refactor: reorganize game.rs new() into separate functions

This commit is contained in:
Ryan Walters
2025-09-05 15:10:15 -05:00
parent 8b623ffabe
commit da42d017e7
2 changed files with 131 additions and 95 deletions

View File

@@ -41,7 +41,6 @@ impl App {
let sdl_context = sdl2::init().map_err(|e| GameError::Sdl(e.to_string()))?;
let video_subsystem = sdl_context.video().map_err(|e| GameError::Sdl(e.to_string()))?;
let audio_subsystem = sdl_context.audio().map_err(|e| GameError::Sdl(e.to_string()))?;
// TTF context is initialized within Game::new where it is leaked for font usage
let event_pump = sdl_context.event_pump().map_err(|e| GameError::Sdl(e.to_string()))?;
let window = video_subsystem

View File

@@ -91,7 +91,53 @@ impl Game {
texture_creator: TextureCreator<WindowContext>,
mut event_pump: EventPump,
) -> GameResult<Game> {
// Disable uninteresting events
Self::disable_sdl_events(&mut event_pump);
let ttf_context = Box::leak(Box::new(sdl2::ttf::init().map_err(|e| GameError::Sdl(e.to_string()))?));
let (backbuffer, mut map_texture, debug_texture, ttf_atlas) =
Self::setup_textures_and_fonts(&mut canvas, &texture_creator, ttf_context)?;
let audio = crate::audio::Audio::new();
let (mut atlas, map_tiles) = Self::load_atlas_and_map_tiles(&texture_creator)?;
canvas
.with_texture_canvas(&mut map_texture, |map_canvas| {
MapRenderer::render_map(map_canvas, &mut atlas, &map_tiles);
})
.map_err(|e| GameError::Sdl(e.to_string()))?;
let map = Map::new(constants::RAW_BOARD)?;
let (player_animation, player_start_sprite) = Self::create_player_animations(&atlas)?;
let player_bundle = Self::create_player_bundle(&map, player_animation, player_start_sprite);
let mut world = World::default();
let mut schedule = Schedule::default();
Self::setup_ecs(&mut world);
Self::insert_resources(
&mut world,
map,
audio,
atlas,
event_pump,
canvas,
backbuffer,
map_texture,
debug_texture,
ttf_atlas,
)?;
Self::configure_schedule(&mut schedule);
world.spawn(player_bundle).insert((Frozen, Hidden));
Self::spawn_ghosts(&mut world)?;
Self::spawn_items(&mut world)?;
Ok(Game { world, schedule })
}
fn disable_sdl_events(event_pump: &mut EventPump) {
for event_type in [
EventType::JoyAxisMotion,
EventType::JoyBallMotion,
@@ -109,9 +155,6 @@ impl Game {
EventType::ControllerTouchpadDown,
EventType::ControllerTouchpadMotion,
EventType::ControllerTouchpadUp,
// EventType::FingerDown, // Enable for touch controls
// EventType::FingerUp, // Enable for touch controls
// EventType::FingerMotion, // Enable for touch controls
EventType::DollarGesture,
EventType::DollarRecord,
EventType::MultiGesture,
@@ -128,11 +171,7 @@ impl Game {
EventType::TextInput,
EventType::TextEditing,
EventType::Display,
// EventType::Window,
EventType::MouseWheel,
// EventType::MouseMotion,
// EventType::MouseButtonDown, // Enable for desktop touch testing
// EventType::MouseButtonUp, // Enable for desktop touch testing
EventType::AppDidEnterBackground,
EventType::AppWillEnterForeground,
EventType::AppWillEnterBackground,
@@ -144,8 +183,18 @@ impl Game {
] {
event_pump.disable_event(event_type);
}
}
let ttf_context = Box::leak(Box::new(sdl2::ttf::init().map_err(|e| GameError::Sdl(e.to_string()))?));
fn setup_textures_and_fonts(
canvas: &mut Canvas<Window>,
texture_creator: &TextureCreator<WindowContext>,
ttf_context: &'static sdl2::ttf::Sdl2TtfContext,
) -> GameResult<(
sdl2::render::Texture,
sdl2::render::Texture,
sdl2::render::Texture,
crate::texture::ttf::TtfAtlas,
)> {
let mut backbuffer = texture_creator
.create_texture_target(None, CANVAS_SIZE.x, CANVAS_SIZE.y)
.map_err(|e| GameError::Sdl(e.to_string()))?;
@@ -156,31 +205,26 @@ impl Game {
.map_err(|e| GameError::Sdl(e.to_string()))?;
map_texture.set_scale_mode(ScaleMode::Nearest);
// Create debug texture at output resolution for crisp debug rendering
let output_size = constants::LARGE_CANVAS_SIZE;
let mut debug_texture = texture_creator
.create_texture_target(Some(sdl2::pixels::PixelFormatEnum::ARGB8888), output_size.x, output_size.y)
.map_err(|e| GameError::Sdl(e.to_string()))?;
// Debug texture is copied over the backbuffer, it requires transparency abilities
debug_texture.set_blend_mode(BlendMode::Blend);
debug_texture.set_scale_mode(ScaleMode::Nearest);
// Create debug text atlas for efficient debug rendering
let font_data: &'static [u8] = get_asset_bytes(Asset::Font)?.to_vec().leak();
let font_asset = RWops::from_bytes(font_data).map_err(|_| GameError::Sdl("Failed to load font".to_string()))?;
let debug_font = ttf_context
.load_font_from_rwops(font_asset, constants::ui::DEBUG_FONT_SIZE)
.map_err(|e| GameError::Sdl(e.to_string()))?;
let mut ttf_atlas = crate::texture::ttf::TtfAtlas::new(&texture_creator, &debug_font)?;
// Populate the atlas with actual character data
ttf_atlas.populate_atlas(&mut canvas, &texture_creator, &debug_font)?;
let mut ttf_atlas = crate::texture::ttf::TtfAtlas::new(texture_creator, &debug_font)?;
ttf_atlas.populate_atlas(canvas, texture_creator, &debug_font)?;
// Initialize audio system
let audio = crate::audio::Audio::new();
Ok((backbuffer, map_texture, debug_texture, ttf_atlas))
}
// Load atlas and create map texture
fn load_atlas_and_map_tiles(texture_creator: &TextureCreator<WindowContext>) -> GameResult<(SpriteAtlas, Vec<AtlasTile>)> {
let atlas_bytes = get_asset_bytes(Asset::AtlasImage)?;
let atlas_texture = texture_creator.load_texture_bytes(&atlas_bytes).map_err(|e| {
if e.to_string().contains("format") || e.to_string().contains("unsupported") {
@@ -195,9 +239,8 @@ impl Game {
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);
let 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 = GameSprite::Maze(MazeSprite::Tile(i)).to_path();
@@ -205,53 +248,35 @@ impl Game {
map_tiles.push(tile);
}
// Render map to texture
canvas
.with_texture_canvas(&mut map_texture, |map_canvas| {
MapRenderer::render_map(map_canvas, &mut atlas, &map_tiles);
})
.map_err(|e| GameError::Sdl(e.to_string()))?;
Ok((atlas, map_tiles))
}
let map = Map::new(constants::RAW_BOARD)?;
// Create directional animated textures for Pac-Man
fn create_player_animations(atlas: &SpriteAtlas) -> GameResult<(DirectionalAnimation, AtlasTile)> {
let up_moving_tiles = [
SpriteAtlas::get_tile(&atlas, &GameSprite::Pacman(PacmanSprite::Moving(Direction::Up, 0)).to_path())?,
SpriteAtlas::get_tile(&atlas, &GameSprite::Pacman(PacmanSprite::Moving(Direction::Up, 1)).to_path())?,
SpriteAtlas::get_tile(&atlas, &GameSprite::Pacman(PacmanSprite::Full).to_path())?,
SpriteAtlas::get_tile(atlas, &GameSprite::Pacman(PacmanSprite::Moving(Direction::Up, 0)).to_path())?,
SpriteAtlas::get_tile(atlas, &GameSprite::Pacman(PacmanSprite::Moving(Direction::Up, 1)).to_path())?,
SpriteAtlas::get_tile(atlas, &GameSprite::Pacman(PacmanSprite::Full).to_path())?,
];
let down_moving_tiles = [
SpriteAtlas::get_tile(
&atlas,
&GameSprite::Pacman(PacmanSprite::Moving(Direction::Down, 0)).to_path(),
)?,
SpriteAtlas::get_tile(
&atlas,
&GameSprite::Pacman(PacmanSprite::Moving(Direction::Down, 1)).to_path(),
)?,
SpriteAtlas::get_tile(&atlas, &GameSprite::Pacman(PacmanSprite::Full).to_path())?,
SpriteAtlas::get_tile(atlas, &GameSprite::Pacman(PacmanSprite::Moving(Direction::Down, 0)).to_path())?,
SpriteAtlas::get_tile(atlas, &GameSprite::Pacman(PacmanSprite::Moving(Direction::Down, 1)).to_path())?,
SpriteAtlas::get_tile(atlas, &GameSprite::Pacman(PacmanSprite::Full).to_path())?,
];
let left_moving_tiles = [
SpriteAtlas::get_tile(
&atlas,
&GameSprite::Pacman(PacmanSprite::Moving(Direction::Left, 0)).to_path(),
)?,
SpriteAtlas::get_tile(
&atlas,
&GameSprite::Pacman(PacmanSprite::Moving(Direction::Left, 1)).to_path(),
)?,
SpriteAtlas::get_tile(&atlas, &GameSprite::Pacman(PacmanSprite::Full).to_path())?,
SpriteAtlas::get_tile(atlas, &GameSprite::Pacman(PacmanSprite::Moving(Direction::Left, 0)).to_path())?,
SpriteAtlas::get_tile(atlas, &GameSprite::Pacman(PacmanSprite::Moving(Direction::Left, 1)).to_path())?,
SpriteAtlas::get_tile(atlas, &GameSprite::Pacman(PacmanSprite::Full).to_path())?,
];
let right_moving_tiles = [
SpriteAtlas::get_tile(
&atlas,
atlas,
&GameSprite::Pacman(PacmanSprite::Moving(Direction::Right, 0)).to_path(),
)?,
SpriteAtlas::get_tile(
&atlas,
atlas,
&GameSprite::Pacman(PacmanSprite::Moving(Direction::Right, 1)).to_path(),
)?,
SpriteAtlas::get_tile(&atlas, &GameSprite::Pacman(PacmanSprite::Full).to_path())?,
SpriteAtlas::get_tile(atlas, &GameSprite::Pacman(PacmanSprite::Full).to_path())?,
];
let moving_tiles = DirectionalTiles::new(
@@ -262,17 +287,13 @@ impl Game {
);
let up_stopped_tile =
SpriteAtlas::get_tile(&atlas, &GameSprite::Pacman(PacmanSprite::Moving(Direction::Up, 1)).to_path())?;
let down_stopped_tile = SpriteAtlas::get_tile(
&atlas,
&GameSprite::Pacman(PacmanSprite::Moving(Direction::Down, 1)).to_path(),
)?;
let left_stopped_tile = SpriteAtlas::get_tile(
&atlas,
&GameSprite::Pacman(PacmanSprite::Moving(Direction::Left, 1)).to_path(),
)?;
SpriteAtlas::get_tile(atlas, &GameSprite::Pacman(PacmanSprite::Moving(Direction::Up, 1)).to_path())?;
let down_stopped_tile =
SpriteAtlas::get_tile(atlas, &GameSprite::Pacman(PacmanSprite::Moving(Direction::Down, 1)).to_path())?;
let left_stopped_tile =
SpriteAtlas::get_tile(atlas, &GameSprite::Pacman(PacmanSprite::Moving(Direction::Left, 1)).to_path())?;
let right_stopped_tile = SpriteAtlas::get_tile(
&atlas,
atlas,
&GameSprite::Pacman(PacmanSprite::Moving(Direction::Right, 1)).to_path(),
)?;
@@ -283,7 +304,14 @@ impl Game {
TileSequence::new(&[right_stopped_tile]),
);
let player = PlayerBundle {
let player_animation = DirectionalAnimation::new(moving_tiles, stopped_tiles, 5);
let player_start_sprite = SpriteAtlas::get_tile(atlas, &GameSprite::Pacman(PacmanSprite::Full).to_path())?;
Ok((player_animation, player_start_sprite))
}
fn create_player_bundle(map: &Map, player_animation: DirectionalAnimation, player_start_sprite: AtlasTile) -> PlayerBundle {
PlayerBundle {
player: PlayerControlled,
position: Position::Stopped {
node: map.start_positions.pacman,
@@ -295,26 +323,49 @@ impl Game {
movement_modifiers: MovementModifiers::default(),
buffered_direction: BufferedDirection::None,
sprite: Renderable {
sprite: SpriteAtlas::get_tile(&atlas, &GameSprite::Pacman(PacmanSprite::Full).to_path())?,
sprite: player_start_sprite,
layer: 0,
},
directional_animation: DirectionalAnimation::new(moving_tiles, stopped_tiles, 5),
directional_animation: player_animation,
entity_type: EntityType::Player,
collider: Collider {
size: constants::collider::PLAYER_GHOST_SIZE,
},
pacman_collider: PacmanCollider,
};
}
}
let mut world = World::default();
let mut schedule = Schedule::default();
fn setup_ecs(world: &mut World) {
EventRegistry::register_event::<GameError>(world);
EventRegistry::register_event::<GameEvent>(world);
EventRegistry::register_event::<AudioEvent>(world);
EventRegistry::register_event::<GameError>(&mut world);
EventRegistry::register_event::<GameEvent>(&mut world);
EventRegistry::register_event::<AudioEvent>(&mut world);
world.add_observer(
|event: Trigger<GameEvent>, mut state: ResMut<GlobalState>, _score: ResMut<ScoreResource>| {
if matches!(*event, GameEvent::Command(GameCommand::Exit)) {
state.exit = true;
}
},
);
}
#[allow(clippy::too_many_arguments)]
fn insert_resources(
world: &mut World,
map: Map,
audio: crate::audio::Audio,
atlas: SpriteAtlas,
event_pump: EventPump,
canvas: Canvas<Window>,
backbuffer: sdl2::render::Texture,
map_texture: sdl2::render::Texture,
debug_texture: sdl2::render::Texture,
ttf_atlas: crate::texture::ttf::TtfAtlas,
) -> GameResult<()> {
world.insert_non_send_resource(atlas);
world.insert_resource(Self::create_ghost_animations(world.non_send_resource::<SpriteAtlas>())?);
world.insert_resource(BatchedLinesResource::new(&map, constants::LARGE_SCALE));
world.insert_resource(Self::create_ghost_animations(&atlas)?);
world.insert_resource(map);
world.insert_resource(GlobalState { exit: false });
world.insert_resource(ScoreResource(0));
@@ -331,7 +382,6 @@ impl Game {
constants::startup::STARTUP_TICKS_PER_FRAME,
));
world.insert_non_send_resource(atlas);
world.insert_non_send_resource(event_pump);
world.insert_non_send_resource::<&mut Canvas<Window>>(Box::leak(Box::new(canvas)));
world.insert_non_send_resource(BackbufferResource(backbuffer));
@@ -339,15 +389,10 @@ impl Game {
world.insert_non_send_resource(DebugTextureResource(debug_texture));
world.insert_non_send_resource(TtfAtlasResource(ttf_atlas));
world.insert_non_send_resource(AudioResource(audio));
Ok(())
}
world.add_observer(
|event: Trigger<GameEvent>, mut state: ResMut<GlobalState>, _score: ResMut<ScoreResource>| {
if matches!(*event, GameEvent::Command(GameCommand::Exit)) {
state.exit = true;
}
},
);
fn configure_schedule(schedule: &mut Schedule) {
let input_system = profile(SystemId::Input, systems::input::input_system);
let player_control_system = profile(SystemId::PlayerControls, systems::player_control_system);
let player_movement_system = profile(SystemId::PlayerMovement, systems::player_movement_system);
@@ -402,13 +447,9 @@ impl Game {
)
.chain(),
));
}
// Spawn player and attach initial state bundle
world.spawn(player).insert((Frozen, Hidden));
// Spawn ghosts
Self::spawn_ghosts(&mut world)?;
fn spawn_items(world: &mut World) -> GameResult<()> {
let pellet_sprite = SpriteAtlas::get_tile(
world.non_send_resource::<SpriteAtlas>(),
&GameSprite::Maze(MazeSprite::Pellet).to_path(),
@@ -418,7 +459,6 @@ impl Game {
&GameSprite::Maze(MazeSprite::Energizer).to_path(),
)?;
// Build a list of item entities to spawn from the map
let nodes: Vec<(NodeId, EntityType, AtlasTile, f32)> = world
.resource::<Map>()
.iter_nodes()
@@ -434,7 +474,6 @@ impl Game {
})
.collect();
// Construct and spawn the item entities
for (id, item_type, sprite, size) in nodes {
let mut item = world.spawn(ItemBundle {
position: Position::Stopped { node: id },
@@ -444,13 +483,11 @@ impl Game {
item_collider: ItemCollider,
});
// Make power pellets blink
if item_type == EntityType::PowerPellet {
item.insert((Frozen, Blinking::new(constants::ui::POWER_PELLET_BLINK_RATE)));
}
}
Ok(Game { world, schedule })
Ok(())
}
/// Creates and spawns all four ghosts with unique AI personalities and directional animations.