Compare commits
11 Commits
| Author | SHA1 | Date | |
|---|---|---|---|
| 09e3d85821 | |||
| c1e421bbbb | |||
| 3a9381a56c | |||
| 90bdfbd2ae | |||
| a230d15ffc | |||
| 60bbd1f5d6 | |||
| 43ce8a4e01 | |||
| 1529a64588 | |||
| be5eec64c9 | |||
| 780a33f657 | |||
| c1c5dae6f2 |
@@ -1,2 +1,5 @@
|
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[profile.default]
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fail-fast = false
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[profile.coverage]
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status-level = "none"
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38
.github/workflows/coverage.yaml
vendored
@@ -42,15 +42,39 @@ jobs:
|
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|
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- uses: taiki-e/install-action@cargo-llvm-cov
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- uses: taiki-e/install-action@nextest
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- uses: taiki-e/install-action@just
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# Note: We manually link zlib. This should be synchronized with the flags set for Linux in .cargo/config.toml.
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- name: Generate coverage report
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run: |
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cargo llvm-cov --no-fail-fast --lcov --output-path lcov.info nextest
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just coverage
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- name: Download Coveralls CLI
|
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run: |
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# use GitHub Releases URL instead of coveralls.io because they can't maintain their own files; it 404s
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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
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- name: Upload coverage to Coveralls
|
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uses: coverallsapp/github-action@v2
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with:
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files: ./lcov.info
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format: lcov
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allow-empty: false
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env:
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COVERALLS_REPO_TOKEN: ${{ secrets.COVERALLS_REPO_TOKEN }}
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run: |
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if [ ! -f "lcov.info" ]; then
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echo "Error: lcov.info file not found. Coverage generation may have failed."
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exit 1
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fi
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for i in {1..10}; do
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echo "Attempt $i: Uploading coverage to Coveralls..."
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if coveralls -n report lcov.info; then
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echo "Successfully uploaded coverage report."
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exit 0
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fi
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if [ $i -lt 10 ]; then
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delay=$((2**i))
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echo "Attempt $i failed. Retrying in $delay seconds..."
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sleep $delay
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fi
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done
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echo "Failed to upload coverage report after 10 attempts."
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exit 1
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15
.gitignore
vendored
@@ -1,8 +1,17 @@
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# IDE, Other files
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.vscode
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.idea
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rust-sdl2-emscripten/
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# Build files
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target/
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dist/
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emsdk/
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.idea
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rust-sdl2-emscripten/
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assets/site/build.css
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|
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# Site build f iles
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tailwindcss-*
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assets/site/build.css
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|
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# Coverage reports
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lcov.info
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coverage.html
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33
Justfile
Normal file
@@ -0,0 +1,33 @@
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set shell := ["bash", "-c"]
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set windows-shell := ["powershell.exe", "-NoLogo", "-Command"]
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# Regex to exclude files from coverage report, double escapes for Justfile + CLI
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# You can use src\\\\..., but the filename alone is acceptable too
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coverage_exclude_pattern := "src\\\\app.rs|audio.rs|src\\\\error.rs|platform\\\\emscripten.rs"
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# !!! --ignore-filename-regex should be used on both reports & coverage testing
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# !!! --remap-path-prefix prevents the absolute path from being used in the generated report
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# Generate HTML report (for humans, source line inspection)
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html: coverage
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cargo llvm-cov report \
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--remap-path-prefix \
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--ignore-filename-regex "{{ coverage_exclude_pattern }}" \
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--html \
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--open
|
||||
|
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# Display report (for humans)
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report-coverage: coverage
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cargo llvm-cov report \
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--remap-path-prefix \
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--ignore-filename-regex "{{ coverage_exclude_pattern }}"
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|
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# Run & generate report (for CI)
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coverage:
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cargo llvm-cov \
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--lcov \
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--remap-path-prefix \
|
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--ignore-filename-regex "{{ coverage_exclude_pattern }}" \
|
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--output-path lcov.info \
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--profile coverage \
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--no-fail-fast nextest
|
||||
|
Before Width: | Height: | Size: 23 KiB After Width: | Height: | Size: 16 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: 2.6 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: 2.6 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 |
BIN
assets/unpacked/maze/tiles/0.png
Normal file
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After Width: | Height: | Size: 102 B |
BIN
assets/unpacked/maze/tiles/1.png
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After Width: | Height: | Size: 79 B |
BIN
assets/unpacked/maze/tiles/10.png
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After Width: | Height: | Size: 84 B |
BIN
assets/unpacked/maze/tiles/11.png
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After Width: | Height: | Size: 77 B |
BIN
assets/unpacked/maze/tiles/12.png
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After Width: | Height: | Size: 80 B |
BIN
assets/unpacked/maze/tiles/13.png
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After Width: | Height: | Size: 87 B |
BIN
assets/unpacked/maze/tiles/14.png
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After Width: | Height: | Size: 79 B |
BIN
assets/unpacked/maze/tiles/15.png
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After Width: | Height: | Size: 89 B |
BIN
assets/unpacked/maze/tiles/16.png
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After Width: | Height: | Size: 91 B |
BIN
assets/unpacked/maze/tiles/17.png
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After Width: | Height: | Size: 87 B |
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assets/unpacked/maze/tiles/18.png
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After Width: | Height: | Size: 107 B |
BIN
assets/unpacked/maze/tiles/19.png
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After Width: | Height: | Size: 77 B |
BIN
assets/unpacked/maze/tiles/2.png
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After Width: | Height: | Size: 93 B |
BIN
assets/unpacked/maze/tiles/20.png
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After Width: | Height: | Size: 91 B |
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assets/unpacked/maze/tiles/21.png
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After Width: | Height: | Size: 97 B |
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assets/unpacked/maze/tiles/22.png
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After Width: | Height: | Size: 107 B |
BIN
assets/unpacked/maze/tiles/23.png
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After Width: | Height: | Size: 88 B |
BIN
assets/unpacked/maze/tiles/24.png
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After Width: | Height: | Size: 82 B |
BIN
assets/unpacked/maze/tiles/25.png
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After Width: | Height: | Size: 80 B |
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assets/unpacked/maze/tiles/26.png
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After Width: | Height: | Size: 82 B |
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assets/unpacked/maze/tiles/27.png
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After Width: | Height: | Size: 93 B |
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assets/unpacked/maze/tiles/28.png
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After Width: | Height: | Size: 89 B |
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assets/unpacked/maze/tiles/29.png
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After Width: | Height: | Size: 90 B |
BIN
assets/unpacked/maze/tiles/3.png
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After Width: | Height: | Size: 87 B |
BIN
assets/unpacked/maze/tiles/30.png
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After Width: | Height: | Size: 79 B |
BIN
assets/unpacked/maze/tiles/31.png
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After Width: | Height: | Size: 100 B |
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assets/unpacked/maze/tiles/32.png
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After Width: | Height: | Size: 98 B |
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assets/unpacked/maze/tiles/33.png
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After Width: | Height: | Size: 96 B |
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assets/unpacked/maze/tiles/34.png
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After Width: | Height: | Size: 100 B |
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assets/unpacked/maze/tiles/4.png
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After Width: | Height: | Size: 105 B |
BIN
assets/unpacked/maze/tiles/5.png
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After Width: | Height: | Size: 82 B |
BIN
assets/unpacked/maze/tiles/6.png
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After Width: | Height: | Size: 71 B |
BIN
assets/unpacked/maze/tiles/7.png
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After Width: | Height: | Size: 82 B |
BIN
assets/unpacked/maze/tiles/8.png
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After Width: | Height: | Size: 82 B |
BIN
assets/unpacked/maze/tiles/9.png
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After Width: | Height: | Size: 82 B |
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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: 2.7 KiB |
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Before Width: | Height: | Size: 2.7 KiB |
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Before Width: | Height: | Size: 2.7 KiB |
25
bacon.toml
@@ -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"
|
||||
|
||||
@@ -30,9 +30,9 @@ impl App {
|
||||
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 =
|
||||
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 =
|
||||
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()))?));
|
||||
@@ -58,7 +58,7 @@ impl App {
|
||||
|
||||
let texture_creator: &'static TextureCreator<WindowContext> = Box::leak(Box::new(canvas.texture_creator()));
|
||||
|
||||
let mut game = Game::new(texture_creator, ttf_context, audio_subsystem)?;
|
||||
let mut game = Game::new(texture_creator)?;
|
||||
// game.audio.set_mute(cfg!(debug_assertions));
|
||||
|
||||
let mut backbuffer = texture_creator
|
||||
@@ -119,7 +119,7 @@ impl App {
|
||||
keycode: Some(Keycode::Space),
|
||||
..
|
||||
} => {
|
||||
self.game.debug_mode = !self.game.debug_mode;
|
||||
self.game.toggle_debug_mode();
|
||||
}
|
||||
Event::KeyDown { keycode: Some(key), .. } => {
|
||||
self.game.keyboard_event(key);
|
||||
|
||||
16
src/asset.rs
@@ -3,20 +3,9 @@
|
||||
//! 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)]
|
||||
#[derive(Debug, Clone, Copy, PartialEq, Eq, Hash, EnumIter)]
|
||||
pub enum Asset {
|
||||
Wav1,
|
||||
Wav2,
|
||||
@@ -44,6 +33,7 @@ impl Asset {
|
||||
|
||||
mod imp {
|
||||
use super::*;
|
||||
use crate::error::AssetError;
|
||||
use crate::platform::get_platform;
|
||||
|
||||
pub fn get_asset_bytes(asset: Asset) -> Result<Cow<'static, [u8]>, AssetError> {
|
||||
|
||||
@@ -18,8 +18,6 @@ pub const SCALE: f32 = 2.6;
|
||||
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.
|
||||
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.
|
||||
pub const CANVAS_SIZE: UVec2 = UVec2::new(
|
||||
(BOARD_CELL_SIZE.x + BOARD_CELL_OFFSET.x) * CELL_SIZE,
|
||||
|
||||
@@ -1,7 +1,7 @@
|
||||
use smallvec::SmallVec;
|
||||
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.
|
||||
pub trait Collidable {
|
||||
@@ -19,7 +19,7 @@ pub trait Collidable {
|
||||
#[derive(Default)]
|
||||
pub struct CollisionSystem {
|
||||
/// 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
|
||||
entity_positions: HashMap<EntityId, Position>,
|
||||
/// Next available entity ID
|
||||
@@ -62,7 +62,7 @@ impl CollisionSystem {
|
||||
}
|
||||
|
||||
/// 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(&[])
|
||||
}
|
||||
|
||||
@@ -115,7 +115,7 @@ fn positions_overlap(a: &Position, b: &Position) -> bool {
|
||||
}
|
||||
|
||||
/// 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();
|
||||
match pos {
|
||||
Position::AtNode(node) => nodes.push(*node),
|
||||
|
||||
@@ -164,10 +164,8 @@ impl Ghost {
|
||||
})?,
|
||||
];
|
||||
|
||||
textures[direction.as_usize()] =
|
||||
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).map_err(|e| GameError::Texture(TextureError::Animated(e)))?);
|
||||
textures[direction.as_usize()] = Some(AnimatedTexture::new(moving_tiles, 0.2)?);
|
||||
stopped_textures[direction.as_usize()] = Some(AnimatedTexture::new(stopped_tiles, 0.1)?);
|
||||
}
|
||||
|
||||
Ok(Self {
|
||||
|
||||
@@ -192,14 +192,15 @@ impl Graph {
|
||||
|
||||
// Check if the edge already exists in this direction or to the same target
|
||||
if let Some(err) = adjacency_list.edges().find_map(|e| {
|
||||
// If we're not replacing the edge, we don't want to replace an edge that already exists in this direction
|
||||
if !replace && e.direction == direction {
|
||||
Some(Err("Edge already exists in this direction."))
|
||||
} else if e.target == to {
|
||||
Some(Err("Edge already exists."))
|
||||
} else {
|
||||
None
|
||||
if !replace {
|
||||
// If we're not replacing the edge, we don't want to replace an edge that already exists in this direction
|
||||
if e.direction == direction {
|
||||
return Some(Err("Edge already exists in this direction."));
|
||||
} else if e.target == to {
|
||||
return Some(Err("Edge already exists."));
|
||||
}
|
||||
}
|
||||
None
|
||||
}) {
|
||||
return err;
|
||||
}
|
||||
|
||||
@@ -1,7 +1,7 @@
|
||||
use crate::{
|
||||
constants,
|
||||
entity::{collision::Collidable, graph::Graph},
|
||||
error::EntityError,
|
||||
error::{EntityError, GameResult},
|
||||
texture::sprite::{Sprite, SpriteAtlas},
|
||||
};
|
||||
use sdl2::render::{Canvas, RenderTarget};
|
||||
@@ -95,16 +95,18 @@ impl Item {
|
||||
self.item_type.get_score()
|
||||
}
|
||||
|
||||
pub fn render<T: RenderTarget>(&self, canvas: &mut Canvas<T>, atlas: &mut SpriteAtlas, graph: &Graph) -> anyhow::Result<()> {
|
||||
if !self.collected {
|
||||
let node = graph
|
||||
.get_node(self.node_index)
|
||||
.ok_or(EntityError::NodeNotFound(self.node_index))?;
|
||||
let position = node.position + constants::BOARD_PIXEL_OFFSET.as_vec2();
|
||||
self.sprite.render(canvas, atlas, position)
|
||||
} else {
|
||||
Ok(())
|
||||
pub fn render<T: RenderTarget>(&self, canvas: &mut Canvas<T>, atlas: &mut SpriteAtlas, graph: &Graph) -> GameResult<()> {
|
||||
if self.collected {
|
||||
return Ok(());
|
||||
}
|
||||
|
||||
let node = graph
|
||||
.get_node(self.node_index)
|
||||
.ok_or(EntityError::NodeNotFound(self.node_index))?;
|
||||
let position = node.position + constants::BOARD_PIXEL_OFFSET.as_vec2();
|
||||
|
||||
self.sprite.render(canvas, atlas, position)?;
|
||||
Ok(())
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -98,10 +98,8 @@ impl Pacman {
|
||||
let stopped_tiles = vec![SpriteAtlas::get_tile(atlas, &format!("{moving_prefix}_b.png"))
|
||||
.ok_or_else(|| GameError::Texture(TextureError::AtlasTileNotFound(format!("{moving_prefix}_b.png"))))?];
|
||||
|
||||
textures[direction.as_usize()] =
|
||||
Some(AnimatedTexture::new(moving_tiles, 0.08).map_err(|e| GameError::Texture(TextureError::Animated(e)))?);
|
||||
stopped_textures[direction.as_usize()] =
|
||||
Some(AnimatedTexture::new(stopped_tiles, 0.1).map_err(|e| GameError::Texture(TextureError::Animated(e)))?);
|
||||
textures[direction.as_usize()] = Some(AnimatedTexture::new(moving_tiles, 0.08)?);
|
||||
stopped_textures[direction.as_usize()] = Some(AnimatedTexture::new(stopped_tiles, 0.1)?);
|
||||
}
|
||||
|
||||
Ok(Self {
|
||||
|
||||
57
src/error.rs
@@ -3,22 +3,22 @@
|
||||
//! This module defines all error types used throughout the application,
|
||||
//! providing a consistent error handling approach.
|
||||
|
||||
use thiserror::Error;
|
||||
use std::io;
|
||||
|
||||
/// Main error type for the Pac-Man game.
|
||||
///
|
||||
/// This is the primary error type that should be used in public APIs.
|
||||
/// It can represent any error that can occur during game operation.
|
||||
#[derive(Error, Debug)]
|
||||
#[derive(thiserror::Error, Debug)]
|
||||
pub enum GameError {
|
||||
#[error("Asset error: {0}")]
|
||||
Asset(#[from] crate::asset::AssetError),
|
||||
Asset(#[from] AssetError),
|
||||
|
||||
#[error("Platform error: {0}")]
|
||||
Platform(#[from] crate::platform::PlatformError),
|
||||
Platform(#[from] PlatformError),
|
||||
|
||||
#[error("Map parsing error: {0}")]
|
||||
MapParse(#[from] crate::map::parser::ParseError),
|
||||
MapParse(#[from] ParseError),
|
||||
|
||||
#[error("Map error: {0}")]
|
||||
Map(#[from] MapError),
|
||||
@@ -36,26 +36,49 @@ pub enum GameError {
|
||||
Sdl(String),
|
||||
|
||||
#[error("IO error: {0}")]
|
||||
Io(#[from] std::io::Error),
|
||||
Io(#[from] io::Error),
|
||||
|
||||
#[error("Serialization error: {0}")]
|
||||
Serialization(#[from] serde_json::Error),
|
||||
|
||||
#[error("Invalid state: {0}")]
|
||||
InvalidState(String),
|
||||
}
|
||||
|
||||
#[error("Resource not found: {0}")]
|
||||
#[derive(thiserror::Error, Debug)]
|
||||
pub enum AssetError {
|
||||
#[error("IO error: {0}")]
|
||||
Io(#[from] io::Error),
|
||||
#[error("Asset not found: {0}")]
|
||||
NotFound(String),
|
||||
}
|
||||
|
||||
#[error("Configuration error: {0}")]
|
||||
Config(String),
|
||||
/// Platform-specific errors.
|
||||
#[derive(thiserror::Error, Debug)]
|
||||
#[allow(dead_code)]
|
||||
pub enum PlatformError {
|
||||
#[error("Console initialization failed: {0}")]
|
||||
ConsoleInit(String),
|
||||
#[error("Platform-specific error: {0}")]
|
||||
Other(String),
|
||||
}
|
||||
|
||||
/// Error type for map parsing operations.
|
||||
#[derive(thiserror::Error, Debug)]
|
||||
pub enum ParseError {
|
||||
#[error("Unknown character in board: {0}")]
|
||||
UnknownCharacter(char),
|
||||
#[error("House door must have exactly 2 positions, found {0}")]
|
||||
InvalidHouseDoorCount(usize),
|
||||
#[error("Map parsing failed: {0}")]
|
||||
ParseFailed(String),
|
||||
}
|
||||
|
||||
/// Errors related to texture operations.
|
||||
#[derive(Error, Debug)]
|
||||
#[derive(thiserror::Error, Debug)]
|
||||
pub enum TextureError {
|
||||
#[error("Animated texture error: {0}")]
|
||||
Animated(#[from] crate::texture::animated::AnimatedTextureError),
|
||||
Animated(#[from] AnimatedTextureError),
|
||||
|
||||
#[error("Failed to load texture: {0}")]
|
||||
LoadFailed(String),
|
||||
@@ -70,8 +93,14 @@ pub enum TextureError {
|
||||
RenderFailed(String),
|
||||
}
|
||||
|
||||
#[derive(thiserror::Error, Debug)]
|
||||
pub enum AnimatedTextureError {
|
||||
#[error("Frame duration must be positive, got {0}")]
|
||||
InvalidFrameDuration(f32),
|
||||
}
|
||||
|
||||
/// Errors related to entity operations.
|
||||
#[derive(Error, Debug)]
|
||||
#[derive(thiserror::Error, Debug)]
|
||||
pub enum EntityError {
|
||||
#[error("Node not found in graph: {0}")]
|
||||
NodeNotFound(usize),
|
||||
@@ -87,11 +116,11 @@ pub enum EntityError {
|
||||
}
|
||||
|
||||
/// Errors related to game state operations.
|
||||
#[derive(Error, Debug)]
|
||||
#[derive(thiserror::Error, Debug)]
|
||||
pub enum GameStateError {}
|
||||
|
||||
/// Errors related to map operations.
|
||||
#[derive(Error, Debug)]
|
||||
#[derive(thiserror::Error, Debug)]
|
||||
pub enum MapError {
|
||||
#[error("Node not found: {0}")]
|
||||
NodeNotFound(usize),
|
||||
|
||||
435
src/game.rs
@@ -1,435 +0,0 @@
|
||||
//! This module contains the main game logic and state.
|
||||
|
||||
use glam::{UVec2, Vec2};
|
||||
use rand::{rngs::SmallRng, Rng, SeedableRng};
|
||||
use sdl2::{
|
||||
image::LoadTexture,
|
||||
keyboard::Keycode,
|
||||
pixels::Color,
|
||||
render::{Canvas, RenderTarget, Texture, TextureCreator},
|
||||
video::WindowContext,
|
||||
};
|
||||
|
||||
use crate::error::{EntityError, GameError, GameResult, TextureError};
|
||||
|
||||
use crate::{
|
||||
asset::{get_asset_bytes, Asset},
|
||||
audio::Audio,
|
||||
constants::{CELL_SIZE, RAW_BOARD},
|
||||
entity::{
|
||||
collision::{Collidable, CollisionSystem, EntityId},
|
||||
ghost::{Ghost, GhostType},
|
||||
item::Item,
|
||||
pacman::Pacman,
|
||||
r#trait::Entity,
|
||||
},
|
||||
map::Map,
|
||||
texture::{
|
||||
sprite::{AtlasMapper, AtlasTile, SpriteAtlas},
|
||||
text::TextTexture,
|
||||
},
|
||||
};
|
||||
|
||||
/// The main game state.
|
||||
///
|
||||
/// Contains all the information necessary to run the game, including
|
||||
/// the game state, rendering resources, and audio.
|
||||
pub struct Game {
|
||||
pub score: u32,
|
||||
pub map: Map,
|
||||
pub pacman: Pacman,
|
||||
pub ghosts: Vec<Ghost>,
|
||||
pub items: Vec<Item>,
|
||||
pub debug_mode: bool,
|
||||
|
||||
// Collision system
|
||||
collision_system: CollisionSystem,
|
||||
pacman_id: EntityId,
|
||||
ghost_ids: Vec<EntityId>,
|
||||
item_ids: Vec<EntityId>,
|
||||
|
||||
// Rendering resources
|
||||
atlas: SpriteAtlas,
|
||||
map_texture: AtlasTile,
|
||||
text_texture: TextTexture,
|
||||
|
||||
// Audio
|
||||
pub audio: Audio,
|
||||
}
|
||||
|
||||
impl Game {
|
||||
pub fn new(
|
||||
texture_creator: &'static TextureCreator<WindowContext>,
|
||||
_ttf_context: &sdl2::ttf::Sdl2TtfContext,
|
||||
_audio_subsystem: &sdl2::AudioSubsystem,
|
||||
) -> GameResult<Game> {
|
||||
let map = Map::new(RAW_BOARD)?;
|
||||
|
||||
let pacman_start_pos = map
|
||||
.find_starting_position(0)
|
||||
.ok_or_else(|| GameError::NotFound("Pac-Man starting position".to_string()))?;
|
||||
let pacman_start_node = *map
|
||||
.grid_to_node
|
||||
.get(&glam::IVec2::new(pacman_start_pos.x as i32, pacman_start_pos.y as i32))
|
||||
.ok_or_else(|| GameError::NotFound("Pac-Man starting position not found in graph".to_string()))?;
|
||||
|
||||
let atlas_bytes = get_asset_bytes(Asset::Atlas)?;
|
||||
let atlas_texture = Box::leak(Box::new(texture_creator.load_texture_bytes(&atlas_bytes).map_err(|e| {
|
||||
if e.to_string().contains("format") || e.to_string().contains("unsupported") {
|
||||
GameError::Texture(TextureError::InvalidFormat(format!("Unsupported texture format: {e}")))
|
||||
} else {
|
||||
GameError::Texture(TextureError::LoadFailed(e.to_string()))
|
||||
}
|
||||
})?));
|
||||
let atlas_json = get_asset_bytes(Asset::AtlasJson)?;
|
||||
let atlas_mapper: AtlasMapper = serde_json::from_slice(&atlas_json)?;
|
||||
let atlas = SpriteAtlas::new(unsafe { std::mem::transmute_copy(atlas_texture) }, atlas_mapper);
|
||||
|
||||
let mut map_texture = SpriteAtlas::get_tile(&atlas, "maze/full.png")
|
||||
.ok_or_else(|| GameError::Texture(TextureError::AtlasTileNotFound("maze/full.png".to_string())))?;
|
||||
map_texture.color = Some(Color::RGB(0x20, 0x20, 0xf9));
|
||||
|
||||
let text_texture = TextTexture::new(1.0);
|
||||
let audio = Audio::new();
|
||||
let pacman = Pacman::new(&map.graph, pacman_start_node, &atlas)?;
|
||||
|
||||
// Generate items (pellets and energizers)
|
||||
let items = map.generate_items(&atlas)?;
|
||||
|
||||
// Create ghosts at random positions
|
||||
let mut ghosts = Vec::new();
|
||||
let ghost_types = [GhostType::Blinky, GhostType::Pinky, GhostType::Inky, GhostType::Clyde];
|
||||
let mut rng = SmallRng::from_os_rng();
|
||||
|
||||
if map.graph.node_count() == 0 {
|
||||
return Err(GameError::Config("Game map has no nodes - invalid configuration".to_string()));
|
||||
// TODO: This is a bug, we should handle this better
|
||||
}
|
||||
|
||||
for &ghost_type in &ghost_types {
|
||||
// Find a random node for the ghost to start at
|
||||
let random_node = rng.random_range(0..map.graph.node_count());
|
||||
let ghost = Ghost::new(&map.graph, random_node, ghost_type, &atlas)?;
|
||||
ghosts.push(ghost);
|
||||
}
|
||||
|
||||
// Initialize collision system
|
||||
let mut collision_system = CollisionSystem::default();
|
||||
|
||||
// Register Pac-Man
|
||||
let pacman_id = collision_system.register_entity(pacman.position());
|
||||
|
||||
// Register items
|
||||
let mut item_ids = Vec::new();
|
||||
for item in &items {
|
||||
let item_id = collision_system.register_entity(item.position());
|
||||
item_ids.push(item_id);
|
||||
}
|
||||
|
||||
// Register ghosts
|
||||
let mut ghost_ids = Vec::new();
|
||||
for ghost in &ghosts {
|
||||
let ghost_id = collision_system.register_entity(ghost.position());
|
||||
ghost_ids.push(ghost_id);
|
||||
}
|
||||
|
||||
Ok(Game {
|
||||
score: 0,
|
||||
map,
|
||||
pacman,
|
||||
ghosts,
|
||||
items,
|
||||
debug_mode: false,
|
||||
collision_system,
|
||||
pacman_id,
|
||||
ghost_ids,
|
||||
item_ids,
|
||||
map_texture,
|
||||
text_texture,
|
||||
audio,
|
||||
atlas,
|
||||
})
|
||||
}
|
||||
|
||||
pub fn keyboard_event(&mut self, keycode: Keycode) {
|
||||
self.pacman.handle_key(keycode);
|
||||
|
||||
if keycode == Keycode::M {
|
||||
self.audio.set_mute(!self.audio.is_muted());
|
||||
}
|
||||
|
||||
if keycode == Keycode::R {
|
||||
if let Err(e) = self.reset_game_state() {
|
||||
tracing::error!("Failed to reset game state: {}", e);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// Resets the game state, randomizing ghost positions and resetting Pac-Man
|
||||
fn reset_game_state(&mut self) -> GameResult<()> {
|
||||
// Reset Pac-Man to starting position
|
||||
let pacman_start_pos = self
|
||||
.map
|
||||
.find_starting_position(0)
|
||||
.ok_or_else(|| GameError::NotFound("Pac-Man starting position".to_string()))?;
|
||||
let pacman_start_node = *self
|
||||
.map
|
||||
.grid_to_node
|
||||
.get(&glam::IVec2::new(pacman_start_pos.x as i32, pacman_start_pos.y as i32))
|
||||
.ok_or_else(|| GameError::NotFound("Pac-Man starting position not found in graph".to_string()))?;
|
||||
|
||||
self.pacman = Pacman::new(&self.map.graph, pacman_start_node, &self.atlas)?;
|
||||
|
||||
// Reset items
|
||||
self.items = self.map.generate_items(&self.atlas)?;
|
||||
|
||||
// Randomize ghost positions
|
||||
let ghost_types = [GhostType::Blinky, GhostType::Pinky, GhostType::Inky, GhostType::Clyde];
|
||||
let mut rng = SmallRng::from_os_rng();
|
||||
|
||||
for (i, ghost) in self.ghosts.iter_mut().enumerate() {
|
||||
let random_node = rng.random_range(0..self.map.graph.node_count());
|
||||
*ghost = Ghost::new(&self.map.graph, random_node, ghost_types[i], &self.atlas)?;
|
||||
}
|
||||
|
||||
// Reset collision system
|
||||
self.collision_system = CollisionSystem::default();
|
||||
|
||||
// Re-register Pac-Man
|
||||
self.pacman_id = self.collision_system.register_entity(self.pacman.position());
|
||||
|
||||
// Re-register items
|
||||
self.item_ids.clear();
|
||||
for item in &self.items {
|
||||
let item_id = self.collision_system.register_entity(item.position());
|
||||
self.item_ids.push(item_id);
|
||||
}
|
||||
|
||||
// Re-register ghosts
|
||||
self.ghost_ids.clear();
|
||||
for ghost in &self.ghosts {
|
||||
let ghost_id = self.collision_system.register_entity(ghost.position());
|
||||
self.ghost_ids.push(ghost_id);
|
||||
}
|
||||
|
||||
Ok(())
|
||||
}
|
||||
|
||||
pub fn tick(&mut self, dt: f32) {
|
||||
self.pacman.tick(dt, &self.map.graph);
|
||||
|
||||
// Update all ghosts
|
||||
for ghost in &mut self.ghosts {
|
||||
ghost.tick(dt, &self.map.graph);
|
||||
}
|
||||
|
||||
// Update collision system positions
|
||||
self.update_collision_positions();
|
||||
|
||||
// Check for collisions
|
||||
self.check_collisions();
|
||||
}
|
||||
|
||||
fn update_collision_positions(&mut self) {
|
||||
// Update Pac-Man's position
|
||||
self.collision_system.update_position(self.pacman_id, self.pacman.position());
|
||||
|
||||
// Update ghost positions
|
||||
for (ghost, &ghost_id) in self.ghosts.iter().zip(&self.ghost_ids) {
|
||||
self.collision_system.update_position(ghost_id, ghost.position());
|
||||
}
|
||||
}
|
||||
|
||||
fn check_collisions(&mut self) {
|
||||
// Check Pac-Man vs Items
|
||||
let potential_collisions = self.collision_system.potential_collisions(&self.pacman.position());
|
||||
|
||||
for entity_id in potential_collisions {
|
||||
if entity_id != self.pacman_id {
|
||||
// Check if this is an item collision
|
||||
if let Some(item_index) = self.find_item_by_id(entity_id) {
|
||||
let item = &mut self.items[item_index];
|
||||
if !item.is_collected() {
|
||||
item.collect();
|
||||
self.score += item.get_score();
|
||||
self.audio.eat();
|
||||
|
||||
// Handle energizer effects
|
||||
if matches!(item.item_type, crate::entity::item::ItemType::Energizer) {
|
||||
// TODO: Make ghosts frightened
|
||||
tracing::info!("Energizer collected! Ghosts should become frightened.");
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Check if this is a ghost collision
|
||||
if let Some(_ghost_index) = self.find_ghost_by_id(entity_id) {
|
||||
// TODO: Handle Pac-Man being eaten by ghost
|
||||
tracing::info!("Pac-Man collided with ghost!");
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
fn find_item_by_id(&self, entity_id: EntityId) -> Option<usize> {
|
||||
self.item_ids.iter().position(|&id| id == entity_id)
|
||||
}
|
||||
|
||||
fn find_ghost_by_id(&self, entity_id: EntityId) -> Option<usize> {
|
||||
self.ghost_ids.iter().position(|&id| id == entity_id)
|
||||
}
|
||||
|
||||
pub fn draw<T: RenderTarget>(&mut self, canvas: &mut Canvas<T>, backbuffer: &mut Texture) -> GameResult<()> {
|
||||
canvas
|
||||
.with_texture_canvas(backbuffer, |canvas| {
|
||||
canvas.set_draw_color(Color::BLACK);
|
||||
canvas.clear();
|
||||
self.map.render(canvas, &mut self.atlas, &mut self.map_texture);
|
||||
|
||||
// Render all items
|
||||
for item in &self.items {
|
||||
if let Err(e) = item.render(canvas, &mut self.atlas, &self.map.graph) {
|
||||
tracing::error!("Failed to render item: {}", e);
|
||||
}
|
||||
}
|
||||
|
||||
// Render all ghosts
|
||||
for ghost in &self.ghosts {
|
||||
if let Err(e) = ghost.render(canvas, &mut self.atlas, &self.map.graph) {
|
||||
tracing::error!("Failed to render ghost: {}", e);
|
||||
}
|
||||
}
|
||||
|
||||
if let Err(e) = self.pacman.render(canvas, &mut self.atlas, &self.map.graph) {
|
||||
tracing::error!("Failed to render pacman: {}", e);
|
||||
}
|
||||
})
|
||||
.map_err(|e| GameError::Sdl(e.to_string()))?;
|
||||
|
||||
Ok(())
|
||||
}
|
||||
|
||||
pub fn present_backbuffer<T: RenderTarget>(
|
||||
&mut self,
|
||||
canvas: &mut Canvas<T>,
|
||||
backbuffer: &Texture,
|
||||
cursor_pos: glam::Vec2,
|
||||
) -> GameResult<()> {
|
||||
canvas
|
||||
.copy(backbuffer, None, None)
|
||||
.map_err(|e| GameError::Sdl(e.to_string()))?;
|
||||
if self.debug_mode {
|
||||
if let Err(e) = self
|
||||
.map
|
||||
.debug_render_with_cursor(canvas, &mut self.text_texture, &mut self.atlas, cursor_pos)
|
||||
{
|
||||
tracing::error!("Failed to render debug cursor: {}", e);
|
||||
}
|
||||
self.render_pathfinding_debug(canvas)?;
|
||||
}
|
||||
self.draw_hud(canvas)?;
|
||||
canvas.present();
|
||||
Ok(())
|
||||
}
|
||||
|
||||
/// Renders pathfinding debug lines from each ghost to Pac-Man.
|
||||
///
|
||||
/// Each ghost's path is drawn in its respective color with a small offset
|
||||
/// to prevent overlapping lines.
|
||||
fn render_pathfinding_debug<T: RenderTarget>(&self, canvas: &mut Canvas<T>) -> GameResult<()> {
|
||||
let pacman_node = self.pacman.current_node_id();
|
||||
|
||||
for ghost in self.ghosts.iter() {
|
||||
if let Ok(path) = ghost.calculate_path_to_target(&self.map.graph, pacman_node) {
|
||||
if path.len() < 2 {
|
||||
continue; // Skip if path is too short
|
||||
}
|
||||
|
||||
// Set the ghost's color
|
||||
canvas.set_draw_color(ghost.debug_color());
|
||||
|
||||
// Calculate offset based on ghost index to prevent overlapping lines
|
||||
// let offset = (i as f32) * 2.0 - 3.0; // Offset range: -3.0 to 3.0
|
||||
|
||||
// Calculate a consistent offset direction for the entire path
|
||||
// let first_node = self.map.graph.get_node(path[0]).unwrap();
|
||||
// let last_node = self.map.graph.get_node(path[path.len() - 1]).unwrap();
|
||||
|
||||
// Use the overall direction from start to end to determine the perpendicular offset
|
||||
let offset = match ghost.ghost_type {
|
||||
GhostType::Blinky => Vec2::new(0.25, 0.5),
|
||||
GhostType::Pinky => Vec2::new(-0.25, -0.25),
|
||||
GhostType::Inky => Vec2::new(0.5, -0.5),
|
||||
GhostType::Clyde => Vec2::new(-0.5, 0.25),
|
||||
} * 5.0;
|
||||
|
||||
// Calculate offset positions for all nodes using the same perpendicular direction
|
||||
let mut offset_positions = Vec::new();
|
||||
for &node_id in &path {
|
||||
let node = self
|
||||
.map
|
||||
.graph
|
||||
.get_node(node_id)
|
||||
.ok_or(GameError::Entity(EntityError::NodeNotFound(node_id)))?;
|
||||
let pos = node.position + crate::constants::BOARD_PIXEL_OFFSET.as_vec2();
|
||||
offset_positions.push(pos + offset);
|
||||
}
|
||||
|
||||
// Draw lines between the offset positions
|
||||
for window in offset_positions.windows(2) {
|
||||
if let (Some(from), Some(to)) = (window.first(), window.get(1)) {
|
||||
// Skip if the distance is too far (used for preventing lines between tunnel portals)
|
||||
if from.distance_squared(*to) > (CELL_SIZE * 16).pow(2) as f32 {
|
||||
continue;
|
||||
}
|
||||
|
||||
// Draw the line
|
||||
canvas
|
||||
.draw_line((from.x as i32, from.y as i32), (to.x as i32, to.y as i32))
|
||||
.map_err(|e| GameError::Sdl(e.to_string()))?;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
Ok(())
|
||||
}
|
||||
|
||||
fn draw_hud<T: RenderTarget>(&mut self, canvas: &mut Canvas<T>) -> GameResult<()> {
|
||||
let lives = 3;
|
||||
let score_text = format!("{:02}", self.score);
|
||||
let x_offset = 4;
|
||||
let y_offset = 2;
|
||||
let lives_offset = 3;
|
||||
let score_offset = 7 - (score_text.len() as i32);
|
||||
self.text_texture.set_scale(1.0);
|
||||
if let Err(e) = self.text_texture.render(
|
||||
canvas,
|
||||
&mut self.atlas,
|
||||
&format!("{lives}UP HIGH SCORE "),
|
||||
UVec2::new(8 * lives_offset as u32 + x_offset, y_offset),
|
||||
) {
|
||||
tracing::error!("Failed to render HUD text: {}", e);
|
||||
}
|
||||
if let Err(e) = self.text_texture.render(
|
||||
canvas,
|
||||
&mut self.atlas,
|
||||
&score_text,
|
||||
UVec2::new(8 * score_offset as u32 + x_offset, 8 + y_offset),
|
||||
) {
|
||||
tracing::error!("Failed to render score text: {}", e);
|
||||
}
|
||||
|
||||
// Display FPS information in top-left corner
|
||||
// let fps_text = format!("FPS: {:.1} (1s) / {:.1} (10s)", self.fps_1s, self.fps_10s);
|
||||
// self.render_text_on(
|
||||
// canvas,
|
||||
// &*texture_creator,
|
||||
// &fps_text,
|
||||
// IVec2::new(10, 10),
|
||||
// Color::RGB(255, 255, 0), // Yellow color for FPS display
|
||||
// );
|
||||
|
||||
Ok(())
|
||||
}
|
||||
}
|
||||
327
src/game/mod.rs
Normal file
@@ -0,0 +1,327 @@
|
||||
//! This module contains the main game logic and state.
|
||||
|
||||
use glam::{UVec2, Vec2};
|
||||
use rand::{rngs::SmallRng, Rng, SeedableRng};
|
||||
use sdl2::{
|
||||
keyboard::Keycode,
|
||||
pixels::Color,
|
||||
render::{Canvas, RenderTarget, Texture, TextureCreator},
|
||||
video::WindowContext,
|
||||
};
|
||||
|
||||
use crate::error::{EntityError, GameError, GameResult};
|
||||
|
||||
use crate::entity::{
|
||||
collision::{Collidable, CollisionSystem, EntityId},
|
||||
ghost::{Ghost, GhostType},
|
||||
pacman::Pacman,
|
||||
r#trait::Entity,
|
||||
};
|
||||
|
||||
pub mod state;
|
||||
use state::GameState;
|
||||
|
||||
/// The `Game` struct is the main entry point for the game.
|
||||
///
|
||||
/// It contains the game's state and logic, and is responsible for
|
||||
/// handling user input, updating the game state, and rendering the game.
|
||||
pub struct Game {
|
||||
state: GameState,
|
||||
}
|
||||
|
||||
impl Game {
|
||||
pub fn new(texture_creator: &'static TextureCreator<WindowContext>) -> GameResult<Game> {
|
||||
let state = GameState::new(texture_creator)?;
|
||||
|
||||
Ok(Game { state })
|
||||
}
|
||||
|
||||
pub fn keyboard_event(&mut self, keycode: Keycode) {
|
||||
self.state.pacman.handle_key(keycode);
|
||||
|
||||
if keycode == Keycode::M {
|
||||
self.state.audio.set_mute(!self.state.audio.is_muted());
|
||||
}
|
||||
|
||||
if keycode == Keycode::R {
|
||||
if let Err(e) = self.reset_game_state() {
|
||||
tracing::error!("Failed to reset game state: {}", e);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// Resets the game state, randomizing ghost positions and resetting Pac-Man
|
||||
fn reset_game_state(&mut self) -> GameResult<()> {
|
||||
let pacman_start_node = self.state.map.start_positions.pacman;
|
||||
self.state.pacman = Pacman::new(&self.state.map.graph, pacman_start_node, &self.state.atlas)?;
|
||||
|
||||
// Reset items
|
||||
self.state.items = self.state.map.generate_items(&self.state.atlas)?;
|
||||
|
||||
// Randomize ghost positions
|
||||
let ghost_types = [GhostType::Blinky, GhostType::Pinky, GhostType::Inky, GhostType::Clyde];
|
||||
let mut rng = SmallRng::from_os_rng();
|
||||
|
||||
for (i, ghost) in self.state.ghosts.iter_mut().enumerate() {
|
||||
let random_node = rng.random_range(0..self.state.map.graph.node_count());
|
||||
*ghost = Ghost::new(&self.state.map.graph, random_node, ghost_types[i], &self.state.atlas)?;
|
||||
}
|
||||
|
||||
// Reset collision system
|
||||
self.state.collision_system = CollisionSystem::default();
|
||||
|
||||
// Re-register Pac-Man
|
||||
self.state.pacman_id = self.state.collision_system.register_entity(self.state.pacman.position());
|
||||
|
||||
// Re-register items
|
||||
self.state.item_ids.clear();
|
||||
for item in &self.state.items {
|
||||
let item_id = self.state.collision_system.register_entity(item.position());
|
||||
self.state.item_ids.push(item_id);
|
||||
}
|
||||
|
||||
// Re-register ghosts
|
||||
self.state.ghost_ids.clear();
|
||||
for ghost in &self.state.ghosts {
|
||||
let ghost_id = self.state.collision_system.register_entity(ghost.position());
|
||||
self.state.ghost_ids.push(ghost_id);
|
||||
}
|
||||
|
||||
Ok(())
|
||||
}
|
||||
|
||||
pub fn tick(&mut self, dt: f32) {
|
||||
self.state.pacman.tick(dt, &self.state.map.graph);
|
||||
|
||||
// Update all ghosts
|
||||
for ghost in &mut self.state.ghosts {
|
||||
ghost.tick(dt, &self.state.map.graph);
|
||||
}
|
||||
|
||||
// Update collision system positions
|
||||
self.update_collision_positions();
|
||||
|
||||
// Check for collisions
|
||||
self.check_collisions();
|
||||
}
|
||||
|
||||
/// Toggles the debug mode on and off.
|
||||
///
|
||||
/// When debug mode is enabled, the game will render additional information
|
||||
/// that is useful for debugging, such as the collision grid and entity paths.
|
||||
pub fn toggle_debug_mode(&mut self) {
|
||||
self.state.debug_mode = !self.state.debug_mode;
|
||||
}
|
||||
|
||||
fn update_collision_positions(&mut self) {
|
||||
// Update Pac-Man's position
|
||||
self.state
|
||||
.collision_system
|
||||
.update_position(self.state.pacman_id, self.state.pacman.position());
|
||||
|
||||
// Update ghost positions
|
||||
for (ghost, &ghost_id) in self.state.ghosts.iter().zip(&self.state.ghost_ids) {
|
||||
self.state.collision_system.update_position(ghost_id, ghost.position());
|
||||
}
|
||||
}
|
||||
|
||||
fn check_collisions(&mut self) {
|
||||
// Check Pac-Man vs Items
|
||||
let potential_collisions = self
|
||||
.state
|
||||
.collision_system
|
||||
.potential_collisions(&self.state.pacman.position());
|
||||
|
||||
for entity_id in potential_collisions {
|
||||
if entity_id != self.state.pacman_id {
|
||||
// Check if this is an item collision
|
||||
if let Some(item_index) = self.find_item_by_id(entity_id) {
|
||||
let item = &mut self.state.items[item_index];
|
||||
if !item.is_collected() {
|
||||
item.collect();
|
||||
self.state.score += item.get_score();
|
||||
self.state.audio.eat();
|
||||
|
||||
// Handle energizer effects
|
||||
if matches!(item.item_type, crate::entity::item::ItemType::Energizer) {
|
||||
// TODO: Make ghosts frightened
|
||||
tracing::info!("Energizer collected! Ghosts should become frightened.");
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Check if this is a ghost collision
|
||||
if let Some(_ghost_index) = self.find_ghost_by_id(entity_id) {
|
||||
// TODO: Handle Pac-Man being eaten by ghost
|
||||
tracing::info!("Pac-Man collided with ghost!");
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
fn find_item_by_id(&self, entity_id: EntityId) -> Option<usize> {
|
||||
self.state.item_ids.iter().position(|&id| id == entity_id)
|
||||
}
|
||||
|
||||
fn find_ghost_by_id(&self, entity_id: EntityId) -> Option<usize> {
|
||||
self.state.ghost_ids.iter().position(|&id| id == entity_id)
|
||||
}
|
||||
|
||||
pub fn draw<T: RenderTarget>(&mut self, canvas: &mut Canvas<T>, backbuffer: &mut Texture) -> GameResult<()> {
|
||||
canvas
|
||||
.with_texture_canvas(backbuffer, |canvas| {
|
||||
canvas.set_draw_color(Color::BLACK);
|
||||
canvas.clear();
|
||||
self.state
|
||||
.map
|
||||
.render(canvas, &mut self.state.atlas, &mut self.state.map_tiles);
|
||||
|
||||
// Render all items
|
||||
for item in &self.state.items {
|
||||
if let Err(e) = item.render(canvas, &mut self.state.atlas, &self.state.map.graph) {
|
||||
tracing::error!("Failed to render item: {}", e);
|
||||
}
|
||||
}
|
||||
|
||||
// Render all ghosts
|
||||
for ghost in &self.state.ghosts {
|
||||
if let Err(e) = ghost.render(canvas, &mut self.state.atlas, &self.state.map.graph) {
|
||||
tracing::error!("Failed to render ghost: {}", e);
|
||||
}
|
||||
}
|
||||
|
||||
if let Err(e) = self.state.pacman.render(canvas, &mut self.state.atlas, &self.state.map.graph) {
|
||||
tracing::error!("Failed to render pacman: {}", e);
|
||||
}
|
||||
})
|
||||
.map_err(|e| GameError::Sdl(e.to_string()))?;
|
||||
|
||||
Ok(())
|
||||
}
|
||||
|
||||
pub fn present_backbuffer<T: RenderTarget>(
|
||||
&mut self,
|
||||
canvas: &mut Canvas<T>,
|
||||
backbuffer: &Texture,
|
||||
cursor_pos: glam::Vec2,
|
||||
) -> GameResult<()> {
|
||||
canvas
|
||||
.copy(backbuffer, None, None)
|
||||
.map_err(|e| GameError::Sdl(e.to_string()))?;
|
||||
if self.state.debug_mode {
|
||||
if let Err(e) =
|
||||
self.state
|
||||
.map
|
||||
.debug_render_with_cursor(canvas, &mut self.state.text_texture, &mut self.state.atlas, cursor_pos)
|
||||
{
|
||||
tracing::error!("Failed to render debug cursor: {}", e);
|
||||
}
|
||||
self.render_pathfinding_debug(canvas)?;
|
||||
}
|
||||
self.draw_hud(canvas)?;
|
||||
canvas.present();
|
||||
Ok(())
|
||||
}
|
||||
|
||||
/// Renders pathfinding debug lines from each ghost to Pac-Man.
|
||||
///
|
||||
/// Each ghost's path is drawn in its respective color with a small offset
|
||||
/// to prevent overlapping lines.
|
||||
fn render_pathfinding_debug<T: RenderTarget>(&self, canvas: &mut Canvas<T>) -> GameResult<()> {
|
||||
let pacman_node = self.state.pacman.current_node_id();
|
||||
|
||||
for ghost in self.state.ghosts.iter() {
|
||||
if let Ok(path) = ghost.calculate_path_to_target(&self.state.map.graph, pacman_node) {
|
||||
if path.len() < 2 {
|
||||
continue; // Skip if path is too short
|
||||
}
|
||||
|
||||
// Set the ghost's color
|
||||
canvas.set_draw_color(ghost.debug_color());
|
||||
|
||||
// Calculate offset based on ghost index to prevent overlapping lines
|
||||
// let offset = (i as f32) * 2.0 - 3.0; // Offset range: -3.0 to 3.0
|
||||
|
||||
// Calculate a consistent offset direction for the entire path
|
||||
// let first_node = self.map.graph.get_node(path[0]).unwrap();
|
||||
// let last_node = self.map.graph.get_node(path[path.len() - 1]).unwrap();
|
||||
|
||||
// Use the overall direction from start to end to determine the perpendicular offset
|
||||
let offset = match ghost.ghost_type {
|
||||
GhostType::Blinky => Vec2::new(0.25, 0.5),
|
||||
GhostType::Pinky => Vec2::new(-0.25, -0.25),
|
||||
GhostType::Inky => Vec2::new(0.5, -0.5),
|
||||
GhostType::Clyde => Vec2::new(-0.5, 0.25),
|
||||
} * 5.0;
|
||||
|
||||
// Calculate offset positions for all nodes using the same perpendicular direction
|
||||
let mut offset_positions = Vec::new();
|
||||
for &node_id in &path {
|
||||
let node = self
|
||||
.state
|
||||
.map
|
||||
.graph
|
||||
.get_node(node_id)
|
||||
.ok_or(GameError::Entity(EntityError::NodeNotFound(node_id)))?;
|
||||
let pos = node.position + crate::constants::BOARD_PIXEL_OFFSET.as_vec2();
|
||||
offset_positions.push(pos + offset);
|
||||
}
|
||||
|
||||
// Draw lines between the offset positions
|
||||
for window in offset_positions.windows(2) {
|
||||
if let (Some(from), Some(to)) = (window.first(), window.get(1)) {
|
||||
// Skip if the distance is too far (used for preventing lines between tunnel portals)
|
||||
if from.distance_squared(*to) > (crate::constants::CELL_SIZE * 16).pow(2) as f32 {
|
||||
continue;
|
||||
}
|
||||
|
||||
// Draw the line
|
||||
canvas
|
||||
.draw_line((from.x as i32, from.y as i32), (to.x as i32, to.y as i32))
|
||||
.map_err(|e| GameError::Sdl(e.to_string()))?;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
Ok(())
|
||||
}
|
||||
|
||||
fn draw_hud<T: RenderTarget>(&mut self, canvas: &mut Canvas<T>) -> GameResult<()> {
|
||||
let lives = 3;
|
||||
let score_text = format!("{:02}", self.state.score);
|
||||
let x_offset = 4;
|
||||
let y_offset = 2;
|
||||
let lives_offset = 3;
|
||||
let score_offset = 7 - (score_text.len() as i32);
|
||||
self.state.text_texture.set_scale(1.0);
|
||||
if let Err(e) = self.state.text_texture.render(
|
||||
canvas,
|
||||
&mut self.state.atlas,
|
||||
&format!("{lives}UP HIGH SCORE "),
|
||||
UVec2::new(8 * lives_offset as u32 + x_offset, y_offset),
|
||||
) {
|
||||
tracing::error!("Failed to render HUD text: {}", e);
|
||||
}
|
||||
if let Err(e) = self.state.text_texture.render(
|
||||
canvas,
|
||||
&mut self.state.atlas,
|
||||
&score_text,
|
||||
UVec2::new(8 * score_offset as u32 + x_offset, 8 + y_offset),
|
||||
) {
|
||||
tracing::error!("Failed to render score text: {}", e);
|
||||
}
|
||||
|
||||
// Display FPS information in top-left corner
|
||||
// let fps_text = format!("FPS: {:.1} (1s) / {:.1} (10s)", self.fps_1s, self.fps_10s);
|
||||
// self.render_text_on(
|
||||
// canvas,
|
||||
// &*texture_creator,
|
||||
// &fps_text,
|
||||
// IVec2::new(10, 10),
|
||||
// Color::RGB(255, 255, 0), // Yellow color for FPS display
|
||||
// );
|
||||
|
||||
Ok(())
|
||||
}
|
||||
}
|
||||
140
src/game/state.rs
Normal file
@@ -0,0 +1,140 @@
|
||||
use sdl2::{image::LoadTexture, render::TextureCreator, video::WindowContext};
|
||||
use smallvec::SmallVec;
|
||||
|
||||
use crate::{
|
||||
asset::{get_asset_bytes, Asset},
|
||||
audio::Audio,
|
||||
constants::RAW_BOARD,
|
||||
entity::{
|
||||
collision::{Collidable, CollisionSystem},
|
||||
ghost::{Ghost, GhostType},
|
||||
item::Item,
|
||||
pacman::Pacman,
|
||||
},
|
||||
error::{GameError, GameResult, TextureError},
|
||||
game::EntityId,
|
||||
map::Map,
|
||||
texture::{
|
||||
sprite::{AtlasMapper, AtlasTile, SpriteAtlas},
|
||||
text::TextTexture,
|
||||
},
|
||||
};
|
||||
|
||||
/// The `GameState` struct holds all the essential data for the game.
|
||||
///
|
||||
/// This includes the score, map, entities (Pac-Man, ghosts, items),
|
||||
/// collision system, and rendering resources. By centralizing the game's state,
|
||||
/// we can cleanly separate it from the game's logic, making it easier to manage
|
||||
/// and reason about.
|
||||
pub struct GameState {
|
||||
pub score: u32,
|
||||
pub map: Map,
|
||||
pub map_tiles: Vec<AtlasTile>,
|
||||
pub pacman: Pacman,
|
||||
pub pacman_id: EntityId,
|
||||
pub ghosts: SmallVec<[Ghost; 4]>,
|
||||
pub ghost_ids: SmallVec<[EntityId; 4]>,
|
||||
pub items: Vec<Item>,
|
||||
pub item_ids: Vec<EntityId>,
|
||||
pub debug_mode: bool,
|
||||
|
||||
// Collision system
|
||||
pub(crate) collision_system: CollisionSystem,
|
||||
|
||||
// Rendering resources
|
||||
pub(crate) atlas: SpriteAtlas,
|
||||
pub(crate) text_texture: TextTexture,
|
||||
|
||||
// Audio
|
||||
pub audio: Audio,
|
||||
}
|
||||
|
||||
impl GameState {
|
||||
/// Creates a new `GameState` by initializing all the game's data.
|
||||
///
|
||||
/// This function sets up the map, Pac-Man, ghosts, items, collision system,
|
||||
/// and all rendering resources required to start the game. It returns a `GameResult`
|
||||
/// to handle any potential errors during initialization.
|
||||
pub fn new(texture_creator: &'static TextureCreator<WindowContext>) -> GameResult<Self> {
|
||||
let map = Map::new(RAW_BOARD)?;
|
||||
|
||||
let pacman_start_node = map.start_positions.pacman;
|
||||
|
||||
let atlas_bytes = get_asset_bytes(Asset::Atlas)?;
|
||||
let atlas_texture = texture_creator.load_texture_bytes(&atlas_bytes).map_err(|e| {
|
||||
if e.to_string().contains("format") || e.to_string().contains("unsupported") {
|
||||
GameError::Texture(TextureError::InvalidFormat(format!("Unsupported texture format: {e}")))
|
||||
} else {
|
||||
GameError::Texture(TextureError::LoadFailed(e.to_string()))
|
||||
}
|
||||
})?;
|
||||
let atlas_json = get_asset_bytes(Asset::AtlasJson)?;
|
||||
let atlas_mapper: AtlasMapper = serde_json::from_slice(&atlas_json)?;
|
||||
let atlas = SpriteAtlas::new(atlas_texture, atlas_mapper);
|
||||
|
||||
let mut map_tiles = Vec::with_capacity(35);
|
||||
for i in 0..35 {
|
||||
let tile_name = format!("maze/tiles/{}.png", i);
|
||||
let tile = SpriteAtlas::get_tile(&atlas, &tile_name)
|
||||
.ok_or(GameError::Texture(TextureError::AtlasTileNotFound(tile_name)))?;
|
||||
map_tiles.push(tile);
|
||||
}
|
||||
|
||||
let text_texture = TextTexture::new(1.0);
|
||||
let audio = Audio::new();
|
||||
let pacman = Pacman::new(&map.graph, pacman_start_node, &atlas)?;
|
||||
|
||||
// Generate items (pellets and energizers)
|
||||
let items = map.generate_items(&atlas)?;
|
||||
|
||||
// Initialize collision system
|
||||
let mut collision_system = CollisionSystem::default();
|
||||
|
||||
// Register Pac-Man
|
||||
let pacman_id = collision_system.register_entity(pacman.position());
|
||||
|
||||
// Register items
|
||||
let item_ids = items
|
||||
.iter()
|
||||
.map(|item| collision_system.register_entity(item.position()))
|
||||
.collect();
|
||||
|
||||
// Create and register ghosts
|
||||
let ghosts = [GhostType::Blinky, GhostType::Pinky, GhostType::Inky, GhostType::Clyde]
|
||||
.iter()
|
||||
.zip(
|
||||
[
|
||||
map.start_positions.blinky,
|
||||
map.start_positions.pinky,
|
||||
map.start_positions.inky,
|
||||
map.start_positions.clyde,
|
||||
]
|
||||
.iter(),
|
||||
)
|
||||
.map(|(ghost_type, start_node)| Ghost::new(&map.graph, *start_node, *ghost_type, &atlas))
|
||||
.collect::<GameResult<SmallVec<[_; 4]>>>()?;
|
||||
|
||||
// Register ghosts
|
||||
let ghost_ids = ghosts
|
||||
.iter()
|
||||
.map(|ghost| collision_system.register_entity(ghost.position()))
|
||||
.collect();
|
||||
|
||||
Ok(Self {
|
||||
map,
|
||||
atlas,
|
||||
map_tiles,
|
||||
pacman,
|
||||
pacman_id,
|
||||
ghosts,
|
||||
ghost_ids,
|
||||
items,
|
||||
item_ids,
|
||||
text_texture,
|
||||
audio,
|
||||
score: 0,
|
||||
debug_mode: false,
|
||||
collision_system,
|
||||
})
|
||||
}
|
||||
}
|
||||
@@ -7,7 +7,7 @@ use crate::entity::item::{Item, ItemType};
|
||||
use crate::map::parser::MapTileParser;
|
||||
use crate::map::render::MapRenderer;
|
||||
use crate::texture::sprite::{AtlasTile, Sprite, SpriteAtlas};
|
||||
use glam::{IVec2, UVec2, Vec2};
|
||||
use glam::{IVec2, Vec2};
|
||||
use sdl2::render::{Canvas, RenderTarget};
|
||||
use std::collections::{HashMap, VecDeque};
|
||||
use tracing::debug;
|
||||
@@ -15,7 +15,6 @@ use tracing::debug;
|
||||
use crate::error::{GameResult, MapError};
|
||||
|
||||
/// The starting positions of the entities in the game.
|
||||
#[allow(dead_code)]
|
||||
pub struct NodePositions {
|
||||
pub pacman: NodeId,
|
||||
pub blinky: NodeId,
|
||||
@@ -26,18 +25,12 @@ pub struct NodePositions {
|
||||
|
||||
/// The main map structure containing the game board and navigation graph.
|
||||
pub struct Map {
|
||||
/// The current state of the map.
|
||||
#[allow(dead_code)]
|
||||
current: [[MapTile; BOARD_CELL_SIZE.y as usize]; BOARD_CELL_SIZE.x as usize],
|
||||
/// The node map for entity movement.
|
||||
pub graph: Graph,
|
||||
/// A mapping from grid positions to node IDs.
|
||||
pub grid_to_node: HashMap<IVec2, NodeId>,
|
||||
/// A mapping of the starting positions of the entities.
|
||||
#[allow(dead_code)]
|
||||
pub start_positions: NodePositions,
|
||||
/// Pac-Man's starting position.
|
||||
pacman_start: Option<IVec2>,
|
||||
}
|
||||
|
||||
impl Map {
|
||||
@@ -56,7 +49,6 @@ impl Map {
|
||||
let map = parsed_map.tiles;
|
||||
let house_door = parsed_map.house_door;
|
||||
let tunnel_ends = parsed_map.tunnel_ends;
|
||||
let pacman_start = parsed_map.pacman_start;
|
||||
|
||||
let mut graph = Graph::new();
|
||||
let mut grid_to_node = HashMap::new();
|
||||
@@ -64,8 +56,9 @@ impl Map {
|
||||
let cell_offset = Vec2::splat(CELL_SIZE as f32 / 2.0);
|
||||
|
||||
// Find a starting point for the graph generation, preferably Pac-Man's position.
|
||||
let start_pos =
|
||||
pacman_start.ok_or_else(|| MapError::InvalidConfig("Pac-Man's starting position not found".to_string()))?;
|
||||
let start_pos = parsed_map
|
||||
.pacman_start
|
||||
.ok_or_else(|| MapError::InvalidConfig("Pac-Man's starting position not found".to_string()))?;
|
||||
|
||||
// Add the starting position to the graph/queue
|
||||
let mut queue = VecDeque::new();
|
||||
@@ -155,37 +148,18 @@ impl Map {
|
||||
Self::build_tunnels(&mut graph, &grid_to_node, &tunnel_ends)?;
|
||||
|
||||
Ok(Map {
|
||||
current: map,
|
||||
graph,
|
||||
grid_to_node,
|
||||
start_positions,
|
||||
pacman_start,
|
||||
})
|
||||
}
|
||||
|
||||
/// Finds the starting position for a given entity ID.
|
||||
///
|
||||
/// # Arguments
|
||||
///
|
||||
/// * `entity_id` - The entity ID (0 for Pac-Man, 1-4 for ghosts)
|
||||
///
|
||||
/// # Returns
|
||||
///
|
||||
/// The starting position as a grid coordinate (`UVec2`), or `None` if not found.
|
||||
pub fn find_starting_position(&self, entity_id: u8) -> Option<UVec2> {
|
||||
// For now, only Pac-Man (entity_id 0) is supported
|
||||
if entity_id == 0 {
|
||||
return self.pacman_start.map(|pos| UVec2::new(pos.x as u32, pos.y as u32));
|
||||
}
|
||||
None
|
||||
}
|
||||
|
||||
/// Renders the map to the given canvas.
|
||||
///
|
||||
/// This function draws the static map texture to the screen at the correct
|
||||
/// position and scale.
|
||||
pub fn render<T: RenderTarget>(&self, canvas: &mut Canvas<T>, atlas: &mut SpriteAtlas, map_texture: &mut AtlasTile) {
|
||||
MapRenderer::render_map(canvas, atlas, map_texture);
|
||||
pub fn render<T: RenderTarget>(&self, canvas: &mut Canvas<T>, atlas: &mut SpriteAtlas, map_tiles: &mut [AtlasTile]) {
|
||||
MapRenderer::render_map(canvas, atlas, map_tiles);
|
||||
}
|
||||
|
||||
/// Generates Item entities for pellets and energizers from the parsed map.
|
||||
|
||||