
||||||
// Calculate a consistent offset direction for the entire path
|
// Ok(())
|
||||||
// let first_node = self.map.graph.get_node(path[0]).unwrap();
|
// }
|
||||||
// let last_node = self.map.graph.get_node(path[path.len() - 1]).unwrap();
|
|
||||||
|
|
||||||
// Use the overall direction from start to end to determine the perpendicular offset
|
// fn draw_hud<T: sdl2::render::RenderTarget>(&mut self, canvas: &mut Canvas<T>) -> GameResult<()> {
|
||||||
let offset = match ghost.ghost_type {
|
// let lives = 3;
|
||||||
GhostType::Blinky => glam::Vec2::new(0.25, 0.5),
|
// let score_text = format!("{:02}", self.state.score);
|
||||||
GhostType::Pinky => glam::Vec2::new(-0.25, -0.25),
|
// let x_offset = 4;
|
||||||
GhostType::Inky => glam::Vec2::new(0.5, -0.5),
|
// let y_offset = 2;
|
||||||
GhostType::Clyde => glam::Vec2::new(-0.5, 0.25),
|
// let lives_offset = 3;
|
||||||
} * 5.0;
|
// let score_offset = 7 - (score_text.len() as i32);
|
||||||
|
// self.state.text_texture.set_scale(1.0);
|
||||||
// Calculate offset positions for all nodes using the same perpendicular direction
|
// if let Err(e) = self.state.text_texture.render(
|
||||||
let mut offset_positions = Vec::new();
|
|
||||||
for &node_id in &path {
|
|
||||||
let node = self
|
|
||||||
.state
|
|
||||||
.map
|
|
||||||
.graph
|
|
||||||
.get_node(node_id)
|
|
||||||
.ok_or(crate::error::EntityError::NodeNotFound(node_id))?;
|
|
||||||
let pos = node.position + crate::constants::BOARD_PIXEL_OFFSET.as_vec2();
|
|
||||||
offset_positions.push(pos + offset);
|
|
||||||
}
|
|
||||||
|
|
||||||
// Draw lines between the offset positions
|
|
||||||
for window in offset_positions.windows(2) {
|
|
||||||
if let (Some(from), Some(to)) = (window.first(), window.get(1)) {
|
|
||||||
// Skip if the distance is too far (used for preventing lines between tunnel portals)
|
|
||||||
if from.distance_squared(*to) > (crate::constants::CELL_SIZE * 16).pow(2) as f32 {
|
|
||||||
continue;
|
|
||||||
}
|
|
||||||
|
|
||||||
// Draw the line
|
|
||||||
canvas
|
|
||||||
.draw_line((from.x as i32, from.y as i32), (to.x as i32, to.y as i32))
|
|
||||||
.map_err(|e| crate::error::GameError::Sdl(e.to_string()))?;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
Ok(())
|
|
||||||
}
|
|
||||||
|
|
||||||
fn draw_hud<T: sdl2::render::RenderTarget>(&mut self, canvas: &mut Canvas<T>) -> GameResult<()> {
|
|
||||||
let lives = 3;
|
|
||||||
let score_text = format!("{:02}", self.state.score);
|
|
||||||
let x_offset = 4;
|
|
||||||
let y_offset = 2;
|
|
||||||
let lives_offset = 3;
|
|
||||||
let score_offset = 7 - (score_text.len() as i32);
|
|
||||||
self.state.text_texture.set_scale(1.0);
|
|
||||||
if let Err(e) = self.state.text_texture.render(
|
|
||||||
canvas,
|
|
||||||
&mut self.state.atlas,
|
|
||||||
&format!("{lives}UP HIGH SCORE "),
|
|
||||||
glam::UVec2::new(8 * lives_offset as u32 + x_offset, y_offset),
|
|
||||||
) {
|
|
||||||
tracing::error!("Failed to render HUD text: {}", e);
|
|
||||||
}
|
|
||||||
if let Err(e) = self.state.text_texture.render(
|
|
||||||
canvas,
|
|
||||||
&mut self.state.atlas,
|
|
||||||
&score_text,
|
|
||||||
glam::UVec2::new(8 * score_offset as u32 + x_offset, 8 + y_offset),
|
|
||||||
) {
|
|
||||||
tracing::error!("Failed to render score text: {}", e);
|
|
||||||
}
|
|
||||||
|
|
||||||
// Display FPS information in top-left corner
|
|
||||||
// let fps_text = format!("FPS: {:.1} (1s) / {:.1} (10s)", self.fps_1s, self.fps_10s);
|
|
||||||
// self.render_text_on(
|
|
||||||
// canvas,
|
// canvas,
|
||||||
// &*texture_creator,
|
// &mut self.state.atlas,
|
||||||
// &fps_text,
|
// &format!("{lives}UP HIGH SCORE "),
|
||||||
// IVec2::new(10, 10),
|
// glam::UVec2::new(8 * lives_offset as u32 + x_offset, y_offset),
|
||||||
// Color::RGB(255, 255, 0), // Yellow color for FPS display
|
// ) {
|
||||||
// );
|
// tracing::error!("Failed to render HUD text: {}", e);
|
||||||
|
// }
|
||||||
|
// if let Err(e) = self.state.text_texture.render(
|
||||||
|
// canvas,
|
||||||
|
// &mut self.state.atlas,
|
||||||
|
// &score_text,
|
||||||
|
// glam::UVec2::new(8 * score_offset as u32 + x_offset, 8 + y_offset),
|
||||||
|
// ) {
|
||||||
|
// tracing::error!("Failed to render score text: {}", e);
|
||||||
|
// }
|
||||||
|
|
||||||
Ok(())
|
// // Display FPS information in top-left corner
|
||||||
}
|
// // let fps_text = format!("FPS: {:.1} (1s) / {:.1} (10s)", self.fps_1s, self.fps_10s);
|
||||||
|
// // self.render_text_on(
|
||||||
|
// // canvas,
|
||||||
|
// // &*texture_creator,
|
||||||
|
// // &fps_text,
|
||||||
|
// // IVec2::new(10, 10),
|
||||||
|
// // Color::RGB(255, 255, 0), // Yellow color for FPS display
|
||||||
|
// // );
|
||||||
|
|
||||||
|
// Ok(())
|
||||||
|
// }
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -1,153 +1,153 @@
|
|||||||
use std::collections::VecDeque;
|
// use std::collections::VecDeque;
|
||||||
|
|
||||||
use sdl2::{
|
// use sdl2::{
|
||||||
image::LoadTexture,
|
// image::LoadTexture,
|
||||||
render::{Texture, TextureCreator},
|
// render::{Texture, TextureCreator},
|
||||||
video::WindowContext,
|
// video::WindowContext,
|
||||||
};
|
// };
|
||||||
use smallvec::SmallVec;
|
// use smallvec::SmallVec;
|
||||||
|
|
||||||
use crate::{
|
// use crate::{
|
||||||
asset::{get_asset_bytes, Asset},
|
// asset::{get_asset_bytes, Asset},
|
||||||
audio::Audio,
|
// audio::Audio,
|
||||||
constants::RAW_BOARD,
|
// constants::RAW_BOARD,
|
||||||
entity::{
|
// entity::{
|
||||||
collision::{Collidable, CollisionSystem, EntityId},
|
// collision::{Collidable, CollisionSystem, EntityId},
|
||||||
ghost::{Ghost, GhostType},
|
// ghost::{Ghost, GhostType},
|
||||||
item::Item,
|
// item::Item,
|
||||||
pacman::Pacman,
|
// pacman::Pacman,
|
||||||
},
|
// },
|
||||||
error::{GameError, GameResult, TextureError},
|
// error::{GameError, GameResult, TextureError},
|
||||||
game::events::GameEvent,
|
// game::events::GameEvent,
|
||||||
map::builder::Map,
|
// map::builder::Map,
|
||||||
texture::{
|
// texture::{
|
||||||
sprite::{AtlasMapper, SpriteAtlas},
|
// sprite::{AtlasMapper, SpriteAtlas},
|
||||||
text::TextTexture,
|
// text::TextTexture,
|
||||||
},
|
// },
|
||||||
};
|
// };
|
||||||
|
|
||||||
include!(concat!(env!("OUT_DIR"), "/atlas_data.rs"));
|
// include!(concat!(env!("OUT_DIR"), "/atlas_data.rs"));
|
||||||
|
|
||||||
/// The `GameState` struct holds all the essential data for the game.
|
// /// The `GameState` struct holds all the essential data for the game.
|
||||||
///
|
// ///
|
||||||
/// This includes the score, map, entities (Pac-Man, ghosts, items),
|
// /// This includes the score, map, entities (Pac-Man, ghosts, items),
|
||||||
/// collision system, and rendering resources. By centralizing the game's state,
|
// /// collision system, and rendering resources. By centralizing the game's state,
|
||||||
/// we can cleanly separate it from the game's logic, making it easier to manage
|
// /// we can cleanly separate it from the game's logic, making it easier to manage
|
||||||
/// and reason about.
|
// /// and reason about.
|
||||||
pub struct GameState {
|
// pub struct GameState {
|
||||||
pub paused: bool,
|
// pub paused: bool,
|
||||||
|
|
||||||
pub score: u32,
|
// pub score: u32,
|
||||||
pub map: Map,
|
// pub map: Map,
|
||||||
pub pacman: Pacman,
|
// pub pacman: Pacman,
|
||||||
pub pacman_id: EntityId,
|
// pub pacman_id: EntityId,
|
||||||
pub ghosts: SmallVec<[Ghost; 4]>,
|
// pub ghosts: SmallVec<[Ghost; 4]>,
|
||||||
pub ghost_ids: SmallVec<[EntityId; 4]>,
|
// pub ghost_ids: SmallVec<[EntityId; 4]>,
|
||||||
pub items: Vec<Item>,
|
// pub items: Vec<Item>,
|
||||||
pub item_ids: Vec<EntityId>,
|
// pub item_ids: Vec<EntityId>,
|
||||||
pub debug_mode: bool,
|
// pub debug_mode: bool,
|
||||||
pub event_queue: VecDeque<GameEvent>,
|
// pub event_queue: VecDeque<GameEvent>,
|
||||||
|
|
||||||
// Collision system
|
// // Collision system
|
||||||
pub(crate) collision_system: CollisionSystem,
|
// pub(crate) collision_system: CollisionSystem,
|
||||||
|
|
||||||
// Rendering resources
|
// // Rendering resources
|
||||||
pub(crate) atlas: SpriteAtlas,
|
// pub(crate) atlas: SpriteAtlas,
|
||||||
pub(crate) text_texture: TextTexture,
|
// pub(crate) text_texture: TextTexture,
|
||||||
|
|
||||||
// Audio
|
// // Audio
|
||||||
pub audio: Audio,
|
// pub audio: Audio,
|
||||||
|
|
||||||
// Map texture pre-rendering
|
// // Map texture pre-rendering
|
||||||
pub(crate) map_texture: Option<Texture<'static>>,
|
// pub(crate) map_texture: Option<Texture<'static>>,
|
||||||
pub(crate) map_rendered: bool,
|
// pub(crate) map_rendered: bool,
|
||||||
pub(crate) texture_creator: &'static TextureCreator<WindowContext>,
|
// pub(crate) texture_creator: &'static TextureCreator<WindowContext>,
|
||||||
}
|
// }
|
||||||
|
|
||||||
impl GameState {
|
// impl GameState {
|
||||||
/// Creates a new `GameState` by initializing all the game's data.
|
// /// Creates a new `GameState` by initializing all the game's data.
|
||||||
///
|
// ///
|
||||||
/// This function sets up the map, Pac-Man, ghosts, items, collision system,
|
// /// This function sets up the map, Pac-Man, ghosts, items, collision system,
|
||||||
/// and all rendering resources required to start the game. It returns a `GameResult`
|
// /// and all rendering resources required to start the game. It returns a `GameResult`
|
||||||
/// to handle any potential errors during initialization.
|
// /// to handle any potential errors during initialization.
|
||||||
pub fn new(texture_creator: &'static TextureCreator<WindowContext>) -> GameResult<Self> {
|
// pub fn new(texture_creator: &'static TextureCreator<WindowContext>) -> GameResult<Self> {
|
||||||
let map = Map::new(RAW_BOARD)?;
|
// let map = Map::new(RAW_BOARD)?;
|
||||||
|
|
||||||
let start_node = map.start_positions.pacman;
|
// let start_node = map.start_positions.pacman;
|
||||||
|
|
||||||
let atlas_bytes = get_asset_bytes(Asset::Atlas)?;
|
// let atlas_bytes = get_asset_bytes(Asset::Atlas)?;
|
||||||
let atlas_texture = texture_creator.load_texture_bytes(&atlas_bytes).map_err(|e| {
|
// let atlas_texture = texture_creator.load_texture_bytes(&atlas_bytes).map_err(|e| {
|
||||||
if e.to_string().contains("format") || e.to_string().contains("unsupported") {
|
// if e.to_string().contains("format") || e.to_string().contains("unsupported") {
|
||||||
GameError::Texture(TextureError::InvalidFormat(format!("Unsupported texture format: {e}")))
|
// GameError::Texture(TextureError::InvalidFormat(format!("Unsupported texture format: {e}")))
|
||||||
} else {
|
// } else {
|
||||||
GameError::Texture(TextureError::LoadFailed(e.to_string()))
|
// GameError::Texture(TextureError::LoadFailed(e.to_string()))
|
||||||
}
|
// }
|
||||||
})?;
|
// })?;
|
||||||
|
|
||||||
let atlas_mapper = AtlasMapper {
|
// let atlas_mapper = AtlasMapper {
|
||||||
frames: ATLAS_FRAMES.into_iter().map(|(k, v)| (k.to_string(), *v)).collect(),
|
// frames: ATLAS_FRAMES.into_iter().map(|(k, v)| (k.to_string(), *v)).collect(),
|
||||||
};
|
// };
|
||||||
let atlas = SpriteAtlas::new(atlas_texture, atlas_mapper);
|
// let atlas = SpriteAtlas::new(atlas_texture, atlas_mapper);
|
||||||
|
|
||||||
let text_texture = TextTexture::new(1.0);
|
// let text_texture = TextTexture::new(1.0);
|
||||||
let audio = Audio::new();
|
// let audio = Audio::new();
|
||||||
let pacman = Pacman::new(&map.graph, start_node, &atlas)?;
|
// let pacman = Pacman::new(&map.graph, start_node, &atlas)?;
|
||||||
|
|
||||||
// Generate items (pellets and energizers)
|
// // Generate items (pellets and energizers)
|
||||||
let items = map.generate_items(&atlas)?;
|
// let items = map.generate_items(&atlas)?;
|
||||||
|
|
||||||
// Initialize collision system
|
// // Initialize collision system
|
||||||
let mut collision_system = CollisionSystem::default();
|
// let mut collision_system = CollisionSystem::default();
|
||||||
|
|
||||||
// Register Pac-Man
|
// // Register Pac-Man
|
||||||
let pacman_id = collision_system.register_entity(pacman.position());
|
// let pacman_id = collision_system.register_entity(pacman.position());
|
||||||
|
|
||||||
// Register items
|
// // Register items
|
||||||
let item_ids = items
|
// let item_ids = items
|
||||||
.iter()
|
// .iter()
|
||||||
.map(|item| collision_system.register_entity(item.position()))
|
// .map(|item| collision_system.register_entity(item.position()))
|
||||||
.collect();
|
// .collect();
|
||||||
|
|
||||||
// Create and register ghosts
|
// // Create and register ghosts
|
||||||
let ghosts = [GhostType::Blinky, GhostType::Pinky, GhostType::Inky, GhostType::Clyde]
|
// let ghosts = [GhostType::Blinky, GhostType::Pinky, GhostType::Inky, GhostType::Clyde]
|
||||||
.iter()
|
// .iter()
|
||||||
.zip(
|
// .zip(
|
||||||
[
|
// [
|
||||||
map.start_positions.blinky,
|
// map.start_positions.blinky,
|
||||||
map.start_positions.pinky,
|
// map.start_positions.pinky,
|
||||||
map.start_positions.inky,
|
// map.start_positions.inky,
|
||||||
map.start_positions.clyde,
|
// map.start_positions.clyde,
|
||||||
]
|
// ]
|
||||||
.iter(),
|
// .iter(),
|
||||||
)
|
// )
|
||||||
.map(|(ghost_type, start_node)| Ghost::new(&map.graph, *start_node, *ghost_type, &atlas))
|
// .map(|(ghost_type, start_node)| Ghost::new(&map.graph, *start_node, *ghost_type, &atlas))
|
||||||
.collect::<GameResult<SmallVec<[_; 4]>>>()?;
|
// .collect::<GameResult<SmallVec<[_; 4]>>>()?;
|
||||||
|
|
||||||
// Register ghosts
|
// // Register ghosts
|
||||||
let ghost_ids = ghosts
|
// let ghost_ids = ghosts
|
||||||
.iter()
|
// .iter()
|
||||||
.map(|ghost| collision_system.register_entity(ghost.position()))
|
// .map(|ghost| collision_system.register_entity(ghost.position()))
|
||||||
.collect();
|
// .collect();
|
||||||
|
|
||||||
Ok(Self {
|
// Ok(Self {
|
||||||
paused: false,
|
// paused: false,
|
||||||
map,
|
// map,
|
||||||
atlas,
|
// atlas,
|
||||||
pacman,
|
// pacman,
|
||||||
pacman_id,
|
// pacman_id,
|
||||||
ghosts,
|
// ghosts,
|
||||||
ghost_ids,
|
// ghost_ids,
|
||||||
items,
|
// items,
|
||||||
item_ids,
|
// item_ids,
|
||||||
text_texture,
|
// text_texture,
|
||||||
audio,
|
// audio,
|
||||||
score: 0,
|
// score: 0,
|
||||||
debug_mode: false,
|
// debug_mode: false,
|
||||||
collision_system,
|
// collision_system,
|
||||||
map_texture: None,
|
// map_texture: None,
|
||||||
map_rendered: false,
|
// map_rendered: false,
|
||||||
texture_creator,
|
// texture_creator,
|
||||||
event_queue: VecDeque::new(),
|
// event_queue: VecDeque::new(),
|
||||||
})
|
// })
|
||||||
}
|
// }
|
||||||
}
|
// }
|
||||||
|
|||||||
@@ -3,9 +3,9 @@ use crate::entity::direction::Direction;
|
|||||||
#[derive(Debug, Clone, Copy)]
|
#[derive(Debug, Clone, Copy)]
|
||||||
pub enum GameCommand {
|
pub enum GameCommand {
|
||||||
MovePlayer(Direction),
|
MovePlayer(Direction),
|
||||||
|
Exit,
|
||||||
TogglePause,
|
TogglePause,
|
||||||
ToggleDebug,
|
ToggleDebug,
|
||||||
MuteAudio,
|
MuteAudio,
|
||||||
ResetLevel,
|
ResetLevel,
|
||||||
Exit,
|
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -1,18 +1,22 @@
|
|||||||
use std::collections::HashMap;
|
use std::collections::HashMap;
|
||||||
|
|
||||||
use sdl2::{event::Event, keyboard::Keycode};
|
use bevy_ecs::{
|
||||||
|
resource::Resource,
|
||||||
|
system::{Commands, NonSendMut, Res},
|
||||||
|
};
|
||||||
|
use sdl2::{event::Event, keyboard::Keycode, EventPump};
|
||||||
|
|
||||||
use crate::{entity::direction::Direction, input::commands::GameCommand};
|
use crate::{entity::direction::Direction, game::events::GameEvent, input::commands::GameCommand};
|
||||||
|
|
||||||
pub mod commands;
|
pub mod commands;
|
||||||
|
|
||||||
#[derive(Debug, Clone, Default)]
|
#[derive(Debug, Clone, Resource)]
|
||||||
pub struct InputSystem {
|
pub struct Bindings {
|
||||||
key_bindings: HashMap<Keycode, GameCommand>,
|
key_bindings: HashMap<Keycode, GameCommand>,
|
||||||
}
|
}
|
||||||
|
|
||||||
impl InputSystem {
|
impl Default for Bindings {
|
||||||
pub fn new() -> Self {
|
fn default() -> Self {
|
||||||
let mut key_bindings = HashMap::new();
|
let mut key_bindings = HashMap::new();
|
||||||
|
|
||||||
// Player movement
|
// Player movement
|
||||||
@@ -35,13 +39,22 @@ impl InputSystem {
|
|||||||
|
|
||||||
Self { key_bindings }
|
Self { key_bindings }
|
||||||
}
|
}
|
||||||
|
}
|
||||||
|
|
||||||
/// Handles an event and returns a command if one is bound to the event.
|
pub fn handle_input(bindings: Res<Bindings>, mut commands: Commands, mut pump: NonSendMut<&'static mut EventPump>) {
|
||||||
pub fn handle_event(&self, event: &Event) -> Option<GameCommand> {
|
for event in pump.poll_iter() {
|
||||||
match event {
|
match event {
|
||||||
Event::Quit { .. } => Some(GameCommand::Exit),
|
Event::Quit { .. } => {
|
||||||
Event::KeyDown { keycode: Some(key), .. } => self.key_bindings.get(key).copied(),
|
commands.trigger(GameEvent::Command(GameCommand::Exit));
|
||||||
_ => None,
|
}
|
||||||
|
Event::KeyDown { keycode: Some(key), .. } => {
|
||||||
|
let command = bindings.key_bindings.get(&key).copied();
|
||||||
|
if let Some(command) = command {
|
||||||
|
tracing::info!("triggering command: {:?}", command);
|
||||||
|
commands.trigger(GameEvent::Command(command));
|
||||||
|
}
|
||||||
|
}
|
||||||
|
_ => {}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -4,6 +4,7 @@ pub mod app;
|
|||||||
pub mod asset;
|
pub mod asset;
|
||||||
pub mod audio;
|
pub mod audio;
|
||||||
pub mod constants;
|
pub mod constants;
|
||||||
|
pub mod ecs;
|
||||||
pub mod entity;
|
pub mod entity;
|
||||||
pub mod error;
|
pub mod error;
|
||||||
pub mod game;
|
pub mod game;
|
||||||
|
|||||||
@@ -10,6 +10,7 @@ mod asset;
|
|||||||
mod audio;
|
mod audio;
|
||||||
mod constants;
|
mod constants;
|
||||||
|
|
||||||
|
mod ecs;
|
||||||
mod entity;
|
mod entity;
|
||||||
mod error;
|
mod error;
|
||||||
mod game;
|
mod game;
|
||||||
|
|||||||
@@ -1,12 +1,13 @@
|
|||||||
//! Map construction and building functionality.
|
//! Map construction and building functionality.
|
||||||
|
|
||||||
use crate::constants::{MapTile, BOARD_CELL_SIZE, CELL_SIZE, RAW_BOARD};
|
use crate::constants::{MapTile, BOARD_CELL_SIZE, CELL_SIZE, RAW_BOARD};
|
||||||
|
use crate::ecs::NodeId;
|
||||||
use crate::entity::direction::Direction;
|
use crate::entity::direction::Direction;
|
||||||
use crate::entity::graph::{EdgePermissions, Graph, Node, NodeId};
|
use crate::entity::graph::{EdgePermissions, Graph, Node};
|
||||||
use crate::entity::item::{Item, ItemType};
|
|
||||||
use crate::map::parser::MapTileParser;
|
use crate::map::parser::MapTileParser;
|
||||||
use crate::map::render::MapRenderer;
|
use crate::map::render::MapRenderer;
|
||||||
use crate::texture::sprite::{Sprite, SpriteAtlas};
|
use crate::texture::sprite::{Sprite, SpriteAtlas};
|
||||||
|
use bevy_ecs::resource::Resource;
|
||||||
use glam::{IVec2, Vec2};
|
use glam::{IVec2, Vec2};
|
||||||
use sdl2::render::{Canvas, RenderTarget};
|
use sdl2::render::{Canvas, RenderTarget};
|
||||||
use std::collections::{HashMap, VecDeque};
|
use std::collections::{HashMap, VecDeque};
|
||||||
@@ -24,6 +25,7 @@ pub struct NodePositions {
|
|||||||
}
|
}
|
||||||
|
|
||||||
/// The main map structure containing the game board and navigation graph.
|
/// The main map structure containing the game board and navigation graph.
|
||||||
|
#[derive(Resource)]
|
||||||
pub struct Map {
|
pub struct Map {
|
||||||
/// The node map for entity movement.
|
/// The node map for entity movement.
|
||||||
pub graph: Graph,
|
pub graph: Graph,
|
||||||
@@ -155,42 +157,42 @@ impl Map {
|
|||||||
}
|
}
|
||||||
|
|
||||||
/// Generates Item entities for pellets and energizers from the parsed map.
|
/// Generates Item entities for pellets and energizers from the parsed map.
|
||||||
pub fn generate_items(&self, atlas: &SpriteAtlas) -> GameResult<Vec<Item>> {
|
// pub fn generate_items(&self, atlas: &SpriteAtlas) -> GameResult<Vec<Item>> {
|
||||||
// Pre-load sprites to avoid repeated texture lookups
|
// // Pre-load sprites to avoid repeated texture lookups
|
||||||
let pellet_sprite = SpriteAtlas::get_tile(atlas, "maze/pellet.png")
|
// let pellet_sprite = SpriteAtlas::get_tile(atlas, "maze/pellet.png")
|
||||||
.ok_or_else(|| MapError::InvalidConfig("Pellet texture not found".to_string()))?;
|
// .ok_or_else(|| MapError::InvalidConfig("Pellet texture not found".to_string()))?;
|
||||||
let energizer_sprite = SpriteAtlas::get_tile(atlas, "maze/energizer.png")
|
// let energizer_sprite = SpriteAtlas::get_tile(atlas, "maze/energizer.png")
|
||||||
.ok_or_else(|| MapError::InvalidConfig("Energizer texture not found".to_string()))?;
|
// .ok_or_else(|| MapError::InvalidConfig("Energizer texture not found".to_string()))?;
|
||||||
|
|
||||||
// Pre-allocate with estimated capacity (typical Pac-Man maps have ~240 pellets + 4 energizers)
|
// // Pre-allocate with estimated capacity (typical Pac-Man maps have ~240 pellets + 4 energizers)
|
||||||
let mut items = Vec::with_capacity(250);
|
// let mut items = Vec::with_capacity(250);
|
||||||
|
|
||||||
// Parse the raw board once
|
// // Parse the raw board once
|
||||||
let parsed_map = MapTileParser::parse_board(RAW_BOARD)?;
|
// let parsed_map = MapTileParser::parse_board(RAW_BOARD)?;
|
||||||
let map = parsed_map.tiles;
|
// let map = parsed_map.tiles;
|
||||||
|
|
||||||
// Iterate through the map and collect items more efficiently
|
// // Iterate through the map and collect items more efficiently
|
||||||
for (x, row) in map.iter().enumerate() {
|
// for (x, row) in map.iter().enumerate() {
|
||||||
for (y, tile) in row.iter().enumerate() {
|
// for (y, tile) in row.iter().enumerate() {
|
||||||
match tile {
|
// match tile {
|
||||||
MapTile::Pellet | MapTile::PowerPellet => {
|
// MapTile::Pellet | MapTile::PowerPellet => {
|
||||||
let grid_pos = IVec2::new(x as i32, y as i32);
|
// let grid_pos = IVec2::new(x as i32, y as i32);
|
||||||
if let Some(&node_id) = self.grid_to_node.get(&grid_pos) {
|
// if let Some(&node_id) = self.grid_to_node.get(&grid_pos) {
|
||||||
let (item_type, sprite) = match tile {
|
// let (item_type, sprite) = match tile {
|
||||||
MapTile::Pellet => (ItemType::Pellet, Sprite::new(pellet_sprite)),
|
// MapTile::Pellet => (ItemType::Pellet, Sprite::new(pellet_sprite)),
|
||||||
MapTile::PowerPellet => (ItemType::Energizer, Sprite::new(energizer_sprite)),
|
// MapTile::PowerPellet => (ItemType::Energizer, Sprite::new(energizer_sprite)),
|
||||||
_ => unreachable!(), // We already filtered for these types
|
// _ => unreachable!(), // We already filtered for these types
|
||||||
};
|
// };
|
||||||
items.push(Item::new(node_id, item_type, sprite));
|
// items.push(Item::new(node_id, item_type, sprite));
|
||||||
}
|
// }
|
||||||
}
|
// }
|
||||||
_ => {}
|
// _ => {}
|
||||||
}
|
// }
|
||||||
}
|
// }
|
||||||
}
|
// }
|
||||||
|
|
||||||
Ok(items)
|
// Ok(items)
|
||||||
}
|
// }
|
||||||
|
|
||||||
/// Renders a debug visualization with cursor-based highlighting.
|
/// Renders a debug visualization with cursor-based highlighting.
|
||||||
///
|
///
|
||||||
|
|||||||
@@ -1,4 +1,5 @@
|
|||||||
use anyhow::Result;
|
use anyhow::Result;
|
||||||
|
use bevy_ecs::resource::Resource;
|
||||||
use glam::U16Vec2;
|
use glam::U16Vec2;
|
||||||
use sdl2::pixels::Color;
|
use sdl2::pixels::Color;
|
||||||
use sdl2::rect::Rect;
|
use sdl2::rect::Rect;
|
||||||
|
|||||||
Reference in New Issue
Block a user