mirror of
https://github.com/Xevion/Pac-Man.git
synced 2025-12-06 07:15:41 -06:00
chore: fix clippy warnings
This commit is contained in:
154
src/game/mod.rs
154
src/game/mod.rs
@@ -13,8 +13,8 @@ use crate::systems::{
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blinking::blinking_system,
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collision::collision_system,
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components::{
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Collider, CollisionLayer, DeltaTime, DirectionalAnimated, EntityType, GlobalState, ItemBundle, ItemCollider,
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PacmanCollider, PlayerBundle, PlayerControlled, RenderDirty, Renderable, Score, ScoreResource,
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Collider, DeltaTime, DirectionalAnimated, EntityType, GlobalState, ItemBundle, ItemCollider, PacmanCollider,
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PlayerBundle, PlayerControlled, RenderDirty, Renderable, ScoreResource,
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},
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control::player_system,
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debug::{debug_render_system, DebugState, DebugTextureResource},
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@@ -174,7 +174,6 @@ impl Game {
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entity_type: EntityType::Player,
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collider: Collider {
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size: constants::CELL_SIZE as f32 * 1.375,
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layer: CollisionLayer::PACMAN,
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},
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pacman_collider: PacmanCollider,
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};
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@@ -196,14 +195,10 @@ impl Game {
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world.insert_resource(DebugState::default());
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world.add_observer(
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|event: Trigger<GameEvent>, mut state: ResMut<GlobalState>, _score: ResMut<ScoreResource>| match *event {
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GameEvent::Command(command) => match command {
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GameCommand::Exit => {
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state.exit = true;
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}
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_ => {}
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},
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GameEvent::Collision(_a, _b) => {}
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|event: Trigger<GameEvent>, mut state: ResMut<GlobalState>, _score: ResMut<ScoreResource>| {
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if matches!(*event, GameEvent::Command(GameCommand::Exit)) {
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state.exit = true;
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}
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},
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);
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schedule.add_systems(
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@@ -238,6 +233,7 @@ impl Game {
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)
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.chain(),
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);
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// Spawn player
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world.spawn(player);
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@@ -250,14 +246,11 @@ impl Game {
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let nodes: Vec<_> = world.resource::<Map>().iter_nodes().map(|(id, tile)| (*id, *tile)).collect();
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for (node_id, tile) in nodes {
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let (item_type, score, sprite, size) = match tile {
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crate::constants::MapTile::Pellet => (EntityType::Pellet, 10, pellet_sprite, constants::CELL_SIZE as f32 * 0.4),
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crate::constants::MapTile::PowerPellet => (
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EntityType::PowerPellet,
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50,
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energizer_sprite,
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constants::CELL_SIZE as f32 * 0.95,
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),
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let (item_type, sprite, size) = match tile {
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crate::constants::MapTile::Pellet => (EntityType::Pellet, pellet_sprite, constants::CELL_SIZE as f32 * 0.4),
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crate::constants::MapTile::PowerPellet => {
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(EntityType::PowerPellet, energizer_sprite, constants::CELL_SIZE as f32 * 0.95)
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}
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_ => continue,
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};
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@@ -272,11 +265,7 @@ impl Game {
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visible: true,
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},
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entity_type: item_type,
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score: Score(score),
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collider: Collider {
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size,
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layer: CollisionLayer::ITEM,
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},
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collider: Collider { size },
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item_collider: ItemCollider,
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});
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@@ -291,78 +280,6 @@ impl Game {
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Ok(Game { world, schedule })
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}
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// fn handle_command(&mut self, command: crate::input::commands::GameCommand) {
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// use crate::input::commands::GameCommand;
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// match command {
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// GameCommand::MovePlayer(direction) => {
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// self.state.pacman.set_next_direction(direction);
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// }
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// GameCommand::ToggleDebug => {
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// self.toggle_debug_mode();
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// }
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// GameCommand::MuteAudio => {
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// let is_muted = self.state.audio.is_muted();
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// self.state.audio.set_mute(!is_muted);
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// }
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// GameCommand::ResetLevel => {
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// if let Err(e) = self.reset_game_state() {
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// tracing::error!("Failed to reset game state: {}", e);
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// }
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// }
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// GameCommand::TogglePause => {
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// self.state.paused = !self.state.paused;
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// }
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// GameCommand::Exit => {}
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// }
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// }
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// fn process_events(&mut self) {
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// while let Some(event) = self.state.event_queue.pop_front() {
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// match event {
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// GameEvent::Command(command) => self.handle_command(command),
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// }
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// }
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// /// Resets the game state, randomizing ghost positions and resetting Pac-Man
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// fn reset_game_state(&mut self) -> GameResult<()> {
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// let pacman_start_node = self.state.map.start_positions.pacman;
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// self.state.pacman = Pacman::new(&self.state.map.graph, pacman_start_node, &self.state.atlas)?;
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// // Reset items
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// self.state.items = self.state.map.generate_items(&self.state.atlas)?;
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// // Randomize ghost positions
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// let ghost_types = [GhostType::Blinky, GhostType::Pinky, GhostType::Inky, GhostType::Clyde];
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// let mut rng = SmallRng::from_os_rng();
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// for (i, ghost) in self.state.ghosts.iter_mut().enumerate() {
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// let random_node = rng.random_range(0..self.state.map.graph.node_count());
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// *ghost = Ghost::new(&self.state.map.graph, random_node, ghost_types[i], &self.state.atlas)?;
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// }
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// // Reset collision system
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// self.state.collision_system = CollisionSystem::default();
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// // Re-register Pac-Man
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// self.state.pacman_id = self.state.collision_system.register_entity(self.state.pacman.position());
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// // Re-register items
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// self.state.item_ids.clear();
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// for item in &self.state.items {
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// let item_id = self.state.collision_system.register_entity(item.position());
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// self.state.item_ids.push(item_id);
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// }
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// // Re-register ghosts
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// self.state.ghost_ids.clear();
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// for ghost in &self.state.ghosts {
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// let ghost_id = self.state.collision_system.register_entity(ghost.position());
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// self.state.ghost_ids.push(ghost_id);
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// }
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// Ok(())
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// }
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/// Ticks the game state.
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///
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/// Returns true if the game should exit.
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@@ -377,52 +294,9 @@ impl Game {
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.get_resource::<GlobalState>()
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.expect("GlobalState could not be acquired");
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return state.exit;
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// // Process any events that have been posted (such as unpausing)
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// self.process_events();
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// // If the game is paused, we don't need to do anything beyond returning
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// if self.state.paused {
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// return false;
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// }
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// self.schedule.run(&mut self.world);
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// self.state.pacman.tick(dt, &self.state.map.graph);
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// // Update all ghosts
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// for ghost in &mut self.state.ghosts {
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// ghost.tick(dt, &self.state.map.graph);
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// }
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// // Update collision system positions
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// self.update_collision_positions();
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// // Check for collisions
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// self.check_collisions();
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state.exit
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}
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// /// Toggles the debug mode on and off.
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// ///
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// /// When debug mode is enabled, the game will render additional information
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// /// that is useful for debugging, such as the collision grid and entity paths.
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// pub fn toggle_debug_mode(&mut self) {
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// self.state.debug_mode = !self.state.debug_mode;
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// }
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// fn update_collision_positions(&mut self) {
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// // Update Pac-Man's position
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// self.state
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// .collision_system
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// .update_position(self.state.pacman_id, self.state.pacman.position());
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// // Update ghost positions
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// for (ghost, &ghost_id) in self.state.ghosts.iter().zip(&self.state.ghost_ids) {
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// self.state.collision_system.update_position(ghost_id, ghost.position());
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// }
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// }
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// fn check_collisions(&mut self) {
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// // Check Pac-Man vs Items
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// let potential_collisions = self
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@@ -60,7 +60,6 @@ bitflags! {
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#[derive(Component)]
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pub struct Collider {
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pub size: f32,
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pub layer: CollisionLayer,
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}
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/// Marker components for collision filtering optimization
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@@ -73,9 +72,6 @@ pub struct GhostCollider;
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#[derive(Component)]
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pub struct ItemCollider;
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#[derive(Component)]
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pub struct Score(pub u32);
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#[derive(Bundle)]
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pub struct PlayerBundle {
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pub player: PlayerControlled,
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@@ -94,7 +90,6 @@ pub struct ItemBundle {
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pub position: Position,
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pub sprite: Renderable,
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pub entity_type: EntityType,
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pub score: Score,
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pub collider: Collider,
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pub item_collider: ItemCollider,
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}
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@@ -25,7 +25,10 @@ pub fn player_system(
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let mut movable = match players.single_mut() {
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Ok(movable) => movable,
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Err(e) => {
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errors.write(GameError::InvalidState(format!("No/multiple entities queried for player system: {}", e)).into());
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errors.write(GameError::InvalidState(format!(
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"No/multiple entities queried for player system: {}",
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e
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)));
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return;
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}
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};
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@@ -1,6 +1,6 @@
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use num_width::NumberWidth;
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use smallvec::SmallVec;
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use std::{iter, time::Duration};
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use std::time::Duration;
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// Helper to split a duration into a integer, decimal, and unit
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fn get_value(duration: &Duration) -> (u64, u32, &'static str) {
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@@ -50,7 +50,7 @@ pub fn format_timing_display(timing_data: impl IntoIterator<Item = (String, Dura
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std_unit: &'static str,
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}
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let mut entries = iter
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let entries = iter
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.map(|(name, avg, std_dev)| {
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let (avg_int, avg_decimal, avg_unit) = get_value(&avg);
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let (std_int, std_decimal, std_unit) = get_value(&std_dev);
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@@ -20,7 +20,7 @@ pub struct EdgeProgress {
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}
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/// Pure spatial position component - works for both static and dynamic entities.
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#[derive(Component, Debug, Copy, Clone, PartialEq)]
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#[derive(Component, Debug, Copy, Clone, PartialEq, Default)]
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pub struct Position {
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/// The current/primary node this entity is at or traveling from
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pub node: NodeId,
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@@ -29,10 +29,13 @@ pub struct Position {
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}
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/// Explicit movement state - only for entities that can move.
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#[derive(Component, Debug, Clone, Copy, PartialEq)]
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#[derive(Component, Debug, Clone, Copy, PartialEq, Default)]
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pub enum MovementState {
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#[default]
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Stopped,
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Moving { direction: Direction },
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Moving {
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direction: Direction,
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},
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}
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/// Movement capability and parameters - only for entities that can move.
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@@ -83,15 +86,6 @@ impl Position {
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}
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}
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impl Default for Position {
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fn default() -> Self {
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Position {
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node: 0,
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edge_progress: None,
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}
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}
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}
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#[allow(dead_code)]
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impl Position {
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/// Returns `true` if the position is exactly at a node (not traveling).
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@@ -10,6 +10,7 @@ use bevy_ecs::system::{NonSendMut, Query, Res, ResMut};
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use sdl2::render::{Canvas, Texture};
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use sdl2::video::Window;
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#[allow(clippy::type_complexity)]
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pub fn dirty_render_system(
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mut dirty: ResMut<RenderDirty>,
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changed_renderables: Query<(), Or<(Changed<Renderable>, Changed<Position>)>>,
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@@ -47,7 +48,7 @@ pub fn directional_render_system(
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renderable.sprite = new_tile;
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}
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} else {
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errors.write(TextureError::RenderFailed(format!("Entity has no texture")).into());
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errors.write(TextureError::RenderFailed("Entity has no texture".to_string()).into());
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continue;
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}
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}
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@@ -59,6 +60,7 @@ pub struct MapTextureResource(pub Texture<'static>);
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/// A non-send resource for the backbuffer texture. This just wraps the texture with a type so it can be differentiated when exposed as a resource.
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pub struct BackbufferResource(pub Texture<'static>);
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#[allow(clippy::too_many_arguments)]
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pub fn render_system(
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mut canvas: NonSendMut<&mut Canvas<Window>>,
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map_texture: NonSendMut<MapTextureResource>,
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@@ -105,7 +107,7 @@ pub fn render_system(
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.map(|e| errors.write(TextureError::RenderFailed(e.to_string()).into()));
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}
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Err(e) => {
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errors.write(e.into());
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errors.write(e);
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}
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}
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}
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@@ -1,6 +1,4 @@
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use itertools::izip;
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use pacman::systems::formatting::format_timing_display;
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use smallvec::SmallVec;
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use std::time::Duration;
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use pretty_assertions::assert_eq;
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@@ -56,7 +54,7 @@ fn test_formatting_alignment() {
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// Assert that all positions were found
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assert_eq!(
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vec![
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[
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&colon_positions,
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&first_decimal_positions,
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&second_decimal_positions,
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