Compare commits
23 Commits
| Author | SHA1 | Date | |
|---|---|---|---|
| 0aa056a0ae | |||
| b270318640 | |||
| bc759f1ed4 | |||
| 2f1ff85d8f | |||
| b7429cd9ec | |||
| 12a63374a8 | |||
| d80d7061e7 | |||
| abdefe0af0 | |||
| 4f76de7c9f | |||
| db8cd6220a | |||
| ced4e87d41 | |||
| 09e3d85821 | |||
| c1e421bbbb | |||
| 3a9381a56c | |||
| 90bdfbd2ae | |||
| a230d15ffc | |||
| 60bbd1f5d6 | |||
| 43ce8a4e01 | |||
| 1529a64588 | |||
| be5eec64c9 | |||
| 780a33f657 | |||
| c1c5dae6f2 | |||
| c489f32908 |
@@ -1,2 +1,5 @@
|
|||||||
[profile.default]
|
[profile.default]
|
||||||
fail-fast = false
|
fail-fast = false
|
||||||
|
|
||||||
|
[profile.coverage]
|
||||||
|
status-level = "none"
|
||||||
|
|||||||
38
.github/workflows/coverage.yaml
vendored
@@ -42,15 +42,39 @@ jobs:
|
|||||||
|
|
||||||
- uses: taiki-e/install-action@cargo-llvm-cov
|
- uses: taiki-e/install-action@cargo-llvm-cov
|
||||||
- uses: taiki-e/install-action@nextest
|
- 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
|
- name: Generate coverage report
|
||||||
run: |
|
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
|
- name: Upload coverage to Coveralls
|
||||||
uses: coverallsapp/github-action@v2
|
env:
|
||||||
with:
|
COVERALLS_REPO_TOKEN: ${{ secrets.COVERALLS_REPO_TOKEN }}
|
||||||
files: ./lcov.info
|
run: |
|
||||||
format: lcov
|
if [ ! -f "lcov.info" ]; then
|
||||||
allow-empty: false
|
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
|
||||||
|
|||||||
15
.gitignore
vendored
@@ -1,8 +1,17 @@
|
|||||||
|
# IDE, Other files
|
||||||
|
.vscode
|
||||||
|
.idea
|
||||||
|
rust-sdl2-emscripten/
|
||||||
|
|
||||||
|
# Build files
|
||||||
target/
|
target/
|
||||||
dist/
|
dist/
|
||||||
emsdk/
|
emsdk/
|
||||||
.idea
|
|
||||||
rust-sdl2-emscripten/
|
# Site build f iles
|
||||||
assets/site/build.css
|
|
||||||
tailwindcss-*
|
tailwindcss-*
|
||||||
|
assets/site/build.css
|
||||||
|
|
||||||
|
# Coverage reports
|
||||||
lcov.info
|
lcov.info
|
||||||
|
coverage.html
|
||||||
|
|||||||
771
Cargo.lock
generated
@@ -23,6 +23,8 @@ serde_json = "1.0.142"
|
|||||||
smallvec = "1.15.1"
|
smallvec = "1.15.1"
|
||||||
strum = "0.27.2"
|
strum = "0.27.2"
|
||||||
strum_macros = "0.27.2"
|
strum_macros = "0.27.2"
|
||||||
|
phf = { version = "0.11", features = ["macros"] }
|
||||||
|
bevy_ecs = "0.16.1"
|
||||||
|
|
||||||
[profile.release]
|
[profile.release]
|
||||||
lto = true
|
lto = true
|
||||||
@@ -57,3 +59,8 @@ aarch64-apple-darwin = { triplet = "arm64-osx" }
|
|||||||
|
|
||||||
[target.'cfg(target_os = "emscripten")'.dependencies]
|
[target.'cfg(target_os = "emscripten")'.dependencies]
|
||||||
libc = "0.2.175"
|
libc = "0.2.175"
|
||||||
|
|
||||||
|
[build-dependencies]
|
||||||
|
serde = { version = "1.0", features = ["derive"] }
|
||||||
|
serde_json = "1.0"
|
||||||
|
phf = { version = "0.11", features = ["macros"] }
|
||||||
|
|||||||
33
Justfile
Normal 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
|
||||||
@@ -1,6 +1,6 @@
|
|||||||
# Pac-Man
|
# 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-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
|
[badge-build]: https://github.com/Xevion/Pac-Man/actions/workflows/build.yaml/badge.svg
|
||||||
|
|||||||
|
Before Width: | Height: | Size: 23 KiB After Width: | Height: | Size: 16 KiB |
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Before Width: | Height: | Size: 1.8 KiB |
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Before Width: | Height: | Size: 2.7 KiB |
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Before Width: | Height: | Size: 2.7 KiB |
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Before Width: | Height: | Size: 2.6 KiB |
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Before Width: | Height: | Size: 2.6 KiB |
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Before Width: | Height: | Size: 2.6 KiB |
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Before Width: | Height: | Size: 2.6 KiB |
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Before Width: | Height: | Size: 2.7 KiB |
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Before Width: | Height: | Size: 2.7 KiB |
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Before Width: | Height: | Size: 2.7 KiB |
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Before Width: | Height: | Size: 2.7 KiB |
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Before Width: | Height: | Size: 2.7 KiB |
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Before Width: | Height: | Size: 2.7 KiB |
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Before Width: | Height: | Size: 2.7 KiB |
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Before Width: | Height: | Size: 2.7 KiB |
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Before Width: | Height: | Size: 2.7 KiB |
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Before Width: | Height: | Size: 2.7 KiB |
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Before Width: | Height: | Size: 2.7 KiB |
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Before Width: | Height: | Size: 2.7 KiB |
|
Before Width: | Height: | Size: 2.7 KiB |
|
Before Width: | Height: | Size: 2.6 KiB |
|
Before Width: | Height: | Size: 2.6 KiB |
|
Before Width: | Height: | Size: 2.7 KiB |
|
Before Width: | Height: | Size: 2.7 KiB |
|
Before Width: | Height: | Size: 2.6 KiB |
|
Before Width: | Height: | Size: 2.6 KiB |
|
Before Width: | Height: | Size: 2.7 KiB |
|
Before Width: | Height: | Size: 2.7 KiB |
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Before Width: | Height: | Size: 2.7 KiB |
|
Before Width: | Height: | Size: 2.7 KiB |
|
Before Width: | Height: | Size: 2.7 KiB |
|
Before Width: | Height: | Size: 2.7 KiB |
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Before Width: | Height: | Size: 2.7 KiB |
|
Before Width: | Height: | Size: 2.7 KiB |
|
Before Width: | Height: | Size: 2.7 KiB |
|
Before Width: | Height: | Size: 2.7 KiB |
|
Before Width: | Height: | Size: 2.7 KiB |
|
Before Width: | Height: | Size: 2.7 KiB |
BIN
assets/unpacked/maze/tiles/0.png
Normal file
|
After Width: | Height: | Size: 102 B |
BIN
assets/unpacked/maze/tiles/1.png
Normal file
|
After Width: | Height: | Size: 79 B |
BIN
assets/unpacked/maze/tiles/10.png
Normal file
|
After Width: | Height: | Size: 84 B |
BIN
assets/unpacked/maze/tiles/11.png
Normal file
|
After Width: | Height: | Size: 77 B |
BIN
assets/unpacked/maze/tiles/12.png
Normal file
|
After Width: | Height: | Size: 80 B |
BIN
assets/unpacked/maze/tiles/13.png
Normal file
|
After Width: | Height: | Size: 87 B |
BIN
assets/unpacked/maze/tiles/14.png
Normal file
|
After Width: | Height: | Size: 79 B |
BIN
assets/unpacked/maze/tiles/15.png
Normal file
|
After Width: | Height: | Size: 89 B |
BIN
assets/unpacked/maze/tiles/16.png
Normal file
|
After Width: | Height: | Size: 91 B |
BIN
assets/unpacked/maze/tiles/17.png
Normal file
|
After Width: | Height: | Size: 87 B |
BIN
assets/unpacked/maze/tiles/18.png
Normal file
|
After Width: | Height: | Size: 107 B |
BIN
assets/unpacked/maze/tiles/19.png
Normal file
|
After Width: | Height: | Size: 77 B |
BIN
assets/unpacked/maze/tiles/2.png
Normal file
|
After Width: | Height: | Size: 93 B |
BIN
assets/unpacked/maze/tiles/20.png
Normal file
|
After Width: | Height: | Size: 91 B |
BIN
assets/unpacked/maze/tiles/21.png
Normal file
|
After Width: | Height: | Size: 97 B |
BIN
assets/unpacked/maze/tiles/22.png
Normal file
|
After Width: | Height: | Size: 107 B |
BIN
assets/unpacked/maze/tiles/23.png
Normal file
|
After Width: | Height: | Size: 88 B |
BIN
assets/unpacked/maze/tiles/24.png
Normal file
|
After Width: | Height: | Size: 82 B |
BIN
assets/unpacked/maze/tiles/25.png
Normal file
|
After Width: | Height: | Size: 80 B |
BIN
assets/unpacked/maze/tiles/26.png
Normal file
|
After Width: | Height: | Size: 82 B |
BIN
assets/unpacked/maze/tiles/27.png
Normal file
|
After Width: | Height: | Size: 93 B |
BIN
assets/unpacked/maze/tiles/28.png
Normal file
|
After Width: | Height: | Size: 89 B |
BIN
assets/unpacked/maze/tiles/29.png
Normal file
|
After Width: | Height: | Size: 90 B |
BIN
assets/unpacked/maze/tiles/3.png
Normal file
|
After Width: | Height: | Size: 87 B |
BIN
assets/unpacked/maze/tiles/30.png
Normal file
|
After Width: | Height: | Size: 79 B |
BIN
assets/unpacked/maze/tiles/31.png
Normal file
|
After Width: | Height: | Size: 100 B |
BIN
assets/unpacked/maze/tiles/32.png
Normal file
|
After Width: | Height: | Size: 98 B |
BIN
assets/unpacked/maze/tiles/33.png
Normal file
|
After Width: | Height: | Size: 96 B |
BIN
assets/unpacked/maze/tiles/34.png
Normal file
|
After Width: | Height: | Size: 100 B |
BIN
assets/unpacked/maze/tiles/4.png
Normal file
|
After Width: | Height: | Size: 105 B |
BIN
assets/unpacked/maze/tiles/5.png
Normal file
|
After Width: | Height: | Size: 82 B |
BIN
assets/unpacked/maze/tiles/6.png
Normal file
|
After Width: | Height: | Size: 71 B |
BIN
assets/unpacked/maze/tiles/7.png
Normal file
|
After Width: | Height: | Size: 82 B |
BIN
assets/unpacked/maze/tiles/8.png
Normal file
|
After Width: | Height: | Size: 82 B |
BIN
assets/unpacked/maze/tiles/9.png
Normal file
|
After Width: | Height: | Size: 82 B |
|
Before Width: | Height: | Size: 2.7 KiB |
|
Before Width: | Height: | Size: 2.7 KiB |
|
Before Width: | Height: | Size: 2.6 KiB |
|
Before Width: | Height: | Size: 2.6 KiB |
|
Before Width: | Height: | Size: 2.7 KiB |
|
Before Width: | Height: | Size: 2.7 KiB |
|
Before Width: | Height: | Size: 2.7 KiB |
25
bacon.toml
@@ -34,6 +34,30 @@ command = [
|
|||||||
need_stdout = true
|
need_stdout = true
|
||||||
analyzer = "nextest"
|
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]
|
[jobs.doc]
|
||||||
command = ["cargo", "doc", "--no-deps"]
|
command = ["cargo", "doc", "--no-deps"]
|
||||||
need_stdout = false
|
need_stdout = false
|
||||||
@@ -59,3 +83,4 @@ c = "job:clippy"
|
|||||||
alt-c = "job:check"
|
alt-c = "job:check"
|
||||||
ctrl-alt-c = "job:check-all"
|
ctrl-alt-c = "job:check-all"
|
||||||
shift-c = "job:clippy-all"
|
shift-c = "job:clippy-all"
|
||||||
|
f = "job:coverage"
|
||||||
|
|||||||
50
build.rs
Normal file
@@ -0,0 +1,50 @@
|
|||||||
|
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,
|
||||||
|
}
|
||||||
|
|
||||||
|
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,
|
||||||
|
" \"{}\" => MapperFrame {{ x: {}, y: {}, width: {}, height: {} }},",
|
||||||
|
name, frame.x, frame.y, frame.width, frame.height
|
||||||
|
)
|
||||||
|
.unwrap();
|
||||||
|
}
|
||||||
|
|
||||||
|
writeln!(&mut file, "}};").unwrap();
|
||||||
|
println!("cargo:rerun-if-changed=assets/game/atlas.json");
|
||||||
|
}
|
||||||
166
src/app.rs
@@ -1,12 +1,11 @@
|
|||||||
use std::time::{Duration, Instant};
|
use std::time::{Duration, Instant};
|
||||||
|
|
||||||
use glam::Vec2;
|
use glam::Vec2;
|
||||||
use sdl2::event::{Event, WindowEvent};
|
|
||||||
use sdl2::keyboard::Keycode;
|
|
||||||
use sdl2::render::{Canvas, ScaleMode, Texture, TextureCreator};
|
use sdl2::render::{Canvas, ScaleMode, Texture, TextureCreator};
|
||||||
|
use sdl2::ttf::Sdl2TtfContext;
|
||||||
use sdl2::video::{Window, WindowContext};
|
use sdl2::video::{Window, WindowContext};
|
||||||
use sdl2::EventPump;
|
use sdl2::{AudioSubsystem, EventPump, Sdl, VideoSubsystem};
|
||||||
use tracing::{error, event};
|
use tracing::{error, warn};
|
||||||
|
|
||||||
use crate::error::{GameError, GameResult};
|
use crate::error::{GameError, GameResult};
|
||||||
|
|
||||||
@@ -14,26 +13,28 @@ use crate::constants::{CANVAS_SIZE, LOOP_TIME, SCALE};
|
|||||||
use crate::game::Game;
|
use crate::game::Game;
|
||||||
use crate::platform::get_platform;
|
use crate::platform::get_platform;
|
||||||
|
|
||||||
pub struct App<'a> {
|
pub struct App {
|
||||||
game: Game,
|
pub game: Game,
|
||||||
canvas: Canvas<Window>,
|
|
||||||
event_pump: EventPump,
|
|
||||||
backbuffer: Texture<'a>,
|
|
||||||
paused: bool,
|
|
||||||
last_tick: Instant,
|
last_tick: Instant,
|
||||||
|
focused: bool,
|
||||||
cursor_pos: Vec2,
|
cursor_pos: Vec2,
|
||||||
}
|
}
|
||||||
|
|
||||||
impl App<'_> {
|
impl App {
|
||||||
pub fn new() -> GameResult<Self> {
|
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
|
// Initialize platform-specific console
|
||||||
get_platform().init_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
|
let window = video_subsystem
|
||||||
.window(
|
.window(
|
||||||
"Pac-Man",
|
"Pac-Man",
|
||||||
@@ -45,35 +46,33 @@ impl App<'_> {
|
|||||||
.build()
|
.build()
|
||||||
.map_err(|e| GameError::Sdl(e.to_string()))?;
|
.map_err(|e| GameError::Sdl(e.to_string()))?;
|
||||||
|
|
||||||
let mut canvas = window.into_canvas().build().map_err(|e| GameError::Sdl(e.to_string()))?;
|
let mut canvas = Box::leak(Box::new(
|
||||||
|
window
|
||||||
|
.into_canvas()
|
||||||
|
.accelerated()
|
||||||
|
.present_vsync()
|
||||||
|
.build()
|
||||||
|
.map_err(|e| GameError::Sdl(e.to_string()))?,
|
||||||
|
));
|
||||||
|
|
||||||
canvas
|
canvas
|
||||||
.set_logical_size(CANVAS_SIZE.x, CANVAS_SIZE.y)
|
.set_logical_size(CANVAS_SIZE.x, CANVAS_SIZE.y)
|
||||||
.map_err(|e| GameError::Sdl(e.to_string()))?;
|
.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)?;
|
let game = Game::new(canvas, texture_creator, event_pump)?;
|
||||||
game.audio.set_mute(cfg!(debug_assertions));
|
// 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
|
// Initial draw
|
||||||
game.draw(&mut canvas, &mut backbuffer)
|
// game.draw(&mut canvas, &mut backbuffer)
|
||||||
.map_err(|e| GameError::Sdl(e.to_string()))?;
|
// .map_err(|e| GameError::Sdl(e.to_string()))?;
|
||||||
game.present_backbuffer(&mut canvas, &backbuffer, glam::Vec2::ZERO)
|
// game.present_backbuffer(&mut canvas, &backbuffer, glam::Vec2::ZERO)
|
||||||
.map_err(|e| GameError::Sdl(e.to_string()))?;
|
// .map_err(|e| GameError::Sdl(e.to_string()))?;
|
||||||
|
|
||||||
Ok(Self {
|
Ok(App {
|
||||||
game,
|
game,
|
||||||
canvas,
|
focused: true,
|
||||||
event_pump,
|
|
||||||
backbuffer,
|
|
||||||
paused: false,
|
|
||||||
last_tick: Instant::now(),
|
last_tick: Instant::now(),
|
||||||
cursor_pos: Vec2::ZERO,
|
cursor_pos: Vec2::ZERO,
|
||||||
})
|
})
|
||||||
@@ -83,78 +82,51 @@ impl App<'_> {
|
|||||||
{
|
{
|
||||||
let start = Instant::now();
|
let start = Instant::now();
|
||||||
|
|
||||||
for event in self.event_pump.poll_iter() {
|
// for event in self
|
||||||
match event {
|
// .game
|
||||||
Event::Window { win_event, .. } => match win_event {
|
// .world
|
||||||
WindowEvent::Hidden => {
|
// .get_non_send_resource_mut::<&'static mut EventPump>()
|
||||||
event!(tracing::Level::DEBUG, "Window hidden");
|
// .unwrap()
|
||||||
}
|
// .poll_iter()
|
||||||
WindowEvent::Shown => {
|
// {
|
||||||
event!(tracing::Level::DEBUG, "Window shown");
|
// match event {
|
||||||
}
|
// Event::Window { win_event, .. } => match win_event {
|
||||||
_ => {}
|
// WindowEvent::FocusGained => {
|
||||||
},
|
// self.focused = true;
|
||||||
// It doesn't really make sense to have this available in the browser
|
// }
|
||||||
#[cfg(not(target_os = "emscripten"))]
|
// WindowEvent::FocusLost => {
|
||||||
Event::Quit { .. }
|
// self.focused = false;
|
||||||
| Event::KeyDown {
|
// }
|
||||||
keycode: Some(Keycode::Escape) | Some(Keycode::Q),
|
// _ => {}
|
||||||
..
|
// },
|
||||||
} => {
|
// Event::MouseMotion { x, y, .. } => {
|
||||||
event!(tracing::Level::INFO, "Exit requested. Exiting...");
|
// // Convert window coordinates to logical coordinates
|
||||||
return false;
|
// self.cursor_pos = Vec2::new(x as f32, y as f32);
|
||||||
}
|
// }
|
||||||
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);
|
|
||||||
}
|
|
||||||
_ => {}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
let dt = self.last_tick.elapsed().as_secs_f32();
|
let dt = self.last_tick.elapsed().as_secs_f32();
|
||||||
self.last_tick = Instant::now();
|
self.last_tick = Instant::now();
|
||||||
|
|
||||||
if !self.paused {
|
let exit = self.game.tick(dt);
|
||||||
self.game.tick(dt);
|
|
||||||
if let Err(e) = self.game.draw(&mut self.canvas, &mut self.backbuffer) {
|
if exit {
|
||||||
error!("Failed to draw game: {}", e);
|
return false;
|
||||||
}
|
|
||||||
if let Err(e) = self
|
|
||||||
.game
|
|
||||||
.present_backbuffer(&mut self.canvas, &self.backbuffer, self.cursor_pos)
|
|
||||||
{
|
|
||||||
error!("Failed to present backbuffer: {}", e);
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// if let Err(e) = self.game.draw(&mut self.canvas, &mut self.backbuffer) {
|
||||||
|
// error!("Failed to draw game: {}", e);
|
||||||
|
// }
|
||||||
|
|
||||||
if start.elapsed() < LOOP_TIME {
|
if start.elapsed() < LOOP_TIME {
|
||||||
let time = LOOP_TIME.saturating_sub(start.elapsed());
|
let time = LOOP_TIME.saturating_sub(start.elapsed());
|
||||||
if time != Duration::ZERO {
|
if time != Duration::ZERO {
|
||||||
get_platform().sleep(time);
|
get_platform().sleep(time, self.focused);
|
||||||
}
|
}
|
||||||
} else {
|
} else {
|
||||||
event!(
|
warn!("Game loop behind schedule by: {:?}", start.elapsed() - LOOP_TIME);
|
||||||
tracing::Level::WARN,
|
|
||||||
"Game loop behind schedule by: {:?}",
|
|
||||||
start.elapsed() - LOOP_TIME
|
|
||||||
);
|
|
||||||
}
|
}
|
||||||
|
|
||||||
true
|
true
|
||||||
|
|||||||
20
src/asset.rs
@@ -3,28 +3,15 @@
|
|||||||
//! On desktop, assets are embedded using include_bytes!; on Emscripten, assets are loaded from the filesystem.
|
//! On desktop, assets are embedded using include_bytes!; on Emscripten, assets are loaded from the filesystem.
|
||||||
|
|
||||||
use std::borrow::Cow;
|
use std::borrow::Cow;
|
||||||
use std::io;
|
use strum_macros::EnumIter;
|
||||||
use thiserror::Error;
|
|
||||||
|
|
||||||
#[derive(Error, Debug)]
|
#[derive(Debug, Clone, Copy, PartialEq, Eq, Hash, EnumIter)]
|
||||||
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)]
|
|
||||||
pub enum Asset {
|
pub enum Asset {
|
||||||
Wav1,
|
Wav1,
|
||||||
Wav2,
|
Wav2,
|
||||||
Wav3,
|
Wav3,
|
||||||
Wav4,
|
Wav4,
|
||||||
Atlas,
|
Atlas,
|
||||||
AtlasJson,
|
|
||||||
// Add more as needed
|
|
||||||
}
|
}
|
||||||
|
|
||||||
impl Asset {
|
impl Asset {
|
||||||
@@ -37,15 +24,16 @@ impl Asset {
|
|||||||
Wav3 => "sound/waka/3.ogg",
|
Wav3 => "sound/waka/3.ogg",
|
||||||
Wav4 => "sound/waka/4.ogg",
|
Wav4 => "sound/waka/4.ogg",
|
||||||
Atlas => "atlas.png",
|
Atlas => "atlas.png",
|
||||||
AtlasJson => "atlas.json",
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
mod imp {
|
mod imp {
|
||||||
use super::*;
|
use super::*;
|
||||||
|
use crate::error::AssetError;
|
||||||
use crate::platform::get_platform;
|
use crate::platform::get_platform;
|
||||||
|
|
||||||
|
/// Returns the raw bytes of the given asset.
|
||||||
pub fn get_asset_bytes(asset: Asset) -> Result<Cow<'static, [u8]>, AssetError> {
|
pub fn get_asset_bytes(asset: Asset) -> Result<Cow<'static, [u8]>, AssetError> {
|
||||||
get_platform().get_asset_bytes(asset)
|
get_platform().get_asset_bytes(asset)
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -18,8 +18,6 @@ pub const SCALE: f32 = 2.6;
|
|||||||
pub const BOARD_CELL_OFFSET: UVec2 = UVec2::new(0, 3);
|
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.
|
/// The offset of the game board from the top-left corner of the window, in pixels.
|
||||||
pub const BOARD_PIXEL_OFFSET: UVec2 = UVec2::new(BOARD_CELL_OFFSET.x * CELL_SIZE, BOARD_CELL_OFFSET.y * CELL_SIZE);
|
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);
|
|
||||||
/// The size of the canvas, in pixels.
|
/// The size of the canvas, in pixels.
|
||||||
pub const CANVAS_SIZE: UVec2 = UVec2::new(
|
pub const CANVAS_SIZE: UVec2 = UVec2::new(
|
||||||
(BOARD_CELL_SIZE.x + BOARD_CELL_OFFSET.x) * CELL_SIZE,
|
(BOARD_CELL_SIZE.x + BOARD_CELL_OFFSET.x) * CELL_SIZE,
|
||||||
|
|||||||
172
src/ecs/interact.rs
Normal file
@@ -0,0 +1,172 @@
|
|||||||
|
use bevy_ecs::{
|
||||||
|
event::{EventReader, EventWriter},
|
||||||
|
query::With,
|
||||||
|
system::{Query, Res, ResMut},
|
||||||
|
};
|
||||||
|
|
||||||
|
use crate::{
|
||||||
|
ecs::{DeltaTime, GlobalState, PlayerControlled, Position, Velocity},
|
||||||
|
error::{EntityError, GameError},
|
||||||
|
game::events::GameEvent,
|
||||||
|
input::commands::GameCommand,
|
||||||
|
map::builder::Map,
|
||||||
|
};
|
||||||
|
|
||||||
|
pub fn movement_system(
|
||||||
|
map: Res<Map>,
|
||||||
|
delta_time: Res<DeltaTime>,
|
||||||
|
mut entities: Query<(&PlayerControlled, &mut Velocity, &mut Position)>,
|
||||||
|
mut errors: EventWriter<GameError>,
|
||||||
|
) {
|
||||||
|
for (player, mut velocity, mut position) in entities.iter_mut() {
|
||||||
|
let distance = velocity.speed.unwrap_or(0.0) * delta_time.0;
|
||||||
|
|
||||||
|
// Decrement the remaining frames for the next direction
|
||||||
|
if let Some((direction, remaining)) = velocity.next_direction {
|
||||||
|
if remaining > 0 {
|
||||||
|
velocity.next_direction = Some((direction, remaining - 1));
|
||||||
|
} else {
|
||||||
|
velocity.next_direction = None;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
match *position {
|
||||||
|
Position::AtNode(node_id) => {
|
||||||
|
// We're not moving, but a buffered direction is available.
|
||||||
|
if let Some((next_direction, _)) = velocity.next_direction {
|
||||||
|
if let Some(edge) = map.graph.find_edge_in_direction(node_id, next_direction) {
|
||||||
|
// if edge.permissions.can_traverse(edge) {
|
||||||
|
// // Start moving in that direction
|
||||||
|
*position = Position::BetweenNodes {
|
||||||
|
from: node_id,
|
||||||
|
to: edge.target,
|
||||||
|
traversed: distance,
|
||||||
|
};
|
||||||
|
velocity.direction = next_direction;
|
||||||
|
// } else {
|
||||||
|
// return Err(crate::error::GameError::Entity(crate::error::EntityError::InvalidMovement(
|
||||||
|
// format!(
|
||||||
|
// "Cannot traverse edge from {} to {} in direction {:?}",
|
||||||
|
// node_id, edge.target, next_direction
|
||||||
|
// ),
|
||||||
|
// )));
|
||||||
|
// }
|
||||||
|
} else {
|
||||||
|
errors.write(
|
||||||
|
EntityError::InvalidMovement(format!(
|
||||||
|
"No edge found in direction {:?} from node {}",
|
||||||
|
next_direction, node_id
|
||||||
|
))
|
||||||
|
.into(),
|
||||||
|
);
|
||||||
|
}
|
||||||
|
|
||||||
|
velocity.next_direction = None; // Consume the buffered direction regardless of whether we started moving with it
|
||||||
|
}
|
||||||
|
}
|
||||||
|
Position::BetweenNodes { from, to, traversed } => {
|
||||||
|
// There is no point in any of the next logic if we don't travel at all
|
||||||
|
if distance <= 0.0 {
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
let edge = map
|
||||||
|
.graph
|
||||||
|
.find_edge(from, to)
|
||||||
|
.ok_or_else(|| {
|
||||||
|
errors.write(
|
||||||
|
EntityError::InvalidMovement(format!(
|
||||||
|
"Inconsistent state: Traverser is on a non-existent edge from {} to {}.",
|
||||||
|
from, to
|
||||||
|
))
|
||||||
|
.into(),
|
||||||
|
);
|
||||||
|
return;
|
||||||
|
})
|
||||||
|
.unwrap();
|
||||||
|
|
||||||
|
let new_traversed = traversed + distance;
|
||||||
|
|
||||||
|
if new_traversed < edge.distance {
|
||||||
|
// Still on the same edge, just update the distance.
|
||||||
|
*position = Position::BetweenNodes {
|
||||||
|
from,
|
||||||
|
to,
|
||||||
|
traversed: new_traversed,
|
||||||
|
};
|
||||||
|
} else {
|
||||||
|
let overflow = new_traversed - edge.distance;
|
||||||
|
let mut moved = false;
|
||||||
|
|
||||||
|
// If we buffered a direction, try to find an edge in that direction
|
||||||
|
if let Some((next_dir, _)) = velocity.next_direction {
|
||||||
|
if let Some(edge) = map.graph.find_edge_in_direction(to, next_dir) {
|
||||||
|
// if edge.permissions.can_traverse(edge) {
|
||||||
|
// *position = Position::BetweenNodes {
|
||||||
|
// from: to,
|
||||||
|
// to: edge.target,
|
||||||
|
// traversed: overflow,
|
||||||
|
// };
|
||||||
|
|
||||||
|
velocity.direction = next_dir; // Remember our new direction
|
||||||
|
velocity.next_direction = None; // Consume the buffered direction
|
||||||
|
moved = true;
|
||||||
|
// }
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// If we didn't move, try to continue in the current direction
|
||||||
|
if !moved {
|
||||||
|
if let Some(edge) = map.graph.find_edge_in_direction(to, velocity.direction) {
|
||||||
|
// if edge.permissions.can_traverse(edge) {
|
||||||
|
*position = Position::BetweenNodes {
|
||||||
|
from: to,
|
||||||
|
to: edge.target,
|
||||||
|
traversed: overflow,
|
||||||
|
};
|
||||||
|
// } else {
|
||||||
|
// *position = Position::AtNode(to);
|
||||||
|
// velocity.next_direction = None;
|
||||||
|
// }
|
||||||
|
} else {
|
||||||
|
*position = Position::AtNode(to);
|
||||||
|
velocity.next_direction = None;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// Handles
|
||||||
|
pub fn interact_system(
|
||||||
|
mut events: EventReader<GameEvent>,
|
||||||
|
mut state: ResMut<GlobalState>,
|
||||||
|
mut players: Query<(&PlayerControlled, &mut Velocity)>,
|
||||||
|
mut errors: EventWriter<GameError>,
|
||||||
|
) {
|
||||||
|
// Get the player's velocity (handling to ensure there is only one player)
|
||||||
|
let mut velocity = match players.single_mut() {
|
||||||
|
Ok((_, velocity)) => velocity,
|
||||||
|
Err(e) => {
|
||||||
|
errors.write(GameError::InvalidState(format!("Player not found: {}", e)).into());
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
};
|
||||||
|
|
||||||
|
// Handle events
|
||||||
|
for event in events.read() {
|
||||||
|
match event {
|
||||||
|
GameEvent::Command(command) => match command {
|
||||||
|
GameCommand::MovePlayer(direction) => {
|
||||||
|
velocity.direction = *direction;
|
||||||
|
}
|
||||||
|
GameCommand::Exit => {
|
||||||
|
state.exit = true;
|
||||||
|
}
|
||||||
|
_ => {}
|
||||||
|
},
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
150
src/ecs/mod.rs
Normal file
@@ -0,0 +1,150 @@
|
|||||||
|
//! The Entity-Component-System (ECS) module.
|
||||||
|
//!
|
||||||
|
//! This module contains all the ECS-related logic, including components, systems,
|
||||||
|
//! and resources.
|
||||||
|
|
||||||
|
use bevy_ecs::{bundle::Bundle, component::Component, resource::Resource};
|
||||||
|
use glam::Vec2;
|
||||||
|
|
||||||
|
use crate::{
|
||||||
|
entity::{direction::Direction, graph::Graph, traversal},
|
||||||
|
error::{EntityError, GameResult},
|
||||||
|
texture::{
|
||||||
|
animated::AnimatedTexture,
|
||||||
|
directional::DirectionalAnimatedTexture,
|
||||||
|
sprite::{AtlasTile, Sprite},
|
||||||
|
},
|
||||||
|
};
|
||||||
|
|
||||||
|
/// A tag component for entities that are controlled by the player.
|
||||||
|
#[derive(Default, Component)]
|
||||||
|
pub struct PlayerControlled;
|
||||||
|
|
||||||
|
/// 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,
|
||||||
|
}
|
||||||
|
|
||||||
|
/// A component for entities that have a directional animated texture.
|
||||||
|
#[derive(Component)]
|
||||||
|
pub struct DirectionalAnimated {
|
||||||
|
pub textures: [Option<AnimatedTexture>; 4],
|
||||||
|
pub stopped_textures: [Option<AnimatedTexture>; 4],
|
||||||
|
}
|
||||||
|
|
||||||
|
/// A unique identifier for a node, represented by its index in the graph's storage.
|
||||||
|
pub type NodeId = usize;
|
||||||
|
|
||||||
|
/// Represents the current position of an entity traversing the graph.
|
||||||
|
///
|
||||||
|
/// This enum allows for precise tracking of whether an entity is exactly at a node
|
||||||
|
/// or moving along an edge between two nodes.
|
||||||
|
#[derive(Component, Debug, Copy, Clone, PartialEq)]
|
||||||
|
pub enum Position {
|
||||||
|
/// The traverser is located exactly at a node.
|
||||||
|
AtNode(NodeId),
|
||||||
|
/// The traverser is on an edge between two nodes.
|
||||||
|
BetweenNodes {
|
||||||
|
from: NodeId,
|
||||||
|
to: NodeId,
|
||||||
|
/// The floating-point distance traversed along the edge from the `from` node.
|
||||||
|
traversed: f32,
|
||||||
|
},
|
||||||
|
}
|
||||||
|
|
||||||
|
impl Position {
|
||||||
|
/// Calculates the current pixel position in the game world.
|
||||||
|
///
|
||||||
|
/// Converts the graph position to screen coordinates, accounting for
|
||||||
|
/// the board offset and centering the sprite.
|
||||||
|
pub fn get_pixel_pos(&self, graph: &Graph) -> GameResult<Vec2> {
|
||||||
|
let pos = match self {
|
||||||
|
Position::AtNode(node_id) => {
|
||||||
|
let node = graph.get_node(*node_id).ok_or(EntityError::NodeNotFound(*node_id))?;
|
||||||
|
node.position
|
||||||
|
}
|
||||||
|
Position::BetweenNodes { from, to, traversed } => {
|
||||||
|
let from_node = graph.get_node(*from).ok_or(EntityError::NodeNotFound(*from))?;
|
||||||
|
let to_node = graph.get_node(*to).ok_or(EntityError::NodeNotFound(*to))?;
|
||||||
|
let edge = graph
|
||||||
|
.find_edge(*from, *to)
|
||||||
|
.ok_or(EntityError::EdgeNotFound { from: *from, to: *to })?;
|
||||||
|
from_node.position + (to_node.position - from_node.position) * (traversed / edge.distance)
|
||||||
|
}
|
||||||
|
};
|
||||||
|
|
||||||
|
Ok(Vec2::new(
|
||||||
|
pos.x + crate::constants::BOARD_PIXEL_OFFSET.x as f32,
|
||||||
|
pos.y + crate::constants::BOARD_PIXEL_OFFSET.y as f32,
|
||||||
|
))
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
impl Default for Position {
|
||||||
|
fn default() -> Self {
|
||||||
|
Position::AtNode(0)
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
#[allow(dead_code)]
|
||||||
|
impl Position {
|
||||||
|
/// Returns `true` if the position is exactly at a node.
|
||||||
|
pub fn is_at_node(&self) -> bool {
|
||||||
|
matches!(self, Position::AtNode(_))
|
||||||
|
}
|
||||||
|
|
||||||
|
/// Returns the `NodeId` of the current or most recently departed node.
|
||||||
|
#[allow(clippy::wrong_self_convention)]
|
||||||
|
pub fn from_node_id(&self) -> NodeId {
|
||||||
|
match self {
|
||||||
|
Position::AtNode(id) => *id,
|
||||||
|
Position::BetweenNodes { from, .. } => *from,
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
/// Returns the `NodeId` of the destination node, if currently on an edge.
|
||||||
|
#[allow(clippy::wrong_self_convention)]
|
||||||
|
pub fn to_node_id(&self) -> Option<NodeId> {
|
||||||
|
match self {
|
||||||
|
Position::AtNode(_) => None,
|
||||||
|
Position::BetweenNodes { to, .. } => Some(*to),
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
/// Returns `true` if the traverser is stopped at a node.
|
||||||
|
pub fn is_stopped(&self) -> bool {
|
||||||
|
matches!(self, Position::AtNode(_))
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
/// A component for entities that have a velocity, with a direction and speed.
|
||||||
|
#[derive(Default, Component)]
|
||||||
|
pub struct Velocity {
|
||||||
|
pub direction: Direction,
|
||||||
|
pub next_direction: Option<(Direction, u8)>,
|
||||||
|
pub speed: Option<f32>,
|
||||||
|
}
|
||||||
|
|
||||||
|
#[derive(Bundle)]
|
||||||
|
pub struct PlayerBundle {
|
||||||
|
pub player: PlayerControlled,
|
||||||
|
pub position: Position,
|
||||||
|
pub velocity: Velocity,
|
||||||
|
pub sprite: Renderable,
|
||||||
|
pub directional_animated: DirectionalAnimated,
|
||||||
|
}
|
||||||
|
|
||||||
|
#[derive(Resource)]
|
||||||
|
pub struct GlobalState {
|
||||||
|
pub exit: bool,
|
||||||
|
}
|
||||||
|
|
||||||
|
#[derive(Resource)]
|
||||||
|
pub struct DeltaTime(pub f32);
|
||||||
|
|
||||||
|
pub mod interact;
|
||||||
|
pub mod render;
|
||||||
95
src/ecs/render.rs
Normal file
@@ -0,0 +1,95 @@
|
|||||||
|
use crate::ecs::{DeltaTime, DirectionalAnimated, Position, Renderable, Velocity};
|
||||||
|
use crate::error::{EntityError, GameError, TextureError};
|
||||||
|
use crate::map::builder::Map;
|
||||||
|
use crate::texture::sprite::SpriteAtlas;
|
||||||
|
use bevy_ecs::entity::Entity;
|
||||||
|
use bevy_ecs::event::EventWriter;
|
||||||
|
use bevy_ecs::system::{NonSendMut, Query, Res};
|
||||||
|
use sdl2::render::{Canvas, Texture};
|
||||||
|
use sdl2::video::Window;
|
||||||
|
|
||||||
|
/// Updates the directional animated texture of an entity.
|
||||||
|
pub fn directional_render_system(
|
||||||
|
dt: Res<DeltaTime>,
|
||||||
|
mut renderables: Query<(&Velocity, &mut DirectionalAnimated, &mut Renderable)>,
|
||||||
|
mut errors: EventWriter<GameError>,
|
||||||
|
) {
|
||||||
|
for (velocity, mut texture, mut renderable) in renderables.iter_mut() {
|
||||||
|
let texture = if velocity.speed.is_none() {
|
||||||
|
texture.stopped_textures[velocity.direction.as_usize()].as_mut()
|
||||||
|
} else {
|
||||||
|
texture.textures[velocity.direction.as_usize()].as_mut()
|
||||||
|
};
|
||||||
|
|
||||||
|
if let Some(texture) = texture {
|
||||||
|
texture.tick(dt.0);
|
||||||
|
renderable.sprite = *texture.current_tile();
|
||||||
|
} else {
|
||||||
|
errors.write(TextureError::RenderFailed(format!("Entity has no texture")).into());
|
||||||
|
continue;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
pub struct MapTextureResource(pub Texture<'static>);
|
||||||
|
pub struct BackbufferResource(pub Texture<'static>);
|
||||||
|
|
||||||
|
pub fn render_system(
|
||||||
|
mut canvas: NonSendMut<&mut Canvas<Window>>,
|
||||||
|
map_texture: NonSendMut<MapTextureResource>,
|
||||||
|
mut backbuffer: NonSendMut<BackbufferResource>,
|
||||||
|
mut atlas: NonSendMut<SpriteAtlas>,
|
||||||
|
map: Res<Map>,
|
||||||
|
mut renderables: Query<(Entity, &mut Renderable, &Position)>,
|
||||||
|
mut errors: EventWriter<GameError>,
|
||||||
|
) {
|
||||||
|
// Clear the main canvas first
|
||||||
|
canvas.set_draw_color(sdl2::pixels::Color::BLACK);
|
||||||
|
canvas.clear();
|
||||||
|
|
||||||
|
// Render to backbuffer
|
||||||
|
canvas
|
||||||
|
.with_texture_canvas(&mut backbuffer.0, |backbuffer_canvas| {
|
||||||
|
// Clear the backbuffer
|
||||||
|
backbuffer_canvas.set_draw_color(sdl2::pixels::Color::BLACK);
|
||||||
|
backbuffer_canvas.clear();
|
||||||
|
|
||||||
|
// Copy the pre-rendered map texture to the backbuffer
|
||||||
|
backbuffer_canvas
|
||||||
|
.copy(&map_texture.0, None, None)
|
||||||
|
.err()
|
||||||
|
.map(|e| errors.write(TextureError::RenderFailed(e.to_string()).into()));
|
||||||
|
|
||||||
|
// Render all entities to the backbuffer
|
||||||
|
for (_, mut renderable, position) in renderables.iter_mut() {
|
||||||
|
let pos = position.get_pixel_pos(&map.graph);
|
||||||
|
match pos {
|
||||||
|
Ok(pos) => {
|
||||||
|
let dest = crate::helpers::centered_with_size(
|
||||||
|
glam::IVec2::new(pos.x as i32, pos.y as i32),
|
||||||
|
glam::UVec2::new(renderable.sprite.size.x as u32, renderable.sprite.size.y as u32),
|
||||||
|
);
|
||||||
|
|
||||||
|
renderable
|
||||||
|
.sprite
|
||||||
|
.render(backbuffer_canvas, &mut atlas, dest)
|
||||||
|
.err()
|
||||||
|
.map(|e| errors.write(TextureError::RenderFailed(e.to_string()).into()));
|
||||||
|
}
|
||||||
|
Err(e) => {
|
||||||
|
errors.write(e.into());
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
})
|
||||||
|
.err()
|
||||||
|
.map(|e| errors.write(TextureError::RenderFailed(e.to_string()).into()));
|
||||||
|
|
||||||
|
// Copy backbuffer to main canvas and present
|
||||||
|
canvas
|
||||||
|
.copy(&backbuffer.0, None, None)
|
||||||
|
.err()
|
||||||
|
.map(|e| errors.write(TextureError::RenderFailed(e.to_string()).into()));
|
||||||
|
|
||||||
|
canvas.present();
|
||||||
|
}
|
||||||
@@ -1,128 +1,128 @@
|
|||||||
use smallvec::SmallVec;
|
// use smallvec::SmallVec;
|
||||||
use std::collections::HashMap;
|
// use std::collections::HashMap;
|
||||||
|
|
||||||
use crate::entity::traversal::Position;
|
// use crate::entity::{graph::NodeId, traversal::Position};
|
||||||
|
|
||||||
/// Trait for entities that can participate in collision detection.
|
// /// Trait for entities that can participate in collision detection.
|
||||||
pub trait Collidable {
|
// pub trait Collidable {
|
||||||
/// Returns the current position of this entity.
|
// /// Returns the current position of this entity.
|
||||||
fn position(&self) -> Position;
|
// fn position(&self) -> Position;
|
||||||
|
|
||||||
/// Checks if this entity is colliding with another entity.
|
// /// Checks if this entity is colliding with another entity.
|
||||||
#[allow(dead_code)]
|
// #[allow(dead_code)]
|
||||||
fn is_colliding_with(&self, other: &dyn Collidable) -> bool {
|
// fn is_colliding_with(&self, other: &dyn Collidable) -> bool {
|
||||||
positions_overlap(&self.position(), &other.position())
|
// positions_overlap(&self.position(), &other.position())
|
||||||
}
|
// }
|
||||||
}
|
// }
|
||||||
|
|
||||||
/// System for tracking entities by their positions for efficient collision detection.
|
// /// System for tracking entities by their positions for efficient collision detection.
|
||||||
#[derive(Default)]
|
// #[derive(Default)]
|
||||||
pub struct CollisionSystem {
|
// pub struct CollisionSystem {
|
||||||
/// Maps node IDs to lists of entity IDs that are at that node
|
// /// Maps node IDs to lists of entity IDs that are at that node
|
||||||
node_entities: HashMap<usize, Vec<EntityId>>,
|
// node_entities: HashMap<NodeId, Vec<EntityId>>,
|
||||||
/// Maps entity IDs to their current positions
|
// /// Maps entity IDs to their current positions
|
||||||
entity_positions: HashMap<EntityId, Position>,
|
// entity_positions: HashMap<EntityId, Position>,
|
||||||
/// Next available entity ID
|
// /// Next available entity ID
|
||||||
next_id: EntityId,
|
// next_id: EntityId,
|
||||||
}
|
// }
|
||||||
|
|
||||||
/// Unique identifier for an entity in the collision system
|
// /// Unique identifier for an entity in the collision system
|
||||||
pub type EntityId = u32;
|
// pub type EntityId = u32;
|
||||||
|
|
||||||
impl CollisionSystem {
|
// impl CollisionSystem {
|
||||||
/// Registers an entity with the collision system and returns its ID
|
// /// Registers an entity with the collision system and returns its ID
|
||||||
pub fn register_entity(&mut self, position: Position) -> EntityId {
|
// pub fn register_entity(&mut self, position: Position) -> EntityId {
|
||||||
let id = self.next_id;
|
// let id = self.next_id;
|
||||||
self.next_id += 1;
|
// self.next_id += 1;
|
||||||
|
|
||||||
self.entity_positions.insert(id, position);
|
// self.entity_positions.insert(id, position);
|
||||||
self.update_node_entities(id, position);
|
// self.update_node_entities(id, position);
|
||||||
|
|
||||||
id
|
// id
|
||||||
}
|
// }
|
||||||
|
|
||||||
/// Updates an entity's position
|
// /// Updates an entity's position
|
||||||
pub fn update_position(&mut self, entity_id: EntityId, new_position: Position) {
|
// pub fn update_position(&mut self, entity_id: EntityId, new_position: Position) {
|
||||||
if let Some(old_position) = self.entity_positions.get(&entity_id) {
|
// if let Some(old_position) = self.entity_positions.get(&entity_id) {
|
||||||
// Remove from old nodes
|
// // Remove from old nodes
|
||||||
self.remove_from_nodes(entity_id, *old_position);
|
// self.remove_from_nodes(entity_id, *old_position);
|
||||||
}
|
// }
|
||||||
|
|
||||||
// Update position and add to new nodes
|
// // Update position and add to new nodes
|
||||||
self.entity_positions.insert(entity_id, new_position);
|
// self.entity_positions.insert(entity_id, new_position);
|
||||||
self.update_node_entities(entity_id, new_position);
|
// self.update_node_entities(entity_id, new_position);
|
||||||
}
|
// }
|
||||||
|
|
||||||
/// Removes an entity from the collision system
|
// /// Removes an entity from the collision system
|
||||||
#[allow(dead_code)]
|
// #[allow(dead_code)]
|
||||||
pub fn remove_entity(&mut self, entity_id: EntityId) {
|
// pub fn remove_entity(&mut self, entity_id: EntityId) {
|
||||||
if let Some(position) = self.entity_positions.remove(&entity_id) {
|
// if let Some(position) = self.entity_positions.remove(&entity_id) {
|
||||||
self.remove_from_nodes(entity_id, position);
|
// self.remove_from_nodes(entity_id, position);
|
||||||
}
|
// }
|
||||||
}
|
// }
|
||||||
|
|
||||||
/// Gets all entity IDs at a specific node
|
// /// Gets all entity IDs at a specific node
|
||||||
pub fn entities_at_node(&self, node: usize) -> &[EntityId] {
|
// pub fn entities_at_node(&self, node: NodeId) -> &[EntityId] {
|
||||||
self.node_entities.get(&node).map(|v| v.as_slice()).unwrap_or(&[])
|
// self.node_entities.get(&node).map(|v| v.as_slice()).unwrap_or(&[])
|
||||||
}
|
// }
|
||||||
|
|
||||||
/// Gets all entity IDs that could collide with an entity at the given position
|
// /// Gets all entity IDs that could collide with an entity at the given position
|
||||||
pub fn potential_collisions(&self, position: &Position) -> Vec<EntityId> {
|
// pub fn potential_collisions(&self, position: &Position) -> Vec<EntityId> {
|
||||||
let mut collisions = Vec::new();
|
// let mut collisions = Vec::new();
|
||||||
let nodes = get_nodes(position);
|
// let nodes = get_nodes(position);
|
||||||
|
|
||||||
for node in nodes {
|
// for node in nodes {
|
||||||
collisions.extend(self.entities_at_node(node));
|
// collisions.extend(self.entities_at_node(node));
|
||||||
}
|
// }
|
||||||
|
|
||||||
// Remove duplicates
|
// // Remove duplicates
|
||||||
collisions.sort_unstable();
|
// collisions.sort_unstable();
|
||||||
collisions.dedup();
|
// collisions.dedup();
|
||||||
collisions
|
// collisions
|
||||||
}
|
// }
|
||||||
|
|
||||||
/// Updates the node_entities map when an entity's position changes
|
// /// Updates the node_entities map when an entity's position changes
|
||||||
fn update_node_entities(&mut self, entity_id: EntityId, position: Position) {
|
// fn update_node_entities(&mut self, entity_id: EntityId, position: Position) {
|
||||||
let nodes = get_nodes(&position);
|
// let nodes = get_nodes(&position);
|
||||||
for node in nodes {
|
// for node in nodes {
|
||||||
self.node_entities.entry(node).or_default().push(entity_id);
|
// self.node_entities.entry(node).or_default().push(entity_id);
|
||||||
}
|
// }
|
||||||
}
|
// }
|
||||||
|
|
||||||
/// Removes an entity from all nodes it was previously at
|
// /// Removes an entity from all nodes it was previously at
|
||||||
fn remove_from_nodes(&mut self, entity_id: EntityId, position: Position) {
|
// fn remove_from_nodes(&mut self, entity_id: EntityId, position: Position) {
|
||||||
let nodes = get_nodes(&position);
|
// let nodes = get_nodes(&position);
|
||||||
for node in nodes {
|
// for node in nodes {
|
||||||
if let Some(entities) = self.node_entities.get_mut(&node) {
|
// if let Some(entities) = self.node_entities.get_mut(&node) {
|
||||||
entities.retain(|&id| id != entity_id);
|
// entities.retain(|&id| id != entity_id);
|
||||||
if entities.is_empty() {
|
// if entities.is_empty() {
|
||||||
self.node_entities.remove(&node);
|
// self.node_entities.remove(&node);
|
||||||
}
|
// }
|
||||||
}
|
// }
|
||||||
}
|
// }
|
||||||
}
|
// }
|
||||||
}
|
// }
|
||||||
|
|
||||||
/// Checks if two positions overlap (entities are at the same location).
|
// /// Checks if two positions overlap (entities are at the same location).
|
||||||
fn positions_overlap(a: &Position, b: &Position) -> bool {
|
// fn positions_overlap(a: &Position, b: &Position) -> bool {
|
||||||
let a_nodes = get_nodes(a);
|
// let a_nodes = get_nodes(a);
|
||||||
let b_nodes = get_nodes(b);
|
// let b_nodes = get_nodes(b);
|
||||||
|
|
||||||
// Check if any nodes overlap
|
// // Check if any nodes overlap
|
||||||
a_nodes.iter().any(|a_node| b_nodes.contains(a_node))
|
// a_nodes.iter().any(|a_node| b_nodes.contains(a_node))
|
||||||
|
|
||||||
// TODO: More complex overlap detection, the above is a simple check, but it could become an early filter for more precise calculations later
|
// // TODO: More complex overlap detection, the above is a simple check, but it could become an early filter for more precise calculations later
|
||||||
}
|
// }
|
||||||
|
|
||||||
/// Gets all nodes that an entity is currently at or between.
|
// /// Gets all nodes that an entity is currently at or between.
|
||||||
fn get_nodes(pos: &Position) -> SmallVec<[usize; 2]> {
|
// fn get_nodes(pos: &Position) -> SmallVec<[NodeId; 2]> {
|
||||||
let mut nodes = SmallVec::new();
|
// let mut nodes = SmallVec::new();
|
||||||
match pos {
|
// match pos {
|
||||||
Position::AtNode(node) => nodes.push(*node),
|
// Position::AtNode(node) => nodes.push(*node),
|
||||||
Position::BetweenNodes { from, to, .. } => {
|
// Position::BetweenNodes { from, to, .. } => {
|
||||||
nodes.push(*from);
|
// nodes.push(*from);
|
||||||
nodes.push(*to);
|
// nodes.push(*to);
|
||||||
}
|
// }
|
||||||
}
|
// }
|
||||||
nodes
|
// nodes
|
||||||
}
|
// }
|
||||||
|
|||||||
@@ -1,11 +1,13 @@
|
|||||||
use glam::IVec2;
|
use glam::IVec2;
|
||||||
|
|
||||||
/// The four cardinal directions.
|
/// The four cardinal directions.
|
||||||
#[derive(Debug, Copy, Clone, PartialEq, Eq, Hash)]
|
#[derive(Debug, Clone, Copy, PartialEq, Eq, Hash, Default)]
|
||||||
|
#[repr(usize)]
|
||||||
pub enum Direction {
|
pub enum Direction {
|
||||||
Up,
|
Up,
|
||||||
Down,
|
Down,
|
||||||
Left,
|
Left,
|
||||||
|
#[default]
|
||||||
Right,
|
Right,
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|||||||
@@ -1,256 +1,254 @@
|
|||||||
//! Ghost entity implementation.
|
// //! Ghost entity implementation.
|
||||||
//!
|
// //!
|
||||||
//! This module contains the ghost character logic, including movement,
|
// //! This module contains the ghost character logic, including movement,
|
||||||
//! animation, and rendering. Ghosts move through the game graph using
|
// //! animation, and rendering. Ghosts move through the game graph using
|
||||||
//! a traverser and display directional animated textures.
|
// //! a traverser and display directional animated textures.
|
||||||
|
|
||||||
use pathfinding::prelude::dijkstra;
|
// use pathfinding::prelude::dijkstra;
|
||||||
use rand::prelude::*;
|
// use rand::prelude::*;
|
||||||
use smallvec::SmallVec;
|
// use smallvec::SmallVec;
|
||||||
use tracing::error;
|
// use tracing::error;
|
||||||
|
|
||||||
use crate::entity::{
|
// use crate::entity::{
|
||||||
collision::Collidable,
|
// collision::Collidable,
|
||||||
direction::Direction,
|
// direction::Direction,
|
||||||
graph::{Edge, EdgePermissions, Graph, NodeId},
|
// graph::{Edge, EdgePermissions, Graph, NodeId},
|
||||||
r#trait::Entity,
|
// r#trait::Entity,
|
||||||
traversal::Traverser,
|
// traversal::Traverser,
|
||||||
};
|
// };
|
||||||
use crate::texture::animated::AnimatedTexture;
|
// use crate::texture::animated::AnimatedTexture;
|
||||||
use crate::texture::directional::DirectionalAnimatedTexture;
|
// use crate::texture::directional::DirectionalAnimatedTexture;
|
||||||
use crate::texture::sprite::SpriteAtlas;
|
// use crate::texture::sprite::SpriteAtlas;
|
||||||
|
|
||||||
use crate::error::{EntityError, GameError, GameResult, TextureError};
|
// use crate::error::{EntityError, GameError, GameResult, TextureError};
|
||||||
|
|
||||||
/// Determines if a ghost can traverse a given edge.
|
// /// Determines if a ghost can traverse a given edge.
|
||||||
///
|
// ///
|
||||||
/// Ghosts can move through edges that allow all entities or ghost-only edges.
|
// /// Ghosts can move through edges that allow all entities or ghost-only edges.
|
||||||
fn can_ghost_traverse(edge: Edge) -> bool {
|
// fn can_ghost_traverse(edge: Edge) -> bool {
|
||||||
matches!(edge.permissions, EdgePermissions::All | EdgePermissions::GhostsOnly)
|
// matches!(edge.permissions, EdgePermissions::All | EdgePermissions::GhostsOnly)
|
||||||
}
|
// }
|
||||||
|
|
||||||
/// The four classic ghost types.
|
// /// The four classic ghost types.
|
||||||
#[derive(Debug, Clone, Copy, PartialEq, Eq)]
|
// #[derive(Debug, Clone, Copy, PartialEq, Eq)]
|
||||||
pub enum GhostType {
|
// pub enum GhostType {
|
||||||
Blinky,
|
// Blinky,
|
||||||
Pinky,
|
// Pinky,
|
||||||
Inky,
|
// Inky,
|
||||||
Clyde,
|
// Clyde,
|
||||||
}
|
// }
|
||||||
|
|
||||||
impl GhostType {
|
// impl GhostType {
|
||||||
/// Returns the ghost type name for atlas lookups.
|
// /// Returns the ghost type name for atlas lookups.
|
||||||
pub fn as_str(self) -> &'static str {
|
// pub fn as_str(self) -> &'static str {
|
||||||
match self {
|
// match self {
|
||||||
GhostType::Blinky => "blinky",
|
// GhostType::Blinky => "blinky",
|
||||||
GhostType::Pinky => "pinky",
|
// GhostType::Pinky => "pinky",
|
||||||
GhostType::Inky => "inky",
|
// GhostType::Inky => "inky",
|
||||||
GhostType::Clyde => "clyde",
|
// GhostType::Clyde => "clyde",
|
||||||
}
|
// }
|
||||||
}
|
// }
|
||||||
|
|
||||||
/// Returns the base movement speed for this ghost type.
|
// /// Returns the base movement speed for this ghost type.
|
||||||
pub fn base_speed(self) -> f32 {
|
// pub fn base_speed(self) -> f32 {
|
||||||
match self {
|
// match self {
|
||||||
GhostType::Blinky => 1.0,
|
// GhostType::Blinky => 1.0,
|
||||||
GhostType::Pinky => 0.95,
|
// GhostType::Pinky => 0.95,
|
||||||
GhostType::Inky => 0.9,
|
// GhostType::Inky => 0.9,
|
||||||
GhostType::Clyde => 0.85,
|
// GhostType::Clyde => 0.85,
|
||||||
}
|
// }
|
||||||
}
|
// }
|
||||||
}
|
// }
|
||||||
|
|
||||||
/// A ghost entity that roams the game world.
|
// /// A ghost entity that roams the game world.
|
||||||
///
|
// ///
|
||||||
/// Ghosts move through the game world using a graph-based navigation system
|
// /// Ghosts move through the game world using a graph-based navigation system
|
||||||
/// and display directional animated sprites. They randomly choose directions
|
// /// and display directional animated sprites. They randomly choose directions
|
||||||
/// at each intersection.
|
// /// at each intersection.
|
||||||
pub struct Ghost {
|
// pub struct Ghost {
|
||||||
/// Handles movement through the game graph
|
// /// Handles movement through the game graph
|
||||||
pub traverser: Traverser,
|
// pub traverser: Traverser,
|
||||||
/// The type of ghost (affects appearance and speed)
|
// /// The type of ghost (affects appearance and speed)
|
||||||
pub ghost_type: GhostType,
|
// pub ghost_type: GhostType,
|
||||||
/// Manages directional animated textures for different movement states
|
// /// Manages directional animated textures for different movement states
|
||||||
texture: DirectionalAnimatedTexture,
|
// texture: DirectionalAnimatedTexture,
|
||||||
/// Current movement speed
|
// /// Current movement speed
|
||||||
speed: f32,
|
// speed: f32,
|
||||||
}
|
// }
|
||||||
|
|
||||||
impl Entity for Ghost {
|
// impl Entity for Ghost {
|
||||||
fn traverser(&self) -> &Traverser {
|
// fn traverser(&self) -> &Traverser {
|
||||||
&self.traverser
|
// &self.traverser
|
||||||
}
|
// }
|
||||||
|
|
||||||
fn traverser_mut(&mut self) -> &mut Traverser {
|
// fn traverser_mut(&mut self) -> &mut Traverser {
|
||||||
&mut self.traverser
|
// &mut self.traverser
|
||||||
}
|
// }
|
||||||
|
|
||||||
fn texture(&self) -> &DirectionalAnimatedTexture {
|
// fn texture(&self) -> &DirectionalAnimatedTexture {
|
||||||
&self.texture
|
// &self.texture
|
||||||
}
|
// }
|
||||||
|
|
||||||
fn texture_mut(&mut self) -> &mut DirectionalAnimatedTexture {
|
// fn texture_mut(&mut self) -> &mut DirectionalAnimatedTexture {
|
||||||
&mut self.texture
|
// &mut self.texture
|
||||||
}
|
// }
|
||||||
|
|
||||||
fn speed(&self) -> f32 {
|
// fn speed(&self) -> f32 {
|
||||||
self.speed
|
// self.speed
|
||||||
}
|
// }
|
||||||
|
|
||||||
fn can_traverse(&self, edge: Edge) -> bool {
|
// fn can_traverse(&self, edge: Edge) -> bool {
|
||||||
can_ghost_traverse(edge)
|
// can_ghost_traverse(edge)
|
||||||
}
|
// }
|
||||||
|
|
||||||
fn tick(&mut self, dt: f32, graph: &Graph) {
|
// fn tick(&mut self, dt: f32, graph: &Graph) {
|
||||||
// Choose random direction when at a node
|
// // Choose random direction when at a node
|
||||||
if self.traverser.position.is_at_node() {
|
// if self.traverser.position.is_at_node() {
|
||||||
self.choose_random_direction(graph);
|
// self.choose_random_direction(graph);
|
||||||
}
|
// }
|
||||||
|
|
||||||
if let Err(e) = self.traverser.advance(graph, dt * 60.0 * self.speed, &can_ghost_traverse) {
|
// if let Err(e) = self.traverser.advance(graph, dt * 60.0 * self.speed, &can_ghost_traverse) {
|
||||||
error!("Ghost movement error: {}", e);
|
// error!("Ghost movement error: {}", e);
|
||||||
}
|
// }
|
||||||
self.texture.tick(dt);
|
// self.texture.tick(dt);
|
||||||
}
|
// }
|
||||||
}
|
// }
|
||||||
|
|
||||||
impl Ghost {
|
// impl Ghost {
|
||||||
/// Creates a new ghost instance at the specified starting node.
|
// /// Creates a new ghost instance at the specified starting node.
|
||||||
///
|
// ///
|
||||||
/// Sets up animated textures for all four directions with moving and stopped states.
|
// /// Sets up animated textures for all four directions with moving and stopped states.
|
||||||
/// The moving animation cycles through two sprite variants.
|
// /// The moving animation cycles through two sprite variants.
|
||||||
pub fn new(graph: &Graph, start_node: NodeId, ghost_type: GhostType, atlas: &SpriteAtlas) -> GameResult<Self> {
|
// pub fn new(graph: &Graph, start_node: NodeId, ghost_type: GhostType, atlas: &SpriteAtlas) -> GameResult<Self> {
|
||||||
let mut textures = [None, None, None, None];
|
// let mut textures = [None, None, None, None];
|
||||||
let mut stopped_textures = [None, None, None, None];
|
// let mut stopped_textures = [None, None, None, None];
|
||||||
|
|
||||||
for direction in Direction::DIRECTIONS {
|
// for direction in Direction::DIRECTIONS {
|
||||||
let moving_prefix = match direction {
|
// let moving_prefix = match direction {
|
||||||
Direction::Up => "up",
|
// Direction::Up => "up",
|
||||||
Direction::Down => "down",
|
// Direction::Down => "down",
|
||||||
Direction::Left => "left",
|
// Direction::Left => "left",
|
||||||
Direction::Right => "right",
|
// Direction::Right => "right",
|
||||||
};
|
// };
|
||||||
let moving_tiles = vec![
|
// let moving_tiles = vec![
|
||||||
SpriteAtlas::get_tile(atlas, &format!("ghost/{}/{}_{}.png", ghost_type.as_str(), moving_prefix, "a"))
|
// SpriteAtlas::get_tile(atlas, &format!("ghost/{}/{}_{}.png", ghost_type.as_str(), moving_prefix, "a"))
|
||||||
.ok_or_else(|| {
|
// .ok_or_else(|| {
|
||||||
GameError::Texture(TextureError::AtlasTileNotFound(format!(
|
// GameError::Texture(TextureError::AtlasTileNotFound(format!(
|
||||||
"ghost/{}/{}_{}.png",
|
// "ghost/{}/{}_{}.png",
|
||||||
ghost_type.as_str(),
|
// ghost_type.as_str(),
|
||||||
moving_prefix,
|
// moving_prefix,
|
||||||
"a"
|
// "a"
|
||||||
)))
|
// )))
|
||||||
})?,
|
// })?,
|
||||||
SpriteAtlas::get_tile(atlas, &format!("ghost/{}/{}_{}.png", ghost_type.as_str(), moving_prefix, "b"))
|
// SpriteAtlas::get_tile(atlas, &format!("ghost/{}/{}_{}.png", ghost_type.as_str(), moving_prefix, "b"))
|
||||||
.ok_or_else(|| {
|
// .ok_or_else(|| {
|
||||||
GameError::Texture(TextureError::AtlasTileNotFound(format!(
|
// GameError::Texture(TextureError::AtlasTileNotFound(format!(
|
||||||
"ghost/{}/{}_{}.png",
|
// "ghost/{}/{}_{}.png",
|
||||||
ghost_type.as_str(),
|
// ghost_type.as_str(),
|
||||||
moving_prefix,
|
// moving_prefix,
|
||||||
"b"
|
// "b"
|
||||||
)))
|
// )))
|
||||||
})?,
|
// })?,
|
||||||
];
|
// ];
|
||||||
|
|
||||||
let stopped_tiles =
|
// let stopped_tiles =
|
||||||
vec![
|
// vec![
|
||||||
SpriteAtlas::get_tile(atlas, &format!("ghost/{}/{}_{}.png", ghost_type.as_str(), moving_prefix, "a"))
|
// SpriteAtlas::get_tile(atlas, &format!("ghost/{}/{}_{}.png", ghost_type.as_str(), moving_prefix, "a"))
|
||||||
.ok_or_else(|| {
|
// .ok_or_else(|| {
|
||||||
GameError::Texture(TextureError::AtlasTileNotFound(format!(
|
// GameError::Texture(TextureError::AtlasTileNotFound(format!(
|
||||||
"ghost/{}/{}_{}.png",
|
// "ghost/{}/{}_{}.png",
|
||||||
ghost_type.as_str(),
|
// ghost_type.as_str(),
|
||||||
moving_prefix,
|
// moving_prefix,
|
||||||
"a"
|
// "a"
|
||||||
)))
|
// )))
|
||||||
})?,
|
// })?,
|
||||||
];
|
// ];
|
||||||
|
|
||||||
textures[direction.as_usize()] =
|
// textures[direction.as_usize()] = Some(AnimatedTexture::new(moving_tiles, 0.2)?);
|
||||||
Some(AnimatedTexture::new(moving_tiles, 0.2).map_err(|e| GameError::Texture(TextureError::Animated(e)))?);
|
// stopped_textures[direction.as_usize()] = Some(AnimatedTexture::new(stopped_tiles, 0.1)?);
|
||||||
stopped_textures[direction.as_usize()] =
|
// }
|
||||||
Some(AnimatedTexture::new(stopped_tiles, 0.1).map_err(|e| GameError::Texture(TextureError::Animated(e)))?);
|
|
||||||
}
|
|
||||||
|
|
||||||
Ok(Self {
|
// Ok(Self {
|
||||||
traverser: Traverser::new(graph, start_node, Direction::Left, &can_ghost_traverse),
|
// traverser: Traverser::new(graph, start_node, Direction::Left, &can_ghost_traverse),
|
||||||
ghost_type,
|
// ghost_type,
|
||||||
texture: DirectionalAnimatedTexture::new(textures, stopped_textures),
|
// texture: DirectionalAnimatedTexture::new(textures, stopped_textures),
|
||||||
speed: ghost_type.base_speed(),
|
// speed: ghost_type.base_speed(),
|
||||||
})
|
// })
|
||||||
}
|
// }
|
||||||
|
|
||||||
/// Chooses a random available direction at the current intersection.
|
// /// Chooses a random available direction at the current intersection.
|
||||||
fn choose_random_direction(&mut self, graph: &Graph) {
|
// fn choose_random_direction(&mut self, graph: &Graph) {
|
||||||
let current_node = self.traverser.position.from_node_id();
|
// let current_node = self.traverser.position.from_node_id();
|
||||||
let intersection = &graph.adjacency_list[current_node];
|
// let intersection = &graph.adjacency_list[current_node];
|
||||||
|
|
||||||
// Collect all available directions
|
// // Collect all available directions
|
||||||
let mut available_directions = SmallVec::<[_; 4]>::new();
|
// let mut available_directions = SmallVec::<[_; 4]>::new();
|
||||||
for direction in Direction::DIRECTIONS {
|
// for direction in Direction::DIRECTIONS {
|
||||||
if let Some(edge) = intersection.get(direction) {
|
// if let Some(edge) = intersection.get(direction) {
|
||||||
if can_ghost_traverse(edge) {
|
// if can_ghost_traverse(edge) {
|
||||||
available_directions.push(direction);
|
// available_directions.push(direction);
|
||||||
}
|
// }
|
||||||
}
|
// }
|
||||||
}
|
// }
|
||||||
// Choose a random direction (avoid reversing unless necessary)
|
// // Choose a random direction (avoid reversing unless necessary)
|
||||||
if !available_directions.is_empty() {
|
// if !available_directions.is_empty() {
|
||||||
let mut rng = SmallRng::from_os_rng();
|
// let mut rng = SmallRng::from_os_rng();
|
||||||
|
|
||||||
// Filter out the opposite direction if possible, but allow it if we have limited options
|
// // Filter out the opposite direction if possible, but allow it if we have limited options
|
||||||
let opposite = self.traverser.direction.opposite();
|
// let opposite = self.traverser.direction.opposite();
|
||||||
let filtered_directions: Vec<_> = available_directions
|
// let filtered_directions: Vec<_> = available_directions
|
||||||
.iter()
|
// .iter()
|
||||||
.filter(|&&dir| dir != opposite || available_directions.len() <= 2)
|
// .filter(|&&dir| dir != opposite || available_directions.len() <= 2)
|
||||||
.collect();
|
// .collect();
|
||||||
|
|
||||||
if let Some(&random_direction) = filtered_directions.choose(&mut rng) {
|
// if let Some(&random_direction) = filtered_directions.choose(&mut rng) {
|
||||||
self.traverser.set_next_direction(*random_direction);
|
// self.traverser.set_next_direction(*random_direction);
|
||||||
}
|
// }
|
||||||
}
|
// }
|
||||||
}
|
// }
|
||||||
|
|
||||||
/// Calculates the shortest path from the ghost's current position to a target node using Dijkstra's algorithm.
|
// /// Calculates the shortest path from the ghost's current position to a target node using Dijkstra's algorithm.
|
||||||
///
|
// ///
|
||||||
/// Returns a vector of NodeIds representing the path, or an error if pathfinding fails.
|
// /// Returns a vector of NodeIds representing the path, or an error if pathfinding fails.
|
||||||
/// The path includes the current node and the target node.
|
// /// The path includes the current node and the target node.
|
||||||
pub fn calculate_path_to_target(&self, graph: &Graph, target: NodeId) -> GameResult<Vec<NodeId>> {
|
// pub fn calculate_path_to_target(&self, graph: &Graph, target: NodeId) -> GameResult<Vec<NodeId>> {
|
||||||
let start_node = self.traverser.position.from_node_id();
|
// let start_node = self.traverser.position.from_node_id();
|
||||||
|
|
||||||
// Use Dijkstra's algorithm to find the shortest path
|
// // Use Dijkstra's algorithm to find the shortest path
|
||||||
let result = dijkstra(
|
// let result = dijkstra(
|
||||||
&start_node,
|
// &start_node,
|
||||||
|&node_id| {
|
// |&node_id| {
|
||||||
// Get all edges from the current node
|
// // Get all edges from the current node
|
||||||
graph.adjacency_list[node_id]
|
// graph.adjacency_list[node_id]
|
||||||
.edges()
|
// .edges()
|
||||||
.filter(|edge| can_ghost_traverse(*edge))
|
// .filter(|edge| can_ghost_traverse(*edge))
|
||||||
.map(|edge| (edge.target, (edge.distance * 100.0) as u32))
|
// .map(|edge| (edge.target, (edge.distance * 100.0) as u32))
|
||||||
.collect::<Vec<_>>()
|
// .collect::<Vec<_>>()
|
||||||
},
|
// },
|
||||||
|&node_id| node_id == target,
|
// |&node_id| node_id == target,
|
||||||
);
|
// );
|
||||||
|
|
||||||
result.map(|(path, _cost)| path).ok_or_else(|| {
|
// result.map(|(path, _cost)| path).ok_or_else(|| {
|
||||||
GameError::Entity(EntityError::PathfindingFailed(format!(
|
// GameError::Entity(EntityError::PathfindingFailed(format!(
|
||||||
"No path found from node {} to target {}",
|
// "No path found from node {} to target {}",
|
||||||
start_node, target
|
// start_node, target
|
||||||
)))
|
// )))
|
||||||
})
|
// })
|
||||||
}
|
// }
|
||||||
|
|
||||||
/// Returns the ghost's color for debug rendering.
|
// /// Returns the ghost's color for debug rendering.
|
||||||
pub fn debug_color(&self) -> sdl2::pixels::Color {
|
// pub fn debug_color(&self) -> sdl2::pixels::Color {
|
||||||
match self.ghost_type {
|
// match self.ghost_type {
|
||||||
GhostType::Blinky => sdl2::pixels::Color::RGB(255, 0, 0), // Red
|
// GhostType::Blinky => sdl2::pixels::Color::RGB(255, 0, 0), // Red
|
||||||
GhostType::Pinky => sdl2::pixels::Color::RGB(255, 182, 255), // Pink
|
// GhostType::Pinky => sdl2::pixels::Color::RGB(255, 182, 255), // Pink
|
||||||
GhostType::Inky => sdl2::pixels::Color::RGB(0, 255, 255), // Cyan
|
// GhostType::Inky => sdl2::pixels::Color::RGB(0, 255, 255), // Cyan
|
||||||
GhostType::Clyde => sdl2::pixels::Color::RGB(255, 182, 85), // Orange
|
// GhostType::Clyde => sdl2::pixels::Color::RGB(255, 182, 85), // Orange
|
||||||
}
|
// }
|
||||||
}
|
// }
|
||||||
}
|
// }
|
||||||
|
|
||||||
impl Collidable for Ghost {
|
// impl Collidable for Ghost {
|
||||||
fn position(&self) -> crate::entity::traversal::Position {
|
// fn position(&self) -> crate::entity::traversal::Position {
|
||||||
self.traverser.position
|
// self.traverser.position
|
||||||
}
|
// }
|
||||||
}
|
// }
|
||||||
|
|||||||