mirror of
https://github.com/Xevion/Pac-Man.git
synced 2025-12-06 01:15:42 -06:00
Compare commits
4 Commits
abdefe0af0
...
2f1ff85d8f
| Author | SHA1 | Date | |
|---|---|---|---|
| 2f1ff85d8f | |||
| b7429cd9ec | |||
| 12a63374a8 | |||
| d80d7061e7 |
93
src/app.rs
93
src/app.rs
@@ -2,26 +2,29 @@ use std::time::{Duration, Instant};
|
||||
|
||||
use glam::Vec2;
|
||||
use sdl2::event::{Event, WindowEvent};
|
||||
use sdl2::keyboard::Keycode;
|
||||
use sdl2::render::{Canvas, ScaleMode, Texture, TextureCreator};
|
||||
use sdl2::ttf::Sdl2TtfContext;
|
||||
use sdl2::video::{Window, WindowContext};
|
||||
use sdl2::{AudioSubsystem, EventPump, Sdl, VideoSubsystem};
|
||||
use tracing::{error, event};
|
||||
use tracing::{error, info, warn};
|
||||
|
||||
use crate::error::{GameError, GameResult};
|
||||
|
||||
use crate::constants::{CANVAS_SIZE, LOOP_TIME, SCALE};
|
||||
use crate::game::Game;
|
||||
use crate::input::commands::GameCommand;
|
||||
use crate::input::InputSystem;
|
||||
use crate::platform::get_platform;
|
||||
|
||||
pub struct App {
|
||||
game: Game,
|
||||
input_system: InputSystem,
|
||||
canvas: Canvas<Window>,
|
||||
event_pump: &'static mut EventPump,
|
||||
backbuffer: Texture<'static>,
|
||||
paused: bool,
|
||||
event_pump: &'static mut EventPump,
|
||||
|
||||
last_tick: Instant,
|
||||
focused: bool,
|
||||
cursor_pos: Vec2,
|
||||
}
|
||||
|
||||
@@ -78,12 +81,13 @@ impl App {
|
||||
game.present_backbuffer(&mut canvas, &backbuffer, glam::Vec2::ZERO)
|
||||
.map_err(|e| GameError::Sdl(e.to_string()))?;
|
||||
|
||||
Ok(Self {
|
||||
Ok(App {
|
||||
game,
|
||||
input_system: InputSystem::new(),
|
||||
canvas,
|
||||
event_pump,
|
||||
backbuffer,
|
||||
paused: false,
|
||||
focused: true,
|
||||
last_tick: Instant::now(),
|
||||
cursor_pos: Vec2::ZERO,
|
||||
})
|
||||
@@ -96,75 +100,58 @@ impl App {
|
||||
for event in self.event_pump.poll_iter() {
|
||||
match event {
|
||||
Event::Window { win_event, .. } => match win_event {
|
||||
WindowEvent::Hidden => {
|
||||
event!(tracing::Level::DEBUG, "Window hidden");
|
||||
WindowEvent::FocusGained => {
|
||||
self.focused = true;
|
||||
}
|
||||
WindowEvent::Shown => {
|
||||
event!(tracing::Level::DEBUG, "Window shown");
|
||||
WindowEvent::FocusLost => {
|
||||
self.focused = false;
|
||||
}
|
||||
_ => {}
|
||||
},
|
||||
// It doesn't really make sense to have this available in the browser
|
||||
#[cfg(not(target_os = "emscripten"))]
|
||||
Event::Quit { .. }
|
||||
| Event::KeyDown {
|
||||
keycode: Some(Keycode::Escape) | Some(Keycode::Q),
|
||||
..
|
||||
} => {
|
||||
event!(tracing::Level::INFO, "Exit requested. Exiting...");
|
||||
return false;
|
||||
}
|
||||
Event::KeyDown {
|
||||
keycode: Some(Keycode::P),
|
||||
..
|
||||
} => {
|
||||
self.paused = !self.paused;
|
||||
event!(tracing::Level::INFO, "{}", if self.paused { "Paused" } else { "Unpaused" });
|
||||
}
|
||||
Event::KeyDown {
|
||||
keycode: Some(Keycode::Space),
|
||||
..
|
||||
} => {
|
||||
self.game.toggle_debug_mode();
|
||||
}
|
||||
Event::KeyDown { keycode: Some(key), .. } => {
|
||||
self.game.keyboard_event(key);
|
||||
}
|
||||
Event::MouseMotion { x, y, .. } => {
|
||||
// Convert window coordinates to logical coordinates
|
||||
self.cursor_pos = Vec2::new(x as f32, y as f32);
|
||||
}
|
||||
_ => {}
|
||||
}
|
||||
|
||||
if let Some(command) = self.input_system.handle_event(&event) {
|
||||
match command {
|
||||
GameCommand::Exit => {
|
||||
info!("Exit requested. Exiting...");
|
||||
return false;
|
||||
}
|
||||
_ => self.game.post_event(command.into()),
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
let dt = self.last_tick.elapsed().as_secs_f32();
|
||||
self.last_tick = Instant::now();
|
||||
|
||||
if !self.paused {
|
||||
self.game.tick(dt);
|
||||
if let Err(e) = self.game.draw(&mut self.canvas, &mut self.backbuffer) {
|
||||
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);
|
||||
}
|
||||
let exit = self.game.tick(dt);
|
||||
|
||||
if exit {
|
||||
return false;
|
||||
}
|
||||
|
||||
if let Err(e) = self.game.draw(&mut self.canvas, &mut self.backbuffer) {
|
||||
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 {
|
||||
let time = LOOP_TIME.saturating_sub(start.elapsed());
|
||||
if time != Duration::ZERO {
|
||||
get_platform().sleep(time);
|
||||
get_platform().sleep(time, self.focused);
|
||||
}
|
||||
} else {
|
||||
event!(
|
||||
tracing::Level::WARN,
|
||||
"Game loop behind schedule by: {:?}",
|
||||
start.elapsed() - LOOP_TIME
|
||||
);
|
||||
warn!("Game loop behind schedule by: {:?}", start.elapsed() - LOOP_TIME);
|
||||
}
|
||||
|
||||
true
|
||||
|
||||
@@ -1,7 +1,8 @@
|
||||
use glam::IVec2;
|
||||
|
||||
/// The four cardinal directions.
|
||||
#[derive(Debug, Copy, Clone, PartialEq, Eq, Hash)]
|
||||
#[derive(Debug, Clone, Copy, PartialEq, Eq, Hash)]
|
||||
#[repr(usize)]
|
||||
pub enum Direction {
|
||||
Up,
|
||||
Down,
|
||||
|
||||
@@ -14,7 +14,6 @@ use crate::entity::{
|
||||
use crate::texture::animated::AnimatedTexture;
|
||||
use crate::texture::directional::DirectionalAnimatedTexture;
|
||||
use crate::texture::sprite::SpriteAtlas;
|
||||
use sdl2::keyboard::Keycode;
|
||||
use tracing::error;
|
||||
|
||||
use crate::error::{GameError, GameResult, TextureError};
|
||||
@@ -107,24 +106,6 @@ impl Pacman {
|
||||
texture: DirectionalAnimatedTexture::new(textures, stopped_textures),
|
||||
})
|
||||
}
|
||||
|
||||
/// Handles keyboard input to change Pac-Man's direction.
|
||||
///
|
||||
/// Maps arrow keys to directions and queues the direction change
|
||||
/// for the next valid intersection.
|
||||
pub fn handle_key(&mut self, keycode: Keycode) {
|
||||
let direction = match keycode {
|
||||
Keycode::Up => Some(Direction::Up),
|
||||
Keycode::Down => Some(Direction::Down),
|
||||
Keycode::Left => Some(Direction::Left),
|
||||
Keycode::Right => Some(Direction::Right),
|
||||
_ => None,
|
||||
};
|
||||
|
||||
if let Some(direction) = direction {
|
||||
self.traverser.set_next_direction(direction);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
impl Collidable for Pacman {
|
||||
|
||||
12
src/game/events.rs
Normal file
12
src/game/events.rs
Normal file
@@ -0,0 +1,12 @@
|
||||
use crate::input::commands::GameCommand;
|
||||
|
||||
#[derive(Debug, Clone, Copy)]
|
||||
pub enum GameEvent {
|
||||
Command(GameCommand),
|
||||
}
|
||||
|
||||
impl From<GameCommand> for GameEvent {
|
||||
fn from(command: GameCommand) -> Self {
|
||||
GameEvent::Command(command)
|
||||
}
|
||||
}
|
||||
103
src/game/mod.rs
103
src/game/mod.rs
@@ -1,16 +1,12 @@
|
||||
//! This module contains the main game logic and state.
|
||||
|
||||
use glam::{UVec2, Vec2};
|
||||
use rand::{rngs::SmallRng, Rng, SeedableRng};
|
||||
use sdl2::{
|
||||
keyboard::Keycode,
|
||||
pixels::Color,
|
||||
render::{Canvas, RenderTarget, Texture, TextureCreator},
|
||||
video::WindowContext,
|
||||
};
|
||||
use sdl2::pixels::Color;
|
||||
use sdl2::render::{Canvas, Texture, TextureCreator};
|
||||
use sdl2::video::WindowContext;
|
||||
|
||||
use crate::entity::r#trait::Entity;
|
||||
use crate::error::{EntityError, GameError, GameResult};
|
||||
use crate::error::GameResult;
|
||||
|
||||
use crate::entity::{
|
||||
collision::{Collidable, CollisionSystem, EntityId},
|
||||
@@ -21,15 +17,18 @@ use crate::entity::{
|
||||
use crate::map::render::MapRenderer;
|
||||
use crate::{constants, texture::sprite::SpriteAtlas};
|
||||
|
||||
use self::events::GameEvent;
|
||||
use self::state::GameState;
|
||||
|
||||
pub mod events;
|
||||
pub mod state;
|
||||
use state::GameState;
|
||||
|
||||
/// The `Game` struct is the main entry point for the game.
|
||||
///
|
||||
/// It contains the game's state and logic, and is responsible for
|
||||
/// handling user input, updating the game state, and rendering the game.
|
||||
pub struct Game {
|
||||
state: GameState,
|
||||
state: state::GameState,
|
||||
}
|
||||
|
||||
impl Game {
|
||||
@@ -39,16 +38,39 @@ impl Game {
|
||||
Ok(Game { state })
|
||||
}
|
||||
|
||||
pub fn keyboard_event(&mut self, keycode: Keycode) {
|
||||
self.state.pacman.handle_key(keycode);
|
||||
pub fn post_event(&mut self, event: GameEvent) {
|
||||
self.state.event_queue.push_back(event);
|
||||
}
|
||||
|
||||
if keycode == Keycode::M {
|
||||
self.state.audio.set_mute(!self.state.audio.is_muted());
|
||||
fn handle_command(&mut self, command: crate::input::commands::GameCommand) {
|
||||
use crate::input::commands::GameCommand;
|
||||
match 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 => {}
|
||||
}
|
||||
}
|
||||
|
||||
if keycode == Keycode::R {
|
||||
if let Err(e) = self.reset_game_state() {
|
||||
tracing::error!("Failed to reset game state: {}", e);
|
||||
fn process_events(&mut self) {
|
||||
while let Some(event) = self.state.event_queue.pop_front() {
|
||||
match event {
|
||||
GameEvent::Command(command) => self.handle_command(command),
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -93,7 +115,18 @@ impl Game {
|
||||
Ok(())
|
||||
}
|
||||
|
||||
pub fn tick(&mut self, dt: f32) {
|
||||
/// Ticks the game state.
|
||||
///
|
||||
/// Returns true if the game should exit.
|
||||
pub fn tick(&mut self, dt: f32) -> bool {
|
||||
// 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.state.pacman.tick(dt, &self.state.map.graph);
|
||||
|
||||
// Update all ghosts
|
||||
@@ -106,6 +139,8 @@ impl Game {
|
||||
|
||||
// Check for collisions
|
||||
self.check_collisions();
|
||||
|
||||
false
|
||||
}
|
||||
|
||||
/// Toggles the debug mode on and off.
|
||||
@@ -170,14 +205,14 @@ impl Game {
|
||||
self.state.ghost_ids.iter().position(|&id| id == entity_id)
|
||||
}
|
||||
|
||||
pub fn draw<T: RenderTarget>(&mut self, canvas: &mut Canvas<T>, backbuffer: &mut Texture) -> GameResult<()> {
|
||||
pub fn draw<T: sdl2::render::RenderTarget>(&mut self, canvas: &mut Canvas<T>, backbuffer: &mut Texture) -> GameResult<()> {
|
||||
// Only render the map texture once and cache it
|
||||
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| GameError::Sdl(e.to_string()))?;
|
||||
.map_err(|e| crate::error::GameError::Sdl(e.to_string()))?;
|
||||
|
||||
canvas
|
||||
.with_texture_canvas(&mut map_texture, |map_canvas| {
|
||||
@@ -189,7 +224,7 @@ impl Game {
|
||||
}
|
||||
MapRenderer::render_map(map_canvas, &mut self.state.atlas, &mut map_tiles);
|
||||
})
|
||||
.map_err(|e| GameError::Sdl(e.to_string()))?;
|
||||
.map_err(|e| crate::error::GameError::Sdl(e.to_string()))?;
|
||||
self.state.map_texture = Some(map_texture);
|
||||
self.state.map_rendered = true;
|
||||
}
|
||||
@@ -220,12 +255,12 @@ impl Game {
|
||||
tracing::error!("Failed to render pacman: {}", e);
|
||||
}
|
||||
})
|
||||
.map_err(|e| GameError::Sdl(e.to_string()))?;
|
||||
.map_err(|e| crate::error::GameError::Sdl(e.to_string()))?;
|
||||
|
||||
Ok(())
|
||||
}
|
||||
|
||||
pub fn present_backbuffer<T: RenderTarget>(
|
||||
pub fn present_backbuffer<T: sdl2::render::RenderTarget>(
|
||||
&mut self,
|
||||
canvas: &mut Canvas<T>,
|
||||
backbuffer: &Texture,
|
||||
@@ -233,7 +268,7 @@ impl Game {
|
||||
) -> GameResult<()> {
|
||||
canvas
|
||||
.copy(backbuffer, None, None)
|
||||
.map_err(|e| GameError::Sdl(e.to_string()))?;
|
||||
.map_err(|e| crate::error::GameError::Sdl(e.to_string()))?;
|
||||
if self.state.debug_mode {
|
||||
if let Err(e) =
|
||||
self.state
|
||||
@@ -253,7 +288,7 @@ impl Game {
|
||||
///
|
||||
/// Each ghost's path is drawn in its respective color with a small offset
|
||||
/// to prevent overlapping lines.
|
||||
fn render_pathfinding_debug<T: RenderTarget>(&self, canvas: &mut Canvas<T>) -> GameResult<()> {
|
||||
fn render_pathfinding_debug<T: sdl2::render::RenderTarget>(&self, canvas: &mut Canvas<T>) -> GameResult<()> {
|
||||
let pacman_node = self.state.pacman.current_node_id();
|
||||
|
||||
for ghost in self.state.ghosts.iter() {
|
||||
@@ -274,10 +309,10 @@ impl Game {
|
||||
|
||||
// Use the overall direction from start to end to determine the perpendicular offset
|
||||
let offset = match ghost.ghost_type {
|
||||
GhostType::Blinky => Vec2::new(0.25, 0.5),
|
||||
GhostType::Pinky => Vec2::new(-0.25, -0.25),
|
||||
GhostType::Inky => Vec2::new(0.5, -0.5),
|
||||
GhostType::Clyde => Vec2::new(-0.5, 0.25),
|
||||
GhostType::Blinky => glam::Vec2::new(0.25, 0.5),
|
||||
GhostType::Pinky => glam::Vec2::new(-0.25, -0.25),
|
||||
GhostType::Inky => glam::Vec2::new(0.5, -0.5),
|
||||
GhostType::Clyde => glam::Vec2::new(-0.5, 0.25),
|
||||
} * 5.0;
|
||||
|
||||
// Calculate offset positions for all nodes using the same perpendicular direction
|
||||
@@ -288,7 +323,7 @@ impl Game {
|
||||
.map
|
||||
.graph
|
||||
.get_node(node_id)
|
||||
.ok_or(GameError::Entity(EntityError::NodeNotFound(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);
|
||||
}
|
||||
@@ -304,7 +339,7 @@ impl Game {
|
||||
// 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| GameError::Sdl(e.to_string()))?;
|
||||
.map_err(|e| crate::error::GameError::Sdl(e.to_string()))?;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -313,7 +348,7 @@ impl Game {
|
||||
Ok(())
|
||||
}
|
||||
|
||||
fn draw_hud<T: RenderTarget>(&mut self, canvas: &mut Canvas<T>) -> GameResult<()> {
|
||||
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;
|
||||
@@ -325,7 +360,7 @@ impl Game {
|
||||
canvas,
|
||||
&mut self.state.atlas,
|
||||
&format!("{lives}UP HIGH SCORE "),
|
||||
UVec2::new(8 * lives_offset as u32 + x_offset, y_offset),
|
||||
glam::UVec2::new(8 * lives_offset as u32 + x_offset, y_offset),
|
||||
) {
|
||||
tracing::error!("Failed to render HUD text: {}", e);
|
||||
}
|
||||
@@ -333,7 +368,7 @@ impl Game {
|
||||
canvas,
|
||||
&mut self.state.atlas,
|
||||
&score_text,
|
||||
UVec2::new(8 * score_offset as u32 + x_offset, 8 + y_offset),
|
||||
glam::UVec2::new(8 * score_offset as u32 + x_offset, 8 + y_offset),
|
||||
) {
|
||||
tracing::error!("Failed to render score text: {}", e);
|
||||
}
|
||||
|
||||
@@ -1,3 +1,5 @@
|
||||
use std::collections::VecDeque;
|
||||
|
||||
use sdl2::{
|
||||
image::LoadTexture,
|
||||
render::{Texture, TextureCreator},
|
||||
@@ -10,14 +12,14 @@ use crate::{
|
||||
audio::Audio,
|
||||
constants::RAW_BOARD,
|
||||
entity::{
|
||||
collision::{Collidable, CollisionSystem},
|
||||
collision::{Collidable, CollisionSystem, EntityId},
|
||||
ghost::{Ghost, GhostType},
|
||||
item::Item,
|
||||
pacman::Pacman,
|
||||
},
|
||||
error::{GameError, GameResult, TextureError},
|
||||
game::EntityId,
|
||||
map::Map,
|
||||
game::events::GameEvent,
|
||||
map::builder::Map,
|
||||
texture::{
|
||||
sprite::{AtlasMapper, SpriteAtlas},
|
||||
text::TextTexture,
|
||||
@@ -33,6 +35,8 @@ include!(concat!(env!("OUT_DIR"), "/atlas_data.rs"));
|
||||
/// we can cleanly separate it from the game's logic, making it easier to manage
|
||||
/// and reason about.
|
||||
pub struct GameState {
|
||||
pub paused: bool,
|
||||
|
||||
pub score: u32,
|
||||
pub map: Map,
|
||||
pub pacman: Pacman,
|
||||
@@ -42,6 +46,7 @@ pub struct GameState {
|
||||
pub items: Vec<Item>,
|
||||
pub item_ids: Vec<EntityId>,
|
||||
pub debug_mode: bool,
|
||||
pub event_queue: VecDeque<GameEvent>,
|
||||
|
||||
// Collision system
|
||||
pub(crate) collision_system: CollisionSystem,
|
||||
@@ -125,6 +130,7 @@ impl GameState {
|
||||
.collect();
|
||||
|
||||
Ok(Self {
|
||||
paused: false,
|
||||
map,
|
||||
atlas,
|
||||
pacman,
|
||||
@@ -141,6 +147,7 @@ impl GameState {
|
||||
map_texture: None,
|
||||
map_rendered: false,
|
||||
texture_creator,
|
||||
event_queue: VecDeque::new(),
|
||||
})
|
||||
}
|
||||
}
|
||||
|
||||
11
src/input/commands.rs
Normal file
11
src/input/commands.rs
Normal file
@@ -0,0 +1,11 @@
|
||||
use crate::entity::direction::Direction;
|
||||
|
||||
#[derive(Debug, Clone, Copy)]
|
||||
pub enum GameCommand {
|
||||
MovePlayer(Direction),
|
||||
TogglePause,
|
||||
ToggleDebug,
|
||||
MuteAudio,
|
||||
ResetLevel,
|
||||
Exit,
|
||||
}
|
||||
47
src/input/mod.rs
Normal file
47
src/input/mod.rs
Normal file
@@ -0,0 +1,47 @@
|
||||
use std::collections::HashMap;
|
||||
|
||||
use sdl2::{event::Event, keyboard::Keycode};
|
||||
|
||||
use crate::{entity::direction::Direction, input::commands::GameCommand};
|
||||
|
||||
pub mod commands;
|
||||
|
||||
#[derive(Debug, Clone, Default)]
|
||||
pub struct InputSystem {
|
||||
key_bindings: HashMap<Keycode, GameCommand>,
|
||||
}
|
||||
|
||||
impl InputSystem {
|
||||
pub fn new() -> Self {
|
||||
let mut key_bindings = HashMap::new();
|
||||
|
||||
// Player movement
|
||||
key_bindings.insert(Keycode::Up, GameCommand::MovePlayer(Direction::Up));
|
||||
key_bindings.insert(Keycode::W, GameCommand::MovePlayer(Direction::Up));
|
||||
key_bindings.insert(Keycode::Down, GameCommand::MovePlayer(Direction::Down));
|
||||
key_bindings.insert(Keycode::S, GameCommand::MovePlayer(Direction::Down));
|
||||
key_bindings.insert(Keycode::Left, GameCommand::MovePlayer(Direction::Left));
|
||||
key_bindings.insert(Keycode::A, GameCommand::MovePlayer(Direction::Left));
|
||||
key_bindings.insert(Keycode::Right, GameCommand::MovePlayer(Direction::Right));
|
||||
key_bindings.insert(Keycode::D, GameCommand::MovePlayer(Direction::Right));
|
||||
|
||||
// Game actions
|
||||
key_bindings.insert(Keycode::P, GameCommand::TogglePause);
|
||||
key_bindings.insert(Keycode::Space, GameCommand::ToggleDebug);
|
||||
key_bindings.insert(Keycode::M, GameCommand::MuteAudio);
|
||||
key_bindings.insert(Keycode::R, GameCommand::ResetLevel);
|
||||
key_bindings.insert(Keycode::Escape, GameCommand::Exit);
|
||||
key_bindings.insert(Keycode::Q, GameCommand::Exit);
|
||||
|
||||
Self { key_bindings }
|
||||
}
|
||||
|
||||
/// Handles an event and returns a command if one is bound to the event.
|
||||
pub fn handle_event(&self, event: &Event) -> Option<GameCommand> {
|
||||
match event {
|
||||
Event::Quit { .. } => Some(GameCommand::Exit),
|
||||
Event::KeyDown { keycode: Some(key), .. } => self.key_bindings.get(key).copied(),
|
||||
_ => None,
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -8,6 +8,7 @@ pub mod entity;
|
||||
pub mod error;
|
||||
pub mod game;
|
||||
pub mod helpers;
|
||||
pub mod input;
|
||||
pub mod map;
|
||||
pub mod platform;
|
||||
pub mod texture;
|
||||
|
||||
@@ -14,6 +14,7 @@ mod entity;
|
||||
mod error;
|
||||
mod game;
|
||||
mod helpers;
|
||||
mod input;
|
||||
mod map;
|
||||
mod platform;
|
||||
mod texture;
|
||||
|
||||
@@ -4,6 +4,3 @@ pub mod builder;
|
||||
pub mod layout;
|
||||
pub mod parser;
|
||||
pub mod render;
|
||||
|
||||
// Re-export main types for convenience
|
||||
pub use builder::Map;
|
||||
|
||||
@@ -11,8 +11,12 @@ use crate::platform::Platform;
|
||||
pub struct DesktopPlatform;
|
||||
|
||||
impl Platform for DesktopPlatform {
|
||||
fn sleep(&self, duration: Duration) {
|
||||
spin_sleep::sleep(duration);
|
||||
fn sleep(&self, duration: Duration, focused: bool) {
|
||||
if focused {
|
||||
spin_sleep::sleep(duration);
|
||||
} else {
|
||||
std::thread::sleep(duration);
|
||||
}
|
||||
}
|
||||
|
||||
fn get_time(&self) -> f64 {
|
||||
|
||||
@@ -11,7 +11,7 @@ use crate::platform::Platform;
|
||||
pub struct EmscriptenPlatform;
|
||||
|
||||
impl Platform for EmscriptenPlatform {
|
||||
fn sleep(&self, duration: Duration) {
|
||||
fn sleep(&self, duration: Duration, _focused: bool) {
|
||||
unsafe {
|
||||
emscripten_sleep(duration.as_millis() as u32);
|
||||
}
|
||||
|
||||
@@ -11,7 +11,7 @@ pub mod emscripten;
|
||||
/// Platform abstraction trait that defines cross-platform functionality.
|
||||
pub trait Platform {
|
||||
/// Sleep for the specified duration using platform-appropriate method.
|
||||
fn sleep(&self, duration: Duration);
|
||||
fn sleep(&self, duration: Duration, focused: bool);
|
||||
|
||||
/// Get the current time in seconds since some reference point.
|
||||
/// This is available for future use in timing and performance monitoring.
|
||||
|
||||
@@ -1,5 +1,5 @@
|
||||
use pacman::constants::RAW_BOARD;
|
||||
use pacman::map::Map;
|
||||
use pacman::map::builder::Map;
|
||||
|
||||
mod collision;
|
||||
mod item;
|
||||
|
||||
@@ -1,6 +1,6 @@
|
||||
use glam::Vec2;
|
||||
use pacman::constants::{CELL_SIZE, RAW_BOARD};
|
||||
use pacman::map::Map;
|
||||
use pacman::map::builder::Map;
|
||||
use sdl2::render::Texture;
|
||||
|
||||
#[test]
|
||||
|
||||
@@ -2,7 +2,6 @@ use pacman::entity::direction::Direction;
|
||||
use pacman::entity::graph::{Graph, Node};
|
||||
use pacman::entity::pacman::Pacman;
|
||||
use pacman::texture::sprite::{AtlasMapper, MapperFrame, SpriteAtlas};
|
||||
use sdl2::keyboard::Keycode;
|
||||
use std::collections::HashMap;
|
||||
|
||||
fn create_test_graph() -> Graph {
|
||||
@@ -72,36 +71,3 @@ fn test_pacman_creation() {
|
||||
assert!(pacman.traverser.position.is_at_node());
|
||||
assert_eq!(pacman.traverser.direction, Direction::Left);
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn test_pacman_key_handling() {
|
||||
let graph = create_test_graph();
|
||||
let atlas = create_test_atlas();
|
||||
let mut pacman = Pacman::new(&graph, 0, &atlas).unwrap();
|
||||
|
||||
let test_cases = [
|
||||
(Keycode::Up, Direction::Up),
|
||||
(Keycode::Down, Direction::Down),
|
||||
(Keycode::Left, Direction::Left),
|
||||
(Keycode::Right, Direction::Right),
|
||||
];
|
||||
|
||||
for (key, expected_direction) in test_cases {
|
||||
pacman.handle_key(key);
|
||||
assert!(pacman.traverser.next_direction.is_some() || pacman.traverser.direction == expected_direction);
|
||||
}
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn test_pacman_invalid_key() {
|
||||
let graph = create_test_graph();
|
||||
let atlas = create_test_atlas();
|
||||
let mut pacman = Pacman::new(&graph, 0, &atlas).unwrap();
|
||||
|
||||
let original_direction = pacman.traverser.direction;
|
||||
let original_next_direction = pacman.traverser.next_direction;
|
||||
|
||||
pacman.handle_key(Keycode::Space);
|
||||
assert_eq!(pacman.traverser.direction, original_direction);
|
||||
assert_eq!(pacman.traverser.next_direction, original_next_direction);
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user