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44 Commits

Author SHA1 Message Date
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
59 changed files with 4038 additions and 2251 deletions

814
Cargo.lock generated
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File diff suppressed because it is too large Load Diff

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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
[dependencies]
tracing = { version = "0.1.40", features = ["max_level_debug", "release_max_level_debug"]}
tracing = { version = "0.1.41", features = ["max_level_debug", "release_max_level_debug"]}
tracing-error = "0.2.0"
tracing-subscriber = {version = "0.3.17", features = ["env-filter"]}
lazy_static = "1.5.0"
@@ -15,14 +15,23 @@ spin_sleep = "1.3.2"
rand = { version = "0.9.2", default-features = false, features = ["small_rng", "os_rng"] }
pathfinding = "4.14"
once_cell = "1.21.3"
thiserror = "2.0"
thiserror = "2.0.14"
anyhow = "1.0"
glam = { version = "0.30.5", features = [] }
glam = "0.30.5"
serde = { version = "1.0.219", features = ["derive"] }
serde_json = "1.0.142"
smallvec = "1.15.1"
strum = "0.27.2"
strum_macros = "0.27.2"
phf = { version = "0.12.1", features = ["macros"] }
bevy_ecs = "0.16.1"
bitflags = "2.9.1"
parking_lot = "0.12.3"
micromap = "0.1.0"
thousands = "0.2.0"
pretty_assertions = "1.4.1"
num-width = "0.1.0"
circular-buffer = "1.1.0"
[profile.release]
lto = true
@@ -57,3 +66,8 @@ aarch64-apple-darwin = { triplet = "arm64-osx" }
[target.'cfg(target_os = "emscripten")'.dependencies]
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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@@ -1,6 +1,6 @@
# Pac-Man
[![Tests Status][badge-test]][test] [![Build Status][badge-build]][build] [![Code Coverage][badge-coverage]][coverage] [![Online Demo][badge-online-demo]][demo] [![Last Commit][badge-last-commit]][commits]
[![Tests Status][badge-test]][test] [![Build Status][badge-build]][build] [![If you're seeing this, Coveralls.io is broken again and it's not my fault.][badge-coverage]][coverage] [![Online Demo][badge-online-demo]][demo] [![Last Commit][badge-last-commit]][commits]
[badge-test]: https://github.com/Xevion/Pac-Man/actions/workflows/tests.yaml/badge.svg
[badge-build]: https://github.com/Xevion/Pac-Man/actions/workflows/build.yaml/badge.svg

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");
}

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@@ -1,13 +1,10 @@
use std::time::{Duration, Instant};
use glam::Vec2;
use sdl2::event::{Event, WindowEvent};
use sdl2::keyboard::Keycode;
use sdl2::render::{Canvas, ScaleMode, Texture, TextureCreator};
use sdl2::render::TextureCreator;
use sdl2::ttf::Sdl2TtfContext;
use sdl2::video::{Window, WindowContext};
use sdl2::video::WindowContext;
use sdl2::{AudioSubsystem, EventPump, Sdl, VideoSubsystem};
use tracing::{error, event};
use crate::error::{GameError, GameResult};
@@ -16,13 +13,10 @@ use crate::game::Game;
use crate::platform::get_platform;
pub struct App {
game: Game,
canvas: Canvas<Window>,
event_pump: &'static mut EventPump,
backbuffer: Texture<'static>,
paused: bool,
pub game: Game,
last_tick: Instant,
cursor_pos: Vec2,
focused: bool,
_cursor_pos: Vec2,
}
impl App {
@@ -51,35 +45,28 @@ impl App {
.build()
.map_err(|e| GameError::Sdl(e.to_string()))?;
let mut canvas = window.into_canvas().build().map_err(|e| GameError::Sdl(e.to_string()))?;
let canvas = Box::leak(Box::new(
window
.into_canvas()
.accelerated()
.build()
.map_err(|e| GameError::Sdl(e.to_string()))?,
));
canvas
.set_logical_size(CANVAS_SIZE.x, CANVAS_SIZE.y)
.map_err(|e| GameError::Sdl(e.to_string()))?;
let texture_creator: &'static 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));
let mut backbuffer = texture_creator
.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 {
Ok(App {
game,
canvas,
event_pump,
backbuffer,
paused: false,
focused: true,
last_tick: Instant::now(),
cursor_pos: Vec2::ZERO,
_cursor_pos: Vec2::ZERO,
})
}
@@ -87,78 +74,46 @@ impl App {
{
let start = Instant::now();
for event in self.event_pump.poll_iter() {
match event {
Event::Window { win_event, .. } => match win_event {
WindowEvent::Hidden => {
event!(tracing::Level::DEBUG, "Window hidden");
}
WindowEvent::Shown => {
event!(tracing::Level::DEBUG, "Window shown");
}
_ => {}
},
// It doesn't really make sense to have this available in the browser
#[cfg(not(target_os = "emscripten"))]
Event::Quit { .. }
| Event::KeyDown {
keycode: Some(Keycode::Escape) | Some(Keycode::Q),
..
} => {
event!(tracing::Level::INFO, "Exit requested. Exiting...");
return false;
}
Event::KeyDown {
keycode: Some(Keycode::P),
..
} => {
self.paused = !self.paused;
event!(tracing::Level::INFO, "{}", if self.paused { "Paused" } else { "Unpaused" });
}
Event::KeyDown {
keycode: Some(Keycode::Space),
..
} => {
self.game.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);
}
_ => {}
}
}
// for event in self
// .game
// .world
// .get_non_send_resource_mut::<&'static mut EventPump>()
// .unwrap()
// .poll_iter()
// {
// match event {
// Event::Window { win_event, .. } => match win_event {
// WindowEvent::FocusGained => {
// self.focused = true;
// }
// WindowEvent::FocusLost => {
// self.focused = false;
// }
// _ => {}
// },
// Event::MouseMotion { x, y, .. } => {
// // Convert window coordinates to logical coordinates
// self.cursor_pos = Vec2::new(x as f32, y as f32);
// }
// _ => {}
// }
// }
let dt = self.last_tick.elapsed().as_secs_f32();
self.last_tick = Instant::now();
if !self.paused {
self.game.tick(dt);
if let Err(e) = self.game.draw(&mut self.canvas, &mut self.backbuffer) {
error!("Failed to draw game: {}", e);
}
if let Err(e) = self
.game
.present_backbuffer(&mut self.canvas, &self.backbuffer, self.cursor_pos)
{
error!("Failed to present backbuffer: {}", e);
}
let exit = self.game.tick(dt);
if exit {
return false;
}
// Sleep if we still have time left
if start.elapsed() < LOOP_TIME {
let time = LOOP_TIME.saturating_sub(start.elapsed());
if time != Duration::ZERO {
get_platform().sleep(time);
get_platform().sleep(time, self.focused);
}
} else {
event!(
tracing::Level::WARN,
"Game loop behind schedule by: {:?}",
start.elapsed() - LOOP_TIME
);
}
true

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@@ -12,8 +12,6 @@ pub enum Asset {
Wav3,
Wav4,
Atlas,
AtlasJson,
// Add more as needed
}
impl Asset {
@@ -26,7 +24,6 @@ impl Asset {
Wav3 => "sound/waka/3.ogg",
Wav4 => "sound/waka/4.ogg",
Atlas => "atlas.png",
AtlasJson => "atlas.json",
}
}
}
@@ -36,6 +33,7 @@ mod imp {
use crate::error::AssetError;
use crate::platform::get_platform;
/// Returns the raw bytes of the given asset.
pub fn get_asset_bytes(asset: Asset) -> Result<Cow<'static, [u8]>, AssetError> {
get_platform().get_asset_bytes(asset)
}

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@@ -1,128 +1,128 @@
use smallvec::SmallVec;
use std::collections::HashMap;
// use smallvec::SmallVec;
// use std::collections::HashMap;
use crate::entity::{graph::NodeId, traversal::Position};
// use crate::entity::{graph::NodeId, 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;
// /// 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())
}
}
// /// 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<NodeId, Vec<EntityId>>,
/// Maps entity IDs to their current positions
entity_positions: HashMap<EntityId, Position>,
/// Next available entity ID
next_id: EntityId,
}
// /// 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<NodeId, 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;
// /// 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;
// 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);
// self.entity_positions.insert(id, position);
// self.update_node_entities(id, position);
id
}
// 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);
}
// /// 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);
}
// // 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);
}
}
// /// 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: NodeId) -> &[EntityId] {
self.node_entities.get(&node).map(|v| v.as_slice()).unwrap_or(&[])
}
// /// Gets all entity IDs at a specific node
// pub fn entities_at_node(&self, node: NodeId) -> &[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);
// /// 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));
}
// for node in nodes {
// collisions.extend(self.entities_at_node(node));
// }
// Remove duplicates
collisions.sort_unstable();
collisions.dedup();
collisions
}
// // 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);
}
}
// /// 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);
}
}
}
}
}
// /// 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);
// /// 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))
// // 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
}
// // 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<[NodeId; 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
}
// /// Gets all nodes that an entity is currently at or between.
// fn get_nodes(pos: &Position) -> SmallVec<[NodeId; 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

@@ -1,11 +1,13 @@
use glam::IVec2;
/// The four cardinal directions.
#[derive(Debug, Copy, Clone, PartialEq, Eq, Hash)]
#[derive(Debug, Clone, Copy, PartialEq, Eq, Hash, Default)]
#[repr(usize)]
pub enum Direction {
Up,
Down,
Left,
#[default]
Right,
}

View File

@@ -1,254 +1,254 @@
//! 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.
// //! 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 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::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};
// 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)
}
// /// 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,
}
// /// 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",
}
}
// 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,
}
}
}
// /// 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,
}
// /// 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
}
// impl Entity for Ghost {
// fn traverser(&self) -> &Traverser {
// &self.traverser
// }
fn traverser_mut(&mut self) -> &mut Traverser {
&mut self.traverser
}
// fn traverser_mut(&mut self) -> &mut Traverser {
// &mut self.traverser
// }
fn texture(&self) -> &DirectionalAnimatedTexture {
&self.texture
}
// fn texture(&self) -> &DirectionalAnimatedTexture {
// &self.texture
// }
fn texture_mut(&mut self) -> &mut DirectionalAnimatedTexture {
&mut self.texture
}
// fn texture_mut(&mut self) -> &mut DirectionalAnimatedTexture {
// &mut self.texture
// }
fn speed(&self) -> f32 {
self.speed
}
// fn speed(&self) -> f32 {
// self.speed
// }
fn can_traverse(&self, edge: Edge) -> bool {
can_ghost_traverse(edge)
}
// 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);
}
// 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);
}
}
// 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];
// 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"
)))
})?,
];
// 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"
)))
})?,
];
// 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)?);
}
// 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(),
})
}
// 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];
// /// 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();
// // 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();
// // 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);
}
}
}
// 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();
// /// 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,
);
// // 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
)))
})
}
// 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
}
}
}
// /// 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
}
}
// impl Collidable for Ghost {
// fn position(&self) -> crate::entity::traversal::Position {
// self.traverser.position
// }
// }

View File

@@ -1,18 +1,21 @@
use glam::Vec2;
use crate::systems::movement::NodeId;
use super::direction::Direction;
/// A unique identifier for a node, represented by its index in the graph's storage.
pub type NodeId = usize;
use bitflags::bitflags;
/// Defines who can traverse a given edge.
#[derive(Debug, Clone, Copy, PartialEq, Eq, Default)]
pub enum EdgePermissions {
/// Anyone can use this edge.
#[default]
All,
/// Only ghosts can use this edge.
GhostsOnly,
bitflags! {
/// Defines who can traverse a given edge using flags for fast checking.
#[derive(Debug, Clone, Copy, PartialEq, Eq, Default)]
pub struct TraversalFlags: u8 {
const PACMAN = 1 << 0;
const GHOST = 1 << 1;
/// Convenience flag for edges that all entities can use
const ALL = Self::PACMAN.bits() | Self::GHOST.bits();
}
}
/// Represents a directed edge from one node to another with a given weight (e.g., distance).
@@ -25,7 +28,7 @@ pub struct Edge {
/// The cardinal direction of this edge.
pub direction: Direction,
/// Defines who is allowed to traverse this edge.
pub permissions: EdgePermissions,
pub traversal_flags: TraversalFlags,
}
/// Represents a node in the graph, defined by its position.
@@ -133,8 +136,8 @@ impl Graph {
return Err("To node does not exist.");
}
let edge_a = self.add_edge(from, to, replace, distance, direction, EdgePermissions::default());
let edge_b = self.add_edge(to, from, replace, distance, direction.opposite(), EdgePermissions::default());
let edge_a = self.add_edge(from, to, replace, distance, direction, TraversalFlags::ALL);
let edge_b = self.add_edge(to, from, replace, distance, direction.opposite(), TraversalFlags::ALL);
if edge_a.is_err() && edge_b.is_err() {
return Err("Failed to connect nodes in both directions.");
@@ -162,7 +165,7 @@ impl Graph {
replace: bool,
distance: Option<f32>,
direction: Direction,
permissions: EdgePermissions,
traversal_flags: TraversalFlags,
) -> Result<(), &'static str> {
let edge = Edge {
target: to,
@@ -181,7 +184,7 @@ impl Graph {
}
},
direction,
permissions,
traversal_flags,
};
if from >= self.adjacency_list.len() {
@@ -220,6 +223,19 @@ impl Graph {
self.nodes.len()
}
/// Returns an iterator over all nodes in the graph.
pub fn nodes(&self) -> impl Iterator<Item = &Node> {
self.nodes.iter()
}
/// Returns an iterator over all edges in the graph.
pub fn edges(&self) -> impl Iterator<Item = (NodeId, Edge)> + '_ {
self.adjacency_list
.iter()
.enumerate()
.flat_map(|(node_id, intersection)| intersection.edges().map(move |edge| (node_id, edge)))
}
/// Finds a specific edge from a source node to a target node.
pub fn find_edge(&self, from: NodeId, to: NodeId) -> Option<Edge> {
self.adjacency_list.get(from)?.edges().find(|edge| edge.target == to)

View File

@@ -1,117 +1,117 @@
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};
// 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,
},
}
// #[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(),
}
}
}
// 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,
}
// #[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,
}
}
// 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 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,
}
// 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,
}
}
// 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 is_collected(&self) -> bool {
// self.collected
// }
pub fn collect(&mut self) {
self.collected = true;
}
// pub fn collect(&mut self) {
// self.collected = true;
// }
pub fn get_score(&self) -> u32 {
self.item_type.get_score()
}
// 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(());
}
// 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();
// 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(())
}
}
// 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)
}
}
// impl Collidable for Item {
// fn position(&self) -> crate::entity::traversal::Position {
// crate::entity::traversal::Position::AtNode(self.node_index)
// }
// }

View File

@@ -5,4 +5,3 @@ pub mod graph;
pub mod item;
pub mod pacman;
pub mod r#trait;
pub mod traversal;

View File

@@ -1,134 +1,115 @@
//! Pac-Man entity implementation.
//!
//! This module contains the main player character logic, including movement,
//! animation, and rendering. Pac-Man moves through the game graph using
//! a traverser and displays directional animated textures.
// //! Pac-Man entity implementation.
// //!
// //! This module contains the main player character logic, including movement,
// //! animation, and rendering. Pac-Man moves through the game graph using
// //! a traverser and displays directional animated textures.
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 sdl2::keyboard::Keycode;
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 tracing::error;
use crate::error::{GameError, GameResult, TextureError};
// use crate::error::{GameError, GameResult, TextureError};
/// Determines if Pac-Man can traverse a given edge.
///
/// Pac-Man can only move through edges that allow all entities.
fn can_pacman_traverse(edge: Edge) -> bool {
matches!(edge.permissions, EdgePermissions::All)
}
// /// Determines if Pac-Man can traverse a given edge.
// ///
// /// Pac-Man can only move through edges that allow all entities.
// fn can_pacman_traverse(edge: Edge) -> bool {
// matches!(edge.permissions, EdgePermissions::All)
// }
/// The main player character entity.
///
/// Pac-Man moves through the game world using a graph-based navigation system
/// and displays directional animated sprites based on movement state.
pub struct Pacman {
/// Handles movement through the game graph
pub traverser: Traverser,
/// Manages directional animated textures for different movement states
texture: DirectionalAnimatedTexture,
}
// /// The main player character entity.
// ///
// /// Pac-Man moves through the game world using a graph-based navigation system
// /// and displays directional animated sprites based on movement state.
// pub struct Pacman {
// /// Handles movement through the game graph
// pub traverser: Traverser,
// /// Manages directional animated textures for different movement states
// texture: DirectionalAnimatedTexture,
// }
impl Entity for Pacman {
fn traverser(&self) -> &Traverser {
&self.traverser
}
// impl Entity for Pacman {
// fn traverser(&self) -> &Traverser {
// &self.traverser
// }
fn traverser_mut(&mut self) -> &mut Traverser {
&mut self.traverser
}
// fn traverser_mut(&mut self) -> &mut Traverser {
// &mut self.traverser
// }
fn texture(&self) -> &DirectionalAnimatedTexture {
&self.texture
}
// fn texture(&self) -> &DirectionalAnimatedTexture {
// &self.texture
// }
fn texture_mut(&mut self) -> &mut DirectionalAnimatedTexture {
&mut self.texture
}
// fn texture_mut(&mut self) -> &mut DirectionalAnimatedTexture {
// &mut self.texture
// }
fn speed(&self) -> f32 {
1.125
}
// fn speed(&self) -> f32 {
// 1.125
// }
fn can_traverse(&self, edge: Edge) -> bool {
can_pacman_traverse(edge)
}
// fn can_traverse(&self, edge: Edge) -> bool {
// can_pacman_traverse(edge)
// }
fn tick(&mut self, dt: f32, graph: &Graph) {
if let Err(e) = self.traverser.advance(graph, dt * 60.0 * 1.125, &can_pacman_traverse) {
error!("Pac-Man movement error: {}", e);
}
self.texture.tick(dt);
}
}
// fn tick(&mut self, dt: f32, graph: &Graph) {
// if let Err(e) = self.traverser.advance(graph, dt * 60.0 * 1.125, &can_pacman_traverse) {
// error!("Pac-Man movement error: {}", e);
// }
// self.texture.tick(dt);
// }
// }
impl Pacman {
/// Creates a new Pac-Man instance at the specified starting node.
///
/// Sets up animated textures for all four directions with moving and stopped states.
/// The moving animation cycles through open mouth, closed mouth, and full sprites.
pub fn new(graph: &Graph, start_node: NodeId, atlas: &SpriteAtlas) -> GameResult<Self> {
let mut textures = [None, None, None, None];
let mut stopped_textures = [None, None, None, None];
// impl Pacman {
// /// Creates a new Pac-Man instance at the specified starting node.
// ///
// /// Sets up animated textures for all four directions with moving and stopped states.
// /// The moving animation cycles through open mouth, closed mouth, and full sprites.
// pub fn new(graph: &Graph, start_node: NodeId, 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 => "pacman/up",
Direction::Down => "pacman/down",
Direction::Left => "pacman/left",
Direction::Right => "pacman/right",
};
let moving_tiles = vec![
SpriteAtlas::get_tile(atlas, &format!("{moving_prefix}_a.png"))
.ok_or_else(|| GameError::Texture(TextureError::AtlasTileNotFound(format!("{moving_prefix}_a.png"))))?,
SpriteAtlas::get_tile(atlas, &format!("{moving_prefix}_b.png"))
.ok_or_else(|| GameError::Texture(TextureError::AtlasTileNotFound(format!("{moving_prefix}_b.png"))))?,
SpriteAtlas::get_tile(atlas, "pacman/full.png")
.ok_or_else(|| GameError::Texture(TextureError::AtlasTileNotFound("pacman/full.png".to_string())))?,
];
// for direction in Direction::DIRECTIONS {
// let moving_prefix = match direction {
// Direction::Up => "pacman/up",
// Direction::Down => "pacman/down",
// Direction::Left => "pacman/left",
// Direction::Right => "pacman/right",
// };
// let moving_tiles = vec![
// SpriteAtlas::get_tile(atlas, &format!("{moving_prefix}_a.png"))
// .ok_or_else(|| GameError::Texture(TextureError::AtlasTileNotFound(format!("{moving_prefix}_a.png"))))?,
// SpriteAtlas::get_tile(atlas, &format!("{moving_prefix}_b.png"))
// .ok_or_else(|| GameError::Texture(TextureError::AtlasTileNotFound(format!("{moving_prefix}_b.png"))))?,
// SpriteAtlas::get_tile(atlas, "pacman/full.png")
// .ok_or_else(|| GameError::Texture(TextureError::AtlasTileNotFound("pacman/full.png".to_string())))?,
// ];
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"))))?];
// 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)?);
stopped_textures[direction.as_usize()] = Some(AnimatedTexture::new(stopped_tiles, 0.1)?);
}
// 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 {
traverser: Traverser::new(graph, start_node, Direction::Left, &can_pacman_traverse),
texture: DirectionalAnimatedTexture::new(textures, stopped_textures),
})
}
// Ok(Self {
// traverser: Traverser::new(graph, start_node, Direction::Left, &can_pacman_traverse),
// texture: DirectionalAnimatedTexture::new(textures, stopped_textures),
// })
// }
// }
/// Handles keyboard input to change Pac-Man's direction.
///
/// Maps arrow keys to directions and queues the direction change
/// for the next valid intersection.
pub fn handle_key(&mut self, keycode: Keycode) {
let direction = match keycode {
Keycode::Up => Some(Direction::Up),
Keycode::Down => Some(Direction::Down),
Keycode::Left => Some(Direction::Left),
Keycode::Right => Some(Direction::Right),
_ => None,
};
if let Some(direction) = direction {
self.traverser.set_next_direction(direction);
}
}
}
impl Collidable for Pacman {
fn position(&self) -> crate::entity::traversal::Position {
self.traverser.position
}
}
// impl Collidable for Pacman {
// fn position(&self) -> crate::entity::traversal::Position {
// self.traverser.position
// }
// }

View File

@@ -1,114 +1,114 @@
//! Entity trait for common movement and rendering functionality.
//!
//! This module defines a trait that captures the shared behavior between
//! different game entities like Ghosts and Pac-Man, including movement,
//! rendering, and position calculations.
// //! Entity trait for common movement and rendering functionality.
// //!
// //! This module defines a trait that captures the shared behavior between
// //! different game entities like Ghosts and Pac-Man, including movement,
// //! rendering, and position calculations.
use glam::Vec2;
use sdl2::render::{Canvas, RenderTarget};
// use glam::Vec2;
// use sdl2::render::{Canvas, RenderTarget};
use crate::entity::direction::Direction;
use crate::entity::graph::{Edge, Graph, NodeId};
use crate::entity::traversal::{Position, Traverser};
use crate::error::{EntityError, GameError, GameResult, TextureError};
use crate::texture::directional::DirectionalAnimatedTexture;
use crate::texture::sprite::SpriteAtlas;
// use crate::entity::direction::Direction;
// use crate::entity::graph::{Edge, Graph, NodeId};
// use crate::entity::traversal::{Position, Traverser};
// use crate::error::{EntityError, GameError, GameResult, TextureError};
// use crate::texture::directional::DirectionalAnimatedTexture;
// use crate::texture::sprite::SpriteAtlas;
/// Trait defining common functionality for game entities that move through the graph.
///
/// This trait provides a unified interface for entities that:
/// - Move through the game graph using a traverser
/// - Render using directional animated textures
/// - Have position calculations and movement speed
#[allow(dead_code)]
pub trait Entity {
/// Returns a reference to the entity's traverser for movement control.
fn traverser(&self) -> &Traverser;
// /// Trait defining common functionality for game entities that move through the graph.
// ///
// /// This trait provides a unified interface for entities that:
// /// - Move through the game graph using a traverser
// /// - Render using directional animated textures
// /// - Have position calculations and movement speed
// #[allow(dead_code)]
// pub trait Entity {
// /// Returns a reference to the entity's traverser for movement control.
// fn traverser(&self) -> &Traverser;
/// Returns a mutable reference to the entity's traverser for movement control.
fn traverser_mut(&mut self) -> &mut Traverser;
// /// Returns a mutable reference to the entity's traverser for movement control.
// fn traverser_mut(&mut self) -> &mut Traverser;
/// Returns a reference to the entity's directional animated texture.
fn texture(&self) -> &DirectionalAnimatedTexture;
// /// Returns a reference to the entity's directional animated texture.
// fn texture(&self) -> &DirectionalAnimatedTexture;
/// Returns a mutable reference to the entity's directional animated texture.
fn texture_mut(&mut self) -> &mut DirectionalAnimatedTexture;
// /// Returns a mutable reference to the entity's directional animated texture.
// fn texture_mut(&mut self) -> &mut DirectionalAnimatedTexture;
/// Returns the movement speed multiplier for this entity.
fn speed(&self) -> f32;
// /// Returns the movement speed multiplier for this entity.
// fn speed(&self) -> f32;
/// Determines if this entity can traverse a given edge.
fn can_traverse(&self, edge: Edge) -> bool;
// /// Determines if this entity can traverse a given edge.
// fn can_traverse(&self, edge: Edge) -> bool;
/// Updates the entity's position and animation state.
///
/// This method advances movement through the graph and updates texture animation.
fn tick(&mut self, dt: f32, graph: &Graph);
// /// Updates the entity's position and animation state.
// ///
// /// This method advances movement through the graph and updates texture animation.
// fn tick(&mut self, dt: f32, graph: &Graph);
/// Calculates the current pixel position in the game world.
///
/// Converts the graph position to screen coordinates, accounting for
/// the board offset and centering the sprite.
fn get_pixel_pos(&self, graph: &Graph) -> GameResult<Vec2> {
let pos = match self.traverser().position {
Position::AtNode(node_id) => {
let node = graph.get_node(node_id).ok_or(EntityError::NodeNotFound(node_id))?;
node.position
}
Position::BetweenNodes { from, to, traversed } => {
let from_node = graph.get_node(from).ok_or(EntityError::NodeNotFound(from))?;
let to_node = graph.get_node(to).ok_or(EntityError::NodeNotFound(to))?;
let edge = graph.find_edge(from, to).ok_or(EntityError::EdgeNotFound { from, to })?;
from_node.position + (to_node.position - from_node.position) * (traversed / edge.distance)
}
};
// /// Calculates the current pixel position in the game world.
// ///
// /// Converts the graph position to screen coordinates, accounting for
// /// the board offset and centering the sprite.
// fn get_pixel_pos(&self, graph: &Graph) -> GameResult<Vec2> {
// let pos = match self.traverser().position {
// Position::AtNode(node_id) => {
// let node = graph.get_node(node_id).ok_or(EntityError::NodeNotFound(node_id))?;
// node.position
// }
// Position::BetweenNodes { from, to, traversed } => {
// let from_node = graph.get_node(from).ok_or(EntityError::NodeNotFound(from))?;
// let to_node = graph.get_node(to).ok_or(EntityError::NodeNotFound(to))?;
// let edge = graph.find_edge(from, to).ok_or(EntityError::EdgeNotFound { from, to })?;
// from_node.position + (to_node.position - from_node.position) * (traversed / edge.distance)
// }
// };
Ok(Vec2::new(
pos.x + crate::constants::BOARD_PIXEL_OFFSET.x as f32,
pos.y + crate::constants::BOARD_PIXEL_OFFSET.y as f32,
))
}
// Ok(Vec2::new(
// pos.x + crate::constants::BOARD_PIXEL_OFFSET.x as f32,
// pos.y + crate::constants::BOARD_PIXEL_OFFSET.y as f32,
// ))
// }
/// Returns the current node ID that the entity is at or moving towards.
///
/// If the entity is at a node, returns that node ID.
/// If the entity is between nodes, returns the node it's moving towards.
fn current_node_id(&self) -> NodeId {
match self.traverser().position {
Position::AtNode(node_id) => node_id,
Position::BetweenNodes { to, .. } => to,
}
}
// /// Returns the current node ID that the entity is at or moving towards.
// ///
// /// If the entity is at a node, returns that node ID.
// /// If the entity is between nodes, returns the node it's moving towards.
// fn current_node_id(&self) -> NodeId {
// match self.traverser().position {
// Position::AtNode(node_id) => node_id,
// Position::BetweenNodes { to, .. } => to,
// }
// }
/// Sets the next direction for the entity to take.
///
/// The direction is buffered and will be applied at the next opportunity,
/// typically when the entity reaches a new node.
fn set_next_direction(&mut self, direction: Direction) {
self.traverser_mut().set_next_direction(direction);
}
// /// Sets the next direction for the entity to take.
// ///
// /// The direction is buffered and will be applied at the next opportunity,
// /// typically when the entity reaches a new node.
// fn set_next_direction(&mut self, direction: Direction) {
// self.traverser_mut().set_next_direction(direction);
// }
/// Renders the entity at its current position.
///
/// Draws the appropriate directional sprite based on the entity's
/// current movement state and direction.
fn render<T: RenderTarget>(&self, canvas: &mut Canvas<T>, atlas: &mut SpriteAtlas, graph: &Graph) -> GameResult<()> {
let pixel_pos = self.get_pixel_pos(graph)?;
let dest = crate::helpers::centered_with_size(
glam::IVec2::new(pixel_pos.x as i32, pixel_pos.y as i32),
glam::UVec2::new(16, 16),
);
// /// Renders the entity at its current position.
// ///
// /// Draws the appropriate directional sprite based on the entity's
// /// current movement state and direction.
// fn render<T: RenderTarget>(&self, canvas: &mut Canvas<T>, atlas: &mut SpriteAtlas, graph: &Graph) -> GameResult<()> {
// let pixel_pos = self.get_pixel_pos(graph)?;
// let dest = crate::helpers::centered_with_size(
// glam::IVec2::new(pixel_pos.x as i32, pixel_pos.y as i32),
// glam::UVec2::new(16, 16),
// );
if self.traverser().position.is_stopped() {
self.texture()
.render_stopped(canvas, atlas, dest, self.traverser().direction)
.map_err(|e| GameError::Texture(TextureError::RenderFailed(e.to_string())))?;
} else {
self.texture()
.render(canvas, atlas, dest, self.traverser().direction)
.map_err(|e| GameError::Texture(TextureError::RenderFailed(e.to_string())))?;
}
// if self.traverser().position.is_stopped() {
// self.texture()
// .render_stopped(canvas, atlas, dest, self.traverser().direction)
// .map_err(|e| GameError::Texture(TextureError::RenderFailed(e.to_string())))?;
// } else {
// self.texture()
// .render(canvas, atlas, dest, self.traverser().direction)
// .map_err(|e| GameError::Texture(TextureError::RenderFailed(e.to_string())))?;
// }
Ok(())
}
}
// Ok(())
// }
// }

View File

@@ -1,229 +0,0 @@
use tracing::error;
use crate::error::GameResult;
use super::direction::Direction;
use super::graph::{Edge, Graph, NodeId};
/// Represents the current position of an entity traversing the graph.
///
/// This enum allows for precise tracking of whether an entity is exactly at a node
/// or moving along an edge between two nodes.
#[derive(Debug, PartialEq, Clone, Copy)]
pub enum Position {
/// The traverser is located exactly at a node.
AtNode(NodeId),
/// The traverser is on an edge between two nodes.
BetweenNodes {
from: NodeId,
to: NodeId,
/// The floating-point distance traversed along the edge from the `from` node.
traversed: f32,
},
}
#[allow(dead_code)]
impl Position {
/// Returns `true` if the position is exactly at a node.
pub fn is_at_node(&self) -> bool {
matches!(self, Position::AtNode(_))
}
/// Returns the `NodeId` of the current or most recently departed node.
#[allow(clippy::wrong_self_convention)]
pub fn from_node_id(&self) -> NodeId {
match self {
Position::AtNode(id) => *id,
Position::BetweenNodes { from, .. } => *from,
}
}
/// Returns the `NodeId` of the destination node, if currently on an edge.
#[allow(clippy::wrong_self_convention)]
pub fn to_node_id(&self) -> Option<NodeId> {
match self {
Position::AtNode(_) => None,
Position::BetweenNodes { to, .. } => Some(*to),
}
}
/// Returns `true` if the traverser is stopped at a node.
pub fn is_stopped(&self) -> bool {
matches!(self, Position::AtNode(_))
}
}
/// Manages an entity's movement through the graph.
///
/// A `Traverser` encapsulates the state of an entity's position and direction,
/// providing a way to advance along the graph's paths based on a given distance.
/// It also handles direction changes, buffering the next intended direction.
pub struct Traverser {
/// The current position of the traverser in the graph.
pub position: Position,
/// The current direction of movement.
pub direction: Direction,
/// Buffered direction change with remaining frame count for timing.
///
/// The `u8` value represents the number of frames remaining before
/// the buffered direction expires. This allows for responsive controls
/// by storing direction changes for a limited time.
pub next_direction: Option<(Direction, u8)>,
}
impl Traverser {
/// Creates a new traverser starting at the given node ID.
///
/// The traverser will immediately attempt to start moving in the initial direction.
pub fn new<F>(graph: &Graph, start_node: NodeId, initial_direction: Direction, can_traverse: &F) -> Self
where
F: Fn(Edge) -> bool,
{
let mut traverser = Traverser {
position: Position::AtNode(start_node),
direction: initial_direction,
next_direction: Some((initial_direction, 1)),
};
// This will kickstart the traverser into motion
if let Err(e) = traverser.advance(graph, 0.0, can_traverse) {
error!("Traverser initialization error: {}", e);
}
traverser
}
/// Sets the next direction for the traverser to take.
///
/// The direction is buffered and will be applied at the next opportunity,
/// typically when the traverser reaches a new node. This allows for responsive
/// controls, as the new direction is stored for a limited time.
pub fn set_next_direction(&mut self, new_direction: Direction) {
if self.direction != new_direction {
self.next_direction = Some((new_direction, 30));
}
}
/// Advances the traverser along the graph by a specified distance.
///
/// This method updates the traverser's position based on its current state
/// and the distance to travel.
///
/// - If at a node, it checks for a buffered direction to start moving.
/// - If between nodes, it moves along the current edge.
/// - If it reaches a node, it attempts to transition to a new edge based on
/// the buffered direction or by continuing straight.
/// - If no valid move is possible, it stops at the node.
///
/// Returns an error if the movement is invalid (e.g., trying to move in an impossible direction).
pub fn advance<F>(&mut self, graph: &Graph, distance: f32, can_traverse: &F) -> GameResult<()>
where
F: Fn(Edge) -> bool,
{
// Decrement the remaining frames for the next direction
if let Some((direction, remaining)) = self.next_direction {
if remaining > 0 {
self.next_direction = Some((direction, remaining - 1));
} else {
self.next_direction = None;
}
}
match self.position {
Position::AtNode(node_id) => {
// We're not moving, but a buffered direction is available.
if let Some((next_direction, _)) = self.next_direction {
if let Some(edge) = graph.find_edge_in_direction(node_id, next_direction) {
if can_traverse(edge) {
// Start moving in that direction
self.position = Position::BetweenNodes {
from: node_id,
to: edge.target,
traversed: distance.max(0.0),
};
self.direction = next_direction;
} else {
return Err(crate::error::GameError::Entity(crate::error::EntityError::InvalidMovement(
format!(
"Cannot traverse edge from {} to {} in direction {:?}",
node_id, edge.target, next_direction
),
)));
}
} else {
return Err(crate::error::GameError::Entity(crate::error::EntityError::InvalidMovement(
format!("No edge found in direction {:?} from node {}", next_direction, node_id),
)));
}
self.next_direction = None; // Consume the buffered direction regardless of whether we started moving with it
}
}
Position::BetweenNodes { from, to, traversed } => {
// There is no point in any of the next logic if we don't travel at all
if distance <= 0.0 {
return Ok(());
}
let edge = graph.find_edge(from, to).ok_or_else(|| {
crate::error::GameError::Entity(crate::error::EntityError::InvalidMovement(format!(
"Inconsistent state: Traverser is on a non-existent edge from {} to {}.",
from, to
)))
})?;
let new_traversed = traversed + distance;
if new_traversed < edge.distance {
// Still on the same edge, just update the distance.
self.position = Position::BetweenNodes {
from,
to,
traversed: new_traversed,
};
} else {
let overflow = new_traversed - edge.distance;
let mut moved = false;
// If we buffered a direction, try to find an edge in that direction
if let Some((next_dir, _)) = self.next_direction {
if let Some(edge) = graph.find_edge_in_direction(to, next_dir) {
if can_traverse(edge) {
self.position = Position::BetweenNodes {
from: to,
to: edge.target,
traversed: overflow,
};
self.direction = next_dir; // Remember our new direction
self.next_direction = None; // Consume the buffered direction
moved = true;
}
}
}
// If we didn't move, try to continue in the current direction
if !moved {
if let Some(edge) = graph.find_edge_in_direction(to, self.direction) {
if can_traverse(edge) {
self.position = Position::BetweenNodes {
from: to,
to: edge.target,
traversed: overflow,
};
} else {
self.position = Position::AtNode(to);
self.next_direction = None;
}
} else {
self.position = Position::AtNode(to);
self.next_direction = None;
}
}
}
}
}
Ok(())
}
}

View File

@@ -5,11 +5,13 @@
use std::io;
use bevy_ecs::event::Event;
/// 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(thiserror::Error, Debug)]
#[derive(thiserror::Error, Debug, Event)]
pub enum GameError {
#[error("Asset error: {0}")]
Asset(#[from] AssetError),

23
src/events.rs Normal file
View File

@@ -0,0 +1,23 @@
use bevy_ecs::prelude::*;
#[derive(Clone, Copy, Debug, PartialEq, Eq)]
pub enum GameCommand {
Exit,
MovePlayer(crate::entity::direction::Direction),
ToggleDebug,
MuteAudio,
ResetLevel,
TogglePause,
}
#[derive(Event, Clone, Copy, Debug, PartialEq, Eq)]
pub enum GameEvent {
Command(GameCommand),
Collision(Entity, Entity),
}
impl From<GameCommand> for GameEvent {
fn from(command: GameCommand) -> Self {
GameEvent::Command(command)
}
}

View File

@@ -1,327 +1,632 @@
//! 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,
include!(concat!(env!("OUT_DIR"), "/atlas_data.rs"));
use crate::constants::CANVAS_SIZE;
use crate::entity::direction::Direction;
use crate::error::{GameError, GameResult, TextureError};
use crate::events::GameEvent;
use crate::map::builder::Map;
use crate::systems::blinking::Blinking;
use crate::systems::movement::{Movable, MovementState, Position};
use crate::systems::{
audio::{audio_system, AudioEvent, AudioResource},
blinking::blinking_system,
collision::collision_system,
components::{
AudioState, Collider, DeltaTime, DirectionalAnimated, EntityType, GhostBehavior, GhostBundle, GhostCollider, GhostType,
GlobalState, ItemBundle, ItemCollider, PacmanCollider, PlayerBundle, PlayerControlled, RenderDirty, Renderable,
ScoreResource,
},
control::player_system,
debug::{debug_render_system, DebugState, DebugTextureResource},
ghost::ghost_ai_system,
input::input_system,
item::item_system,
movement::movement_system,
profiling::{profile, SystemTimings},
render::{directional_render_system, dirty_render_system, render_system, BackbufferResource, MapTextureResource},
};
use crate::texture::animated::AnimatedTexture;
use bevy_ecs::schedule::IntoScheduleConfigs;
use bevy_ecs::system::NonSendMut;
use bevy_ecs::{
event::EventRegistry,
observer::Trigger,
schedule::Schedule,
system::{Res, ResMut},
world::World,
};
use sdl2::image::LoadTexture;
use sdl2::render::{Canvas, ScaleMode, TextureCreator};
use sdl2::video::{Window, WindowContext};
use sdl2::EventPump;
use crate::error::{EntityError, GameError, GameResult};
use crate::entity::{
collision::{Collidable, CollisionSystem, EntityId},
ghost::{Ghost, GhostType},
pacman::Pacman,
r#trait::Entity,
use crate::{
asset::{get_asset_bytes, Asset},
constants,
events::GameCommand,
map::render::MapRenderer,
systems::input::Bindings,
texture::sprite::{AtlasMapper, SpriteAtlas},
};
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,
pub world: World,
pub schedule: Schedule,
}
impl Game {
pub fn new(texture_creator: &'static TextureCreator<WindowContext>) -> GameResult<Game> {
let state = GameState::new(texture_creator)?;
pub fn new(
canvas: &'static mut Canvas<Window>,
texture_creator: &'static mut TextureCreator<WindowContext>,
event_pump: &'static mut EventPump,
) -> GameResult<Game> {
let mut world = World::default();
let mut schedule = Schedule::default();
Ok(Game { state })
}
EventRegistry::register_event::<GameError>(&mut world);
EventRegistry::register_event::<GameEvent>(&mut world);
EventRegistry::register_event::<AudioEvent>(&mut world);
pub fn keyboard_event(&mut self, keycode: Keycode) {
self.state.pacman.handle_key(keycode);
let mut backbuffer = texture_creator
.create_texture_target(None, CANVAS_SIZE.x, CANVAS_SIZE.y)
.map_err(|e| GameError::Sdl(e.to_string()))?;
backbuffer.set_scale_mode(ScaleMode::Nearest);
if keycode == Keycode::M {
self.state.audio.set_mute(!self.state.audio.is_muted());
}
let mut map_texture = texture_creator
.create_texture_target(None, CANVAS_SIZE.x, CANVAS_SIZE.y)
.map_err(|e| GameError::Sdl(e.to_string()))?;
map_texture.set_scale_mode(ScaleMode::Nearest);
if keycode == Keycode::R {
if let Err(e) = self.reset_game_state() {
tracing::error!("Failed to reset game state: {}", e);
// Create debug texture at output resolution for crisp debug rendering
let output_size = canvas.output_size().unwrap();
let mut debug_texture = texture_creator
.create_texture_target(None, output_size.0, output_size.1)
.map_err(|e| GameError::Sdl(e.to_string()))?;
debug_texture.set_scale_mode(ScaleMode::Nearest);
// Initialize audio system
let audio = crate::audio::Audio::new();
// Load atlas and create map texture
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(crate::error::TextureError::InvalidFormat(format!(
"Unsupported texture format: {e}"
)))
} else {
GameError::Texture(crate::error::TextureError::LoadFailed(e.to_string()))
}
}
}
})?;
/// 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)?;
let atlas_mapper = AtlasMapper {
frames: ATLAS_FRAMES.into_iter().map(|(k, v)| (k.to_string(), *v)).collect(),
};
let mut atlas = SpriteAtlas::new(atlas_texture, atlas_mapper);
// 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)?;
// Create map tiles
let mut map_tiles = Vec::with_capacity(35);
for i in 0..35 {
let tile_name = format!("maze/tiles/{}.png", i);
let tile = atlas.get_tile(&tile_name).unwrap();
map_tiles.push(tile);
}
// 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<()> {
// Render map to texture
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);
}
.with_texture_canvas(&mut map_texture, |map_canvas| {
MapRenderer::render_map(map_canvas, &mut atlas, &map_tiles);
})
.map_err(|e| GameError::Sdl(e.to_string()))?;
Ok(())
}
let map = Map::new(constants::RAW_BOARD)?;
let pacman_start_node = map.start_positions.pacman;
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)?;
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 => "pacman/up",
Direction::Down => "pacman/down",
Direction::Left => "pacman/left",
Direction::Right => "pacman/right",
};
let moving_tiles = vec![
SpriteAtlas::get_tile(&atlas, &format!("{moving_prefix}_a.png"))
.ok_or_else(|| GameError::Texture(TextureError::AtlasTileNotFound(format!("{moving_prefix}_a.png"))))?,
SpriteAtlas::get_tile(&atlas, &format!("{moving_prefix}_b.png"))
.ok_or_else(|| GameError::Texture(TextureError::AtlasTileNotFound(format!("{moving_prefix}_b.png"))))?,
SpriteAtlas::get_tile(&atlas, "pacman/full.png")
.ok_or_else(|| GameError::Texture(TextureError::AtlasTileNotFound("pacman/full.png".to_string())))?,
];
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)?);
stopped_textures[direction.as_usize()] = Some(AnimatedTexture::new(stopped_tiles, 0.1)?);
}
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();
let player = PlayerBundle {
player: PlayerControlled,
position: Position {
node: pacman_start_node,
edge_progress: None,
},
movement_state: MovementState::Stopped,
movable: Movable {
speed: 1.15,
current_direction: Direction::Left,
requested_direction: Some(Direction::Left), // Start moving left immediately
},
sprite: Renderable {
sprite: SpriteAtlas::get_tile(&atlas, "pacman/full.png")
.ok_or_else(|| GameError::Texture(TextureError::AtlasTileNotFound("pacman/full.png".to_string())))?,
layer: 0,
visible: true,
},
directional_animated: DirectionalAnimated {
textures,
stopped_textures,
},
entity_type: EntityType::Player,
collider: Collider {
size: constants::CELL_SIZE as f32 * 1.375,
},
pacman_collider: PacmanCollider,
};
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
world.insert_non_send_resource(atlas);
world.insert_non_send_resource(event_pump);
world.insert_non_send_resource(canvas);
world.insert_non_send_resource(BackbufferResource(backbuffer));
world.insert_non_send_resource(MapTextureResource(map_texture));
world.insert_non_send_resource(DebugTextureResource(debug_texture));
world.insert_non_send_resource(AudioResource(audio));
world.insert_resource(map);
world.insert_resource(GlobalState { exit: false });
world.insert_resource(ScoreResource(0));
world.insert_resource(SystemTimings::default());
world.insert_resource(Bindings::default());
world.insert_resource(DeltaTime(0f32));
world.insert_resource(RenderDirty::default());
world.insert_resource(DebugState::default());
world.insert_resource(AudioState::default());
world.add_observer(
|event: Trigger<GameEvent>, mut state: ResMut<GlobalState>, _score: ResMut<ScoreResource>| {
if matches!(*event, GameEvent::Command(GameCommand::Exit)) {
state.exit = true;
}
// 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;
},
);
schedule.add_systems(
(
profile("input", input_system),
profile("player", player_system),
profile("ghost_ai", ghost_ai_system),
profile("movement", movement_system),
profile("collision", collision_system),
profile("item", item_system),
profile("audio", audio_system),
profile("blinking", blinking_system),
profile("directional_render", directional_render_system),
profile("dirty_render", dirty_render_system),
profile("render", render_system),
profile("debug_render", debug_render_system),
profile(
"present",
|mut canvas: NonSendMut<&mut Canvas<Window>>,
backbuffer: NonSendMut<BackbufferResource>,
debug_state: Res<DebugState>,
mut dirty: ResMut<RenderDirty>| {
if dirty.0 || *debug_state != DebugState::Off {
// Only copy backbuffer to main canvas if debug rendering is off
// (debug rendering draws directly to main canvas)
if *debug_state == DebugState::Off {
canvas.copy(&backbuffer.0, None, None).unwrap();
}
dirty.0 = false;
canvas.present();
}
},
),
)
.chain(),
);
// 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()))?;
}
// Spawn player
world.spawn(player);
// Spawn ghosts
Self::spawn_ghosts(&mut world)?;
// Spawn items
let pellet_sprite = SpriteAtlas::get_tile(world.non_send_resource::<SpriteAtlas>(), "maze/pellet.png")
.ok_or_else(|| GameError::Texture(TextureError::AtlasTileNotFound("maze/pellet.png".to_string())))?;
let energizer_sprite = SpriteAtlas::get_tile(world.non_send_resource::<SpriteAtlas>(), "maze/energizer.png")
.ok_or_else(|| GameError::Texture(TextureError::AtlasTileNotFound("maze/energizer.png".to_string())))?;
let nodes: Vec<_> = world.resource::<Map>().iter_nodes().map(|(id, tile)| (*id, *tile)).collect();
for (node_id, tile) in nodes {
let (item_type, sprite, size) = match tile {
crate::constants::MapTile::Pellet => (EntityType::Pellet, pellet_sprite, constants::CELL_SIZE as f32 * 0.4),
crate::constants::MapTile::PowerPellet => {
(EntityType::PowerPellet, energizer_sprite, constants::CELL_SIZE as f32 * 0.95)
}
_ => continue,
};
let mut item = world.spawn(ItemBundle {
position: Position {
node: node_id,
edge_progress: None,
},
sprite: Renderable {
sprite,
layer: 1,
visible: true,
},
entity_type: item_type,
collider: Collider { size },
item_collider: ItemCollider,
});
if item_type == EntityType::PowerPellet {
item.insert(Blinking {
timer: 0.0,
interval: 0.2,
});
}
}
Ok(Game { world, schedule })
}
/// Spawns all four ghosts at their starting positions with appropriate textures.
fn spawn_ghosts(world: &mut World) -> GameResult<()> {
// Extract the data we need first to avoid borrow conflicts
let ghost_start_positions = {
let map = world.resource::<Map>();
[
(GhostType::Blinky, map.start_positions.blinky),
(GhostType::Pinky, map.start_positions.pinky),
(GhostType::Inky, map.start_positions.inky),
(GhostType::Clyde, map.start_positions.clyde),
]
};
for (ghost_type, start_node) in ghost_start_positions {
// Create the ghost bundle in a separate scope to manage borrows
let ghost = {
let atlas = world.non_send_resource::<SpriteAtlas>();
// Create directional animated textures for the ghost
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)?);
}
GhostBundle {
ghost_type,
ghost_behavior: GhostBehavior::default(),
position: Position {
node: start_node,
edge_progress: None,
},
movement_state: MovementState::Stopped,
movable: Movable {
speed: ghost_type.base_speed(),
current_direction: Direction::Left,
requested_direction: Some(Direction::Left), // Start with some movement
},
sprite: Renderable {
sprite: SpriteAtlas::get_tile(atlas, &format!("ghost/{}/left_a.png", ghost_type.as_str())).ok_or_else(
|| {
GameError::Texture(TextureError::AtlasTileNotFound(format!(
"ghost/{}/left_a.png",
ghost_type.as_str()
)))
},
)?,
layer: 0,
visible: true,
},
directional_animated: DirectionalAnimated {
textures,
stopped_textures,
},
entity_type: EntityType::Ghost,
collider: Collider {
size: crate::constants::CELL_SIZE as f32 * 1.375,
},
ghost_collider: GhostCollider,
}
};
world.spawn(ghost);
}
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);
}
/// Ticks the game state.
///
/// Returns true if the game should exit.
pub fn tick(&mut self, dt: f32) -> bool {
self.world.insert_resource(DeltaTime(dt));
// 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
// );
// Run all systems
self.schedule.run(&mut self.world);
Ok(())
let state = self
.world
.get_resource::<GlobalState>()
.expect("GlobalState could not be acquired");
state.exit
}
// 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: sdl2::render::RenderTarget>(&mut self, canvas: &mut Canvas<T>, backbuffer: &mut Texture) -> GameResult<()> {
// // Only render the map texture once and cache it
// if !self.state.map_rendered {
// let mut map_texture = self
// .state
// .texture_creator
// .create_texture_target(None, constants::CANVAS_SIZE.x, constants::CANVAS_SIZE.y)
// .map_err(|e| crate::error::GameError::Sdl(e.to_string()))?;
// canvas
// .with_texture_canvas(&mut map_texture, |map_canvas| {
// 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(&self.state.atlas, &tile_name).unwrap();
// map_tiles.push(tile);
// }
// MapRenderer::render_map(map_canvas, &mut self.state.atlas, &mut map_tiles);
// })
// .map_err(|e| crate::error::GameError::Sdl(e.to_string()))?;
// self.state.map_texture = Some(map_texture);
// self.state.map_rendered = true;
// }
// canvas.set_draw_color(Color::BLACK);
// canvas.clear();
// if let Some(ref map_texture) = self.state.map_texture {
// canvas.copy(map_texture, None, None).unwrap();
// }
// // 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);
// }
// 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: sdl2::render::RenderTarget>(&self, canvas: &mut Canvas<T>) -> GameResult<()> {
// let pacman_node = self.state.pacman.current_node_id();
// for ghost in self.state.ghosts.iter() {
// if let Ok(path) = ghost.calculate_path_to_target(&self.state.map.graph, pacman_node) {
// if path.len() < 2 {
// continue; // Skip if path is too short
// }
// // Set the ghost's color
// canvas.set_draw_color(ghost.debug_color());
// // Calculate offset based on ghost index to prevent overlapping lines
// // let offset = (i as f32) * 2.0 - 3.0; // Offset range: -3.0 to 3.0
// // Calculate a consistent offset direction for the entire path
// // let first_node = self.map.graph.get_node(path[0]).unwrap();
// // let last_node = self.map.graph.get_node(path[path.len() - 1]).unwrap();
// // Use the overall direction from start to end to determine the perpendicular offset
// let offset = match ghost.ghost_type {
// GhostType::Blinky => glam::Vec2::new(0.25, 0.5),
// GhostType::Pinky => glam::Vec2::new(-0.25, -0.25),
// GhostType::Inky => glam::Vec2::new(0.5, -0.5),
// GhostType::Clyde => glam::Vec2::new(-0.5, 0.25),
// } * 5.0;
// // Calculate offset positions for all nodes using the same perpendicular direction
// let mut offset_positions = Vec::new();
// for &node_id in &path {
// let node = self
// .state
// .map
// .graph
// .get_node(node_id)
// .ok_or(crate::error::EntityError::NodeNotFound(node_id))?;
// let pos = node.position + crate::constants::BOARD_PIXEL_OFFSET.as_vec2();
// offset_positions.push(pos + offset);
// }
// // Draw lines between the offset positions
// for window in offset_positions.windows(2) {
// if let (Some(from), Some(to)) = (window.first(), window.get(1)) {
// // Skip if the distance is too far (used for preventing lines between tunnel portals)
// if from.distance_squared(*to) > (crate::constants::CELL_SIZE * 16).pow(2) as f32 {
// continue;
// }
// // Draw the line
// canvas
// .draw_line((from.x as i32, from.y as i32), (to.x as i32, to.y as i32))
// .map_err(|e| crate::error::GameError::Sdl(e.to_string()))?;
// }
// }
// }
// }
// Ok(())
// }
// fn draw_hud<T: sdl2::render::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 "),
// glam::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,
// glam::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(())
// }
}

View File

@@ -1,140 +1,153 @@
use sdl2::{image::LoadTexture, render::TextureCreator, video::WindowContext};
use smallvec::SmallVec;
// use std::collections::VecDeque;
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,
},
};
// use sdl2::{
// image::LoadTexture,
// render::{Texture, TextureCreator},
// video::WindowContext,
// };
// use smallvec::SmallVec;
/// 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,
// use crate::{
// asset::{get_asset_bytes, Asset},
// audio::Audio,
// constants::RAW_BOARD,
// entity::{
// collision::{Collidable, CollisionSystem, EntityId},
// ghost::{Ghost, GhostType},
// item::Item,
// pacman::Pacman,
// },
// error::{GameError, GameResult, TextureError},
// game::events::GameEvent,
// map::builder::Map,
// texture::{
// sprite::{AtlasMapper, SpriteAtlas},
// text::TextTexture,
// },
// };
// Collision system
pub(crate) collision_system: CollisionSystem,
// include!(concat!(env!("OUT_DIR"), "/atlas_data.rs"));
// Rendering resources
pub(crate) atlas: SpriteAtlas,
pub(crate) text_texture: 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 paused: bool,
// Audio
pub audio: Audio,
}
// pub score: u32,
// pub map: Map,
// 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,
// pub event_queue: VecDeque<GameEvent>,
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)?;
// // Collision system
// pub(crate) collision_system: CollisionSystem,
let pacman_start_node = map.start_positions.pacman;
// // Rendering resources
// pub(crate) atlas: SpriteAtlas,
// pub(crate) text_texture: TextTexture,
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);
// // Audio
// pub audio: Audio,
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);
}
// // Map texture pre-rendering
// pub(crate) map_texture: Option<Texture<'static>>,
// pub(crate) map_rendered: bool,
// pub(crate) texture_creator: &'static TextureCreator<WindowContext>,
// }
let text_texture = TextTexture::new(1.0);
let audio = Audio::new();
let pacman = Pacman::new(&map.graph, pacman_start_node, &atlas)?;
// 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)?;
// Generate items (pellets and energizers)
let items = map.generate_items(&atlas)?;
// let start_node = map.start_positions.pacman;
// Initialize collision system
let mut collision_system = CollisionSystem::default();
// 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()))
// }
// })?;
// Register Pac-Man
let pacman_id = collision_system.register_entity(pacman.position());
// let atlas_mapper = AtlasMapper {
// frames: ATLAS_FRAMES.into_iter().map(|(k, v)| (k.to_string(), *v)).collect(),
// };
// let atlas = SpriteAtlas::new(atlas_texture, atlas_mapper);
// Register items
let item_ids = items
.iter()
.map(|item| collision_system.register_entity(item.position()))
.collect();
// let text_texture = TextTexture::new(1.0);
// let audio = Audio::new();
// let pacman = Pacman::new(&map.graph, start_node, &atlas)?;
// 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]>>>()?;
// // Generate items (pellets and energizers)
// let items = map.generate_items(&atlas)?;
// Register ghosts
let ghost_ids = ghosts
.iter()
.map(|ghost| collision_system.register_entity(ghost.position()))
.collect();
// // Initialize collision system
// let mut collision_system = CollisionSystem::default();
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,
})
}
}
// // 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 {
// paused: false,
// map,
// atlas,
// pacman,
// pacman_id,
// ghosts,
// ghost_ids,
// items,
// item_ids,
// text_texture,
// audio,
// score: 0,
// debug_mode: false,
// collision_system,
// map_texture: None,
// map_rendered: false,
// texture_creator,
// event_queue: VecDeque::new(),
// })
// }
// }

View File

@@ -6,8 +6,10 @@ pub mod audio;
pub mod constants;
pub mod entity;
pub mod error;
pub mod events;
pub mod game;
pub mod helpers;
pub mod map;
pub mod platform;
pub mod systems;
pub mod texture;

View File

@@ -12,10 +12,12 @@ mod constants;
mod entity;
mod error;
mod events;
mod game;
mod helpers;
mod map;
mod platform;
mod systems;
mod texture;
/// The main entry point of the application.

View File

@@ -1,12 +1,12 @@
//! Map construction and building functionality.
use crate::constants::{MapTile, BOARD_CELL_SIZE, CELL_SIZE, RAW_BOARD};
use crate::constants::{MapTile, BOARD_CELL_SIZE, CELL_SIZE};
use crate::entity::direction::Direction;
use crate::entity::graph::{EdgePermissions, Graph, Node, NodeId};
use crate::entity::item::{Item, ItemType};
use crate::entity::graph::{Graph, Node, TraversalFlags};
use crate::map::parser::MapTileParser;
use crate::map::render::MapRenderer;
use crate::texture::sprite::{AtlasTile, Sprite, SpriteAtlas};
use crate::systems::movement::NodeId;
use crate::texture::sprite::SpriteAtlas;
use bevy_ecs::resource::Resource;
use glam::{IVec2, Vec2};
use sdl2::render::{Canvas, RenderTarget};
use std::collections::{HashMap, VecDeque};
@@ -24,6 +24,7 @@ pub struct NodePositions {
}
/// The main map structure containing the game board and navigation graph.
#[derive(Resource)]
pub struct Map {
/// The node map for entity movement.
pub graph: Graph,
@@ -31,6 +32,8 @@ pub struct Map {
pub grid_to_node: HashMap<IVec2, NodeId>,
/// A mapping of the starting positions of the entities.
pub start_positions: NodePositions,
/// The raw tile data for the map.
tiles: [[MapTile; BOARD_CELL_SIZE.y as usize]; BOARD_CELL_SIZE.x as usize],
}
impl Map {
@@ -151,53 +154,15 @@ impl Map {
graph,
grid_to_node,
start_positions,
tiles: map,
})
}
/// 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_tiles: &mut [AtlasTile]) {
MapRenderer::render_map(canvas, atlas, map_tiles);
}
/// Generates Item entities for pellets and energizers from the parsed map.
pub fn generate_items(&self, atlas: &SpriteAtlas) -> GameResult<Vec<Item>> {
// Pre-load sprites to avoid repeated texture lookups
let pellet_sprite = SpriteAtlas::get_tile(atlas, "maze/pellet.png")
.ok_or_else(|| MapError::InvalidConfig("Pellet texture not found".to_string()))?;
let energizer_sprite = SpriteAtlas::get_tile(atlas, "maze/energizer.png")
.ok_or_else(|| MapError::InvalidConfig("Energizer texture not found".to_string()))?;
// Pre-allocate with estimated capacity (typical Pac-Man maps have ~240 pellets + 4 energizers)
let mut items = Vec::with_capacity(250);
// Parse the raw board once
let parsed_map = MapTileParser::parse_board(RAW_BOARD)?;
let map = parsed_map.tiles;
// Iterate through the map and collect items more efficiently
for (x, row) in map.iter().enumerate() {
for (y, tile) in row.iter().enumerate() {
match tile {
MapTile::Pellet | MapTile::PowerPellet => {
let grid_pos = IVec2::new(x as i32, y as i32);
if let Some(&node_id) = self.grid_to_node.get(&grid_pos) {
let (item_type, sprite) = match tile {
MapTile::Pellet => (ItemType::Pellet, Sprite::new(pellet_sprite)),
MapTile::PowerPellet => (ItemType::Energizer, Sprite::new(energizer_sprite)),
_ => unreachable!(), // We already filtered for these types
};
items.push(Item::new(node_id, item_type, sprite));
}
}
_ => {}
}
}
}
Ok(items)
pub fn iter_nodes(&self) -> impl Iterator<Item = (&NodeId, &MapTile)> {
self.grid_to_node.iter().map(move |(pos, node_id)| {
let tile = &self.tiles[pos.x as usize][pos.y as usize];
(node_id, tile)
})
}
/// Renders a debug visualization with cursor-based highlighting.
@@ -300,7 +265,7 @@ impl Map {
false,
None,
Direction::Down,
EdgePermissions::GhostsOnly,
TraversalFlags::GHOST,
)
.map_err(|e| MapError::InvalidConfig(format!("Failed to create ghost-only entrance to house: {e}")))?;
@@ -311,7 +276,7 @@ impl Map {
false,
None,
Direction::Up,
EdgePermissions::GhostsOnly,
TraversalFlags::GHOST,
)
.map_err(|e| MapError::InvalidConfig(format!("Failed to create ghost-only exit from house: {e}")))?;

View File

@@ -4,6 +4,3 @@ pub mod builder;
pub mod layout;
pub mod parser;
pub mod render;
// Re-export main types for convenience
pub use builder::Map;

View File

@@ -19,7 +19,7 @@ impl MapRenderer {
///
/// This function draws the static map texture to the screen at the correct
/// position and scale.
pub fn render_map<T: RenderTarget>(canvas: &mut Canvas<T>, atlas: &mut SpriteAtlas, map_tiles: &mut [AtlasTile]) {
pub fn render_map<T: RenderTarget>(canvas: &mut Canvas<T>, atlas: &mut SpriteAtlas, map_tiles: &[AtlasTile]) {
for (y, row) in TILE_MAP.iter().enumerate() {
for (x, &tile_index) in row.iter().enumerate() {
let mut tile = map_tiles[tile_index];

View File

@@ -11,8 +11,12 @@ use crate::platform::Platform;
pub struct DesktopPlatform;
impl Platform for DesktopPlatform {
fn sleep(&self, duration: Duration) {
spin_sleep::sleep(duration);
fn sleep(&self, duration: Duration, focused: bool) {
if focused {
spin_sleep::sleep(duration);
} else {
std::thread::sleep(duration);
}
}
fn get_time(&self) -> f64 {
@@ -72,7 +76,6 @@ impl Platform for DesktopPlatform {
Asset::Wav3 => Ok(Cow::Borrowed(include_bytes!("../../assets/game/sound/waka/3.ogg"))),
Asset::Wav4 => Ok(Cow::Borrowed(include_bytes!("../../assets/game/sound/waka/4.ogg"))),
Asset::Atlas => Ok(Cow::Borrowed(include_bytes!("../../assets/game/atlas.png"))),
Asset::AtlasJson => Ok(Cow::Borrowed(include_bytes!("../../assets/game/atlas.json"))),
}
}
}

View File

@@ -11,7 +11,7 @@ use crate::platform::Platform;
pub struct EmscriptenPlatform;
impl Platform for EmscriptenPlatform {
fn sleep(&self, duration: Duration) {
fn sleep(&self, duration: Duration, _focused: bool) {
unsafe {
emscripten_sleep(duration.as_millis() as u32);
}

View File

@@ -11,7 +11,7 @@ pub mod emscripten;
/// Platform abstraction trait that defines cross-platform functionality.
pub trait Platform {
/// Sleep for the specified duration using platform-appropriate method.
fn sleep(&self, duration: Duration);
fn sleep(&self, duration: Duration, focused: bool);
/// Get the current time in seconds since some reference point.
/// This is available for future use in timing and performance monitoring.

54
src/systems/audio.rs Normal file
View File

@@ -0,0 +1,54 @@
//! Audio system for handling sound playback in the Pac-Man game.
//!
//! This module provides an ECS-based audio system that integrates with SDL2_mixer
//! for playing sound effects. The system uses NonSendMut resources to handle SDL2's
//! main-thread requirements while maintaining Bevy ECS compatibility.
use bevy_ecs::{
event::{Event, EventReader, EventWriter},
system::{NonSendMut, ResMut},
};
use crate::{audio::Audio, error::GameError, systems::components::AudioState};
/// Events for triggering audio playback
#[derive(Event, Debug, Clone, Copy, PartialEq, Eq)]
pub enum AudioEvent {
/// Play the "eat" sound when Pac-Man consumes a pellet
PlayEat,
}
/// Non-send resource wrapper for SDL2 audio system
///
/// This wrapper is needed because SDL2 audio components are not Send,
/// but Bevy ECS requires Send for regular resources. Using NonSendMut
/// allows us to use SDL2 audio on the main thread while integrating
/// with the ECS system.
pub struct AudioResource(pub Audio);
/// System that processes audio events and plays sounds
pub fn audio_system(
mut audio: NonSendMut<AudioResource>,
mut audio_state: ResMut<AudioState>,
mut audio_events: EventReader<AudioEvent>,
_errors: EventWriter<GameError>,
) {
// Set mute state if it has changed
if audio.0.is_muted() != audio_state.muted {
audio.0.set_mute(audio_state.muted);
}
// Process audio events
for event in audio_events.read() {
match event {
AudioEvent::PlayEat => {
if !audio.0.is_disabled() && !audio_state.muted {
audio.0.eat();
// Update the sound index for cycling through sounds
audio_state.sound_index = (audio_state.sound_index + 1) % 4;
// 4 eat sounds available
}
}
}
}
}

27
src/systems/blinking.rs Normal file
View File

@@ -0,0 +1,27 @@
use bevy_ecs::{
component::Component,
system::{Query, Res},
};
use crate::systems::components::{DeltaTime, Renderable};
#[derive(Component)]
pub struct Blinking {
pub timer: f32,
pub interval: f32,
}
/// Updates blinking entities by toggling their visibility at regular intervals.
///
/// This system manages entities that have both `Blinking` and `Renderable` components,
/// accumulating time and toggling visibility when the specified interval is reached.
pub fn blinking_system(time: Res<DeltaTime>, mut query: Query<(&mut Blinking, &mut Renderable)>) {
for (mut blinking, mut renderable) in query.iter_mut() {
blinking.timer += time.0;
if blinking.timer >= blinking.interval {
blinking.timer = 0.0;
renderable.visible = !renderable.visible;
}
}
}

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use bevy_ecs::entity::Entity;
use bevy_ecs::event::EventWriter;
use bevy_ecs::query::With;
use bevy_ecs::system::{Query, Res};
use crate::error::GameError;
use crate::events::GameEvent;
use crate::map::builder::Map;
use crate::systems::components::{Collider, ItemCollider, PacmanCollider};
use crate::systems::movement::Position;
pub fn collision_system(
map: Res<Map>,
pacman_query: Query<(Entity, &Position, &Collider), With<PacmanCollider>>,
item_query: Query<(Entity, &Position, &Collider), With<ItemCollider>>,
mut events: EventWriter<GameEvent>,
mut errors: EventWriter<GameError>,
) {
// Check PACMAN × ITEM collisions
for (pacman_entity, pacman_pos, pacman_collider) in pacman_query.iter() {
for (item_entity, item_pos, item_collider) in item_query.iter() {
match (pacman_pos.get_pixel_pos(&map.graph), item_pos.get_pixel_pos(&map.graph)) {
(Ok(pacman_pixel), Ok(item_pixel)) => {
// Calculate the distance between the two entities's precise pixel positions
let distance = pacman_pixel.distance(item_pixel);
// Calculate the distance at which the two entities will collide
let collision_distance = (pacman_collider.size + item_collider.size) / 2.0;
// If the distance between the two entities is less than the collision distance, then the two entities are colliding
if distance < collision_distance {
events.write(GameEvent::Collision(pacman_entity, item_entity));
}
}
// Either or both of the pixel positions failed to get, so we need to report the error
(result_a, result_b) => {
for result in [result_a, result_b] {
if let Err(e) = result {
errors.write(GameError::InvalidState(format!(
"Collision system failed to get pixel positions for entities {:?} and {:?}: {}",
pacman_entity, item_entity, e
)));
}
}
}
}
}
}
}

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use bevy_ecs::{bundle::Bundle, component::Component, resource::Resource};
use bitflags::bitflags;
use crate::{
entity::graph::TraversalFlags,
systems::movement::{Movable, MovementState, Position},
texture::{animated::AnimatedTexture, sprite::AtlasTile},
};
/// A tag component for entities that are controlled by the player.
#[derive(Default, Component)]
pub struct PlayerControlled;
/// The four classic ghost types.
#[derive(Component, 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,
}
}
/// Returns the ghost's color for debug rendering.
pub fn debug_color(&self) -> sdl2::pixels::Color {
match self {
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
}
}
}
/// Ghost AI behavior component - controls randomized movement decisions.
#[derive(Component)]
pub struct GhostBehavior {
/// Timer for making new direction decisions
pub decision_timer: f32,
/// Interval between direction decisions (in seconds)
pub decision_interval: f32,
}
impl Default for GhostBehavior {
fn default() -> Self {
Self {
decision_timer: 0.0,
decision_interval: 0.5, // Make decisions every half second
}
}
}
/// A tag component denoting the type of entity.
#[derive(Component, Debug, Clone, Copy, PartialEq, Eq, Hash)]
pub enum EntityType {
Player,
Ghost,
Pellet,
PowerPellet,
}
impl EntityType {
/// Returns the traversal flags for this entity type.
pub fn traversal_flags(&self) -> TraversalFlags {
match self {
EntityType::Player => TraversalFlags::PACMAN,
EntityType::Ghost => TraversalFlags::GHOST,
_ => TraversalFlags::empty(), // Static entities don't traverse
}
}
}
/// A component for entities that have a sprite, with a layer for ordering.
///
/// This is intended to be modified by other entities allowing animation.
#[derive(Component)]
pub struct Renderable {
pub sprite: AtlasTile,
pub layer: u8,
pub visible: bool,
}
/// A component for entities that have a directional animated texture.
#[derive(Component)]
pub struct DirectionalAnimated {
pub textures: [Option<AnimatedTexture>; 4],
pub stopped_textures: [Option<AnimatedTexture>; 4],
}
bitflags! {
#[derive(Component, Default, Clone, Copy, Debug, PartialEq, Eq, PartialOrd, Ord, Hash)]
pub struct CollisionLayer: u8 {
const PACMAN = 1 << 0;
const GHOST = 1 << 1;
const ITEM = 1 << 2;
}
}
#[derive(Component)]
pub struct Collider {
pub size: f32,
}
/// Marker components for collision filtering optimization
#[derive(Component)]
pub struct PacmanCollider;
#[derive(Component)]
pub struct GhostCollider;
#[derive(Component)]
pub struct ItemCollider;
#[derive(Bundle)]
pub struct PlayerBundle {
pub player: PlayerControlled,
pub position: Position,
pub movement_state: MovementState,
pub movable: Movable,
pub sprite: Renderable,
pub directional_animated: DirectionalAnimated,
pub entity_type: EntityType,
pub collider: Collider,
pub pacman_collider: PacmanCollider,
}
#[derive(Bundle)]
pub struct ItemBundle {
pub position: Position,
pub sprite: Renderable,
pub entity_type: EntityType,
pub collider: Collider,
pub item_collider: ItemCollider,
}
#[derive(Bundle)]
pub struct GhostBundle {
pub ghost_type: GhostType,
pub ghost_behavior: GhostBehavior,
pub position: Position,
pub movement_state: MovementState,
pub movable: Movable,
pub sprite: Renderable,
pub directional_animated: DirectionalAnimated,
pub entity_type: EntityType,
pub collider: Collider,
pub ghost_collider: GhostCollider,
}
#[derive(Resource)]
pub struct GlobalState {
pub exit: bool,
}
#[derive(Resource)]
pub struct ScoreResource(pub u32);
#[derive(Resource)]
pub struct DeltaTime(pub f32);
#[derive(Resource, Default)]
pub struct RenderDirty(pub bool);
/// Resource for tracking audio state
#[derive(Resource, Debug, Clone, Default)]
pub struct AudioState {
/// Whether audio is currently muted
pub muted: bool,
/// Current sound index for cycling through eat sounds
pub sound_index: usize,
}

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use bevy_ecs::{
event::{EventReader, EventWriter},
prelude::ResMut,
query::With,
system::Query,
};
use crate::{
error::GameError,
events::{GameCommand, GameEvent},
systems::components::{AudioState, GlobalState, PlayerControlled},
systems::debug::DebugState,
systems::movement::Movable,
};
// Handles player input and control
pub fn player_system(
mut events: EventReader<GameEvent>,
mut state: ResMut<GlobalState>,
mut debug_state: ResMut<DebugState>,
mut audio_state: ResMut<AudioState>,
mut players: Query<&mut Movable, With<PlayerControlled>>,
mut errors: EventWriter<GameError>,
) {
// Get the player's movable component (ensuring there is only one player)
let mut movable = match players.single_mut() {
Ok(movable) => movable,
Err(e) => {
errors.write(GameError::InvalidState(format!(
"No/multiple entities queried for player system: {}",
e
)));
return;
}
};
// Handle events
for event in events.read() {
if let GameEvent::Command(command) = event {
match command {
GameCommand::MovePlayer(direction) => {
movable.requested_direction = Some(*direction);
}
GameCommand::Exit => {
state.exit = true;
}
GameCommand::ToggleDebug => {
*debug_state = debug_state.next();
}
GameCommand::MuteAudio => {
audio_state.muted = !audio_state.muted;
tracing::info!("Audio {}", if audio_state.muted { "muted" } else { "unmuted" });
}
_ => {}
}
}
}
}

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//! Debug rendering system
use crate::constants::BOARD_PIXEL_OFFSET;
use crate::map::builder::Map;
use crate::systems::components::Collider;
use crate::systems::movement::Position;
use crate::systems::profiling::SystemTimings;
use crate::systems::render::BackbufferResource;
use bevy_ecs::prelude::*;
use sdl2::pixels::Color;
use sdl2::rect::Rect;
use sdl2::render::{Canvas, Texture, TextureCreator};
use sdl2::video::{Window, WindowContext};
#[derive(Resource, Default, Debug, Copy, Clone, PartialEq)]
pub enum DebugState {
#[default]
Off,
Graph,
Collision,
}
impl DebugState {
pub fn next(&self) -> Self {
match self {
DebugState::Off => DebugState::Graph,
DebugState::Graph => DebugState::Collision,
DebugState::Collision => DebugState::Off,
}
}
}
/// Resource to hold the debug texture for persistent rendering
pub struct DebugTextureResource(pub Texture<'static>);
/// Transforms a position from logical canvas coordinates to output canvas coordinates
fn transform_position(pos: (f32, f32), output_size: (u32, u32), logical_size: (u32, u32)) -> (i32, i32) {
let scale_x = output_size.0 as f32 / logical_size.0 as f32;
let scale_y = output_size.1 as f32 / logical_size.1 as f32;
let scale = scale_x.min(scale_y); // Use the smaller scale to maintain aspect ratio
let x = (pos.0 * scale) as i32;
let y = (pos.1 * scale) as i32;
(x, y)
}
/// Transforms a position from logical canvas coordinates to output canvas coordinates (with board offset)
fn transform_position_with_offset(pos: (f32, f32), output_size: (u32, u32), logical_size: (u32, u32)) -> (i32, i32) {
let scale_x = output_size.0 as f32 / logical_size.0 as f32;
let scale_y = output_size.1 as f32 / logical_size.1 as f32;
let scale = scale_x.min(scale_y); // Use the smaller scale to maintain aspect ratio
let x = ((pos.0 + BOARD_PIXEL_OFFSET.x as f32) * scale) as i32;
let y = ((pos.1 + BOARD_PIXEL_OFFSET.y as f32) * scale) as i32;
(x, y)
}
/// Transforms a size from logical canvas coordinates to output canvas coordinates
fn transform_size(size: f32, output_size: (u32, u32), logical_size: (u32, u32)) -> u32 {
let scale_x = output_size.0 as f32 / logical_size.0 as f32;
let scale_y = output_size.1 as f32 / logical_size.1 as f32;
let scale = scale_x.min(scale_y); // Use the smaller scale to maintain aspect ratio
(size * scale) as u32
}
/// Renders timing information in the top-left corner of the screen
fn render_timing_display(
canvas: &mut Canvas<Window>,
texture_creator: &mut TextureCreator<WindowContext>,
timings: &SystemTimings,
) {
// Get TTF context
let ttf_context = sdl2::ttf::init().unwrap();
// Load font
let font = ttf_context.load_font("assets/site/TerminalVector.ttf", 12).unwrap();
// Format timing information using the formatting module
let timing_text = timings.format_timing_display();
// Split text by newlines and render each line separately
let lines: Vec<&str> = timing_text.lines().collect();
if lines.is_empty() {
return;
}
let line_height = 14; // Approximate line height for 12pt font
let padding = 10;
// Calculate background dimensions
let max_width = lines
.iter()
.filter(|&&l| !l.is_empty()) // Don't consider empty lines for width
.map(|line| font.size_of(line).unwrap().0)
.max()
.unwrap_or(0);
// Only draw background if there is text to display
if max_width > 0 {
let total_height = (lines.len() as u32) * line_height as u32;
let bg_padding = 5;
// Draw background
let bg_rect = Rect::new(
padding - bg_padding,
padding - bg_padding,
max_width + (bg_padding * 2) as u32,
total_height + bg_padding as u32,
);
canvas.set_blend_mode(sdl2::render::BlendMode::Blend);
canvas.set_draw_color(Color::RGBA(40, 40, 40, 180));
canvas.fill_rect(bg_rect).unwrap();
}
for (i, line) in lines.iter().enumerate() {
if line.is_empty() {
continue;
}
// Render each line
let surface = font.render(line).blended(Color::RGBA(255, 255, 255, 200)).unwrap();
let texture = texture_creator.create_texture_from_surface(&surface).unwrap();
// Position each line below the previous one
let y_pos = padding + (i * line_height) as i32;
let dest = Rect::new(padding, y_pos, texture.query().width, texture.query().height);
canvas.copy(&texture, None, dest).unwrap();
}
}
pub fn debug_render_system(
mut canvas: NonSendMut<&mut Canvas<Window>>,
backbuffer: NonSendMut<BackbufferResource>,
mut debug_texture: NonSendMut<DebugTextureResource>,
debug_state: Res<DebugState>,
timings: Res<SystemTimings>,
map: Res<Map>,
colliders: Query<(&Collider, &Position)>,
) {
if *debug_state == DebugState::Off {
return;
}
// Get canvas sizes for coordinate transformation
let output_size = canvas.output_size().unwrap();
let logical_size = canvas.logical_size();
// Copy the current backbuffer to the debug texture
canvas
.with_texture_canvas(&mut debug_texture.0, |debug_canvas| {
// Clear the debug canvas
debug_canvas.set_draw_color(Color::BLACK);
debug_canvas.clear();
// Copy the backbuffer to the debug canvas
debug_canvas.copy(&backbuffer.0, None, None).unwrap();
})
.unwrap();
// Get texture creator before entering the closure to avoid borrowing conflicts
let mut texture_creator = canvas.texture_creator();
// Draw debug info on the high-resolution debug texture
canvas
.with_texture_canvas(&mut debug_texture.0, |debug_canvas| {
match *debug_state {
DebugState::Graph => {
debug_canvas.set_draw_color(Color::RED);
for (start_node, end_node) in map.graph.edges() {
let start_node = map.graph.get_node(start_node).unwrap().position;
let end_node = map.graph.get_node(end_node.target).unwrap().position;
// Transform positions using common method
let (start_x, start_y) =
transform_position_with_offset((start_node.x, start_node.y), output_size, logical_size);
let (end_x, end_y) = transform_position_with_offset((end_node.x, end_node.y), output_size, logical_size);
debug_canvas.draw_line((start_x, start_y), (end_x, end_y)).unwrap();
}
debug_canvas.set_draw_color(Color::BLUE);
for node in map.graph.nodes() {
let pos = node.position;
// Transform position using common method
let (x, y) = transform_position_with_offset((pos.x, pos.y), output_size, logical_size);
let size = transform_size(4.0, output_size, logical_size);
debug_canvas
.fill_rect(Rect::new(x - (size as i32 / 2), y - (size as i32 / 2), size, size))
.unwrap();
}
}
DebugState::Collision => {
debug_canvas.set_draw_color(Color::GREEN);
for (collider, position) in colliders.iter() {
let pos = position.get_pixel_pos(&map.graph).unwrap();
// Transform position and size using common methods
let (x, y) = transform_position((pos.x, pos.y), output_size, logical_size);
let size = transform_size(collider.size, output_size, logical_size);
// Center the collision box on the entity
let rect = Rect::new(x - (size as i32 / 2), y - (size as i32 / 2), size, size);
debug_canvas.draw_rect(rect).unwrap();
}
}
_ => {}
}
// Render timing information in the top-left corner
render_timing_display(debug_canvas, &mut texture_creator, &timings);
})
.unwrap();
// Draw the debug texture directly onto the main canvas at full resolution
canvas.copy(&debug_texture.0, None, None).unwrap();
}

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use num_width::NumberWidth;
use smallvec::SmallVec;
use std::time::Duration;
// Helper to split a duration into a integer, decimal, and unit
fn get_value(duration: &Duration) -> (u64, u32, &'static str) {
let (int, decimal, unit) = match duration {
// if greater than 1 second, return as seconds
n if n >= &Duration::from_secs(1) => {
let secs = n.as_secs();
let decimal = n.as_millis() as u64 % 1000;
(secs, decimal as u32, "s")
}
// if greater than 1 millisecond, return as milliseconds
n if n >= &Duration::from_millis(1) => {
let ms = n.as_millis() as u64;
let decimal = n.as_micros() as u64 % 1000;
(ms, decimal as u32, "ms")
}
// if greater than 1 microsecond, return as microseconds
n if n >= &Duration::from_micros(1) => {
let us = n.as_micros() as u64;
let decimal = n.as_nanos() as u64 % 1000;
(us, decimal as u32, "µs")
}
// otherwise, return as nanoseconds
n => {
let ns = n.as_nanos() as u64;
(ns, 0, "ns")
}
};
(int, decimal, unit)
}
/// Formats timing data into a vector of strings with proper alignment
pub fn format_timing_display(timing_data: impl IntoIterator<Item = (String, Duration, Duration)>) -> SmallVec<[String; 12]> {
let mut iter = timing_data.into_iter().peekable();
if iter.peek().is_none() {
return SmallVec::new();
}
struct Entry {
name: String,
avg_int: u64,
avg_decimal: u32,
avg_unit: &'static str,
std_int: u64,
std_decimal: u32,
std_unit: &'static str,
}
let entries = iter
.map(|(name, avg, std_dev)| {
let (avg_int, avg_decimal, avg_unit) = get_value(&avg);
let (std_int, std_decimal, std_unit) = get_value(&std_dev);
Entry {
name: name.clone(),
avg_int,
avg_decimal,
avg_unit,
std_int,
std_decimal,
std_unit,
}
})
.collect::<SmallVec<[Entry; 12]>>();
let (max_name_width, max_avg_int_width, max_avg_decimal_width, max_std_int_width, max_std_decimal_width) = entries
.iter()
.fold((0, 0, 3, 0, 3), |(name_w, avg_int_w, avg_dec_w, std_int_w, std_dec_w), e| {
(
name_w.max(e.name.len()),
avg_int_w.max(e.avg_int.width() as usize),
avg_dec_w.max(e.avg_decimal.width() as usize),
std_int_w.max(e.std_int.width() as usize),
std_dec_w.max(e.std_decimal.width() as usize),
)
});
entries.iter().map(|e| {
format!(
"{name:max_name_width$} : {avg_int:max_avg_int_width$}.{avg_decimal:<max_avg_decimal_width$}{avg_unit} ± {std_int:max_std_int_width$}.{std_decimal:<max_std_decimal_width$}{std_unit}",
// Content
name = e.name,
avg_int = e.avg_int,
avg_decimal = e.avg_decimal,
std_int = e.std_int,
std_decimal = e.std_decimal,
// Units
avg_unit = e.avg_unit,
std_unit = e.std_unit,
// Padding
max_name_width = max_name_width,
max_avg_int_width = max_avg_int_width,
max_avg_decimal_width = max_avg_decimal_width,
max_std_int_width = max_std_int_width,
max_std_decimal_width = max_std_decimal_width
)
}).collect::<SmallVec<[String; 12]>>()
}

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use bevy_ecs::system::{Query, Res};
use rand::prelude::*;
use smallvec::SmallVec;
use crate::{
entity::direction::Direction,
map::builder::Map,
systems::{
components::{DeltaTime, EntityType, GhostBehavior, GhostType},
movement::{Movable, Position},
},
};
/// Ghost AI system that handles randomized movement decisions.
///
/// This system runs on all ghosts and makes periodic decisions about
/// which direction to move in when they reach intersections.
pub fn ghost_ai_system(
map: Res<Map>,
delta_time: Res<DeltaTime>,
mut ghosts: Query<(&mut GhostBehavior, &mut Movable, &Position, &EntityType, &GhostType)>,
) {
for (mut ghost_behavior, mut movable, position, entity_type, _ghost_type) in ghosts.iter_mut() {
// Only process ghosts
if *entity_type != EntityType::Ghost {
continue;
}
// Update decision timer
ghost_behavior.decision_timer += delta_time.0;
// Check if we should make a new direction decision
let should_decide = ghost_behavior.decision_timer >= ghost_behavior.decision_interval;
let at_intersection = position.is_at_node();
if should_decide && at_intersection {
choose_random_direction(&map, &mut movable, position);
ghost_behavior.decision_timer = 0.0;
}
}
}
/// Chooses a random available direction for a ghost at an intersection.
///
/// This function mirrors the behavior from the old ghost implementation,
/// preferring not to reverse direction unless it's the only option.
fn choose_random_direction(map: &Map, movable: &mut Movable, position: &Position) {
let current_node = position.current_node();
let intersection = &map.graph.adjacency_list[current_node];
// Collect all available directions that ghosts can traverse
let mut available_directions = SmallVec::<[Direction; 4]>::new();
for direction in Direction::DIRECTIONS {
if let Some(edge) = intersection.get(direction) {
// Check if ghosts can traverse this edge
if edge.traversal_flags.contains(crate::entity::graph::TraversalFlags::GHOST) {
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 = movable.current_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) {
movable.requested_direction = Some(*random_direction);
}
}
}

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use std::collections::HashMap;
use bevy_ecs::{event::EventWriter, prelude::Res, resource::Resource, system::NonSendMut};
use sdl2::{event::Event, keyboard::Keycode, EventPump};
use crate::{
entity::direction::Direction,
events::{GameCommand, GameEvent},
};
#[derive(Debug, Clone, Resource)]
pub struct Bindings {
key_bindings: HashMap<Keycode, GameCommand>,
}
impl Default for Bindings {
fn default() -> Self {
let mut key_bindings = HashMap::new();
// Player movement
key_bindings.insert(Keycode::Up, GameCommand::MovePlayer(Direction::Up));
key_bindings.insert(Keycode::W, GameCommand::MovePlayer(Direction::Up));
key_bindings.insert(Keycode::Down, GameCommand::MovePlayer(Direction::Down));
key_bindings.insert(Keycode::S, GameCommand::MovePlayer(Direction::Down));
key_bindings.insert(Keycode::Left, GameCommand::MovePlayer(Direction::Left));
key_bindings.insert(Keycode::A, GameCommand::MovePlayer(Direction::Left));
key_bindings.insert(Keycode::Right, GameCommand::MovePlayer(Direction::Right));
key_bindings.insert(Keycode::D, GameCommand::MovePlayer(Direction::Right));
// Game actions
key_bindings.insert(Keycode::P, GameCommand::TogglePause);
key_bindings.insert(Keycode::Space, GameCommand::ToggleDebug);
key_bindings.insert(Keycode::M, GameCommand::MuteAudio);
key_bindings.insert(Keycode::R, GameCommand::ResetLevel);
key_bindings.insert(Keycode::Escape, GameCommand::Exit);
key_bindings.insert(Keycode::Q, GameCommand::Exit);
Self { key_bindings }
}
}
pub fn input_system(bindings: Res<Bindings>, mut writer: EventWriter<GameEvent>, mut pump: NonSendMut<&'static mut EventPump>) {
for event in pump.poll_iter() {
match event {
Event::Quit { .. } => {
writer.write(GameEvent::Command(GameCommand::Exit));
}
Event::KeyDown { keycode: Some(key), .. } => {
let command = bindings.key_bindings.get(&key).copied();
if let Some(command) = command {
writer.write(GameEvent::Command(command));
}
}
_ => {}
}
}
}

49
src/systems/item.rs Normal file
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@@ -0,0 +1,49 @@
use bevy_ecs::{event::EventReader, prelude::*, query::With, system::Query};
use crate::{
events::GameEvent,
systems::{
audio::AudioEvent,
components::{EntityType, ItemCollider, PacmanCollider, ScoreResource},
},
};
pub fn item_system(
mut commands: Commands,
mut collision_events: EventReader<GameEvent>,
mut score: ResMut<ScoreResource>,
pacman_query: Query<Entity, With<PacmanCollider>>,
item_query: Query<(Entity, &EntityType), With<ItemCollider>>,
mut events: EventWriter<AudioEvent>,
) {
for event in collision_events.read() {
if let GameEvent::Collision(entity1, entity2) = event {
// Check if one is Pacman and the other is an item
let (_pacman_entity, item_entity) = if pacman_query.get(*entity1).is_ok() && item_query.get(*entity2).is_ok() {
(*entity1, *entity2)
} else if pacman_query.get(*entity2).is_ok() && item_query.get(*entity1).is_ok() {
(*entity2, *entity1)
} else {
continue;
};
// Get the item type and update score
if let Ok((item_ent, entity_type)) = item_query.get(item_entity) {
match entity_type {
EntityType::Pellet => {
score.0 += 10;
}
EntityType::PowerPellet => {
score.0 += 50;
}
_ => continue,
}
// Remove the collected item
commands.entity(item_ent).despawn();
events.write(AudioEvent::PlayEat);
}
}
}
}

18
src/systems/mod.rs Normal file
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@@ -0,0 +1,18 @@
//! The Entity-Component-System (ECS) module.
//!
//! This module contains all the ECS-related logic, including components, systems,
//! and resources.
pub mod audio;
pub mod blinking;
pub mod collision;
pub mod components;
pub mod control;
pub mod debug;
pub mod formatting;
pub mod ghost;
pub mod input;
pub mod item;
pub mod movement;
pub mod profiling;
pub mod render;

266
src/systems/movement.rs Normal file
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@@ -0,0 +1,266 @@
use crate::entity::graph::Graph;
use crate::entity::{direction::Direction, graph::Edge};
use crate::error::{EntityError, GameError, GameResult};
use crate::map::builder::Map;
use crate::systems::components::{DeltaTime, EntityType};
use bevy_ecs::component::Component;
use bevy_ecs::event::EventWriter;
use bevy_ecs::system::{Query, Res};
use glam::Vec2;
/// A unique identifier for a node, represented by its index in the graph's storage.
pub type NodeId = usize;
/// Progress along an edge between two nodes.
#[derive(Debug, Clone, Copy, PartialEq)]
pub struct EdgeProgress {
pub target_node: NodeId,
/// Progress from 0.0 (at source node) to 1.0 (at target node)
pub progress: f32,
}
/// Pure spatial position component - works for both static and dynamic entities.
#[derive(Component, Debug, Copy, Clone, PartialEq, Default)]
pub struct Position {
/// The current/primary node this entity is at or traveling from
pub node: NodeId,
/// If Some, entity is traveling between nodes. If None, entity is stationary at node.
pub edge_progress: Option<EdgeProgress>,
}
/// Explicit movement state - only for entities that can move.
#[derive(Component, Debug, Clone, Copy, PartialEq, Default)]
pub enum MovementState {
#[default]
Stopped,
Moving {
direction: Direction,
},
}
/// Movement capability and parameters - only for entities that can move.
#[derive(Component, Debug, Clone, Copy)]
pub struct Movable {
pub speed: f32,
pub current_direction: Direction,
pub requested_direction: Option<Direction>,
}
impl Position {
/// Calculates the current pixel position in the game world.
///
/// Converts the graph position to screen coordinates, accounting for
/// the board offset and centering the sprite.
///
/// # Errors
///
/// Returns an `EntityError` if the node or edge is not found.
pub fn get_pixel_pos(&self, graph: &Graph) -> GameResult<Vec2> {
let pos = match &self.edge_progress {
None => {
// Entity is stationary at a node
let node = graph.get_node(self.node).ok_or(EntityError::NodeNotFound(self.node))?;
node.position
}
Some(edge_progress) => {
// Entity is traveling between nodes
let from_node = graph.get_node(self.node).ok_or(EntityError::NodeNotFound(self.node))?;
let to_node = graph
.get_node(edge_progress.target_node)
.ok_or(EntityError::NodeNotFound(edge_progress.target_node))?;
// For zero-distance edges (tunnels), progress >= 1.0 means we're at the target
if edge_progress.progress >= 1.0 {
to_node.position
} else {
// Interpolate position based on progress
from_node.position + (to_node.position - from_node.position) * edge_progress.progress
}
}
};
Ok(Vec2::new(
pos.x + crate::constants::BOARD_PIXEL_OFFSET.x as f32,
pos.y + crate::constants::BOARD_PIXEL_OFFSET.y as f32,
))
}
}
#[allow(dead_code)]
impl Position {
/// Returns `true` if the position is exactly at a node (not traveling).
pub fn is_at_node(&self) -> bool {
self.edge_progress.is_none()
}
/// Returns the `NodeId` of the current node (source of travel if moving).
pub fn current_node(&self) -> NodeId {
self.node
}
/// Returns the `NodeId` of the destination node, if currently traveling.
pub fn target_node(&self) -> Option<NodeId> {
self.edge_progress.as_ref().map(|ep| ep.target_node)
}
/// Returns `true` if the entity is traveling between nodes.
pub fn is_moving(&self) -> bool {
self.edge_progress.is_some()
}
}
fn can_traverse(entity_type: EntityType, edge: Edge) -> bool {
let entity_flags = entity_type.traversal_flags();
edge.traversal_flags.contains(entity_flags)
}
pub fn movement_system(
map: Res<Map>,
delta_time: Res<DeltaTime>,
mut entities: Query<(&mut MovementState, &mut Movable, &mut Position, &EntityType)>,
mut errors: EventWriter<GameError>,
) {
for (mut movement_state, mut movable, mut position, entity_type) in entities.iter_mut() {
let distance = movable.speed * 60.0 * delta_time.0;
match *movement_state {
MovementState::Stopped => {
// Check if we have a requested direction to start moving
if let Some(requested_direction) = movable.requested_direction {
if let Some(edge) = map.graph.find_edge_in_direction(position.node, requested_direction) {
if can_traverse(*entity_type, edge) {
// Start moving in the requested direction
let progress = if edge.distance > 0.0 {
distance / edge.distance
} else {
// Zero-distance edge (tunnels) - immediately teleport
tracing::debug!("Entity entering tunnel from node {} to node {}", position.node, edge.target);
1.0
};
position.edge_progress = Some(EdgeProgress {
target_node: edge.target,
progress,
});
movable.current_direction = requested_direction;
movable.requested_direction = None;
*movement_state = MovementState::Moving {
direction: requested_direction,
};
}
} else {
errors.write(
EntityError::InvalidMovement(format!(
"No edge found in direction {:?} from node {}",
requested_direction, position.node
))
.into(),
);
}
}
}
MovementState::Moving { direction } => {
// Continue moving or handle node transitions
let current_node = position.node;
if let Some(edge_progress) = &mut position.edge_progress {
// Extract target node before mutable operations
let target_node = edge_progress.target_node;
// Get the current edge for distance calculation
let edge = map.graph.find_edge(current_node, target_node);
if let Some(edge) = edge {
// Update progress along the edge
if edge.distance > 0.0 {
edge_progress.progress += distance / edge.distance;
} else {
// Zero-distance edge (tunnels) - immediately complete
edge_progress.progress = 1.0;
}
if edge_progress.progress >= 1.0 {
// Reached the target node
let overflow = if edge.distance > 0.0 {
(edge_progress.progress - 1.0) * edge.distance
} else {
// Zero-distance edge - use remaining distance for overflow
distance
};
position.node = target_node;
position.edge_progress = None;
let mut continued_moving = false;
// Try to use requested direction first
if let Some(requested_direction) = movable.requested_direction {
if let Some(next_edge) = map.graph.find_edge_in_direction(position.node, requested_direction) {
if can_traverse(*entity_type, next_edge) {
let next_progress = if next_edge.distance > 0.0 {
overflow / next_edge.distance
} else {
// Zero-distance edge - immediately complete
1.0
};
position.edge_progress = Some(EdgeProgress {
target_node: next_edge.target,
progress: next_progress,
});
movable.current_direction = requested_direction;
movable.requested_direction = None;
*movement_state = MovementState::Moving {
direction: requested_direction,
};
continued_moving = true;
}
}
}
// If no requested direction or it failed, try to continue in current direction
if !continued_moving {
if let Some(next_edge) = map.graph.find_edge_in_direction(position.node, direction) {
if can_traverse(*entity_type, next_edge) {
let next_progress = if next_edge.distance > 0.0 {
overflow / next_edge.distance
} else {
// Zero-distance edge - immediately complete
1.0
};
position.edge_progress = Some(EdgeProgress {
target_node: next_edge.target,
progress: next_progress,
});
// Keep current direction and movement state
continued_moving = true;
}
}
}
// If we couldn't continue moving, stop
if !continued_moving {
*movement_state = MovementState::Stopped;
movable.requested_direction = None;
}
}
} else {
// Edge not found - this is an inconsistent state
errors.write(
EntityError::InvalidMovement(format!(
"Inconsistent state: Moving on non-existent edge from {} to {}",
current_node, target_node
))
.into(),
);
*movement_state = MovementState::Stopped;
position.edge_progress = None;
}
} else {
// Movement state says moving but no edge progress - this shouldn't happen
errors.write(EntityError::InvalidMovement("Entity in Moving state but no edge progress".to_string()).into());
*movement_state = MovementState::Stopped;
}
}
}
}
}

153
src/systems/profiling.rs Normal file
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@@ -0,0 +1,153 @@
use bevy_ecs::prelude::Resource;
use bevy_ecs::system::{IntoSystem, System};
use circular_buffer::CircularBuffer;
use micromap::Map;
use parking_lot::{Mutex, RwLock};
use std::time::Duration;
use thousands::Separable;
/// The maximum number of systems that can be profiled. Must not be exceeded, or it will panic.
const MAX_SYSTEMS: usize = 13;
/// The number of durations to keep in the circular buffer.
const TIMING_WINDOW_SIZE: usize = 30;
#[derive(Resource, Default, Debug)]
pub struct SystemTimings {
/// Map of system names to a queue of durations, using a circular buffer.
///
/// Uses a RwLock to allow multiple readers for the HashMap, and a Mutex on the circular buffer for exclusive access.
/// This is probably overkill, but it's fun to play with.
///
/// Also, we use a micromap::Map as the number of systems is generally quite small.
/// Just make sure to set the capacity appropriately, or it will panic.
pub timings: RwLock<Map<&'static str, Mutex<CircularBuffer<TIMING_WINDOW_SIZE, Duration>>, MAX_SYSTEMS>>,
}
impl SystemTimings {
pub fn add_timing(&self, name: &'static str, duration: Duration) {
// acquire a upgradable read lock
let mut timings = self.timings.upgradable_read();
// happy path, the name is already in the map (no need to mutate the hashmap)
if timings.contains_key(name) {
let queue = timings
.get(name)
.expect("System name not found in map after contains_key check");
let mut queue = queue.lock();
queue.push_back(duration);
return;
}
// otherwise, acquire a write lock and insert a new queue
timings.with_upgraded(|timings| {
let queue = timings.entry(name).or_insert_with(|| Mutex::new(CircularBuffer::new()));
queue.lock().push_back(duration);
});
}
pub fn get_stats(&self) -> Map<&'static str, (Duration, Duration), MAX_SYSTEMS> {
let timings = self.timings.read();
let mut stats = Map::new();
for (name, queue) in timings.iter() {
if queue.lock().is_empty() {
continue;
}
let durations: Vec<f64> = queue.lock().iter().map(|d| d.as_secs_f64() * 1000.0).collect();
let count = durations.len() as f64;
let sum: f64 = durations.iter().sum();
let mean = sum / count;
let variance = durations.iter().map(|x| (x - mean).powi(2)).sum::<f64>() / count;
let std_dev = variance.sqrt();
stats.insert(
*name,
(
Duration::from_secs_f64(mean / 1000.0),
Duration::from_secs_f64(std_dev / 1000.0),
),
);
}
stats
}
pub fn get_total_stats(&self) -> (Duration, Duration) {
let timings = self.timings.read();
let mut all_durations = Vec::new();
for queue in timings.values() {
all_durations.extend(queue.lock().iter().map(|d| d.as_secs_f64() * 1000.0));
}
if all_durations.is_empty() {
return (Duration::ZERO, Duration::ZERO);
}
let count = all_durations.len() as f64;
let sum: f64 = all_durations.iter().sum();
let mean = sum / count;
let variance = all_durations.iter().map(|x| (x - mean).powi(2)).sum::<f64>() / count;
let std_dev = variance.sqrt();
(
Duration::from_secs_f64(mean / 1000.0),
Duration::from_secs_f64(std_dev / 1000.0),
)
}
pub fn format_timing_display(&self) -> String {
let stats = self.get_stats();
let (total_avg, total_std) = self.get_total_stats();
let effective_fps = match 1.0 / total_avg.as_secs_f64() {
f if f > 100.0 => (f as u32).separate_with_commas(),
f if f < 10.0 => format!("{:.1} FPS", f),
f => format!("{:.0} FPS", f),
};
// Collect timing data for formatting
let mut timing_data = Vec::new();
// Add total stats
timing_data.push((effective_fps, total_avg, total_std));
// Add top 5 most expensive systems
let mut sorted_stats: Vec<_> = stats.iter().collect();
sorted_stats.sort_by(|a, b| b.1 .0.cmp(&a.1 .0));
for (name, (avg, std_dev)) in sorted_stats.iter().take(5) {
timing_data.push((name.to_string(), *avg, *std_dev));
}
// Use the formatting module to format the data
crate::systems::formatting::format_timing_display(timing_data).join("\n")
}
}
pub fn profile<S, M>(name: &'static str, system: S) -> impl FnMut(&mut bevy_ecs::world::World)
where
S: IntoSystem<(), (), M> + 'static,
{
let mut system: S::System = IntoSystem::into_system(system);
let mut is_initialized = false;
move |world: &mut bevy_ecs::world::World| {
if !is_initialized {
system.initialize(world);
is_initialized = true;
}
let start = std::time::Instant::now();
system.run((), world);
let duration = start.elapsed();
if let Some(timings) = world.get_resource::<SystemTimings>() {
timings.add_timing(name, duration);
}
}
}

121
src/systems/render.rs Normal file
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@@ -0,0 +1,121 @@
use crate::error::{GameError, TextureError};
use crate::map::builder::Map;
use crate::systems::components::{DeltaTime, DirectionalAnimated, RenderDirty, Renderable};
use crate::systems::movement::{Movable, MovementState, Position};
use crate::texture::sprite::SpriteAtlas;
use bevy_ecs::entity::Entity;
use bevy_ecs::event::EventWriter;
use bevy_ecs::prelude::{Changed, Or, RemovedComponents};
use bevy_ecs::system::{NonSendMut, Query, Res, ResMut};
use sdl2::render::{Canvas, Texture};
use sdl2::video::Window;
#[allow(clippy::type_complexity)]
pub fn dirty_render_system(
mut dirty: ResMut<RenderDirty>,
changed_renderables: Query<(), Or<(Changed<Renderable>, Changed<Position>)>>,
removed_renderables: RemovedComponents<Renderable>,
) {
if !changed_renderables.is_empty() || !removed_renderables.is_empty() {
dirty.0 = true;
}
}
/// Updates the directional animated texture of an entity.
///
/// This runs before the render system so it can update the sprite based on the current direction of travel, as well as whether the entity is moving.
pub fn directional_render_system(
dt: Res<DeltaTime>,
mut renderables: Query<(&MovementState, &Movable, &mut DirectionalAnimated, &mut Renderable)>,
mut errors: EventWriter<GameError>,
) {
for (movement_state, movable, mut texture, mut renderable) in renderables.iter_mut() {
let stopped = matches!(movement_state, MovementState::Stopped);
let current_direction = movable.current_direction;
let texture = if stopped {
texture.stopped_textures[current_direction.as_usize()].as_mut()
} else {
texture.textures[current_direction.as_usize()].as_mut()
};
if let Some(texture) = texture {
if !stopped {
texture.tick(dt.0);
}
let new_tile = *texture.current_tile();
if renderable.sprite != new_tile {
renderable.sprite = new_tile;
}
} else {
errors.write(TextureError::RenderFailed("Entity has no texture".to_string()).into());
continue;
}
}
}
/// A non-send resource for the map texture. This just wraps the texture with a type so it can be differentiated when exposed as a resource.
pub struct MapTextureResource(pub Texture<'static>);
/// A non-send resource for the backbuffer texture. This just wraps the texture with a type so it can be differentiated when exposed as a resource.
pub struct BackbufferResource(pub Texture<'static>);
#[allow(clippy::too_many_arguments)]
pub fn render_system(
mut canvas: NonSendMut<&mut Canvas<Window>>,
map_texture: NonSendMut<MapTextureResource>,
mut backbuffer: NonSendMut<BackbufferResource>,
mut atlas: NonSendMut<SpriteAtlas>,
map: Res<Map>,
dirty: Res<RenderDirty>,
renderables: Query<(Entity, &Renderable, &Position)>,
mut errors: EventWriter<GameError>,
) {
if !dirty.0 {
return;
}
// Render to backbuffer
canvas
.with_texture_canvas(&mut backbuffer.0, |backbuffer_canvas| {
// Clear the backbuffer
backbuffer_canvas.set_draw_color(sdl2::pixels::Color::BLACK);
backbuffer_canvas.clear();
// Copy the pre-rendered map texture to the backbuffer
if let Err(e) = backbuffer_canvas.copy(&map_texture.0, None, None) {
errors.write(TextureError::RenderFailed(e.to_string()).into());
}
// Render all entities to the backbuffer
for (_, renderable, position) in renderables
.iter()
.sort_by_key::<(Entity, &Renderable, &Position), _>(|(_, renderable, _)| renderable.layer)
.rev()
{
if !renderable.visible {
continue;
}
let pos = position.get_pixel_pos(&map.graph);
match pos {
Ok(pos) => {
let dest = crate::helpers::centered_with_size(
glam::IVec2::new(pos.x as i32, pos.y as i32),
glam::UVec2::new(renderable.sprite.size.x as u32, renderable.sprite.size.y as u32),
);
renderable
.sprite
.render(backbuffer_canvas, &mut atlas, dest)
.err()
.map(|e| errors.write(TextureError::RenderFailed(e.to_string()).into()));
}
Err(e) => {
errors.write(e);
}
}
}
})
.err()
.map(|e| errors.write(TextureError::RenderFailed(e.to_string()).into()));
}

View File

@@ -1,8 +1,5 @@
use sdl2::rect::Rect;
use sdl2::render::{Canvas, RenderTarget};
use crate::error::{AnimatedTextureError, GameError, GameResult, TextureError};
use crate::texture::sprite::{AtlasTile, SpriteAtlas};
use crate::texture::sprite::AtlasTile;
#[derive(Debug, Clone)]
pub struct AnimatedTexture {
@@ -40,12 +37,6 @@ impl AnimatedTexture {
&self.tiles[self.current_frame]
}
pub fn render<T: RenderTarget>(&self, canvas: &mut Canvas<T>, atlas: &mut SpriteAtlas, dest: Rect) -> GameResult<()> {
let mut tile = *self.current_tile();
tile.render(canvas, atlas, dest)?;
Ok(())
}
/// Returns the current frame index.
#[allow(dead_code)]
pub fn current_frame(&self) -> usize {

View File

@@ -1,80 +0,0 @@
use sdl2::rect::Rect;
use sdl2::render::{Canvas, RenderTarget};
use crate::entity::direction::Direction;
use crate::error::GameResult;
use crate::texture::animated::AnimatedTexture;
use crate::texture::sprite::SpriteAtlas;
#[derive(Clone)]
pub struct DirectionalAnimatedTexture {
textures: [Option<AnimatedTexture>; 4],
stopped_textures: [Option<AnimatedTexture>; 4],
}
impl DirectionalAnimatedTexture {
pub fn new(textures: [Option<AnimatedTexture>; 4], stopped_textures: [Option<AnimatedTexture>; 4]) -> Self {
Self {
textures,
stopped_textures,
}
}
pub fn tick(&mut self, dt: f32) {
for texture in self.textures.iter_mut().flatten() {
texture.tick(dt);
}
}
pub fn render<T: RenderTarget>(
&self,
canvas: &mut Canvas<T>,
atlas: &mut SpriteAtlas,
dest: Rect,
direction: Direction,
) -> GameResult<()> {
if let Some(texture) = &self.textures[direction.as_usize()] {
texture.render(canvas, atlas, dest)
} else {
Ok(())
}
}
pub fn render_stopped<T: RenderTarget>(
&self,
canvas: &mut Canvas<T>,
atlas: &mut SpriteAtlas,
dest: Rect,
direction: Direction,
) -> GameResult<()> {
if let Some(texture) = &self.stopped_textures[direction.as_usize()] {
texture.render(canvas, atlas, dest)
} else {
Ok(())
}
}
/// Returns true if the texture has a direction.
#[allow(dead_code)]
pub fn has_direction(&self, direction: Direction) -> bool {
self.textures[direction.as_usize()].is_some()
}
/// Returns true if the texture has a stopped direction.
#[allow(dead_code)]
pub fn has_stopped_direction(&self, direction: Direction) -> bool {
self.stopped_textures[direction.as_usize()].is_some()
}
/// Returns the number of textures.
#[allow(dead_code)]
pub fn texture_count(&self) -> usize {
self.textures.iter().filter(|t| t.is_some()).count()
}
/// Returns the number of stopped textures.
#[allow(dead_code)]
pub fn stopped_texture_count(&self) -> usize {
self.stopped_textures.iter().filter(|t| t.is_some()).count()
}
}

View File

@@ -1,5 +1,4 @@
pub mod animated;
pub mod blinking;
pub mod directional;
pub mod sprite;
pub mod text;

View File

@@ -8,33 +8,6 @@ use std::collections::HashMap;
use crate::error::TextureError;
/// A simple sprite for stationary items like pellets and energizers.
#[derive(Clone, Debug)]
pub struct Sprite {
pub atlas_tile: AtlasTile,
}
impl Sprite {
pub fn new(atlas_tile: AtlasTile) -> Self {
Self { atlas_tile }
}
pub fn render<C: RenderTarget>(
&self,
canvas: &mut Canvas<C>,
atlas: &mut SpriteAtlas,
position: glam::Vec2,
) -> Result<(), TextureError> {
let dest = crate::helpers::centered_with_size(
glam::IVec2::new(position.x as i32, position.y as i32),
glam::UVec2::new(self.atlas_tile.size.x as u32, self.atlas_tile.size.y as u32),
);
let mut tile = self.atlas_tile;
tile.render(canvas, atlas, dest)?;
Ok(())
}
}
#[derive(Clone, Debug, Deserialize)]
pub struct AtlasMapper {
pub frames: HashMap<String, MapperFrame>,
@@ -48,7 +21,7 @@ pub struct MapperFrame {
pub height: u16,
}
#[derive(Copy, Clone, Debug)]
#[derive(Copy, Clone, Debug, PartialEq)]
pub struct AtlasTile {
pub pos: U16Vec2,
pub size: U16Vec2,
@@ -57,7 +30,7 @@ pub struct AtlasTile {
impl AtlasTile {
pub fn render<C: RenderTarget>(
&mut self,
&self,
canvas: &mut Canvas<C>,
atlas: &mut SpriteAtlas,
dest: Rect,
@@ -68,7 +41,7 @@ impl AtlasTile {
}
pub fn render_with_color<C: RenderTarget>(
&mut self,
&self,
canvas: &mut Canvas<C>,
atlas: &mut SpriteAtlas,
dest: Rect,

View File

@@ -103,9 +103,9 @@ impl TextTexture {
&self.char_map
}
pub fn get_tile(&mut self, c: char, atlas: &mut SpriteAtlas) -> Result<Option<&mut AtlasTile>> {
pub fn get_tile(&mut self, c: char, atlas: &mut SpriteAtlas) -> Result<Option<&AtlasTile>> {
if self.char_map.contains_key(&c) {
return Ok(self.char_map.get_mut(&c));
return Ok(self.char_map.get(&c));
}
if let Some(tile_name) = char_to_tile_name(c) {
@@ -113,7 +113,7 @@ impl TextTexture {
.get_tile(&tile_name)
.ok_or(GameError::Texture(TextureError::AtlasTileNotFound(tile_name)))?;
self.char_map.insert(c, tile);
Ok(self.char_map.get_mut(&c))
Ok(self.char_map.get(&c))
} else {
Ok(None)
}

View File

@@ -1,119 +0,0 @@
use pacman::entity::collision::{Collidable, CollisionSystem};
use pacman::entity::traversal::Position;
struct MockCollidable {
pos: Position,
}
impl Collidable for MockCollidable {
fn position(&self) -> Position {
self.pos
}
}
#[test]
fn test_is_colliding_with() {
let entity1 = MockCollidable {
pos: Position::AtNode(1),
};
let entity2 = MockCollidable {
pos: Position::AtNode(1),
};
let entity3 = MockCollidable {
pos: Position::AtNode(2),
};
let entity4 = MockCollidable {
pos: Position::BetweenNodes {
from: 1,
to: 2,
traversed: 0.5,
},
};
assert!(entity1.is_colliding_with(&entity2));
assert!(!entity1.is_colliding_with(&entity3));
assert!(entity1.is_colliding_with(&entity4));
assert!(entity3.is_colliding_with(&entity4));
}
#[test]
fn test_collision_system_register_and_query() {
let mut collision_system = CollisionSystem::default();
let pos1 = Position::AtNode(1);
let entity1 = collision_system.register_entity(pos1);
let pos2 = Position::BetweenNodes {
from: 1,
to: 2,
traversed: 0.5,
};
let entity2 = collision_system.register_entity(pos2);
let pos3 = Position::AtNode(3);
let entity3 = collision_system.register_entity(pos3);
// Test entities_at_node
assert_eq!(collision_system.entities_at_node(1), &[entity1, entity2]);
assert_eq!(collision_system.entities_at_node(2), &[entity2]);
assert_eq!(collision_system.entities_at_node(3), &[entity3]);
assert_eq!(collision_system.entities_at_node(4), &[] as &[u32]);
// Test potential_collisions
let mut collisions1 = collision_system.potential_collisions(&pos1);
collisions1.sort_unstable();
assert_eq!(collisions1, vec![entity1, entity2]);
let mut collisions2 = collision_system.potential_collisions(&pos2);
collisions2.sort_unstable();
assert_eq!(collisions2, vec![entity1, entity2]);
let mut collisions3 = collision_system.potential_collisions(&pos3);
collisions3.sort_unstable();
assert_eq!(collisions3, vec![entity3]);
}
#[test]
fn test_collision_system_update() {
let mut collision_system = CollisionSystem::default();
let entity1 = collision_system.register_entity(Position::AtNode(1));
assert_eq!(collision_system.entities_at_node(1), &[entity1]);
assert_eq!(collision_system.entities_at_node(2), &[] as &[u32]);
collision_system.update_position(entity1, Position::AtNode(2));
assert_eq!(collision_system.entities_at_node(1), &[] as &[u32]);
assert_eq!(collision_system.entities_at_node(2), &[entity1]);
collision_system.update_position(
entity1,
Position::BetweenNodes {
from: 2,
to: 3,
traversed: 0.1,
},
);
assert_eq!(collision_system.entities_at_node(1), &[] as &[u32]);
assert_eq!(collision_system.entities_at_node(2), &[entity1]);
assert_eq!(collision_system.entities_at_node(3), &[entity1]);
}
#[test]
fn test_collision_system_remove() {
let mut collision_system = CollisionSystem::default();
let entity1 = collision_system.register_entity(Position::AtNode(1));
let entity2 = collision_system.register_entity(Position::AtNode(1));
assert_eq!(collision_system.entities_at_node(1), &[entity1, entity2]);
collision_system.remove_entity(entity1);
assert_eq!(collision_system.entities_at_node(1), &[entity2]);
collision_system.remove_entity(entity2);
assert_eq!(collision_system.entities_at_node(1), &[] as &[u32]);
}

View File

@@ -2,7 +2,8 @@
use pacman::{
asset::{get_asset_bytes, Asset},
texture::sprite::SpriteAtlas,
game::ATLAS_FRAMES,
texture::sprite::{AtlasMapper, SpriteAtlas},
};
use sdl2::{
image::LoadTexture,
@@ -28,12 +29,13 @@ pub fn setup_sdl() -> Result<(Canvas<Window>, TextureCreator<WindowContext>, Sdl
pub fn create_atlas(canvas: &mut sdl2::render::Canvas<sdl2::video::Window>) -> SpriteAtlas {
let texture_creator = canvas.texture_creator();
let atlas_bytes = get_asset_bytes(Asset::Atlas).unwrap();
let atlas_json = get_asset_bytes(Asset::AtlasJson).unwrap();
let texture = texture_creator.load_texture_bytes(&atlas_bytes).unwrap();
let texture: Texture<'static> = unsafe { std::mem::transmute(texture) };
let mapper: pacman::texture::sprite::AtlasMapper = serde_json::from_slice(&atlas_json).unwrap();
let atlas_mapper = AtlasMapper {
frames: ATLAS_FRAMES.into_iter().map(|(k, v)| (k.to_string(), *v)).collect(),
};
SpriteAtlas::new(texture, mapper)
SpriteAtlas::new(texture, atlas_mapper)
}

View File

@@ -1,77 +0,0 @@
use glam::U16Vec2;
use pacman::entity::direction::Direction;
use pacman::texture::animated::AnimatedTexture;
use pacman::texture::directional::DirectionalAnimatedTexture;
use pacman::texture::sprite::AtlasTile;
use sdl2::pixels::Color;
fn mock_atlas_tile(id: u32) -> AtlasTile {
AtlasTile {
pos: U16Vec2::new(0, 0),
size: U16Vec2::new(16, 16),
color: Some(Color::RGB(id as u8, 0, 0)),
}
}
fn mock_animated_texture(id: u32) -> AnimatedTexture {
AnimatedTexture::new(vec![mock_atlas_tile(id)], 0.1).expect("Invalid frame duration")
}
#[test]
fn test_directional_texture_partial_directions() {
let mut textures = [None, None, None, None];
textures[Direction::Up.as_usize()] = Some(mock_animated_texture(1));
let texture = DirectionalAnimatedTexture::new(textures, [None, None, None, None]);
assert_eq!(texture.texture_count(), 1);
assert!(texture.has_direction(Direction::Up));
assert!(!texture.has_direction(Direction::Down));
assert!(!texture.has_direction(Direction::Left));
assert!(!texture.has_direction(Direction::Right));
}
#[test]
fn test_directional_texture_all_directions() {
let mut textures = [None, None, None, None];
let directions = [
(Direction::Up, 1),
(Direction::Down, 2),
(Direction::Left, 3),
(Direction::Right, 4),
];
for (direction, id) in directions {
textures[direction.as_usize()] = Some(mock_animated_texture(id));
}
let texture = DirectionalAnimatedTexture::new(textures, [None, None, None, None]);
assert_eq!(texture.texture_count(), 4);
for direction in &[Direction::Up, Direction::Down, Direction::Left, Direction::Right] {
assert!(texture.has_direction(*direction));
}
}
#[test]
fn test_directional_texture_stopped() {
let mut stopped_textures = [None, None, None, None];
stopped_textures[Direction::Up.as_usize()] = Some(mock_animated_texture(1));
let texture = DirectionalAnimatedTexture::new([None, None, None, None], stopped_textures);
assert_eq!(texture.stopped_texture_count(), 1);
assert!(texture.has_stopped_direction(Direction::Up));
assert!(!texture.has_stopped_direction(Direction::Down));
}
#[test]
fn test_directional_texture_tick() {
let mut textures = [None, None, None, None];
textures[Direction::Up.as_usize()] = Some(mock_animated_texture(1));
let mut texture = DirectionalAnimatedTexture::new(textures, [None, None, None, None]);
// This is a bit of a placeholder, since we can't inspect the inner state easily.
// We're just ensuring the tick method runs without panicking.
texture.tick(0.1);
}

95
tests/formatting.rs Normal file
View File

@@ -0,0 +1,95 @@
use pacman::systems::formatting::format_timing_display;
use std::time::Duration;
use pretty_assertions::assert_eq;
fn get_timing_data() -> Vec<(String, Duration, Duration)> {
vec![
("total".to_string(), Duration::from_micros(1234), Duration::from_micros(570)),
("input".to_string(), Duration::from_micros(120), Duration::from_micros(45)),
("player".to_string(), Duration::from_micros(456), Duration::from_micros(123)),
("movement".to_string(), Duration::from_micros(789), Duration::from_micros(234)),
("render".to_string(), Duration::from_micros(12), Duration::from_micros(3)),
("debug".to_string(), Duration::from_nanos(460), Duration::from_nanos(557)),
]
}
fn get_formatted_output() -> impl IntoIterator<Item = String> {
format_timing_display(get_timing_data())
}
#[test]
fn test_formatting_alignment() {
let mut colon_positions = vec![];
let mut first_decimal_positions = vec![];
let mut second_decimal_positions = vec![];
let mut first_unit_positions = vec![];
let mut second_unit_positions = vec![];
get_formatted_output().into_iter().for_each(|line| {
let (mut got_decimal, mut got_unit) = (false, false);
for (i, char) in line.chars().enumerate() {
match char {
':' => colon_positions.push(i),
'.' => {
if got_decimal {
second_decimal_positions.push(i);
} else {
first_decimal_positions.push(i);
}
got_decimal = true;
}
's' => {
if got_unit {
first_unit_positions.push(i);
} else {
second_unit_positions.push(i);
got_unit = true;
}
}
_ => {}
}
}
});
// Assert that all positions were found
assert_eq!(
[
&colon_positions,
&first_decimal_positions,
&second_decimal_positions,
&first_unit_positions,
&second_unit_positions
]
.iter()
.all(|p| p.len() == 6),
true
);
// Assert that all positions are the same
assert!(
colon_positions.iter().all(|&p| p == colon_positions[0]),
"colon positions are not the same {:?}",
colon_positions
);
assert!(
first_decimal_positions.iter().all(|&p| p == first_decimal_positions[0]),
"first decimal positions are not the same {:?}",
first_decimal_positions
);
assert!(
second_decimal_positions.iter().all(|&p| p == second_decimal_positions[0]),
"second decimal positions are not the same {:?}",
second_decimal_positions
);
assert!(
first_unit_positions.iter().all(|&p| p == first_unit_positions[0]),
"first unit positions are not the same {:?}",
first_unit_positions
);
assert!(
second_unit_positions.iter().all(|&p| p == second_unit_positions[0]),
"second unit positions are not the same {:?}",
second_unit_positions
);
}

View File

@@ -1,7 +1,6 @@
use pacman::constants::RAW_BOARD;
use pacman::map::Map;
use pacman::map::builder::Map;
mod collision;
mod item;
#[test]

View File

@@ -1,48 +0,0 @@
use pacman::entity::ghost::{Ghost, GhostType};
use pacman::entity::graph::Graph;
use pacman::texture::sprite::{AtlasMapper, MapperFrame, SpriteAtlas};
use std::collections::HashMap;
fn create_test_atlas() -> SpriteAtlas {
let mut frames = HashMap::new();
let directions = ["up", "down", "left", "right"];
let ghost_types = ["blinky", "pinky", "inky", "clyde"];
for ghost_type in &ghost_types {
for (i, dir) in directions.iter().enumerate() {
frames.insert(
format!("ghost/{}/{}_{}.png", ghost_type, dir, "a"),
MapperFrame {
x: i as u16 * 16,
y: 0,
width: 16,
height: 16,
},
);
frames.insert(
format!("ghost/{}/{}_{}.png", ghost_type, dir, "b"),
MapperFrame {
x: i as u16 * 16,
y: 16,
width: 16,
height: 16,
},
);
}
}
let mapper = AtlasMapper { frames };
let dummy_texture = unsafe { std::mem::zeroed() };
SpriteAtlas::new(dummy_texture, mapper)
}
#[test]
fn test_ghost_creation() {
let graph = Graph::new();
let atlas = create_test_atlas();
let ghost = Ghost::new(&graph, 0, GhostType::Blinky, &atlas).unwrap();
assert_eq!(ghost.ghost_type, GhostType::Blinky);
assert_eq!(ghost.traverser.position.from_node_id(), 0);
}

View File

@@ -1,6 +1,5 @@
use pacman::entity::direction::Direction;
use pacman::entity::graph::{EdgePermissions, Graph, Node};
use pacman::entity::traversal::{Position, Traverser};
use pacman::entity::graph::{Graph, Node, TraversalFlags};
fn create_test_graph() -> Graph {
let mut graph = Graph::new();
@@ -79,11 +78,11 @@ fn test_graph_edge_permissions() {
});
graph
.add_edge(node1, node2, false, None, Direction::Right, EdgePermissions::GhostsOnly)
.add_edge(node1, node2, false, None, Direction::Right, TraversalFlags::GHOST)
.unwrap();
let edge = graph.find_edge_in_direction(node1, Direction::Right).unwrap();
assert_eq!(edge.permissions, EdgePermissions::GhostsOnly);
assert_eq!(edge.traversal_flags, TraversalFlags::GHOST);
}
#[test]
@@ -119,21 +118,21 @@ fn should_error_on_negative_edge_distance() {
position: glam::Vec2::new(16.0, 0.0),
});
let result = graph.add_edge(node1, node2, false, Some(-1.0), Direction::Right, EdgePermissions::All);
let result = graph.add_edge(node1, node2, false, Some(-1.0), Direction::Right, TraversalFlags::ALL);
assert!(result.is_err());
}
#[test]
fn should_error_on_duplicate_edge_without_replace() {
let mut graph = create_test_graph();
let result = graph.add_edge(0, 1, false, None, Direction::Right, EdgePermissions::All);
let result = graph.add_edge(0, 1, false, None, Direction::Right, TraversalFlags::ALL);
assert!(result.is_err());
}
#[test]
fn should_allow_replacing_an_edge() {
let mut graph = create_test_graph();
let result = graph.add_edge(0, 1, true, Some(42.0), Direction::Right, EdgePermissions::All);
let result = graph.add_edge(0, 1, true, Some(42.0), Direction::Right, TraversalFlags::ALL);
assert!(result.is_ok());
let edge = graph.find_edge(0, 1).unwrap();
@@ -150,68 +149,3 @@ fn should_find_edge_between_nodes() {
let non_existent_edge = graph.find_edge(0, 99);
assert!(non_existent_edge.is_none());
}
#[test]
fn test_traverser_basic() {
let graph = create_test_graph();
let mut traverser = Traverser::new(&graph, 0, Direction::Left, &|_| true);
traverser.set_next_direction(Direction::Up);
assert!(traverser.next_direction.is_some());
assert_eq!(traverser.next_direction.unwrap().0, Direction::Up);
}
#[test]
fn test_traverser_advance() {
let graph = create_test_graph();
let mut traverser = Traverser::new(&graph, 0, Direction::Right, &|_| true);
traverser.advance(&graph, 5.0, &|_| true).unwrap();
match traverser.position {
Position::BetweenNodes { from, to, traversed } => {
assert_eq!(from, 0);
assert_eq!(to, 1);
assert_eq!(traversed, 5.0);
}
_ => panic!("Expected to be between nodes"),
}
traverser.advance(&graph, 3.0, &|_| true).unwrap();
match traverser.position {
Position::BetweenNodes { from, to, traversed } => {
assert_eq!(from, 0);
assert_eq!(to, 1);
assert_eq!(traversed, 8.0);
}
_ => panic!("Expected to be between nodes"),
}
}
#[test]
fn test_traverser_with_permissions() {
let mut graph = Graph::new();
let node1 = graph.add_node(Node {
position: glam::Vec2::new(0.0, 0.0),
});
let node2 = graph.add_node(Node {
position: glam::Vec2::new(16.0, 0.0),
});
graph
.add_edge(node1, node2, false, None, Direction::Right, EdgePermissions::GhostsOnly)
.unwrap();
// Pacman can't traverse ghost-only edges
let mut traverser = Traverser::new(&graph, node1, Direction::Right, &|edge| {
matches!(edge.permissions, EdgePermissions::All)
});
traverser
.advance(&graph, 5.0, &|edge| matches!(edge.permissions, EdgePermissions::All))
.unwrap();
// Should still be at the node since it can't traverse
assert!(traverser.position.is_at_node());
}

View File

@@ -1,53 +1,46 @@
use glam::U16Vec2;
use pacman::{
entity::{
collision::Collidable,
item::{FruitKind, Item, ItemType},
},
texture::sprite::{AtlasTile, Sprite},
};
use strum::{EnumCount, IntoEnumIterator};
// use glam::U16Vec2;
// use pacman::texture::sprite::{AtlasTile, Sprite};
#[test]
fn test_item_type_get_score() {
assert_eq!(ItemType::Pellet.get_score(), 10);
assert_eq!(ItemType::Energizer.get_score(), 50);
// #[test]
// fn test_item_type_get_score() {
// assert_eq!(ItemType::Pellet.get_score(), 10);
// assert_eq!(ItemType::Energizer.get_score(), 50);
let fruit = ItemType::Fruit { kind: FruitKind::Apple };
assert_eq!(fruit.get_score(), 100);
}
// let fruit = ItemType::Fruit { kind: FruitKind::Apple };
// assert_eq!(fruit.get_score(), 100);
// }
#[test]
fn test_fruit_kind_increasing_score() {
// Build a list of fruit kinds, sorted by their index
let mut kinds = FruitKind::iter()
.map(|kind| (kind.index(), kind.get_score()))
.collect::<Vec<_>>();
kinds.sort_unstable_by_key(|(index, _)| *index);
// #[test]
// fn test_fruit_kind_increasing_score() {
// // Build a list of fruit kinds, sorted by their index
// let mut kinds = FruitKind::iter()
// .map(|kind| (kind.index(), kind.get_score()))
// .collect::<Vec<_>>();
// kinds.sort_unstable_by_key(|(index, _)| *index);
assert_eq!(kinds.len(), FruitKind::COUNT);
// assert_eq!(kinds.len(), FruitKind::COUNT);
// Check that the score increases as expected
for window in kinds.windows(2) {
let ((_, prev), (_, next)) = (window[0], window[1]);
assert!(prev < next, "Fruits should have increasing scores, but {prev:?} < {next:?}");
}
}
// // Check that the score increases as expected
// for window in kinds.windows(2) {
// let ((_, prev), (_, next)) = (window[0], window[1]);
// assert!(prev < next, "Fruits should have increasing scores, but {prev:?} < {next:?}");
// }
// }
#[test]
fn test_item_creation_and_collection() {
let atlas_tile = AtlasTile {
pos: U16Vec2::new(0, 0),
size: U16Vec2::new(16, 16),
color: None,
};
let sprite = Sprite::new(atlas_tile);
let mut item = Item::new(0, ItemType::Pellet, sprite);
// #[test]
// fn test_item_creation_and_collection() {
// let atlas_tile = AtlasTile {
// pos: U16Vec2::new(0, 0),
// size: U16Vec2::new(16, 16),
// color: None,
// };
// let sprite = Sprite::new(atlas_tile);
// let mut item = Item::new(0, ItemType::Pellet, sprite);
assert!(!item.is_collected());
assert_eq!(item.get_score(), 10);
assert_eq!(item.position().from_node_id(), 0);
// assert!(!item.is_collected());
// assert_eq!(item.get_score(), 10);
// assert_eq!(item.position().from_node_id(), 0);
item.collect();
assert!(item.is_collected());
}
// item.collect();
// assert!(item.is_collected());
// }

View File

@@ -1,7 +1,6 @@
use glam::Vec2;
use pacman::constants::{CELL_SIZE, RAW_BOARD};
use pacman::map::Map;
use sdl2::render::Texture;
use pacman::map::builder::Map;
#[test]
fn test_map_creation() {
@@ -34,60 +33,60 @@ fn test_map_node_positions() {
}
}
#[test]
fn test_generate_items() {
use pacman::texture::sprite::{AtlasMapper, MapperFrame, SpriteAtlas};
use std::collections::HashMap;
// #[test]
// fn test_generate_items() {
// use pacman::texture::sprite::{AtlasMapper, MapperFrame, SpriteAtlas};
// use std::collections::HashMap;
let map = Map::new(RAW_BOARD).unwrap();
// let map = Map::new(RAW_BOARD).unwrap();
// Create a minimal atlas for testing
let mut frames = HashMap::new();
frames.insert(
"maze/pellet.png".to_string(),
MapperFrame {
x: 0,
y: 0,
width: 8,
height: 8,
},
);
frames.insert(
"maze/energizer.png".to_string(),
MapperFrame {
x: 8,
y: 0,
width: 8,
height: 8,
},
);
// // Create a minimal atlas for testing
// let mut frames = HashMap::new();
// frames.insert(
// "maze/pellet.png".to_string(),
// MapperFrame {
// x: 0,
// y: 0,
// width: 8,
// height: 8,
// },
// );
// frames.insert(
// "maze/energizer.png".to_string(),
// MapperFrame {
// x: 8,
// y: 0,
// width: 8,
// height: 8,
// },
// );
let mapper = AtlasMapper { frames };
let texture = unsafe { std::mem::transmute::<usize, Texture<'static>>(0usize) };
let atlas = SpriteAtlas::new(texture, mapper);
// let mapper = AtlasMapper { frames };
// let texture = unsafe { std::mem::transmute::<usize, Texture<'static>>(0usize) };
// let atlas = SpriteAtlas::new(texture, mapper);
let items = map.generate_items(&atlas).unwrap();
// let items = map.generate_items(&atlas).unwrap();
// Verify we have items
assert!(!items.is_empty());
// // Verify we have items
// assert!(!items.is_empty());
// Count different types
let pellet_count = items
.iter()
.filter(|item| matches!(item.item_type, pacman::entity::item::ItemType::Pellet))
.count();
let energizer_count = items
.iter()
.filter(|item| matches!(item.item_type, pacman::entity::item::ItemType::Energizer))
.count();
// // Count different types
// let pellet_count = items
// .iter()
// .filter(|item| matches!(item.item_type, pacman::entity::item::ItemType::Pellet))
// .count();
// let energizer_count = items
// .iter()
// .filter(|item| matches!(item.item_type, pacman::entity::item::ItemType::Energizer))
// .count();
// Should have both types
assert_eq!(pellet_count, 240);
assert_eq!(energizer_count, 4);
// // Should have both types
// assert_eq!(pellet_count, 240);
// assert_eq!(energizer_count, 4);
// All items should be uncollected initially
assert!(items.iter().all(|item| !item.is_collected()));
// // All items should be uncollected initially
// assert!(items.iter().all(|item| !item.is_collected()));
// All items should have valid node indices
assert!(items.iter().all(|item| item.node_index < map.graph.node_count()));
}
// // All items should have valid node indices
// assert!(items.iter().all(|item| item.node_index < map.graph.node_count()));
// }

View File

@@ -1,107 +0,0 @@
use pacman::entity::direction::Direction;
use pacman::entity::graph::{Graph, Node};
use pacman::entity::pacman::Pacman;
use pacman::texture::sprite::{AtlasMapper, MapperFrame, SpriteAtlas};
use sdl2::keyboard::Keycode;
use std::collections::HashMap;
fn create_test_graph() -> Graph {
let mut graph = Graph::new();
let node1 = graph.add_node(Node {
position: glam::Vec2::new(0.0, 0.0),
});
let node2 = graph.add_node(Node {
position: glam::Vec2::new(16.0, 0.0),
});
let node3 = graph.add_node(Node {
position: glam::Vec2::new(0.0, 16.0),
});
graph.connect(node1, node2, false, None, Direction::Right).unwrap();
graph.connect(node1, node3, false, None, Direction::Down).unwrap();
graph
}
fn create_test_atlas() -> SpriteAtlas {
let mut frames = HashMap::new();
let directions = ["up", "down", "left", "right"];
for (i, dir) in directions.iter().enumerate() {
frames.insert(
format!("pacman/{dir}_a.png"),
MapperFrame {
x: i as u16 * 16,
y: 0,
width: 16,
height: 16,
},
);
frames.insert(
format!("pacman/{dir}_b.png"),
MapperFrame {
x: i as u16 * 16,
y: 16,
width: 16,
height: 16,
},
);
}
frames.insert(
"pacman/full.png".to_string(),
MapperFrame {
x: 64,
y: 0,
width: 16,
height: 16,
},
);
let mapper = AtlasMapper { frames };
let dummy_texture = unsafe { std::mem::zeroed() };
SpriteAtlas::new(dummy_texture, mapper)
}
#[test]
fn test_pacman_creation() {
let graph = create_test_graph();
let atlas = create_test_atlas();
let pacman = Pacman::new(&graph, 0, &atlas).unwrap();
assert!(pacman.traverser.position.is_at_node());
assert_eq!(pacman.traverser.direction, Direction::Left);
}
#[test]
fn test_pacman_key_handling() {
let graph = create_test_graph();
let atlas = create_test_atlas();
let mut pacman = Pacman::new(&graph, 0, &atlas).unwrap();
let test_cases = [
(Keycode::Up, Direction::Up),
(Keycode::Down, Direction::Down),
(Keycode::Left, Direction::Left),
(Keycode::Right, Direction::Right),
];
for (key, expected_direction) in test_cases {
pacman.handle_key(key);
assert!(pacman.traverser.next_direction.is_some() || pacman.traverser.direction == expected_direction);
}
}
#[test]
fn test_pacman_invalid_key() {
let graph = create_test_graph();
let atlas = create_test_atlas();
let mut pacman = Pacman::new(&graph, 0, &atlas).unwrap();
let original_direction = pacman.traverser.direction;
let original_next_direction = pacman.traverser.next_direction;
pacman.handle_key(Keycode::Space);
assert_eq!(pacman.traverser.direction, original_direction);
assert_eq!(pacman.traverser.next_direction, original_next_direction);
}

View File

@@ -1,120 +0,0 @@
use pacman::entity::direction::Direction;
use pacman::entity::ghost::{Ghost, GhostType};
use pacman::entity::graph::{Graph, Node};
use pacman::texture::sprite::{AtlasMapper, MapperFrame, SpriteAtlas};
use std::collections::HashMap;
fn create_test_atlas() -> SpriteAtlas {
let mut frames = HashMap::new();
let directions = ["up", "down", "left", "right"];
let ghost_types = ["blinky", "pinky", "inky", "clyde"];
for ghost_type in &ghost_types {
for (i, dir) in directions.iter().enumerate() {
frames.insert(
format!("ghost/{}/{}_{}.png", ghost_type, dir, "a"),
MapperFrame {
x: i as u16 * 16,
y: 0,
width: 16,
height: 16,
},
);
frames.insert(
format!("ghost/{}/{}_{}.png", ghost_type, dir, "b"),
MapperFrame {
x: i as u16 * 16,
y: 16,
width: 16,
height: 16,
},
);
}
}
let mapper = AtlasMapper { frames };
let dummy_texture = unsafe { std::mem::zeroed() };
SpriteAtlas::new(dummy_texture, mapper)
}
#[test]
fn test_ghost_pathfinding() {
// Create a simple test graph
let mut graph = Graph::new();
// Add nodes in a simple line: 0 -> 1 -> 2
let node0 = graph.add_node(Node {
position: glam::Vec2::new(0.0, 0.0),
});
let node1 = graph.add_node(Node {
position: glam::Vec2::new(10.0, 0.0),
});
let node2 = graph.add_node(Node {
position: glam::Vec2::new(20.0, 0.0),
});
// Connect the nodes
graph.connect(node0, node1, false, None, Direction::Right).unwrap();
graph.connect(node1, node2, false, None, Direction::Right).unwrap();
// Create a test atlas for the ghost
let atlas = create_test_atlas();
// Create a ghost at node 0
let ghost = Ghost::new(&graph, node0, GhostType::Blinky, &atlas).unwrap();
// Test pathfinding from node 0 to node 2
let path = ghost.calculate_path_to_target(&graph, node2);
assert!(path.is_ok());
let path = path.unwrap();
assert!(
path == vec![node0, node1, node2] || path == vec![node2, node1, node0],
"Path was not what was expected"
);
}
#[test]
fn test_ghost_pathfinding_no_path() {
// Create a test graph with disconnected components
let mut graph = Graph::new();
let node0 = graph.add_node(Node {
position: glam::Vec2::new(0.0, 0.0),
});
let node1 = graph.add_node(Node {
position: glam::Vec2::new(10.0, 0.0),
});
// Don't connect the nodes
let atlas = create_test_atlas();
let ghost = Ghost::new(&graph, node0, GhostType::Blinky, &atlas).unwrap();
// Test pathfinding when no path exists
let path = ghost.calculate_path_to_target(&graph, node1);
assert!(path.is_err());
}
#[test]
fn test_ghost_debug_colors() {
let atlas = create_test_atlas();
let mut graph = Graph::new();
let node = graph.add_node(Node {
position: glam::Vec2::new(0.0, 0.0),
});
let blinky = Ghost::new(&graph, node, GhostType::Blinky, &atlas).unwrap();
let pinky = Ghost::new(&graph, node, GhostType::Pinky, &atlas).unwrap();
let inky = Ghost::new(&graph, node, GhostType::Inky, &atlas).unwrap();
let clyde = Ghost::new(&graph, node, GhostType::Clyde, &atlas).unwrap();
// Test that each ghost has a different debug color
let colors = std::collections::HashSet::from([
blinky.debug_color(),
pinky.debug_color(),
inky.debug_color(),
clyde.debug_color(),
]);
assert_eq!(colors.len(), 4, "All ghost colors should be unique");
}

40
tests/profiling.rs Normal file
View File

@@ -0,0 +1,40 @@
use pacman::systems::profiling::SystemTimings;
use std::time::Duration;
#[test]
fn test_timing_statistics() {
let timings = SystemTimings::default();
// Add some test data
timings.add_timing("test_system", Duration::from_millis(10));
timings.add_timing("test_system", Duration::from_millis(12));
timings.add_timing("test_system", Duration::from_millis(8));
let stats = timings.get_stats();
let (avg, std_dev) = stats.get("test_system").unwrap();
// Average should be 10ms, standard deviation should be small
assert!((avg.as_millis() as f64 - 10.0).abs() < 1.0);
assert!(std_dev.as_millis() > 0);
let (total_avg, total_std) = timings.get_total_stats();
assert!((total_avg.as_millis() as f64 - 10.0).abs() < 1.0);
assert!(total_std.as_millis() > 0);
}
// #[test]
// fn test_window_size_limit() {
// let timings = SystemTimings::default();
// // Add more than 90 timings to test window size limit
// for i in 0..100 {
// timings.add_timing("test_system", Duration::from_millis(i));
// }
// let stats = timings.get_stats();
// let (avg, _) = stats.get("test_system").unwrap();
// // Should only keep the last 90 values, so average should be around 55ms
// // (average of 10-99)
// assert!((avg.as_millis() as f64 - 55.0).abs() < 5.0);
// }

View File

@@ -1,5 +1,5 @@
use glam::U16Vec2;
use pacman::texture::sprite::{AtlasMapper, AtlasTile, MapperFrame, Sprite, SpriteAtlas};
use pacman::texture::sprite::{AtlasMapper, AtlasTile, MapperFrame, SpriteAtlas};
use sdl2::pixels::Color;
use std::collections::HashMap;
@@ -92,12 +92,3 @@ fn test_atlas_tile_new_and_with_color() {
let tile_with_color = tile.with_color(color);
assert_eq!(tile_with_color.color, Some(color));
}
#[test]
fn test_sprite_new() {
let atlas_tile = AtlasTile::new(U16Vec2::new(0, 0), U16Vec2::new(16, 16), None);
let sprite = Sprite::new(atlas_tile);
assert_eq!(sprite.atlas_tile.pos, atlas_tile.pos);
assert_eq!(sprite.atlas_tile.size, atlas_tile.size);
}