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51 Commits

Author SHA1 Message Date
Ryan Walters
ca006b5073 refactor: remove dead code, tune lints, remove useless tests 2025-09-09 14:22:06 -05:00
Ryan Walters
139afb2d40 chore: update ROADMAP.md with latest progress, detail core feature targets & mechanics 2025-09-09 11:42:26 -05:00
Ryan Walters
5d56b31353 feat: fruit spawning mechanism, sprites, pellet counting, fruit trigger observer 2025-09-09 11:26:05 -05:00
Ryan Walters
b4990af109 chore: fix clippy lints part 972 2025-09-08 23:53:30 -05:00
Ryan Walters
088c496ad9 refactor: store common components & bundles in 'common' submodule, move others directly into relevant files, create 'animation' submodule 2025-09-08 23:53:30 -05:00
Ryan Walters
5bdf11dfb6 feat: enhance slow frame timing warning 2025-09-08 19:19:23 -05:00
Ryan Walters
c163171304 refactor: use Single<> for player queries 2025-09-08 16:50:28 -05:00
Ryan Walters
63e1059df8 feat: implement entity-based sprite system for HUD display (lives)
- Spawn HUD elements as Renderables with simple change-based entity updates
- Updated rendering systems to accommodate new precise pixel positioning for life sprites.
2025-09-08 16:22:40 -05:00
Ryan Walters
11af44c469 feat: add bottom row HUD, proper life display sprites 2025-09-08 14:30:33 -05:00
Ryan Walters
7675608391 chore(version): bump to v0.78.0 2025-09-08 14:07:34 -05:00
Ryan Walters
7d5b8e11dd chore: bump dependencies, spin-sleep & windows/windows-sys 2025-09-08 14:06:53 -05:00
Ryan Walters
5aba1862c9 feat: improve tracing logs application-wide 2025-09-08 13:50:38 -05:00
Ryan Walters
e46d39a938 chore: split tests & checks into separate workflows 2025-09-08 13:22:58 -05:00
Ryan Walters
49a6a5cc39 feat: implement stage transition for ghost eaten pause and add TimeToLive component
- `StageTransition` enum allows for collision system to apply state transition for ghost pausing.
- Added `TimeToLive` component & `time_to_live_system` to provide temporary sprite rendering of bonus sprites.
- Updated `stage_system` to handle the new ghost eaten pause state, including freezing entities and spawning bonus points.
2025-09-08 13:01:40 -05:00
Ryan Walters
ca50d0f3d8 chore: reformat README, move ideas into ROADMAP, add screenshots & image banner 2025-09-08 12:21:59 -05:00
Ryan Walters
774dc010bf chore: add justforfunnoreally.dev badge, improve README.md, fixup STORY.md 2025-09-08 11:36:38 -05:00
Ryan Walters
e87d458121 fix: set PlayerLives default to 3, use resource for HUD lives count in top left
yes I am fully aware that the UP is not the player lives, I'm just
wanting the indicator to be somewhere and I'll make the proper indicator
tomorrow probably
2025-09-08 01:23:26 -05:00
Ryan Walters
44f0b5d373 fix: use coveralls in README, use proper 'coverage' recipe, remove codecov.yml 2025-09-08 01:18:55 -05:00
Ryan Walters
c828034d18 chore(version): bump version to v0.77.0 2025-09-08 01:15:40 -05:00
Ryan Walters
823f480916 feat: setup pacman collision, level restart, game over, death sequence, switch to Vec for TileSequence 2025-09-08 01:14:32 -05:00
Ryan Walters
53306de155 chore: add precommit bacon job 2025-09-07 16:41:43 -05:00
Ryan Walters
6ddc6d1181 chore: setup auto tag & bump scripts with pre-commit 2025-09-07 15:12:19 -05:00
Ryan Walters
fff44faa05 fix: use serial single-thread testing for game integration tests 2025-09-07 00:10:49 -05:00
Ryan Walters
ca17984d98 feat: use cfg-based coverage exclusion to replace 'ignore-filename-regex' option, setup coveralls & nightly-based coverage 2025-09-06 14:51:23 -05:00
Ryan Walters
c8f389b163 feat: add pacman death sound 2025-09-06 12:15:08 -05:00
Ryan Walters
9c274de901 feat: setup dying sprites with sprite validation tests 2025-09-06 12:15:08 -05:00
Ryan Walters
9633611ae8 fix: downgrade to codecov-action v4, update escapes pattern, ignore codecov.json, slim codecov config 2025-09-06 12:15:07 -05:00
Ryan Walters
897b9b8621 fix: switch from lcov to codecov.json for Codecov reporting 2025-09-06 12:15:07 -05:00
Ryan Walters
ee2569b70c ci: drop coveralls, add codecov config, change badge 2025-09-06 12:15:07 -05:00
Ryan Walters
84caa6c25f ci: setup codecov coverage 2025-09-06 12:15:06 -05:00
Ryan Walters
f92c9175b9 test: add ttf renderer tests 2025-09-06 12:15:06 -05:00
Ryan Walters
d561b446c5 test: remove useless/redundant tests 2025-09-06 12:15:05 -05:00
Ryan Walters
9219c771d7 test: improve input & map_builder test coverage 2025-09-06 12:15:05 -05:00
Ryan Walters
cd501aafc4 test: general game testing 2025-09-06 12:15:05 -05:00
Ryan Walters
feae1ee191 test: add asset tests, file exists & has min size 2025-09-06 12:15:04 -05:00
Ryan Walters
2f0b9825c6 test: blinking system tests 2025-09-06 12:15:04 -05:00
Ryan Walters
cac490565e refactor: use speculoos for all test assertions 2025-09-06 12:15:04 -05:00
Ryan Walters
b60888219b fix: remove unused BlinkingTexture 2025-09-06 12:15:03 -05:00
Ryan Walters
3c50bfeab6 refactor: add ticks to DeltaTime, rewrite Blinking system for tick-based calculations with absolute calculations, rewrite Blinking/Direction tests 2025-09-06 12:15:03 -05:00
Ryan Walters
132067c573 feat: re-implement CustomFormatter to clone Full formatterr 2025-09-06 12:15:03 -05:00
Ryan Walters
42e309a46b feat: enhance profiling with tick-based timing management and zero-padding for skipped frames 2025-09-06 12:15:02 -05:00
Ryan Walters
a38423f006 refactor: use welford's algorithm for one-pass avg/std dev. calculations, input logging tweaks 2025-09-06 12:15:02 -05:00
Ryan Walters
07bd127596 chore: move ttf context out of game.rs, remove unnecessary window event logging 2025-09-06 12:15:01 -05:00
Ryan Walters
da42d017e7 refactor: reorganize game.rs new() into separate functions 2025-09-06 12:15:01 -05:00
Ryan Walters
8b623ffabe feat: sprite enums for avoiding hardcoded string paths 2025-09-06 12:15:01 -05:00
Ryan Walters
af81390e30 fix: use LARGE_SCALE for BatchedLineResource calculations 2025-09-06 12:15:00 -05:00
Ryan Walters
2fabd5d7a2 feat: measure total system timings using threading indifferent method, padded formatting 2025-09-06 12:15:00 -05:00
Ryan Walters
bcd9865430 chore: move BufferedWriter into tracing_buffer.rs 2025-09-06 12:15:00 -05:00
Ryan Walters
ed16da1e8f feat: special formatting with game tick counter, remove date from tracing formatter 2025-09-06 12:14:59 -05:00
Ryan Walters
14882531c9 fix(ci): allow dead code in buffered_writer & tracing_buffer for desktop non-windows checks 2025-09-06 12:14:59 -05:00
Ryan Walters
2d36d49b13 feat: enumerate and display render driver info, increase node id text opacity 2025-09-06 12:14:59 -05:00
70 changed files with 2513 additions and 1439 deletions

View File

@@ -3,3 +3,10 @@ fail-fast = false
[profile.coverage]
status-level = "none"
[[profile.default.overrides]]
filter = 'test(pacman::game::)'
test-group = 'serial'
[test-groups]
serial = { max-threads = 1 }

1
.gitattributes vendored
View File

@@ -1 +1,2 @@
* text=auto eol=lf
scripts/* linguist-detectable=false

53
.github/workflows/checks.yaml vendored Normal file
View File

@@ -0,0 +1,53 @@
name: Checks
on: ["push", "pull_request"]
env:
CARGO_TERM_COLOR: always
RUST_TOOLCHAIN: 1.86.0
jobs:
checks:
runs-on: ubuntu-latest
steps:
- name: Checkout code
uses: actions/checkout@v5
- name: Install Rust toolchain
uses: dtolnay/rust-toolchain@master
with:
toolchain: ${{ env.RUST_TOOLCHAIN }}
components: clippy, rustfmt
- name: Rust Cache
uses: Swatinem/rust-cache@v2
- name: Cache vcpkg
uses: actions/cache@v4
with:
path: target/vcpkg
key: A-vcpkg-${{ runner.os }}-${{ hashFiles('Cargo.toml', 'Cargo.lock') }}
restore-keys: |
A-vcpkg-${{ runner.os }}-
- name: Vcpkg Linux Dependencies
run: |
sudo apt-get update
sudo apt-get install -y libltdl-dev
- name: Vcpkg
run: |
cargo install cargo-vcpkg
cargo vcpkg -v build
- name: Run clippy
run: cargo clippy -- -D warnings
- name: Check formatting
run: cargo fmt -- --check
- uses: taiki-e/install-action@cargo-audit
- name: Run security audit
run: cargo audit

View File

@@ -4,13 +4,11 @@ on: ["push", "pull_request"]
env:
CARGO_TERM_COLOR: always
RUST_TOOLCHAIN: 1.86.0
RUST_TOOLCHAIN: nightly
jobs:
coverage:
runs-on: ubuntu-latest
env:
COVERALLS_REPO_TOKEN: ${{ secrets.COVERALLS_REPO_TOKEN }}
steps:
- name: Checkout code
uses: actions/checkout@v5
@@ -50,39 +48,9 @@ jobs:
run: |
just coverage
- name: Upload coverage reports to Codecov
uses: codecov/codecov-action@v5
- name: Coveralls upload
uses: coverallsapp/github-action@v2
with:
token: ${{ secrets.CODECOV_TOKEN }}
files: lcov.info
- name: Download Coveralls CLI
if: ${{ env.COVERALLS_REPO_TOKEN != '' }}
run: |
# use GitHub Releases URL instead of coveralls.io because they can't maintain their own files; it 404s
curl -L https://github.com/coverallsapp/coverage-reporter/releases/download/v0.6.15/coveralls-linux-x86_64.tar.gz | tar -xz -C /usr/local/bin
- name: Upload coverage to Coveralls
if: ${{ env.COVERALLS_REPO_TOKEN != '' }}
run: |
if [ ! -f "lcov.info" ]; then
echo "Error: lcov.info file not found. Coverage generation may have failed."
exit 1
fi
for i in {1..10}; do
echo "Attempt $i: Uploading coverage to Coveralls..."
if coveralls -n report lcov.info; then
echo "Successfully uploaded coverage report."
exit 0
fi
if [ $i -lt 10 ]; then
delay=$((2**i))
echo "Attempt $i failed. Retrying in $delay seconds..."
sleep $delay
fi
done
echo "Failed to upload coverage report after 10 attempts."
exit 1
github-token: ${{ secrets.COVERALLS_REPO_TOKEN }}
path-to-lcov: lcov.info
debug: true

View File

@@ -1,4 +1,4 @@
name: Tests & Checks
name: Tests
on: ["push", "pull_request"]
@@ -18,7 +18,6 @@ jobs:
uses: dtolnay/rust-toolchain@master
with:
toolchain: ${{ env.RUST_TOOLCHAIN }}
components: clippy, rustfmt
- name: Rust Cache
uses: Swatinem/rust-cache@v2
@@ -45,14 +44,3 @@ jobs:
- name: Run nextest
run: cargo nextest run --workspace
- name: Run clippy
run: cargo clippy -- -D warnings
- name: Check formatting
run: cargo fmt -- --check
- uses: taiki-e/install-action@cargo-audit
- name: Run security audit
run: cargo audit

5
.gitignore vendored
View File

@@ -14,8 +14,13 @@ assets/site/build.css
# Coverage reports
lcov.info
codecov.json
coverage.html
# Profiling output
flamegraph.svg
/profile.*
# temporary
assets/game/sound/*.wav
/*.py

View File

@@ -12,6 +12,13 @@ repos:
- id: forbid-submodules
- id: mixed-line-ending
- repo: https://github.com/compilerla/conventional-pre-commit
rev: v4.2.0
hooks:
- id: conventional-pre-commit
stages: [commit-msg]
args: []
- repo: local
hooks:
- id: cargo-fmt
@@ -20,15 +27,31 @@ repos:
language: system
types: [rust]
pass_filenames: false
- id: cargo-check
name: cargo check
entry: cargo check --all-targets
language: system
types_or: [rust, cargo, cargo-lock]
pass_filenames: false
- id: cargo-check-wasm
name: cargo check for wasm32-unknown-emscripten
entry: cargo check --all-targets --target=wasm32-unknown-emscripten
language: system
types_or: [rust, cargo, cargo-lock]
pass_filenames: false
- id: bump-version
name: bump version based on commit message
entry: python scripts/bump-version.py
language: system
stages: [commit-msg]
always_run: true
- id: tag-version
name: tag version based on commit message
entry: python scripts/tag-version.py
language: system
stages: [post-commit]
always_run: true

136
Cargo.lock generated
View File

@@ -663,7 +663,7 @@ checksum = "42f5e15c9953c5e4ccceeb2e7382a716482c34515315f7b03532b8b4e8393d2d"
[[package]]
name = "pacman"
version = "0.2.0"
version = "0.78.5"
dependencies = [
"anyhow",
"bevy_ecs",
@@ -693,7 +693,7 @@ dependencies = [
"tracing-error",
"tracing-subscriber",
"windows",
"windows-sys 0.60.2",
"windows-sys 0.61.0",
]
[[package]]
@@ -722,7 +722,7 @@ dependencies = [
"libc",
"redox_syscall",
"smallvec",
"windows-targets 0.52.6",
"windows-targets",
]
[[package]]
@@ -1051,11 +1051,11 @@ dependencies = [
[[package]]
name = "spin_sleep"
version = "1.3.2"
version = "1.3.3"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "14ac0e4b54d028c2000a13895bcd84cd02a1d63c4f78e08e4ec5ec8f53efd4b9"
checksum = "9c07347b7c0301b9adba4350bdcf09c039d0e7160922050db0439b3c6723c8ab"
dependencies = [
"windows-sys 0.60.2",
"windows-sys 0.61.0",
]
[[package]]
@@ -1398,9 +1398,9 @@ dependencies = [
[[package]]
name = "windows"
version = "0.61.3"
version = "0.62.0"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "9babd3a767a4c1aef6900409f85f5d53ce2544ccdfaa86dad48c91782c6d6893"
checksum = "9579d0e6970fd5250aa29aba5994052385ff55cf7b28a059e484bb79ea842e42"
dependencies = [
"windows-collections",
"windows-core",
@@ -1411,18 +1411,18 @@ dependencies = [
[[package]]
name = "windows-collections"
version = "0.2.0"
version = "0.3.0"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "3beeceb5e5cfd9eb1d76b381630e82c4241ccd0d27f1a39ed41b2760b255c5e8"
checksum = "a90dd7a7b86859ec4cdf864658b311545ef19dbcf17a672b52ab7cefe80c336f"
dependencies = [
"windows-core",
]
[[package]]
name = "windows-core"
version = "0.61.2"
version = "0.62.0"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "c0fdd3ddb90610c7638aa2b3a3ab2904fb9e5cdbecc643ddb3647212781c4ae3"
checksum = "57fe7168f7de578d2d8a05b07fd61870d2e73b4020e9f49aa00da8471723497c"
dependencies = [
"windows-implement",
"windows-interface",
@@ -1433,9 +1433,9 @@ dependencies = [
[[package]]
name = "windows-future"
version = "0.2.1"
version = "0.3.0"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "fc6a41e98427b19fe4b73c550f060b59fa592d7d686537eebf9385621bfbad8e"
checksum = "b2194dee901458cb79e1148a4e9aac2b164cc95fa431891e7b296ff0b2f1d8a6"
dependencies = [
"windows-core",
"windows-link",
@@ -1466,15 +1466,15 @@ dependencies = [
[[package]]
name = "windows-link"
version = "0.1.3"
version = "0.2.0"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "5e6ad25900d524eaabdbbb96d20b4311e1e7ae1699af4fb28c17ae66c80d798a"
checksum = "45e46c0661abb7180e7b9c281db115305d49ca1709ab8242adf09666d2173c65"
[[package]]
name = "windows-numerics"
version = "0.2.0"
version = "0.3.0"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "9150af68066c4c5c07ddc0ce30421554771e528bde427614c61038bc2c92c2b1"
checksum = "2ce3498fe0aba81e62e477408383196b4b0363db5e0c27646f932676283b43d8"
dependencies = [
"windows-core",
"windows-link",
@@ -1482,18 +1482,18 @@ dependencies = [
[[package]]
name = "windows-result"
version = "0.3.4"
version = "0.4.0"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "56f42bd332cc6c8eac5af113fc0c1fd6a8fd2aa08a0119358686e5160d0586c6"
checksum = "7084dcc306f89883455a206237404d3eaf961e5bd7e0f312f7c91f57eb44167f"
dependencies = [
"windows-link",
]
[[package]]
name = "windows-strings"
version = "0.4.2"
version = "0.5.0"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "56e6c93f3a0c3b36176cb1327a4958a0353d5d166c2a35cb268ace15e91d3b57"
checksum = "7218c655a553b0bed4426cf54b20d7ba363ef543b52d515b3e48d7fd55318dda"
dependencies = [
"windows-link",
]
@@ -1504,16 +1504,16 @@ version = "0.52.0"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "282be5f36a8ce781fad8c8ae18fa3f9beff57ec1b52cb3de0789201425d9a33d"
dependencies = [
"windows-targets 0.52.6",
"windows-targets",
]
[[package]]
name = "windows-sys"
version = "0.60.2"
version = "0.61.0"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "f2f500e4d28234f72040990ec9d39e3a6b950f9f22d3dba18416c35882612bcb"
checksum = "e201184e40b2ede64bc2ea34968b28e33622acdbbf37104f0e4a33f7abe657aa"
dependencies = [
"windows-targets 0.53.2",
"windows-link",
]
[[package]]
@@ -1522,37 +1522,21 @@ version = "0.52.6"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "9b724f72796e036ab90c1021d4780d4d3d648aca59e491e6b98e725b84e99973"
dependencies = [
"windows_aarch64_gnullvm 0.52.6",
"windows_aarch64_msvc 0.52.6",
"windows_i686_gnu 0.52.6",
"windows_i686_gnullvm 0.52.6",
"windows_i686_msvc 0.52.6",
"windows_x86_64_gnu 0.52.6",
"windows_x86_64_gnullvm 0.52.6",
"windows_x86_64_msvc 0.52.6",
]
[[package]]
name = "windows-targets"
version = "0.53.2"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "c66f69fcc9ce11da9966ddb31a40968cad001c5bedeb5c2b82ede4253ab48aef"
dependencies = [
"windows_aarch64_gnullvm 0.53.0",
"windows_aarch64_msvc 0.53.0",
"windows_i686_gnu 0.53.0",
"windows_i686_gnullvm 0.53.0",
"windows_i686_msvc 0.53.0",
"windows_x86_64_gnu 0.53.0",
"windows_x86_64_gnullvm 0.53.0",
"windows_x86_64_msvc 0.53.0",
"windows_aarch64_gnullvm",
"windows_aarch64_msvc",
"windows_i686_gnu",
"windows_i686_gnullvm",
"windows_i686_msvc",
"windows_x86_64_gnu",
"windows_x86_64_gnullvm",
"windows_x86_64_msvc",
]
[[package]]
name = "windows-threading"
version = "0.1.0"
version = "0.2.0"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "b66463ad2e0ea3bbf808b7f1d371311c80e115c0b71d60efc142cafbcfb057a6"
checksum = "ab47f085ad6932defa48855254c758cdd0e2f2d48e62a34118a268d8f345e118"
dependencies = [
"windows-link",
]
@@ -1563,96 +1547,48 @@ version = "0.52.6"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "32a4622180e7a0ec044bb555404c800bc9fd9ec262ec147edd5989ccd0c02cd3"
[[package]]
name = "windows_aarch64_gnullvm"
version = "0.53.0"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "86b8d5f90ddd19cb4a147a5fa63ca848db3df085e25fee3cc10b39b6eebae764"
[[package]]
name = "windows_aarch64_msvc"
version = "0.52.6"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "09ec2a7bb152e2252b53fa7803150007879548bc709c039df7627cabbd05d469"
[[package]]
name = "windows_aarch64_msvc"
version = "0.53.0"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "c7651a1f62a11b8cbd5e0d42526e55f2c99886c77e007179efff86c2b137e66c"
[[package]]
name = "windows_i686_gnu"
version = "0.52.6"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "8e9b5ad5ab802e97eb8e295ac6720e509ee4c243f69d781394014ebfe8bbfa0b"
[[package]]
name = "windows_i686_gnu"
version = "0.53.0"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "c1dc67659d35f387f5f6c479dc4e28f1d4bb90ddd1a5d3da2e5d97b42d6272c3"
[[package]]
name = "windows_i686_gnullvm"
version = "0.52.6"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "0eee52d38c090b3caa76c563b86c3a4bd71ef1a819287c19d586d7334ae8ed66"
[[package]]
name = "windows_i686_gnullvm"
version = "0.53.0"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "9ce6ccbdedbf6d6354471319e781c0dfef054c81fbc7cf83f338a4296c0cae11"
[[package]]
name = "windows_i686_msvc"
version = "0.52.6"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "240948bc05c5e7c6dabba28bf89d89ffce3e303022809e73deaefe4f6ec56c66"
[[package]]
name = "windows_i686_msvc"
version = "0.53.0"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "581fee95406bb13382d2f65cd4a908ca7b1e4c2f1917f143ba16efe98a589b5d"
[[package]]
name = "windows_x86_64_gnu"
version = "0.52.6"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "147a5c80aabfbf0c7d901cb5895d1de30ef2907eb21fbbab29ca94c5b08b1a78"
[[package]]
name = "windows_x86_64_gnu"
version = "0.53.0"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "2e55b5ac9ea33f2fc1716d1742db15574fd6fc8dadc51caab1c16a3d3b4190ba"
[[package]]
name = "windows_x86_64_gnullvm"
version = "0.52.6"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "24d5b23dc417412679681396f2b49f3de8c1473deb516bd34410872eff51ed0d"
[[package]]
name = "windows_x86_64_gnullvm"
version = "0.53.0"
source = "registry+https://github.com/rust-lang/crates.io-index"
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]]
name = "windows_x86_64_msvc"
version = "0.53.0"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "271414315aff87387382ec3d271b52d7ae78726f5d44ac98b4f4030c91880486"
[[package]]
name = "winnow"
version = "0.7.12"

View File

@@ -1,6 +1,6 @@
[package]
name = "pacman"
version = "0.2.0"
version = "0.78.5"
authors = ["Xevion"]
edition = "2021"
rust-version = "1.86.0"
@@ -21,7 +21,7 @@ default-run = "pacman"
bevy_ecs = "0.16.1"
glam = "0.30.5"
pathfinding = "4.14"
tracing = { version = "0.1.41", features = ["max_level_debug", "release_max_level_debug"]}
tracing = { version = "0.1.41", features = ["max_level_trace", "release_max_level_debug"]}
tracing-error = "0.2.0"
tracing-subscriber = {version = "0.3.20", features = ["env-filter"]}
time = { version = "0.3.43", features = ["formatting", "macros"] }
@@ -42,15 +42,15 @@ phf = { version = "0.13.1", features = ["macros"] }
# Windows-specific dependencies
[target.'cfg(target_os = "windows")'.dependencies]
# Used for customizing console output on Windows; both are required due to the `windows` crate having poor Result handling with `GetStdHandle`.
windows = { version = "0.61.3", features = ["Win32_Security", "Win32_Storage_FileSystem", "Win32_System_Console"] }
windows-sys = { version = "0.60.2", features = ["Win32_System_Console"] }
windows = { version = "0.62.0", features = ["Win32_Security", "Win32_Storage_FileSystem", "Win32_System_Console"] }
windows-sys = { version = "0.61.0", features = ["Win32_System_Console"] }
# Desktop-specific dependencies
[target.'cfg(not(target_os = "emscripten"))'.dependencies]
# On desktop platforms, build SDL2 with cargo-vcpkg
sdl2 = { version = "0.38", default-features = false, features = ["image", "ttf", "gfx", "mixer", "unsafe_textures", "static-link", "use-vcpkg"] }
rand = { version = "0.9.2", default-features = false, features = ["thread_rng"] }
spin_sleep = "1.3.2"
spin_sleep = "1.3.3"
# Browser-specific dependencies
[target.'cfg(target_os = "emscripten")'.dependencies]
@@ -98,3 +98,6 @@ x86_64-pc-windows-msvc = { triplet = "x64-windows-static-md" }
x86_64-unknown-linux-gnu = { triplet = "x64-linux" }
x86_64-apple-darwin = { triplet = "x64-osx" }
aarch64-apple-darwin = { triplet = "arm64-osx" }
[lints.rust]
unexpected_cfgs = { level = "warn", check-cfg = ['cfg(coverage,coverage_nightly)'] }

View File

@@ -1,9 +1,6 @@
set shell := ["bash", "-c"]
set windows-shell := ["powershell.exe", "-NoLogo", "-Command"]
# Regex to exclude files from coverage report, double escapes for Justfile + CLI
# You can use src\\\\..., but the filename alone is acceptable too
coverage_exclude_pattern := "src\\\\app\\.rs|audio\\.rs|src\\\\error\\.rs|platform\\\\emscripten\\.rs|bin\\\\.+\\.rs|main\\.rs|platform\\\\desktop\\.rs|platform\\\\tracing_buffer\\.rs|platform\\\\buffered_writer\\.rs|systems\\\\debug\\.rs|systems\\\\profiling\\.rs"
binary_extension := if os() == "windows" { ".exe" } else { "" }
@@ -14,22 +11,19 @@ binary_extension := if os() == "windows" { ".exe" } else { "" }
html: coverage
cargo llvm-cov report \
--remap-path-prefix \
--ignore-filename-regex "{{ coverage_exclude_pattern }}" \
--html \
--open
# Display report (for humans)
report-coverage: coverage
cargo llvm-cov report \
--remap-path-prefix \
--ignore-filename-regex "{{ coverage_exclude_pattern }}"
cargo llvm-cov report --remap-path-prefix
# Run & generate report (for CI)
# Run & generate LCOV report (as base report)
coverage:
cargo llvm-cov \
cargo +nightly llvm-cov \
--lcov \
--remap-path-prefix \
--ignore-filename-regex "{{ coverage_exclude_pattern }}" \
--workspace \
--output-path lcov.info \
--profile coverage \
--no-fail-fast nextest

115
README.md
View File

@@ -1,80 +1,92 @@
<div align="center">
<img src="assets/repo/banner.png" alt="Pac-Man Banner Screenshot">
</div>
# Pac-Man
[![Tests Status][badge-test]][test] [![Build Status][badge-build]][build] [![Code Coverage][badge-coverage]][coverage] [![Online Demo][badge-online-demo]][demo] [![Last Commit][badge-last-commit]][commits]
[![A project just for fun, no really!][badge-justforfunnoreally]][justforfunnoreally] ![Built with Rust][badge-built-with-rust] [![Build Status][badge-build]][build] [![Tests Status][badge-test]][test] [![Checks Status][badge-checks]][checks] [![If you're seeing this, Coveralls.io is broken again and it's not my fault.][badge-coverage]][coverage] [![Online Demo][badge-online-demo]][demo]
[badge-built-with-rust]: https://img.shields.io/badge/Built_with-Rust-blue?logo=rust
[badge-justforfunnoreally]: https://img.shields.io/badge/justforfunnoreally-dev-9ff
[badge-test]: https://github.com/Xevion/Pac-Man/actions/workflows/tests.yaml/badge.svg
[badge-checks]: https://github.com/Xevion/Pac-Man/actions/workflows/checks.yaml/badge.svg
[badge-build]: https://github.com/Xevion/Pac-Man/actions/workflows/build.yaml/badge.svg
[badge-coverage]: https://codecov.io/github/Xevion/Pac-Man/branch/master/graph/badge.svg?token=R2RBYUQK3I
[badge-demo]: https://img.shields.io/github/deployments/Xevion/Pac-Man/github-pages?label=GitHub%20Pages
[badge-online-demo]: https://img.shields.io/badge/GitHub%20Pages-Demo-brightgreen
[badge-last-commit]: https://img.shields.io/github/last-commit/Xevion/Pac-Man
[badge-coverage]: https://coveralls.io/repos/github/Xevion/Pac-Man/badge.svg?branch=master
[badge-online-demo]: https://img.shields.io/badge/Online%20Demo-Click%20Me!-brightgreen
[banner-image]: assets/repo/banner.png
[justforfunnoreally]: https://justforfunnoreally.dev
[build]: https://github.com/Xevion/Pac-Man/actions/workflows/build.yaml
[test]: https://github.com/Xevion/Pac-Man/actions/workflows/tests.yaml
[coverage]: https://codecov.io/github/Xevion/Pac-Man
[checks]: https://github.com/Xevion/Pac-Man/actions/workflows/checks.yaml
[coverage]: https://coveralls.io/github/Xevion/Pac-Man?branch=master
[demo]: https://xevion.github.io/Pac-Man/
[commits]: https://github.com/Xevion/Pac-Man/commits/master
A faithful recreation of the classic Pac-Man arcade game written in Rust. This project aims to replicate the original game's mechanics, graphics, sound, and behavior as accurately as possible while providing modern development features like cross-platform compatibility and WebAssembly support.
A faithful recreation of the classic Pac-Man arcade game, written in Rust.
This project aims to replicate the original game's mechanics, graphics, sound, and behavior as accurately as possible while providing modern development features like cross-platform compatibility and WebAssembly support.
The game includes all the original features you'd expect from Pac-Man:
- [x] Classic maze navigation and dot collection
- [x] Classic maze navigation with tunnels and dot collection
- [ ] Four ghosts with their unique AI behaviors (Blinky, Pinky, Inky, and Clyde)
- [ ] Power pellets that allow Pac-Man to eat ghosts
- [x] Power pellets that allow Pac-Man to eat ghosts
- [ ] Fruit bonuses that appear periodically
- [ ] Progressive difficulty with faster ghosts and shorter power pellet duration
- [x] Authentic sound effects and sprites
This cross-platform implementation is built with SDL2 for graphics, audio, and input handling. It can run on Windows, Linux, macOS, and in web browsers via WebAssembly.
This cross-platform implementation is built with SDL2 for graphics, audio, and input handling. It can run on Windows, Linux, macOS, even web browsers via WebAssembly.
## Quick Start
The easiest way to play is to visit the [online demo][demo]. It is more or less identical to the desktop experience at this time.
While I do plan to have desktop builds released automatically, the game is still a work in progress, and I'm not quite ready to start uploading releases.
However, every commit has build artifacts, so you can grab the [latest build artifacts][build-workflow] if available.
## Screenshots
<div align="center">
<img src="assets/repo/screenshots/0.png" alt="Screenshot 0 - Starting Game">
<p><em>Starting a new game</em></p>
<img src="assets/repo/screenshots/1.png" alt="Screenshot 1 - Eating Dots">
<p><em>Pac-Man collecting dots and avoiding ghosts</em></p>
<img src="assets/repo/screenshots/2.png" alt="Screenshot 2 - Game Over">
<p><em>Game over screen after losing all lives</em></p>
<img src="assets/repo/screenshots/3.png" alt="Screenshot 3 - Debug Mode">
<p><em>Debug mode showing hitboxes, node graph, and performance details.</em></p>
</div>
## Why?
Just because. And because I wanted to learn more about Rust, inter-operability with C, and compiling to WebAssembly.
[Just for fun.][justforfunnoreally] And because I wanted to learn more about Rust, inter-operability with C, and compiling to WebAssembly.
I was inspired by a certain code review video on YouTube; [SOME UNIQUE C++ CODE // Pacman Clone Code Review](https://www.youtube.com/watch?v=OKs_JewEeOo) by The Cherno.
Originally, I was inspired by a certain code review video on YouTube; [SOME UNIQUE C++ CODE // Pacman Clone Code Review](https://www.youtube.com/watch?v=OKs_JewEeOo). For some reason, I was inspired to try and replicate it in Rust, and it was uniquely challenging. It's not easy to integrate SDL2 with Rust, and even harder to get it working with Emscripten.
For some reason, I was inspired to try and replicate it in Rust, and it was uniquely challenging.
I wanted to hit a lot of goals and features, making it a 'perfect' project that I could be proud of.
I wanted to hit a log of goals and features, making it a 'perfect' project that I could be proud of.
- Near-perfect replication of logic, scoring, graphics, sound, and behaviors. No hacks, workarounds, or poor designs.
- Written in Rust, buildable on Windows, Linux, Mac and WebAssembly. Statically linked, no runtime dependencies.
- Near-perfect replication of logic, scoring, graphics, sound, and behaviors. No hacks, workarounds, or poor designs. Well documented, well-tested, and maintainable.
- Written in Rust, buildable on Windows, Linux, Mac and WebAssembly. Statically linked, no runtime dependencies, automatically built with GitHub Actions.
- Performant, low memory, CPU and GPU usage.
- Online demo, playable in a browser.
- Completely automatic build system with releases for all platforms.
- Well documented, well-tested, and maintainable.
- Online demo, playable in a browser, built automatically with GitHub Actions.
## Experimental Ideas
If you're curious about the journey of this project, you can read the [story](STORY.md) file. Eventually, I will be using this as the basis for some sort of blog post or more official page, but for now, I'm keeping it within the repository as a simple file.
- Debug tooling
- Game state visualization
- Game speed controls + pausing
- Log tracing
- Performance details
- Customized Themes & Colors
- Color-blind friendly
- Perfected Ghost Algorithms
- More than 4 ghosts
- Custom Level Generation
- Multi-map tunnelling
- Online Scoreboard
- An online axum server with a simple database and OAuth2 authentication.
- Integrates with GitHub, Discord, and Google OAuth2 to acquire an email identifier & avatar.
- Avatars are optional for score submission and can be disabled, instead using a blank avatar.
- Avatars are downscaled to a low resolution pixellated image to maintain the 8-bit aesthetic.
- A custom name is used for the score submission, which is checked for potential abusive language.
- A max length of 14 characters, and a min length of 3 characters.
- Names are checked for potential abusive language via an external API.
- The client implementation should require zero configuration, environment variables, or special secrets.
- It simply defaults to the pacman server API, or can be overriden manually.
## Roadmap
You can read the [roadmap](ROADMAP.md) file for more details on the project's goals and future plans.
## Build Notes
Since this project is still in progress, I'm only going to cover non-obvious build details. By reading the code, build scripts, and copying the online build workflows, you should be able to replicate the build process.
- Install `cargo-vcpkg` with `cargo install cargo-vcpkg`, then run `cargo vcpkg build` to build the requisite dependencies via vcpkg.
- This is only required for the desktop builds, not the web build.
- We use rustc 1.86.0 for the build, due to bulk-memory-opt related issues on wasm32-unknown-emscripten.
- Technically, we could probably use stable or even nightly on desktop targets, but using different versions for different targets is a pain, mainly because of clippy warnings changing between versions.
- Install `cargo-vcpkg` with `cargo install cargo-vcpkg`, then run `cargo vcpkg build` to build the requisite dependencies via vcpkg.
- For the WASM build, you need to have the Emscripten SDK cloned; you can do so with `git clone https://github.com/emscripten-core/emsdk.git`
- The first time you clone, you'll need to install the appropriate SDK version with `./emsdk install 3.1.43` and then activate it with `./emsdk activate 3.1.43`. On Windows, use `./emsdk/emsdk.ps1` instead.
- I'm still not sure _why_ 3.1.43 is required, but it is. Perhaps in the future I will attempt to use a more modern version.
@@ -87,3 +99,18 @@ Since this project is still in progress, I'm only going to cover non-obvious bui
- `caddy file-server --root dist` (install with `[sudo apt|brew|choco] install caddy` or [a dozen other ways](https://caddyserver.com/docs/install))
- `web.build.ts` auto installs dependencies, but you may need to pass `-i` or `--install=fallback|force` to install missing packages. My guess is that if you have some packages installed, it won't install any missing ones. If you have no packages installed, it will install all of them.
- If you want to have TypeScript resolution for development, you can manually install the dependencies with `bun install` in the `assets/site` folder.
## Contributing
Contributions are welcome! Please feel free to submit a pull request or open an issue.
- The code is not exactly stable or bulletproof, but it is functional and has a lot of tests.
- I am not actively looking for contributors, but I will review pull requests and merge them if they are useful.
- If you have any ideas, please feel free to submit an issue.
- If you have any private issues, security concerns, or anything sensitive, you can email me at [xevion@xevion.dev](mailto:xevion@xevion.dev).
## License
This project is licensed under the GPLv3 license. See the [LICENSE](LICENSE) file for details.
[build-workflow]: https://github.com/Xevion/Pac-Man/actions/workflows/build.yaml

161
ROADMAP.md Normal file
View File

@@ -0,0 +1,161 @@
# Roadmap
A comprehensive list of features needed to complete the Pac-Man emulation, organized by priority and implementation complexity.
## Core Game Features
### Ghost AI & Behavior
- [x] Core Ghost System Architecture
- [x] Ghost entity types (Blinky, Pinky, Inky, Clyde)
- [x] Ghost state management (Normal, Frightened, Eyes)
- [x] Ghost movement and pathfinding systems
- [ ] Authentic Ghost AI Personalities
- [ ] Blinky (Red): Direct chase behavior
- [ ] Pinky (Pink): Target 4 tiles ahead of Pac-Man
- [ ] Inky (Cyan): Complex behavior based on Blinky's position
- [ ] Clyde (Orange): Chase when far, flee when close
- [x] Mode Switching System
- [ ] Scatter/Chase pattern with proper timing
- [x] Frightened mode transitions
- [ ] Ghost house entry/exit mechanics
- [x] Ghost House Behavior
- [x] Proper spawning sequence
- [ ] Exit timing and patterns
- [ ] House-specific movement rules
### Fruit Bonus System
- [x] Fruit Spawning Mechanics
- [x] Spawn at pellet counts 70 and 170
- [ ] Fruit display in bottom-right corner
- [x] Fruit collection and scoring
- [x] Bonus point display system
### Level Progression
- [ ] Multiple Levels
- [ ] Level completion detection
- [ ] Progressive difficulty scaling
- [ ] Ghost speed increases per level
- [ ] Power pellet duration decreases
- [ ] Intermission Screens
- [ ] Between-level cutscenes
- [ ] Proper graphics and timing
### Audio System Completion
- [x] Core Audio Infrastructure
- [x] Audio event system
- [x] Sound effect playback
- [x] Audio muting controls
- [ ] Background Music
- [ ] Continuous gameplay music
- [ ] Escalating siren based on remaining pellets
- [ ] Power pellet mode music
- [ ] Intermission music
- [x] Sound Effects
- [x] Pellet eating sounds
- [x] Fruit collection sounds
- [ ] Ghost movement sounds
- [ ] Level completion fanfare
### Game Mechanics
- [ ] Bonus Lives
- [ ] Extra life at 10,000 points
- [x] Life counter display
- [ ] High Score System
- [ ] High score tracking
- [x] High score display
- [ ] Score persistence
## Secondary Features (Medium Priority)
### Game Polish
- [x] Core Input System
- [x] Keyboard controls
- [x] Direction buffering for responsive controls
- [x] Touch controls for mobile
- [ ] Pause System
- [ ] Pause/unpause functionality
- [ ] Pause menu with options
- [ ] Input System
- [ ] Input remapping
- [ ] Multiple input methods
## Advanced Features (Lower Priority)
### Difficulty Options
- [ ] Easy/Normal/Hard modes
- [ ] Customizable ghost speeds
### Data Persistence
- [ ] High Score Persistence
- [ ] Save high scores to file
- [ ] High score table display
- [ ] Settings Storage
- [ ] Save user preferences
- [ ] Audio/visual settings
- [ ] Statistics Tracking
- [ ] Game statistics
- [ ] Achievement system
### Debug & Development Tools
- [x] Performance details
- [x] Core Debug Infrastructure
- [x] Debug mode toggle
- [x] Comprehensive game event logging
- [x] Performance profiling tools
- [ ] Game State Visualization
- [ ] Ghost AI state display
- [ ] Pathfinding visualization
- [ ] Collision detection display
- [ ] Game Speed Controls
- [ ] Variable game speed for testing
- [ ] Frame-by-frame stepping
## Customization & Extensions
### Visual Customization
- [x] Core Rendering System
- [x] Sprite-based rendering
- [x] Layered rendering system
- [x] Animation system
- [x] HUD rendering
- [ ] Display Options
- [ ] Fullscreen support
- [x] Window resizing
- [ ] Pause while resizing (SDL2 limitation mitigation)
- [ ] Multiple resolution support
### Gameplay Extensions
- [ ] Advanced Ghost AI
- [ ] Support for >4 ghosts
- [ ] Custom ghost behaviors
- [ ] Level Generation
- [ ] Custom level creation
- [ ] Multi-map tunneling
- [ ] Level editor
## Online Features (Future)
### Scoreboard System
- [ ] Backend Infrastructure
- [ ] Axum server with database
- [ ] OAuth2 authentication
- [ ] GitHub/Discord/Google auth
- [ ] Profile Features
- [ ] Optional avatars (8-bit aesthetic)
- [ ] Custom names (3-14 chars, filtered)
- [ ] Client Implementation
- [ ] Zero-config client
- [ ] Default API endpoint
- [ ] Manual override available

View File

@@ -31,7 +31,7 @@ WebAssembly.
The problem is that much of this work was done for pure-Rust applications - and SDL is C++.
This requires a C++ WebAssembly compiler such as Emscripten; and it's a pain to get working.
Luckily though, someone else has done this before, and they fully documented it - [RuggRouge][ruggrouge].
Luckily though, someone else has done this before, and they fully documented it - [RuggRouge][ruggrogue].
- Built with Rust
- Uses SDL2
@@ -92,7 +92,7 @@ This was weird, and honestly, I'm confused as to why the 2-year old sample code
After a bit of time, I noted that the `Instant` times were printing with only the whole seconds changing, and the nanoseconds were always 0.
```
```rust
Instant { tv_sec: 0, tv_nsec: 0 }
Instant { tv_sec: 1, tv_nsec: 0 }
Instant { tv_sec: 2, tv_nsec: 0 }
@@ -357,7 +357,7 @@ Doing so required a full re-work of the animation and texture system, and I ende
So, I ended up using `unsafe` to forcibly cast the lifetimes to `'static`, which was a bit of a gamble, but given that they essentially behave as `'static` in practice, there wasn't much risk as I see it. I might re-look into my understanding of lifetimes and this in the future, but for the time being, it's a good solution that makes the codebase far easier to work with.
## Cross-platform Builds
## Implementing Cross-platform Builds for Pac-Man
Since the original `rust-sdl2-emscripten` demo project had cross-platform builds, I was ready to get it working for this project. For the most part, it wasn't hard, things tended to click into place, but unfortunately, the `emscripten` os target and somehow, the `linux` os target were both failing.

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@@ -28,16 +28,18 @@ need_stdout = false
[jobs.test]
command = [
"cargo", "nextest", "run",
"--hide-progress-bar", "--failure-output", "final"
"cargo",
"nextest",
"run",
"--hide-progress-bar",
"--failure-output",
"final",
]
need_stdout = true
analyzer = "nextest"
[jobs.coverage]
command = [
"just", "report-coverage"
]
command = ["just", "report-coverage"]
need_stdout = true
ignored_lines = [
"info:",
@@ -54,7 +56,7 @@ ignored_lines = [
"\\s*Finished.+in \\d+",
"\\s*Summary\\s+\\[",
"\\s*Blocking",
"Finished report saved to"
"Finished report saved to",
]
on_change_strategy = "wait_then_restart"
@@ -69,18 +71,23 @@ need_stdout = false
on_success = "back" # so that we don't open the browser at each change
[jobs.run]
command = [
"cargo", "run",
]
command = ["cargo", "run"]
need_stdout = true
allow_warnings = true
background = false
on_change_strategy = "kill_then_restart"
# kill = ["pkill", "-TERM", "-P"]'
[jobs.precommit]
command = ["pre-commit", "run", "--all-files"]
need_stdout = true
background = false
on_change_strategy = "kill_then_restart"
[keybindings]
c = "job:clippy"
alt-c = "job:check"
ctrl-alt-c = "job:check-all"
shift-c = "job:clippy-all"
f = "job:coverage"
p = "job:precommit"

143
scripts/bump-version.py Normal file
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@@ -0,0 +1,143 @@
#!/usr/bin/env python3
"""
Pre-commit hook script to automatically bump Cargo.toml version based on commit message.
This script parses the commit message for version bump keywords and uses cargo set-version
to update the version in Cargo.toml accordingly.
Supported keywords:
- "major" or "breaking": Bump major version (1.0.0 -> 2.0.0)
- "minor" or "feature": Bump minor version (1.0.0 -> 1.1.0)
- "patch" or "fix" or "bugfix": Bump patch version (1.0.0 -> 1.0.1)
Usage: python scripts/bump-version.py <commit_message_file>
"""
import sys
import re
import subprocess
import os
from pathlib import Path
def get_current_version():
"""Get the current version from Cargo.toml."""
try:
result = subprocess.run(
["cargo", "metadata", "--format-version", "1", "--no-deps"],
capture_output=True,
text=True,
check=True
)
# Parse the JSON output to get version
import json
metadata = json.loads(result.stdout)
return metadata["packages"][0]["version"]
except (subprocess.CalledProcessError, json.JSONDecodeError, KeyError) as e:
print(f"Error getting current version: {e}", file=sys.stderr)
return None
def bump_version(current_version, bump_type):
"""Calculate the new version based on bump type."""
try:
major, minor, patch = map(int, current_version.split('.'))
if bump_type == "major":
return f"{major + 1}.0.0"
elif bump_type == "minor":
return f"{major}.{minor + 1}.0"
elif bump_type == "patch":
return f"{major}.{minor}.{patch + 1}"
else:
return None
except ValueError:
print(f"Invalid version format: {current_version}", file=sys.stderr)
return None
def set_version(new_version):
"""Set the new version using cargo set-version."""
try:
result = subprocess.run(
["cargo", "set-version", new_version],
capture_output=True,
text=True,
check=True
)
print(f"Successfully bumped version to {new_version}")
return True
except subprocess.CalledProcessError as e:
print(f"Error setting version: {e}", file=sys.stderr)
print(f"stdout: {e.stdout}", file=sys.stderr)
print(f"stderr: {e.stderr}", file=sys.stderr)
return False
def parse_commit_message(commit_message_file):
"""Parse the commit message file for version bump keywords."""
try:
with open(commit_message_file, 'r', encoding='utf-8') as f:
message = f.read().lower()
except FileNotFoundError:
print(f"Commit message file not found: {commit_message_file}", file=sys.stderr)
return None
except Exception as e:
print(f"Error reading commit message: {e}", file=sys.stderr)
return None
# Check for version bump keywords
if re.search(r'\b(major|breaking)\b', message):
return "major"
elif re.search(r'\b(minor|feature)\b', message):
return "minor"
elif re.search(r'\b(patch|fix|bugfix)\b', message):
return "patch"
return None
def main():
if len(sys.argv) != 2:
print("Usage: python scripts/bump-version.py <commit_message_file>", file=sys.stderr)
sys.exit(1)
commit_message_file = sys.argv[1]
# Parse commit message for version bump type
bump_type = parse_commit_message(commit_message_file)
if not bump_type:
print("No version bump keywords found in commit message")
sys.exit(0)
print(f"Found version bump type: {bump_type}")
# Get current version
current_version = get_current_version()
if not current_version:
print("Failed to get current version", file=sys.stderr)
sys.exit(1)
print(f"Current version: {current_version}")
# Calculate new version
new_version = bump_version(current_version, bump_type)
if not new_version:
print("Failed to calculate new version", file=sys.stderr)
sys.exit(1)
print(f"New version: {new_version}")
# Set the new version
if set_version(new_version):
print("Version bump completed successfully")
sys.exit(0)
else:
print("Version bump failed", file=sys.stderr)
sys.exit(1)
if __name__ == "__main__":
main()

125
scripts/tag-version.py Normal file
View File

@@ -0,0 +1,125 @@
#!/usr/bin/env python3
"""
Post-commit hook script to automatically create git tags based on the version in Cargo.toml.
This script reads the current version from Cargo.toml and creates a git tag with that version.
It's designed to run after the version has been bumped by the bump-version.py script.
Usage: python scripts/tag-version.py
"""
import sys
import subprocess
import re
from pathlib import Path
def get_version_from_cargo_toml():
"""Get the current version from Cargo.toml."""
cargo_toml_path = Path("Cargo.toml")
if not cargo_toml_path.exists():
print("Cargo.toml not found", file=sys.stderr)
return None
try:
with open(cargo_toml_path, 'r', encoding='utf-8') as f:
content = f.read()
# Look for version = "x.y.z" pattern
version_match = re.search(r'version\s*=\s*["\']([^"\']+)["\']', content)
if version_match:
return version_match.group(1)
else:
print("Could not find version in Cargo.toml", file=sys.stderr)
return None
except Exception as e:
print(f"Error reading Cargo.toml: {e}", file=sys.stderr)
return None
def get_existing_tags():
"""Get list of existing git tags."""
try:
result = subprocess.run(
["git", "tag", "--list"],
capture_output=True,
text=True,
check=True
)
return result.stdout.strip().split('\n') if result.stdout.strip() else []
except subprocess.CalledProcessError as e:
print(f"Error getting git tags: {e}", file=sys.stderr)
return []
def create_git_tag(version):
"""Create a git tag with the specified version."""
tag_name = f"v{version}"
try:
# Check if tag already exists
existing_tags = get_existing_tags()
if tag_name in existing_tags:
print(f"Tag {tag_name} already exists, skipping")
return True
# Create the tag
result = subprocess.run(
["git", "tag", tag_name],
capture_output=True,
text=True,
check=True
)
print(f"Successfully created tag: {tag_name}")
return True
except subprocess.CalledProcessError as e:
print(f"Error creating git tag: {e}", file=sys.stderr)
print(f"stdout: {e.stdout}", file=sys.stderr)
print(f"stderr: {e.stderr}", file=sys.stderr)
return False
def is_git_repository():
"""Check if we're in a git repository."""
try:
subprocess.run(
["git", "rev-parse", "--git-dir"],
capture_output=True,
check=True
)
return True
except subprocess.CalledProcessError:
return False
def main():
# Check if we're in a git repository
if not is_git_repository():
print("Not in a git repository, skipping tag creation")
sys.exit(0)
# Get the current version from Cargo.toml
version = get_version_from_cargo_toml()
if not version:
print("Could not determine version, skipping tag creation")
sys.exit(0)
print(f"Current version: {version}")
# Create the git tag
if create_git_tag(version):
print("Tag creation completed successfully")
sys.exit(0)
else:
print("Tag creation failed", file=sys.stderr)
sys.exit(1)
if __name__ == "__main__":
main()

View File

@@ -10,7 +10,7 @@ use crate::platform;
use sdl2::pixels::PixelFormatEnum;
use sdl2::render::RendererInfo;
use sdl2::{AudioSubsystem, Sdl};
use tracing::debug;
use tracing::{debug, info, trace};
/// Main application wrapper that manages SDL initialization, window lifecycle, and the game loop.
pub struct App {
@@ -30,12 +30,20 @@ impl App {
/// Returns `GameError::Sdl` if any SDL initialization step fails, or propagates
/// errors from `Game::new()` during game state setup.
pub fn new() -> GameResult<Self> {
info!("Initializing SDL2 application");
let sdl_context = sdl2::init().map_err(|e| GameError::Sdl(e.to_string()))?;
debug!("Initializing SDL2 subsystems");
let ttf_context = sdl2::ttf::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()))?;
let event_pump = sdl_context.event_pump().map_err(|e| GameError::Sdl(e.to_string()))?;
trace!(
width = (CANVAS_SIZE.x as f32 * SCALE).round() as u32,
height = (CANVAS_SIZE.y as f32 * SCALE).round() as u32,
scale = SCALE,
"Creating game window"
);
let window = video_subsystem
.window(
"Pac-Man",
@@ -64,7 +72,7 @@ impl App {
{
let mut names = drivers.keys().collect::<Vec<_>>();
names.sort_by_key(|k| get_driver(k));
debug!("Drivers: {names:?}")
trace!("Drivers: {names:?}")
}
// Count the number of times each pixel format is supported by each driver
@@ -76,11 +84,12 @@ impl App {
counts
});
debug!("Pixel format counts: {pixel_format_counts:?}");
trace!(pixel_format_counts = ?pixel_format_counts, "Available pixel formats per driver");
let index = get_driver("direct3d");
debug!("Driver index: {index:?}");
trace!(driver_index = ?index, "Selected graphics driver");
trace!("Creating hardware-accelerated canvas");
let mut canvas = window
.into_canvas()
.accelerated()
@@ -88,15 +97,23 @@ impl App {
.build()
.map_err(|e| GameError::Sdl(e.to_string()))?;
trace!(
logical_width = CANVAS_SIZE.x,
logical_height = CANVAS_SIZE.y,
"Setting canvas logical size"
);
canvas
.set_logical_size(CANVAS_SIZE.x, CANVAS_SIZE.y)
.map_err(|e| GameError::Sdl(e.to_string()))?;
debug!("Renderer: {:?}", canvas.info());
debug!(renderer_info = ?canvas.info(), "Canvas renderer initialized");
trace!("Creating texture factory");
let texture_creator = canvas.texture_creator();
info!("Starting game initialization");
let game = Game::new(canvas, ttf_context, texture_creator, event_pump)?;
info!("Application initialization completed successfully");
Ok(App {
game,
focused: true,

View File

@@ -1,4 +1,3 @@
#![allow(dead_code)]
//! Cross-platform asset loading abstraction.
//! On desktop, assets are embedded using include_bytes!; on Emscripten, assets are loaded from the filesystem.
@@ -19,6 +18,8 @@ pub enum Asset {
AtlasImage,
/// Terminal Vector font for text rendering (TerminalVector.ttf)
Font,
/// Sound effect for Pac-Man's death
DeathSound,
}
impl Asset {
@@ -37,6 +38,7 @@ impl Asset {
Wav4 => "sound/waka/4.ogg",
AtlasImage => "atlas.png",
Font => "TerminalVector.ttf",
DeathSound => "sound/pacman_death.wav",
}
}
}
@@ -45,6 +47,7 @@ mod imp {
use super::*;
use crate::error::AssetError;
use crate::platform;
use tracing::trace;
/// Loads asset bytes using the appropriate platform-specific method.
///
@@ -58,7 +61,13 @@ mod imp {
/// Returns `AssetError::NotFound` if the asset file cannot be located (Emscripten only),
/// or `AssetError::Io` for filesystem I/O failures.
pub fn get_asset_bytes(asset: Asset) -> Result<Cow<'static, [u8]>, AssetError> {
platform::get_asset_bytes(asset)
trace!(asset = ?asset, "Loading game asset");
let result = platform::get_asset_bytes(asset);
match &result {
Ok(bytes) => trace!(asset = ?asset, size_bytes = bytes.len(), "Asset loaded successfully"),
Err(e) => trace!(asset = ?asset, error = ?e, "Asset loading failed"),
}
result
}
}

View File

@@ -12,10 +12,10 @@ const SOUND_ASSETS: [Asset; 4] = [Asset::Wav1, Asset::Wav2, Asset::Wav3, Asset::
/// This struct is responsible for initializing the audio device, loading sounds,
/// and playing them. If audio fails to initialize, it will be disabled and all
/// functions will silently do nothing.
#[allow(dead_code)]
pub struct Audio {
_mixer_context: Option<mixer::Sdl2MixerContext>,
sounds: Vec<Chunk>,
death_sound: Option<Chunk>,
next_sound_index: usize,
muted: bool,
disabled: bool,
@@ -44,6 +44,7 @@ impl Audio {
return Self {
_mixer_context: None,
sounds: Vec::new(),
death_sound: None,
next_sound_index: 0,
muted: false,
disabled: true,
@@ -65,6 +66,7 @@ impl Audio {
return Self {
_mixer_context: None,
sounds: Vec::new(),
death_sound: None,
next_sound_index: 0,
muted: false,
disabled: true,
@@ -93,12 +95,33 @@ impl Audio {
}
}
let death_sound = match get_asset_bytes(Asset::DeathSound) {
Ok(data) => match RWops::from_bytes(&data) {
Ok(rwops) => match rwops.load_wav() {
Ok(chunk) => Some(chunk),
Err(e) => {
tracing::warn!("Failed to load death sound from asset API: {}", e);
None
}
},
Err(e) => {
tracing::warn!("Failed to create RWops for death sound: {}", e);
None
}
},
Err(e) => {
tracing::warn!("Failed to load death sound asset: {}", e);
None
}
};
// If no sounds loaded successfully, disable audio
if sounds.is_empty() {
if sounds.is_empty() && death_sound.is_none() {
tracing::warn!("No sounds loaded successfully. Audio will be disabled.");
return Self {
_mixer_context: Some(mixer_context),
sounds: Vec::new(),
death_sound: None,
next_sound_index: 0,
muted: false,
disabled: true,
@@ -108,6 +131,7 @@ impl Audio {
Audio {
_mixer_context: Some(mixer_context),
sounds,
death_sound,
next_sound_index: 0,
muted: false,
disabled: false,
@@ -119,7 +143,6 @@ impl Audio {
/// Automatically rotates through the four eating sound assets. The sound plays on channel 0 and the internal sound index
/// advances to the next variant. Silently returns if audio is disabled, muted,
/// or no sounds were loaded successfully.
#[allow(dead_code)]
pub fn eat(&mut self) {
if self.disabled || self.muted || self.sounds.is_empty() {
return;
@@ -138,6 +161,24 @@ impl Audio {
self.next_sound_index = (self.next_sound_index + 1) % self.sounds.len();
}
/// Plays the death sound effect.
pub fn death(&mut self) {
if self.disabled || self.muted {
return;
}
if let Some(chunk) = &self.death_sound {
mixer::Channel::all().play(chunk, 0).ok();
}
}
/// Halts all currently playing audio channels.
pub fn stop_all(&mut self) {
if !self.disabled {
mixer::Channel::all().halt();
}
}
/// Instantly mutes or unmutes all audio channels by adjusting their volume.
///
/// Sets all 4 mixer channels to zero volume when muting, or restores them to
@@ -168,7 +209,6 @@ impl Audio {
/// Audio can be disabled due to SDL2_mixer initialization failures, missing
/// audio device, or failure to load any sound assets. When disabled, all
/// audio operations become no-ops.
#[allow(dead_code)]
pub fn is_disabled(&self) -> bool {
self.disabled
}

View File

@@ -1,3 +1,6 @@
#![cfg_attr(coverage_nightly, feature(coverage_attribute))]
#![cfg_attr(coverage_nightly, coverage(off))]
use std::time::{Duration, Instant};
use sdl2::event::Event;

View File

@@ -1,3 +1,6 @@
#![cfg_attr(coverage_nightly, feature(coverage_attribute))]
#![cfg_attr(coverage_nightly, coverage(off))]
use circular_buffer::CircularBuffer;
use pacman::constants::CANVAS_SIZE;
use sdl2::event::Event;

View File

@@ -25,12 +25,25 @@ pub const SCALE: f32 = 2.6;
/// screen for score display, player lives, and other UI elements.
pub const BOARD_CELL_OFFSET: UVec2 = UVec2::new(0, 3);
/// Bottom HUD row offset to reserve space below the game board.
///
/// The 2-cell vertical offset (16 pixels) provides space at the bottom of the
/// screen for displaying Pac-Man's lives (left) and fruit symbols (right).
pub const BOARD_BOTTOM_CELL_OFFSET: UVec2 = UVec2::new(0, 2);
/// Pixel-space equivalent of `BOARD_CELL_OFFSET` for rendering calculations.
///
/// Automatically calculated from the cell offset to maintain consistency
/// when the cell size changes. Used for positioning sprites and debug overlays.
pub const BOARD_PIXEL_OFFSET: UVec2 = UVec2::new(BOARD_CELL_OFFSET.x * CELL_SIZE, BOARD_CELL_OFFSET.y * CELL_SIZE);
/// Pixel-space equivalent of `BOARD_BOTTOM_CELL_OFFSET` for rendering calculations.
///
/// Automatically calculated from the cell offset to maintain consistency
/// when the cell size changes. Used for positioning bottom HUD elements.
pub const BOARD_BOTTOM_PIXEL_OFFSET: UVec2 =
UVec2::new(BOARD_BOTTOM_CELL_OFFSET.x * CELL_SIZE, BOARD_BOTTOM_CELL_OFFSET.y * CELL_SIZE);
/// Animation timing constants for ghost state management
pub mod animation {
/// Normal ghost movement animation speed (ticks per frame at 60 ticks/sec)
@@ -45,15 +58,15 @@ pub mod animation {
}
/// The size of the canvas, in pixels.
pub const CANVAS_SIZE: UVec2 = UVec2::new(
(BOARD_CELL_SIZE.x + BOARD_CELL_OFFSET.x) * CELL_SIZE,
(BOARD_CELL_SIZE.y + BOARD_CELL_OFFSET.y) * CELL_SIZE,
(BOARD_CELL_SIZE.x + BOARD_CELL_OFFSET.x + BOARD_BOTTOM_CELL_OFFSET.x) * CELL_SIZE,
(BOARD_CELL_SIZE.y + BOARD_CELL_OFFSET.y + BOARD_BOTTOM_CELL_OFFSET.y) * CELL_SIZE,
);
pub const LARGE_SCALE: f32 = 2.6;
pub const LARGE_CANVAS_SIZE: UVec2 = UVec2::new(
(((BOARD_CELL_SIZE.x + BOARD_CELL_OFFSET.x) * CELL_SIZE) as f32 * LARGE_SCALE) as u32,
(((BOARD_CELL_SIZE.y + BOARD_CELL_OFFSET.y) * CELL_SIZE) as f32 * LARGE_SCALE) as u32,
(((BOARD_CELL_SIZE.x + BOARD_CELL_OFFSET.x + BOARD_BOTTOM_CELL_OFFSET.x) * CELL_SIZE) as f32 * LARGE_SCALE) as u32,
(((BOARD_CELL_SIZE.y + BOARD_CELL_OFFSET.y + BOARD_BOTTOM_CELL_OFFSET.y) * CELL_SIZE) as f32 * LARGE_SCALE) as u32,
);
/// Collider size constants for different entity types
@@ -66,6 +79,8 @@ pub mod collider {
pub const PELLET_SIZE: f32 = CELL_SIZE as f32 * 0.4;
/// Collider size for power pellets/energizers (0.95x cell size)
pub const POWER_PELLET_SIZE: f32 = CELL_SIZE as f32 * 0.95;
/// Collider size for fruits (0.8x cell size)
pub const FRUIT_SIZE: f32 = CELL_SIZE as f32 * 1.375;
}
/// UI and rendering constants
@@ -132,8 +147,6 @@ pub const RAW_BOARD: [&str; BOARD_CELL_SIZE.y as usize] = [
pub mod startup {
/// Number of frames for the startup sequence (3 seconds at 60 FPS)
pub const STARTUP_FRAMES: u32 = 60 * 3;
/// Number of ticks per frame during startup
pub const STARTUP_TICKS_PER_FRAME: u32 = 60;
}
/// Game mechanics constants

View File

@@ -46,6 +46,7 @@ pub enum AssetError {
#[error("IO error: {0}")]
Io(#[from] io::Error),
// This error is only possible on Emscripten, as the assets are loaded from a 'filesystem' of sorts (while on Desktop, they are included in the binary at compile time)
#[allow(dead_code)]
#[error("Asset not found: {0}")]
NotFound(String),
@@ -53,12 +54,9 @@ pub enum AssetError {
/// Platform-specific errors.
#[derive(thiserror::Error, Debug)]
#[allow(dead_code)]
pub enum PlatformError {
#[error("Console initialization failed: {0}")]
ConsoleInit(String),
#[error("Platform-specific error: {0}")]
Other(String),
}
/// Error type for map parsing operations.
@@ -110,55 +108,3 @@ pub enum MapError {
/// Result type for game operations.
pub type GameResult<T> = Result<T, GameError>;
/// Helper trait for converting other error types to GameError.
pub trait IntoGameError<T> {
#[allow(dead_code)]
fn into_game_error(self) -> GameResult<T>;
}
impl<T, E> IntoGameError<T> for Result<T, E>
where
E: std::error::Error + Send + Sync + 'static,
{
fn into_game_error(self) -> GameResult<T> {
self.map_err(|e| GameError::InvalidState(e.to_string()))
}
}
/// Helper trait for converting Option to GameResult with a custom error.
pub trait OptionExt<T> {
#[allow(dead_code)]
fn ok_or_game_error<F>(self, f: F) -> GameResult<T>
where
F: FnOnce() -> GameError;
}
impl<T> OptionExt<T> for Option<T> {
fn ok_or_game_error<F>(self, f: F) -> GameResult<T>
where
F: FnOnce() -> GameError,
{
self.ok_or_else(f)
}
}
/// Helper trait for converting Result to GameResult with context.
pub trait ResultExt<T, E> {
#[allow(dead_code)]
fn with_context<F>(self, f: F) -> GameResult<T>
where
F: FnOnce(&E) -> GameError;
}
impl<T, E> ResultExt<T, E> for Result<T, E>
where
E: std::error::Error + Send + Sync + 'static,
{
fn with_context<F>(self, f: F) -> GameResult<T>
where
F: FnOnce(&E) -> GameError,
{
self.map_err(|e| f(&e))
}
}

View File

@@ -40,3 +40,9 @@ impl From<GameCommand> for GameEvent {
GameEvent::Command(command)
}
}
/// Data for requesting stage transitions; processed centrally in stage_system
#[derive(Event, Clone, Copy, Debug, PartialEq, Eq)]
pub enum StageTransition {
GhostEatenPause { ghost_entity: Entity },
}

View File

@@ -150,11 +150,3 @@ pub fn increment_tick() {
pub fn get_tick_count() -> u64 {
TICK_COUNTER.load(Ordering::Relaxed)
}
/// Reset the tick counter to 0
///
/// This can be used for testing or when restarting the game
#[allow(dead_code)]
pub fn reset_tick_counter() {
TICK_COUNTER.store(0, Ordering::Relaxed);
}

View File

@@ -3,38 +3,33 @@
include!(concat!(env!("OUT_DIR"), "/atlas_data.rs"));
use std::collections::HashMap;
use tracing::{debug, info, trace, warn};
use crate::constants::{self, animation, MapTile, CANVAS_SIZE};
use crate::error::{GameError, GameResult};
use crate::events::GameEvent;
use crate::events::{GameEvent, StageTransition};
use crate::map::builder::Map;
use crate::map::direction::Direction;
use crate::systems::blinking::Blinking;
use crate::systems::components::{GhostAnimation, GhostState, LastAnimationState};
use crate::systems::movement::{BufferedDirection, Position, Velocity};
use crate::systems::profiling::{SystemId, Timing};
use crate::systems::render::touch_ui_render_system;
use crate::systems::render::RenderDirty;
use crate::systems::{
self, combined_render_system, ghost_collision_system, present_system, Hidden, LinearAnimation, MovementModifiers, NodeId,
TouchState,
};
use crate::systems::{
audio_system, blinking_system, collision_system, directional_render_system, dirty_render_system, eaten_ghost_system,
ghost_movement_system, ghost_state_system, hud_render_system, item_system, linear_render_system, profile, AudioEvent,
AudioResource, AudioState, BackbufferResource, Collider, DebugState, DebugTextureResource, DeltaTime, DirectionalAnimation,
EntityType, Frozen, Ghost, GhostAnimations, GhostBundle, GhostCollider, GlobalState, ItemBundle, ItemCollider,
MapTextureResource, PacmanCollider, PlayerBundle, PlayerControlled, Renderable, ScoreResource, StartupSequence,
SystemTimings,
self, audio_system, blinking_system, collision_system, combined_render_system, directional_render_system,
dirty_render_system, eaten_ghost_system, ghost_collision_system, ghost_movement_system, ghost_state_system,
hud_render_system, item_system, linear_render_system, player_life_sprite_system, present_system, profile,
time_to_live_system, touch_ui_render_system, AudioEvent, AudioResource, AudioState, BackbufferResource, Blinking,
BufferedDirection, Collider, DebugState, DebugTextureResource, DeltaTime, DirectionalAnimation, EntityType, Frozen,
GameStage, Ghost, GhostAnimation, GhostAnimations, GhostBundle, GhostCollider, GhostState, GlobalState, Hidden, ItemBundle,
ItemCollider, LastAnimationState, LinearAnimation, MapTextureResource, MovementModifiers, NodeId, PacmanCollider,
PlayerAnimation, PlayerBundle, PlayerControlled, PlayerDeathAnimation, PlayerLives, Position, RenderDirty, Renderable,
ScoreResource, StartupSequence, SystemId, SystemTimings, Timing, TouchState, Velocity,
};
use crate::texture::animated::{DirectionalTiles, TileSequence};
use crate::texture::sprite::AtlasTile;
use crate::texture::sprites::{FrightenedColor, GameSprite, GhostSprite, MazeSprite, PacmanSprite};
use bevy_ecs::change_detection::DetectChanges;
use bevy_ecs::event::EventRegistry;
use bevy_ecs::observer::Trigger;
use bevy_ecs::schedule::common_conditions::resource_changed;
use bevy_ecs::schedule::{Condition, IntoScheduleConfigs, Schedule, SystemSet};
use bevy_ecs::system::{Local, ResMut};
use bevy_ecs::schedule::{IntoScheduleConfigs, Schedule, SystemSet};
use bevy_ecs::system::{Local, Res, ResMut};
use bevy_ecs::world::World;
use sdl2::event::EventType;
use sdl2::image::LoadTexture;
@@ -47,14 +42,15 @@ use crate::{
asset::{get_asset_bytes, Asset},
events::GameCommand,
map::render::MapRenderer,
systems::debug::{BatchedLinesResource, TtfAtlasResource},
systems::input::{Bindings, CursorPosition},
systems::{BatchedLinesResource, Bindings, CursorPosition, TtfAtlasResource},
texture::sprite::{AtlasMapper, SpriteAtlas},
};
/// System set for all rendering systems to ensure they run after gameplay logic
#[derive(SystemSet, Debug, Hash, PartialEq, Eq, Clone)]
pub struct RenderSet;
enum RenderSet {
Animation,
}
/// Core game state manager built on the Bevy ECS architecture.
///
@@ -93,29 +89,47 @@ impl Game {
texture_creator: TextureCreator<WindowContext>,
mut event_pump: EventPump,
) -> GameResult<Game> {
info!("Starting game initialization");
debug!("Disabling unnecessary SDL events");
Self::disable_sdl_events(&mut event_pump);
debug!("Setting up textures and fonts");
let (backbuffer, mut map_texture, debug_texture, ttf_atlas) =
Self::setup_textures_and_fonts(&mut canvas, &texture_creator, ttf_context)?;
debug!("Initializing audio subsystem");
let audio = crate::audio::Audio::new();
debug!("Loading sprite atlas and map tiles");
let (mut atlas, map_tiles) = Self::load_atlas_and_map_tiles(&texture_creator)?;
debug!("Rendering static map to texture cache");
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()))?;
debug!("Building navigation graph from map layout");
let map = Map::new(constants::RAW_BOARD)?;
debug!("Creating player animations and bundle");
let (player_animation, player_start_sprite) = Self::create_player_animations(&atlas)?;
let player_bundle = Self::create_player_bundle(&map, player_animation, player_start_sprite);
debug!("Creating death animation sequence");
let death_animation = Self::create_death_animation(&atlas)?;
debug!("Initializing ECS world and system schedule");
let mut world = World::default();
let mut schedule = Schedule::default();
debug!("Setting up ECS event registry and observers");
Self::setup_ecs(&mut world);
world.add_observer(systems::spawn_fruit_observer);
debug!("Inserting resources into ECS world");
Self::insert_resources(
&mut world,
map,
@@ -127,13 +141,20 @@ impl Game {
map_texture,
debug_texture,
ttf_atlas,
death_animation,
)?;
debug!("Configuring system execution schedule");
Self::configure_schedule(&mut schedule);
debug!("Spawning player entity");
world.spawn(player_bundle).insert((Frozen, Hidden));
info!("Spawning game entities");
Self::spawn_ghosts(&mut world)?;
Self::spawn_items(&mut world)?;
info!("Game initialization completed successfully");
Ok(Game { world, schedule })
}
@@ -225,6 +246,7 @@ impl Game {
}
fn load_atlas_and_map_tiles(texture_creator: &TextureCreator<WindowContext>) -> GameResult<(SpriteAtlas, Vec<AtlasTile>)> {
trace!("Loading atlas image from embedded assets");
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") {
@@ -236,11 +258,13 @@ impl Game {
}
})?;
debug!(frame_count = ATLAS_FRAMES.len(), "Creating sprite atlas from texture");
let atlas_mapper = AtlasMapper {
frames: ATLAS_FRAMES.into_iter().map(|(k, v)| (k.to_string(), *v)).collect(),
};
let atlas = SpriteAtlas::new(atlas_texture, atlas_mapper);
trace!("Extracting map tile sprites from atlas");
let mut map_tiles = Vec::with_capacity(35);
for i in 0..35 {
let tile_name = GameSprite::Maze(MazeSprite::Tile(i)).to_path();
@@ -310,6 +334,18 @@ impl Game {
Ok((player_animation, player_start_sprite))
}
fn create_death_animation(atlas: &SpriteAtlas) -> GameResult<LinearAnimation> {
let mut death_tiles = Vec::new();
for i in 0..=10 {
// Assuming death animation has 11 frames named pacman/die_0, pacman/die_1, etc.
let tile = atlas.get_tile(&GameSprite::Pacman(PacmanSprite::Dying(i)).to_path())?;
death_tiles.push(tile);
}
let tile_sequence = TileSequence::new(&death_tiles);
Ok(LinearAnimation::new(tile_sequence, 8)) // 8 ticks per frame, non-looping
}
fn create_player_bundle(map: &Map, player_animation: DirectionalAnimation, player_start_sprite: AtlasTile) -> PlayerBundle {
PlayerBundle {
player: PlayerControlled,
@@ -339,6 +375,7 @@ impl Game {
EventRegistry::register_event::<GameError>(world);
EventRegistry::register_event::<GameEvent>(world);
EventRegistry::register_event::<AudioEvent>(world);
EventRegistry::register_event::<StageTransition>(world);
world.add_observer(
|event: Trigger<GameEvent>, mut state: ResMut<GlobalState>, _score: ResMut<ScoreResource>| {
@@ -361,14 +398,20 @@ impl Game {
map_texture: sdl2::render::Texture,
debug_texture: sdl2::render::Texture,
ttf_atlas: crate::texture::ttf::TtfAtlas,
death_animation: LinearAnimation,
) -> GameResult<()> {
world.insert_non_send_resource(atlas);
world.insert_resource(Self::create_ghost_animations(world.non_send_resource::<SpriteAtlas>())?);
let player_animation = Self::create_player_animations(world.non_send_resource::<SpriteAtlas>())?.0;
world.insert_resource(PlayerAnimation(player_animation));
world.insert_resource(PlayerDeathAnimation(death_animation));
world.insert_resource(BatchedLinesResource::new(&map, constants::LARGE_SCALE));
world.insert_resource(map);
world.insert_resource(GlobalState { exit: false });
world.insert_resource(PlayerLives::default());
world.insert_resource(ScoreResource(0));
world.insert_resource(crate::systems::item::PelletCount(0));
world.insert_resource(SystemTimings::default());
world.insert_resource(Timing::default());
world.insert_resource(Bindings::default());
@@ -378,10 +421,9 @@ impl Game {
world.insert_resource(AudioState::default());
world.insert_resource(CursorPosition::default());
world.insert_resource(TouchState::default());
world.insert_resource(StartupSequence::new(
constants::startup::STARTUP_FRAMES,
constants::startup::STARTUP_TICKS_PER_FRAME,
));
world.insert_resource(GameStage::Starting(StartupSequence::TextOnly {
remaining_ticks: constants::startup::STARTUP_FRAMES,
}));
world.insert_non_send_resource(event_pump);
world.insert_non_send_resource::<&mut Canvas<Window>>(Box::leak(Box::new(canvas)));
@@ -394,15 +436,14 @@ impl Game {
}
fn configure_schedule(schedule: &mut Schedule) {
let stage_system = profile(SystemId::Stage, systems::stage_system);
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);
let startup_stage_system = profile(SystemId::Stage, systems::startup_stage_system);
let player_tunnel_slowdown_system = profile(SystemId::PlayerMovement, systems::player::player_tunnel_slowdown_system);
let ghost_movement_system = profile(SystemId::Ghost, ghost_movement_system);
let collision_system = profile(SystemId::Collision, collision_system);
let ghost_collision_system = profile(SystemId::GhostCollision, ghost_collision_system);
let item_system = profile(SystemId::Item, item_system);
let audio_system = profile(SystemId::Audio, audio_system);
let blinking_system = profile(SystemId::Blinking, blinking_system);
@@ -410,47 +451,62 @@ impl Game {
let linear_render_system = profile(SystemId::LinearRender, linear_render_system);
let dirty_render_system = profile(SystemId::DirtyRender, dirty_render_system);
let hud_render_system = profile(SystemId::HudRender, hud_render_system);
let player_life_sprite_system = profile(SystemId::HudRender, player_life_sprite_system);
let present_system = profile(SystemId::Present, present_system);
let unified_ghost_state_system = profile(SystemId::GhostStateAnimation, ghost_state_system);
let eaten_ghost_system = profile(SystemId::EatenGhost, eaten_ghost_system);
let time_to_live_system = profile(SystemId::TimeToLive, time_to_live_system);
let forced_dirty_system = |mut dirty: ResMut<RenderDirty>| {
dirty.0 = true;
};
schedule.add_systems((
forced_dirty_system.run_if(resource_changed::<ScoreResource>.or(resource_changed::<StartupSequence>)),
(
schedule.add_systems((forced_dirty_system
.run_if(|score: Res<ScoreResource>, stage: Res<GameStage>| score.is_changed() || stage.is_changed()),));
// Input system should always run to prevent SDL event pump from blocking
let input_systems = (
input_system.run_if(|mut local: Local<u8>| {
*local = local.wrapping_add(1u8);
// run every nth frame
*local % 2 == 0
}),
player_control_system,
player_movement_system,
startup_stage_system,
)
.chain(),
player_tunnel_slowdown_system,
ghost_movement_system,
profile(SystemId::EatenGhost, eaten_ghost_system),
unified_ghost_state_system,
.chain();
let gameplay_systems = (
(player_movement_system, player_tunnel_slowdown_system, ghost_movement_system).chain(),
eaten_ghost_system,
(collision_system, ghost_collision_system, item_system).chain(),
audio_system,
blinking_system,
unified_ghost_state_system,
)
.chain()
.run_if(|game_state: Res<GameStage>| matches!(*game_state, GameStage::Playing));
schedule.add_systems((blinking_system, directional_render_system, linear_render_system).in_set(RenderSet::Animation));
schedule.add_systems((
time_to_live_system,
stage_system,
input_systems,
gameplay_systems,
(
directional_render_system,
linear_render_system,
dirty_render_system,
combined_render_system,
hud_render_system,
player_life_sprite_system,
touch_ui_render_system,
present_system,
)
.chain(),
.chain()
.after(RenderSet::Animation),
audio_system,
));
}
fn spawn_items(world: &mut World) -> GameResult<()> {
trace!("Loading item sprites from atlas");
let pellet_sprite = SpriteAtlas::get_tile(
world.non_send_resource::<SpriteAtlas>(),
&GameSprite::Maze(MazeSprite::Pellet).to_path(),
@@ -475,6 +531,12 @@ impl Game {
})
.collect();
info!(
pellet_count = nodes.iter().filter(|(_, t, _, _)| *t == EntityType::Pellet).count(),
power_pellet_count = nodes.iter().filter(|(_, t, _, _)| *t == EntityType::PowerPellet).count(),
"Spawning collectible items"
);
for (id, item_type, sprite, size) in nodes {
let mut item = world.spawn(ItemBundle {
position: Position::Stopped { node: id },
@@ -498,6 +560,7 @@ impl Game {
/// Returns `GameError::Texture` if any ghost sprite cannot be found in the atlas,
/// typically indicating missing or misnamed sprite files.
fn spawn_ghosts(world: &mut World) -> GameResult<()> {
trace!("Spawning ghost entities with AI personalities");
// Extract the data we need first to avoid borrow conflicts
let ghost_start_positions = {
let map = world.resource::<Map>();
@@ -512,7 +575,7 @@ impl Game {
for (ghost_type, start_node) in ghost_start_positions {
// Create the ghost bundle in a separate scope to manage borrows
let ghost = {
let animations = *world.resource::<GhostAnimations>().get_normal(&ghost_type).unwrap();
let animations = world.resource::<GhostAnimations>().get_normal(&ghost_type).unwrap().clone();
let atlas = world.non_send_resource::<SpriteAtlas>();
let sprite_path = GameSprite::Ghost(GhostSprite::Normal(ghost_type, Direction::Left, 0)).to_path();
@@ -538,9 +601,11 @@ impl Game {
}
};
world.spawn(ghost).insert((Frozen, Hidden));
let entity = world.spawn(ghost).insert((Frozen, Hidden)).id();
trace!(ghost = ?ghost_type, entity = ?entity, start_node, "Spawned ghost entity");
}
info!("All ghost entities spawned successfully");
Ok(())
}
@@ -557,7 +622,7 @@ impl Game {
TileSequence::new(&[left_eye]),
TileSequence::new(&[right_eye]),
);
let eyes = DirectionalAnimation::new(eyes_tiles, eyes_tiles, animation::GHOST_EATEN_SPEED);
let eyes = DirectionalAnimation::new(eyes_tiles.clone(), eyes_tiles, animation::GHOST_EATEN_SPEED);
let mut animations = HashMap::new();
@@ -586,7 +651,7 @@ impl Game {
TileSequence::new(&left_tiles),
TileSequence::new(&right_tiles),
);
let normal = DirectionalAnimation::new(normal_moving, normal_moving, animation::GHOST_NORMAL_SPEED);
let normal = DirectionalAnimation::new(normal_moving.clone(), normal_moving, animation::GHOST_NORMAL_SPEED);
animations.insert(ghost_type, normal);
}
@@ -649,6 +714,28 @@ impl Game {
) {
let new_tick = timing.increment_tick();
timings.add_total_timing(total_duration, new_tick);
// Log performance warnings for slow frames
if total_duration.as_millis() > 17 {
// Warn if frame takes too long
let slowest_systems = timings.get_slowest_systems();
let systems_context = if slowest_systems.is_empty() {
"No specific systems identified".to_string()
} else {
slowest_systems
.iter()
.map(|(id, duration)| format!("{} ({:.2?})", id, duration))
.collect::<Vec<String>>()
.join(", ")
};
warn!(
total = format!("{:.3?}", total_duration),
tick = new_tick,
systems = systems_context,
"Frame took longer than expected"
);
}
}
let state = self
@@ -658,68 +745,4 @@ impl Game {
state.exit
}
// /// Renders pathfinding debug lines from each ghost to Pac-Man.
// ///
// /// Each ghost's path is drawn in its respective color with a small offset
// /// 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();
// for ghost in self.state.ghosts.iter() {
// if let Ok(path) = ghost.calculate_path_to_target(&self.state.map.graph, pacman_node) {
// if path.len() < 2 {
// continue; // Skip if path is too short
// }
// // Set the ghost's color
// canvas.set_draw_color(ghost.debug_color());
// // 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
// // Calculate a consistent offset direction for the entire path
// // 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
// let offset = match ghost.ghost_type {
// 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
// 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(())
// }
}

View File

@@ -1,14 +1,22 @@
//! Pac-Man game library crate.
#![cfg_attr(coverage_nightly, feature(coverage_attribute))]
#[cfg_attr(coverage_nightly, coverage(off))]
pub mod app;
pub mod asset;
#[cfg_attr(coverage_nightly, coverage(off))]
pub mod audio;
pub mod constants;
#[cfg_attr(coverage_nightly, coverage(off))]
pub mod error;
#[cfg_attr(coverage_nightly, coverage(off))]
pub mod events;
#[cfg_attr(coverage_nightly, coverage(off))]
pub mod formatter;
#[cfg_attr(coverage_nightly, coverage(off))]
pub mod platform;
pub mod asset;
pub mod constants;
pub mod game;
pub mod map;
pub mod platform;
pub mod systems;
pub mod texture;

View File

@@ -1,20 +1,29 @@
// Note: This disables the console window on Windows. We manually re-attach to the parent terminal or process later on.
#![windows_subsystem = "windows"]
#![cfg_attr(coverage_nightly, feature(coverage_attribute))]
#![cfg_attr(coverage_nightly, coverage(off))]
use crate::{app::App, constants::LOOP_TIME};
use tracing::info;
// These modules are excluded from coverage.
#[cfg_attr(coverage_nightly, coverage(off))]
mod app;
mod asset;
#[cfg_attr(coverage_nightly, coverage(off))]
mod audio;
mod constants;
#[cfg_attr(coverage_nightly, coverage(off))]
mod error;
#[cfg_attr(coverage_nightly, coverage(off))]
mod events;
#[cfg_attr(coverage_nightly, coverage(off))]
mod formatter;
#[cfg_attr(coverage_nightly, coverage(off))]
mod platform;
mod asset;
mod constants;
mod game;
mod map;
mod platform;
mod systems;
mod texture;

View File

@@ -3,7 +3,7 @@ use crate::constants::{MapTile, BOARD_CELL_SIZE, CELL_SIZE};
use crate::map::direction::Direction;
use crate::map::graph::{Graph, Node, TraversalFlags};
use crate::map::parser::MapTileParser;
use crate::systems::movement::NodeId;
use crate::systems::{NodeId, Position};
use bevy_ecs::resource::Resource;
use glam::{I8Vec2, IVec2, Vec2};
use std::collections::{HashMap, VecDeque};
@@ -25,6 +25,8 @@ pub struct NodePositions {
pub inky: NodeId,
/// Clyde starts in the center of the ghost house
pub clyde: NodeId,
/// Fruit spawn location directly below the ghost house
pub fruit_spawn: Position,
}
/// Complete maze representation combining visual layout with navigation pathfinding.
@@ -56,11 +58,17 @@ impl Map {
/// This function will panic if the board layout contains unknown characters or if
/// the house door is not defined by exactly two '=' characters.
pub fn new(raw_board: [&str; BOARD_CELL_SIZE.y as usize]) -> GameResult<Map> {
debug!("Starting map construction from character layout");
let parsed_map = MapTileParser::parse_board(raw_board)?;
let map = parsed_map.tiles;
let house_door = parsed_map.house_door;
let tunnel_ends = parsed_map.tunnel_ends;
debug!(
house_door_count = house_door.len(),
tunnel_ends_count = tunnel_ends.len(),
"Parsed map special locations"
);
let mut graph = Graph::new();
let mut grid_to_node = HashMap::new();
@@ -148,17 +156,44 @@ impl Map {
let (house_entrance_node_id, left_center_node_id, center_center_node_id, right_center_node_id) =
Self::build_house(&mut graph, &grid_to_node, &house_door)?;
// Find fruit spawn location (directly below ghost house)
let left_node_position = I8Vec2::new(13, 17);
let left_node_id = grid_to_node.get(&left_node_position).unwrap();
let right_node_position = I8Vec2::new(14, 17);
let right_node_id = grid_to_node.get(&right_node_position).unwrap();
let distance = graph
.get_node(*right_node_id)
.unwrap()
.position
.distance(graph.get_node(*left_node_id).unwrap().position);
// interpolate between the two nodes
let fruit_spawn_position: Position = Position::Moving {
from: *left_node_id,
to: *right_node_id,
remaining_distance: distance / 2.0,
};
tracing::warn!(
fruit_spawn_position = ?fruit_spawn_position,
"Fruit spawn position found"
);
let start_positions = NodePositions {
pacman: grid_to_node[&start_pos],
blinky: house_entrance_node_id,
pinky: left_center_node_id,
inky: right_center_node_id,
clyde: center_center_node_id,
fruit_spawn: fruit_spawn_position,
};
// Build tunnel connections
debug!("Building tunnel connections");
Self::build_tunnels(&mut graph, &grid_to_node, &tunnel_ends)?;
debug!(node_count = graph.nodes().count(), "Map construction completed successfully");
Ok(Map {
graph,
grid_to_node,

View File

@@ -1,6 +1,6 @@
use glam::Vec2;
use crate::systems::movement::NodeId;
use crate::systems::NodeId;
use super::direction::Direction;

View File

@@ -21,7 +21,7 @@ pub fn init_console() -> Result<(), PlatformError> {
#[cfg(windows)]
{
use crate::platform::tracing_buffer::setup_switchable_subscriber;
use tracing::{debug, info};
use tracing::{debug, info, trace};
use windows::Win32::System::Console::GetConsoleWindow;
// Setup buffered tracing subscriber that will buffer logs until console is ready
@@ -32,13 +32,13 @@ pub fn init_console() -> Result<(), PlatformError> {
debug!("Already have a console window");
return Ok(());
} else {
debug!("No existing console window found");
trace!("No existing console window found");
}
if let Some(file_type) = is_output_setup()? {
debug!(r#type = file_type, "Existing output detected");
trace!(r#type = file_type, "Existing output detected");
} else {
debug!("No existing output detected");
trace!("No existing output detected");
// Try to attach to parent console for direct cargo run
attach_to_parent_console()?;
@@ -46,7 +46,7 @@ pub fn init_console() -> Result<(), PlatformError> {
}
// Now that console is initialized, flush buffered logs and switch to direct output
debug!("Switching to direct logging mode and flushing buffer...");
trace!("Switching to direct logging mode and flushing buffer...");
if let Err(error) = switchable_writer.switch_to_direct_mode() {
use tracing::warn;
@@ -65,6 +65,7 @@ pub fn get_asset_bytes(asset: Asset) -> Result<Cow<'static, [u8]>, AssetError> {
Asset::Wav4 => Ok(Cow::Borrowed(include_bytes!("../../assets/game/sound/waka/4.ogg"))),
Asset::AtlasImage => Ok(Cow::Borrowed(include_bytes!("../../assets/game/atlas.png"))),
Asset::Font => Ok(Cow::Borrowed(include_bytes!("../../assets/game/TerminalVector.ttf"))),
Asset::DeathSound => Ok(Cow::Borrowed(include_bytes!("../../assets/game/sound/pacman_death.wav"))),
}
}
@@ -78,7 +79,7 @@ pub fn rng() -> ThreadRng {
/// Windows-only
#[cfg(windows)]
fn is_output_setup() -> Result<Option<&'static str>, PlatformError> {
use tracing::{debug, warn};
use tracing::{trace, warn};
use windows::Win32::Storage::FileSystem::{
GetFileType, FILE_TYPE_CHAR, FILE_TYPE_DISK, FILE_TYPE_PIPE, FILE_TYPE_REMOTE, FILE_TYPE_UNKNOWN,
@@ -113,7 +114,7 @@ fn is_output_setup() -> Result<Option<&'static str>, PlatformError> {
}
};
debug!("File type: {file_type:?}, well known: {well_known}");
trace!("File type: {file_type:?}, well known: {well_known}");
// If it's anything recognizable and valid, assume that a parent process has setup an output stream
Ok(well_known.then_some(file_type))

View File

@@ -11,11 +11,8 @@ use std::io::{self, Read, Write};
use std::time::Duration;
// Emscripten FFI functions
#[allow(dead_code)]
extern "C" {
fn emscripten_sleep(ms: u32);
fn emscripten_get_element_css_size(target: *const u8, width: *mut f64, height: *mut f64) -> i32;
// Standard C functions that Emscripten redirects to console
fn printf(format: *const u8, ...) -> i32;
}
@@ -65,20 +62,6 @@ impl Write for EmscriptenConsoleWriter {
}
}
#[allow(dead_code)]
pub fn get_canvas_size() -> Option<(u32, u32)> {
let mut width = 0.0;
let mut height = 0.0;
unsafe {
emscripten_get_element_css_size(c"canvas".as_ptr().cast(), &mut width, &mut height);
if width == 0.0 || height == 0.0 {
return None;
}
}
Some((width as u32, height as u32))
}
pub fn get_asset_bytes(asset: Asset) -> Result<Cow<'static, [u8]>, AssetError> {
let path = format!("assets/game/{}", asset.path());
let mut rwops = RWops::from_file(&path, "rb").map_err(|_| AssetError::NotFound(asset.path().to_string()))?;

View File

@@ -1,4 +1,3 @@
#![allow(dead_code)]
//! Buffered tracing setup for handling logs before console attachment.
use crate::formatter::CustomFormatter;

132
src/systems/animation.rs Normal file
View File

@@ -0,0 +1,132 @@
use bevy_ecs::{
component::Component,
query::{Has, Or, With, Without},
resource::Resource,
system::{Query, Res},
};
use crate::{
systems::{DeltaTime, Dying, Frozen, Position, Renderable, Velocity},
texture::animated::{DirectionalTiles, TileSequence},
};
/// Directional animation component with shared timing across all directions
#[derive(Component, Clone)]
pub struct DirectionalAnimation {
pub moving_tiles: DirectionalTiles,
pub stopped_tiles: DirectionalTiles,
pub current_frame: usize,
pub time_bank: u16,
pub frame_duration: u16,
}
impl DirectionalAnimation {
/// Creates a new directional animation with the given tiles and frame duration
pub fn new(moving_tiles: DirectionalTiles, stopped_tiles: DirectionalTiles, frame_duration: u16) -> Self {
Self {
moving_tiles,
stopped_tiles,
current_frame: 0,
time_bank: 0,
frame_duration,
}
}
}
/// Tag component to mark animations that should loop when they reach the end
#[derive(Component, Clone, Copy, Debug, PartialEq, Eq)]
pub struct Looping;
/// Linear animation component for non-directional animations (frightened ghosts)
#[derive(Component, Resource, Clone)]
pub struct LinearAnimation {
pub tiles: TileSequence,
pub current_frame: usize,
pub time_bank: u16,
pub frame_duration: u16,
pub finished: bool,
}
impl LinearAnimation {
/// Creates a new linear animation with the given tiles and frame duration
pub fn new(tiles: TileSequence, frame_duration: u16) -> Self {
Self {
tiles,
current_frame: 0,
time_bank: 0,
frame_duration,
finished: false,
}
}
}
/// Updates directional animated entities with synchronized timing across directions.
///
/// This runs before the render system to update sprites based on current direction and movement state.
/// All directions share the same frame timing to ensure perfect synchronization.
pub fn directional_render_system(
dt: Res<DeltaTime>,
mut query: Query<(&Position, &Velocity, &mut DirectionalAnimation, &mut Renderable), Without<Frozen>>,
) {
let ticks = (dt.seconds * 60.0).round() as u16; // Convert from seconds to ticks at 60 ticks/sec
for (position, velocity, mut anim, mut renderable) in query.iter_mut() {
let stopped = matches!(position, Position::Stopped { .. });
// Only tick animation when moving to preserve stopped frame
if !stopped {
// Tick shared animation state
anim.time_bank += ticks;
while anim.time_bank >= anim.frame_duration {
anim.time_bank -= anim.frame_duration;
anim.current_frame += 1;
}
}
// Get tiles for current direction and movement state
let tiles = if stopped {
anim.stopped_tiles.get(velocity.direction)
} else {
anim.moving_tiles.get(velocity.direction)
};
if !tiles.is_empty() {
let new_tile = tiles.get_tile(anim.current_frame);
if renderable.sprite != new_tile {
renderable.sprite = new_tile;
}
}
}
}
/// System that updates `Renderable` sprites for entities with `LinearAnimation`.
#[allow(clippy::type_complexity)]
pub fn linear_render_system(
dt: Res<DeltaTime>,
mut query: Query<(&mut LinearAnimation, &mut Renderable, Has<Looping>), Or<(Without<Frozen>, With<Dying>)>>,
) {
for (mut anim, mut renderable, looping) in query.iter_mut() {
if anim.finished {
continue;
}
anim.time_bank += dt.ticks as u16;
let frames_to_advance = (anim.time_bank / anim.frame_duration) as usize;
if frames_to_advance == 0 {
continue;
}
let total_frames = anim.tiles.len();
if !looping && anim.current_frame + frames_to_advance >= total_frames {
anim.finished = true;
anim.current_frame = total_frames - 1;
} else {
anim.current_frame += frames_to_advance;
}
anim.time_bank %= anim.frame_duration;
renderable.sprite = anim.tiles.get_tile(anim.current_frame);
}
}

View File

@@ -9,6 +9,7 @@ use bevy_ecs::{
resource::Resource,
system::{NonSendMut, ResMut},
};
use tracing::{debug, trace};
use crate::{audio::Audio, error::GameError};
@@ -26,6 +27,10 @@ pub struct AudioState {
pub enum AudioEvent {
/// Play the "eat" sound when Pac-Man consumes a pellet
PlayEat,
/// Play the death sound
PlayDeath,
/// Stop all currently playing sounds
StopAll,
}
/// Non-send resource wrapper for SDL2 audio system
@@ -45,6 +50,7 @@ pub fn audio_system(
) {
// Set mute state if it has changed
if audio.0.is_muted() != audio_state.muted {
debug!(muted = audio_state.muted, "Audio mute state changed");
audio.0.set_mute(audio_state.muted);
}
@@ -53,10 +59,37 @@ pub fn audio_system(
match event {
AudioEvent::PlayEat => {
if !audio.0.is_disabled() && !audio_state.muted {
trace!(sound_index = audio_state.sound_index, "Playing eat sound");
audio.0.eat();
// Update the sound index for cycling through sounds
audio_state.sound_index = (audio_state.sound_index + 1) % 4;
// 4 eat sounds available
} else {
debug!(
disabled = audio.0.is_disabled(),
muted = audio_state.muted,
"Skipping eat sound due to audio state"
);
}
}
AudioEvent::PlayDeath => {
if !audio.0.is_disabled() && !audio_state.muted {
trace!("Playing death sound");
audio.0.death();
} else {
debug!(
disabled = audio.0.is_disabled(),
muted = audio_state.muted,
"Skipping death sound due to audio state"
);
}
}
AudioEvent::StopAll => {
if !audio.0.is_disabled() {
debug!("Stopping all audio");
audio.0.stop_all();
} else {
debug!("Audio disabled, ignoring stop all request");
}
}
}

View File

@@ -5,10 +5,7 @@ use bevy_ecs::{
system::{Commands, Query, Res},
};
use crate::systems::{
components::{DeltaTime, Renderable},
Frozen, Hidden,
};
use crate::systems::{DeltaTime, Frozen, Hidden, Renderable};
#[derive(Component, Debug)]
pub struct Blinking {

View File

@@ -1,15 +1,18 @@
use bevy_ecs::component::Component;
use bevy_ecs::entity::Entity;
use bevy_ecs::event::{EventReader, EventWriter};
use bevy_ecs::query::With;
use bevy_ecs::system::{Query, Res, ResMut};
use bevy_ecs::{
component::Component,
entity::Entity,
event::{EventReader, EventWriter},
query::With,
system::{Commands, Query, Res, ResMut, Single},
};
use tracing::{debug, trace, warn};
use crate::error::GameError;
use crate::events::GameEvent;
use crate::events::{GameEvent, StageTransition};
use crate::map::builder::Map;
use crate::systems::movement::Position;
use crate::systems::{AudioEvent, Ghost, GhostState, PlayerControlled, ScoreResource};
use crate::systems::{movement::Position, AudioEvent, DyingSequence, Frozen, GameStage, Ghost, PlayerControlled, ScoreResource};
use crate::{error::GameError, systems::GhostState};
/// A component for defining the collision area of an entity.
#[derive(Component)]
pub struct Collider {
pub size: f32,
@@ -62,6 +65,7 @@ pub fn check_collision(
///
/// Also detects collisions between Pac-Man and ghosts for gameplay mechanics like
/// power pellet effects, ghost eating, and player death.
#[allow(clippy::too_many_arguments)]
pub fn collision_system(
map: Res<Map>,
pacman_query: Query<(Entity, &Position, &Collider), With<PacmanCollider>>,
@@ -76,6 +80,7 @@ pub fn collision_system(
match check_collision(pacman_pos, pacman_collider, item_pos, item_collider, &map) {
Ok(colliding) => {
if colliding {
trace!(pacman_entity = ?pacman_entity, item_entity = ?item_entity, "Item collision detected");
events.write(GameEvent::Collision(pacman_entity, item_entity));
}
}
@@ -93,6 +98,7 @@ pub fn collision_system(
match check_collision(pacman_pos, pacman_collider, ghost_pos, ghost_collider, &map) {
Ok(colliding) => {
if colliding {
trace!(pacman_entity = ?pacman_entity, ghost_entity = ?ghost_entity, "Ghost collision detected");
events.write(GameEvent::Collision(pacman_entity, ghost_entity));
}
}
@@ -107,10 +113,14 @@ pub fn collision_system(
}
}
#[allow(clippy::too_many_arguments)]
pub fn ghost_collision_system(
mut commands: Commands,
mut collision_events: EventReader<GameEvent>,
mut stage_events: EventWriter<StageTransition>,
mut score: ResMut<ScoreResource>,
pacman_query: Query<(), With<PlayerControlled>>,
mut game_state: ResMut<GameStage>,
player: Single<Entity, With<PlayerControlled>>,
ghost_query: Query<(Entity, &Ghost), With<GhostCollider>>,
mut ghost_state_query: Query<&mut GhostState>,
mut events: EventWriter<AudioEvent>,
@@ -118,9 +128,9 @@ pub fn ghost_collision_system(
for event in collision_events.read() {
if let GameEvent::Collision(entity1, entity2) = event {
// Check if one is Pacman and the other is a ghost
let (_pacman_entity, ghost_entity) = if pacman_query.get(*entity1).is_ok() && ghost_query.get(*entity2).is_ok() {
let (pacman_entity, ghost_entity) = if *entity1 == *player && ghost_query.get(*entity2).is_ok() {
(*entity1, *entity2)
} else if pacman_query.get(*entity2).is_ok() && ghost_query.get(*entity1).is_ok() {
} else if *entity2 == *player && ghost_query.get(*entity1).is_ok() {
(*entity2, *entity1)
} else {
continue;
@@ -128,20 +138,29 @@ pub fn ghost_collision_system(
// Check if the ghost is frightened
if let Ok((ghost_ent, _ghost_type)) = ghost_query.get(ghost_entity) {
if let Ok(mut ghost_state) = ghost_state_query.get_mut(ghost_ent) {
if let Ok(ghost_state) = ghost_state_query.get_mut(ghost_ent) {
// Check if ghost is in frightened state
if matches!(*ghost_state, GhostState::Frightened { .. }) {
// Pac-Man eats the ghost
// Add score (200 points per ghost eaten)
debug!(ghost_entity = ?ghost_ent, score_added = 200, new_score = score.0 + 200, "Pacman ate frightened ghost");
score.0 += 200;
// Set ghost state to Eyes
*ghost_state = GhostState::Eyes;
// Enter short pause to show bonus points, hide ghost, then set Eyes after pause
// Request transition via event so stage_system can process it
stage_events.write(StageTransition::GhostEatenPause { ghost_entity: ghost_ent });
// Play eat sound
events.write(AudioEvent::PlayEat);
} else if matches!(*ghost_state, GhostState::Normal) {
// Pac-Man dies
warn!(ghost_entity = ?ghost_ent, "Pacman hit by normal ghost, player dies");
*game_state = GameStage::PlayerDying(DyingSequence::Frozen { remaining_ticks: 60 });
commands.entity(pacman_entity).insert(Frozen);
commands.entity(ghost_entity).insert(Frozen);
events.write(AudioEvent::StopAll);
} else {
// Pac-Man dies (this would need a death system)
trace!(ghost_state = ?*ghost_state, "Ghost collision ignored due to state");
}
}
}

View File

@@ -0,0 +1,43 @@
use bevy_ecs::bundle::Bundle;
use crate::systems::{
BufferedDirection, Collider, DirectionalAnimation, EntityType, Ghost, GhostCollider, GhostState, ItemCollider,
LastAnimationState, MovementModifiers, PacmanCollider, PlayerControlled, Position, Renderable, Velocity,
};
#[derive(Bundle)]
pub struct PlayerBundle {
pub player: PlayerControlled,
pub position: Position,
pub velocity: Velocity,
pub buffered_direction: BufferedDirection,
pub sprite: Renderable,
pub directional_animation: DirectionalAnimation,
pub entity_type: EntityType,
pub collider: Collider,
pub movement_modifiers: MovementModifiers,
pub pacman_collider: PacmanCollider,
}
#[derive(Bundle)]
pub struct ItemBundle {
pub position: Position,
pub sprite: Renderable,
pub entity_type: EntityType,
pub collider: Collider,
pub item_collider: ItemCollider,
}
#[derive(Bundle)]
pub struct GhostBundle {
pub ghost: Ghost,
pub position: Position,
pub velocity: Velocity,
pub sprite: Renderable,
pub directional_animation: DirectionalAnimation,
pub entity_type: EntityType,
pub collider: Collider,
pub ghost_collider: GhostCollider,
pub ghost_state: GhostState,
pub last_animation_state: LastAnimationState,
}

View File

@@ -0,0 +1,106 @@
use bevy_ecs::{component::Component, resource::Resource};
use crate::{map::graph::TraversalFlags, systems::FruitType};
/// A tag component denoting the type of entity.
#[derive(Component, Debug, Clone, Copy, PartialEq, Eq, Hash)]
pub enum EntityType {
Player,
Ghost,
Pellet,
PowerPellet,
Fruit(FruitType),
Effect,
}
impl EntityType {
/// Returns the traversal flags for this entity type.
pub fn traversal_flags(&self) -> TraversalFlags {
match self {
EntityType::Player => TraversalFlags::PACMAN,
EntityType::Ghost => TraversalFlags::GHOST,
_ => TraversalFlags::empty(), // Static entities don't traverse
}
}
pub fn score_value(&self) -> Option<u32> {
match self {
EntityType::Pellet => Some(10),
EntityType::PowerPellet => Some(50),
EntityType::Fruit(fruit_type) => Some(fruit_type.score_value()),
_ => None,
}
}
pub fn is_collectible(&self) -> bool {
matches!(self, EntityType::Pellet | EntityType::PowerPellet | EntityType::Fruit(_))
}
}
#[derive(Resource)]
pub struct GlobalState {
pub exit: bool,
}
#[derive(Resource)]
pub struct ScoreResource(pub u32);
#[derive(Resource)]
pub struct DeltaTime {
/// Floating-point delta time in seconds
pub seconds: f32,
/// Integer tick delta (usually 1, but can be different for testing)
pub ticks: u32,
}
#[allow(dead_code)]
impl DeltaTime {
/// Creates a new DeltaTime from a floating-point delta time in seconds
///
/// While this method exists as a helper, it does not mean that seconds and ticks are interchangeable.
pub fn from_seconds(seconds: f32) -> Self {
Self {
seconds,
ticks: (seconds * 60.0).round() as u32,
}
}
/// Creates a new DeltaTime from an integer tick delta
///
/// While this method exists as a helper, it does not mean that seconds and ticks are interchangeable.
pub fn from_ticks(ticks: u32) -> Self {
Self {
seconds: ticks as f32 / 60.0,
ticks,
}
}
}
/// Movement modifiers that can affect Pac-Man's speed or handling.
#[derive(Component, Debug, Clone, Copy)]
pub struct MovementModifiers {
/// Multiplier applied to base speed (e.g., tunnels)
pub speed_multiplier: f32,
/// True when currently in a tunnel slowdown region
pub tunnel_slowdown_active: bool,
}
impl Default for MovementModifiers {
fn default() -> Self {
Self {
speed_multiplier: 1.0,
tunnel_slowdown_active: false,
}
}
}
/// Tag component for entities that should be frozen during startup
#[derive(Component, Debug, Clone, Copy)]
pub struct Frozen;
/// Component for HUD life sprite entities.
/// Each life sprite entity has an index indicating its position from left to right (0, 1, 2, etc.).
/// This mostly functions as a tag component for sprites.
#[derive(Component, Debug, Clone, Copy)]
pub struct PlayerLife {
pub index: u32,
}

View File

@@ -0,0 +1,5 @@
pub mod bundles;
pub mod components;
pub use self::bundles::*;
pub use self::components::*;

View File

@@ -1,392 +0,0 @@
use std::collections::HashMap;
use bevy_ecs::{bundle::Bundle, component::Component, resource::Resource};
use bitflags::bitflags;
use crate::{
map::graph::TraversalFlags,
systems::{
movement::{BufferedDirection, Position, Velocity},
Collider, GhostCollider, ItemCollider, PacmanCollider,
},
texture::{
animated::{DirectionalTiles, TileSequence},
sprite::AtlasTile,
},
};
/// A tag component for entities that are controlled by the player.
#[derive(Default, Component)]
pub struct PlayerControlled;
#[derive(Component, Debug, Clone, Copy, PartialEq, Eq, Hash)]
pub enum Ghost {
Blinky,
Pinky,
Inky,
Clyde,
}
impl Ghost {
/// Returns the ghost type name for atlas lookups.
pub fn as_str(self) -> &'static str {
match self {
Ghost::Blinky => "blinky",
Ghost::Pinky => "pinky",
Ghost::Inky => "inky",
Ghost::Clyde => "clyde",
}
}
/// Returns the base movement speed for this ghost type.
pub fn base_speed(self) -> f32 {
match self {
Ghost::Blinky => 1.0,
Ghost::Pinky => 0.95,
Ghost::Inky => 0.9,
Ghost::Clyde => 0.85,
}
}
/// Returns the ghost's color for debug rendering.
#[allow(dead_code)]
pub fn debug_color(&self) -> sdl2::pixels::Color {
match self {
Ghost::Blinky => sdl2::pixels::Color::RGB(255, 0, 0), // Red
Ghost::Pinky => sdl2::pixels::Color::RGB(255, 182, 255), // Pink
Ghost::Inky => sdl2::pixels::Color::RGB(0, 255, 255), // Cyan
Ghost::Clyde => sdl2::pixels::Color::RGB(255, 182, 85), // Orange
}
}
}
/// A tag component denoting the type of entity.
#[derive(Component, Debug, Clone, Copy, PartialEq, Eq, Hash)]
pub enum EntityType {
Player,
Ghost,
Pellet,
PowerPellet,
}
impl EntityType {
/// Returns the traversal flags for this entity type.
pub fn traversal_flags(&self) -> TraversalFlags {
match self {
EntityType::Player => TraversalFlags::PACMAN,
EntityType::Ghost => TraversalFlags::GHOST,
_ => TraversalFlags::empty(), // Static entities don't traverse
}
}
pub fn score_value(&self) -> Option<u32> {
match self {
EntityType::Pellet => Some(10),
EntityType::PowerPellet => Some(50),
_ => None,
}
}
pub fn is_collectible(&self) -> bool {
matches!(self, EntityType::Pellet | EntityType::PowerPellet)
}
}
/// A component for entities that have a sprite, with a layer for ordering.
///
/// This is intended to be modified by other entities allowing animation.
#[derive(Component)]
pub struct Renderable {
pub sprite: AtlasTile,
pub layer: u8,
}
/// Directional animation component with shared timing across all directions
#[derive(Component, Clone, Copy)]
pub struct DirectionalAnimation {
pub moving_tiles: DirectionalTiles,
pub stopped_tiles: DirectionalTiles,
pub current_frame: usize,
pub time_bank: u16,
pub frame_duration: u16,
}
impl DirectionalAnimation {
/// Creates a new directional animation with the given tiles and frame duration
pub fn new(moving_tiles: DirectionalTiles, stopped_tiles: DirectionalTiles, frame_duration: u16) -> Self {
Self {
moving_tiles,
stopped_tiles,
current_frame: 0,
time_bank: 0,
frame_duration,
}
}
}
/// Linear animation component for non-directional animations (frightened ghosts)
#[derive(Component, Clone, Copy)]
pub struct LinearAnimation {
pub tiles: TileSequence,
pub current_frame: usize,
pub time_bank: u16,
pub frame_duration: u16,
}
impl LinearAnimation {
/// Creates a new linear animation with the given tiles and frame duration
pub fn new(tiles: TileSequence, frame_duration: u16) -> Self {
Self {
tiles,
current_frame: 0,
time_bank: 0,
frame_duration,
}
}
}
bitflags! {
#[derive(Component, Default, Clone, Copy, Debug, PartialEq, Eq, PartialOrd, Ord, Hash)]
pub struct CollisionLayer: u8 {
const PACMAN = 1 << 0;
const GHOST = 1 << 1;
const ITEM = 1 << 2;
}
}
#[derive(Resource)]
pub struct GlobalState {
pub exit: bool,
}
#[derive(Resource)]
pub struct ScoreResource(pub u32);
#[derive(Resource)]
pub struct DeltaTime {
/// Floating-point delta time in seconds
pub seconds: f32,
/// Integer tick delta (usually 1, but can be different for testing)
pub ticks: u32,
}
#[allow(dead_code)]
impl DeltaTime {
/// Creates a new DeltaTime from a floating-point delta time in seconds
///
/// While this method exists as a helper, it does not mean that seconds and ticks are interchangeable.
pub fn from_seconds(seconds: f32) -> Self {
Self {
seconds,
ticks: (seconds * 60.0).round() as u32,
}
}
/// Creates a new DeltaTime from an integer tick delta
///
/// While this method exists as a helper, it does not mean that seconds and ticks are interchangeable.
pub fn from_ticks(ticks: u32) -> Self {
Self {
seconds: ticks as f32 / 60.0,
ticks,
}
}
}
/// Movement modifiers that can affect Pac-Man's speed or handling.
#[derive(Component, Debug, Clone, Copy)]
pub struct MovementModifiers {
/// Multiplier applied to base speed (e.g., tunnels)
pub speed_multiplier: f32,
/// True when currently in a tunnel slowdown region
pub tunnel_slowdown_active: bool,
}
impl Default for MovementModifiers {
fn default() -> Self {
Self {
speed_multiplier: 1.0,
tunnel_slowdown_active: false,
}
}
}
/// Tag component for entities that should be frozen during startup
#[derive(Component, Debug, Clone, Copy)]
pub struct Frozen;
/// Tag component for eaten ghosts
#[derive(Component, Debug, Clone, Copy)]
pub struct Eaten;
#[derive(Component, Debug, Clone, Copy)]
pub enum GhostState {
/// Normal ghost behavior - chasing Pac-Man
Normal,
/// Frightened state after power pellet - ghost can be eaten
Frightened {
remaining_ticks: u32,
flash: bool,
remaining_flash_ticks: u32,
},
/// Eyes state - ghost has been eaten and is returning to ghost house
Eyes,
}
/// Component to track the last animation state for efficient change detection
#[derive(Component, Debug, Clone, Copy, PartialEq)]
pub struct LastAnimationState(pub GhostAnimation);
impl GhostState {
/// Creates a new frightened state with the specified duration
pub fn new_frightened(total_ticks: u32, flash_start_ticks: u32) -> Self {
Self::Frightened {
remaining_ticks: total_ticks,
flash: false,
remaining_flash_ticks: flash_start_ticks, // Time until flashing starts
}
}
/// Ticks the ghost state, returning true if the state changed.
pub fn tick(&mut self) -> bool {
if let GhostState::Frightened {
remaining_ticks,
flash,
remaining_flash_ticks,
} = self
{
// Transition out of frightened state
if *remaining_ticks == 0 {
*self = GhostState::Normal;
return true;
}
*remaining_ticks -= 1;
if *remaining_flash_ticks > 0 {
*remaining_flash_ticks = remaining_flash_ticks.saturating_sub(1);
if *remaining_flash_ticks == 0 {
*flash = true;
true
} else {
false
}
} else {
false
}
} else {
false
}
}
/// Returns the appropriate animation state for this ghost state
pub fn animation_state(&self) -> GhostAnimation {
match self {
GhostState::Normal => GhostAnimation::Normal,
GhostState::Eyes => GhostAnimation::Eyes,
GhostState::Frightened { flash: false, .. } => GhostAnimation::Frightened { flash: false },
GhostState::Frightened { flash: true, .. } => GhostAnimation::Frightened { flash: true },
}
}
}
/// Enumeration of different ghost animation states.
/// Note that this is used in micromap which has a fixed size based on the number of variants,
/// so extending this should be done with caution, and will require updating the micromap's capacity.
#[derive(Debug, Clone, Copy, PartialEq, Eq, Hash)]
pub enum GhostAnimation {
/// Normal ghost appearance with directional movement animations
Normal,
/// Blue ghost appearance when vulnerable (power pellet active)
Frightened { flash: bool },
/// Eyes-only animation when ghost has been consumed by Pac-Man (Eaten state)
Eyes,
}
/// Global resource containing pre-loaded animation sets for all ghost types.
///
/// This resource is initialized once during game startup and provides O(1) access
/// to animation sets for each ghost type. The animation system uses this resource
/// to efficiently switch between different ghost states without runtime asset loading.
///
/// The HashMap is keyed by `Ghost` enum variants (Blinky, Pinky, Inky, Clyde) and
/// contains the normal directional animation for each ghost type.
#[derive(Resource)]
pub struct GhostAnimations {
pub normal: HashMap<Ghost, DirectionalAnimation>,
pub eyes: DirectionalAnimation,
pub frightened: LinearAnimation,
pub frightened_flashing: LinearAnimation,
}
impl GhostAnimations {
/// Creates a new GhostAnimations resource with the provided data.
pub fn new(
normal: HashMap<Ghost, DirectionalAnimation>,
eyes: DirectionalAnimation,
frightened: LinearAnimation,
frightened_flashing: LinearAnimation,
) -> Self {
Self {
normal,
eyes,
frightened,
frightened_flashing,
}
}
/// Gets the normal directional animation for the specified ghost type.
pub fn get_normal(&self, ghost_type: &Ghost) -> Option<&DirectionalAnimation> {
self.normal.get(ghost_type)
}
/// Gets the eyes animation (shared across all ghosts).
pub fn eyes(&self) -> &DirectionalAnimation {
&self.eyes
}
/// Gets the frightened animations (shared across all ghosts).
pub fn frightened(&self, flash: bool) -> &LinearAnimation {
if flash {
&self.frightened_flashing
} else {
&self.frightened
}
}
}
#[derive(Bundle)]
pub struct PlayerBundle {
pub player: PlayerControlled,
pub position: Position,
pub velocity: Velocity,
pub buffered_direction: BufferedDirection,
pub sprite: Renderable,
pub directional_animation: DirectionalAnimation,
pub entity_type: EntityType,
pub collider: Collider,
pub movement_modifiers: MovementModifiers,
pub pacman_collider: PacmanCollider,
}
#[derive(Bundle)]
pub struct ItemBundle {
pub position: Position,
pub sprite: Renderable,
pub entity_type: EntityType,
pub collider: Collider,
pub item_collider: ItemCollider,
}
#[derive(Bundle)]
pub struct GhostBundle {
pub ghost: Ghost,
pub position: Position,
pub velocity: Velocity,
pub sprite: Renderable,
pub directional_animation: DirectionalAnimation,
pub entity_type: EntityType,
pub collider: Collider,
pub ghost_collider: GhostCollider,
pub ghost_state: GhostState,
pub last_animation_state: LastAnimationState,
}

View File

@@ -1,6 +1,4 @@
//! Debug rendering system
use std::cmp::Ordering;
use crate::constants::{self, BOARD_PIXEL_OFFSET};
use crate::map::builder::Map;
use crate::systems::{Collider, CursorPosition, NodeId, Position, SystemTimings};
@@ -13,6 +11,7 @@ use sdl2::rect::{Point, Rect};
use sdl2::render::{Canvas, Texture};
use sdl2::video::Window;
use smallvec::SmallVec;
use std::cmp::Ordering;
use std::collections::{HashMap, HashSet};
use tracing::warn;
@@ -149,6 +148,7 @@ fn transform_position_with_offset(pos: Vec2, scale: f32) -> IVec2 {
}
/// Renders timing information in the top-left corner of the screen using the debug text atlas
#[cfg_attr(coverage_nightly, coverage(off))]
fn render_timing_display(
canvas: &mut Canvas<Window>,
timings: &SystemTimings,
@@ -203,6 +203,7 @@ fn render_timing_display(
}
#[allow(clippy::too_many_arguments)]
#[cfg_attr(coverage_nightly, coverage(off))]
pub fn debug_render_system(
canvas: &mut Canvas<Window>,
ttf_atlas: &mut TtfAtlasResource,
@@ -266,7 +267,7 @@ pub fn debug_render_system(
}
canvas.set_draw_color(Color {
a: f32_to_u8(0.6),
a: f32_to_u8(0.65),
..Color::RED
});
canvas.set_blend_mode(sdl2::render::BlendMode::Blend);

View File

@@ -1,5 +1,7 @@
use std::collections::HashMap;
use crate::platform;
use crate::systems::components::{DirectionalAnimation, Frozen, GhostAnimation, GhostState, LastAnimationState, LinearAnimation};
use crate::systems::{DirectionalAnimation, Frozen, LinearAnimation, Looping};
use crate::{
map::{
builder::Map,
@@ -7,17 +9,190 @@ use crate::{
graph::{Edge, TraversalFlags},
},
systems::{
components::{DeltaTime, Ghost},
components::DeltaTime,
movement::{Position, Velocity},
},
};
use bevy_ecs::component::Component;
use bevy_ecs::resource::Resource;
use tracing::{debug, trace, warn};
use crate::systems::GhostAnimations;
use bevy_ecs::query::Without;
use bevy_ecs::system::{Commands, Query, Res};
use rand::seq::IndexedRandom;
use smallvec::SmallVec;
/// Tag component for eaten ghosts
#[derive(Component, Debug, Clone, Copy)]
pub struct Eaten;
/// Tag component for Pac-Man during his death animation.
/// This is mainly because the Frozen tag would stop both movement and animation, while the Dying tag can signal that the animation should continue despite being frozen.
#[derive(Component, Debug, Clone, Copy)]
pub struct Dying;
#[derive(Component, Debug, Clone, Copy, PartialEq, Eq, Hash)]
pub enum Ghost {
Blinky,
Pinky,
Inky,
Clyde,
}
impl Ghost {
/// Returns the ghost type name for atlas lookups.
pub fn as_str(self) -> &'static str {
match self {
Ghost::Blinky => "blinky",
Ghost::Pinky => "pinky",
Ghost::Inky => "inky",
Ghost::Clyde => "clyde",
}
}
/// Returns the base movement speed for this ghost type.
pub fn base_speed(self) -> f32 {
match self {
Ghost::Blinky => 1.0,
Ghost::Pinky => 0.95,
Ghost::Inky => 0.9,
Ghost::Clyde => 0.85,
}
}
}
#[derive(Component, Debug, Clone, Copy)]
pub enum GhostState {
/// Normal ghost behavior - chasing Pac-Man
Normal,
/// Frightened state after power pellet - ghost can be eaten
Frightened {
remaining_ticks: u32,
flash: bool,
remaining_flash_ticks: u32,
},
/// Eyes state - ghost has been eaten and is returning to ghost house
Eyes,
}
impl GhostState {
/// Creates a new frightened state with the specified duration
pub fn new_frightened(total_ticks: u32, flash_start_ticks: u32) -> Self {
Self::Frightened {
remaining_ticks: total_ticks,
flash: false,
remaining_flash_ticks: flash_start_ticks, // Time until flashing starts
}
}
/// Ticks the ghost state, returning true if the state changed.
pub fn tick(&mut self) -> bool {
if let GhostState::Frightened {
remaining_ticks,
flash,
remaining_flash_ticks,
} = self
{
// Transition out of frightened state
if *remaining_ticks == 0 {
*self = GhostState::Normal;
return true;
}
*remaining_ticks -= 1;
if *remaining_flash_ticks > 0 {
*remaining_flash_ticks = remaining_flash_ticks.saturating_sub(1);
if *remaining_flash_ticks == 0 {
*flash = true;
true
} else {
false
}
} else {
false
}
} else {
false
}
}
/// Returns the appropriate animation state for this ghost state
pub fn animation_state(&self) -> GhostAnimation {
match self {
GhostState::Normal => GhostAnimation::Normal,
GhostState::Eyes => GhostAnimation::Eyes,
GhostState::Frightened { flash: false, .. } => GhostAnimation::Frightened { flash: false },
GhostState::Frightened { flash: true, .. } => GhostAnimation::Frightened { flash: true },
}
}
}
/// Enumeration of different ghost animation states.
/// Note that this is used in micromap which has a fixed size based on the number of variants,
/// so extending this should be done with caution, and will require updating the micromap's capacity.
#[derive(Debug, Clone, Copy, PartialEq, Eq, Hash)]
pub enum GhostAnimation {
/// Normal ghost appearance with directional movement animations
Normal,
/// Blue ghost appearance when vulnerable (power pellet active)
Frightened { flash: bool },
/// Eyes-only animation when ghost has been consumed by Pac-Man (Eaten state)
Eyes,
}
/// Global resource containing pre-loaded animation sets for all ghost types.
///
/// This resource is initialized once during game startup and provides O(1) access
/// to animation sets for each ghost type. The animation system uses this resource
/// to efficiently switch between different ghost states without runtime asset loading.
///
/// The HashMap is keyed by `Ghost` enum variants (Blinky, Pinky, Inky, Clyde) and
/// contains the normal directional animation for each ghost type.
#[derive(Resource)]
pub struct GhostAnimations {
pub normal: HashMap<Ghost, DirectionalAnimation>,
pub eyes: DirectionalAnimation,
pub frightened: LinearAnimation,
pub frightened_flashing: LinearAnimation,
}
impl GhostAnimations {
/// Creates a new GhostAnimations resource with the provided data.
pub fn new(
normal: HashMap<Ghost, DirectionalAnimation>,
eyes: DirectionalAnimation,
frightened: LinearAnimation,
frightened_flashing: LinearAnimation,
) -> Self {
Self {
normal,
eyes,
frightened,
frightened_flashing,
}
}
/// Gets the normal directional animation for the specified ghost type.
pub fn get_normal(&self, ghost_type: &Ghost) -> Option<&DirectionalAnimation> {
self.normal.get(ghost_type)
}
/// Gets the eyes animation (shared across all ghosts).
pub fn eyes(&self) -> &DirectionalAnimation {
&self.eyes
}
/// Gets the frightened animations (shared across all ghosts).
pub fn frightened(&self, flash: bool) -> &LinearAnimation {
if flash {
&self.frightened_flashing
} else {
&self.frightened
}
}
}
/// Autonomous ghost AI system implementing randomized movement with backtracking avoidance.
pub fn ghost_movement_system(
map: Res<Map>,
@@ -43,8 +218,10 @@ pub fn ghost_movement_system(
let new_edge: Edge = if non_opposite_options.is_empty() {
if let Some(edge) = intersection.get(opposite) {
trace!(node = current_node, ghost = ?_ghost, direction = ?opposite, "Ghost forced to reverse direction");
edge
} else {
warn!(node = current_node, ghost = ?_ghost, "Ghost stuck with no available directions");
break;
}
} else {
@@ -116,6 +293,7 @@ pub fn eaten_ghost_system(
// Reached target node, check if we're at ghost house center
if to == ghost_house_center {
// Respawn the ghost - set state back to normal
debug!(ghost = ?ghost_type, "Eaten ghost reached ghost house, respawning as normal");
*ghost_state = GhostState::Normal;
// Reset to stopped at ghost house center
*position = Position::Stopped {
@@ -179,6 +357,10 @@ fn find_direction_to_target(
None
}
/// Component to track the last animation state for efficient change detection
#[derive(Component, Debug, Clone, Copy, PartialEq)]
pub struct LastAnimationState(pub GhostAnimation);
/// Unified system that manages ghost state transitions and animations with component swapping
pub fn ghost_state_system(
mut commands: Commands,
@@ -192,24 +374,30 @@ pub fn ghost_state_system(
// Only update animation if the animation state actually changed
let current_animation_state = ghost_state.animation_state();
if last_animation_state.0 != current_animation_state {
trace!(ghost = ?ghost_type, old_state = ?last_animation_state.0, new_state = ?current_animation_state, "Ghost animation state changed");
match current_animation_state {
GhostAnimation::Frightened { flash } => {
// Remove DirectionalAnimation, add LinearAnimation
// Remove DirectionalAnimation, add LinearAnimation with Looping component
commands
.entity(entity)
.remove::<DirectionalAnimation>()
.insert(*animations.frightened(flash));
.insert(animations.frightened(flash).clone())
.insert(Looping);
}
GhostAnimation::Normal => {
// Remove LinearAnimation, add DirectionalAnimation
// Remove LinearAnimation and Looping, add DirectionalAnimation
commands
.entity(entity)
.remove::<LinearAnimation>()
.insert(*animations.get_normal(ghost_type).unwrap());
.remove::<(LinearAnimation, Looping)>()
.insert(animations.get_normal(ghost_type).unwrap().clone());
}
GhostAnimation::Eyes => {
// Remove LinearAnimation, add DirectionalAnimation (eyes animation)
commands.entity(entity).remove::<LinearAnimation>().insert(*animations.eyes());
// Remove LinearAnimation and Looping, add DirectionalAnimation (eyes animation)
trace!(ghost = ?ghost_type, "Switching to eyes animation for eaten ghost");
commands
.entity(entity)
.remove::<(LinearAnimation, Looping)>()
.insert(animations.eyes().clone());
}
}
last_animation_state.0 = current_animation_state;

View File

@@ -13,7 +13,7 @@ use sdl2::{
};
use smallvec::{smallvec, SmallVec};
use crate::systems::components::DeltaTime;
use crate::systems::DeltaTime;
use crate::{
events::{GameCommand, GameEvent},
map::direction::Direction,

View File

@@ -1,74 +1,209 @@
use bevy_ecs::{
entity::Entity,
event::{EventReader, EventWriter},
event::{Event, EventReader, EventWriter},
observer::Trigger,
query::With,
system::{Commands, Query, ResMut},
system::{Commands, NonSendMut, Query, Res, ResMut, Single},
};
use strum_macros::IntoStaticStr;
use tracing::{debug, trace};
use crate::{
constants,
map::builder::Map,
systems::{common::bundles::ItemBundle, Collider, Position, Renderable, TimeToLive},
texture::{
sprite::SpriteAtlas,
sprites::{EffectSprite, GameSprite},
},
};
use crate::{
constants::animation::FRIGHTENED_FLASH_START_TICKS,
events::GameEvent,
systems::{AudioEvent, EntityType, GhostCollider, GhostState, ItemCollider, PacmanCollider, ScoreResource},
systems::common::components::EntityType,
systems::{AudioEvent, GhostCollider, GhostState, ItemCollider, PacmanCollider, ScoreResource},
};
/// Determines if a collision between two entity types should be handled by the item system.
///
/// Returns `true` if one entity is a player and the other is a collectible item.
#[allow(dead_code)]
pub fn is_valid_item_collision(entity1: EntityType, entity2: EntityType) -> bool {
match (entity1, entity2) {
(EntityType::Player, entity) | (entity, EntityType::Player) => entity.is_collectible(),
_ => false,
/// Tracks the number of pellets consumed by the player for fruit spawning mechanics.
#[derive(bevy_ecs::resource::Resource, Debug, Default)]
pub struct PelletCount(pub u32);
/// Represents the different fruit sprites that can appear as bonus items.
#[derive(IntoStaticStr, Debug, Clone, Copy, PartialEq, Eq, Hash)]
#[strum(serialize_all = "snake_case")]
pub enum FruitType {
Cherry,
Strawberry,
Orange,
Apple,
Melon,
Galaxian,
Bell,
Key,
}
impl FruitType {
/// Returns the score value for this fruit type.
pub fn score_value(self) -> u32 {
match self {
FruitType::Cherry => 100,
FruitType::Strawberry => 300,
FruitType::Orange => 500,
FruitType::Apple => 700,
FruitType::Melon => 1000,
FruitType::Galaxian => 2000,
FruitType::Bell => 3000,
FruitType::Key => 5000,
}
}
pub fn from_index(index: u8) -> Self {
match index {
0 => FruitType::Cherry,
1 => FruitType::Strawberry,
2 => FruitType::Orange,
3 => FruitType::Apple,
4 => FruitType::Melon,
5 => FruitType::Galaxian,
6 => FruitType::Bell,
7 => FruitType::Key,
_ => panic!("Invalid fruit index: {}", index),
}
}
}
#[allow(clippy::too_many_arguments)]
pub fn item_system(
mut commands: Commands,
mut collision_events: EventReader<GameEvent>,
mut score: ResMut<ScoreResource>,
pacman_query: Query<Entity, With<PacmanCollider>>,
item_query: Query<(Entity, &EntityType), With<ItemCollider>>,
mut pellet_count: ResMut<PelletCount>,
pacman: Single<Entity, With<PacmanCollider>>,
item_query: Query<(Entity, &EntityType, &Position), With<ItemCollider>>,
mut ghost_query: Query<&mut GhostState, With<GhostCollider>>,
mut events: EventWriter<AudioEvent>,
) {
for event in collision_events.read() {
if let GameEvent::Collision(entity1, entity2) = event {
// Check if one is Pacman and the other is an item
let (_pacman_entity, item_entity) = if pacman_query.get(*entity1).is_ok() && item_query.get(*entity2).is_ok() {
(*entity1, *entity2)
} else if pacman_query.get(*entity2).is_ok() && item_query.get(*entity1).is_ok() {
(*entity2, *entity1)
let (_, item_entity) = if *pacman == *entity1 && item_query.get(*entity2).is_ok() {
(*pacman, *entity2)
} else if *pacman == *entity2 && item_query.get(*entity1).is_ok() {
(*pacman, *entity1)
} else {
continue;
};
// Get the item type and update score
if let Ok((item_ent, entity_type)) = item_query.get(item_entity) {
if let Ok((item_ent, entity_type, position)) = item_query.get(item_entity) {
if let Some(score_value) = entity_type.score_value() {
trace!(item_entity = ?item_ent, item_type = ?entity_type, score_value, new_score = score.0 + score_value, "Item collected by player");
score.0 += score_value;
// Remove the collected item
commands.entity(item_ent).despawn();
// Track pellet consumption for fruit spawning
if *entity_type == EntityType::Pellet {
pellet_count.0 += 1;
trace!(pellet_count = pellet_count.0, "Pellet consumed");
// Check if we should spawn a fruit
if pellet_count.0 == 5 || pellet_count.0 == 170 {
debug!(pellet_count = pellet_count.0, "Fruit spawn milestone reached");
commands.trigger(SpawnTrigger::Fruit);
}
}
// Trigger bonus points effect if a fruit is collected
if matches!(*entity_type, EntityType::Fruit(_)) {
commands.trigger(SpawnTrigger::Bonus {
position: *position,
value: entity_type.score_value().unwrap(),
ttl: 60 * 2,
});
}
// Trigger audio if appropriate
if entity_type.is_collectible() {
events.write(AudioEvent::PlayEat);
}
// Make ghosts frightened when power pellet is collected
if *entity_type == EntityType::PowerPellet {
if matches!(*entity_type, EntityType::PowerPellet) {
// Convert seconds to frames (assumes 60 FPS)
let total_ticks = 60 * 5; // 5 seconds total
debug!(duration_ticks = total_ticks, "Power pellet collected, frightening ghosts");
// Set all ghosts to frightened state, except those in Eyes state
let mut frightened_count = 0;
for mut ghost_state in ghost_query.iter_mut() {
if !matches!(*ghost_state, GhostState::Eyes) {
*ghost_state = GhostState::new_frightened(total_ticks, FRIGHTENED_FLASH_START_TICKS);
frightened_count += 1;
}
}
debug!(frightened_count, "Ghosts set to frightened state");
}
}
}
}
}
}
/// Trigger to spawn a fruit
#[derive(Event, Clone, Copy, Debug)]
pub enum SpawnTrigger {
Fruit,
Bonus { position: Position, value: u32, ttl: u32 },
}
pub fn spawn_fruit_observer(
trigger: Trigger<SpawnTrigger>,
mut commands: Commands,
atlas: NonSendMut<SpriteAtlas>,
map: Res<Map>,
) {
let entity = match *trigger {
SpawnTrigger::Fruit => {
// Use cherry sprite as the default fruit (first fruit in original Pac-Man)
let sprite = &atlas
.get_tile(&GameSprite::Fruit(FruitType::from_index(0)).to_path())
.unwrap();
let bundle = ItemBundle {
position: map.start_positions.fruit_spawn,
sprite: Renderable {
sprite: *sprite,
layer: 1,
},
entity_type: EntityType::Fruit(FruitType::Cherry),
collider: Collider {
size: constants::collider::FRUIT_SIZE,
},
item_collider: ItemCollider,
};
commands.spawn(bundle)
}
SpawnTrigger::Bonus { position, value, ttl } => {
let sprite = &atlas
.get_tile(&GameSprite::Effect(EffectSprite::Bonus(value)).to_path())
.unwrap();
let bundle = (
position,
TimeToLive::new(ttl),
Renderable {
sprite: *sprite,
layer: 1,
},
EntityType::Effect,
);
commands.spawn(bundle)
}
};
debug!(entity = ?entity.id(), "Entity spawned via trigger");
}

33
src/systems/lifetime.rs Normal file
View File

@@ -0,0 +1,33 @@
use bevy_ecs::{
component::Component,
entity::Entity,
system::{Commands, Query, Res},
};
use crate::systems::DeltaTime;
/// Component for entities that should be automatically deleted after a certain number of ticks
#[derive(Component, Debug, Clone, Copy)]
pub struct TimeToLive {
pub remaining_ticks: u32,
}
impl TimeToLive {
pub fn new(ticks: u32) -> Self {
Self { remaining_ticks: ticks }
}
}
/// System that manages entities with TimeToLive components, decrementing their remaining ticks
/// and despawning them when they expire
pub fn time_to_live_system(mut commands: Commands, dt: Res<DeltaTime>, mut query: Query<(Entity, &mut TimeToLive)>) {
for (entity, mut ttl) in query.iter_mut() {
if ttl.remaining_ticks <= dt.ticks {
// Entity has expired, despawn it
commands.entity(entity).despawn();
} else {
// Decrement remaining time
ttl.remaining_ticks = ttl.remaining_ticks.saturating_sub(dt.ticks);
}
}
}

View File

@@ -1,32 +1,41 @@
//! The Entity-Component-System (ECS) module.
//!
//! This module contains all the ECS-related logic, including components, systems,
//! and resources.
//! This module contains all the systems in the game.
// These modules are excluded from coverage.
#[cfg_attr(coverage_nightly, coverage(off))]
pub mod audio;
#[cfg_attr(coverage_nightly, coverage(off))]
pub mod debug;
#[cfg_attr(coverage_nightly, coverage(off))]
pub mod profiling;
#[cfg_attr(coverage_nightly, coverage(off))]
pub mod render;
pub mod animation;
pub mod blinking;
pub mod collision;
pub mod components;
pub mod debug;
pub mod common;
pub mod ghost;
pub mod input;
pub mod item;
pub mod lifetime;
pub mod movement;
pub mod player;
pub mod profiling;
pub mod render;
pub mod stage;
pub mod state;
// Re-export all the modules. Do not fine-tune the exports.
pub use self::animation::*;
pub use self::audio::*;
pub use self::blinking::*;
pub use self::collision::*;
pub use self::components::*;
pub use self::common::*;
pub use self::debug::*;
pub use self::ghost::*;
pub use self::input::*;
pub use self::item::*;
pub use self::lifetime::*;
pub use self::movement::*;
pub use self::player::*;
pub use self::profiling::*;
pub use self::render::*;
pub use self::stage::*;
pub use self::state::*;

View File

@@ -1,21 +1,26 @@
use bevy_ecs::{
event::{EventReader, EventWriter},
component::Component,
event::EventReader,
query::{With, Without},
system::{Query, Res, ResMut},
system::{Query, Res, ResMut, Single},
};
use tracing::trace;
use crate::{
error::GameError,
events::{GameCommand, GameEvent},
map::{builder::Map, graph::Edge},
systems::{
components::{DeltaTime, EntityType, Frozen, GlobalState, MovementModifiers, PlayerControlled},
components::{DeltaTime, EntityType, Frozen, GlobalState, MovementModifiers},
debug::DebugState,
movement::{BufferedDirection, Position, Velocity},
AudioState,
},
};
/// A tag component for entities that are controlled by the player.
#[derive(Default, Component)]
pub struct PlayerControlled;
pub fn can_traverse(entity_type: EntityType, edge: Edge) -> bool {
let entity_flags = entity_type.traversal_flags();
edge.traversal_flags.contains(entity_flags)
@@ -27,36 +32,28 @@ pub fn can_traverse(entity_type: EntityType, edge: Edge) -> bool {
/// toggling, audio muting, and game exit requests. Movement commands are buffered
/// to allow direction changes before reaching intersections, improving gameplay
/// responsiveness. Non-movement commands immediately modify global game state.
#[allow(clippy::type_complexity)]
pub fn player_control_system(
mut events: EventReader<GameEvent>,
mut state: ResMut<GlobalState>,
mut debug_state: ResMut<DebugState>,
mut audio_state: ResMut<AudioState>,
mut players: Query<&mut BufferedDirection, (With<PlayerControlled>, Without<Frozen>)>,
mut errors: EventWriter<GameError>,
mut player: Option<Single<&mut BufferedDirection, (With<PlayerControlled>, Without<Frozen>)>>,
) {
// Handle events
for event in events.read() {
if let GameEvent::Command(command) = event {
match command {
GameCommand::MovePlayer(direction) => {
// Get the player's movable component (ensuring there is only one player)
let mut buffered_direction = match players.single_mut() {
Ok(tuple) => tuple,
Err(e) => {
errors.write(GameError::InvalidState(format!(
"No/multiple entities queried for player system: {}",
e
)));
return;
}
};
*buffered_direction = BufferedDirection::Some {
// Only handle movement if there's an unfrozen player
if let Some(player_single) = player.as_mut() {
trace!(direction = ?*direction, "Player direction buffered for movement");
***player_single = BufferedDirection::Some {
direction: *direction,
remaining_time: 0.25,
};
}
}
GameCommand::Exit => {
state.exit = true;
}
@@ -86,6 +83,7 @@ pub fn player_movement_system(
(&MovementModifiers, &mut Position, &mut Velocity, &mut BufferedDirection),
(With<PlayerControlled>, Without<Frozen>),
>,
mut last_stopped_node: bevy_ecs::system::Local<Option<crate::systems::movement::NodeId>>,
) {
for (modifiers, mut position, mut velocity, mut buffered_direction) in entities.iter_mut() {
// Decrement the buffered direction remaining time
@@ -95,6 +93,7 @@ pub fn player_movement_system(
} = *buffered_direction
{
if remaining_time <= 0.0 {
trace!("Buffered direction expired");
*buffered_direction = BufferedDirection::None;
} else {
*buffered_direction = BufferedDirection::Some {
@@ -115,6 +114,8 @@ pub fn player_movement_system(
if let Some(edge) = map.graph.find_edge_in_direction(position.current_node(), direction) {
// If there is an edge in that direction (and it's traversable), start moving towards it and consume the buffered direction.
if can_traverse(EntityType::Player, edge) {
trace!(from = position.current_node(), to = edge.target, direction = ?direction, "Player started moving using buffered direction");
*last_stopped_node = None; // Reset stopped state when starting to move
velocity.direction = edge.direction;
*position = Position::Moving {
from: position.current_node(),
@@ -129,6 +130,8 @@ pub fn player_movement_system(
// If there is no buffered direction (or it's not yet valid), continue in the current direction.
if let Some(edge) = map.graph.find_edge_in_direction(position.current_node(), velocity.direction) {
if can_traverse(EntityType::Player, edge) {
trace!(from = position.current_node(), to = edge.target, direction = ?velocity.direction, "Player continued in current direction");
*last_stopped_node = None; // Reset stopped state when starting to move
velocity.direction = edge.direction;
*position = Position::Moving {
from: position.current_node(),
@@ -138,6 +141,11 @@ pub fn player_movement_system(
}
} else {
// No edge in our current direction either, erase the buffered direction and stop.
let current_node = position.current_node();
if *last_stopped_node != Some(current_node) {
trace!(node = current_node, direction = ?velocity.direction, "Player stopped - no valid edge in current direction");
*last_stopped_node = Some(current_node);
}
*buffered_direction = BufferedDirection::None;
break;
}
@@ -155,14 +163,23 @@ pub fn player_movement_system(
}
/// Applies tunnel slowdown based on the current node tile
pub fn player_tunnel_slowdown_system(map: Res<Map>, mut q: Query<(&Position, &mut MovementModifiers), With<PlayerControlled>>) {
if let Ok((position, mut modifiers)) = q.single_mut() {
pub fn player_tunnel_slowdown_system(map: Res<Map>, player: Single<(&Position, &mut MovementModifiers), With<PlayerControlled>>) {
let (position, mut modifiers) = player.into_inner();
let node = position.current_node();
let in_tunnel = map
.tile_at_node(node)
.map(|t| t == crate::constants::MapTile::Tunnel)
.unwrap_or(false);
if modifiers.tunnel_slowdown_active != in_tunnel {
trace!(
node,
in_tunnel,
speed_multiplier = if in_tunnel { 0.6 } else { 1.0 },
"Player tunnel slowdown state changed"
);
}
modifiers.tunnel_slowdown_active = in_tunnel;
modifiers.speed_multiplier = if in_tunnel { 0.6 } else { 1.0 };
}
}

View File

@@ -52,6 +52,11 @@ impl TimingBuffer {
self.last_tick = current_tick;
}
/// Gets the most recent timing from the buffer.
pub fn get_most_recent_timing(&self) -> Duration {
self.buffer.back().copied().unwrap_or(Duration::ZERO)
}
/// Gets statistics for this timing buffer.
///
/// # Panics
@@ -157,6 +162,7 @@ pub enum SystemId {
Stage,
GhostStateAnimation,
EatenGhost,
TimeToLive,
}
impl Display for SystemId {
@@ -247,6 +253,61 @@ impl SystemTimings {
// Use the formatting module to format the data
format_timing_display(timing_data)
}
/// Returns a list of systems with their timings, likely responsible for slow frame timings.
///
/// First, checks if any systems took longer than 2ms on the most recent tick.
/// If none exceed 2ms, accumulates systems until the top 30% of total timing
/// is reached, stopping at 5 systems maximum.
///
/// Returns tuples of (SystemId, Duration) in a SmallVec capped at 5 items.
pub fn get_slowest_systems(&self) -> SmallVec<[(SystemId, Duration); 5]> {
let mut system_timings: Vec<(SystemId, Duration)> = Vec::new();
let mut total_duration = Duration::ZERO;
// Collect most recent timing for each system (excluding Total)
for id in SystemId::iter() {
if id == SystemId::Total {
continue;
}
if let Some(buffer) = self.timings.get(&id) {
let recent_timing = buffer.lock().get_most_recent_timing();
system_timings.push((id, recent_timing));
total_duration += recent_timing;
}
}
// Sort by duration (highest first)
system_timings.sort_by(|a, b| b.1.cmp(&a.1));
// Check for systems over 2ms threshold
let over_threshold: SmallVec<[(SystemId, Duration); 5]> = system_timings
.iter()
.filter(|(_, duration)| duration.as_millis() >= 2)
.copied()
.collect();
if !over_threshold.is_empty() {
return over_threshold;
}
// Accumulate top systems until 30% of total is reached (max 5 systems)
let threshold = total_duration.as_nanos() as f64 * 0.3;
let mut accumulated = 0u128;
let mut result = SmallVec::new();
for (id, duration) in system_timings.iter().take(5) {
result.push((*id, *duration));
accumulated += duration.as_nanos();
if accumulated as f64 >= threshold {
break;
}
}
result
}
}
pub fn profile<S, M>(id: SystemId, system: S) -> impl FnMut(&mut bevy_ecs::world::World)

View File

@@ -1,27 +1,40 @@
use crate::constants::CANVAS_SIZE;
use crate::error::{GameError, TextureError};
use crate::map::builder::Map;
use crate::systems::input::TouchState;
use crate::map::direction::Direction;
use crate::systems::{
debug_render_system, BatchedLinesResource, Collider, CursorPosition, DebugState, DebugTextureResource, DeltaTime,
DirectionalAnimation, LinearAnimation, Position, Renderable, ScoreResource, StartupSequence, SystemId, SystemTimings,
TtfAtlasResource, Velocity,
debug_render_system, BatchedLinesResource, Collider, CursorPosition, DebugState, DebugTextureResource, GameStage, PlayerLife,
PlayerLives, Position, ScoreResource, StartupSequence, SystemId, SystemTimings, TouchState, TtfAtlasResource,
};
use crate::texture::sprite::SpriteAtlas;
use crate::texture::sprite::{AtlasTile, SpriteAtlas};
use crate::texture::sprites::{GameSprite, PacmanSprite};
use crate::texture::text::TextTexture;
use crate::{
constants::{BOARD_BOTTOM_PIXEL_OFFSET, CANVAS_SIZE, CELL_SIZE},
error::{GameError, TextureError},
};
use bevy_ecs::component::Component;
use bevy_ecs::entity::Entity;
use bevy_ecs::event::EventWriter;
use bevy_ecs::query::{Changed, Or, Without};
use bevy_ecs::query::{Changed, Or, With, Without};
use bevy_ecs::removal_detection::RemovedComponents;
use bevy_ecs::resource::Resource;
use bevy_ecs::system::{NonSendMut, Query, Res, ResMut};
use bevy_ecs::system::{Commands, NonSendMut, Query, Res, ResMut};
use glam::Vec2;
use sdl2::pixels::Color;
use sdl2::rect::{Point, Rect};
use sdl2::render::{BlendMode, Canvas, Texture};
use sdl2::video::Window;
use std::cmp::Ordering;
use std::time::Instant;
/// A component for entities that have a sprite, with a layer for ordering.
///
/// This is intended to be modified by other entities allowing animation.
#[derive(Component)]
pub struct Renderable {
pub sprite: AtlasTile,
pub layer: u8,
}
#[derive(Resource, Default)]
pub struct RenderDirty(pub bool);
@@ -42,71 +55,96 @@ pub fn dirty_render_system(
removed_hidden: RemovedComponents<Hidden>,
removed_renderables: RemovedComponents<Renderable>,
) {
if !changed.is_empty() || !removed_hidden.is_empty() || !removed_renderables.is_empty() {
let changed_count = changed.iter().count();
let removed_hidden_count = removed_hidden.len();
let removed_renderables_count = removed_renderables.len();
if changed_count > 0 || removed_hidden_count > 0 || removed_renderables_count > 0 {
dirty.0 = true;
}
}
/// Updates directional animated entities with synchronized timing across directions.
///
/// This runs before the render system to update sprites based on current direction and movement state.
/// All directions share the same frame timing to ensure perfect synchronization.
pub fn directional_render_system(
dt: Res<DeltaTime>,
mut query: Query<(&Position, &Velocity, &mut DirectionalAnimation, &mut Renderable)>,
/// System that manages player life sprite entities.
/// Spawns and despawns life sprite entities based on changes to PlayerLives resource.
/// Each life sprite is positioned based on its index (0, 1, 2, etc. from left to right).
pub fn player_life_sprite_system(
mut commands: Commands,
atlas: NonSendMut<SpriteAtlas>,
current_life_sprites: Query<(Entity, &PlayerLife)>,
player_lives: Res<PlayerLives>,
mut errors: EventWriter<GameError>,
) {
let ticks = (dt.seconds * 60.0).round() as u16; // Convert from seconds to ticks at 60 ticks/sec
let displayed_lives = player_lives.0.saturating_sub(1);
for (position, velocity, mut anim, mut renderable) in query.iter_mut() {
let stopped = matches!(position, Position::Stopped { .. });
// Get current life sprite entities, sorted by index
let mut current_sprites: Vec<_> = current_life_sprites.iter().collect();
current_sprites.sort_by_key(|(_, life)| life.index);
let current_count = current_sprites.len() as u8;
// Only tick animation when moving to preserve stopped frame
if !stopped {
// Tick shared animation state
anim.time_bank += ticks;
while anim.time_bank >= anim.frame_duration {
anim.time_bank -= anim.frame_duration;
anim.current_frame += 1;
// Calculate the difference
let diff = (displayed_lives as i8) - (current_count as i8);
match diff.cmp(&0) {
// Ignore when the number of lives displayed is correct
Ordering::Equal => {}
// Spawn new life sprites
Ordering::Greater => {
let life_sprite = match atlas.get_tile(&GameSprite::Pacman(PacmanSprite::Moving(Direction::Left, 1)).to_path()) {
Ok(sprite) => sprite,
Err(e) => {
errors.write(e.into());
return;
}
}
// Get tiles for current direction and movement state
let tiles = if stopped {
anim.stopped_tiles.get(velocity.direction)
} else {
anim.moving_tiles.get(velocity.direction)
};
if !tiles.is_empty() {
let new_tile = tiles.get_tile(anim.current_frame);
if renderable.sprite != new_tile {
renderable.sprite = new_tile;
for i in 0..diff {
let position = calculate_life_sprite_position(i as u32);
commands.spawn((
PlayerLife { index: i as u32 },
Renderable {
sprite: life_sprite,
layer: 255, // High layer to render on top
},
PixelPosition {
pixel_position: position,
},
));
}
}
// Remove excess life sprites (highest indices first)
Ordering::Less => {
let to_remove = diff.unsigned_abs();
let sprites_to_remove: Vec<_> = current_sprites
.iter()
.rev() // Start from highest index
.take(to_remove as usize)
.map(|(entity, _)| *entity)
.collect();
for entity in sprites_to_remove {
commands.entity(entity).despawn();
}
}
}
}
/// Updates linear animated entities (used for non-directional animations like frightened ghosts).
///
/// This system handles entities that use LinearAnimation component for simple frame cycling.
pub fn linear_render_system(dt: Res<DeltaTime>, mut query: Query<(&mut LinearAnimation, &mut Renderable)>) {
let ticks = (dt.seconds * 60.0).round() as u16; // Convert from seconds to ticks at 60 ticks/sec
for (mut anim, mut renderable) in query.iter_mut() {
// Tick animation
anim.time_bank += ticks;
while anim.time_bank >= anim.frame_duration {
anim.time_bank -= anim.frame_duration;
anim.current_frame += 1;
/// Component for Renderables to store an exact pixel position
#[derive(Component)]
pub struct PixelPosition {
pub pixel_position: Vec2,
}
if !anim.tiles.is_empty() {
let new_tile = anim.tiles.get_tile(anim.current_frame);
if renderable.sprite != new_tile {
renderable.sprite = new_tile;
}
}
}
/// Calculates the pixel position for a life sprite based on its index
fn calculate_life_sprite_position(index: u32) -> Vec2 {
let start_x = CELL_SIZE * 2; // 2 cells from left
let start_y = CANVAS_SIZE.y - BOARD_BOTTOM_PIXEL_OFFSET.y + (CELL_SIZE / 2) + 1; // In bottom area
let sprite_spacing = CELL_SIZE + CELL_SIZE / 2; // 1.5 cells between sprites
let x = start_x + ((index as f32) * (sprite_spacing as f32 * 1.5)).round() as u32;
let y = start_y - CELL_SIZE / 2;
Vec2::new((x + CELL_SIZE) as f32, (y + CELL_SIZE) as f32)
}
/// A non-send resource for the map texture. This just wraps the texture with a type so it can be differentiated when exposed as a resource.
@@ -189,23 +227,23 @@ pub fn touch_ui_render_system(
}
/// Renders the HUD (score, lives, etc.) on top of the game.
#[allow(clippy::too_many_arguments)]
pub fn hud_render_system(
mut backbuffer: NonSendMut<BackbufferResource>,
mut canvas: NonSendMut<&mut Canvas<Window>>,
mut atlas: NonSendMut<SpriteAtlas>,
score: Res<ScoreResource>,
startup: Res<StartupSequence>,
stage: Res<GameStage>,
mut errors: EventWriter<GameError>,
) {
let _ = canvas.with_texture_canvas(&mut backbuffer.0, |canvas| {
let mut text_renderer = TextTexture::new(1.0);
// Render lives and high score text in white
let lives = 3; // TODO: Get from actual lives resource
let lives_text = format!("{lives}UP HIGH SCORE ");
let lives_text = "1UP HIGH SCORE ";
let lives_position = glam::UVec2::new(4 + 8 * 3, 2); // x_offset + lives_offset * 8, y_offset
if let Err(e) = text_renderer.render(canvas, &mut atlas, &lives_text, lives_position) {
if let Err(e) = text_renderer.render(canvas, &mut atlas, lives_text, lives_position) {
errors.write(TextureError::RenderFailed(format!("Failed to render lives text: {}", e)).into());
}
@@ -226,10 +264,21 @@ pub fn hud_render_system(
errors.write(TextureError::RenderFailed(format!("Failed to render high score text: {}", e)).into());
}
// Render GAME OVER text
if matches!(*stage, GameStage::GameOver) {
let game_over_text = "GAME OVER";
let game_over_width = text_renderer.text_width(game_over_text);
let game_over_position = glam::UVec2::new((CANVAS_SIZE.x - game_over_width) / 2, 160);
if let Err(e) = text_renderer.render_with_color(canvas, &mut atlas, game_over_text, game_over_position, Color::RED) {
errors.write(TextureError::RenderFailed(format!("Failed to render GAME OVER text: {}", e)).into());
}
}
// Render text based on StartupSequence stage
if matches!(
*startup,
StartupSequence::TextOnly { .. } | StartupSequence::CharactersVisible { .. }
*stage,
GameStage::Starting(StartupSequence::TextOnly { .. })
| GameStage::Starting(StartupSequence::CharactersVisible { .. })
) {
let ready_text = "READY!";
let ready_width = text_renderer.text_width(ready_text);
@@ -238,7 +287,7 @@ pub fn hud_render_system(
errors.write(TextureError::RenderFailed(format!("Failed to render READY text: {}", e)).into());
}
if matches!(*startup, StartupSequence::TextOnly { .. }) {
if matches!(*stage, GameStage::Starting(StartupSequence::TextOnly { .. })) {
let player_one_text = "PLAYER ONE";
let player_one_width = text_renderer.text_width(player_one_text);
let player_one_position = glam::UVec2::new((CANVAS_SIZE.x - player_one_width) / 2, 113);
@@ -254,13 +303,17 @@ pub fn hud_render_system(
}
#[allow(clippy::too_many_arguments)]
#[allow(clippy::type_complexity)]
pub fn render_system(
canvas: &mut Canvas<Window>,
map_texture: &NonSendMut<MapTextureResource>,
atlas: &mut SpriteAtlas,
map: &Res<Map>,
dirty: &Res<RenderDirty>,
renderables: &Query<(Entity, &Renderable, &Position), Without<Hidden>>,
renderables: &Query<
(Entity, &Renderable, Option<&Position>, Option<&PixelPosition>),
(Without<Hidden>, Or<(With<Position>, With<PixelPosition>)>),
>,
errors: &mut EventWriter<GameError>,
) {
if !dirty.0 {
@@ -277,12 +330,21 @@ pub fn render_system(
}
// Render all entities to the backbuffer
for (_, renderable, position) in renderables
for (_entity, renderable, position, pixel_position) in renderables
.iter()
.sort_by_key::<(Entity, &Renderable, &Position), _>(|(_, renderable, _)| renderable.layer)
.sort_by_key::<(Entity, &Renderable, Option<&Position>, Option<&PixelPosition>), _>(|(_, renderable, _, _)| {
renderable.layer
})
.rev()
{
let pos = position.get_pixel_position(&map.graph);
let pos = if let Some(position) = position {
position.get_pixel_position(&map.graph)
} else {
Ok(pixel_position
.expect("Pixel position should be present via query filtering, but got None on both")
.pixel_position)
};
match pos {
Ok(pos) => {
let dest = Rect::from_center(
@@ -307,6 +369,7 @@ pub fn render_system(
/// Combined render system that renders to both backbuffer and debug textures in a single
/// with_multiple_texture_canvas call for reduced overhead
#[allow(clippy::too_many_arguments)]
#[allow(clippy::type_complexity)]
pub fn combined_render_system(
mut canvas: NonSendMut<&mut Canvas<Window>>,
map_texture: NonSendMut<MapTextureResource>,
@@ -320,7 +383,10 @@ pub fn combined_render_system(
timing: Res<crate::systems::profiling::Timing>,
map: Res<Map>,
dirty: Res<RenderDirty>,
renderables: Query<(Entity, &Renderable, &Position), Without<Hidden>>,
renderables: Query<
(Entity, &Renderable, Option<&Position>, Option<&PixelPosition>),
(Without<Hidden>, Or<(With<Position>, With<PixelPosition>)>),
>,
colliders: Query<(&Collider, &Position)>,
cursor: Res<CursorPosition>,
mut errors: EventWriter<GameError>,

View File

@@ -1,101 +0,0 @@
use bevy_ecs::{
entity::Entity,
query::With,
resource::Resource,
system::{Commands, Query, ResMut},
};
use tracing::debug;
use crate::systems::{Blinking, Frozen, GhostCollider, Hidden, PlayerControlled};
#[derive(Resource, Debug, Clone, Copy)]
pub enum StartupSequence {
/// Stage 1: Text-only stage
/// - Player & ghosts are hidden
/// - READY! and PLAYER ONE text are shown
/// - Energizers do not blink
TextOnly {
/// Remaining ticks in this stage
remaining_ticks: u32,
},
/// Stage 2: Characters visible stage
/// - PLAYER ONE text is hidden, READY! text remains
/// - Ghosts and Pac-Man are now shown
CharactersVisible {
/// Remaining ticks in this stage
remaining_ticks: u32,
},
/// Stage 3: Game begins
/// - Final state, game is fully active
GameActive,
}
impl StartupSequence {
/// Creates a new StartupSequence with the specified duration in ticks
pub fn new(text_only_ticks: u32, _characters_visible_ticks: u32) -> Self {
Self::TextOnly {
remaining_ticks: text_only_ticks,
}
}
/// Ticks the timer by one frame, returning transition information if state changes
pub fn tick(&mut self) -> Option<(StartupSequence, StartupSequence)> {
match self {
StartupSequence::TextOnly { remaining_ticks } => {
if *remaining_ticks > 0 {
*remaining_ticks -= 1;
None
} else {
let from = *self;
*self = StartupSequence::CharactersVisible {
remaining_ticks: 60, // 1 second at 60 FPS
};
Some((from, *self))
}
}
StartupSequence::CharactersVisible { remaining_ticks } => {
if *remaining_ticks > 0 {
*remaining_ticks -= 1;
None
} else {
let from = *self;
*self = StartupSequence::GameActive;
Some((from, *self))
}
}
StartupSequence::GameActive => None,
}
}
}
/// Handles startup sequence transitions and component management
pub fn startup_stage_system(
mut startup: ResMut<StartupSequence>,
mut commands: Commands,
mut blinking_query: Query<Entity, With<Blinking>>,
mut player_query: Query<Entity, With<PlayerControlled>>,
mut ghost_query: Query<Entity, With<GhostCollider>>,
) {
if let Some((from, to)) = startup.tick() {
debug!("StartupSequence transition from {from:?} to {to:?}");
match (from, to) {
(StartupSequence::TextOnly { .. }, StartupSequence::CharactersVisible { .. }) => {
// Unhide the player & ghosts
for entity in player_query.iter_mut().chain(ghost_query.iter_mut()) {
commands.entity(entity).remove::<Hidden>();
}
}
(StartupSequence::CharactersVisible { .. }, StartupSequence::GameActive) => {
// Unfreeze the player & ghosts & pellet blinking
for entity in player_query
.iter_mut()
.chain(ghost_query.iter_mut())
.chain(blinking_query.iter_mut())
{
commands.entity(entity).remove::<Frozen>();
}
}
_ => {}
}
}
}

338
src/systems/state.rs Normal file
View File

@@ -0,0 +1,338 @@
use std::mem::discriminant;
use tracing::{debug, info, warn};
use crate::events::StageTransition;
use crate::systems::SpawnTrigger;
use crate::{
map::builder::Map,
systems::{
AudioEvent, Blinking, DirectionalAnimation, Dying, Eaten, Frozen, Ghost, GhostCollider, GhostState, Hidden,
LinearAnimation, Looping, NodeId, PlayerControlled, Position,
},
};
use bevy_ecs::{
entity::Entity,
event::{EventReader, EventWriter},
query::{With, Without},
resource::Resource,
system::{Commands, Query, Res, ResMut, Single},
};
#[derive(Resource, Clone)]
pub struct PlayerAnimation(pub DirectionalAnimation);
#[derive(Resource, Clone)]
pub struct PlayerDeathAnimation(pub LinearAnimation);
/// A resource to track the overall stage of the game from a high-level perspective.
#[derive(Resource, Debug, PartialEq, Eq, Clone, Copy)]
pub enum GameStage {
Starting(StartupSequence),
/// The main gameplay loop is active.
Playing,
/// Short freeze after Pac-Man eats a ghost to display bonus score
GhostEatenPause {
remaining_ticks: u32,
ghost_entity: Entity,
node: NodeId,
},
/// The player has died and the death sequence is in progress.
PlayerDying(DyingSequence),
/// The level is restarting after a death.
LevelRestarting,
/// The game has ended.
GameOver,
}
/// A resource that manages the multi-stage startup sequence of the game.
#[derive(Debug, PartialEq, Eq, Clone, Copy)]
pub enum StartupSequence {
/// Stage 1: Text-only stage
/// - Player & ghosts are hidden
/// - READY! and PLAYER ONE text are shown
/// - Energizers do not blink
TextOnly {
/// Remaining ticks in this stage
remaining_ticks: u32,
},
/// Stage 2: Characters visible stage
/// - PLAYER ONE text is hidden, READY! text remains
/// - Ghosts and Pac-Man are now shown
CharactersVisible {
/// Remaining ticks in this stage
remaining_ticks: u32,
},
}
impl Default for GameStage {
fn default() -> Self {
Self::Playing
}
}
/// The state machine for the multi-stage death sequence.
#[derive(Debug, PartialEq, Eq, Clone, Copy)]
pub enum DyingSequence {
/// Initial stage: entities are frozen, waiting for a delay.
Frozen { remaining_ticks: u32 },
/// Second stage: Pac-Man's death animation is playing.
Animating { remaining_ticks: u32 },
/// Third stage: Pac-Man is now gone, waiting a moment before the level restarts.
Hidden { remaining_ticks: u32 },
}
/// A resource to store the number of player lives.
#[derive(Resource, Debug)]
pub struct PlayerLives(pub u8);
impl Default for PlayerLives {
fn default() -> Self {
Self(3)
}
}
/// Handles startup sequence transitions and component management
#[allow(clippy::too_many_arguments)]
#[allow(clippy::type_complexity)]
pub fn stage_system(
mut game_state: ResMut<GameStage>,
player_death_animation: Res<PlayerDeathAnimation>,
player_animation: Res<PlayerAnimation>,
mut player_lives: ResMut<PlayerLives>,
map: Res<Map>,
mut commands: Commands,
mut audio_events: EventWriter<AudioEvent>,
mut stage_event_reader: EventReader<StageTransition>,
mut blinking_query: Query<Entity, With<Blinking>>,
player: Single<(Entity, &mut Position), With<PlayerControlled>>,
mut ghost_query: Query<(Entity, &Ghost, &mut Position), (With<GhostCollider>, Without<PlayerControlled>)>,
) {
let old_state = *game_state;
let mut new_state: Option<GameStage> = None;
// Handle stage transition requests before normal ticking
for event in stage_event_reader.read() {
let StageTransition::GhostEatenPause { ghost_entity } = *event;
let pac_node = player.1.current_node();
debug!(ghost_entity = ?ghost_entity, node = pac_node, "Ghost eaten, entering pause state");
new_state = Some(GameStage::GhostEatenPause {
remaining_ticks: 30,
ghost_entity,
node: pac_node,
});
}
let new_state: GameStage = match new_state.unwrap_or(*game_state) {
GameStage::Starting(startup) => match startup {
StartupSequence::TextOnly { remaining_ticks } => {
if remaining_ticks > 0 {
GameStage::Starting(StartupSequence::TextOnly {
remaining_ticks: remaining_ticks - 1,
})
} else {
debug!("Transitioning from text-only to characters visible startup stage");
GameStage::Starting(StartupSequence::CharactersVisible { remaining_ticks: 60 })
}
}
StartupSequence::CharactersVisible { remaining_ticks } => {
if remaining_ticks > 0 {
GameStage::Starting(StartupSequence::CharactersVisible {
remaining_ticks: remaining_ticks - 1,
})
} else {
info!("Startup sequence completed, beginning gameplay");
GameStage::Playing
}
}
},
GameStage::Playing => GameStage::Playing,
GameStage::GhostEatenPause {
remaining_ticks,
ghost_entity,
node,
} => {
if remaining_ticks > 0 {
GameStage::GhostEatenPause {
remaining_ticks: remaining_ticks.saturating_sub(1),
ghost_entity,
node,
}
} else {
debug!("Ghost eaten pause ended, resuming gameplay");
GameStage::Playing
}
}
GameStage::PlayerDying(dying) => match dying {
DyingSequence::Frozen { remaining_ticks } => {
if remaining_ticks > 0 {
GameStage::PlayerDying(DyingSequence::Frozen {
remaining_ticks: remaining_ticks - 1,
})
} else {
let death_animation = &player_death_animation.0;
let remaining_ticks = (death_animation.tiles.len() * death_animation.frame_duration as usize) as u32;
debug!(animation_frames = remaining_ticks, "Starting player death animation");
GameStage::PlayerDying(DyingSequence::Animating { remaining_ticks })
}
}
DyingSequence::Animating { remaining_ticks } => {
if remaining_ticks > 0 {
GameStage::PlayerDying(DyingSequence::Animating {
remaining_ticks: remaining_ticks - 1,
})
} else {
GameStage::PlayerDying(DyingSequence::Hidden { remaining_ticks: 60 })
}
}
DyingSequence::Hidden { remaining_ticks } => {
if remaining_ticks > 0 {
GameStage::PlayerDying(DyingSequence::Hidden {
remaining_ticks: remaining_ticks - 1,
})
} else {
player_lives.0 = player_lives.0.saturating_sub(1);
if player_lives.0 > 0 {
info!(remaining_lives = player_lives.0, "Player died, restarting level");
GameStage::LevelRestarting
} else {
warn!("All lives lost, game over");
GameStage::GameOver
}
}
}
},
GameStage::LevelRestarting => {
debug!("Level restart complete, returning to startup sequence");
GameStage::Starting(StartupSequence::CharactersVisible { remaining_ticks: 60 })
}
GameStage::GameOver => GameStage::GameOver,
};
if old_state == new_state {
return;
}
match (old_state, new_state) {
(GameStage::Playing, GameStage::GhostEatenPause { ghost_entity, node, .. }) => {
// Freeze the player & ghosts
commands.entity(player.0).insert(Frozen);
for (entity, _, _) in ghost_query.iter_mut() {
commands.entity(entity).insert(Frozen);
}
// Hide the player & eaten ghost
commands.entity(player.0).insert(Hidden);
commands.entity(ghost_entity).insert(Hidden);
// Spawn bonus points entity at Pac-Man's position
commands.trigger(SpawnTrigger::Bonus {
position: Position::Stopped { node },
// TODO: Doubling score value for each consecutive ghost eaten
value: 200,
ttl: 30,
});
}
(GameStage::GhostEatenPause { ghost_entity, .. }, GameStage::Playing) => {
// Unfreeze and reveal the player & all ghosts
commands.entity(player.0).remove::<(Frozen, Hidden)>();
for (entity, _, _) in ghost_query.iter_mut() {
commands.entity(entity).remove::<(Frozen, Hidden)>();
}
// Reveal the eaten ghost and switch it to Eyes state
commands.entity(ghost_entity).insert(GhostState::Eyes);
}
(GameStage::Playing, GameStage::PlayerDying(DyingSequence::Frozen { .. })) => {
// Freeze the player & ghosts
commands.entity(player.0).insert(Frozen);
for (entity, _, _) in ghost_query.iter_mut() {
commands.entity(entity).insert(Frozen);
}
}
(GameStage::PlayerDying(DyingSequence::Frozen { .. }), GameStage::PlayerDying(DyingSequence::Animating { .. })) => {
// Hide the ghosts
for (entity, _, _) in ghost_query.iter_mut() {
commands.entity(entity).insert(Hidden);
}
// Start Pac-Man's death animation
commands.entity(player.0).insert((Dying, player_death_animation.0.clone()));
// Play the death sound
audio_events.write(AudioEvent::PlayDeath);
}
(GameStage::PlayerDying(DyingSequence::Animating { .. }), GameStage::PlayerDying(DyingSequence::Hidden { .. })) => {
// Hide the player
commands.entity(player.0).insert(Hidden);
}
(_, GameStage::LevelRestarting) => {
let (player_entity, mut pos) = player.into_inner();
*pos = Position::Stopped {
node: map.start_positions.pacman,
};
// Freeze the blinking, force them to be visible (if they were hidden by blinking)
for entity in blinking_query.iter_mut() {
commands.entity(entity).insert(Frozen).remove::<Hidden>();
}
// Reset the player animation
commands
.entity(player_entity)
.remove::<(Frozen, Dying, LinearAnimation, Looping)>()
.insert(player_animation.0.clone());
// Reset ghost positions and state
for (ghost_entity, ghost, mut ghost_pos) in ghost_query.iter_mut() {
*ghost_pos = Position::Stopped {
node: match ghost {
Ghost::Blinky => map.start_positions.blinky,
Ghost::Pinky => map.start_positions.pinky,
Ghost::Inky => map.start_positions.inky,
Ghost::Clyde => map.start_positions.clyde,
},
};
commands
.entity(ghost_entity)
.remove::<(Frozen, Hidden, Eaten)>()
.insert(GhostState::Normal);
}
}
(_, GameStage::Starting(StartupSequence::CharactersVisible { .. })) => {
// Unhide the player & ghosts
commands.entity(player.0).remove::<Hidden>();
for (entity, _, _) in ghost_query.iter_mut() {
commands.entity(entity).remove::<Hidden>();
}
}
(GameStage::Starting(StartupSequence::CharactersVisible { .. }), GameStage::Playing) => {
// Unfreeze the player & ghosts & blinking
commands.entity(player.0).remove::<Frozen>();
for (entity, _, _) in ghost_query.iter_mut() {
commands.entity(entity).remove::<Frozen>();
}
for entity in blinking_query.iter_mut() {
commands.entity(entity).remove::<Frozen>();
}
}
(GameStage::PlayerDying(..), GameStage::GameOver) => {
// Freeze blinking
for entity in blinking_query.iter_mut() {
commands.entity(entity).insert(Frozen);
}
}
_ => {
let different = discriminant(&old_state) != discriminant(&new_state);
if different {
tracing::warn!(
new_state = ?new_state,
old_state = ?old_state,
"Unhandled game stage transition");
}
}
}
*game_state = new_state;
}

View File

@@ -1,53 +1,45 @@
use crate::map::direction::Direction;
use crate::texture::sprite::AtlasTile;
use glam::U16Vec2;
/// Fixed-size tile sequence that avoids heap allocation
#[derive(Clone, Copy, Debug)]
use crate::{map::direction::Direction, texture::sprite::AtlasTile};
/// A sequence of tiles for animation, backed by a vector.
#[derive(Debug, Clone)]
pub struct TileSequence {
tiles: [AtlasTile; 4], // Fixed array, max 4 frames
count: usize, // Actual number of frames used
tiles: Vec<AtlasTile>,
}
impl TileSequence {
/// Creates a new tile sequence from a slice of tiles
/// Creates a new tile sequence from a slice of tiles.
pub fn new(tiles: &[AtlasTile]) -> Self {
let mut tile_array = [AtlasTile {
pos: glam::U16Vec2::ZERO,
size: glam::U16Vec2::ZERO,
color: None,
}; 4];
let count = tiles.len().min(4);
tile_array[..count].copy_from_slice(&tiles[..count]);
Self {
tiles: tile_array,
count,
}
Self { tiles: tiles.to_vec() }
}
/// Returns the tile at the given frame index, wrapping if necessary
pub fn get_tile(&self, frame: usize) -> AtlasTile {
if self.count == 0 {
// Return a default empty tile if no tiles
AtlasTile {
pos: glam::U16Vec2::ZERO,
size: glam::U16Vec2::ZERO,
if self.tiles.is_empty() {
// Return a default or handle the error appropriately
// For now, let's return a default tile, assuming it's a sensible default
return AtlasTile {
pos: U16Vec2::ZERO,
size: U16Vec2::ZERO,
color: None,
};
}
} else {
self.tiles[frame % self.count]
}
self.tiles[frame % self.tiles.len()]
}
/// Returns true if this sequence has no tiles
pub fn len(&self) -> usize {
self.tiles.len()
}
/// Checks if the sequence contains any tiles.
pub fn is_empty(&self) -> bool {
self.count == 0
self.tiles.is_empty()
}
}
/// Type-safe directional tile storage with named fields
#[derive(Clone, Copy, Debug)]
/// A collection of tile sequences for each cardinal direction.
#[derive(Debug, Clone)]
pub struct DirectionalTiles {
pub up: TileSequence,
pub down: TileSequence,

View File

@@ -4,6 +4,7 @@ use sdl2::pixels::Color;
use sdl2::rect::Rect;
use sdl2::render::{Canvas, RenderTarget, Texture};
use std::collections::HashMap;
use tracing::debug;
use crate::error::TextureError;
@@ -57,19 +58,6 @@ impl AtlasTile {
canvas.copy(&atlas.texture, src, dest).map_err(TextureError::RenderFailed)?;
Ok(())
}
/// Creates a new atlas tile.
#[allow(dead_code)]
pub fn new(pos: U16Vec2, size: U16Vec2, color: Option<Color>) -> Self {
Self { pos, size, color }
}
/// Sets the color of the tile.
#[allow(dead_code)]
pub fn with_color(mut self, color: Color) -> Self {
self.color = Some(color);
self
}
}
/// High-performance sprite atlas providing fast texture region lookups and rendering.
@@ -90,8 +78,10 @@ pub struct SpriteAtlas {
impl SpriteAtlas {
pub fn new(texture: Texture, mapper: AtlasMapper) -> Self {
let tile_count = mapper.frames.len();
let tiles = mapper.frames.into_iter().collect();
debug!(tile_count, "Created sprite atlas");
Self {
texture,
tiles,
@@ -107,42 +97,14 @@ impl SpriteAtlas {
/// atlas. The returned tile can be used for immediate rendering or stored
/// for repeated use in animations and entity sprites.
pub fn get_tile(&self, name: &str) -> Result<AtlasTile, TextureError> {
let frame = self
.tiles
.get(name)
.ok_or_else(|| TextureError::AtlasTileNotFound(name.to_string()))?;
let frame = self.tiles.get(name).ok_or_else(|| {
debug!(tile_name = name, "Atlas tile not found");
TextureError::AtlasTileNotFound(name.to_string())
})?;
Ok(AtlasTile {
pos: frame.pos,
size: frame.size,
color: self.default_color,
})
}
#[allow(dead_code)]
pub fn set_color(&mut self, color: Color) {
self.default_color = Some(color);
}
#[allow(dead_code)]
pub fn texture(&self) -> &Texture {
&self.texture
}
/// Returns the number of tiles in the atlas.
#[allow(dead_code)]
pub fn tiles_count(&self) -> usize {
self.tiles.len()
}
/// Returns true if the atlas has a tile with the given name.
#[allow(dead_code)]
pub fn has_tile(&self, name: &str) -> bool {
self.tiles.contains_key(name)
}
/// Returns the default color of the atlas.
#[allow(dead_code)]
pub fn default_color(&self) -> Option<Color> {
self.default_color
}
}

View File

@@ -5,8 +5,10 @@
//! The `GameSprite` enum is the main entry point, and its `to_path` method
//! generates the correct path for a given sprite in the texture atlas.
use crate::map::direction::Direction;
use crate::systems::components::Ghost;
use crate::{
map::direction::Direction,
systems::{FruitType, Ghost},
};
/// Represents the different sprites for Pac-Man.
#[derive(Debug, Clone, Copy, PartialEq, Eq, Hash)]
@@ -15,6 +17,8 @@ pub enum PacmanSprite {
Moving(Direction, u8),
/// The full, closed-mouth Pac-Man sprite.
Full,
/// A single frame of the dying animation.
Dying(u8),
}
/// Represents the color of a frightened ghost.
@@ -46,12 +50,20 @@ pub enum MazeSprite {
Energizer,
}
/// Represents the different effect sprites that can appear as bonus items.
#[derive(Debug, Clone, Copy, PartialEq, Eq, Hash)]
pub enum EffectSprite {
Bonus(u32),
}
/// A top-level enum that encompasses all game sprites.
#[derive(Debug, Clone, Copy, PartialEq, Eq, Hash)]
pub enum GameSprite {
Pacman(PacmanSprite),
Ghost(GhostSprite),
Maze(MazeSprite),
Fruit(FruitType),
Effect(EffectSprite),
}
impl GameSprite {
@@ -60,27 +72,33 @@ impl GameSprite {
/// This path corresponds to the filename in the texture atlas JSON file.
pub fn to_path(self) -> String {
match self {
GameSprite::Pacman(sprite) => match sprite {
PacmanSprite::Moving(dir, frame) => {
GameSprite::Pacman(PacmanSprite::Moving(dir, frame)) => format!(
"pacman/{}_{}.png",
dir.as_ref(),
match frame {
0 => "a",
1 => "b",
_ => panic!("Invalid animation frame"),
}
),
GameSprite::Pacman(PacmanSprite::Full) => "pacman/full.png".to_string(),
GameSprite::Pacman(PacmanSprite::Dying(frame)) => format!("pacman/death/{}.png", frame),
// Ghost sprites
GameSprite::Ghost(GhostSprite::Normal(ghost_type, dir, frame)) => {
let frame_char = match frame {
0 => 'a',
1 => 'b',
_ => panic!("Invalid animation frame"),
};
format!("pacman/{}_{}.png", dir.as_ref().to_lowercase(), frame_char)
format!(
"ghost/{}/{}_{}.png",
ghost_type.as_str(),
dir.as_ref().to_lowercase(),
frame_char
)
}
PacmanSprite::Full => "pacman/full.png".to_string(),
},
GameSprite::Ghost(sprite) => match sprite {
GhostSprite::Normal(ghost, dir, frame) => {
let frame_char = match frame {
0 => 'a',
1 => 'b',
_ => panic!("Invalid animation frame"),
};
format!("ghost/{}/{}_{}.png", ghost.as_str(), dir.as_ref().to_lowercase(), frame_char)
}
GhostSprite::Frightened(color, frame) => {
GameSprite::Ghost(GhostSprite::Frightened(color, frame)) => {
let frame_char = match frame {
0 => 'a',
1 => 'b',
@@ -92,12 +110,23 @@ impl GameSprite {
};
format!("ghost/frightened/{}_{}.png", color_str, frame_char)
}
GhostSprite::Eyes(dir) => format!("ghost/eyes/{}.png", dir.as_ref().to_lowercase()),
},
GameSprite::Maze(sprite) => match sprite {
MazeSprite::Tile(index) => format!("maze/tiles/{}.png", index),
MazeSprite::Pellet => "maze/pellet.png".to_string(),
MazeSprite::Energizer => "maze/energizer.png".to_string(),
GameSprite::Ghost(GhostSprite::Eyes(dir)) => format!("ghost/eyes/{}.png", dir.as_ref().to_lowercase()),
// Maze sprites
GameSprite::Maze(MazeSprite::Tile(index)) => format!("maze/tiles/{}.png", index),
GameSprite::Maze(MazeSprite::Pellet) => "maze/pellet.png".to_string(),
GameSprite::Maze(MazeSprite::Energizer) => "maze/energizer.png".to_string(),
// Fruit sprites
GameSprite::Fruit(fruit) => format!("edible/{}.png", Into::<&'static str>::into(fruit)),
// Effect sprites
GameSprite::Effect(EffectSprite::Bonus(value)) => match value {
100 | 200 | 300 | 400 | 700 | 800 | 1000 | 2000 | 3000 | 5000 => format!("effects/{}.png", value),
_ => {
tracing::warn!("Invalid bonus value: {}", value);
"effects/100.png".to_string()
}
},
}
}

View File

@@ -1,5 +1,3 @@
#![allow(dead_code)]
//! This module provides text rendering using the texture atlas.
//!
//! The TextTexture system renders text from the atlas using character mapping.
@@ -109,6 +107,7 @@ impl TextTexture {
}
}
#[allow(dead_code)]
pub fn get_char_map(&self) -> &HashMap<char, AtlasTile> {
&self.char_map
}
@@ -167,26 +166,6 @@ impl TextTexture {
Ok(())
}
/// Sets the default color for text rendering.
pub fn set_color(&mut self, color: Color) {
self.default_color = Some(color);
}
/// Gets the current default color.
pub fn color(&self) -> Option<Color> {
self.default_color
}
/// Sets the scale for text rendering.
pub fn set_scale(&mut self, scale: f32) {
self.scale = scale;
}
/// Gets the current scale.
pub fn scale(&self) -> f32 {
self.scale
}
/// Calculates the width of a string in pixels at the current scale.
pub fn text_width(&self, text: &str) -> u32 {
let char_width = (8.0 * self.scale) as u32;

View File

@@ -1,9 +1,5 @@
use bevy_ecs::{entity::Entity, system::RunSystemOnce, world::World};
use pacman::systems::{
blinking::{blinking_system, Blinking},
components::{DeltaTime, Renderable},
Frozen, Hidden,
};
use pacman::systems::{blinking_system, Blinking, DeltaTime, Frozen, Hidden, Renderable};
use speculoos::prelude::*;
mod common;

View File

@@ -14,7 +14,8 @@ use pacman::{
},
systems::{
AudioEvent, AudioState, BufferedDirection, Collider, DebugState, DeltaTime, EntityType, Ghost, GhostCollider, GhostState,
GlobalState, ItemCollider, MovementModifiers, PacmanCollider, PlayerControlled, Position, ScoreResource, Velocity,
GlobalState, ItemCollider, MovementModifiers, PacmanCollider, PelletCount, PlayerControlled, Position, ScoreResource,
Velocity,
},
texture::sprite::{AtlasMapper, AtlasTile, SpriteAtlas},
};
@@ -85,6 +86,7 @@ pub fn create_test_world() -> World {
world.insert_resource(AudioState::default());
world.insert_resource(GlobalState { exit: false });
world.insert_resource(DebugState::default());
world.insert_resource(PelletCount(0));
world.insert_resource(DeltaTime {
seconds: 1.0 / 60.0,
ticks: 1,

View File

@@ -1,66 +0,0 @@
use pacman::error::{GameError, GameResult, IntoGameError, OptionExt, ResultExt};
use speculoos::prelude::*;
use std::io;
#[test]
fn test_into_game_error_trait() {
let result: Result<i32, io::Error> = Err(io::Error::new(io::ErrorKind::Other, "test error"));
let game_result: GameResult<i32> = result.into_game_error();
assert_that(&game_result.is_err()).is_true();
if let Err(GameError::InvalidState(msg)) = game_result {
assert_that(&msg.contains("test error")).is_true();
} else {
panic!("Expected InvalidState error");
}
}
#[test]
fn test_into_game_error_trait_success() {
let result: Result<i32, io::Error> = Ok(42);
let game_result: GameResult<i32> = result.into_game_error();
assert_that(&game_result.unwrap()).is_equal_to(42);
}
#[test]
fn test_option_ext_some() {
let option: Option<i32> = Some(42);
let result: GameResult<i32> = option.ok_or_game_error(|| GameError::InvalidState("Not found".to_string()));
assert_that(&result.unwrap()).is_equal_to(42);
}
#[test]
fn test_option_ext_none() {
let option: Option<i32> = None;
let result: GameResult<i32> = option.ok_or_game_error(|| GameError::InvalidState("Not found".to_string()));
assert_that(&result.is_err()).is_true();
if let Err(GameError::InvalidState(msg)) = result {
assert_that(&msg).is_equal_to("Not found".to_string());
} else {
panic!("Expected InvalidState error");
}
}
#[test]
fn test_result_ext_success() {
let result: Result<i32, io::Error> = Ok(42);
let game_result: GameResult<i32> = result.with_context(|_| GameError::InvalidState("Context".to_string()));
assert_that(&game_result.unwrap()).is_equal_to(42);
}
#[test]
fn test_result_ext_error() {
let result: Result<i32, io::Error> = Err(io::Error::new(io::ErrorKind::Other, "original error"));
let game_result: GameResult<i32> = result.with_context(|_| GameError::InvalidState("Context error".to_string()));
assert_that(&game_result.is_err()).is_true();
if let Err(GameError::InvalidState(msg)) = game_result {
assert_that(&msg).is_equal_to("Context error".to_string());
} else {
panic!("Expected InvalidState error");
}
}

View File

@@ -1,5 +1,5 @@
use bevy_ecs::{entity::Entity, system::RunSystemOnce};
use pacman::systems::{is_valid_item_collision, item_system, EntityType, GhostState, Position, ScoreResource};
use pacman::systems::{item_system, EntityType, GhostState, Position, ScoreResource};
use speculoos::prelude::*;
mod common;
@@ -24,21 +24,6 @@ fn test_is_collectible_item() {
assert_that(&EntityType::Ghost.is_collectible()).is_false();
}
#[test]
fn test_is_valid_item_collision() {
// Player-item collisions should be valid
assert_that(&is_valid_item_collision(EntityType::Player, EntityType::Pellet)).is_true();
assert_that(&is_valid_item_collision(EntityType::Player, EntityType::PowerPellet)).is_true();
assert_that(&is_valid_item_collision(EntityType::Pellet, EntityType::Player)).is_true();
assert_that(&is_valid_item_collision(EntityType::PowerPellet, EntityType::Player)).is_true();
// Non-player-item collisions should be invalid
assert_that(&is_valid_item_collision(EntityType::Player, EntityType::Ghost)).is_false();
assert_that(&is_valid_item_collision(EntityType::Ghost, EntityType::Pellet)).is_false();
assert_that(&is_valid_item_collision(EntityType::Pellet, EntityType::PowerPellet)).is_false();
assert_that(&is_valid_item_collision(EntityType::Player, EntityType::Player)).is_false();
}
#[test]
fn test_item_system_pellet_collection() {
let mut world = common::create_test_world();

View File

@@ -214,11 +214,9 @@ fn test_player_control_system_no_player_entity() {
// Run the system - should write an error
world
.run_system_once(player_control_system)
.expect("System should run successfully");
.expect("System should run successfully even with no player entity");
// Check that an error was written (we can't easily check Events without manual management,
// so for this test we just verify the system ran without panicking)
// In a real implementation, you might expose error checking through the ECS world
// The system should run successfully and simply ignore movement commands when there's no player
}
#[test]

View File

@@ -1,70 +0,0 @@
use glam::U16Vec2;
use pacman::texture::sprite::{AtlasMapper, AtlasTile, MapperFrame};
use sdl2::pixels::Color;
use speculoos::prelude::*;
use std::collections::HashMap;
mod common;
#[test]
fn test_atlas_mapper_frame_lookup() {
let mut frames = HashMap::new();
frames.insert(
"test".to_string(),
MapperFrame {
pos: U16Vec2::new(10, 20),
size: U16Vec2::new(32, 64),
},
);
let mapper = AtlasMapper { frames };
// Test direct frame lookup
let frame = mapper.frames.get("test");
assert_that(&frame.is_some()).is_true();
let frame = frame.unwrap();
assert_that(&frame.pos).is_equal_to(U16Vec2::new(10, 20));
assert_that(&frame.size).is_equal_to(U16Vec2::new(32, 64));
}
#[test]
fn test_atlas_mapper_multiple_frames() {
let mut frames = HashMap::new();
frames.insert(
"tile1".to_string(),
MapperFrame {
pos: U16Vec2::new(0, 0),
size: U16Vec2::new(32, 32),
},
);
frames.insert(
"tile2".to_string(),
MapperFrame {
pos: U16Vec2::new(32, 0),
size: U16Vec2::new(64, 64),
},
);
let mapper = AtlasMapper { frames };
assert_that(&mapper.frames.len()).is_equal_to(2);
assert_that(&mapper.frames.contains_key("tile1")).is_true();
assert_that(&mapper.frames.contains_key("tile2")).is_true();
assert_that(&mapper.frames.contains_key("tile3")).is_false();
assert_that(&mapper.frames.contains_key("nonexistent")).is_false();
}
#[test]
fn test_atlas_tile_new_and_with_color() {
let pos = U16Vec2::new(10, 20);
let size = U16Vec2::new(30, 40);
let color = Color::RGB(100, 150, 200);
let tile = AtlasTile::new(pos, size, None);
assert_that(&tile.pos).is_equal_to(pos);
assert_that(&tile.size).is_equal_to(size);
assert_that(&tile.color).is_equal_to(None);
let tile_with_color = tile.with_color(color);
assert_that(&tile_with_color.color).is_equal_to(Some(color));
}

73
tests/sprites.rs Normal file
View File

@@ -0,0 +1,73 @@
//! Tests for the sprite path generation.
use pacman::{
game::ATLAS_FRAMES,
map::direction::Direction,
systems::Ghost,
texture::sprites::{FrightenedColor, GameSprite, GhostSprite, MazeSprite, PacmanSprite},
};
#[test]
fn test_all_sprite_paths_exist() {
let mut sprites_to_test = Vec::new();
// Pac-Man sprites
for &dir in &[Direction::Up, Direction::Down, Direction::Left, Direction::Right] {
for frame in 0..2 {
sprites_to_test.push(GameSprite::Pacman(PacmanSprite::Moving(dir, frame)));
}
}
sprites_to_test.push(GameSprite::Pacman(PacmanSprite::Full));
for frame in 0..=10 {
sprites_to_test.push(GameSprite::Pacman(PacmanSprite::Dying(frame)));
}
// Ghost sprites
for &ghost in &[Ghost::Blinky, Ghost::Pinky, Ghost::Inky, Ghost::Clyde] {
for &dir in &[Direction::Up, Direction::Down, Direction::Left, Direction::Right] {
for frame in 0..2 {
sprites_to_test.push(GameSprite::Ghost(GhostSprite::Normal(ghost, dir, frame)));
}
sprites_to_test.push(GameSprite::Ghost(GhostSprite::Eyes(dir)));
}
}
for &color in &[FrightenedColor::Blue, FrightenedColor::White] {
for frame in 0..2 {
sprites_to_test.push(GameSprite::Ghost(GhostSprite::Frightened(color, frame)));
}
}
// Maze sprites
for i in 0..=34 {
sprites_to_test.push(GameSprite::Maze(MazeSprite::Tile(i)));
}
sprites_to_test.push(GameSprite::Maze(MazeSprite::Pellet));
sprites_to_test.push(GameSprite::Maze(MazeSprite::Energizer));
for sprite in sprites_to_test {
let path = sprite.to_path();
assert!(
ATLAS_FRAMES.contains_key(&path),
"Sprite path '{}' does not exist in the atlas.",
path
);
}
}
#[test]
fn test_invalid_sprite_paths_do_not_exist() {
let invalid_sprites = vec![
// An invalid Pac-Man dying frame
GameSprite::Pacman(PacmanSprite::Dying(99)),
// An invalid maze tile
GameSprite::Maze(MazeSprite::Tile(99)),
];
for sprite in invalid_sprites {
let path = sprite.to_path();
assert!(
!ATLAS_FRAMES.contains_key(&path),
"Invalid sprite path '{}' was found in the atlas, but it should not exist.",
path
);
}
}

View File

@@ -81,44 +81,20 @@ fn test_text_scale() -> Result<(), String> {
let string = "ABCDEFG !-/\"";
let base_width = (string.len() * 8) as u32;
let mut text_texture = TextTexture::new(0.5);
assert_that(&text_texture.scale()).is_equal_to(0.5);
let text_texture = TextTexture::new(0.5);
assert_that(&text_texture.text_height()).is_equal_to(4);
assert_that(&text_texture.text_width("")).is_equal_to(0);
assert_that(&text_texture.text_width(string)).is_equal_to(base_width / 2);
text_texture.set_scale(2.0);
assert_that(&text_texture.scale()).is_equal_to(2.0);
let text_texture = TextTexture::new(2.0);
assert_that(&text_texture.text_height()).is_equal_to(16);
assert_that(&text_texture.text_width(string)).is_equal_to(base_width * 2);
assert_that(&text_texture.text_width("")).is_equal_to(0);
text_texture.set_scale(1.0);
assert_that(&text_texture.scale()).is_equal_to(1.0);
let text_texture = TextTexture::new(1.0);
assert_that(&text_texture.text_height()).is_equal_to(8);
assert_that(&text_texture.text_width(string)).is_equal_to(base_width);
assert_that(&text_texture.text_width("")).is_equal_to(0);
Ok(())
}
#[test]
fn test_text_color() -> Result<(), String> {
let mut text_texture = TextTexture::new(1.0);
// Test default color (should be None initially)
assert_that(&text_texture.color()).is_equal_to(None);
// Test setting color
let test_color = sdl2::pixels::Color::YELLOW;
text_texture.set_color(test_color);
assert_that(&text_texture.color()).is_equal_to(Some(test_color));
// Test changing color
let new_color = sdl2::pixels::Color::RED;
text_texture.set_color(new_color);
assert_that(&text_texture.color()).is_equal_to(Some(new_color));
Ok(())
}