Compare commits

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84 Commits

Author SHA1 Message Date
Ryan Walters
5cc9b1a6ee fix: avoid acquiring filtered player query until movement command received 2025-08-28 14:17:46 -05:00
Ryan Walters
5d4adb7743 refactor: merge 'formatting' submodule into 'profiling' 2025-08-28 14:12:23 -05:00
Ryan Walters
633d467f2c chore: remove LevelTiming resource 2025-08-28 13:21:21 -05:00
Ryan Walters
d3e83262db feat: better 'Vulnerable' tag for ghosts, fix movement issues 2025-08-28 13:18:47 -05:00
Ryan Walters
f31b4952e4 chore: remove wildcard/prelude imports, remove unused functions 2025-08-28 13:14:40 -05:00
Ryan Walters
ad3f896f82 chore: reorganize component definitions into relevant system files 2025-08-28 12:54:52 -05:00
Ryan Walters
80ebf08dd3 feat: stage sequence, ghost collisions & energizer logic, text color method, scheduler ordering 2025-08-28 12:40:02 -05:00
Ryan Walters
f14b3d38a4 feat: create hud rendering system 2025-08-27 22:55:26 -05:00
Ryan Walters
bf65c34b28 chore: remove unused code 2025-08-27 22:43:21 -05:00
Ryan Walters
89b0790f19 chore: fix clippy lints 2025-08-27 22:28:14 -05:00
Ryan Walters
9624bcf359 feat: collision helper, ghost/pacman collision events, collision tests
minor format updates from copilot's commit
2025-08-27 22:26:49 -05:00
Copilot
67a5c4a1ed Remove 9 redundant and non-valuable tests to improve test suite quality (#4)
* Initial plan

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

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

---------

Co-authored-by: copilot-swe-agent[bot] <198982749+Copilot@users.noreply.github.com>
Co-authored-by: Xevion <44609630+Xevion@users.noreply.github.com>
2025-08-19 13:07:14 -05:00
Ryan Walters
8b5e66f514 refactor: update debug state management and rendering systems 2025-08-19 11:31:31 -05:00
Ryan
5109457fcd test: add input tests 2025-08-19 09:40:59 -05:00
Ryan
5497e4b0b9 feat: improve input system to handle multiple keypress & release states 2025-08-19 09:35:55 -05:00
d72b6eec06 test: add item testing 2025-08-18 09:32:35 -05:00
ae42f6ead0 chore: solve clippy warnings 2025-08-18 00:06:47 -05:00
471b118efd test: add tests for item systems & movement types 2025-08-18 00:04:07 -05:00
13a9c165f7 test: add player control & movement system testing 2025-08-18 00:03:29 -05:00
da3c8e8284 test: add player traversal flag tests, remove old disabled movement_system, public can_traverse 2025-08-17 23:52:03 -05:00
9c0711a54c test: add more formatting tests 2025-08-17 23:47:47 -05:00
4598dc07e2 test: add tests for errors & events data structs 2025-08-17 23:46:23 -05:00
9c9dc5f423 test: remove asset.rs tests, revamp constants tests 2025-08-17 23:45:42 -05:00
12ee16faab docs: document many major functions, types, enums for important functionality 2025-08-17 23:29:43 -05:00
398d041d96 Merge pull request #3 from Xevion/ecs
ECS Refactor
2025-08-16 15:25:34 -05:00
7a02d6b0b5 chore: add cargo checks to pre-commit 2025-08-16 15:14:16 -05:00
d47d70ff5b refactor: remove dead code, move direction & graph into 'map' module 2025-08-16 15:14:16 -05:00
313ca4f3e6 fix: proper font loading, cross platform assets, better platform independent trait implementation, conditional modules 2025-08-16 14:17:28 -05:00
f940f01d9b refactor: optimize debug system, remove redundant code & tests 2025-08-16 13:41:15 -05:00
90adaf9e84 feat: add cursor-based node highlighting for debug 2025-08-16 12:26:24 -05:00
2140fbec1b fix: allow key holddown 2025-08-16 12:00:58 -05:00
78300bdf9c feat: rewrite movement systems separately for player/ghosts 2025-08-16 11:44:10 -05:00
514a447162 refactor: use strum::EnumCount for const compile time system mapping 2025-08-16 11:43:46 -05:00
3d0bc66e40 feat: ghosts system 2025-08-15 20:38:18 -05:00
e0a15c1ca8 feat: implement audio muting functionality 2025-08-15 20:30:41 -05:00
fa12611c69 feat: ecs audio system 2025-08-15 20:28:47 -05:00
342f378860 fix: use renderable layer properly, sorting entities before presenting 2025-08-15 20:10:16 -05:00
e8944598cc chore: fix clippy warnings 2025-08-15 20:10:16 -05:00
6af25af5f3 test: better formatting tests, alignment-based 2025-08-15 19:39:59 -05:00
f1935ad016 refactor: use smallvec instead of collect string, explicit formatting, accumulator fold 2025-08-15 19:15:06 -05:00
4d397bba5f feat: item collection system, score mutations 2025-08-15 18:41:08 -05:00
80930ddd35 fix: use const MAX_SYSTEMS to ensure micromap maps are aligned in size 2025-08-15 18:40:24 -05:00
0133dd5329 feat: add background for text contrast to debug window 2025-08-15 18:39:39 -05:00
635418a4da refactor: use stack allocated circular buffer, use RwLock+Mutex for concurrent system timing access 2025-08-15 18:06:25 -05:00
31193160a9 feat: debug text rendering of statistics, formatting with tests 2025-08-15 17:52:16 -05:00
3086453c7b chore: adjust collider sizes 2025-08-15 16:25:42 -05:00
a8b83b8e2b feat: high resolution debug rendering 2025-08-15 16:20:24 -05:00
8ce2af89c8 fix: add visibility check to rendering implementation 2025-08-15 15:10:09 -05:00
5f0ee87dd9 feat: better profiling statistics, less spammy 2025-08-15 15:06:53 -05:00
b88895e82f feat: separate dirty rendering with flag resource 2025-08-15 14:19:39 -05:00
2f0c734d13 feat: only present/render canvas when renderables change 2025-08-15 14:15:18 -05:00
e96b3159d7 fix: disable vsync 2025-08-15 13:46:57 -05:00
8c95ecc547 feat: add profiling 2025-08-15 13:46:39 -05:00
02a98c9f32 chore: remove unnecessary log, simplify match to if let 2025-08-15 13:05:55 -05:00
7f95c0233e refactor: move position/movement related components into systems/movement 2025-08-15 13:05:03 -05:00
a531228b95 chore: update thiserror & phf crates 2025-08-15 13:04:39 -05:00
de86f383bf refactor: improve representation of movement system 2025-08-15 12:50:07 -05:00
bd811ee783 fix: initial next direction for pacman (mitigation) 2025-08-15 12:30:29 -05:00
57d7f75940 feat: implement generic optimized collision system 2025-08-15 12:21:29 -05:00
c5d6ea28e1 fix: discard PlayerControlled tag component 2025-08-15 11:28:08 -05:00
730daed20a feat: entity type for proper edge permission calculations 2025-08-15 10:06:09 -05:00
b9bae99a4c refactor: reorganize systems properly, move events to events.rs 2025-08-15 09:48:16 -05:00
2c65048fb0 refactor: rename 'ecs' submodule to 'systems' 2025-08-15 09:27:28 -05:00
3388d77ec5 refactor: remove all unused/broken tests, remove many now unused types/functions 2025-08-15 09:24:42 -05:00
242da2e263 refactor: reorganize ecs components 2025-08-15 09:17:43 -05:00
70fb2b9503 fix: working movement again with ecs 2025-08-14 18:35:23 -05:00
0aa056a0ae feat: ecs keyboard interactions 2025-08-14 18:17:58 -05:00
b270318640 feat: directional rendering, interactivity 2025-08-14 15:44:07 -05:00
bc759f1ed4 refactor!: begin switching to bevy ECS, all tests broken, all systems broken 2025-08-14 15:06:56 -05:00
2f1ff85d8f refactor: handle pausing within game, reduce input system allocations 2025-08-14 10:36:39 -05:00
b7429cd9ec chore: solve tests/ clippy warnings 2025-08-14 09:46:10 -05:00
12a63374a8 feat: avoid using spin sleep unless focused 2025-08-13 23:30:07 -05:00
d80d7061e7 refactor: build decoupled input processing & add event queue system 2025-08-13 20:45:56 -05:00
abdefe0af0 chore: add hidden note about why Coveralls.io is disappointing today 2025-08-13 19:52:58 -05:00
4f76de7c9f feat: enable vsync & hardware acceleration 2025-08-13 19:49:02 -05:00
db8cd6220a feat: cache dynamicly rendered map texture 2025-08-13 19:48:50 -05:00
ced4e87d41 feat: embed atlas.json via phf instead of runtime parsing 2025-08-13 00:37:37 -05:00
09e3d85821 feat!: dynamic map rendering from tiles 2025-08-13 00:25:34 -05:00
c1e421bbbb test: new graph tests 2025-08-12 19:58:37 -05:00
3a9381a56c chore: use NodeId explicitly in collision.rs types 2025-08-12 19:58:11 -05:00
90bdfbd2ae chore: remove emscripten.rs platform from coverage, add html generation task, hide absolute path with remap-path-prefix, organize gitignore 2025-08-12 19:57:52 -05:00
a230d15ffc test: setup common submodule, add text.rs tests, pattern exclude error.rs 2025-08-12 19:24:06 -05:00
60bbd1f5d6 ci: add retry mechanism for coverage reporting via Coveralls CLI 2025-08-12 18:31:07 -05:00
43ce8a4e01 ci: use justfile for coverage, separate report/generate coverage tasks 2025-08-12 18:00:57 -05:00
167 changed files with 6894 additions and 3736 deletions

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@@ -42,14 +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
- 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
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@@ -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

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@@ -20,3 +20,15 @@ repos:
language: system language: system
types: [rust] types: [rust]
pass_filenames: false pass_filenames: false
- id: cargo-check
name: cargo check
entry: cargo check --all-targets
language: system
types_or: [rust, cargo, cargo-lock]
pass_filenames: false
- id: cargo-check-wasm
name: cargo check for wasm32-unknown-emscripten
entry: cargo check --all-targets --target=wasm32-unknown-emscripten
language: system
types_or: [rust, cargo, cargo-lock]
pass_filenames: false

814
Cargo.lock generated
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@@ -6,7 +6,7 @@ edition = "2021"
# See more keys and their definitions at https://doc.rust-lang.org/cargo/reference/manifest.html # See more keys and their definitions at https://doc.rust-lang.org/cargo/reference/manifest.html
[dependencies] [dependencies]
tracing = { version = "0.1.40", features = ["max_level_debug", "release_max_level_debug"]} tracing = { version = "0.1.41", features = ["max_level_debug", "release_max_level_debug"]}
tracing-error = "0.2.0" tracing-error = "0.2.0"
tracing-subscriber = {version = "0.3.17", features = ["env-filter"]} tracing-subscriber = {version = "0.3.17", features = ["env-filter"]}
lazy_static = "1.5.0" lazy_static = "1.5.0"
@@ -15,14 +15,23 @@ spin_sleep = "1.3.2"
rand = { version = "0.9.2", default-features = false, features = ["small_rng", "os_rng"] } rand = { version = "0.9.2", default-features = false, features = ["small_rng", "os_rng"] }
pathfinding = "4.14" pathfinding = "4.14"
once_cell = "1.21.3" once_cell = "1.21.3"
thiserror = "2.0" thiserror = "2.0.14"
anyhow = "1.0" anyhow = "1.0"
glam = { version = "0.30.5", features = [] } glam = "0.30.5"
serde = { version = "1.0.219", features = ["derive"] } serde = { version = "1.0.219", features = ["derive"] }
serde_json = "1.0.142" 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 = "0.12.1", features = ["macros"] }
bevy_ecs = "0.16.1"
bitflags = "2.9.1"
parking_lot = "0.12.3"
micromap = "0.1.0"
thousands = "0.2.0"
pretty_assertions = "1.4.1"
num-width = "0.1.0"
circular-buffer = "1.1.0"
[profile.release] [profile.release]
lto = true lto = true
@@ -57,3 +66,8 @@ 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 = "0.12.1", features = ["macros"] }

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@@ -1,16 +1,33 @@
set shell := ["bash", "-c"] set shell := ["bash", "-c"]
set windows-shell := ["powershell.exe", "-NoLogo", "-Command"] set windows-shell := ["powershell.exe", "-NoLogo", "-Command"]
coverage_exclude_pattern := "app.rs|audio.rs" # 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: coverage:
# Run & generate report
cargo llvm-cov \ cargo llvm-cov \
--lcov \
--remap-path-prefix \
--ignore-filename-regex "{{ coverage_exclude_pattern }}" \ --ignore-filename-regex "{{ coverage_exclude_pattern }}" \
--output-path lcov.info \ --output-path lcov.info \
--profile coverage \ --profile coverage \
--no-fail-fast nextest --no-fail-fast nextest
# Display report
cargo llvm-cov report \
--ignore-filename-regex "{{ coverage_exclude_pattern }}"

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@@ -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

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@@ -36,7 +36,7 @@ analyzer = "nextest"
[jobs.coverage] [jobs.coverage]
command = [ command = [
"just", "coverage" "just", "report-coverage"
] ]
need_stdout = true need_stdout = true
ignored_lines = [ ignored_lines = [

50
build.rs Normal file
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@@ -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");
}

View File

@@ -1,13 +1,9 @@
use std::time::{Duration, Instant}; use std::time::{Duration, Instant};
use glam::Vec2; use sdl2::render::TextureCreator;
use sdl2::event::{Event, WindowEvent};
use sdl2::keyboard::Keycode;
use sdl2::render::{Canvas, ScaleMode, Texture, TextureCreator};
use sdl2::ttf::Sdl2TtfContext; use sdl2::ttf::Sdl2TtfContext;
use sdl2::video::{Window, WindowContext}; use sdl2::video::WindowContext;
use sdl2::{AudioSubsystem, EventPump, Sdl, VideoSubsystem}; use sdl2::{AudioSubsystem, EventPump, Sdl, VideoSubsystem};
use tracing::{error, event};
use crate::error::{GameError, GameResult}; use crate::error::{GameError, GameResult};
@@ -15,17 +11,28 @@ 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;
/// Main application wrapper that manages SDL initialization, window lifecycle, and the game loop.
///
/// Handles platform-specific setup, maintains consistent frame timing, and delegates
/// game logic to the contained `Game` instance. The app manages focus state to
/// optimize CPU usage when the window loses focus.
pub struct App { pub struct App {
game: Game, pub game: Game,
canvas: Canvas<Window>,
event_pump: &'static mut EventPump,
backbuffer: Texture<'static>,
paused: bool,
last_tick: Instant, last_tick: Instant,
cursor_pos: Vec2, focused: bool,
} }
impl App { impl App {
/// Initializes SDL subsystems, creates the game window, and sets up the game state.
///
/// Performs comprehensive initialization including video/audio subsystems, platform-specific
/// console setup, window creation with proper scaling, and canvas configuration. All SDL
/// resources are leaked to maintain 'static lifetimes required by the game architecture.
///
/// # Errors
///
/// Returns `GameError::Sdl` if any SDL initialization step fails, or propagates
/// errors from `Game::new()` during game state setup.
pub fn new() -> GameResult<Self> { 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 sdl_context: &'static Sdl = Box::leak(Box::new(sdl2::init().map_err(|e| GameError::Sdl(e.to_string()))?));
let video_subsystem: &'static VideoSubsystem = let video_subsystem: &'static VideoSubsystem =
@@ -51,114 +58,84 @@ 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 canvas = Box::leak(Box::new(
window
.into_canvas()
.accelerated()
.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 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)?; 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 Ok(App {
.create_texture_target(None, CANVAS_SIZE.x, CANVAS_SIZE.y)
.map_err(|e| GameError::Sdl(e.to_string()))?;
backbuffer.set_scale_mode(ScaleMode::Nearest);
// Initial draw
game.draw(&mut canvas, &mut backbuffer)
.map_err(|e| GameError::Sdl(e.to_string()))?;
game.present_backbuffer(&mut canvas, &backbuffer, glam::Vec2::ZERO)
.map_err(|e| GameError::Sdl(e.to_string()))?;
Ok(Self {
game, game,
canvas, focused: true,
event_pump,
backbuffer,
paused: false,
last_tick: Instant::now(), last_tick: Instant::now(),
cursor_pos: Vec2::ZERO,
}) })
} }
/// Executes a single frame of the game loop with consistent timing and optional sleep.
///
/// Calculates delta time since the last frame, runs game logic via `game.tick()`,
/// and implements frame rate limiting by sleeping for remaining time if the frame
/// completed faster than the target `LOOP_TIME`. Sleep behavior varies based on
/// window focus to conserve CPU when the game is not active.
///
/// # Returns
///
/// `true` if the game should continue running, `false` if the game requested exit.
pub fn run(&mut self) -> bool { pub fn run(&mut self) -> bool {
{ {
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.toggle_debug_mode();
}
Event::KeyDown { keycode: Some(key), .. } => {
self.game.keyboard_event(key);
}
Event::MouseMotion { x, y, .. } => {
// Convert window coordinates to logical coordinates
self.cursor_pos = Vec2::new(x as f32, y as f32);
}
_ => {}
}
}
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);
}
} }
// Sleep if we still have time left
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 {
event!(
tracing::Level::WARN,
"Game loop behind schedule by: {:?}",
start.elapsed() - LOOP_TIME
);
} }
true true

View File

@@ -5,18 +5,28 @@
use std::borrow::Cow; use std::borrow::Cow;
use strum_macros::EnumIter; use strum_macros::EnumIter;
/// Enumeration of all game assets with cross-platform loading support.
///
/// Each variant corresponds to a specific file that can be loaded either from
/// binary-embedded data or embedded filesystem (Emscripten).
#[derive(Debug, Clone, Copy, PartialEq, Eq, Hash, EnumIter)] #[derive(Debug, Clone, Copy, PartialEq, Eq, Hash, EnumIter)]
pub enum Asset { pub enum Asset {
Wav1, Wav1,
Wav2, Wav2,
Wav3, Wav3,
Wav4, Wav4,
Atlas, /// Main sprite atlas containing all game graphics (atlas.png)
AtlasJson, AtlasImage,
// Add more as needed /// Terminal Vector font for text rendering (TerminalVector.ttf)
Font,
} }
impl Asset { impl Asset {
/// Returns the relative file path for this asset within the game's asset directory.
///
/// Paths are consistent across platforms and used by the Emscripten backend
/// for filesystem loading. Desktop builds embed assets directly and don't
/// use these paths at runtime.
#[allow(dead_code)] #[allow(dead_code)]
pub fn path(&self) -> &str { pub fn path(&self) -> &str {
use Asset::*; use Asset::*;
@@ -25,8 +35,8 @@ impl Asset {
Wav2 => "sound/waka/2.ogg", Wav2 => "sound/waka/2.ogg",
Wav3 => "sound/waka/3.ogg", Wav3 => "sound/waka/3.ogg",
Wav4 => "sound/waka/4.ogg", Wav4 => "sound/waka/4.ogg",
Atlas => "atlas.png", AtlasImage => "atlas.png",
AtlasJson => "atlas.json", Font => "TerminalVector.ttf",
} }
} }
} }
@@ -36,6 +46,17 @@ mod imp {
use crate::error::AssetError; use crate::error::AssetError;
use crate::platform::get_platform; use crate::platform::get_platform;
/// Loads asset bytes using the appropriate platform-specific method.
///
/// On desktop platforms, returns embedded compile-time data via `include_bytes!`.
/// On Emscripten, loads from the filesystem using the asset's path. The returned
/// `Cow` allows zero-copy access to embedded data while supporting owned data
/// when loaded from disk.
///
/// # Errors
///
/// Returns `AssetError::NotFound` if the asset file cannot be located (Emscripten only),
/// or `AssetError::Io` for filesystem I/O failures.
pub fn get_asset_bytes(asset: Asset) -> Result<Cow<'static, [u8]>, AssetError> { pub fn get_asset_bytes(asset: Asset) -> Result<Cow<'static, [u8]>, AssetError> {
get_platform().get_asset_bytes(asset) get_platform().get_asset_bytes(asset)
} }

View File

@@ -114,9 +114,11 @@ impl Audio {
} }
} }
/// Plays the "eat" sound effect. /// Plays the next waka eating sound in the cycle of four variants.
/// ///
/// If audio is disabled or muted, this function does nothing. /// Automatically rotates through the four eating sound assets. The sound plays on channel 0 and the internal sound index
/// advances to the next variant. Silently returns if audio is disabled, muted,
/// or no sounds were loaded successfully.
#[allow(dead_code)] #[allow(dead_code)]
pub fn eat(&mut self) { pub fn eat(&mut self) {
if self.disabled || self.muted || self.sounds.is_empty() { if self.disabled || self.muted || self.sounds.is_empty() {
@@ -136,9 +138,11 @@ impl Audio {
self.next_sound_index = (self.next_sound_index + 1) % self.sounds.len(); self.next_sound_index = (self.next_sound_index + 1) % self.sounds.len();
} }
/// Instantly mute or unmute all channels. /// Instantly mutes or unmutes all audio channels by adjusting their volume.
/// ///
/// If audio is disabled, this function does nothing. /// Sets all 4 mixer channels to zero volume when muting, or restores them to
/// their default volume (32) when unmuting. The mute state is tracked internally
/// regardless of whether audio is disabled, allowing the state to be preserved.
pub fn set_mute(&mut self, mute: bool) { pub fn set_mute(&mut self, mute: bool) {
if !self.disabled { if !self.disabled {
let channels = 4; let channels = 4;
@@ -151,12 +155,19 @@ impl Audio {
self.muted = mute; self.muted = mute;
} }
/// Returns `true` if the audio is muted. /// Returns the current mute state regardless of whether audio is functional.
///
/// This tracks the user's mute preference and will return `true` if muted
/// even when the audio system is disabled due to initialization failures.
pub fn is_muted(&self) -> bool { pub fn is_muted(&self) -> bool {
self.muted self.muted
} }
/// Returns `true` if the audio system is disabled. /// Returns whether the audio system failed to initialize and is non-functional.
///
/// Audio can be disabled due to SDL2_mixer initialization failures, missing
/// audio device, or failure to load any sound assets. When disabled, all
/// audio operations become no-ops.
#[allow(dead_code)] #[allow(dead_code)]
pub fn is_disabled(&self) -> bool { pub fn is_disabled(&self) -> bool {
self.disabled self.disabled

View File

@@ -4,6 +4,11 @@ use std::time::Duration;
use glam::UVec2; use glam::UVec2;
/// Target frame duration for 60 FPS game loop timing.
///
/// Calculated as 1/60th of a second (≈16.67ms).
///
/// Written out explicitly to satisfy const-eval constraints.
pub const LOOP_TIME: Duration = Duration::from_nanos((1_000_000_000.0 / 60.0) as u64); pub const LOOP_TIME: Duration = Duration::from_nanos((1_000_000_000.0 / 60.0) as u64);
/// The size of each cell, in pixels. /// The size of each cell, in pixels.
@@ -14,34 +19,41 @@ pub const BOARD_CELL_SIZE: UVec2 = UVec2::new(28, 31);
/// The scale factor for the window (integer zoom) /// The scale factor for the window (integer zoom)
pub const SCALE: f32 = 2.6; pub const SCALE: f32 = 2.6;
/// The offset of the game board from the top-left corner of the window, in cells. /// Game board offset from window origin to reserve space for HUD elements.
///
/// The 3-cell vertical offset (24 pixels) provides space at the top of the
/// screen for score display, player lives, and other UI elements.
pub const BOARD_CELL_OFFSET: UVec2 = UVec2::new(0, 3); pub const BOARD_CELL_OFFSET: UVec2 = UVec2::new(0, 3);
/// The offset of the game board from the top-left corner of the window, in pixels.
/// Pixel-space equivalent of `BOARD_CELL_OFFSET` for rendering calculations.
///
/// Automatically calculated from the cell offset to maintain consistency
/// when the cell size changes. Used for positioning sprites and debug overlays.
pub const BOARD_PIXEL_OFFSET: UVec2 = UVec2::new(BOARD_CELL_OFFSET.x * CELL_SIZE, BOARD_CELL_OFFSET.y * CELL_SIZE); 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,
(BOARD_CELL_SIZE.y + BOARD_CELL_OFFSET.y) * CELL_SIZE, (BOARD_CELL_SIZE.y + BOARD_CELL_OFFSET.y) * CELL_SIZE,
); );
/// An enum representing the different types of tiles on the map. /// Map tile types that define gameplay behavior and collision properties.
#[derive(Debug, Clone, Copy, PartialEq)] #[derive(Debug, Clone, Copy, PartialEq)]
pub enum MapTile { pub enum MapTile {
/// An empty tile. /// Traversable space with no collectible items
Empty, Empty,
/// A wall tile.
Wall, Wall,
/// A regular pellet. /// Small collectible. Implicitly a traversable tile.
Pellet, Pellet,
/// A power pellet. /// Large collectible. Implicitly a traversable tile.
PowerPellet, PowerPellet,
/// A tunnel tile. /// Special traversable tile that connects to tunnel portals.
Tunnel, Tunnel,
} }
/// The raw layout of the game board, as a 2D array of characters. /// ASCII art representation of the classic Pac-Man maze layout.
///
/// Uses character symbols to define the game world. This layout is parsed by `MapTileParser`
/// to generate the navigable graph and collision geometry.
pub const RAW_BOARD: [&str; BOARD_CELL_SIZE.y as usize] = [ pub const RAW_BOARD: [&str; BOARD_CELL_SIZE.y as usize] = [
"############################", "############################",
"#............##............#", "#............##............#",

View File

@@ -1,128 +0,0 @@
use smallvec::SmallVec;
use std::collections::HashMap;
use crate::entity::traversal::Position;
/// Trait for entities that can participate in collision detection.
pub trait Collidable {
/// Returns the current position of this entity.
fn position(&self) -> Position;
/// Checks if this entity is colliding with another entity.
#[allow(dead_code)]
fn is_colliding_with(&self, other: &dyn Collidable) -> bool {
positions_overlap(&self.position(), &other.position())
}
}
/// System for tracking entities by their positions for efficient collision detection.
#[derive(Default)]
pub struct CollisionSystem {
/// Maps node IDs to lists of entity IDs that are at that node
node_entities: HashMap<usize, Vec<EntityId>>,
/// Maps entity IDs to their current positions
entity_positions: HashMap<EntityId, Position>,
/// Next available entity ID
next_id: EntityId,
}
/// Unique identifier for an entity in the collision system
pub type EntityId = u32;
impl CollisionSystem {
/// Registers an entity with the collision system and returns its ID
pub fn register_entity(&mut self, position: Position) -> EntityId {
let id = self.next_id;
self.next_id += 1;
self.entity_positions.insert(id, position);
self.update_node_entities(id, position);
id
}
/// Updates an entity's position
pub fn update_position(&mut self, entity_id: EntityId, new_position: Position) {
if let Some(old_position) = self.entity_positions.get(&entity_id) {
// Remove from old nodes
self.remove_from_nodes(entity_id, *old_position);
}
// Update position and add to new nodes
self.entity_positions.insert(entity_id, new_position);
self.update_node_entities(entity_id, new_position);
}
/// Removes an entity from the collision system
#[allow(dead_code)]
pub fn remove_entity(&mut self, entity_id: EntityId) {
if let Some(position) = self.entity_positions.remove(&entity_id) {
self.remove_from_nodes(entity_id, position);
}
}
/// Gets all entity IDs at a specific node
pub fn entities_at_node(&self, node: usize) -> &[EntityId] {
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
pub fn potential_collisions(&self, position: &Position) -> Vec<EntityId> {
let mut collisions = Vec::new();
let nodes = get_nodes(position);
for node in nodes {
collisions.extend(self.entities_at_node(node));
}
// Remove duplicates
collisions.sort_unstable();
collisions.dedup();
collisions
}
/// Updates the node_entities map when an entity's position changes
fn update_node_entities(&mut self, entity_id: EntityId, position: Position) {
let nodes = get_nodes(&position);
for node in nodes {
self.node_entities.entry(node).or_default().push(entity_id);
}
}
/// Removes an entity from all nodes it was previously at
fn remove_from_nodes(&mut self, entity_id: EntityId, position: Position) {
let nodes = get_nodes(&position);
for node in nodes {
if let Some(entities) = self.node_entities.get_mut(&node) {
entities.retain(|&id| id != entity_id);
if entities.is_empty() {
self.node_entities.remove(&node);
}
}
}
}
}
/// Checks if two positions overlap (entities are at the same location).
fn positions_overlap(a: &Position, b: &Position) -> bool {
let a_nodes = get_nodes(a);
let b_nodes = get_nodes(b);
// Check if any nodes overlap
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
}
/// Gets all nodes that an entity is currently at or between.
fn get_nodes(pos: &Position) -> SmallVec<[usize; 2]> {
let mut nodes = SmallVec::new();
match pos {
Position::AtNode(node) => nodes.push(*node),
Position::BetweenNodes { from, to, .. } => {
nodes.push(*from);
nodes.push(*to);
}
}
nodes
}

View File

@@ -1,254 +0,0 @@
//! Ghost entity implementation.
//!
//! This module contains the ghost character logic, including movement,
//! animation, and rendering. Ghosts move through the game graph using
//! a traverser and display directional animated textures.
use pathfinding::prelude::dijkstra;
use rand::prelude::*;
use smallvec::SmallVec;
use tracing::error;
use crate::entity::{
collision::Collidable,
direction::Direction,
graph::{Edge, EdgePermissions, Graph, NodeId},
r#trait::Entity,
traversal::Traverser,
};
use crate::texture::animated::AnimatedTexture;
use crate::texture::directional::DirectionalAnimatedTexture;
use crate::texture::sprite::SpriteAtlas;
use crate::error::{EntityError, GameError, GameResult, TextureError};
/// Determines if a ghost can traverse a given edge.
///
/// Ghosts can move through edges that allow all entities or ghost-only edges.
fn can_ghost_traverse(edge: Edge) -> bool {
matches!(edge.permissions, EdgePermissions::All | EdgePermissions::GhostsOnly)
}
/// The four classic ghost types.
#[derive(Debug, Clone, Copy, PartialEq, Eq)]
pub enum GhostType {
Blinky,
Pinky,
Inky,
Clyde,
}
impl GhostType {
/// Returns the ghost type name for atlas lookups.
pub fn as_str(self) -> &'static str {
match self {
GhostType::Blinky => "blinky",
GhostType::Pinky => "pinky",
GhostType::Inky => "inky",
GhostType::Clyde => "clyde",
}
}
/// Returns the base movement speed for this ghost type.
pub fn base_speed(self) -> f32 {
match self {
GhostType::Blinky => 1.0,
GhostType::Pinky => 0.95,
GhostType::Inky => 0.9,
GhostType::Clyde => 0.85,
}
}
}
/// A ghost entity that roams the game world.
///
/// Ghosts move through the game world using a graph-based navigation system
/// and display directional animated sprites. They randomly choose directions
/// at each intersection.
pub struct Ghost {
/// Handles movement through the game graph
pub traverser: Traverser,
/// The type of ghost (affects appearance and speed)
pub ghost_type: GhostType,
/// Manages directional animated textures for different movement states
texture: DirectionalAnimatedTexture,
/// Current movement speed
speed: f32,
}
impl Entity for Ghost {
fn traverser(&self) -> &Traverser {
&self.traverser
}
fn traverser_mut(&mut self) -> &mut Traverser {
&mut self.traverser
}
fn texture(&self) -> &DirectionalAnimatedTexture {
&self.texture
}
fn texture_mut(&mut self) -> &mut DirectionalAnimatedTexture {
&mut self.texture
}
fn speed(&self) -> f32 {
self.speed
}
fn can_traverse(&self, edge: Edge) -> bool {
can_ghost_traverse(edge)
}
fn tick(&mut self, dt: f32, graph: &Graph) {
// Choose random direction when at a node
if self.traverser.position.is_at_node() {
self.choose_random_direction(graph);
}
if let Err(e) = self.traverser.advance(graph, dt * 60.0 * self.speed, &can_ghost_traverse) {
error!("Ghost movement error: {}", e);
}
self.texture.tick(dt);
}
}
impl Ghost {
/// Creates a new ghost instance at the specified starting node.
///
/// Sets up animated textures for all four directions with moving and stopped states.
/// The moving animation cycles through two sprite variants.
pub fn new(graph: &Graph, start_node: NodeId, ghost_type: GhostType, atlas: &SpriteAtlas) -> GameResult<Self> {
let mut textures = [None, None, None, None];
let mut stopped_textures = [None, None, None, None];
for direction in Direction::DIRECTIONS {
let moving_prefix = match direction {
Direction::Up => "up",
Direction::Down => "down",
Direction::Left => "left",
Direction::Right => "right",
};
let moving_tiles = vec![
SpriteAtlas::get_tile(atlas, &format!("ghost/{}/{}_{}.png", ghost_type.as_str(), moving_prefix, "a"))
.ok_or_else(|| {
GameError::Texture(TextureError::AtlasTileNotFound(format!(
"ghost/{}/{}_{}.png",
ghost_type.as_str(),
moving_prefix,
"a"
)))
})?,
SpriteAtlas::get_tile(atlas, &format!("ghost/{}/{}_{}.png", ghost_type.as_str(), moving_prefix, "b"))
.ok_or_else(|| {
GameError::Texture(TextureError::AtlasTileNotFound(format!(
"ghost/{}/{}_{}.png",
ghost_type.as_str(),
moving_prefix,
"b"
)))
})?,
];
let stopped_tiles =
vec![
SpriteAtlas::get_tile(atlas, &format!("ghost/{}/{}_{}.png", ghost_type.as_str(), moving_prefix, "a"))
.ok_or_else(|| {
GameError::Texture(TextureError::AtlasTileNotFound(format!(
"ghost/{}/{}_{}.png",
ghost_type.as_str(),
moving_prefix,
"a"
)))
})?,
];
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 {
traverser: Traverser::new(graph, start_node, Direction::Left, &can_ghost_traverse),
ghost_type,
texture: DirectionalAnimatedTexture::new(textures, stopped_textures),
speed: ghost_type.base_speed(),
})
}
/// Chooses a random available direction at the current intersection.
fn choose_random_direction(&mut self, graph: &Graph) {
let current_node = self.traverser.position.from_node_id();
let intersection = &graph.adjacency_list[current_node];
// Collect all available directions
let mut available_directions = SmallVec::<[_; 4]>::new();
for direction in Direction::DIRECTIONS {
if let Some(edge) = intersection.get(direction) {
if can_ghost_traverse(edge) {
available_directions.push(direction);
}
}
}
// Choose a random direction (avoid reversing unless necessary)
if !available_directions.is_empty() {
let mut rng = SmallRng::from_os_rng();
// Filter out the opposite direction if possible, but allow it if we have limited options
let opposite = self.traverser.direction.opposite();
let filtered_directions: Vec<_> = available_directions
.iter()
.filter(|&&dir| dir != opposite || available_directions.len() <= 2)
.collect();
if let Some(&random_direction) = filtered_directions.choose(&mut rng) {
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.
///
/// Returns a vector of NodeIds representing the path, or an error if pathfinding fails.
/// The path includes the current node and the target node.
pub fn calculate_path_to_target(&self, graph: &Graph, target: NodeId) -> GameResult<Vec<NodeId>> {
let start_node = self.traverser.position.from_node_id();
// Use Dijkstra's algorithm to find the shortest path
let result = dijkstra(
&start_node,
|&node_id| {
// Get all edges from the current node
graph.adjacency_list[node_id]
.edges()
.filter(|edge| can_ghost_traverse(*edge))
.map(|edge| (edge.target, (edge.distance * 100.0) as u32))
.collect::<Vec<_>>()
},
|&node_id| node_id == target,
);
result.map(|(path, _cost)| path).ok_or_else(|| {
GameError::Entity(EntityError::PathfindingFailed(format!(
"No path found from node {} to target {}",
start_node, target
)))
})
}
/// Returns the ghost's color for debug rendering.
pub fn debug_color(&self) -> sdl2::pixels::Color {
match self.ghost_type {
GhostType::Blinky => sdl2::pixels::Color::RGB(255, 0, 0), // Red
GhostType::Pinky => sdl2::pixels::Color::RGB(255, 182, 255), // Pink
GhostType::Inky => sdl2::pixels::Color::RGB(0, 255, 255), // Cyan
GhostType::Clyde => sdl2::pixels::Color::RGB(255, 182, 85), // Orange
}
}
}
impl Collidable for Ghost {
fn position(&self) -> crate::entity::traversal::Position {
self.traverser.position
}
}

View File

@@ -1,117 +0,0 @@
use crate::{
constants,
entity::{collision::Collidable, graph::Graph},
error::{EntityError, GameResult},
texture::sprite::{Sprite, SpriteAtlas},
};
use sdl2::render::{Canvas, RenderTarget};
use strum_macros::{EnumCount, EnumIter};
#[derive(Debug, Clone, Copy, PartialEq, Eq)]
pub enum ItemType {
Pellet,
Energizer,
#[allow(dead_code)]
Fruit {
kind: FruitKind,
},
}
impl ItemType {
pub fn get_score(self) -> u32 {
match self {
ItemType::Pellet => 10,
ItemType::Energizer => 50,
ItemType::Fruit { kind } => kind.get_score(),
}
}
}
#[derive(Debug, Clone, Copy, PartialEq, Eq, EnumIter, EnumCount)]
#[allow(dead_code)]
pub enum FruitKind {
Apple,
Strawberry,
Orange,
Melon,
Bell,
Key,
Galaxian,
}
impl FruitKind {
#[allow(dead_code)]
pub fn index(self) -> u8 {
match self {
FruitKind::Apple => 0,
FruitKind::Strawberry => 1,
FruitKind::Orange => 2,
FruitKind::Melon => 3,
FruitKind::Bell => 4,
FruitKind::Key => 5,
FruitKind::Galaxian => 6,
}
}
pub fn get_score(self) -> u32 {
match self {
FruitKind::Apple => 100,
FruitKind::Strawberry => 300,
FruitKind::Orange => 500,
FruitKind::Melon => 700,
FruitKind::Bell => 1000,
FruitKind::Key => 2000,
FruitKind::Galaxian => 3000,
}
}
}
pub struct Item {
pub node_index: usize,
pub item_type: ItemType,
pub sprite: Sprite,
pub collected: bool,
}
impl Item {
pub fn new(node_index: usize, item_type: ItemType, sprite: Sprite) -> Self {
Self {
node_index,
item_type,
sprite,
collected: false,
}
}
pub fn is_collected(&self) -> bool {
self.collected
}
pub fn collect(&mut self) {
self.collected = true;
}
pub fn get_score(&self) -> u32 {
self.item_type.get_score()
}
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(())
}
}
impl Collidable for Item {
fn position(&self) -> crate::entity::traversal::Position {
crate::entity::traversal::Position::AtNode(self.node_index)
}
}

View File

@@ -1,8 +0,0 @@
pub mod collision;
pub mod direction;
pub mod ghost;
pub mod graph;
pub mod item;
pub mod pacman;
pub mod r#trait;
pub mod traversal;

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