Compare commits

...

112 Commits

Author SHA1 Message Date
Ryan Walters
2bdb039aa9 fix: correct broken timing format tests 2025-09-01 12:57:48 -05:00
Ryan Walters
6dd0152938 chore: remove unused dependencies 2025-09-01 12:46:39 -05:00
Ryan Walters
4881e33c6f refactor: use U16Vec2 for sprites, remove unnecessary Deserialize trait 2025-09-01 12:44:13 -05:00
Ryan Walters
0cbd6f1aac refactor: switch NodeId to u16, use I8Vec2 for grid coordinates 2025-09-01 12:37:44 -05:00
Ryan Walters
1206cf9ad1 feat: implement high score text rendering 2025-09-01 12:13:18 -05:00
Ryan Walters
bed913d016 fix: profiling system calculates mean of sums, not mean of means 2025-09-01 12:01:39 -05:00
Ryan Walters
98196f3e07 feat: ghost animation states, frightened/eaten behaviors, smallvec animation arrays 2025-09-01 11:46:18 -05:00
Ryan Walters
8f504d6c77 fix: correctly unhide in second pre-freeze stage 2025-09-01 10:28:08 -05:00
Ryan Walters
66499b6285 fix: remove broken console stream re-attach on Windows 2025-08-29 10:56:26 -05:00
Ryan Walters
a8e62aec56 fix: force dirty render using resource_change conditions, hide ghosts & player on initial spawn 2025-08-28 20:20:38 -05:00
Ryan Walters
cde1ea5394 feat: allow freezing of blinking entities, lightly refactor game.rs structure 2025-08-28 20:02:27 -05:00
Ryan Walters
d0628ef70b feat: use backbuffer fully, proper 'present' system, debug texture draws with transparency 2025-08-28 19:40:31 -05:00
Ryan Walters
9bfe4a9ce7 fix: add expected MovementModifiers to spawn_test_player to fix movement tests 2025-08-28 18:35:47 -05:00
Ryan Walters
2da8a312f3 chore: remove PlayerLifecycle, move MovementModifiers directly into PlayerBundle 2025-08-28 18:32:19 -05:00
Ryan Walters
2bdd4f0d04 feat: re-implement visbility via 'Hidden' tag component, move stage visibility logic into stage system 2025-08-28 18:24:47 -05:00
Ryan Walters
5cc9b1a6ee fix: avoid acquiring filtered player query until movement command received 2025-08-28 14:17:46 -05:00
Ryan Walters
5d4adb7743 refactor: merge 'formatting' submodule into 'profiling' 2025-08-28 14:12:23 -05:00
Ryan Walters
633d467f2c chore: remove LevelTiming resource 2025-08-28 13:21:21 -05:00
Ryan Walters
d3e83262db feat: better 'Vulnerable' tag for ghosts, fix movement issues 2025-08-28 13:18:47 -05:00
Ryan Walters
f31b4952e4 chore: remove wildcard/prelude imports, remove unused functions 2025-08-28 13:14:40 -05:00
Ryan Walters
ad3f896f82 chore: reorganize component definitions into relevant system files 2025-08-28 12:54:52 -05:00
Ryan Walters
80ebf08dd3 feat: stage sequence, ghost collisions & energizer logic, text color method, scheduler ordering 2025-08-28 12:40:02 -05:00
Ryan Walters
f14b3d38a4 feat: create hud rendering system 2025-08-27 22:55:26 -05:00
Ryan Walters
bf65c34b28 chore: remove unused code 2025-08-27 22:43:21 -05:00
Ryan Walters
89b0790f19 chore: fix clippy lints 2025-08-27 22:28:14 -05:00
Ryan Walters
9624bcf359 feat: collision helper, ghost/pacman collision events, collision tests
minor format updates from copilot's commit
2025-08-27 22:26:49 -05:00
Copilot
67a5c4a1ed Remove 9 redundant and non-valuable tests to improve test suite quality (#4)
* Initial plan

* Remove 9 redundant and non-valuable tests across events, formatting, and item modules

Co-authored-by: Xevion <44609630+Xevion@users.noreply.github.com>

---------

Co-authored-by: copilot-swe-agent[bot] <198982749+Copilot@users.noreply.github.com>
Co-authored-by: Xevion <44609630+Xevion@users.noreply.github.com>
2025-08-19 13:07:14 -05:00
Ryan Walters
8b5e66f514 refactor: update debug state management and rendering systems 2025-08-19 11:31:31 -05:00
Ryan
5109457fcd test: add input tests 2025-08-19 09:40:59 -05:00
Ryan
5497e4b0b9 feat: improve input system to handle multiple keypress & release states 2025-08-19 09:35:55 -05:00
d72b6eec06 test: add item testing 2025-08-18 09:32:35 -05:00
ae42f6ead0 chore: solve clippy warnings 2025-08-18 00:06:47 -05:00
471b118efd test: add tests for item systems & movement types 2025-08-18 00:04:07 -05:00
13a9c165f7 test: add player control & movement system testing 2025-08-18 00:03:29 -05:00
da3c8e8284 test: add player traversal flag tests, remove old disabled movement_system, public can_traverse 2025-08-17 23:52:03 -05:00
9c0711a54c test: add more formatting tests 2025-08-17 23:47:47 -05:00
4598dc07e2 test: add tests for errors & events data structs 2025-08-17 23:46:23 -05:00
9c9dc5f423 test: remove asset.rs tests, revamp constants tests 2025-08-17 23:45:42 -05:00
12ee16faab docs: document many major functions, types, enums for important functionality 2025-08-17 23:29:43 -05:00
398d041d96 Merge pull request #3 from Xevion/ecs
ECS Refactor
2025-08-16 15:25:34 -05:00
7a02d6b0b5 chore: add cargo checks to pre-commit 2025-08-16 15:14:16 -05:00
d47d70ff5b refactor: remove dead code, move direction & graph into 'map' module 2025-08-16 15:14:16 -05:00
313ca4f3e6 fix: proper font loading, cross platform assets, better platform independent trait implementation, conditional modules 2025-08-16 14:17:28 -05:00
f940f01d9b refactor: optimize debug system, remove redundant code & tests 2025-08-16 13:41:15 -05:00
90adaf9e84 feat: add cursor-based node highlighting for debug 2025-08-16 12:26:24 -05:00
2140fbec1b fix: allow key holddown 2025-08-16 12:00:58 -05:00
78300bdf9c feat: rewrite movement systems separately for player/ghosts 2025-08-16 11:44:10 -05:00
514a447162 refactor: use strum::EnumCount for const compile time system mapping 2025-08-16 11:43:46 -05:00
3d0bc66e40 feat: ghosts system 2025-08-15 20:38:18 -05:00
e0a15c1ca8 feat: implement audio muting functionality 2025-08-15 20:30:41 -05:00
fa12611c69 feat: ecs audio system 2025-08-15 20:28:47 -05:00
342f378860 fix: use renderable layer properly, sorting entities before presenting 2025-08-15 20:10:16 -05:00
e8944598cc chore: fix clippy warnings 2025-08-15 20:10:16 -05:00
6af25af5f3 test: better formatting tests, alignment-based 2025-08-15 19:39:59 -05:00
f1935ad016 refactor: use smallvec instead of collect string, explicit formatting, accumulator fold 2025-08-15 19:15:06 -05:00
4d397bba5f feat: item collection system, score mutations 2025-08-15 18:41:08 -05:00
80930ddd35 fix: use const MAX_SYSTEMS to ensure micromap maps are aligned in size 2025-08-15 18:40:24 -05:00
0133dd5329 feat: add background for text contrast to debug window 2025-08-15 18:39:39 -05:00
635418a4da refactor: use stack allocated circular buffer, use RwLock+Mutex for concurrent system timing access 2025-08-15 18:06:25 -05:00
31193160a9 feat: debug text rendering of statistics, formatting with tests 2025-08-15 17:52:16 -05:00
3086453c7b chore: adjust collider sizes 2025-08-15 16:25:42 -05:00
a8b83b8e2b feat: high resolution debug rendering 2025-08-15 16:20:24 -05:00
8ce2af89c8 fix: add visibility check to rendering implementation 2025-08-15 15:10:09 -05:00
5f0ee87dd9 feat: better profiling statistics, less spammy 2025-08-15 15:06:53 -05:00
b88895e82f feat: separate dirty rendering with flag resource 2025-08-15 14:19:39 -05:00
2f0c734d13 feat: only present/render canvas when renderables change 2025-08-15 14:15:18 -05:00
e96b3159d7 fix: disable vsync 2025-08-15 13:46:57 -05:00
8c95ecc547 feat: add profiling 2025-08-15 13:46:39 -05:00
02a98c9f32 chore: remove unnecessary log, simplify match to if let 2025-08-15 13:05:55 -05:00
7f95c0233e refactor: move position/movement related components into systems/movement 2025-08-15 13:05:03 -05:00
a531228b95 chore: update thiserror & phf crates 2025-08-15 13:04:39 -05:00
de86f383bf refactor: improve representation of movement system 2025-08-15 12:50:07 -05:00
bd811ee783 fix: initial next direction for pacman (mitigation) 2025-08-15 12:30:29 -05:00
57d7f75940 feat: implement generic optimized collision system 2025-08-15 12:21:29 -05:00
c5d6ea28e1 fix: discard PlayerControlled tag component 2025-08-15 11:28:08 -05:00
730daed20a feat: entity type for proper edge permission calculations 2025-08-15 10:06:09 -05:00
b9bae99a4c refactor: reorganize systems properly, move events to events.rs 2025-08-15 09:48:16 -05:00
2c65048fb0 refactor: rename 'ecs' submodule to 'systems' 2025-08-15 09:27:28 -05:00
3388d77ec5 refactor: remove all unused/broken tests, remove many now unused types/functions 2025-08-15 09:24:42 -05:00
242da2e263 refactor: reorganize ecs components 2025-08-15 09:17:43 -05:00
70fb2b9503 fix: working movement again with ecs 2025-08-14 18:35:23 -05:00
0aa056a0ae feat: ecs keyboard interactions 2025-08-14 18:17:58 -05:00
b270318640 feat: directional rendering, interactivity 2025-08-14 15:44:07 -05:00
bc759f1ed4 refactor!: begin switching to bevy ECS, all tests broken, all systems broken 2025-08-14 15:06:56 -05:00
2f1ff85d8f refactor: handle pausing within game, reduce input system allocations 2025-08-14 10:36:39 -05:00
b7429cd9ec chore: solve tests/ clippy warnings 2025-08-14 09:46:10 -05:00
12a63374a8 feat: avoid using spin sleep unless focused 2025-08-13 23:30:07 -05:00
d80d7061e7 refactor: build decoupled input processing & add event queue system 2025-08-13 20:45:56 -05:00
abdefe0af0 chore: add hidden note about why Coveralls.io is disappointing today 2025-08-13 19:52:58 -05:00
4f76de7c9f feat: enable vsync & hardware acceleration 2025-08-13 19:49:02 -05:00
db8cd6220a feat: cache dynamicly rendered map texture 2025-08-13 19:48:50 -05:00
ced4e87d41 feat: embed atlas.json via phf instead of runtime parsing 2025-08-13 00:37:37 -05:00
09e3d85821 feat!: dynamic map rendering from tiles 2025-08-13 00:25:34 -05:00
c1e421bbbb test: new graph tests 2025-08-12 19:58:37 -05:00
3a9381a56c chore: use NodeId explicitly in collision.rs types 2025-08-12 19:58:11 -05:00
90bdfbd2ae chore: remove emscripten.rs platform from coverage, add html generation task, hide absolute path with remap-path-prefix, organize gitignore 2025-08-12 19:57:52 -05:00
a230d15ffc test: setup common submodule, add text.rs tests, pattern exclude error.rs 2025-08-12 19:24:06 -05:00
60bbd1f5d6 ci: add retry mechanism for coverage reporting via Coveralls CLI 2025-08-12 18:31:07 -05:00
43ce8a4e01 ci: use justfile for coverage, separate report/generate coverage tasks 2025-08-12 18:00:57 -05:00
1529a64588 test: add asset path validity tests 2025-08-12 17:24:12 -05:00
be5eec64c9 Add justfile for handling multiple coverage steps, prevent early termination of coverage job 2025-08-12 17:24:12 -05:00
780a33f657 test: add coverage job to bacon.toml, coverage profile for nextest 2025-08-12 16:48:01 -05:00
c1c5dae6f2 refactor: restructure game logic and state management into separate modules
- Moved game logic from `game.rs` to `game/mod.rs` and `game/state.rs` for better organization.
- Updated `App` to utilize the new `Game` struct and its state management.
- Refactored error handling
- Removed unused audio subsystem references
2025-08-12 14:40:48 -05:00
c489f32908 fix: audio and other subsystems being dropped in App::new(), use Box::leak to ensure static ownership 2025-08-12 13:08:08 -05:00
b91f70cf2f ci: add concurrency group to 'wasm' job to prevent concurrent page deployments 2025-08-12 11:56:03 -05:00
24a207be01 chore: use steps.$.outputs in build workflow, document 1.86.0 toolchain version 2025-08-12 11:41:29 -05:00
44e31d9b21 chore: sync lockfile, add lcov.info to .gitignore 2025-08-12 10:31:10 -05:00
dependabot[bot]
b67234765a chore(deps): bump actions/checkout from 4 to 5 in the dependencies group (#1)
Bumps the dependencies group with 1 update: [actions/checkout](https://github.com/actions/checkout).


Updates `actions/checkout` from 4 to 5
- [Release notes](https://github.com/actions/checkout/releases)
- [Changelog](https://github.com/actions/checkout/blob/main/CHANGELOG.md)
- [Commits](https://github.com/actions/checkout/compare/v4...v5)

---
updated-dependencies:
- dependency-name: actions/checkout
  dependency-version: '5'
  dependency-type: direct:production
  update-type: version-update:semver-major
  dependency-group: dependencies
...

Signed-off-by: dependabot[bot] <support@github.com>
Co-authored-by: dependabot[bot] <49699333+dependabot[bot]@users.noreply.github.com>
2025-08-12 09:27:54 -05:00
dependabot[bot]
d07498c30e chore(deps): bump the dependencies group with 5 updates (#2)
Bumps the dependencies group with 5 updates:

| Package | From | To |
| --- | --- | --- |
| [thiserror](https://github.com/dtolnay/thiserror) | `1.0.69` | `2.0.12` |
| [anyhow](https://github.com/dtolnay/anyhow) | `1.0.98` | `1.0.99` |
| [glam](https://github.com/bitshifter/glam-rs) | `0.30.4` | `0.30.5` |
| [serde_json](https://github.com/serde-rs/json) | `1.0.141` | `1.0.142` |
| [libc](https://github.com/rust-lang/libc) | `0.2.174` | `0.2.175` |


Updates `thiserror` from 1.0.69 to 2.0.12
- [Release notes](https://github.com/dtolnay/thiserror/releases)
- [Commits](https://github.com/dtolnay/thiserror/compare/1.0.69...2.0.12)

Updates `anyhow` from 1.0.98 to 1.0.99
- [Release notes](https://github.com/dtolnay/anyhow/releases)
- [Commits](https://github.com/dtolnay/anyhow/compare/1.0.98...1.0.99)

Updates `glam` from 0.30.4 to 0.30.5
- [Changelog](https://github.com/bitshifter/glam-rs/blob/main/CHANGELOG.md)
- [Commits](https://github.com/bitshifter/glam-rs/compare/0.30.4...0.30.5)

Updates `serde_json` from 1.0.141 to 1.0.142
- [Release notes](https://github.com/serde-rs/json/releases)
- [Commits](https://github.com/serde-rs/json/compare/v1.0.141...v1.0.142)

Updates `libc` from 0.2.174 to 0.2.175
- [Release notes](https://github.com/rust-lang/libc/releases)
- [Changelog](https://github.com/rust-lang/libc/blob/0.2.175/CHANGELOG.md)
- [Commits](https://github.com/rust-lang/libc/compare/0.2.174...0.2.175)

---
updated-dependencies:
- dependency-name: thiserror
  dependency-version: 2.0.12
  dependency-type: direct:production
  update-type: version-update:semver-major
  dependency-group: dependencies
- dependency-name: anyhow
  dependency-version: 1.0.99
  dependency-type: direct:production
  update-type: version-update:semver-patch
  dependency-group: dependencies
- dependency-name: glam
  dependency-version: 0.30.5
  dependency-type: direct:production
  update-type: version-update:semver-patch
  dependency-group: dependencies
- dependency-name: serde_json
  dependency-version: 1.0.142
  dependency-type: direct:production
  update-type: version-update:semver-patch
  dependency-group: dependencies
- dependency-name: libc
  dependency-version: 0.2.175
  dependency-type: direct:production
  update-type: version-update:semver-patch
  dependency-group: dependencies
...

Signed-off-by: dependabot[bot] <support@github.com>
Co-authored-by: dependabot[bot] <49699333+dependabot[bot]@users.noreply.github.com>
Co-authored-by: Xevion <xevion@xevion.dev>
2025-08-12 09:26:46 -05:00
183a432116 test: add tests for collision, items, directional, sprite
enum macros for FruitKind
2025-08-12 09:18:53 -05:00
ead1466b2d chore: specify 'llvm-tools-preview' toolchain component for coverage in toolchain file 2025-08-12 00:22:27 -05:00
8ef09a4e3e test: drop minimal_test_board, use RAW_BOARD constant, item generation tests 2025-08-11 23:26:28 -05:00
170 changed files with 7531 additions and 3763 deletions

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@@ -1,2 +1,5 @@
[profile.default]
fail-fast = false
[profile.coverage]
status-level = "none"

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@@ -30,7 +30,7 @@ jobs:
runs-on: ${{ matrix.os }}
steps:
- name: Checkout
uses: actions/checkout@v4
uses: actions/checkout@v5
- name: Setup Rust Toolchain
uses: dtolnay/rust-toolchain@master
@@ -64,15 +64,16 @@ jobs:
run: cargo build --release
- name: Acquire Package Version
shell: bash
id: get_version
shell: bash # required to prevent Windows runners from failing
run: |
PACKAGE_VERSION=$(cargo metadata --format-version 1 --no-deps | jq '.packages[0].version' -r)
echo "PACKAGE_VERSION=${PACKAGE_VERSION}" >> $GITHUB_ENV
set -euo pipefail # exit on error
echo "version=$(cargo metadata --format-version 1 --no-deps | jq '.packages[0].version' -r)" >> $GITHUB_OUTPUT
- name: Upload Artifact
uses: actions/upload-artifact@v4
with:
name: "pacman-${{ env.PACKAGE_VERSION }}-${{ matrix.target }}"
name: "pacman-${{ steps.get_version.outputs.version }}-${{ matrix.target }}"
path: ./target/release/${{ matrix.artifact_name }}
retention-days: 7
if-no-files-found: error
@@ -83,10 +84,13 @@ jobs:
permissions:
pages: write
id-token: write
# concurrency group is used to prevent multiple page deployments from being attempted at the same time
concurrency:
group: ${{ github.workflow }}-wasm
steps:
- name: Checkout
uses: actions/checkout@v4
uses: actions/checkout@v5
- name: Setup Emscripten SDK
uses: pyodide/setup-emsdk@v15
@@ -98,7 +102,7 @@ jobs:
uses: dtolnay/rust-toolchain@master
with:
target: wasm32-unknown-emscripten
toolchain: 1.86.0 # we are unfortunately pinned to 1.86.0 for some reason, bulk-memory-opt related issues
toolchain: 1.86.0
- name: Rust Cache
uses: Swatinem/rust-cache@v2

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@@ -11,7 +11,7 @@ jobs:
runs-on: ubuntu-latest
steps:
- name: Checkout code
uses: actions/checkout@v4
uses: actions/checkout@v5
- name: Install Rust toolchain
uses: dtolnay/rust-toolchain@master
@@ -42,15 +42,39 @@ jobs:
- uses: taiki-e/install-action@cargo-llvm-cov
- uses: taiki-e/install-action@nextest
- uses: taiki-e/install-action@just
# Note: We manually link zlib. This should be synchronized with the flags set for Linux in .cargo/config.toml.
- name: Generate coverage report
run: |
cargo llvm-cov --no-fail-fast --lcov --output-path lcov.info nextest
just coverage
- name: Download Coveralls CLI
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
uses: coverallsapp/github-action@v2
with:
files: ./lcov.info
format: lcov
allow-empty: false
env:
COVERALLS_REPO_TOKEN: ${{ secrets.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

View File

@@ -12,7 +12,7 @@ jobs:
steps:
- name: Checkout code
uses: actions/checkout@v4
uses: actions/checkout@v5
- name: Install Rust toolchain
uses: dtolnay/rust-toolchain@master

16
.gitignore vendored
View File

@@ -1,7 +1,17 @@
# IDE, Other files
.vscode
.idea
rust-sdl2-emscripten/
# Build files
target/
dist/
emsdk/
.idea
rust-sdl2-emscripten/
assets/site/build.css
# Site build f iles
tailwindcss-*
assets/site/build.css
# Coverage reports
lcov.info
coverage.html

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@@ -20,3 +20,15 @@ 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

878
Cargo.lock generated
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File diff suppressed because it is too large Load Diff

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@@ -6,21 +6,29 @@ edition = "2021"
# See more keys and their definitions at https://doc.rust-lang.org/cargo/reference/manifest.html
[dependencies]
tracing = { version = "0.1.40", features = ["max_level_debug", "release_max_level_debug"]}
tracing = { version = "0.1.41", features = ["max_level_debug", "release_max_level_debug"]}
tracing-error = "0.2.0"
tracing-subscriber = {version = "0.3.17", features = ["env-filter"]}
lazy_static = "1.5.0"
sdl2 = { version = "0.38.0", features = ["image", "ttf"] }
spin_sleep = "1.3.2"
rand = { version = "0.9.2", default-features = false, features = ["small_rng", "os_rng"] }
pathfinding = "4.14"
once_cell = "1.21.3"
thiserror = "1.0"
thiserror = "2.0.14"
anyhow = "1.0"
glam = { version = "0.30.4", features = [] }
serde = { version = "1.0.219", features = ["derive"] }
serde_json = "1.0.141"
glam = "0.30.5"
serde_json = "1.0.142"
smallvec = "1.15.1"
strum = "0.27.2"
strum_macros = "0.27.2"
phf = { version = "0.12.1", features = ["macros"] }
bevy_ecs = "0.16.1"
bitflags = "2.9.1"
parking_lot = "0.12.3"
micromap = "0.1.0"
thousands = "0.2.0"
pretty_assertions = "1.4.1"
num-width = "0.1.0"
circular-buffer = "1.1.0"
[profile.release]
lto = true
@@ -54,4 +62,12 @@ x86_64-apple-darwin = { triplet = "x64-osx" }
aarch64-apple-darwin = { triplet = "arm64-osx" }
[target.'cfg(target_os = "emscripten")'.dependencies]
libc = "0.2.16"
libc = "0.2.175"
[build-dependencies]
serde = { version = "1.0", features = ["derive"] }
serde_json = "1.0"
phf = { version = "0.12.1", features = ["macros"] }
[package.metadata.cargo-machete]
ignored = ["phf"]

33
Justfile Normal file
View File

@@ -0,0 +1,33 @@
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"
# !!! --ignore-filename-regex should be used on both reports & coverage testing
# !!! --remap-path-prefix prevents the absolute path from being used in the generated report
# Generate HTML report (for humans, source line inspection)
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 }}"
# Run & generate report (for CI)
coverage:
cargo llvm-cov \
--lcov \
--remap-path-prefix \
--ignore-filename-regex "{{ coverage_exclude_pattern }}" \
--output-path lcov.info \
--profile coverage \
--no-fail-fast nextest

View File

@@ -1,6 +1,6 @@
# 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]
[![Tests Status][badge-test]][test] [![Build Status][badge-build]][build] [![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] [![Last Commit][badge-last-commit]][commits]
[badge-test]: https://github.com/Xevion/Pac-Man/actions/workflows/tests.yaml/badge.svg
[badge-build]: https://github.com/Xevion/Pac-Man/actions/workflows/build.yaml/badge.svg
@@ -72,6 +72,8 @@ I wanted to hit a log of goals and features, making it a 'perfect' project that
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.
- 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.

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@@ -34,6 +34,30 @@ command = [
need_stdout = true
analyzer = "nextest"
[jobs.coverage]
command = [
"just", "report-coverage"
]
need_stdout = true
ignored_lines = [
"info:",
"\\s+Compiling",
"test result: ok",
"^\\s*$",
"running \\d+ test",
"Nextest run ID",
"[─]+",
"test.+ok",
"PASS|START",
"Starting \\d+ test",
"\\s*#",
"\\s*Finished.+in \\d+",
"\\s*Summary\\s+\\[",
"\\s*Blocking",
"Finished report saved to"
]
on_change_strategy = "wait_then_restart"
[jobs.doc]
command = ["cargo", "doc", "--no-deps"]
need_stdout = false
@@ -59,3 +83,4 @@ c = "job:clippy"
alt-c = "job:check"
ctrl-alt-c = "job:check-all"
shift-c = "job:clippy-all"
f = "job:coverage"

54
build.rs Normal file
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@@ -0,0 +1,54 @@
use std::collections::HashMap;
use std::env;
use std::fs::File;
use std::io::{BufWriter, Write};
use std::path::Path;
use serde::Deserialize;
#[derive(Debug, Deserialize)]
struct AtlasMapper {
frames: HashMap<String, MapperFrame>,
}
#[derive(Copy, Clone, Debug, Deserialize)]
struct MapperFrame {
x: u16,
y: u16,
width: u16,
height: u16,
}
impl MapperFrame {
fn to_u16vec2_format(self) -> String {
format!(
"MapperFrame {{ pos: glam::U16Vec2::new({}, {}), size: glam::U16Vec2::new({}, {}) }}",
self.x, self.y, self.width, self.height
)
}
}
fn main() {
let path = Path::new(&env::var("OUT_DIR").unwrap()).join("atlas_data.rs");
let mut file = BufWriter::new(File::create(&path).unwrap());
let atlas_json = include_str!("./assets/game/atlas.json");
let atlas_mapper: AtlasMapper = serde_json::from_str(atlas_json).unwrap();
writeln!(&mut file, "use phf::phf_map;").unwrap();
writeln!(&mut file, "use crate::texture::sprite::MapperFrame;").unwrap();
writeln!(
&mut file,
"pub static ATLAS_FRAMES: phf::Map<&'static str, MapperFrame> = phf_map! {{"
)
.unwrap();
for (name, frame) in atlas_mapper.frames {
writeln!(&mut file, " \"{}\" => {},", name, frame.to_u16vec2_format()).unwrap();
}
writeln!(&mut file, "}};").unwrap();
println!("cargo:rerun-if-changed=assets/game/atlas.json");
}

View File

@@ -1,2 +1,4 @@
[toolchain]
# we are unfortunately pinned to 1.86.0 for some reason, bulk-memory-opt related issues on wasm32-unknown-emscripten
channel = "1.86.0"
components = ["rustfmt", "llvm-tools-preview", "clippy"]

View File

@@ -1,12 +1,9 @@
use std::time::{Duration, Instant};
use glam::Vec2;
use sdl2::event::{Event, WindowEvent};
use sdl2::keyboard::Keycode;
use sdl2::render::{Canvas, ScaleMode, Texture, TextureCreator};
use sdl2::video::{Window, WindowContext};
use sdl2::EventPump;
use tracing::{error, event};
use sdl2::render::TextureCreator;
use sdl2::ttf::Sdl2TtfContext;
use sdl2::video::WindowContext;
use sdl2::{AudioSubsystem, EventPump, Sdl, VideoSubsystem};
use crate::error::{GameError, GameResult};
@@ -14,26 +11,42 @@ use crate::constants::{CANVAS_SIZE, LOOP_TIME, SCALE};
use crate::game::Game;
use crate::platform::get_platform;
pub struct App<'a> {
game: Game,
canvas: Canvas<Window>,
event_pump: EventPump,
backbuffer: Texture<'a>,
paused: bool,
/// Main application wrapper that manages SDL initialization, window lifecycle, and the game loop.
///
/// Handles platform-specific setup, maintains consistent frame timing, and delegates
/// game logic to the contained `Game` instance. The app manages focus state to
/// optimize CPU usage when the window loses focus.
pub struct App {
pub game: Game,
last_tick: Instant,
cursor_pos: Vec2,
focused: bool,
}
impl App<'_> {
impl App {
/// Initializes SDL subsystems, creates the game window, and sets up the game state.
///
/// Performs comprehensive initialization including video/audio subsystems, platform-specific
/// console setup, window creation with proper scaling, and canvas configuration. All SDL
/// resources are leaked to maintain 'static lifetimes required by the game architecture.
///
/// # Errors
///
/// Returns `GameError::Sdl` if any SDL initialization step fails, or propagates
/// errors from `Game::new()` during game state setup.
pub fn new() -> GameResult<Self> {
let sdl_context: &'static Sdl = Box::leak(Box::new(sdl2::init().map_err(|e| GameError::Sdl(e.to_string()))?));
let video_subsystem: &'static VideoSubsystem =
Box::leak(Box::new(sdl_context.video().map_err(|e| GameError::Sdl(e.to_string()))?));
let _audio_subsystem: &'static AudioSubsystem =
Box::leak(Box::new(sdl_context.audio().map_err(|e| GameError::Sdl(e.to_string()))?));
let _ttf_context: &'static Sdl2TtfContext =
Box::leak(Box::new(sdl2::ttf::init().map_err(|e| GameError::Sdl(e.to_string()))?));
let event_pump: &'static mut EventPump =
Box::leak(Box::new(sdl_context.event_pump().map_err(|e| GameError::Sdl(e.to_string()))?));
// Initialize platform-specific console
get_platform().init_console()?;
let sdl_context = sdl2::init().map_err(|e| GameError::Sdl(e.to_string()))?;
let video_subsystem = sdl_context.video().map_err(|e| GameError::Sdl(e.to_string()))?;
let audio_subsystem = sdl_context.audio().map_err(|e| GameError::Sdl(e.to_string()))?;
let ttf_context = sdl2::ttf::init().map_err(|e| GameError::Sdl(e.to_string()))?;
let window = video_subsystem
.window(
"Pac-Man",
@@ -45,116 +58,84 @@ impl App<'_> {
.build()
.map_err(|e| GameError::Sdl(e.to_string()))?;
let mut canvas = window.into_canvas().build().map_err(|e| GameError::Sdl(e.to_string()))?;
let canvas = Box::leak(Box::new(
window
.into_canvas()
.accelerated()
.build()
.map_err(|e| GameError::Sdl(e.to_string()))?,
));
canvas
.set_logical_size(CANVAS_SIZE.x, CANVAS_SIZE.y)
.map_err(|e| GameError::Sdl(e.to_string()))?;
let texture_creator_static: &'static TextureCreator<WindowContext> = Box::leak(Box::new(canvas.texture_creator()));
let texture_creator: &'static mut TextureCreator<WindowContext> = Box::leak(Box::new(canvas.texture_creator()));
let mut game = Game::new(texture_creator_static, &ttf_context, &audio_subsystem)?;
game.audio.set_mute(cfg!(debug_assertions));
let game = Game::new(canvas, texture_creator, event_pump)?;
// game.audio.set_mute(cfg!(debug_assertions));
let mut backbuffer = texture_creator_static
.create_texture_target(None, CANVAS_SIZE.x, CANVAS_SIZE.y)
.map_err(|e| GameError::Sdl(e.to_string()))?;
backbuffer.set_scale_mode(ScaleMode::Nearest);
let event_pump = sdl_context.event_pump().map_err(|e| GameError::Sdl(e.to_string()))?;
// Initial draw
game.draw(&mut canvas, &mut backbuffer)
.map_err(|e| GameError::Sdl(e.to_string()))?;
game.present_backbuffer(&mut canvas, &backbuffer, glam::Vec2::ZERO)
.map_err(|e| GameError::Sdl(e.to_string()))?;
Ok(Self {
Ok(App {
game,
canvas,
event_pump,
backbuffer,
paused: false,
focused: true,
last_tick: Instant::now(),
cursor_pos: Vec2::ZERO,
})
}
/// Executes a single frame of the game loop with consistent timing and optional sleep.
///
/// Calculates delta time since the last frame, runs game logic via `game.tick()`,
/// and implements frame rate limiting by sleeping for remaining time if the frame
/// completed faster than the target `LOOP_TIME`. Sleep behavior varies based on
/// window focus to conserve CPU when the game is not active.
///
/// # Returns
///
/// `true` if the game should continue running, `false` if the game requested exit.
pub fn run(&mut self) -> bool {
{
let start = Instant::now();
for event in self.event_pump.poll_iter() {
match event {
Event::Window { win_event, .. } => match win_event {
WindowEvent::Hidden => {
event!(tracing::Level::DEBUG, "Window hidden");
}
WindowEvent::Shown => {
event!(tracing::Level::DEBUG, "Window shown");
}
_ => {}
},
// It doesn't really make sense to have this available in the browser
#[cfg(not(target_os = "emscripten"))]
Event::Quit { .. }
| Event::KeyDown {
keycode: Some(Keycode::Escape) | Some(Keycode::Q),
..
} => {
event!(tracing::Level::INFO, "Exit requested. Exiting...");
return false;
}
Event::KeyDown {
keycode: Some(Keycode::P),
..
} => {
self.paused = !self.paused;
event!(tracing::Level::INFO, "{}", if self.paused { "Paused" } else { "Unpaused" });
}
Event::KeyDown {
keycode: Some(Keycode::Space),
..
} => {
self.game.debug_mode = !self.game.debug_mode;
}
Event::KeyDown { keycode: Some(key), .. } => {
self.game.keyboard_event(key);
}
Event::MouseMotion { x, y, .. } => {
// Convert window coordinates to logical coordinates
self.cursor_pos = Vec2::new(x as f32, y as f32);
}
_ => {}
}
}
// for event in self
// .game
// .world
// .get_non_send_resource_mut::<&'static mut EventPump>()
// .unwrap()
// .poll_iter()
// {
// match event {
// Event::Window { win_event, .. } => match win_event {
// WindowEvent::FocusGained => {
// self.focused = true;
// }
// WindowEvent::FocusLost => {
// self.focused = false;
// }
// _ => {}
// },
// Event::MouseMotion { x, y, .. } => {
// // Convert window coordinates to logical coordinates
// self.cursor_pos = Vec2::new(x as f32, y as f32);
// }
// _ => {}
// }
// }
let dt = self.last_tick.elapsed().as_secs_f32();
self.last_tick = Instant::now();
if !self.paused {
self.game.tick(dt);
if let Err(e) = self.game.draw(&mut self.canvas, &mut self.backbuffer) {
error!("Failed to draw game: {}", e);
}
if let Err(e) = self
.game
.present_backbuffer(&mut self.canvas, &self.backbuffer, self.cursor_pos)
{
error!("Failed to present backbuffer: {}", e);
}
let exit = self.game.tick(dt);
if exit {
return false;
}
// Sleep if we still have time left
if start.elapsed() < LOOP_TIME {
let time = LOOP_TIME.saturating_sub(start.elapsed());
if time != Duration::ZERO {
get_platform().sleep(time);
get_platform().sleep(time, self.focused);
}
} else {
event!(
tracing::Level::WARN,
"Game loop behind schedule by: {:?}",
start.elapsed() - LOOP_TIME
);
}
true

View File

@@ -3,31 +3,30 @@
//! On desktop, assets are embedded using include_bytes!; on Emscripten, assets are loaded from the filesystem.
use std::borrow::Cow;
use std::io;
use thiserror::Error;
use strum_macros::EnumIter;
#[derive(Error, Debug)]
pub enum AssetError {
#[error("IO error: {0}")]
Io(#[from] io::Error),
#[error("Asset not found: {0}")]
NotFound(String),
#[error("Invalid asset format: {0}")]
InvalidFormat(String),
}
#[derive(Debug, Clone, Copy, PartialEq, Eq, Hash)]
/// Enumeration of all game assets with cross-platform loading support.
///
/// Each variant corresponds to a specific file that can be loaded either from
/// binary-embedded data or embedded filesystem (Emscripten).
#[derive(Debug, Clone, Copy, PartialEq, Eq, Hash, EnumIter)]
pub enum Asset {
Wav1,
Wav2,
Wav3,
Wav4,
Atlas,
AtlasJson,
// Add more as needed
/// Main sprite atlas containing all game graphics (atlas.png)
AtlasImage,
/// Terminal Vector font for text rendering (TerminalVector.ttf)
Font,
}
impl Asset {
/// Returns the relative file path for this asset within the game's asset directory.
///
/// Paths are consistent across platforms and used by the Emscripten backend
/// for filesystem loading. Desktop builds embed assets directly and don't
/// use these paths at runtime.
#[allow(dead_code)]
pub fn path(&self) -> &str {
use Asset::*;
@@ -36,16 +35,28 @@ impl Asset {
Wav2 => "sound/waka/2.ogg",
Wav3 => "sound/waka/3.ogg",
Wav4 => "sound/waka/4.ogg",
Atlas => "atlas.png",
AtlasJson => "atlas.json",
AtlasImage => "atlas.png",
Font => "TerminalVector.ttf",
}
}
}
mod imp {
use super::*;
use crate::error::AssetError;
use crate::platform::get_platform;
/// Loads asset bytes using the appropriate platform-specific method.
///
/// On desktop platforms, returns embedded compile-time data via `include_bytes!`.
/// On Emscripten, loads from the filesystem using the asset's path. The returned
/// `Cow` allows zero-copy access to embedded data while supporting owned data
/// when loaded from disk.
///
/// # Errors
///
/// 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> {
get_platform().get_asset_bytes(asset)
}

View File

@@ -114,9 +114,11 @@ impl Audio {
}
}
/// Plays the "eat" sound effect.
/// Plays the next waka eating sound in the cycle of four variants.
///
/// If audio is disabled or muted, this function does nothing.
/// 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() {
@@ -136,9 +138,11 @@ impl Audio {
self.next_sound_index = (self.next_sound_index + 1) % self.sounds.len();
}
/// Instantly mute or unmute all channels.
/// Instantly mutes or unmutes all audio channels by adjusting their volume.
///
/// If audio is disabled, this function does nothing.
/// Sets all 4 mixer channels to zero volume when muting, or restores them to
/// their default volume (32) when unmuting. The mute state is tracked internally
/// regardless of whether audio is disabled, allowing the state to be preserved.
pub fn set_mute(&mut self, mute: bool) {
if !self.disabled {
let channels = 4;
@@ -151,12 +155,19 @@ impl Audio {
self.muted = mute;
}
/// Returns `true` if the audio is muted.
/// Returns the current mute state regardless of whether audio is functional.
///
/// This tracks the user's mute preference and will return `true` if muted
/// even when the audio system is disabled due to initialization failures.
pub fn is_muted(&self) -> bool {
self.muted
}
/// Returns `true` if the audio system is disabled.
/// Returns whether the audio system failed to initialize and is non-functional.
///
/// 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

@@ -4,6 +4,11 @@ use std::time::Duration;
use glam::UVec2;
/// Target frame duration for 60 FPS game loop timing.
///
/// Calculated as 1/60th of a second (≈16.67ms).
///
/// Written out explicitly to satisfy const-eval constraints.
pub const LOOP_TIME: Duration = Duration::from_nanos((1_000_000_000.0 / 60.0) as u64);
/// The size of each cell, in pixels.
@@ -14,34 +19,56 @@ pub const BOARD_CELL_SIZE: UVec2 = UVec2::new(28, 31);
/// The scale factor for the window (integer zoom)
pub const SCALE: f32 = 2.6;
/// The offset of the game board from the top-left corner of the window, in cells.
/// Game board offset from window origin to reserve space for HUD elements.
///
/// The 3-cell vertical offset (24 pixels) provides space at the top of the
/// screen for score display, player lives, and other UI elements.
pub const BOARD_CELL_OFFSET: UVec2 = UVec2::new(0, 3);
/// The offset of the game board from the top-left corner of the window, in pixels.
/// 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);
/// The size of the game board, in pixels.
pub const BOARD_PIXEL_SIZE: UVec2 = UVec2::new(BOARD_CELL_SIZE.x * CELL_SIZE, BOARD_CELL_SIZE.y * CELL_SIZE);
/// Animation timing constants for ghost state management
pub mod animation {
/// Normal ghost movement animation speed (frames per second)
pub const GHOST_NORMAL_SPEED: f32 = 0.2;
/// Eaten ghost (eyes) animation speed (frames per second)
pub const GHOST_EATEN_SPEED: f32 = 0.1;
/// Frightened ghost animation speed (frames per second)
pub const GHOST_FRIGHTENED_SPEED: f32 = 0.2;
/// Frightened ghost flashing animation speed (frames per second)
pub const GHOST_FLASHING_SPEED: f32 = 0.15;
/// Time in ticks when frightened ghosts start flashing (2 seconds at 60 FPS)
pub const FRIGHTENED_FLASH_START_TICKS: u32 = 120;
}
/// 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,
);
/// An enum representing the different types of tiles on the map.
/// Map tile types that define gameplay behavior and collision properties.
#[derive(Debug, Clone, Copy, PartialEq)]
pub enum MapTile {
/// An empty tile.
/// Traversable space with no collectible items
Empty,
/// A wall tile.
Wall,
/// A regular pellet.
/// Small collectible. Implicitly a traversable tile.
Pellet,
/// A power pellet.
/// Large collectible. Implicitly a traversable tile.
PowerPellet,
/// A tunnel tile.
/// Special traversable tile that connects to tunnel portals.
Tunnel,
}
/// The raw layout of the game board, as a 2D array of characters.
/// ASCII art representation of the classic Pac-Man maze layout.
///
/// Uses character symbols to define the game world. This layout is parsed by `MapTileParser`
/// to generate the navigable graph and collision geometry.
pub const RAW_BOARD: [&str; BOARD_CELL_SIZE.y as usize] = [
"############################",
"#............##............#",

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