mirror of
https://github.com/Xevion/Pac-Man.git
synced 2025-12-06 03:15:48 -06:00
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| ced4e87d41 |
@@ -3,3 +3,10 @@ fail-fast = false
|
||||
|
||||
[profile.coverage]
|
||||
status-level = "none"
|
||||
|
||||
[[profile.default.overrides]]
|
||||
filter = 'test(pacman::game::)'
|
||||
test-group = 'serial'
|
||||
|
||||
[test-groups]
|
||||
serial = { max-threads = 1 }
|
||||
|
||||
1
.gitattributes
vendored
1
.gitattributes
vendored
@@ -1 +1,2 @@
|
||||
* text=auto eol=lf
|
||||
scripts/* linguist-detectable=false
|
||||
|
||||
2
.github/workflows/build.yaml
vendored
2
.github/workflows/build.yaml
vendored
@@ -151,7 +151,7 @@ jobs:
|
||||
done
|
||||
|
||||
- name: Upload Artifact
|
||||
uses: actions/upload-pages-artifact@v3
|
||||
uses: actions/upload-pages-artifact@v4
|
||||
if: github.ref == 'refs/heads/master' && github.event_name == 'push'
|
||||
with:
|
||||
path: "./dist/"
|
||||
|
||||
53
.github/workflows/checks.yaml
vendored
Normal file
53
.github/workflows/checks.yaml
vendored
Normal file
@@ -0,0 +1,53 @@
|
||||
name: Checks
|
||||
|
||||
on: ["push", "pull_request"]
|
||||
|
||||
env:
|
||||
CARGO_TERM_COLOR: always
|
||||
RUST_TOOLCHAIN: 1.86.0
|
||||
|
||||
jobs:
|
||||
checks:
|
||||
runs-on: ubuntu-latest
|
||||
|
||||
steps:
|
||||
- name: Checkout code
|
||||
uses: actions/checkout@v5
|
||||
|
||||
- name: Install Rust toolchain
|
||||
uses: dtolnay/rust-toolchain@master
|
||||
with:
|
||||
toolchain: ${{ env.RUST_TOOLCHAIN }}
|
||||
components: clippy, rustfmt
|
||||
|
||||
- name: Rust Cache
|
||||
uses: Swatinem/rust-cache@v2
|
||||
|
||||
- name: Cache vcpkg
|
||||
uses: actions/cache@v4
|
||||
with:
|
||||
path: target/vcpkg
|
||||
key: A-vcpkg-${{ runner.os }}-${{ hashFiles('Cargo.toml', 'Cargo.lock') }}
|
||||
restore-keys: |
|
||||
A-vcpkg-${{ runner.os }}-
|
||||
|
||||
- name: Vcpkg Linux Dependencies
|
||||
run: |
|
||||
sudo apt-get update
|
||||
sudo apt-get install -y libltdl-dev
|
||||
|
||||
- name: Vcpkg
|
||||
run: |
|
||||
cargo install cargo-vcpkg
|
||||
cargo vcpkg -v build
|
||||
|
||||
- name: Run clippy
|
||||
run: cargo clippy -- -D warnings
|
||||
|
||||
- name: Check formatting
|
||||
run: cargo fmt -- --check
|
||||
|
||||
- uses: taiki-e/install-action@cargo-audit
|
||||
|
||||
- name: Run security audit
|
||||
run: cargo audit
|
||||
38
.github/workflows/coverage.yaml
vendored
38
.github/workflows/coverage.yaml
vendored
@@ -4,7 +4,7 @@ on: ["push", "pull_request"]
|
||||
|
||||
env:
|
||||
CARGO_TERM_COLOR: always
|
||||
RUST_TOOLCHAIN: 1.86.0
|
||||
RUST_TOOLCHAIN: nightly
|
||||
|
||||
jobs:
|
||||
coverage:
|
||||
@@ -48,33 +48,9 @@ jobs:
|
||||
run: |
|
||||
just coverage
|
||||
|
||||
- name: Download Coveralls CLI
|
||||
run: |
|
||||
# use GitHub Releases URL instead of coveralls.io because they can't maintain their own files; it 404s
|
||||
curl -L https://github.com/coverallsapp/coverage-reporter/releases/download/v0.6.15/coveralls-linux-x86_64.tar.gz | tar -xz -C /usr/local/bin
|
||||
|
||||
- name: Upload coverage to Coveralls
|
||||
env:
|
||||
COVERALLS_REPO_TOKEN: ${{ secrets.COVERALLS_REPO_TOKEN }}
|
||||
run: |
|
||||
if [ ! -f "lcov.info" ]; then
|
||||
echo "Error: lcov.info file not found. Coverage generation may have failed."
|
||||
exit 1
|
||||
fi
|
||||
|
||||
for i in {1..10}; do
|
||||
echo "Attempt $i: Uploading coverage to Coveralls..."
|
||||
if coveralls -n report lcov.info; then
|
||||
echo "Successfully uploaded coverage report."
|
||||
exit 0
|
||||
fi
|
||||
|
||||
if [ $i -lt 10 ]; then
|
||||
delay=$((2**i))
|
||||
echo "Attempt $i failed. Retrying in $delay seconds..."
|
||||
sleep $delay
|
||||
fi
|
||||
done
|
||||
|
||||
echo "Failed to upload coverage report after 10 attempts."
|
||||
exit 1
|
||||
- name: Coveralls upload
|
||||
uses: coverallsapp/github-action@v2
|
||||
with:
|
||||
github-token: ${{ secrets.COVERALLS_REPO_TOKEN }}
|
||||
path-to-lcov: lcov.info
|
||||
debug: true
|
||||
|
||||
14
.github/workflows/tests.yaml
vendored
14
.github/workflows/tests.yaml
vendored
@@ -1,4 +1,4 @@
|
||||
name: Tests & Checks
|
||||
name: Tests
|
||||
|
||||
on: ["push", "pull_request"]
|
||||
|
||||
@@ -18,7 +18,6 @@ jobs:
|
||||
uses: dtolnay/rust-toolchain@master
|
||||
with:
|
||||
toolchain: ${{ env.RUST_TOOLCHAIN }}
|
||||
components: clippy, rustfmt
|
||||
|
||||
- name: Rust Cache
|
||||
uses: Swatinem/rust-cache@v2
|
||||
@@ -45,14 +44,3 @@ jobs:
|
||||
|
||||
- name: Run nextest
|
||||
run: cargo nextest run --workspace
|
||||
|
||||
- name: Run clippy
|
||||
run: cargo clippy -- -D warnings
|
||||
|
||||
- name: Check formatting
|
||||
run: cargo fmt -- --check
|
||||
|
||||
- uses: taiki-e/install-action@cargo-audit
|
||||
|
||||
- name: Run security audit
|
||||
run: cargo audit
|
||||
|
||||
9
.gitignore
vendored
9
.gitignore
vendored
@@ -14,4 +14,13 @@ assets/site/build.css
|
||||
|
||||
# Coverage reports
|
||||
lcov.info
|
||||
codecov.json
|
||||
coverage.html
|
||||
|
||||
# Profiling output
|
||||
flamegraph.svg
|
||||
/profile.*
|
||||
|
||||
# temporary
|
||||
assets/game/sound/*.wav
|
||||
/*.py
|
||||
|
||||
@@ -12,6 +12,13 @@ repos:
|
||||
- id: forbid-submodules
|
||||
- id: mixed-line-ending
|
||||
|
||||
- repo: https://github.com/compilerla/conventional-pre-commit
|
||||
rev: v4.2.0
|
||||
hooks:
|
||||
- id: conventional-pre-commit
|
||||
stages: [commit-msg]
|
||||
args: []
|
||||
|
||||
- repo: local
|
||||
hooks:
|
||||
- id: cargo-fmt
|
||||
@@ -20,3 +27,31 @@ repos:
|
||||
language: system
|
||||
types: [rust]
|
||||
pass_filenames: false
|
||||
|
||||
- id: cargo-check
|
||||
name: cargo check
|
||||
entry: cargo check --all-targets
|
||||
language: system
|
||||
types_or: [rust, cargo, cargo-lock]
|
||||
pass_filenames: false
|
||||
|
||||
- id: cargo-check-wasm
|
||||
name: cargo check for wasm32-unknown-emscripten
|
||||
entry: cargo check --all-targets --target=wasm32-unknown-emscripten
|
||||
language: system
|
||||
types_or: [rust, cargo, cargo-lock]
|
||||
pass_filenames: false
|
||||
|
||||
- id: bump-version
|
||||
name: bump version based on commit message
|
||||
entry: python scripts/bump-version.py
|
||||
language: system
|
||||
stages: [commit-msg]
|
||||
always_run: true
|
||||
|
||||
- id: tag-version
|
||||
name: tag version based on commit message
|
||||
entry: python scripts/tag-version.py
|
||||
language: system
|
||||
stages: [post-commit]
|
||||
always_run: true
|
||||
|
||||
1132
Cargo.lock
generated
1132
Cargo.lock
generated
File diff suppressed because it is too large
Load Diff
108
Cargo.toml
108
Cargo.toml
@@ -1,53 +1,97 @@
|
||||
[package]
|
||||
name = "pacman"
|
||||
version = "0.2.0"
|
||||
version = "0.78.1"
|
||||
authors = ["Xevion"]
|
||||
edition = "2021"
|
||||
rust-version = "1.86.0"
|
||||
description = "A cross-platform retro Pac-Man clone, written in Rust and supported by SDL2"
|
||||
readme = true
|
||||
homepage = "https://pacman.xevion.dev"
|
||||
repository = "https://github.com/Xevion/Pac-Man"
|
||||
license = "GPL-3.0-or-later"
|
||||
keywords = ["game", "pacman", "arcade", "sdl2"]
|
||||
categories = ["games", "emulators"]
|
||||
publish = false
|
||||
exclude = ["/assets/unpacked/**", "/assets/site/**", "/bacon.toml", "/Justfile"]
|
||||
default-run = "pacman"
|
||||
|
||||
# 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-error = "0.2.0"
|
||||
tracing-subscriber = {version = "0.3.17", features = ["env-filter"]}
|
||||
lazy_static = "1.5.0"
|
||||
sdl2 = { version = "0.38.0", features = ["image", "ttf"] }
|
||||
spin_sleep = "1.3.2"
|
||||
rand = { version = "0.9.2", default-features = false, features = ["small_rng", "os_rng"] }
|
||||
bevy_ecs = "0.16.1"
|
||||
glam = "0.30.5"
|
||||
pathfinding = "4.14"
|
||||
once_cell = "1.21.3"
|
||||
thiserror = "2.0"
|
||||
tracing = { version = "0.1.41", features = ["max_level_trace", "release_max_level_debug"]}
|
||||
tracing-error = "0.2.0"
|
||||
tracing-subscriber = {version = "0.3.20", features = ["env-filter"]}
|
||||
time = { version = "0.3.43", features = ["formatting", "macros"] }
|
||||
thiserror = "2.0.16"
|
||||
anyhow = "1.0"
|
||||
glam = { version = "0.30.5", features = [] }
|
||||
serde = { version = "1.0.219", features = ["derive"] }
|
||||
serde_json = "1.0.142"
|
||||
smallvec = "1.15.1"
|
||||
bitflags = "2.9.4"
|
||||
micromap = "0.1.0"
|
||||
circular-buffer = "1.1.0"
|
||||
parking_lot = "0.12.3"
|
||||
strum = "0.27.2"
|
||||
strum_macros = "0.27.2"
|
||||
thousands = "0.2.0"
|
||||
num-width = "0.1.0"
|
||||
# While not actively used in code, `build.rs` generates code that relies on this. Keep the versions synchronized.
|
||||
phf = { version = "0.13.1", features = ["macros"] }
|
||||
|
||||
# Windows-specific dependencies
|
||||
[target.'cfg(target_os = "windows")'.dependencies]
|
||||
# Used for customizing console output on Windows; both are required due to the `windows` crate having poor Result handling with `GetStdHandle`.
|
||||
windows = { version = "0.62.0", features = ["Win32_Security", "Win32_Storage_FileSystem", "Win32_System_Console"] }
|
||||
windows-sys = { version = "0.61.0", features = ["Win32_System_Console"] }
|
||||
|
||||
# Desktop-specific dependencies
|
||||
[target.'cfg(not(target_os = "emscripten"))'.dependencies]
|
||||
# On desktop platforms, build SDL2 with cargo-vcpkg
|
||||
sdl2 = { version = "0.38", default-features = false, features = ["image", "ttf", "gfx", "mixer", "unsafe_textures", "static-link", "use-vcpkg"] }
|
||||
rand = { version = "0.9.2", default-features = false, features = ["thread_rng"] }
|
||||
spin_sleep = "1.3.3"
|
||||
|
||||
# Browser-specific dependencies
|
||||
[target.'cfg(target_os = "emscripten")'.dependencies]
|
||||
# On Emscripten, we don't use cargo-vcpkg
|
||||
sdl2 = { version = "0.38", default-features = false, features = ["image", "ttf", "gfx", "mixer", "unsafe_textures"] }
|
||||
# TODO: Document why Emscripten cannot use `os_rng`.
|
||||
rand = { version = "0.9.2", default-features = false, features = ["small_rng", "os_rng"] }
|
||||
libc = "0.2.175" # TODO: Describe why this is required.
|
||||
|
||||
[dev-dependencies]
|
||||
pretty_assertions = "1.4.1"
|
||||
speculoos = "0.13.0"
|
||||
|
||||
[build-dependencies]
|
||||
phf = { version = "0.13.1", features = ["macros"] }
|
||||
serde = { version = "1.0", features = ["derive"] }
|
||||
serde_json = "1.0.143"
|
||||
|
||||
# phf generates runtime code which machete will not detect
|
||||
[package.metadata.cargo-machete]
|
||||
ignored = ["phf"]
|
||||
|
||||
# Release profile for profiling (essentially the default 'release' profile with debug enabled)
|
||||
[profile.profile]
|
||||
inherits = "release"
|
||||
debug = true
|
||||
# Undo the customizations for our release profile
|
||||
opt-level = 3
|
||||
lto = false
|
||||
panic = 'unwind'
|
||||
|
||||
# Optimized release profile for size
|
||||
[profile.release]
|
||||
opt-level = "z"
|
||||
lto = true
|
||||
panic = "abort"
|
||||
opt-level = "z"
|
||||
|
||||
[target.'cfg(target_os = "windows")'.dependencies.winapi]
|
||||
version = "0.3"
|
||||
features = ["consoleapi", "fileapi", "handleapi", "processenv", "winbase", "wincon", "winnt", "winuser", "windef", "minwindef"]
|
||||
|
||||
|
||||
[target.'cfg(target_os = "emscripten")'.dependencies.sdl2]
|
||||
version = "0.38"
|
||||
default-features = false
|
||||
features = ["ttf","image","gfx","mixer"]
|
||||
|
||||
[target.'cfg(not(target_os = "emscripten"))'.dependencies.sdl2]
|
||||
version = "0.38"
|
||||
default-features = false
|
||||
features = ["ttf","image","gfx","mixer","static-link","use-vcpkg"]
|
||||
|
||||
[package.metadata.vcpkg]
|
||||
dependencies = ["sdl2", "sdl2-image", "sdl2-ttf", "sdl2-gfx", "sdl2-mixer"]
|
||||
git = "https://github.com/microsoft/vcpkg"
|
||||
rev = "2024.05.24" # release 2024.05.24 # to check for a new one, check https://github.com/microsoft/vcpkg/releases
|
||||
rev = "2024.05.24" # to check for a new one, check https://github.com/microsoft/vcpkg/releases
|
||||
|
||||
[package.metadata.vcpkg.target]
|
||||
x86_64-pc-windows-msvc = { triplet = "x64-windows-static-md" }
|
||||
@@ -55,5 +99,5 @@ x86_64-unknown-linux-gnu = { triplet = "x64-linux" }
|
||||
x86_64-apple-darwin = { triplet = "x64-osx" }
|
||||
aarch64-apple-darwin = { triplet = "arm64-osx" }
|
||||
|
||||
[target.'cfg(target_os = "emscripten")'.dependencies]
|
||||
libc = "0.2.175"
|
||||
[lints.rust]
|
||||
unexpected_cfgs = { level = "warn", check-cfg = ['cfg(coverage,coverage_nightly)'] }
|
||||
|
||||
26
Justfile
26
Justfile
@@ -1,9 +1,8 @@
|
||||
set shell := ["bash", "-c"]
|
||||
set windows-shell := ["powershell.exe", "-NoLogo", "-Command"]
|
||||
|
||||
# Regex to exclude files from coverage report, double escapes for Justfile + CLI
|
||||
# You can use src\\\\..., but the filename alone is acceptable too
|
||||
coverage_exclude_pattern := "src\\\\app.rs|audio.rs|src\\\\error.rs|platform\\\\emscripten.rs"
|
||||
|
||||
binary_extension := if os() == "windows" { ".exe" } else { "" }
|
||||
|
||||
# !!! --ignore-filename-regex should be used on both reports & coverage testing
|
||||
# !!! --remap-path-prefix prevents the absolute path from being used in the generated report
|
||||
@@ -12,22 +11,29 @@ coverage_exclude_pattern := "src\\\\app.rs|audio.rs|src\\\\error.rs|platform\\\\
|
||||
html: coverage
|
||||
cargo llvm-cov report \
|
||||
--remap-path-prefix \
|
||||
--ignore-filename-regex "{{ coverage_exclude_pattern }}" \
|
||||
--html \
|
||||
--open
|
||||
|
||||
# Display report (for humans)
|
||||
report-coverage: coverage
|
||||
cargo llvm-cov report \
|
||||
--remap-path-prefix \
|
||||
--ignore-filename-regex "{{ coverage_exclude_pattern }}"
|
||||
cargo llvm-cov report --remap-path-prefix
|
||||
|
||||
# Run & generate report (for CI)
|
||||
# Run & generate LCOV report (as base report)
|
||||
coverage:
|
||||
cargo llvm-cov \
|
||||
cargo +nightly llvm-cov \
|
||||
--lcov \
|
||||
--remap-path-prefix \
|
||||
--ignore-filename-regex "{{ coverage_exclude_pattern }}" \
|
||||
--workspace \
|
||||
--output-path lcov.info \
|
||||
--profile coverage \
|
||||
--no-fail-fast nextest
|
||||
|
||||
# Profile the project using 'samply'
|
||||
samply:
|
||||
cargo build --profile profile
|
||||
samply record ./target/profile/pacman{{ binary_extension }}
|
||||
|
||||
# Build the project for Emscripten
|
||||
web *args:
|
||||
bun run web.build.ts {{args}};
|
||||
caddy file-server --root dist
|
||||
|
||||
675
LICENSE
Normal file
675
LICENSE
Normal file
@@ -0,0 +1,675 @@
|
||||
# GNU GENERAL PUBLIC LICENSE
|
||||
|
||||
Version 3, 29 June 2007
|
||||
|
||||
Copyright (C) 2007 Free Software Foundation, Inc.
|
||||
<https://fsf.org/>
|
||||
|
||||
Everyone is permitted to copy and distribute verbatim copies of this
|
||||
license document, but changing it is not allowed.
|
||||
|
||||
## Preamble
|
||||
|
||||
The GNU General Public License is a free, copyleft license for
|
||||
software and other kinds of works.
|
||||
|
||||
The licenses for most software and other practical works are designed
|
||||
to take away your freedom to share and change the works. By contrast,
|
||||
the GNU General Public License is intended to guarantee your freedom
|
||||
to share and change all versions of a program--to make sure it remains
|
||||
free software for all its users. We, the Free Software Foundation, use
|
||||
the GNU General Public License for most of our software; it applies
|
||||
also to any other work released this way by its authors. You can apply
|
||||
it to your programs, too.
|
||||
|
||||
When we speak of free software, we are referring to freedom, not
|
||||
price. Our General Public Licenses are designed to make sure that you
|
||||
have the freedom to distribute copies of free software (and charge for
|
||||
them if you wish), that you receive source code or can get it if you
|
||||
want it, that you can change the software or use pieces of it in new
|
||||
free programs, and that you know you can do these things.
|
||||
|
||||
To protect your rights, we need to prevent others from denying you
|
||||
these rights or asking you to surrender the rights. Therefore, you
|
||||
have certain responsibilities if you distribute copies of the
|
||||
software, or if you modify it: responsibilities to respect the freedom
|
||||
of others.
|
||||
|
||||
For example, if you distribute copies of such a program, whether
|
||||
gratis or for a fee, you must pass on to the recipients the same
|
||||
freedoms that you received. You must make sure that they, too, receive
|
||||
or can get the source code. And you must show them these terms so they
|
||||
know their rights.
|
||||
|
||||
Developers that use the GNU GPL protect your rights with two steps:
|
||||
(1) assert copyright on the software, and (2) offer you this License
|
||||
giving you legal permission to copy, distribute and/or modify it.
|
||||
|
||||
For the developers' and authors' protection, the GPL clearly explains
|
||||
that there is no warranty for this free software. For both users' and
|
||||
authors' sake, the GPL requires that modified versions be marked as
|
||||
changed, so that their problems will not be attributed erroneously to
|
||||
authors of previous versions.
|
||||
|
||||
Some devices are designed to deny users access to install or run
|
||||
modified versions of the software inside them, although the
|
||||
manufacturer can do so. This is fundamentally incompatible with the
|
||||
aim of protecting users' freedom to change the software. The
|
||||
systematic pattern of such abuse occurs in the area of products for
|
||||
individuals to use, which is precisely where it is most unacceptable.
|
||||
Therefore, we have designed this version of the GPL to prohibit the
|
||||
practice for those products. If such problems arise substantially in
|
||||
other domains, we stand ready to extend this provision to those
|
||||
domains in future versions of the GPL, as needed to protect the
|
||||
freedom of users.
|
||||
|
||||
Finally, every program is threatened constantly by software patents.
|
||||
States should not allow patents to restrict development and use of
|
||||
software on general-purpose computers, but in those that do, we wish
|
||||
to avoid the special danger that patents applied to a free program
|
||||
could make it effectively proprietary. To prevent this, the GPL
|
||||
assures that patents cannot be used to render the program non-free.
|
||||
|
||||
The precise terms and conditions for copying, distribution and
|
||||
modification follow.
|
||||
|
||||
## TERMS AND CONDITIONS
|
||||
|
||||
### 0. Definitions.
|
||||
|
||||
"This License" refers to version 3 of the GNU General Public License.
|
||||
|
||||
"Copyright" also means copyright-like laws that apply to other kinds
|
||||
of works, such as semiconductor masks.
|
||||
|
||||
"The Program" refers to any copyrightable work licensed under this
|
||||
License. Each licensee is addressed as "you". "Licensees" and
|
||||
"recipients" may be individuals or organizations.
|
||||
|
||||
To "modify" a work means to copy from or adapt all or part of the work
|
||||
in a fashion requiring copyright permission, other than the making of
|
||||
an exact copy. The resulting work is called a "modified version" of
|
||||
the earlier work or a work "based on" the earlier work.
|
||||
|
||||
A "covered work" means either the unmodified Program or a work based
|
||||
on the Program.
|
||||
|
||||
To "propagate" a work means to do anything with it that, without
|
||||
permission, would make you directly or secondarily liable for
|
||||
infringement under applicable copyright law, except executing it on a
|
||||
computer or modifying a private copy. Propagation includes copying,
|
||||
distribution (with or without modification), making available to the
|
||||
public, and in some countries other activities as well.
|
||||
|
||||
To "convey" a work means any kind of propagation that enables other
|
||||
parties to make or receive copies. Mere interaction with a user
|
||||
through a computer network, with no transfer of a copy, is not
|
||||
conveying.
|
||||
|
||||
An interactive user interface displays "Appropriate Legal Notices" to
|
||||
the extent that it includes a convenient and prominently visible
|
||||
feature that (1) displays an appropriate copyright notice, and (2)
|
||||
tells the user that there is no warranty for the work (except to the
|
||||
extent that warranties are provided), that licensees may convey the
|
||||
work under this License, and how to view a copy of this License. If
|
||||
the interface presents a list of user commands or options, such as a
|
||||
menu, a prominent item in the list meets this criterion.
|
||||
|
||||
### 1. Source Code.
|
||||
|
||||
The "source code" for a work means the preferred form of the work for
|
||||
making modifications to it. "Object code" means any non-source form of
|
||||
a work.
|
||||
|
||||
A "Standard Interface" means an interface that either is an official
|
||||
standard defined by a recognized standards body, or, in the case of
|
||||
interfaces specified for a particular programming language, one that
|
||||
is widely used among developers working in that language.
|
||||
|
||||
The "System Libraries" of an executable work include anything, other
|
||||
than the work as a whole, that (a) is included in the normal form of
|
||||
packaging a Major Component, but which is not part of that Major
|
||||
Component, and (b) serves only to enable use of the work with that
|
||||
Major Component, or to implement a Standard Interface for which an
|
||||
implementation is available to the public in source code form. A
|
||||
"Major Component", in this context, means a major essential component
|
||||
(kernel, window system, and so on) of the specific operating system
|
||||
(if any) on which the executable work runs, or a compiler used to
|
||||
produce the work, or an object code interpreter used to run it.
|
||||
|
||||
The "Corresponding Source" for a work in object code form means all
|
||||
the source code needed to generate, install, and (for an executable
|
||||
work) run the object code and to modify the work, including scripts to
|
||||
control those activities. However, it does not include the work's
|
||||
System Libraries, or general-purpose tools or generally available free
|
||||
programs which are used unmodified in performing those activities but
|
||||
which are not part of the work. For example, Corresponding Source
|
||||
includes interface definition files associated with source files for
|
||||
the work, and the source code for shared libraries and dynamically
|
||||
linked subprograms that the work is specifically designed to require,
|
||||
such as by intimate data communication or control flow between those
|
||||
subprograms and other parts of the work.
|
||||
|
||||
The Corresponding Source need not include anything that users can
|
||||
regenerate automatically from other parts of the Corresponding Source.
|
||||
|
||||
The Corresponding Source for a work in source code form is that same
|
||||
work.
|
||||
|
||||
### 2. Basic Permissions.
|
||||
|
||||
All rights granted under this License are granted for the term of
|
||||
copyright on the Program, and are irrevocable provided the stated
|
||||
conditions are met. This License explicitly affirms your unlimited
|
||||
permission to run the unmodified Program. The output from running a
|
||||
covered work is covered by this License only if the output, given its
|
||||
content, constitutes a covered work. This License acknowledges your
|
||||
rights of fair use or other equivalent, as provided by copyright law.
|
||||
|
||||
You may make, run and propagate covered works that you do not convey,
|
||||
without conditions so long as your license otherwise remains in force.
|
||||
You may convey covered works to others for the sole purpose of having
|
||||
them make modifications exclusively for you, or provide you with
|
||||
facilities for running those works, provided that you comply with the
|
||||
terms of this License in conveying all material for which you do not
|
||||
control copyright. Those thus making or running the covered works for
|
||||
you must do so exclusively on your behalf, under your direction and
|
||||
control, on terms that prohibit them from making any copies of your
|
||||
copyrighted material outside their relationship with you.
|
||||
|
||||
Conveying under any other circumstances is permitted solely under the
|
||||
conditions stated below. Sublicensing is not allowed; section 10 makes
|
||||
it unnecessary.
|
||||
|
||||
### 3. Protecting Users' Legal Rights From Anti-Circumvention Law.
|
||||
|
||||
No covered work shall be deemed part of an effective technological
|
||||
measure under any applicable law fulfilling obligations under article
|
||||
11 of the WIPO copyright treaty adopted on 20 December 1996, or
|
||||
similar laws prohibiting or restricting circumvention of such
|
||||
measures.
|
||||
|
||||
When you convey a covered work, you waive any legal power to forbid
|
||||
circumvention of technological measures to the extent such
|
||||
circumvention is effected by exercising rights under this License with
|
||||
respect to the covered work, and you disclaim any intention to limit
|
||||
operation or modification of the work as a means of enforcing, against
|
||||
the work's users, your or third parties' legal rights to forbid
|
||||
circumvention of technological measures.
|
||||
|
||||
### 4. Conveying Verbatim Copies.
|
||||
|
||||
You may convey verbatim copies of the Program's source code as you
|
||||
receive it, in any medium, provided that you conspicuously and
|
||||
appropriately publish on each copy an appropriate copyright notice;
|
||||
keep intact all notices stating that this License and any
|
||||
non-permissive terms added in accord with section 7 apply to the code;
|
||||
keep intact all notices of the absence of any warranty; and give all
|
||||
recipients a copy of this License along with the Program.
|
||||
|
||||
You may charge any price or no price for each copy that you convey,
|
||||
and you may offer support or warranty protection for a fee.
|
||||
|
||||
### 5. Conveying Modified Source Versions.
|
||||
|
||||
You may convey a work based on the Program, or the modifications to
|
||||
produce it from the Program, in the form of source code under the
|
||||
terms of section 4, provided that you also meet all of these
|
||||
conditions:
|
||||
|
||||
- a) The work must carry prominent notices stating that you modified
|
||||
it, and giving a relevant date.
|
||||
- b) The work must carry prominent notices stating that it is
|
||||
released under this License and any conditions added under
|
||||
section 7. This requirement modifies the requirement in section 4
|
||||
to "keep intact all notices".
|
||||
- c) You must license the entire work, as a whole, under this
|
||||
License to anyone who comes into possession of a copy. This
|
||||
License will therefore apply, along with any applicable section 7
|
||||
additional terms, to the whole of the work, and all its parts,
|
||||
regardless of how they are packaged. This License gives no
|
||||
permission to license the work in any other way, but it does not
|
||||
invalidate such permission if you have separately received it.
|
||||
- d) If the work has interactive user interfaces, each must display
|
||||
Appropriate Legal Notices; however, if the Program has interactive
|
||||
interfaces that do not display Appropriate Legal Notices, your
|
||||
work need not make them do so.
|
||||
|
||||
A compilation of a covered work with other separate and independent
|
||||
works, which are not by their nature extensions of the covered work,
|
||||
and which are not combined with it such as to form a larger program,
|
||||
in or on a volume of a storage or distribution medium, is called an
|
||||
"aggregate" if the compilation and its resulting copyright are not
|
||||
used to limit the access or legal rights of the compilation's users
|
||||
beyond what the individual works permit. Inclusion of a covered work
|
||||
in an aggregate does not cause this License to apply to the other
|
||||
parts of the aggregate.
|
||||
|
||||
### 6. Conveying Non-Source Forms.
|
||||
|
||||
You may convey a covered work in object code form under the terms of
|
||||
sections 4 and 5, provided that you also convey the machine-readable
|
||||
Corresponding Source under the terms of this License, in one of these
|
||||
ways:
|
||||
|
||||
- a) Convey the object code in, or embodied in, a physical product
|
||||
(including a physical distribution medium), accompanied by the
|
||||
Corresponding Source fixed on a durable physical medium
|
||||
customarily used for software interchange.
|
||||
- b) Convey the object code in, or embodied in, a physical product
|
||||
(including a physical distribution medium), accompanied by a
|
||||
written offer, valid for at least three years and valid for as
|
||||
long as you offer spare parts or customer support for that product
|
||||
model, to give anyone who possesses the object code either (1) a
|
||||
copy of the Corresponding Source for all the software in the
|
||||
product that is covered by this License, on a durable physical
|
||||
medium customarily used for software interchange, for a price no
|
||||
more than your reasonable cost of physically performing this
|
||||
conveying of source, or (2) access to copy the Corresponding
|
||||
Source from a network server at no charge.
|
||||
- c) Convey individual copies of the object code with a copy of the
|
||||
written offer to provide the Corresponding Source. This
|
||||
alternative is allowed only occasionally and noncommercially, and
|
||||
only if you received the object code with such an offer, in accord
|
||||
with subsection 6b.
|
||||
- d) Convey the object code by offering access from a designated
|
||||
place (gratis or for a charge), and offer equivalent access to the
|
||||
Corresponding Source in the same way through the same place at no
|
||||
further charge. You need not require recipients to copy the
|
||||
Corresponding Source along with the object code. If the place to
|
||||
copy the object code is a network server, the Corresponding Source
|
||||
may be on a different server (operated by you or a third party)
|
||||
that supports equivalent copying facilities, provided you maintain
|
||||
clear directions next to the object code saying where to find the
|
||||
Corresponding Source. Regardless of what server hosts the
|
||||
Corresponding Source, you remain obligated to ensure that it is
|
||||
available for as long as needed to satisfy these requirements.
|
||||
- e) Convey the object code using peer-to-peer transmission,
|
||||
provided you inform other peers where the object code and
|
||||
Corresponding Source of the work are being offered to the general
|
||||
public at no charge under subsection 6d.
|
||||
|
||||
A separable portion of the object code, whose source code is excluded
|
||||
from the Corresponding Source as a System Library, need not be
|
||||
included in conveying the object code work.
|
||||
|
||||
A "User Product" is either (1) a "consumer product", which means any
|
||||
tangible personal property which is normally used for personal,
|
||||
family, or household purposes, or (2) anything designed or sold for
|
||||
incorporation into a dwelling. In determining whether a product is a
|
||||
consumer product, doubtful cases shall be resolved in favor of
|
||||
coverage. For a particular product received by a particular user,
|
||||
"normally used" refers to a typical or common use of that class of
|
||||
product, regardless of the status of the particular user or of the way
|
||||
in which the particular user actually uses, or expects or is expected
|
||||
to use, the product. A product is a consumer product regardless of
|
||||
whether the product has substantial commercial, industrial or
|
||||
non-consumer uses, unless such uses represent the only significant
|
||||
mode of use of the product.
|
||||
|
||||
"Installation Information" for a User Product means any methods,
|
||||
procedures, authorization keys, or other information required to
|
||||
install and execute modified versions of a covered work in that User
|
||||
Product from a modified version of its Corresponding Source. The
|
||||
information must suffice to ensure that the continued functioning of
|
||||
the modified object code is in no case prevented or interfered with
|
||||
solely because modification has been made.
|
||||
|
||||
If you convey an object code work under this section in, or with, or
|
||||
specifically for use in, a User Product, and the conveying occurs as
|
||||
part of a transaction in which the right of possession and use of the
|
||||
User Product is transferred to the recipient in perpetuity or for a
|
||||
fixed term (regardless of how the transaction is characterized), the
|
||||
Corresponding Source conveyed under this section must be accompanied
|
||||
by the Installation Information. But this requirement does not apply
|
||||
if neither you nor any third party retains the ability to install
|
||||
modified object code on the User Product (for example, the work has
|
||||
been installed in ROM).
|
||||
|
||||
The requirement to provide Installation Information does not include a
|
||||
requirement to continue to provide support service, warranty, or
|
||||
updates for a work that has been modified or installed by the
|
||||
recipient, or for the User Product in which it has been modified or
|
||||
installed. Access to a network may be denied when the modification
|
||||
itself materially and adversely affects the operation of the network
|
||||
or violates the rules and protocols for communication across the
|
||||
network.
|
||||
|
||||
Corresponding Source conveyed, and Installation Information provided,
|
||||
in accord with this section must be in a format that is publicly
|
||||
documented (and with an implementation available to the public in
|
||||
source code form), and must require no special password or key for
|
||||
unpacking, reading or copying.
|
||||
|
||||
### 7. Additional Terms.
|
||||
|
||||
"Additional permissions" are terms that supplement the terms of this
|
||||
License by making exceptions from one or more of its conditions.
|
||||
Additional permissions that are applicable to the entire Program shall
|
||||
be treated as though they were included in this License, to the extent
|
||||
that they are valid under applicable law. If additional permissions
|
||||
apply only to part of the Program, that part may be used separately
|
||||
under those permissions, but the entire Program remains governed by
|
||||
this License without regard to the additional permissions.
|
||||
|
||||
When you convey a copy of a covered work, you may at your option
|
||||
remove any additional permissions from that copy, or from any part of
|
||||
it. (Additional permissions may be written to require their own
|
||||
removal in certain cases when you modify the work.) You may place
|
||||
additional permissions on material, added by you to a covered work,
|
||||
for which you have or can give appropriate copyright permission.
|
||||
|
||||
Notwithstanding any other provision of this License, for material you
|
||||
add to a covered work, you may (if authorized by the copyright holders
|
||||
of that material) supplement the terms of this License with terms:
|
||||
|
||||
- a) Disclaiming warranty or limiting liability differently from the
|
||||
terms of sections 15 and 16 of this License; or
|
||||
- b) Requiring preservation of specified reasonable legal notices or
|
||||
author attributions in that material or in the Appropriate Legal
|
||||
Notices displayed by works containing it; or
|
||||
- c) Prohibiting misrepresentation of the origin of that material,
|
||||
or requiring that modified versions of such material be marked in
|
||||
reasonable ways as different from the original version; or
|
||||
- d) Limiting the use for publicity purposes of names of licensors
|
||||
or authors of the material; or
|
||||
- e) Declining to grant rights under trademark law for use of some
|
||||
trade names, trademarks, or service marks; or
|
||||
- f) Requiring indemnification of licensors and authors of that
|
||||
material by anyone who conveys the material (or modified versions
|
||||
of it) with contractual assumptions of liability to the recipient,
|
||||
for any liability that these contractual assumptions directly
|
||||
impose on those licensors and authors.
|
||||
|
||||
All other non-permissive additional terms are considered "further
|
||||
restrictions" within the meaning of section 10. If the Program as you
|
||||
received it, or any part of it, contains a notice stating that it is
|
||||
governed by this License along with a term that is a further
|
||||
restriction, you may remove that term. If a license document contains
|
||||
a further restriction but permits relicensing or conveying under this
|
||||
License, you may add to a covered work material governed by the terms
|
||||
of that license document, provided that the further restriction does
|
||||
not survive such relicensing or conveying.
|
||||
|
||||
If you add terms to a covered work in accord with this section, you
|
||||
must place, in the relevant source files, a statement of the
|
||||
additional terms that apply to those files, or a notice indicating
|
||||
where to find the applicable terms.
|
||||
|
||||
Additional terms, permissive or non-permissive, may be stated in the
|
||||
form of a separately written license, or stated as exceptions; the
|
||||
above requirements apply either way.
|
||||
|
||||
### 8. Termination.
|
||||
|
||||
You may not propagate or modify a covered work except as expressly
|
||||
provided under this License. Any attempt otherwise to propagate or
|
||||
modify it is void, and will automatically terminate your rights under
|
||||
this License (including any patent licenses granted under the third
|
||||
paragraph of section 11).
|
||||
|
||||
However, if you cease all violation of this License, then your license
|
||||
from a particular copyright holder is reinstated (a) provisionally,
|
||||
unless and until the copyright holder explicitly and finally
|
||||
terminates your license, and (b) permanently, if the copyright holder
|
||||
fails to notify you of the violation by some reasonable means prior to
|
||||
60 days after the cessation.
|
||||
|
||||
Moreover, your license from a particular copyright holder is
|
||||
reinstated permanently if the copyright holder notifies you of the
|
||||
violation by some reasonable means, this is the first time you have
|
||||
received notice of violation of this License (for any work) from that
|
||||
copyright holder, and you cure the violation prior to 30 days after
|
||||
your receipt of the notice.
|
||||
|
||||
Termination of your rights under this section does not terminate the
|
||||
licenses of parties who have received copies or rights from you under
|
||||
this License. If your rights have been terminated and not permanently
|
||||
reinstated, you do not qualify to receive new licenses for the same
|
||||
material under section 10.
|
||||
|
||||
### 9. Acceptance Not Required for Having Copies.
|
||||
|
||||
You are not required to accept this License in order to receive or run
|
||||
a copy of the Program. Ancillary propagation of a covered work
|
||||
occurring solely as a consequence of using peer-to-peer transmission
|
||||
to receive a copy likewise does not require acceptance. However,
|
||||
nothing other than this License grants you permission to propagate or
|
||||
modify any covered work. These actions infringe copyright if you do
|
||||
not accept this License. Therefore, by modifying or propagating a
|
||||
covered work, you indicate your acceptance of this License to do so.
|
||||
|
||||
### 10. Automatic Licensing of Downstream Recipients.
|
||||
|
||||
Each time you convey a covered work, the recipient automatically
|
||||
receives a license from the original licensors, to run, modify and
|
||||
propagate that work, subject to this License. You are not responsible
|
||||
for enforcing compliance by third parties with this License.
|
||||
|
||||
An "entity transaction" is a transaction transferring control of an
|
||||
organization, or substantially all assets of one, or subdividing an
|
||||
organization, or merging organizations. If propagation of a covered
|
||||
work results from an entity transaction, each party to that
|
||||
transaction who receives a copy of the work also receives whatever
|
||||
licenses to the work the party's predecessor in interest had or could
|
||||
give under the previous paragraph, plus a right to possession of the
|
||||
Corresponding Source of the work from the predecessor in interest, if
|
||||
the predecessor has it or can get it with reasonable efforts.
|
||||
|
||||
You may not impose any further restrictions on the exercise of the
|
||||
rights granted or affirmed under this License. For example, you may
|
||||
not impose a license fee, royalty, or other charge for exercise of
|
||||
rights granted under this License, and you may not initiate litigation
|
||||
(including a cross-claim or counterclaim in a lawsuit) alleging that
|
||||
any patent claim is infringed by making, using, selling, offering for
|
||||
sale, or importing the Program or any portion of it.
|
||||
|
||||
### 11. Patents.
|
||||
|
||||
A "contributor" is a copyright holder who authorizes use under this
|
||||
License of the Program or a work on which the Program is based. The
|
||||
work thus licensed is called the contributor's "contributor version".
|
||||
|
||||
A contributor's "essential patent claims" are all patent claims owned
|
||||
or controlled by the contributor, whether already acquired or
|
||||
hereafter acquired, that would be infringed by some manner, permitted
|
||||
by this License, of making, using, or selling its contributor version,
|
||||
but do not include claims that would be infringed only as a
|
||||
consequence of further modification of the contributor version. For
|
||||
purposes of this definition, "control" includes the right to grant
|
||||
patent sublicenses in a manner consistent with the requirements of
|
||||
this License.
|
||||
|
||||
Each contributor grants you a non-exclusive, worldwide, royalty-free
|
||||
patent license under the contributor's essential patent claims, to
|
||||
make, use, sell, offer for sale, import and otherwise run, modify and
|
||||
propagate the contents of its contributor version.
|
||||
|
||||
In the following three paragraphs, a "patent license" is any express
|
||||
agreement or commitment, however denominated, not to enforce a patent
|
||||
(such as an express permission to practice a patent or covenant not to
|
||||
sue for patent infringement). To "grant" such a patent license to a
|
||||
party means to make such an agreement or commitment not to enforce a
|
||||
patent against the party.
|
||||
|
||||
If you convey a covered work, knowingly relying on a patent license,
|
||||
and the Corresponding Source of the work is not available for anyone
|
||||
to copy, free of charge and under the terms of this License, through a
|
||||
publicly available network server or other readily accessible means,
|
||||
then you must either (1) cause the Corresponding Source to be so
|
||||
available, or (2) arrange to deprive yourself of the benefit of the
|
||||
patent license for this particular work, or (3) arrange, in a manner
|
||||
consistent with the requirements of this License, to extend the patent
|
||||
license to downstream recipients. "Knowingly relying" means you have
|
||||
actual knowledge that, but for the patent license, your conveying the
|
||||
covered work in a country, or your recipient's use of the covered work
|
||||
in a country, would infringe one or more identifiable patents in that
|
||||
country that you have reason to believe are valid.
|
||||
|
||||
If, pursuant to or in connection with a single transaction or
|
||||
arrangement, you convey, or propagate by procuring conveyance of, a
|
||||
covered work, and grant a patent license to some of the parties
|
||||
receiving the covered work authorizing them to use, propagate, modify
|
||||
or convey a specific copy of the covered work, then the patent license
|
||||
you grant is automatically extended to all recipients of the covered
|
||||
work and works based on it.
|
||||
|
||||
A patent license is "discriminatory" if it does not include within the
|
||||
scope of its coverage, prohibits the exercise of, or is conditioned on
|
||||
the non-exercise of one or more of the rights that are specifically
|
||||
granted under this License. You may not convey a covered work if you
|
||||
are a party to an arrangement with a third party that is in the
|
||||
business of distributing software, under which you make payment to the
|
||||
third party based on the extent of your activity of conveying the
|
||||
work, and under which the third party grants, to any of the parties
|
||||
who would receive the covered work from you, a discriminatory patent
|
||||
license (a) in connection with copies of the covered work conveyed by
|
||||
you (or copies made from those copies), or (b) primarily for and in
|
||||
connection with specific products or compilations that contain the
|
||||
covered work, unless you entered into that arrangement, or that patent
|
||||
license was granted, prior to 28 March 2007.
|
||||
|
||||
Nothing in this License shall be construed as excluding or limiting
|
||||
any implied license or other defenses to infringement that may
|
||||
otherwise be available to you under applicable patent law.
|
||||
|
||||
### 12. No Surrender of Others' Freedom.
|
||||
|
||||
If conditions are imposed on you (whether by court order, agreement or
|
||||
otherwise) that contradict the conditions of this License, they do not
|
||||
excuse you from the conditions of this License. If you cannot convey a
|
||||
covered work so as to satisfy simultaneously your obligations under
|
||||
this License and any other pertinent obligations, then as a
|
||||
consequence you may not convey it at all. For example, if you agree to
|
||||
terms that obligate you to collect a royalty for further conveying
|
||||
from those to whom you convey the Program, the only way you could
|
||||
satisfy both those terms and this License would be to refrain entirely
|
||||
from conveying the Program.
|
||||
|
||||
### 13. Use with the GNU Affero General Public License.
|
||||
|
||||
Notwithstanding any other provision of this License, you have
|
||||
permission to link or combine any covered work with a work licensed
|
||||
under version 3 of the GNU Affero General Public License into a single
|
||||
combined work, and to convey the resulting work. The terms of this
|
||||
License will continue to apply to the part which is the covered work,
|
||||
but the special requirements of the GNU Affero General Public License,
|
||||
section 13, concerning interaction through a network will apply to the
|
||||
combination as such.
|
||||
|
||||
### 14. Revised Versions of this License.
|
||||
|
||||
The Free Software Foundation may publish revised and/or new versions
|
||||
of the GNU General Public License from time to time. Such new versions
|
||||
will be similar in spirit to the present version, but may differ in
|
||||
detail to address new problems or concerns.
|
||||
|
||||
Each version is given a distinguishing version number. If the Program
|
||||
specifies that a certain numbered version of the GNU General Public
|
||||
License "or any later version" applies to it, you have the option of
|
||||
following the terms and conditions either of that numbered version or
|
||||
of any later version published by the Free Software Foundation. If the
|
||||
Program does not specify a version number of the GNU General Public
|
||||
License, you may choose any version ever published by the Free
|
||||
Software Foundation.
|
||||
|
||||
If the Program specifies that a proxy can decide which future versions
|
||||
of the GNU General Public License can be used, that proxy's public
|
||||
statement of acceptance of a version permanently authorizes you to
|
||||
choose that version for the Program.
|
||||
|
||||
Later license versions may give you additional or different
|
||||
permissions. However, no additional obligations are imposed on any
|
||||
author or copyright holder as a result of your choosing to follow a
|
||||
later version.
|
||||
|
||||
### 15. Disclaimer of Warranty.
|
||||
|
||||
THERE IS NO WARRANTY FOR THE PROGRAM, TO THE EXTENT PERMITTED BY
|
||||
APPLICABLE LAW. EXCEPT WHEN OTHERWISE STATED IN WRITING THE COPYRIGHT
|
||||
HOLDERS AND/OR OTHER PARTIES PROVIDE THE PROGRAM "AS IS" WITHOUT
|
||||
WARRANTY OF ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING, BUT NOT
|
||||
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
|
||||
A PARTICULAR PURPOSE. THE ENTIRE RISK AS TO THE QUALITY AND
|
||||
PERFORMANCE OF THE PROGRAM IS WITH YOU. SHOULD THE PROGRAM PROVE
|
||||
DEFECTIVE, YOU ASSUME THE COST OF ALL NECESSARY SERVICING, REPAIR OR
|
||||
CORRECTION.
|
||||
|
||||
### 16. Limitation of Liability.
|
||||
|
||||
IN NO EVENT UNLESS REQUIRED BY APPLICABLE LAW OR AGREED TO IN WRITING
|
||||
WILL ANY COPYRIGHT HOLDER, OR ANY OTHER PARTY WHO MODIFIES AND/OR
|
||||
CONVEYS THE PROGRAM AS PERMITTED ABOVE, BE LIABLE TO YOU FOR DAMAGES,
|
||||
INCLUDING ANY GENERAL, SPECIAL, INCIDENTAL OR CONSEQUENTIAL DAMAGES
|
||||
ARISING OUT OF THE USE OR INABILITY TO USE THE PROGRAM (INCLUDING BUT
|
||||
NOT LIMITED TO LOSS OF DATA OR DATA BEING RENDERED INACCURATE OR
|
||||
LOSSES SUSTAINED BY YOU OR THIRD PARTIES OR A FAILURE OF THE PROGRAM
|
||||
TO OPERATE WITH ANY OTHER PROGRAMS), EVEN IF SUCH HOLDER OR OTHER
|
||||
PARTY HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH DAMAGES.
|
||||
|
||||
### 17. Interpretation of Sections 15 and 16.
|
||||
|
||||
If the disclaimer of warranty and limitation of liability provided
|
||||
above cannot be given local legal effect according to their terms,
|
||||
reviewing courts shall apply local law that most closely approximates
|
||||
an absolute waiver of all civil liability in connection with the
|
||||
Program, unless a warranty or assumption of liability accompanies a
|
||||
copy of the Program in return for a fee.
|
||||
|
||||
END OF TERMS AND CONDITIONS
|
||||
|
||||
## How to Apply These Terms to Your New Programs
|
||||
|
||||
If you develop a new program, and you want it to be of the greatest
|
||||
possible use to the public, the best way to achieve this is to make it
|
||||
free software which everyone can redistribute and change under these
|
||||
terms.
|
||||
|
||||
To do so, attach the following notices to the program. It is safest to
|
||||
attach them to the start of each source file to most effectively state
|
||||
the exclusion of warranty; and each file should have at least the
|
||||
"copyright" line and a pointer to where the full notice is found.
|
||||
|
||||
<one line to give the program's name and a brief idea of what it does.>
|
||||
Copyright (C) <year> <name of author>
|
||||
|
||||
This program is free software: you can redistribute it and/or modify
|
||||
it under the terms of the GNU General Public License as published by
|
||||
the Free Software Foundation, either version 3 of the License, or
|
||||
(at your option) any later version.
|
||||
|
||||
This program is distributed in the hope that it will be useful,
|
||||
but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
||||
GNU General Public License for more details.
|
||||
|
||||
You should have received a copy of the GNU General Public License
|
||||
along with this program. If not, see <https://www.gnu.org/licenses/>.
|
||||
|
||||
Also add information on how to contact you by electronic and paper
|
||||
mail.
|
||||
|
||||
If the program does terminal interaction, make it output a short
|
||||
notice like this when it starts in an interactive mode:
|
||||
|
||||
<program> Copyright (C) <year> <name of author>
|
||||
This program comes with ABSOLUTELY NO WARRANTY; for details type `show w'.
|
||||
This is free software, and you are welcome to redistribute it
|
||||
under certain conditions; type `show c' for details.
|
||||
|
||||
The hypothetical commands \`show w' and \`show c' should show the
|
||||
appropriate parts of the General Public License. Of course, your
|
||||
program's commands might be different; for a GUI interface, you would
|
||||
use an "about box".
|
||||
|
||||
You should also get your employer (if you work as a programmer) or
|
||||
school, if any, to sign a "copyright disclaimer" for the program, if
|
||||
necessary. For more information on this, and how to apply and follow
|
||||
the GNU GPL, see <https://www.gnu.org/licenses/>.
|
||||
|
||||
The GNU General Public License does not permit incorporating your
|
||||
program into proprietary programs. If your program is a subroutine
|
||||
library, you may consider it more useful to permit linking proprietary
|
||||
applications with the library. If this is what you want to do, use the
|
||||
GNU Lesser General Public License instead of this License. But first,
|
||||
please read <https://www.gnu.org/licenses/why-not-lgpl.html>.
|
||||
111
README.md
111
README.md
@@ -1,80 +1,92 @@
|
||||
<div align="center">
|
||||
<img src="assets/repo/banner.png" alt="Pac-Man Banner Screenshot">
|
||||
</div>
|
||||
|
||||
# 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]
|
||||
[![A project just for fun, no really!][badge-justforfunnoreally]][justforfunnoreally] ![Built with Rust][badge-built-with-rust] [![Build Status][badge-build]][build] [![Tests Status][badge-test]][test] [![Checks Status][badge-checks]][checks] [![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]
|
||||
|
||||
[badge-built-with-rust]: https://img.shields.io/badge/Built_with-Rust-blue?logo=rust
|
||||
[badge-justforfunnoreally]: https://img.shields.io/badge/justforfunnoreally-dev-9ff
|
||||
[badge-test]: https://github.com/Xevion/Pac-Man/actions/workflows/tests.yaml/badge.svg
|
||||
[badge-checks]: https://github.com/Xevion/Pac-Man/actions/workflows/checks.yaml/badge.svg
|
||||
[badge-build]: https://github.com/Xevion/Pac-Man/actions/workflows/build.yaml/badge.svg
|
||||
[badge-coverage]: https://coveralls.io/repos/github/Xevion/Pac-Man/badge.svg?branch=master
|
||||
[badge-demo]: https://img.shields.io/github/deployments/Xevion/Pac-Man/github-pages?label=GitHub%20Pages
|
||||
[badge-online-demo]: https://img.shields.io/badge/GitHub%20Pages-Demo-brightgreen
|
||||
[badge-last-commit]: https://img.shields.io/github/last-commit/Xevion/Pac-Man
|
||||
[badge-online-demo]: https://img.shields.io/badge/Online%20Demo-Click%20Me!-brightgreen
|
||||
[banner-image]: assets/repo/banner.png
|
||||
[justforfunnoreally]: https://justforfunnoreally.dev
|
||||
[build]: https://github.com/Xevion/Pac-Man/actions/workflows/build.yaml
|
||||
[test]: https://github.com/Xevion/Pac-Man/actions/workflows/tests.yaml
|
||||
[checks]: https://github.com/Xevion/Pac-Man/actions/workflows/checks.yaml
|
||||
[coverage]: https://coveralls.io/github/Xevion/Pac-Man?branch=master
|
||||
[demo]: https://xevion.github.io/Pac-Man/
|
||||
[commits]: https://github.com/Xevion/Pac-Man/commits/master
|
||||
|
||||
A faithful recreation of the classic Pac-Man arcade game written in Rust. This project aims to replicate the original game's mechanics, graphics, sound, and behavior as accurately as possible while providing modern development features like cross-platform compatibility and WebAssembly support.
|
||||
A faithful recreation of the classic Pac-Man arcade game, written in Rust.
|
||||
|
||||
This project aims to replicate the original game's mechanics, graphics, sound, and behavior as accurately as possible while providing modern development features like cross-platform compatibility and WebAssembly support.
|
||||
|
||||
The game includes all the original features you'd expect from Pac-Man:
|
||||
|
||||
- [x] Classic maze navigation and dot collection
|
||||
- [x] Classic maze navigation with tunnels and dot collection
|
||||
- [ ] Four ghosts with their unique AI behaviors (Blinky, Pinky, Inky, and Clyde)
|
||||
- [ ] Power pellets that allow Pac-Man to eat ghosts
|
||||
- [x] Power pellets that allow Pac-Man to eat ghosts
|
||||
- [ ] Fruit bonuses that appear periodically
|
||||
- [ ] Progressive difficulty with faster ghosts and shorter power pellet duration
|
||||
- [x] Authentic sound effects and sprites
|
||||
|
||||
This cross-platform implementation is built with SDL2 for graphics, audio, and input handling. It can run on Windows, Linux, macOS, and in web browsers via WebAssembly.
|
||||
This cross-platform implementation is built with SDL2 for graphics, audio, and input handling. It can run on Windows, Linux, macOS, even web browsers via WebAssembly.
|
||||
|
||||
## Quick Start
|
||||
|
||||
The easiest way to play is to visit the [online demo][demo]. It is more or less identical to the desktop experience at this time.
|
||||
|
||||
While I do plan to have desktop builds released automatically, the game is still a work in progress, and I'm not quite ready to start uploading releases.
|
||||
|
||||
However, every commit has build artifacts, so you can grab the [latest build artifacts][build-workflow] if available.
|
||||
|
||||
## Screenshots
|
||||
|
||||
<div align="center">
|
||||
<img src="assets/repo/screenshots/0.png" alt="Screenshot 0 - Starting Game">
|
||||
<p><em>Starting a new game</em></p>
|
||||
|
||||
<img src="assets/repo/screenshots/1.png" alt="Screenshot 1 - Eating Dots">
|
||||
<p><em>Pac-Man collecting dots and avoiding ghosts</em></p>
|
||||
|
||||
<img src="assets/repo/screenshots/2.png" alt="Screenshot 2 - Game Over">
|
||||
<p><em>Game over screen after losing all lives</em></p>
|
||||
|
||||
<img src="assets/repo/screenshots/3.png" alt="Screenshot 3 - Debug Mode">
|
||||
<p><em>Debug mode showing hitboxes, node graph, and performance details.</em></p>
|
||||
</div>
|
||||
|
||||
## Why?
|
||||
|
||||
Just because. And because I wanted to learn more about Rust, inter-operability with C, and compiling to WebAssembly.
|
||||
[Just for fun.][justforfunnoreally] And because I wanted to learn more about Rust, inter-operability with C, and compiling to WebAssembly.
|
||||
|
||||
I was inspired by a certain code review video on YouTube; [SOME UNIQUE C++ CODE // Pacman Clone Code Review](https://www.youtube.com/watch?v=OKs_JewEeOo) by The Cherno.
|
||||
Originally, I was inspired by a certain code review video on YouTube; [SOME UNIQUE C++ CODE // Pacman Clone Code Review](https://www.youtube.com/watch?v=OKs_JewEeOo). For some reason, I was inspired to try and replicate it in Rust, and it was uniquely challenging. It's not easy to integrate SDL2 with Rust, and even harder to get it working with Emscripten.
|
||||
|
||||
For some reason, I was inspired to try and replicate it in Rust, and it was uniquely challenging.
|
||||
I wanted to hit a lot of goals and features, making it a 'perfect' project that I could be proud of.
|
||||
|
||||
I wanted to hit a log of goals and features, making it a 'perfect' project that I could be proud of.
|
||||
|
||||
- Near-perfect replication of logic, scoring, graphics, sound, and behaviors. No hacks, workarounds, or poor designs.
|
||||
- Written in Rust, buildable on Windows, Linux, Mac and WebAssembly. Statically linked, no runtime dependencies.
|
||||
- Near-perfect replication of logic, scoring, graphics, sound, and behaviors. No hacks, workarounds, or poor designs. Well documented, well-tested, and maintainable.
|
||||
- Written in Rust, buildable on Windows, Linux, Mac and WebAssembly. Statically linked, no runtime dependencies, automatically built with GitHub Actions.
|
||||
- Performant, low memory, CPU and GPU usage.
|
||||
- Online demo, playable in a browser.
|
||||
- Completely automatic build system with releases for all platforms.
|
||||
- Well documented, well-tested, and maintainable.
|
||||
- Online demo, playable in a browser, built automatically with GitHub Actions.
|
||||
|
||||
## Experimental Ideas
|
||||
If you're curious about the journey of this project, you can read the [story](STORY.md) file. Eventually, I will be using this as the basis for some sort of blog post or more official page, but for now, I'm keeping it within the repository as a simple file.
|
||||
|
||||
- Debug tooling
|
||||
- Game state visualization
|
||||
- Game speed controls + pausing
|
||||
- Log tracing
|
||||
- Performance details
|
||||
- Customized Themes & Colors
|
||||
- Color-blind friendly
|
||||
- Perfected Ghost Algorithms
|
||||
- More than 4 ghosts
|
||||
- Custom Level Generation
|
||||
- Multi-map tunnelling
|
||||
- Online Scoreboard
|
||||
- An online axum server with a simple database and OAuth2 authentication.
|
||||
- Integrates with GitHub, Discord, and Google OAuth2 to acquire an email identifier & avatar.
|
||||
- Avatars are optional for score submission and can be disabled, instead using a blank avatar.
|
||||
- Avatars are downscaled to a low resolution pixellated image to maintain the 8-bit aesthetic.
|
||||
- A custom name is used for the score submission, which is checked for potential abusive language.
|
||||
- A max length of 14 characters, and a min length of 3 characters.
|
||||
- Names are checked for potential abusive language via an external API.
|
||||
- The client implementation should require zero configuration, environment variables, or special secrets.
|
||||
- It simply defaults to the pacman server API, or can be overriden manually.
|
||||
## Roadmap
|
||||
|
||||
You can read the [roadmap](ROADMAP.md) file for more details on the project's goals and future plans.
|
||||
|
||||
## Build Notes
|
||||
|
||||
Since this project is still in progress, I'm only going to cover non-obvious build details. By reading the code, build scripts, and copying the online build workflows, you should be able to replicate the build process.
|
||||
|
||||
- Install `cargo-vcpkg` with `cargo install cargo-vcpkg`, then run `cargo vcpkg build` to build the requisite dependencies via vcpkg.
|
||||
- This is only required for the desktop builds, not the web build.
|
||||
- We use rustc 1.86.0 for the build, due to bulk-memory-opt related issues on wasm32-unknown-emscripten.
|
||||
- Technically, we could probably use stable or even nightly on desktop targets, but using different versions for different targets is a pain, mainly because of clippy warnings changing between versions.
|
||||
- Install `cargo-vcpkg` with `cargo install cargo-vcpkg`, then run `cargo vcpkg build` to build the requisite dependencies via vcpkg.
|
||||
- For the WASM build, you need to have the Emscripten SDK cloned; you can do so with `git clone https://github.com/emscripten-core/emsdk.git`
|
||||
- The first time you clone, you'll need to install the appropriate SDK version with `./emsdk install 3.1.43` and then activate it with `./emsdk activate 3.1.43`. On Windows, use `./emsdk/emsdk.ps1` instead.
|
||||
- I'm still not sure _why_ 3.1.43 is required, but it is. Perhaps in the future I will attempt to use a more modern version.
|
||||
@@ -87,3 +99,18 @@ Since this project is still in progress, I'm only going to cover non-obvious bui
|
||||
- `caddy file-server --root dist` (install with `[sudo apt|brew|choco] install caddy` or [a dozen other ways](https://caddyserver.com/docs/install))
|
||||
- `web.build.ts` auto installs dependencies, but you may need to pass `-i` or `--install=fallback|force` to install missing packages. My guess is that if you have some packages installed, it won't install any missing ones. If you have no packages installed, it will install all of them.
|
||||
- If you want to have TypeScript resolution for development, you can manually install the dependencies with `bun install` in the `assets/site` folder.
|
||||
|
||||
## Contributing
|
||||
|
||||
Contributions are welcome! Please feel free to submit a pull request or open an issue.
|
||||
|
||||
- The code is not exactly stable or bulletproof, but it is functional and has a lot of tests.
|
||||
- I am not actively looking for contributors, but I will review pull requests and merge them if they are useful.
|
||||
- If you have any ideas, please feel free to submit an issue.
|
||||
- If you have any private issues, security concerns, or anything sensitive, you can email me at [xevion@xevion.dev](mailto:xevion@xevion.dev).
|
||||
|
||||
## License
|
||||
|
||||
This project is licensed under the GPLv3 license. See the [LICENSE](LICENSE) file for details.
|
||||
|
||||
[build-workflow]: https://github.com/Xevion/Pac-Man/actions/workflows/build.yaml
|
||||
|
||||
30
ROADMAP.md
Normal file
30
ROADMAP.md
Normal file
@@ -0,0 +1,30 @@
|
||||
# Roadmap
|
||||
|
||||
A list of ideas and features that I might implement in the future.
|
||||
|
||||
## Debug Tooling
|
||||
|
||||
- [ ] Game state visualization
|
||||
- [ ] Game speed controls + pausing
|
||||
- [ ] Log tracing
|
||||
- [x] Performance details
|
||||
|
||||
## Customization
|
||||
|
||||
- [ ] Themes & Colors
|
||||
- Color-blind friendly options
|
||||
- [ ] Perfected ghost AI algorithms
|
||||
- [ ] Support for >4 ghosts
|
||||
- [ ] Custom level generation with multi-map tunneling
|
||||
|
||||
## Online Features
|
||||
|
||||
- [ ] Scoreboard system
|
||||
- Axum server with database and OAuth2 auth
|
||||
- Authentication via GitHub/Discord/Google
|
||||
- Profile features:
|
||||
- [ ] Optional avatars (downscaled to match 8-bit aesthetic)
|
||||
- Custom names (3-14 chars, filtered for abuse)
|
||||
- Zero-config client implementation
|
||||
- Uses default API endpoint
|
||||
- Manual override available
|
||||
6
STORY.md
6
STORY.md
@@ -31,7 +31,7 @@ WebAssembly.
|
||||
The problem is that much of this work was done for pure-Rust applications - and SDL is C++.
|
||||
This requires a C++ WebAssembly compiler such as Emscripten; and it's a pain to get working.
|
||||
|
||||
Luckily though, someone else has done this before, and they fully documented it - [RuggRouge][ruggrouge].
|
||||
Luckily though, someone else has done this before, and they fully documented it - [RuggRouge][ruggrogue].
|
||||
|
||||
- Built with Rust
|
||||
- Uses SDL2
|
||||
@@ -92,7 +92,7 @@ This was weird, and honestly, I'm confused as to why the 2-year old sample code
|
||||
|
||||
After a bit of time, I noted that the `Instant` times were printing with only the whole seconds changing, and the nanoseconds were always 0.
|
||||
|
||||
```
|
||||
```rust
|
||||
Instant { tv_sec: 0, tv_nsec: 0 }
|
||||
Instant { tv_sec: 1, tv_nsec: 0 }
|
||||
Instant { tv_sec: 2, tv_nsec: 0 }
|
||||
@@ -357,7 +357,7 @@ Doing so required a full re-work of the animation and texture system, and I ende
|
||||
|
||||
So, I ended up using `unsafe` to forcibly cast the lifetimes to `'static`, which was a bit of a gamble, but given that they essentially behave as `'static` in practice, there wasn't much risk as I see it. I might re-look into my understanding of lifetimes and this in the future, but for the time being, it's a good solution that makes the codebase far easier to work with.
|
||||
|
||||
## Cross-platform Builds
|
||||
## Implementing Cross-platform Builds for Pac-Man
|
||||
|
||||
Since the original `rust-sdl2-emscripten` demo project had cross-platform builds, I was ready to get it working for this project. For the most part, it wasn't hard, things tended to click into place, but unfortunately, the `emscripten` os target and somehow, the `linux` os target were both failing.
|
||||
|
||||
|
||||
BIN
assets/game/sound/pacman_death.wav
Normal file
BIN
assets/game/sound/pacman_death.wav
Normal file
Binary file not shown.
BIN
assets/repo/banner.png
Normal file
BIN
assets/repo/banner.png
Normal file
Binary file not shown.
|
After Width: | Height: | Size: 9.3 KiB |
BIN
assets/repo/screenshots/0.png
Normal file
BIN
assets/repo/screenshots/0.png
Normal file
Binary file not shown.
|
After Width: | Height: | Size: 28 KiB |
BIN
assets/repo/screenshots/1.png
Normal file
BIN
assets/repo/screenshots/1.png
Normal file
Binary file not shown.
|
After Width: | Height: | Size: 26 KiB |
BIN
assets/repo/screenshots/2.png
Normal file
BIN
assets/repo/screenshots/2.png
Normal file
Binary file not shown.
|
After Width: | Height: | Size: 27 KiB |
BIN
assets/repo/screenshots/3.png
Normal file
BIN
assets/repo/screenshots/3.png
Normal file
Binary file not shown.
|
After Width: | Height: | Size: 40 KiB |
27
bacon.toml
27
bacon.toml
@@ -28,16 +28,18 @@ need_stdout = false
|
||||
|
||||
[jobs.test]
|
||||
command = [
|
||||
"cargo", "nextest", "run",
|
||||
"--hide-progress-bar", "--failure-output", "final"
|
||||
"cargo",
|
||||
"nextest",
|
||||
"run",
|
||||
"--hide-progress-bar",
|
||||
"--failure-output",
|
||||
"final",
|
||||
]
|
||||
need_stdout = true
|
||||
analyzer = "nextest"
|
||||
|
||||
[jobs.coverage]
|
||||
command = [
|
||||
"just", "report-coverage"
|
||||
]
|
||||
command = ["just", "report-coverage"]
|
||||
need_stdout = true
|
||||
ignored_lines = [
|
||||
"info:",
|
||||
@@ -54,7 +56,7 @@ ignored_lines = [
|
||||
"\\s*Finished.+in \\d+",
|
||||
"\\s*Summary\\s+\\[",
|
||||
"\\s*Blocking",
|
||||
"Finished report saved to"
|
||||
"Finished report saved to",
|
||||
]
|
||||
on_change_strategy = "wait_then_restart"
|
||||
|
||||
@@ -66,21 +68,26 @@ need_stdout = false
|
||||
[jobs.doc-open]
|
||||
command = ["cargo", "doc", "--no-deps", "--open"]
|
||||
need_stdout = false
|
||||
on_success = "back" # so that we don't open the browser at each change
|
||||
on_success = "back" # so that we don't open the browser at each change
|
||||
|
||||
[jobs.run]
|
||||
command = [
|
||||
"cargo", "run",
|
||||
]
|
||||
command = ["cargo", "run"]
|
||||
need_stdout = true
|
||||
allow_warnings = true
|
||||
background = false
|
||||
on_change_strategy = "kill_then_restart"
|
||||
# kill = ["pkill", "-TERM", "-P"]'
|
||||
|
||||
[jobs.precommit]
|
||||
command = ["pre-commit", "run", "--all-files"]
|
||||
need_stdout = true
|
||||
background = false
|
||||
on_change_strategy = "kill_then_restart"
|
||||
|
||||
[keybindings]
|
||||
c = "job:clippy"
|
||||
alt-c = "job:check"
|
||||
ctrl-alt-c = "job:check-all"
|
||||
shift-c = "job:clippy-all"
|
||||
f = "job:coverage"
|
||||
p = "job:precommit"
|
||||
|
||||
54
build.rs
Normal file
54
build.rs
Normal file
@@ -0,0 +1,54 @@
|
||||
use std::collections::HashMap;
|
||||
use std::env;
|
||||
use std::fs::File;
|
||||
use std::io::{BufWriter, Write};
|
||||
use std::path::Path;
|
||||
|
||||
use serde::Deserialize;
|
||||
|
||||
#[derive(Debug, Deserialize)]
|
||||
struct AtlasMapper {
|
||||
frames: HashMap<String, MapperFrame>,
|
||||
}
|
||||
|
||||
#[derive(Copy, Clone, Debug, Deserialize)]
|
||||
struct MapperFrame {
|
||||
x: u16,
|
||||
y: u16,
|
||||
width: u16,
|
||||
height: u16,
|
||||
}
|
||||
|
||||
impl MapperFrame {
|
||||
fn to_u16vec2_format(self) -> String {
|
||||
format!(
|
||||
"MapperFrame {{ pos: glam::U16Vec2::new({}, {}), size: glam::U16Vec2::new({}, {}) }}",
|
||||
self.x, self.y, self.width, self.height
|
||||
)
|
||||
}
|
||||
}
|
||||
|
||||
fn main() {
|
||||
let path = Path::new(&env::var("OUT_DIR").unwrap()).join("atlas_data.rs");
|
||||
let mut file = BufWriter::new(File::create(&path).unwrap());
|
||||
|
||||
let atlas_json = include_str!("./assets/game/atlas.json");
|
||||
let atlas_mapper: AtlasMapper = serde_json::from_str(atlas_json).unwrap();
|
||||
|
||||
writeln!(&mut file, "use phf::phf_map;").unwrap();
|
||||
|
||||
writeln!(&mut file, "use crate::texture::sprite::MapperFrame;").unwrap();
|
||||
|
||||
writeln!(
|
||||
&mut file,
|
||||
"pub static ATLAS_FRAMES: phf::Map<&'static str, MapperFrame> = phf_map! {{"
|
||||
)
|
||||
.unwrap();
|
||||
|
||||
for (name, frame) in atlas_mapper.frames {
|
||||
writeln!(&mut file, " \"{}\" => {},", name, frame.to_u16vec2_format()).unwrap();
|
||||
}
|
||||
|
||||
writeln!(&mut file, "}};").unwrap();
|
||||
println!("cargo:rerun-if-changed=assets/game/atlas.json");
|
||||
}
|
||||
143
scripts/bump-version.py
Normal file
143
scripts/bump-version.py
Normal file
@@ -0,0 +1,143 @@
|
||||
#!/usr/bin/env python3
|
||||
"""
|
||||
Pre-commit hook script to automatically bump Cargo.toml version based on commit message.
|
||||
|
||||
This script parses the commit message for version bump keywords and uses cargo set-version
|
||||
to update the version in Cargo.toml accordingly.
|
||||
|
||||
Supported keywords:
|
||||
- "major" or "breaking": Bump major version (1.0.0 -> 2.0.0)
|
||||
- "minor" or "feature": Bump minor version (1.0.0 -> 1.1.0)
|
||||
- "patch" or "fix" or "bugfix": Bump patch version (1.0.0 -> 1.0.1)
|
||||
|
||||
Usage: python scripts/bump-version.py <commit_message_file>
|
||||
"""
|
||||
|
||||
import sys
|
||||
import re
|
||||
import subprocess
|
||||
import os
|
||||
from pathlib import Path
|
||||
|
||||
|
||||
def get_current_version():
|
||||
"""Get the current version from Cargo.toml."""
|
||||
try:
|
||||
result = subprocess.run(
|
||||
["cargo", "metadata", "--format-version", "1", "--no-deps"],
|
||||
capture_output=True,
|
||||
text=True,
|
||||
check=True
|
||||
)
|
||||
|
||||
# Parse the JSON output to get version
|
||||
import json
|
||||
metadata = json.loads(result.stdout)
|
||||
return metadata["packages"][0]["version"]
|
||||
except (subprocess.CalledProcessError, json.JSONDecodeError, KeyError) as e:
|
||||
print(f"Error getting current version: {e}", file=sys.stderr)
|
||||
return None
|
||||
|
||||
|
||||
def bump_version(current_version, bump_type):
|
||||
"""Calculate the new version based on bump type."""
|
||||
try:
|
||||
major, minor, patch = map(int, current_version.split('.'))
|
||||
|
||||
if bump_type == "major":
|
||||
return f"{major + 1}.0.0"
|
||||
elif bump_type == "minor":
|
||||
return f"{major}.{minor + 1}.0"
|
||||
elif bump_type == "patch":
|
||||
return f"{major}.{minor}.{patch + 1}"
|
||||
else:
|
||||
return None
|
||||
except ValueError:
|
||||
print(f"Invalid version format: {current_version}", file=sys.stderr)
|
||||
return None
|
||||
|
||||
|
||||
def set_version(new_version):
|
||||
"""Set the new version using cargo set-version."""
|
||||
try:
|
||||
result = subprocess.run(
|
||||
["cargo", "set-version", new_version],
|
||||
capture_output=True,
|
||||
text=True,
|
||||
check=True
|
||||
)
|
||||
print(f"Successfully bumped version to {new_version}")
|
||||
return True
|
||||
except subprocess.CalledProcessError as e:
|
||||
print(f"Error setting version: {e}", file=sys.stderr)
|
||||
print(f"stdout: {e.stdout}", file=sys.stderr)
|
||||
print(f"stderr: {e.stderr}", file=sys.stderr)
|
||||
return False
|
||||
|
||||
|
||||
def parse_commit_message(commit_message_file):
|
||||
"""Parse the commit message file for version bump keywords."""
|
||||
try:
|
||||
with open(commit_message_file, 'r', encoding='utf-8') as f:
|
||||
message = f.read().lower()
|
||||
except FileNotFoundError:
|
||||
print(f"Commit message file not found: {commit_message_file}", file=sys.stderr)
|
||||
return None
|
||||
except Exception as e:
|
||||
print(f"Error reading commit message: {e}", file=sys.stderr)
|
||||
return None
|
||||
|
||||
# Check for version bump keywords
|
||||
if re.search(r'\b(major|breaking)\b', message):
|
||||
return "major"
|
||||
elif re.search(r'\b(minor|feature)\b', message):
|
||||
return "minor"
|
||||
elif re.search(r'\b(patch|fix|bugfix)\b', message):
|
||||
return "patch"
|
||||
|
||||
return None
|
||||
|
||||
|
||||
def main():
|
||||
if len(sys.argv) != 2:
|
||||
print("Usage: python scripts/bump-version.py <commit_message_file>", file=sys.stderr)
|
||||
sys.exit(1)
|
||||
|
||||
commit_message_file = sys.argv[1]
|
||||
|
||||
# Parse commit message for version bump type
|
||||
bump_type = parse_commit_message(commit_message_file)
|
||||
|
||||
if not bump_type:
|
||||
print("No version bump keywords found in commit message")
|
||||
sys.exit(0)
|
||||
|
||||
print(f"Found version bump type: {bump_type}")
|
||||
|
||||
# Get current version
|
||||
current_version = get_current_version()
|
||||
if not current_version:
|
||||
print("Failed to get current version", file=sys.stderr)
|
||||
sys.exit(1)
|
||||
|
||||
print(f"Current version: {current_version}")
|
||||
|
||||
# Calculate new version
|
||||
new_version = bump_version(current_version, bump_type)
|
||||
if not new_version:
|
||||
print("Failed to calculate new version", file=sys.stderr)
|
||||
sys.exit(1)
|
||||
|
||||
print(f"New version: {new_version}")
|
||||
|
||||
# Set the new version
|
||||
if set_version(new_version):
|
||||
print("Version bump completed successfully")
|
||||
sys.exit(0)
|
||||
else:
|
||||
print("Version bump failed", file=sys.stderr)
|
||||
sys.exit(1)
|
||||
|
||||
|
||||
if __name__ == "__main__":
|
||||
main()
|
||||
125
scripts/tag-version.py
Normal file
125
scripts/tag-version.py
Normal file
@@ -0,0 +1,125 @@
|
||||
#!/usr/bin/env python3
|
||||
"""
|
||||
Post-commit hook script to automatically create git tags based on the version in Cargo.toml.
|
||||
|
||||
This script reads the current version from Cargo.toml and creates a git tag with that version.
|
||||
It's designed to run after the version has been bumped by the bump-version.py script.
|
||||
|
||||
Usage: python scripts/tag-version.py
|
||||
"""
|
||||
|
||||
import sys
|
||||
import subprocess
|
||||
import re
|
||||
from pathlib import Path
|
||||
|
||||
|
||||
def get_version_from_cargo_toml():
|
||||
"""Get the current version from Cargo.toml."""
|
||||
cargo_toml_path = Path("Cargo.toml")
|
||||
|
||||
if not cargo_toml_path.exists():
|
||||
print("Cargo.toml not found", file=sys.stderr)
|
||||
return None
|
||||
|
||||
try:
|
||||
with open(cargo_toml_path, 'r', encoding='utf-8') as f:
|
||||
content = f.read()
|
||||
|
||||
# Look for version = "x.y.z" pattern
|
||||
version_match = re.search(r'version\s*=\s*["\']([^"\']+)["\']', content)
|
||||
|
||||
if version_match:
|
||||
return version_match.group(1)
|
||||
else:
|
||||
print("Could not find version in Cargo.toml", file=sys.stderr)
|
||||
return None
|
||||
|
||||
except Exception as e:
|
||||
print(f"Error reading Cargo.toml: {e}", file=sys.stderr)
|
||||
return None
|
||||
|
||||
|
||||
def get_existing_tags():
|
||||
"""Get list of existing git tags."""
|
||||
try:
|
||||
result = subprocess.run(
|
||||
["git", "tag", "--list"],
|
||||
capture_output=True,
|
||||
text=True,
|
||||
check=True
|
||||
)
|
||||
return result.stdout.strip().split('\n') if result.stdout.strip() else []
|
||||
except subprocess.CalledProcessError as e:
|
||||
print(f"Error getting git tags: {e}", file=sys.stderr)
|
||||
return []
|
||||
|
||||
|
||||
def create_git_tag(version):
|
||||
"""Create a git tag with the specified version."""
|
||||
tag_name = f"v{version}"
|
||||
|
||||
try:
|
||||
# Check if tag already exists
|
||||
existing_tags = get_existing_tags()
|
||||
if tag_name in existing_tags:
|
||||
print(f"Tag {tag_name} already exists, skipping")
|
||||
return True
|
||||
|
||||
# Create the tag
|
||||
result = subprocess.run(
|
||||
["git", "tag", tag_name],
|
||||
capture_output=True,
|
||||
text=True,
|
||||
check=True
|
||||
)
|
||||
|
||||
print(f"Successfully created tag: {tag_name}")
|
||||
return True
|
||||
|
||||
except subprocess.CalledProcessError as e:
|
||||
print(f"Error creating git tag: {e}", file=sys.stderr)
|
||||
print(f"stdout: {e.stdout}", file=sys.stderr)
|
||||
print(f"stderr: {e.stderr}", file=sys.stderr)
|
||||
return False
|
||||
|
||||
|
||||
def is_git_repository():
|
||||
"""Check if we're in a git repository."""
|
||||
try:
|
||||
subprocess.run(
|
||||
["git", "rev-parse", "--git-dir"],
|
||||
capture_output=True,
|
||||
check=True
|
||||
)
|
||||
return True
|
||||
except subprocess.CalledProcessError:
|
||||
return False
|
||||
|
||||
|
||||
def main():
|
||||
# Check if we're in a git repository
|
||||
if not is_git_repository():
|
||||
print("Not in a git repository, skipping tag creation")
|
||||
sys.exit(0)
|
||||
|
||||
# Get the current version from Cargo.toml
|
||||
version = get_version_from_cargo_toml()
|
||||
|
||||
if not version:
|
||||
print("Could not determine version, skipping tag creation")
|
||||
sys.exit(0)
|
||||
|
||||
print(f"Current version: {version}")
|
||||
|
||||
# Create the git tag
|
||||
if create_git_tag(version):
|
||||
print("Tag creation completed successfully")
|
||||
sys.exit(0)
|
||||
else:
|
||||
print("Tag creation failed", file=sys.stderr)
|
||||
sys.exit(1)
|
||||
|
||||
|
||||
if __name__ == "__main__":
|
||||
main()
|
||||
222
src/app.rs
222
src/app.rs
@@ -1,45 +1,49 @@
|
||||
use std::collections::HashMap;
|
||||
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::ttf::Sdl2TtfContext;
|
||||
use sdl2::video::{Window, WindowContext};
|
||||
use sdl2::{AudioSubsystem, EventPump, Sdl, VideoSubsystem};
|
||||
use tracing::{error, event};
|
||||
|
||||
use crate::error::{GameError, GameResult};
|
||||
|
||||
use crate::constants::{CANVAS_SIZE, LOOP_TIME, SCALE};
|
||||
use crate::formatter;
|
||||
use crate::game::Game;
|
||||
use crate::platform::get_platform;
|
||||
use crate::platform;
|
||||
use sdl2::pixels::PixelFormatEnum;
|
||||
use sdl2::render::RendererInfo;
|
||||
use sdl2::{AudioSubsystem, Sdl};
|
||||
use tracing::{debug, info, trace};
|
||||
|
||||
/// Main application wrapper that manages SDL initialization, window lifecycle, and the game loop.
|
||||
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,
|
||||
// Keep SDL alive for the app lifetime so subsystems (audio) are not shut down
|
||||
_sdl_context: Sdl,
|
||||
_audio_subsystem: AudioSubsystem,
|
||||
}
|
||||
|
||||
impl App {
|
||||
/// Initializes SDL subsystems, creates the game window, and sets up the game state.
|
||||
///
|
||||
/// # Errors
|
||||
///
|
||||
/// Returns `GameError::Sdl` if any SDL initialization step fails, or propagates
|
||||
/// errors from `Game::new()` during game state setup.
|
||||
pub fn new() -> GameResult<Self> {
|
||||
let sdl_context: &'static Sdl = Box::leak(Box::new(sdl2::init().map_err(|e| GameError::Sdl(e.to_string()))?));
|
||||
let video_subsystem: &'static VideoSubsystem =
|
||||
Box::leak(Box::new(sdl_context.video().map_err(|e| GameError::Sdl(e.to_string()))?));
|
||||
let _audio_subsystem: &'static AudioSubsystem =
|
||||
Box::leak(Box::new(sdl_context.audio().map_err(|e| GameError::Sdl(e.to_string()))?));
|
||||
let _ttf_context: &'static Sdl2TtfContext =
|
||||
Box::leak(Box::new(sdl2::ttf::init().map_err(|e| GameError::Sdl(e.to_string()))?));
|
||||
let event_pump: &'static mut EventPump =
|
||||
Box::leak(Box::new(sdl_context.event_pump().map_err(|e| GameError::Sdl(e.to_string()))?));
|
||||
|
||||
// Initialize platform-specific console
|
||||
get_platform().init_console()?;
|
||||
info!("Initializing SDL2 application");
|
||||
let sdl_context = sdl2::init().map_err(|e| GameError::Sdl(e.to_string()))?;
|
||||
debug!("Initializing SDL2 subsystems");
|
||||
let ttf_context = sdl2::ttf::init().map_err(|e| GameError::Sdl(e.to_string()))?;
|
||||
let video_subsystem = sdl_context.video().map_err(|e| GameError::Sdl(e.to_string()))?;
|
||||
let audio_subsystem = sdl_context.audio().map_err(|e| GameError::Sdl(e.to_string()))?;
|
||||
let event_pump = sdl_context.event_pump().map_err(|e| GameError::Sdl(e.to_string()))?;
|
||||
|
||||
trace!(
|
||||
width = (CANVAS_SIZE.x as f32 * SCALE).round() as u32,
|
||||
height = (CANVAS_SIZE.y as f32 * SCALE).round() as u32,
|
||||
scale = SCALE,
|
||||
"Creating game window"
|
||||
);
|
||||
let window = video_subsystem
|
||||
.window(
|
||||
"Pac-Man",
|
||||
@@ -51,114 +55,106 @@ 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()))?;
|
||||
#[derive(Debug)]
|
||||
struct DriverDetail {
|
||||
info: RendererInfo,
|
||||
index: usize,
|
||||
}
|
||||
|
||||
let drivers: HashMap<&'static str, DriverDetail> = sdl2::render::drivers()
|
||||
.enumerate()
|
||||
.map(|(index, d)| (d.name, DriverDetail { info: d, index }))
|
||||
.collect::<HashMap<_, _>>();
|
||||
|
||||
let get_driver =
|
||||
|name: &'static str| -> Option<u32> { drivers.get(name.to_lowercase().as_str()).map(|d| d.index as u32) };
|
||||
|
||||
{
|
||||
let mut names = drivers.keys().collect::<Vec<_>>();
|
||||
names.sort_by_key(|k| get_driver(k));
|
||||
trace!("Drivers: {names:?}")
|
||||
}
|
||||
|
||||
// Count the number of times each pixel format is supported by each driver
|
||||
let pixel_format_counts: HashMap<PixelFormatEnum, usize> = drivers
|
||||
.values()
|
||||
.flat_map(|d| d.info.texture_formats.iter())
|
||||
.fold(HashMap::new(), |mut counts, format| {
|
||||
*counts.entry(*format).or_insert(0) += 1;
|
||||
counts
|
||||
});
|
||||
|
||||
trace!(pixel_format_counts = ?pixel_format_counts, "Available pixel formats per driver");
|
||||
|
||||
let index = get_driver("direct3d");
|
||||
trace!(driver_index = ?index, "Selected graphics driver");
|
||||
|
||||
trace!("Creating hardware-accelerated canvas");
|
||||
let mut canvas = window
|
||||
.into_canvas()
|
||||
.accelerated()
|
||||
// .index(index)
|
||||
.build()
|
||||
.map_err(|e| GameError::Sdl(e.to_string()))?;
|
||||
|
||||
trace!(
|
||||
logical_width = CANVAS_SIZE.x,
|
||||
logical_height = CANVAS_SIZE.y,
|
||||
"Setting canvas logical size"
|
||||
);
|
||||
canvas
|
||||
.set_logical_size(CANVAS_SIZE.x, CANVAS_SIZE.y)
|
||||
.map_err(|e| GameError::Sdl(e.to_string()))?;
|
||||
debug!(renderer_info = ?canvas.info(), "Canvas renderer initialized");
|
||||
|
||||
let texture_creator: &'static TextureCreator<WindowContext> = Box::leak(Box::new(canvas.texture_creator()));
|
||||
trace!("Creating texture factory");
|
||||
let texture_creator = canvas.texture_creator();
|
||||
|
||||
let mut game = Game::new(texture_creator)?;
|
||||
// game.audio.set_mute(cfg!(debug_assertions));
|
||||
info!("Starting game initialization");
|
||||
let game = Game::new(canvas, ttf_context, texture_creator, event_pump)?;
|
||||
|
||||
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 {
|
||||
info!("Application initialization completed successfully");
|
||||
Ok(App {
|
||||
game,
|
||||
canvas,
|
||||
event_pump,
|
||||
backbuffer,
|
||||
paused: false,
|
||||
focused: true,
|
||||
last_tick: Instant::now(),
|
||||
cursor_pos: Vec2::ZERO,
|
||||
_sdl_context: sdl_context,
|
||||
_audio_subsystem: audio_subsystem,
|
||||
})
|
||||
}
|
||||
|
||||
/// Executes a single frame of the game loop with consistent timing and optional sleep.
|
||||
///
|
||||
/// Calculates delta time since the last frame, runs game logic via `game.tick()`,
|
||||
/// and implements frame rate limiting by sleeping for remaining time if the frame
|
||||
/// completed faster than the target `LOOP_TIME`. Sleep behavior varies based on
|
||||
/// window focus to conserve CPU when the game is not active.
|
||||
///
|
||||
/// # Returns
|
||||
///
|
||||
/// `true` if the game should continue running, `false` if the game requested exit.
|
||||
pub fn run(&mut self) -> bool {
|
||||
{
|
||||
let start = Instant::now();
|
||||
|
||||
for event in self.event_pump.poll_iter() {
|
||||
match event {
|
||||
Event::Window { win_event, .. } => match win_event {
|
||||
WindowEvent::Hidden => {
|
||||
event!(tracing::Level::DEBUG, "Window hidden");
|
||||
}
|
||||
WindowEvent::Shown => {
|
||||
event!(tracing::Level::DEBUG, "Window shown");
|
||||
}
|
||||
_ => {}
|
||||
},
|
||||
// It doesn't really make sense to have this available in the browser
|
||||
#[cfg(not(target_os = "emscripten"))]
|
||||
Event::Quit { .. }
|
||||
| Event::KeyDown {
|
||||
keycode: Some(Keycode::Escape) | Some(Keycode::Q),
|
||||
..
|
||||
} => {
|
||||
event!(tracing::Level::INFO, "Exit requested. Exiting...");
|
||||
return false;
|
||||
}
|
||||
Event::KeyDown {
|
||||
keycode: Some(Keycode::P),
|
||||
..
|
||||
} => {
|
||||
self.paused = !self.paused;
|
||||
event!(tracing::Level::INFO, "{}", if self.paused { "Paused" } else { "Unpaused" });
|
||||
}
|
||||
Event::KeyDown {
|
||||
keycode: Some(Keycode::Space),
|
||||
..
|
||||
} => {
|
||||
self.game.toggle_debug_mode();
|
||||
}
|
||||
Event::KeyDown { keycode: Some(key), .. } => {
|
||||
self.game.keyboard_event(key);
|
||||
}
|
||||
Event::MouseMotion { x, y, .. } => {
|
||||
// Convert window coordinates to logical coordinates
|
||||
self.cursor_pos = Vec2::new(x as f32, y as f32);
|
||||
}
|
||||
_ => {}
|
||||
}
|
||||
}
|
||||
|
||||
let dt = self.last_tick.elapsed().as_secs_f32();
|
||||
self.last_tick = Instant::now();
|
||||
self.last_tick = start;
|
||||
|
||||
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);
|
||||
}
|
||||
// Increment the global tick counter for tracing
|
||||
formatter::increment_tick();
|
||||
|
||||
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);
|
||||
platform::sleep(time, self.focused);
|
||||
}
|
||||
} else {
|
||||
event!(
|
||||
tracing::Level::WARN,
|
||||
"Game loop behind schedule by: {:?}",
|
||||
start.elapsed() - LOOP_TIME
|
||||
);
|
||||
}
|
||||
|
||||
true
|
||||
|
||||
45
src/asset.rs
45
src/asset.rs
@@ -5,18 +5,30 @@
|
||||
use std::borrow::Cow;
|
||||
use strum_macros::EnumIter;
|
||||
|
||||
/// Enumeration of all game assets with cross-platform loading support.
|
||||
///
|
||||
/// Each variant corresponds to a specific file that can be loaded either from
|
||||
/// binary-embedded data or embedded filesystem (Emscripten).
|
||||
#[derive(Debug, Clone, Copy, PartialEq, Eq, Hash, EnumIter)]
|
||||
pub enum Asset {
|
||||
Wav1,
|
||||
Wav2,
|
||||
Wav3,
|
||||
Wav4,
|
||||
Atlas,
|
||||
AtlasJson,
|
||||
// Add more as needed
|
||||
/// Main sprite atlas containing all game graphics (atlas.png)
|
||||
AtlasImage,
|
||||
/// Terminal Vector font for text rendering (TerminalVector.ttf)
|
||||
Font,
|
||||
/// Sound effect for Pac-Man's death
|
||||
DeathSound,
|
||||
}
|
||||
|
||||
impl Asset {
|
||||
/// Returns the relative file path for this asset within the game's asset directory.
|
||||
///
|
||||
/// Paths are consistent across platforms and used by the Emscripten backend
|
||||
/// for filesystem loading. Desktop builds embed assets directly and don't
|
||||
/// use these paths at runtime.
|
||||
#[allow(dead_code)]
|
||||
pub fn path(&self) -> &str {
|
||||
use Asset::*;
|
||||
@@ -25,8 +37,9 @@ impl Asset {
|
||||
Wav2 => "sound/waka/2.ogg",
|
||||
Wav3 => "sound/waka/3.ogg",
|
||||
Wav4 => "sound/waka/4.ogg",
|
||||
Atlas => "atlas.png",
|
||||
AtlasJson => "atlas.json",
|
||||
AtlasImage => "atlas.png",
|
||||
Font => "TerminalVector.ttf",
|
||||
DeathSound => "sound/pacman_death.wav",
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -34,10 +47,28 @@ impl Asset {
|
||||
mod imp {
|
||||
use super::*;
|
||||
use crate::error::AssetError;
|
||||
use crate::platform::get_platform;
|
||||
use crate::platform;
|
||||
use tracing::trace;
|
||||
|
||||
/// Loads asset bytes using the appropriate platform-specific method.
|
||||
///
|
||||
/// On desktop platforms, returns embedded compile-time data via `include_bytes!`.
|
||||
/// On Emscripten, loads from the filesystem using the asset's path. The returned
|
||||
/// `Cow` allows zero-copy access to embedded data while supporting owned data
|
||||
/// when loaded from disk.
|
||||
///
|
||||
/// # Errors
|
||||
///
|
||||
/// Returns `AssetError::NotFound` if the asset file cannot be located (Emscripten only),
|
||||
/// or `AssetError::Io` for filesystem I/O failures.
|
||||
pub fn get_asset_bytes(asset: Asset) -> Result<Cow<'static, [u8]>, AssetError> {
|
||||
get_platform().get_asset_bytes(asset)
|
||||
trace!(asset = ?asset, path = asset.path(), "Loading game asset");
|
||||
let result = platform::get_asset_bytes(asset);
|
||||
match &result {
|
||||
Ok(bytes) => trace!(asset = ?asset, size_bytes = bytes.len(), "Asset loaded successfully"),
|
||||
Err(e) => trace!(asset = ?asset, error = ?e, "Asset loading failed"),
|
||||
}
|
||||
result
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
68
src/audio.rs
68
src/audio.rs
@@ -16,6 +16,7 @@ const SOUND_ASSETS: [Asset; 4] = [Asset::Wav1, Asset::Wav2, Asset::Wav3, Asset::
|
||||
pub struct Audio {
|
||||
_mixer_context: Option<mixer::Sdl2MixerContext>,
|
||||
sounds: Vec<Chunk>,
|
||||
death_sound: Option<Chunk>,
|
||||
next_sound_index: usize,
|
||||
muted: bool,
|
||||
disabled: bool,
|
||||
@@ -44,6 +45,7 @@ impl Audio {
|
||||
return Self {
|
||||
_mixer_context: None,
|
||||
sounds: Vec::new(),
|
||||
death_sound: None,
|
||||
next_sound_index: 0,
|
||||
muted: false,
|
||||
disabled: true,
|
||||
@@ -65,6 +67,7 @@ impl Audio {
|
||||
return Self {
|
||||
_mixer_context: None,
|
||||
sounds: Vec::new(),
|
||||
death_sound: None,
|
||||
next_sound_index: 0,
|
||||
muted: false,
|
||||
disabled: true,
|
||||
@@ -93,12 +96,33 @@ impl Audio {
|
||||
}
|
||||
}
|
||||
|
||||
let death_sound = match get_asset_bytes(Asset::DeathSound) {
|
||||
Ok(data) => match RWops::from_bytes(&data) {
|
||||
Ok(rwops) => match rwops.load_wav() {
|
||||
Ok(chunk) => Some(chunk),
|
||||
Err(e) => {
|
||||
tracing::warn!("Failed to load death sound from asset API: {}", e);
|
||||
None
|
||||
}
|
||||
},
|
||||
Err(e) => {
|
||||
tracing::warn!("Failed to create RWops for death sound: {}", e);
|
||||
None
|
||||
}
|
||||
},
|
||||
Err(e) => {
|
||||
tracing::warn!("Failed to load death sound asset: {}", e);
|
||||
None
|
||||
}
|
||||
};
|
||||
|
||||
// If no sounds loaded successfully, disable audio
|
||||
if sounds.is_empty() {
|
||||
if sounds.is_empty() && death_sound.is_none() {
|
||||
tracing::warn!("No sounds loaded successfully. Audio will be disabled.");
|
||||
return Self {
|
||||
_mixer_context: Some(mixer_context),
|
||||
sounds: Vec::new(),
|
||||
death_sound: None,
|
||||
next_sound_index: 0,
|
||||
muted: false,
|
||||
disabled: true,
|
||||
@@ -108,15 +132,18 @@ impl Audio {
|
||||
Audio {
|
||||
_mixer_context: Some(mixer_context),
|
||||
sounds,
|
||||
death_sound,
|
||||
next_sound_index: 0,
|
||||
muted: false,
|
||||
disabled: false,
|
||||
}
|
||||
}
|
||||
|
||||
/// Plays the "eat" sound effect.
|
||||
/// Plays the next waka eating sound in the cycle of four variants.
|
||||
///
|
||||
/// If audio is disabled or muted, this function does nothing.
|
||||
/// Automatically rotates through the four eating sound assets. The sound plays on channel 0 and the internal sound index
|
||||
/// advances to the next variant. Silently returns if audio is disabled, muted,
|
||||
/// or no sounds were loaded successfully.
|
||||
#[allow(dead_code)]
|
||||
pub fn eat(&mut self) {
|
||||
if self.disabled || self.muted || self.sounds.is_empty() {
|
||||
@@ -136,9 +163,29 @@ impl Audio {
|
||||
self.next_sound_index = (self.next_sound_index + 1) % self.sounds.len();
|
||||
}
|
||||
|
||||
/// Instantly mute or unmute all channels.
|
||||
/// Plays the death sound effect.
|
||||
pub fn death(&mut self) {
|
||||
if self.disabled || self.muted {
|
||||
return;
|
||||
}
|
||||
|
||||
if let Some(chunk) = &self.death_sound {
|
||||
mixer::Channel::all().play(chunk, 0).ok();
|
||||
}
|
||||
}
|
||||
|
||||
/// Halts all currently playing audio channels.
|
||||
pub fn stop_all(&mut self) {
|
||||
if !self.disabled {
|
||||
mixer::Channel::all().halt();
|
||||
}
|
||||
}
|
||||
|
||||
/// Instantly mutes or unmutes all audio channels by adjusting their volume.
|
||||
///
|
||||
/// If audio is disabled, this function does nothing.
|
||||
/// Sets all 4 mixer channels to zero volume when muting, or restores them to
|
||||
/// their default volume (32) when unmuting. The mute state is tracked internally
|
||||
/// regardless of whether audio is disabled, allowing the state to be preserved.
|
||||
pub fn set_mute(&mut self, mute: bool) {
|
||||
if !self.disabled {
|
||||
let channels = 4;
|
||||
@@ -151,12 +198,19 @@ impl Audio {
|
||||
self.muted = mute;
|
||||
}
|
||||
|
||||
/// Returns `true` if the audio is muted.
|
||||
/// Returns the current mute state regardless of whether audio is functional.
|
||||
///
|
||||
/// This tracks the user's mute preference and will return `true` if muted
|
||||
/// even when the audio system is disabled due to initialization failures.
|
||||
pub fn is_muted(&self) -> bool {
|
||||
self.muted
|
||||
}
|
||||
|
||||
/// Returns `true` if the audio system is disabled.
|
||||
/// Returns whether the audio system failed to initialize and is non-functional.
|
||||
///
|
||||
/// Audio can be disabled due to SDL2_mixer initialization failures, missing
|
||||
/// audio device, or failure to load any sound assets. When disabled, all
|
||||
/// audio operations become no-ops.
|
||||
#[allow(dead_code)]
|
||||
pub fn is_disabled(&self) -> bool {
|
||||
self.disabled
|
||||
|
||||
133
src/bin/aspect_demo.rs
Normal file
133
src/bin/aspect_demo.rs
Normal file
@@ -0,0 +1,133 @@
|
||||
#![cfg_attr(coverage_nightly, feature(coverage_attribute))]
|
||||
#![cfg_attr(coverage_nightly, coverage(off))]
|
||||
|
||||
use std::time::{Duration, Instant};
|
||||
|
||||
use sdl2::event::Event;
|
||||
use sdl2::keyboard::Keycode;
|
||||
use sdl2::pixels::Color;
|
||||
use sdl2::rect::Rect;
|
||||
|
||||
// A self-contained SDL2 demo showing how to keep a consistent aspect ratio
|
||||
// with letterboxing/pillarboxing in a resizable window.
|
||||
//
|
||||
// This uses SDL2's logical size feature, which automatically sets a viewport
|
||||
// to preserve the target aspect ratio and adds black bars as needed.
|
||||
// We also clear the full window to black and then clear the logical viewport
|
||||
// to a content color, so bars remain visibly black.
|
||||
|
||||
const LOGICAL_WIDTH: u32 = 320; // target content width
|
||||
const LOGICAL_HEIGHT: u32 = 180; // target content height (16:9)
|
||||
|
||||
fn main() -> Result<(), String> {
|
||||
// Initialize SDL2
|
||||
let sdl = sdl2::init()?;
|
||||
let video = sdl.video()?;
|
||||
|
||||
// Create a resizable window
|
||||
let window = video
|
||||
.window("SDL2 Aspect Ratio Demo", 960, 540)
|
||||
.resizable()
|
||||
.position_centered()
|
||||
.build()
|
||||
.map_err(|e| e.to_string())?;
|
||||
|
||||
let mut canvas = window.into_canvas().build().map_err(|e| e.to_string())?;
|
||||
|
||||
// Set the desired logical (virtual) resolution. SDL will letterbox/pillarbox
|
||||
// as needed to preserve this aspect ratio when the window is resized.
|
||||
canvas
|
||||
.set_logical_size(LOGICAL_WIDTH, LOGICAL_HEIGHT)
|
||||
.map_err(|e| e.to_string())?;
|
||||
// Optional: uncomment to enforce integer scaling only (more retro look)
|
||||
// canvas.set_integer_scale(true)?;
|
||||
|
||||
let mut events = sdl.event_pump()?;
|
||||
|
||||
let mut running = true;
|
||||
let start = Instant::now();
|
||||
let mut last_log = Instant::now();
|
||||
|
||||
while running {
|
||||
for event in events.poll_iter() {
|
||||
match event {
|
||||
Event::Quit { .. }
|
||||
| Event::KeyDown {
|
||||
keycode: Some(Keycode::Escape),
|
||||
..
|
||||
} => {
|
||||
running = false;
|
||||
}
|
||||
Event::Window { win_event, .. } => {
|
||||
// Periodically log window size and the computed viewport
|
||||
// to demonstrate how letterboxing/pillarboxing behaves.
|
||||
use sdl2::event::WindowEvent;
|
||||
match win_event {
|
||||
WindowEvent::Resized(_, _)
|
||||
| WindowEvent::SizeChanged(_, _)
|
||||
| WindowEvent::Maximized
|
||||
| WindowEvent::Restored => {
|
||||
if last_log.elapsed() > Duration::from_millis(250) {
|
||||
let out_size = canvas.output_size()?;
|
||||
let viewport = canvas.viewport();
|
||||
println!(
|
||||
"window={}x{}, viewport x={}, y={}, w={}, h={}",
|
||||
out_size.0,
|
||||
out_size.1,
|
||||
viewport.x(),
|
||||
viewport.y(),
|
||||
viewport.width(),
|
||||
viewport.height()
|
||||
);
|
||||
last_log = Instant::now();
|
||||
}
|
||||
}
|
||||
_ => {}
|
||||
}
|
||||
}
|
||||
_ => {}
|
||||
}
|
||||
}
|
||||
|
||||
// 1) Clear the entire window to black (no viewport) so the bars are black
|
||||
canvas.set_viewport(None);
|
||||
canvas.set_draw_color(Color::RGB(0, 0, 0));
|
||||
canvas.clear();
|
||||
|
||||
// 2) Re-apply logical size so SDL sets a viewport that preserves aspect
|
||||
// ratio. Clearing now only affects the letterboxed content area.
|
||||
canvas
|
||||
.set_logical_size(LOGICAL_WIDTH, LOGICAL_HEIGHT)
|
||||
.map_err(|e| e.to_string())?;
|
||||
|
||||
// Fill the content area with a background color to differentiate from bars
|
||||
canvas.set_draw_color(Color::RGB(30, 30, 40));
|
||||
canvas.clear();
|
||||
|
||||
// Draw a simple grid to visualize scaling clearly
|
||||
canvas.set_draw_color(Color::RGB(60, 60, 90));
|
||||
let step = 20i32;
|
||||
for x in (0..=LOGICAL_WIDTH as i32).step_by(step as usize) {
|
||||
let _ = canvas.draw_line(sdl2::rect::Point::new(x, 0), sdl2::rect::Point::new(x, LOGICAL_HEIGHT as i32));
|
||||
}
|
||||
for y in (0..=LOGICAL_HEIGHT as i32).step_by(step as usize) {
|
||||
let _ = canvas.draw_line(sdl2::rect::Point::new(0, y), sdl2::rect::Point::new(LOGICAL_WIDTH as i32, y));
|
||||
}
|
||||
|
||||
// Draw a border around the logical content area
|
||||
canvas.set_draw_color(Color::RGB(200, 200, 220));
|
||||
let border = Rect::new(0, 0, LOGICAL_WIDTH, LOGICAL_HEIGHT);
|
||||
canvas.draw_rect(border)?;
|
||||
|
||||
// Draw a moving box to demonstrate dynamic content staying within aspect
|
||||
let elapsed_ms = start.elapsed().as_millis() as i32;
|
||||
let t = (elapsed_ms / 8) % LOGICAL_WIDTH as i32;
|
||||
let box_rect = Rect::new(t - 10, (LOGICAL_HEIGHT as i32 / 2) - 10, 20, 20);
|
||||
canvas.set_draw_color(Color::RGB(255, 140, 0));
|
||||
canvas.fill_rect(box_rect).ok();
|
||||
|
||||
canvas.present();
|
||||
}
|
||||
|
||||
Ok(())
|
||||
}
|
||||
94
src/bin/timing_demo.rs
Normal file
94
src/bin/timing_demo.rs
Normal file
@@ -0,0 +1,94 @@
|
||||
#![cfg_attr(coverage_nightly, feature(coverage_attribute))]
|
||||
#![cfg_attr(coverage_nightly, coverage(off))]
|
||||
|
||||
use circular_buffer::CircularBuffer;
|
||||
use pacman::constants::CANVAS_SIZE;
|
||||
use sdl2::event::Event;
|
||||
use sdl2::keyboard::Keycode;
|
||||
use sdl2::pixels::Color;
|
||||
use std::time::{Duration, Instant};
|
||||
|
||||
fn main() -> Result<(), String> {
|
||||
let sdl_context = sdl2::init()?;
|
||||
let video_subsystem = sdl_context.video()?;
|
||||
|
||||
let window = video_subsystem
|
||||
.window("SDL2 Timing Demo", CANVAS_SIZE.x, CANVAS_SIZE.y)
|
||||
.opengl()
|
||||
.position_centered()
|
||||
.build()
|
||||
.map_err(|e| e.to_string())?;
|
||||
|
||||
let mut canvas = window.into_canvas().accelerated().build().map_err(|e| e.to_string())?;
|
||||
canvas
|
||||
.set_logical_size(CANVAS_SIZE.x, CANVAS_SIZE.y)
|
||||
.map_err(|e| e.to_string())?;
|
||||
|
||||
let mut event_pump = sdl_context.event_pump()?;
|
||||
|
||||
// Store frame timings in milliseconds
|
||||
let mut frame_timings = CircularBuffer::<20_000, f64>::new();
|
||||
let mut last_report_time = Instant::now();
|
||||
let report_interval = Duration::from_millis(500);
|
||||
|
||||
'running: loop {
|
||||
let frame_start_time = Instant::now();
|
||||
|
||||
for event in event_pump.poll_iter() {
|
||||
match event {
|
||||
Event::Quit { .. }
|
||||
| Event::KeyDown {
|
||||
keycode: Some(Keycode::Escape),
|
||||
..
|
||||
} => {
|
||||
break 'running;
|
||||
}
|
||||
_ => {}
|
||||
}
|
||||
}
|
||||
|
||||
// Clear the screen
|
||||
canvas.set_draw_color(Color::RGB(0, 0, 0));
|
||||
canvas.clear();
|
||||
canvas.present();
|
||||
|
||||
// Record timing
|
||||
let frame_duration = frame_start_time.elapsed();
|
||||
frame_timings.push_back(frame_duration.as_secs_f64());
|
||||
|
||||
// Report stats every `report_interval`
|
||||
let elapsed = last_report_time.elapsed();
|
||||
if elapsed >= report_interval {
|
||||
if !frame_timings.is_empty() {
|
||||
let count = frame_timings.len() as f64;
|
||||
let sum: f64 = frame_timings.iter().sum();
|
||||
let mean = sum / count;
|
||||
|
||||
let variance = frame_timings
|
||||
.iter()
|
||||
.map(|value| {
|
||||
let diff = mean - value;
|
||||
diff * diff
|
||||
})
|
||||
.sum::<f64>()
|
||||
/ count;
|
||||
let std_dev = variance.sqrt();
|
||||
|
||||
println!(
|
||||
"Rendered {count} frames at {fps:.1} fps (last {elapsed:.2?}): mean={mean:.3?}, std_dev={std_dev:.3?}",
|
||||
count = frame_timings.len(),
|
||||
fps = count / elapsed.as_secs_f64(),
|
||||
elapsed = elapsed,
|
||||
mean = Duration::from_secs_f64(mean),
|
||||
std_dev = Duration::from_secs_f64(std_dev),
|
||||
);
|
||||
}
|
||||
|
||||
// Reset for next interval
|
||||
frame_timings.clear();
|
||||
last_report_time = Instant::now();
|
||||
}
|
||||
}
|
||||
|
||||
Ok(())
|
||||
}
|
||||
103
src/constants.rs
103
src/constants.rs
@@ -4,7 +4,12 @@ use std::time::Duration;
|
||||
|
||||
use glam::UVec2;
|
||||
|
||||
pub const LOOP_TIME: Duration = Duration::from_nanos((1_000_000_000.0 / 60.0) as u64);
|
||||
/// Target frame duration for 60 FPS game loop timing.
|
||||
///
|
||||
/// Calculated as 1/60th of a second (≈16.67ms).
|
||||
///
|
||||
/// Uses integer arithmetic to avoid floating-point precision loss.
|
||||
pub const LOOP_TIME: Duration = Duration::from_nanos(1_000_000_000 / 60);
|
||||
|
||||
/// The size of each cell, in pixels.
|
||||
pub const CELL_SIZE: u32 = 8;
|
||||
@@ -14,32 +19,94 @@ pub const BOARD_CELL_SIZE: UVec2 = UVec2::new(28, 31);
|
||||
/// The scale factor for the window (integer zoom)
|
||||
pub const SCALE: f32 = 2.6;
|
||||
|
||||
/// The offset of the game board from the top-left corner of the window, in cells.
|
||||
/// Game board offset from window origin to reserve space for HUD elements.
|
||||
///
|
||||
/// The 3-cell vertical offset (24 pixels) provides space at the top of the
|
||||
/// screen for score display, player lives, and other UI elements.
|
||||
pub const BOARD_CELL_OFFSET: UVec2 = UVec2::new(0, 3);
|
||||
/// The offset of the game board from the top-left corner of the window, in pixels.
|
||||
|
||||
/// Bottom HUD row offset to reserve space below the game board.
|
||||
///
|
||||
/// The 2-cell vertical offset (16 pixels) provides space at the bottom of the
|
||||
/// screen for displaying Pac-Man's lives (left) and fruit symbols (right).
|
||||
pub const BOARD_BOTTOM_CELL_OFFSET: UVec2 = UVec2::new(0, 2);
|
||||
|
||||
/// Pixel-space equivalent of `BOARD_CELL_OFFSET` for rendering calculations.
|
||||
///
|
||||
/// Automatically calculated from the cell offset to maintain consistency
|
||||
/// when the cell size changes. Used for positioning sprites and debug overlays.
|
||||
pub const BOARD_PIXEL_OFFSET: UVec2 = UVec2::new(BOARD_CELL_OFFSET.x * CELL_SIZE, BOARD_CELL_OFFSET.y * CELL_SIZE);
|
||||
|
||||
/// Pixel-space equivalent of `BOARD_BOTTOM_CELL_OFFSET` for rendering calculations.
|
||||
///
|
||||
/// Automatically calculated from the cell offset to maintain consistency
|
||||
/// when the cell size changes. Used for positioning bottom HUD elements.
|
||||
pub const BOARD_BOTTOM_PIXEL_OFFSET: UVec2 =
|
||||
UVec2::new(BOARD_BOTTOM_CELL_OFFSET.x * CELL_SIZE, BOARD_BOTTOM_CELL_OFFSET.y * CELL_SIZE);
|
||||
|
||||
/// Animation timing constants for ghost state management
|
||||
pub mod animation {
|
||||
/// Normal ghost movement animation speed (ticks per frame at 60 ticks/sec)
|
||||
pub const GHOST_NORMAL_SPEED: u16 = 12;
|
||||
/// Eaten ghost (eyes) animation speed (ticks per frame at 60 ticks/sec)
|
||||
pub const GHOST_EATEN_SPEED: u16 = 6;
|
||||
/// Frightened ghost animation speed (ticks per frame at 60 ticks/sec)
|
||||
pub const GHOST_FRIGHTENED_SPEED: u16 = 12;
|
||||
|
||||
/// Time in ticks when frightened ghosts start flashing (2 seconds at 60 FPS)
|
||||
pub const FRIGHTENED_FLASH_START_TICKS: u32 = 120;
|
||||
}
|
||||
/// The size of the canvas, in pixels.
|
||||
pub const CANVAS_SIZE: UVec2 = UVec2::new(
|
||||
(BOARD_CELL_SIZE.x + BOARD_CELL_OFFSET.x) * CELL_SIZE,
|
||||
(BOARD_CELL_SIZE.y + BOARD_CELL_OFFSET.y) * CELL_SIZE,
|
||||
(BOARD_CELL_SIZE.x + BOARD_CELL_OFFSET.x + BOARD_BOTTOM_CELL_OFFSET.x) * CELL_SIZE,
|
||||
(BOARD_CELL_SIZE.y + BOARD_CELL_OFFSET.y + BOARD_BOTTOM_CELL_OFFSET.y) * CELL_SIZE,
|
||||
);
|
||||
|
||||
/// An enum representing the different types of tiles on the map.
|
||||
pub const LARGE_SCALE: f32 = 2.6;
|
||||
|
||||
pub const LARGE_CANVAS_SIZE: UVec2 = UVec2::new(
|
||||
(((BOARD_CELL_SIZE.x + BOARD_CELL_OFFSET.x + BOARD_BOTTOM_CELL_OFFSET.x) * CELL_SIZE) as f32 * LARGE_SCALE) as u32,
|
||||
(((BOARD_CELL_SIZE.y + BOARD_CELL_OFFSET.y + BOARD_BOTTOM_CELL_OFFSET.y) * CELL_SIZE) as f32 * LARGE_SCALE) as u32,
|
||||
);
|
||||
|
||||
/// Collider size constants for different entity types
|
||||
pub mod collider {
|
||||
use super::CELL_SIZE;
|
||||
|
||||
/// Collider size for player and ghosts (1.375x cell size)
|
||||
pub const PLAYER_GHOST_SIZE: f32 = CELL_SIZE as f32 * 1.375;
|
||||
/// Collider size for pellets (0.4x cell size)
|
||||
pub const PELLET_SIZE: f32 = CELL_SIZE as f32 * 0.4;
|
||||
/// Collider size for power pellets/energizers (0.95x cell size)
|
||||
pub const POWER_PELLET_SIZE: f32 = CELL_SIZE as f32 * 0.95;
|
||||
}
|
||||
|
||||
/// UI and rendering constants
|
||||
pub mod ui {
|
||||
/// Debug font size in points
|
||||
pub const DEBUG_FONT_SIZE: u16 = 12;
|
||||
/// Power pellet blink rate in ticks (at 60 FPS, 12 ticks = 0.2 seconds)
|
||||
pub const POWER_PELLET_BLINK_RATE: u32 = 12;
|
||||
}
|
||||
|
||||
/// Map tile types that define gameplay behavior and collision properties.
|
||||
#[derive(Debug, Clone, Copy, PartialEq)]
|
||||
pub enum MapTile {
|
||||
/// An empty tile.
|
||||
/// Traversable space with no collectible items
|
||||
Empty,
|
||||
/// A wall tile.
|
||||
Wall,
|
||||
/// A regular pellet.
|
||||
/// Small collectible. Implicitly a traversable tile.
|
||||
Pellet,
|
||||
/// A power pellet.
|
||||
/// Large collectible. Implicitly a traversable tile.
|
||||
PowerPellet,
|
||||
/// A tunnel tile.
|
||||
/// Special traversable tile that connects to tunnel portals.
|
||||
Tunnel,
|
||||
}
|
||||
|
||||
/// The raw layout of the game board, as a 2D array of characters.
|
||||
/// ASCII art representation of the classic Pac-Man maze layout.
|
||||
///
|
||||
/// Uses character symbols to define the game world. This layout is parsed by `MapTileParser`
|
||||
/// to generate the navigable graph and collision geometry.
|
||||
pub const RAW_BOARD: [&str; BOARD_CELL_SIZE.y as usize] = [
|
||||
"############################",
|
||||
"#............##............#",
|
||||
@@ -73,3 +140,15 @@ pub const RAW_BOARD: [&str; BOARD_CELL_SIZE.y as usize] = [
|
||||
"#..........................#",
|
||||
"############################",
|
||||
];
|
||||
|
||||
/// Game initialization constants
|
||||
pub mod startup {
|
||||
/// Number of frames for the startup sequence (3 seconds at 60 FPS)
|
||||
pub const STARTUP_FRAMES: u32 = 60 * 3;
|
||||
}
|
||||
|
||||
/// Game mechanics constants
|
||||
pub mod mechanics {
|
||||
/// Player movement speed multiplier
|
||||
pub const PLAYER_SPEED: f32 = 1.15;
|
||||
}
|
||||
|
||||
@@ -1,128 +0,0 @@
|
||||
use smallvec::SmallVec;
|
||||
use std::collections::HashMap;
|
||||
|
||||
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;
|
||||
|
||||
/// 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,
|
||||
}
|
||||
|
||||
/// Unique identifier for an entity in the collision system
|
||||
pub type EntityId = u32;
|
||||
|
||||
impl CollisionSystem {
|
||||
/// Registers an entity with the collision system and returns its ID
|
||||
pub fn register_entity(&mut self, position: Position) -> EntityId {
|
||||
let id = self.next_id;
|
||||
self.next_id += 1;
|
||||
|
||||
self.entity_positions.insert(id, position);
|
||||
self.update_node_entities(id, position);
|
||||
|
||||
id
|
||||
}
|
||||
|
||||
/// Updates an entity's position
|
||||
pub fn update_position(&mut self, entity_id: EntityId, new_position: Position) {
|
||||
if let Some(old_position) = self.entity_positions.get(&entity_id) {
|
||||
// Remove from old nodes
|
||||
self.remove_from_nodes(entity_id, *old_position);
|
||||
}
|
||||
|
||||
// Update position and add to new nodes
|
||||
self.entity_positions.insert(entity_id, new_position);
|
||||
self.update_node_entities(entity_id, new_position);
|
||||
}
|
||||
|
||||
/// Removes an entity from the collision system
|
||||
#[allow(dead_code)]
|
||||
pub fn remove_entity(&mut self, entity_id: EntityId) {
|
||||
if let Some(position) = self.entity_positions.remove(&entity_id) {
|
||||
self.remove_from_nodes(entity_id, position);
|
||||
}
|
||||
}
|
||||
|
||||
/// Gets all entity IDs at a specific node
|
||||
pub fn entities_at_node(&self, node: 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);
|
||||
|
||||
for node in nodes {
|
||||
collisions.extend(self.entities_at_node(node));
|
||||
}
|
||||
|
||||
// Remove duplicates
|
||||
collisions.sort_unstable();
|
||||
collisions.dedup();
|
||||
collisions
|
||||
}
|
||||
|
||||
/// Updates the node_entities map when an entity's position changes
|
||||
fn update_node_entities(&mut self, entity_id: EntityId, position: Position) {
|
||||
let nodes = get_nodes(&position);
|
||||
for node in nodes {
|
||||
self.node_entities.entry(node).or_default().push(entity_id);
|
||||
}
|
||||
}
|
||||
|
||||
/// Removes an entity from all nodes it was previously at
|
||||
fn remove_from_nodes(&mut self, entity_id: EntityId, position: Position) {
|
||||
let nodes = get_nodes(&position);
|
||||
for node in nodes {
|
||||
if let Some(entities) = self.node_entities.get_mut(&node) {
|
||||
entities.retain(|&id| id != entity_id);
|
||||
if entities.is_empty() {
|
||||
self.node_entities.remove(&node);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// Checks if two positions overlap (entities are at the same location).
|
||||
fn positions_overlap(a: &Position, b: &Position) -> bool {
|
||||
let a_nodes = get_nodes(a);
|
||||
let b_nodes = get_nodes(b);
|
||||
|
||||
// Check if any nodes overlap
|
||||
a_nodes.iter().any(|a_node| b_nodes.contains(a_node))
|
||||
|
||||
// TODO: More complex overlap detection, the above is a simple check, but it could become an early filter for more precise calculations later
|
||||
}
|
||||
|
||||
/// Gets all nodes that an entity is currently at or between.
|
||||
fn get_nodes(pos: &Position) -> SmallVec<[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
|
||||
}
|
||||
@@ -1,254 +0,0 @@
|
||||
//! Ghost entity implementation.
|
||||
//!
|
||||
//! This module contains the ghost character logic, including movement,
|
||||
//! animation, and rendering. Ghosts move through the game graph using
|
||||
//! a traverser and display directional animated textures.
|
||||
|
||||
use pathfinding::prelude::dijkstra;
|
||||
use rand::prelude::*;
|
||||
use smallvec::SmallVec;
|
||||
use tracing::error;
|
||||
|
||||
use crate::entity::{
|
||||
collision::Collidable,
|
||||
direction::Direction,
|
||||
graph::{Edge, EdgePermissions, Graph, NodeId},
|
||||
r#trait::Entity,
|
||||
traversal::Traverser,
|
||||
};
|
||||
use crate::texture::animated::AnimatedTexture;
|
||||
use crate::texture::directional::DirectionalAnimatedTexture;
|
||||
use crate::texture::sprite::SpriteAtlas;
|
||||
|
||||
use crate::error::{EntityError, GameError, GameResult, TextureError};
|
||||
|
||||
/// Determines if a ghost can traverse a given edge.
|
||||
///
|
||||
/// Ghosts can move through edges that allow all entities or ghost-only edges.
|
||||
fn can_ghost_traverse(edge: Edge) -> bool {
|
||||
matches!(edge.permissions, EdgePermissions::All | EdgePermissions::GhostsOnly)
|
||||
}
|
||||
|
||||
/// The four classic ghost types.
|
||||
#[derive(Debug, Clone, Copy, PartialEq, Eq)]
|
||||
pub enum GhostType {
|
||||
Blinky,
|
||||
Pinky,
|
||||
Inky,
|
||||
Clyde,
|
||||
}
|
||||
|
||||
impl GhostType {
|
||||
/// Returns the ghost type name for atlas lookups.
|
||||
pub fn as_str(self) -> &'static str {
|
||||
match self {
|
||||
GhostType::Blinky => "blinky",
|
||||
GhostType::Pinky => "pinky",
|
||||
GhostType::Inky => "inky",
|
||||
GhostType::Clyde => "clyde",
|
||||
}
|
||||
}
|
||||
|
||||
/// Returns the base movement speed for this ghost type.
|
||||
pub fn base_speed(self) -> f32 {
|
||||
match self {
|
||||
GhostType::Blinky => 1.0,
|
||||
GhostType::Pinky => 0.95,
|
||||
GhostType::Inky => 0.9,
|
||||
GhostType::Clyde => 0.85,
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// A ghost entity that roams the game world.
|
||||
///
|
||||
/// Ghosts move through the game world using a graph-based navigation system
|
||||
/// and display directional animated sprites. They randomly choose directions
|
||||
/// at each intersection.
|
||||
pub struct Ghost {
|
||||
/// Handles movement through the game graph
|
||||
pub traverser: Traverser,
|
||||
/// The type of ghost (affects appearance and speed)
|
||||
pub ghost_type: GhostType,
|
||||
/// Manages directional animated textures for different movement states
|
||||
texture: DirectionalAnimatedTexture,
|
||||
/// Current movement speed
|
||||
speed: f32,
|
||||
}
|
||||
|
||||
impl Entity for Ghost {
|
||||
fn traverser(&self) -> &Traverser {
|
||||
&self.traverser
|
||||
}
|
||||
|
||||
fn traverser_mut(&mut self) -> &mut Traverser {
|
||||
&mut self.traverser
|
||||
}
|
||||
|
||||
fn texture(&self) -> &DirectionalAnimatedTexture {
|
||||
&self.texture
|
||||
}
|
||||
|
||||
fn texture_mut(&mut self) -> &mut DirectionalAnimatedTexture {
|
||||
&mut self.texture
|
||||
}
|
||||
|
||||
fn speed(&self) -> f32 {
|
||||
self.speed
|
||||
}
|
||||
|
||||
fn can_traverse(&self, edge: Edge) -> bool {
|
||||
can_ghost_traverse(edge)
|
||||
}
|
||||
|
||||
fn tick(&mut self, dt: f32, graph: &Graph) {
|
||||
// Choose random direction when at a node
|
||||
if self.traverser.position.is_at_node() {
|
||||
self.choose_random_direction(graph);
|
||||
}
|
||||
|
||||
if let Err(e) = self.traverser.advance(graph, dt * 60.0 * self.speed, &can_ghost_traverse) {
|
||||
error!("Ghost movement error: {}", e);
|
||||
}
|
||||
self.texture.tick(dt);
|
||||
}
|
||||
}
|
||||
|
||||
impl Ghost {
|
||||
/// Creates a new ghost instance at the specified starting node.
|
||||
///
|
||||
/// Sets up animated textures for all four directions with moving and stopped states.
|
||||
/// The moving animation cycles through two sprite variants.
|
||||
pub fn new(graph: &Graph, start_node: NodeId, ghost_type: GhostType, atlas: &SpriteAtlas) -> GameResult<Self> {
|
||||
let mut textures = [None, None, None, None];
|
||||
let mut stopped_textures = [None, None, None, None];
|
||||
|
||||
for direction in Direction::DIRECTIONS {
|
||||
let moving_prefix = match direction {
|
||||
Direction::Up => "up",
|
||||
Direction::Down => "down",
|
||||
Direction::Left => "left",
|
||||
Direction::Right => "right",
|
||||
};
|
||||
let moving_tiles = vec![
|
||||
SpriteAtlas::get_tile(atlas, &format!("ghost/{}/{}_{}.png", ghost_type.as_str(), moving_prefix, "a"))
|
||||
.ok_or_else(|| {
|
||||
GameError::Texture(TextureError::AtlasTileNotFound(format!(
|
||||
"ghost/{}/{}_{}.png",
|
||||
ghost_type.as_str(),
|
||||
moving_prefix,
|
||||
"a"
|
||||
)))
|
||||
})?,
|
||||
SpriteAtlas::get_tile(atlas, &format!("ghost/{}/{}_{}.png", ghost_type.as_str(), moving_prefix, "b"))
|
||||
.ok_or_else(|| {
|
||||
GameError::Texture(TextureError::AtlasTileNotFound(format!(
|
||||
"ghost/{}/{}_{}.png",
|
||||
ghost_type.as_str(),
|
||||
moving_prefix,
|
||||
"b"
|
||||
)))
|
||||
})?,
|
||||
];
|
||||
|
||||
let stopped_tiles =
|
||||
vec![
|
||||
SpriteAtlas::get_tile(atlas, &format!("ghost/{}/{}_{}.png", ghost_type.as_str(), moving_prefix, "a"))
|
||||
.ok_or_else(|| {
|
||||
GameError::Texture(TextureError::AtlasTileNotFound(format!(
|
||||
"ghost/{}/{}_{}.png",
|
||||
ghost_type.as_str(),
|
||||
moving_prefix,
|
||||
"a"
|
||||
)))
|
||||
})?,
|
||||
];
|
||||
|
||||
textures[direction.as_usize()] = Some(AnimatedTexture::new(moving_tiles, 0.2)?);
|
||||
stopped_textures[direction.as_usize()] = Some(AnimatedTexture::new(stopped_tiles, 0.1)?);
|
||||
}
|
||||
|
||||
Ok(Self {
|
||||
traverser: Traverser::new(graph, start_node, Direction::Left, &can_ghost_traverse),
|
||||
ghost_type,
|
||||
texture: DirectionalAnimatedTexture::new(textures, stopped_textures),
|
||||
speed: ghost_type.base_speed(),
|
||||
})
|
||||
}
|
||||
|
||||
/// Chooses a random available direction at the current intersection.
|
||||
fn choose_random_direction(&mut self, graph: &Graph) {
|
||||
let current_node = self.traverser.position.from_node_id();
|
||||
let intersection = &graph.adjacency_list[current_node];
|
||||
|
||||
// Collect all available directions
|
||||
let mut available_directions = SmallVec::<[_; 4]>::new();
|
||||
for direction in Direction::DIRECTIONS {
|
||||
if let Some(edge) = intersection.get(direction) {
|
||||
if can_ghost_traverse(edge) {
|
||||
available_directions.push(direction);
|
||||
}
|
||||
}
|
||||
}
|
||||
// Choose a random direction (avoid reversing unless necessary)
|
||||
if !available_directions.is_empty() {
|
||||
let mut rng = SmallRng::from_os_rng();
|
||||
|
||||
// Filter out the opposite direction if possible, but allow it if we have limited options
|
||||
let opposite = self.traverser.direction.opposite();
|
||||
let filtered_directions: Vec<_> = available_directions
|
||||
.iter()
|
||||
.filter(|&&dir| dir != opposite || available_directions.len() <= 2)
|
||||
.collect();
|
||||
|
||||
if let Some(&random_direction) = filtered_directions.choose(&mut rng) {
|
||||
self.traverser.set_next_direction(*random_direction);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// Calculates the shortest path from the ghost's current position to a target node using Dijkstra's algorithm.
|
||||
///
|
||||
/// Returns a vector of NodeIds representing the path, or an error if pathfinding fails.
|
||||
/// The path includes the current node and the target node.
|
||||
pub fn calculate_path_to_target(&self, graph: &Graph, target: NodeId) -> GameResult<Vec<NodeId>> {
|
||||
let start_node = self.traverser.position.from_node_id();
|
||||
|
||||
// Use Dijkstra's algorithm to find the shortest path
|
||||
let result = dijkstra(
|
||||
&start_node,
|
||||
|&node_id| {
|
||||
// Get all edges from the current node
|
||||
graph.adjacency_list[node_id]
|
||||
.edges()
|
||||
.filter(|edge| can_ghost_traverse(*edge))
|
||||
.map(|edge| (edge.target, (edge.distance * 100.0) as u32))
|
||||
.collect::<Vec<_>>()
|
||||
},
|
||||
|&node_id| node_id == target,
|
||||
);
|
||||
|
||||
result.map(|(path, _cost)| path).ok_or_else(|| {
|
||||
GameError::Entity(EntityError::PathfindingFailed(format!(
|
||||
"No path found from node {} to target {}",
|
||||
start_node, target
|
||||
)))
|
||||
})
|
||||
}
|
||||
|
||||
/// Returns the ghost's color for debug rendering.
|
||||
pub fn debug_color(&self) -> sdl2::pixels::Color {
|
||||
match self.ghost_type {
|
||||
GhostType::Blinky => sdl2::pixels::Color::RGB(255, 0, 0), // Red
|
||||
GhostType::Pinky => sdl2::pixels::Color::RGB(255, 182, 255), // Pink
|
||||
GhostType::Inky => sdl2::pixels::Color::RGB(0, 255, 255), // Cyan
|
||||
GhostType::Clyde => sdl2::pixels::Color::RGB(255, 182, 85), // Orange
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
impl Collidable for Ghost {
|
||||
fn position(&self) -> crate::entity::traversal::Position {
|
||||
self.traverser.position
|
||||
}
|
||||
}
|
||||
@@ -1,117 +0,0 @@
|
||||
use crate::{
|
||||
constants,
|
||||
entity::{collision::Collidable, graph::Graph},
|
||||
error::{EntityError, GameResult},
|
||||
texture::sprite::{Sprite, SpriteAtlas},
|
||||
};
|
||||
use sdl2::render::{Canvas, RenderTarget};
|
||||
use strum_macros::{EnumCount, EnumIter};
|
||||
|
||||
#[derive(Debug, Clone, Copy, PartialEq, Eq)]
|
||||
pub enum ItemType {
|
||||
Pellet,
|
||||
Energizer,
|
||||
#[allow(dead_code)]
|
||||
Fruit {
|
||||
kind: FruitKind,
|
||||
},
|
||||
}
|
||||
|
||||
impl ItemType {
|
||||
pub fn get_score(self) -> u32 {
|
||||
match self {
|
||||
ItemType::Pellet => 10,
|
||||
ItemType::Energizer => 50,
|
||||
ItemType::Fruit { kind } => kind.get_score(),
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
#[derive(Debug, Clone, Copy, PartialEq, Eq, EnumIter, EnumCount)]
|
||||
#[allow(dead_code)]
|
||||
pub enum FruitKind {
|
||||
Apple,
|
||||
Strawberry,
|
||||
Orange,
|
||||
Melon,
|
||||
Bell,
|
||||
Key,
|
||||
Galaxian,
|
||||
}
|
||||
|
||||
impl FruitKind {
|
||||
#[allow(dead_code)]
|
||||
pub fn index(self) -> u8 {
|
||||
match self {
|
||||
FruitKind::Apple => 0,
|
||||
FruitKind::Strawberry => 1,
|
||||
FruitKind::Orange => 2,
|
||||
FruitKind::Melon => 3,
|
||||
FruitKind::Bell => 4,
|
||||
FruitKind::Key => 5,
|
||||
FruitKind::Galaxian => 6,
|
||||
}
|
||||
}
|
||||
|
||||
pub fn get_score(self) -> u32 {
|
||||
match self {
|
||||
FruitKind::Apple => 100,
|
||||
FruitKind::Strawberry => 300,
|
||||
FruitKind::Orange => 500,
|
||||
FruitKind::Melon => 700,
|
||||
FruitKind::Bell => 1000,
|
||||
FruitKind::Key => 2000,
|
||||
FruitKind::Galaxian => 3000,
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
pub struct Item {
|
||||
pub node_index: usize,
|
||||
pub item_type: ItemType,
|
||||
pub sprite: Sprite,
|
||||
pub collected: bool,
|
||||
}
|
||||
|
||||
impl Item {
|
||||
pub fn new(node_index: usize, item_type: ItemType, sprite: Sprite) -> Self {
|
||||
Self {
|
||||
node_index,
|
||||
item_type,
|
||||
sprite,
|
||||
collected: false,
|
||||
}
|
||||
}
|
||||
|
||||
pub fn is_collected(&self) -> bool {
|
||||
self.collected
|
||||
}
|
||||
|
||||
pub fn collect(&mut self) {
|
||||
self.collected = true;
|
||||
}
|
||||
|
||||
pub fn get_score(&self) -> u32 {
|
||||
self.item_type.get_score()
|
||||
}
|
||||
|
||||
pub fn render<T: RenderTarget>(&self, canvas: &mut Canvas<T>, atlas: &mut SpriteAtlas, graph: &Graph) -> GameResult<()> {
|
||||
if self.collected {
|
||||
return Ok(());
|
||||
}
|
||||
|
||||
let node = graph
|
||||
.get_node(self.node_index)
|
||||
.ok_or(EntityError::NodeNotFound(self.node_index))?;
|
||||
let position = node.position + constants::BOARD_PIXEL_OFFSET.as_vec2();
|
||||
|
||||
self.sprite.render(canvas, atlas, position)?;
|
||||
Ok(())
|
||||
}
|
||||
}
|
||||
|
||||
impl Collidable for Item {
|
||||
fn position(&self) -> crate::entity::traversal::Position {
|
||||
crate::entity::traversal::Position::AtNode(self.node_index)
|
||||
}
|
||||
}
|
||||
@@ -1,8 +0,0 @@
|
||||
pub mod collision;
|
||||
pub mod direction;
|
||||
pub mod ghost;
|
||||
pub mod graph;
|
||||
pub mod item;
|
||||
pub mod pacman;
|
||||
pub mod r#trait;
|
||||
pub mod traversal;
|
||||
@@ -1,134 +0,0 @@
|
||||
//! 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::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)
|
||||
}
|
||||
|
||||
/// 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
|
||||
}
|
||||
|
||||
fn traverser_mut(&mut self) -> &mut Traverser {
|
||||
&mut self.traverser
|
||||
}
|
||||
|
||||
fn texture(&self) -> &DirectionalAnimatedTexture {
|
||||
&self.texture
|
||||
}
|
||||
|
||||
fn texture_mut(&mut self) -> &mut DirectionalAnimatedTexture {
|
||||
&mut self.texture
|
||||
}
|
||||
|
||||
fn speed(&self) -> f32 {
|
||||
1.125
|
||||
}
|
||||
|
||||
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);
|
||||
}
|
||||
}
|
||||
|
||||
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())))?,
|
||||
];
|
||||
|
||||
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)?);
|
||||
}
|
||||
|
||||
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
|
||||
}
|
||||
}
|
||||
@@ -1,114 +0,0 @@
|
||||
//! 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 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;
|
||||
|
||||
/// 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 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;
|
||||
|
||||
/// 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);
|
||||
|
||||
/// 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,
|
||||
))
|
||||
}
|
||||
|
||||
/// 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);
|
||||
}
|
||||
|
||||
/// 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())))?;
|
||||
}
|
||||
|
||||
Ok(())
|
||||
}
|
||||
}
|
||||
@@ -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(())
|
||||
}
|
||||
}
|
||||
31
src/error.rs
31
src/error.rs
@@ -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),
|
||||
@@ -29,18 +31,12 @@ pub enum GameError {
|
||||
#[error("Entity error: {0}")]
|
||||
Entity(#[from] EntityError),
|
||||
|
||||
#[error("Game state error: {0}")]
|
||||
GameState(#[from] GameStateError),
|
||||
|
||||
#[error("SDL error: {0}")]
|
||||
Sdl(String),
|
||||
|
||||
#[error("IO error: {0}")]
|
||||
Io(#[from] io::Error),
|
||||
|
||||
#[error("Serialization error: {0}")]
|
||||
Serialization(#[from] serde_json::Error),
|
||||
|
||||
#[error("Invalid state: {0}")]
|
||||
InvalidState(String),
|
||||
}
|
||||
@@ -49,6 +45,8 @@ pub enum GameError {
|
||||
pub enum AssetError {
|
||||
#[error("IO error: {0}")]
|
||||
Io(#[from] io::Error),
|
||||
|
||||
#[allow(dead_code)]
|
||||
#[error("Asset not found: {0}")]
|
||||
NotFound(String),
|
||||
}
|
||||
@@ -77,9 +75,6 @@ pub enum ParseError {
|
||||
/// Errors related to texture operations.
|
||||
#[derive(thiserror::Error, Debug)]
|
||||
pub enum TextureError {
|
||||
#[error("Animated texture error: {0}")]
|
||||
Animated(#[from] AnimatedTextureError),
|
||||
|
||||
#[error("Failed to load texture: {0}")]
|
||||
LoadFailed(String),
|
||||
|
||||
@@ -93,12 +88,6 @@ pub enum TextureError {
|
||||
RenderFailed(String),
|
||||
}
|
||||
|
||||
#[derive(thiserror::Error, Debug)]
|
||||
pub enum AnimatedTextureError {
|
||||
#[error("Frame duration must be positive, got {0}")]
|
||||
InvalidFrameDuration(f32),
|
||||
}
|
||||
|
||||
/// Errors related to entity operations.
|
||||
#[derive(thiserror::Error, Debug)]
|
||||
pub enum EntityError {
|
||||
@@ -107,18 +96,8 @@ pub enum EntityError {
|
||||
|
||||
#[error("Edge not found: from {from} to {to}")]
|
||||
EdgeNotFound { from: usize, to: usize },
|
||||
|
||||
#[error("Invalid movement: {0}")]
|
||||
InvalidMovement(String),
|
||||
|
||||
#[error("Pathfinding failed: {0}")]
|
||||
PathfindingFailed(String),
|
||||
}
|
||||
|
||||
/// Errors related to game state operations.
|
||||
#[derive(thiserror::Error, Debug)]
|
||||
pub enum GameStateError {}
|
||||
|
||||
/// Errors related to map operations.
|
||||
#[derive(thiserror::Error, Debug)]
|
||||
pub enum MapError {
|
||||
|
||||
48
src/events.rs
Normal file
48
src/events.rs
Normal file
@@ -0,0 +1,48 @@
|
||||
use bevy_ecs::{entity::Entity, event::Event};
|
||||
|
||||
use crate::map::direction::Direction;
|
||||
|
||||
/// Player input commands that trigger specific game actions.
|
||||
///
|
||||
/// Commands are generated by the input system in response to keyboard events
|
||||
/// and processed by appropriate game systems to modify state or behavior.
|
||||
#[derive(Clone, Copy, Debug, PartialEq, Eq)]
|
||||
pub enum GameCommand {
|
||||
/// Request immediate game shutdown
|
||||
Exit,
|
||||
/// Set Pac-Man's movement direction
|
||||
MovePlayer(Direction),
|
||||
/// Cycle through debug visualization modes
|
||||
ToggleDebug,
|
||||
/// Toggle audio mute state
|
||||
MuteAudio,
|
||||
/// Restart the current level with fresh entity positions and items
|
||||
ResetLevel,
|
||||
/// Pause or resume game ticking logic
|
||||
TogglePause,
|
||||
}
|
||||
|
||||
/// Global events that flow through the ECS event system to coordinate game behavior.
|
||||
///
|
||||
/// Events enable loose coupling between systems - input generates commands, collision
|
||||
/// detection reports overlaps, and various systems respond appropriately without
|
||||
/// direct dependencies.
|
||||
#[derive(Event, Clone, Copy, Debug, PartialEq, Eq)]
|
||||
pub enum GameEvent {
|
||||
/// Player input command to be processed by relevant game systems
|
||||
Command(GameCommand),
|
||||
/// Physical overlap detected between two entities requiring gameplay response
|
||||
Collision(Entity, Entity),
|
||||
}
|
||||
|
||||
impl From<GameCommand> for GameEvent {
|
||||
fn from(command: GameCommand) -> Self {
|
||||
GameEvent::Command(command)
|
||||
}
|
||||
}
|
||||
|
||||
/// Data for requesting stage transitions; processed centrally in stage_system
|
||||
#[derive(Event, Clone, Copy, Debug, PartialEq, Eq)]
|
||||
pub enum StageTransition {
|
||||
GhostEatenPause { ghost_entity: Entity },
|
||||
}
|
||||
160
src/formatter.rs
Normal file
160
src/formatter.rs
Normal file
@@ -0,0 +1,160 @@
|
||||
//! Custom tracing formatter with tick counter integration
|
||||
|
||||
use std::fmt;
|
||||
use std::sync::atomic::{AtomicU64, Ordering};
|
||||
use time::macros::format_description;
|
||||
use time::{format_description::FormatItem, OffsetDateTime};
|
||||
use tracing::{Event, Level, Subscriber};
|
||||
use tracing_subscriber::fmt::format::Writer;
|
||||
use tracing_subscriber::fmt::{FmtContext, FormatEvent, FormatFields, FormattedFields};
|
||||
use tracing_subscriber::registry::LookupSpan;
|
||||
|
||||
/// Global atomic counter for tracking game ticks
|
||||
static TICK_COUNTER: AtomicU64 = AtomicU64::new(0);
|
||||
|
||||
/// Maximum value for tick counter display (16-bit hex)
|
||||
const TICK_DISPLAY_MASK: u64 = 0xFFFF;
|
||||
|
||||
/// Cached format description for timestamps
|
||||
/// Uses 3 subsecond digits on Emscripten, 5 otherwise for better performance
|
||||
#[cfg(target_os = "emscripten")]
|
||||
const TIMESTAMP_FORMAT: &[FormatItem<'static>] = format_description!("[hour]:[minute]:[second].[subsecond digits:3]");
|
||||
|
||||
#[cfg(not(target_os = "emscripten"))]
|
||||
const TIMESTAMP_FORMAT: &[FormatItem<'static>] = format_description!("[hour]:[minute]:[second].[subsecond digits:5]");
|
||||
|
||||
/// A custom formatter that includes both timestamp and tick counter in hexadecimal
|
||||
///
|
||||
/// Re-implementation of the Full formatter to add a tick counter and timestamp.
|
||||
pub struct CustomFormatter;
|
||||
|
||||
impl<S, N> FormatEvent<S, N> for CustomFormatter
|
||||
where
|
||||
S: Subscriber + for<'a> LookupSpan<'a>,
|
||||
N: for<'a> FormatFields<'a> + 'static,
|
||||
{
|
||||
fn format_event(&self, ctx: &FmtContext<'_, S, N>, mut writer: Writer<'_>, event: &Event<'_>) -> fmt::Result {
|
||||
let meta = event.metadata();
|
||||
|
||||
// 1) Timestamp (dimmed when ANSI)
|
||||
let now = OffsetDateTime::now_utc();
|
||||
let formatted_time = now.format(&TIMESTAMP_FORMAT).map_err(|e| {
|
||||
eprintln!("Failed to format timestamp: {}", e);
|
||||
fmt::Error
|
||||
})?;
|
||||
write_dimmed(&mut writer, formatted_time)?;
|
||||
writer.write_char(' ')?;
|
||||
|
||||
// 2) Tick counter, dim when ANSI
|
||||
let tick_count = get_tick_count() & TICK_DISPLAY_MASK;
|
||||
if writer.has_ansi_escapes() {
|
||||
write!(writer, "\x1b[2m0x{:04X}\x1b[0m ", tick_count)?;
|
||||
} else {
|
||||
write!(writer, "0x{:04X} ", tick_count)?;
|
||||
}
|
||||
|
||||
// 3) Colored 5-char level like Full
|
||||
write_colored_level(&mut writer, meta.level())?;
|
||||
writer.write_char(' ')?;
|
||||
|
||||
// 4) Span scope chain (bold names, fields in braces, dimmed ':')
|
||||
if let Some(scope) = ctx.event_scope() {
|
||||
let mut saw_any = false;
|
||||
for span in scope.from_root() {
|
||||
write_bold(&mut writer, span.metadata().name())?;
|
||||
saw_any = true;
|
||||
let ext = span.extensions();
|
||||
if let Some(fields) = &ext.get::<FormattedFields<N>>() {
|
||||
if !fields.is_empty() {
|
||||
write_bold(&mut writer, "{")?;
|
||||
write!(writer, "{}", fields)?;
|
||||
write_bold(&mut writer, "}")?;
|
||||
}
|
||||
}
|
||||
if writer.has_ansi_escapes() {
|
||||
write!(writer, "\x1b[2m:\x1b[0m")?;
|
||||
} else {
|
||||
writer.write_char(':')?;
|
||||
}
|
||||
}
|
||||
if saw_any {
|
||||
writer.write_char(' ')?;
|
||||
}
|
||||
}
|
||||
|
||||
// 5) Target (dimmed), then a space
|
||||
if writer.has_ansi_escapes() {
|
||||
write!(writer, "\x1b[2m{}\x1b[0m\x1b[2m:\x1b[0m ", meta.target())?;
|
||||
} else {
|
||||
write!(writer, "{}: ", meta.target())?;
|
||||
}
|
||||
|
||||
// 6) Event fields
|
||||
ctx.format_fields(writer.by_ref(), event)?;
|
||||
|
||||
// 7) Newline
|
||||
writeln!(writer)
|
||||
}
|
||||
}
|
||||
|
||||
/// Write the verbosity level with the same coloring/alignment as the Full formatter.
|
||||
fn write_colored_level(writer: &mut Writer<'_>, level: &Level) -> fmt::Result {
|
||||
if writer.has_ansi_escapes() {
|
||||
// Basic ANSI color sequences; reset with \x1b[0m
|
||||
let (color, text) = match *level {
|
||||
Level::TRACE => ("\x1b[35m", "TRACE"), // purple
|
||||
Level::DEBUG => ("\x1b[34m", "DEBUG"), // blue
|
||||
Level::INFO => ("\x1b[32m", " INFO"), // green, note leading space
|
||||
Level::WARN => ("\x1b[33m", " WARN"), // yellow, note leading space
|
||||
Level::ERROR => ("\x1b[31m", "ERROR"), // red
|
||||
};
|
||||
write!(writer, "{}{}\x1b[0m", color, text)
|
||||
} else {
|
||||
// Right-pad to width 5 like Full's non-ANSI mode
|
||||
match *level {
|
||||
Level::TRACE => write!(writer, "{:>5}", "TRACE"),
|
||||
Level::DEBUG => write!(writer, "{:>5}", "DEBUG"),
|
||||
Level::INFO => write!(writer, "{:>5}", " INFO"),
|
||||
Level::WARN => write!(writer, "{:>5}", " WARN"),
|
||||
Level::ERROR => write!(writer, "{:>5}", "ERROR"),
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
fn write_dimmed(writer: &mut Writer<'_>, s: impl fmt::Display) -> fmt::Result {
|
||||
if writer.has_ansi_escapes() {
|
||||
write!(writer, "\x1b[2m{}\x1b[0m", s)
|
||||
} else {
|
||||
write!(writer, "{}", s)
|
||||
}
|
||||
}
|
||||
|
||||
fn write_bold(writer: &mut Writer<'_>, s: impl fmt::Display) -> fmt::Result {
|
||||
if writer.has_ansi_escapes() {
|
||||
write!(writer, "\x1b[1m{}\x1b[0m", s)
|
||||
} else {
|
||||
write!(writer, "{}", s)
|
||||
}
|
||||
}
|
||||
|
||||
/// Increment the global tick counter by 1
|
||||
///
|
||||
/// This should be called once per game tick/frame from the main game loop
|
||||
pub fn increment_tick() {
|
||||
TICK_COUNTER.fetch_add(1, Ordering::Relaxed);
|
||||
}
|
||||
|
||||
/// Get the current tick count
|
||||
///
|
||||
/// Returns the current value of the global tick counter
|
||||
pub fn get_tick_count() -> u64 {
|
||||
TICK_COUNTER.load(Ordering::Relaxed)
|
||||
}
|
||||
|
||||
/// Reset the tick counter to 0
|
||||
///
|
||||
/// This can be used for testing or when restarting the game
|
||||
#[allow(dead_code)]
|
||||
pub fn reset_tick_counter() {
|
||||
TICK_COUNTER.store(0, Ordering::Relaxed);
|
||||
}
|
||||
737
src/game.rs
Normal file
737
src/game.rs
Normal file
@@ -0,0 +1,737 @@
|
||||
//! This module contains the main game logic and state.
|
||||
|
||||
include!(concat!(env!("OUT_DIR"), "/atlas_data.rs"));
|
||||
|
||||
use std::collections::HashMap;
|
||||
use tracing::{debug, info, trace, warn};
|
||||
|
||||
use crate::constants::{self, animation, MapTile, CANVAS_SIZE};
|
||||
use crate::error::{GameError, GameResult};
|
||||
use crate::events::{GameEvent, StageTransition};
|
||||
use crate::map::builder::Map;
|
||||
use crate::map::direction::Direction;
|
||||
use crate::systems::{
|
||||
self, audio_system, blinking_system, collision_system, combined_render_system, directional_render_system,
|
||||
dirty_render_system, eaten_ghost_system, ghost_collision_system, ghost_movement_system, ghost_state_system,
|
||||
hud_render_system, item_system, linear_render_system, present_system, profile, time_to_live_system, touch_ui_render_system,
|
||||
AudioEvent, AudioResource, AudioState, BackbufferResource, Blinking, BufferedDirection, Collider, DebugState,
|
||||
DebugTextureResource, DeltaTime, DirectionalAnimation, EntityType, Frozen, GameStage, Ghost, GhostAnimation, GhostAnimations,
|
||||
GhostBundle, GhostCollider, GhostState, GlobalState, Hidden, ItemBundle, ItemCollider, LastAnimationState, LinearAnimation,
|
||||
MapTextureResource, MovementModifiers, NodeId, PacmanCollider, PlayerAnimation, PlayerBundle, PlayerControlled,
|
||||
PlayerDeathAnimation, PlayerLives, Position, RenderDirty, Renderable, ScoreResource, StartupSequence, SystemId,
|
||||
SystemTimings, Timing, TouchState, Velocity,
|
||||
};
|
||||
|
||||
use crate::texture::animated::{DirectionalTiles, TileSequence};
|
||||
use crate::texture::sprite::AtlasTile;
|
||||
use crate::texture::sprites::{FrightenedColor, GameSprite, GhostSprite, MazeSprite, PacmanSprite};
|
||||
use bevy_ecs::change_detection::DetectChanges;
|
||||
use bevy_ecs::event::EventRegistry;
|
||||
use bevy_ecs::observer::Trigger;
|
||||
use bevy_ecs::schedule::{IntoScheduleConfigs, Schedule, SystemSet};
|
||||
use bevy_ecs::system::{Local, Res, ResMut};
|
||||
use bevy_ecs::world::World;
|
||||
use sdl2::event::EventType;
|
||||
use sdl2::image::LoadTexture;
|
||||
use sdl2::render::{BlendMode, Canvas, ScaleMode, TextureCreator};
|
||||
use sdl2::rwops::RWops;
|
||||
use sdl2::video::{Window, WindowContext};
|
||||
use sdl2::EventPump;
|
||||
|
||||
use crate::{
|
||||
asset::{get_asset_bytes, Asset},
|
||||
events::GameCommand,
|
||||
map::render::MapRenderer,
|
||||
systems::debug::{BatchedLinesResource, TtfAtlasResource},
|
||||
systems::input::{Bindings, CursorPosition},
|
||||
texture::sprite::{AtlasMapper, SpriteAtlas},
|
||||
};
|
||||
|
||||
/// System set for all rendering systems to ensure they run after gameplay logic
|
||||
#[derive(SystemSet, Debug, Hash, PartialEq, Eq, Clone)]
|
||||
enum RenderSet {
|
||||
Animation,
|
||||
}
|
||||
|
||||
/// Core game state manager built on the Bevy ECS architecture.
|
||||
///
|
||||
/// Orchestrates all game systems through a centralized `World` containing entities,
|
||||
/// components, and resources, while a `Schedule` defines system execution order.
|
||||
/// Handles initialization of graphics resources, entity spawning, and per-frame
|
||||
/// game logic coordination. SDL2 resources are stored as `NonSend` to respect
|
||||
/// thread safety requirements while integrating with the ECS.
|
||||
pub struct Game {
|
||||
pub world: World,
|
||||
pub schedule: Schedule,
|
||||
}
|
||||
|
||||
impl Game {
|
||||
/// Initializes the complete game state including ECS world, graphics, and entity spawning.
|
||||
///
|
||||
/// Performs extensive setup: creates render targets and debug textures, loads and parses
|
||||
/// the sprite atlas, renders the static map to a cached texture, builds the navigation
|
||||
/// graph from the board layout, spawns Pac-Man with directional animations, creates
|
||||
/// all four ghosts with their AI behavior, and places collectible items throughout
|
||||
/// the maze. Registers event types and configures the system execution schedule.
|
||||
///
|
||||
/// # Arguments
|
||||
///
|
||||
/// * `canvas` - SDL2 rendering context with static lifetime for ECS storage
|
||||
/// * `texture_creator` - SDL2 texture factory for creating render targets
|
||||
/// * `event_pump` - SDL2 event polling interface for input handling
|
||||
///
|
||||
/// # Errors
|
||||
///
|
||||
/// Returns `GameError` for SDL2 failures, asset loading problems, atlas parsing
|
||||
/// errors, or entity initialization issues.
|
||||
pub fn new(
|
||||
mut canvas: Canvas<Window>,
|
||||
ttf_context: sdl2::ttf::Sdl2TtfContext,
|
||||
texture_creator: TextureCreator<WindowContext>,
|
||||
mut event_pump: EventPump,
|
||||
) -> GameResult<Game> {
|
||||
info!("Starting game initialization");
|
||||
|
||||
debug!("Disabling unnecessary SDL events");
|
||||
Self::disable_sdl_events(&mut event_pump);
|
||||
|
||||
debug!("Setting up textures and fonts");
|
||||
let (backbuffer, mut map_texture, debug_texture, ttf_atlas) =
|
||||
Self::setup_textures_and_fonts(&mut canvas, &texture_creator, ttf_context)?;
|
||||
|
||||
debug!("Initializing audio subsystem");
|
||||
let audio = crate::audio::Audio::new();
|
||||
|
||||
debug!("Loading sprite atlas and map tiles");
|
||||
let (mut atlas, map_tiles) = Self::load_atlas_and_map_tiles(&texture_creator)?;
|
||||
debug!("Rendering static map to texture cache");
|
||||
canvas
|
||||
.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()))?;
|
||||
|
||||
debug!("Building navigation graph from map layout");
|
||||
let map = Map::new(constants::RAW_BOARD)?;
|
||||
|
||||
debug!("Creating player animations and bundle");
|
||||
let (player_animation, player_start_sprite) = Self::create_player_animations(&atlas)?;
|
||||
let player_bundle = Self::create_player_bundle(&map, player_animation, player_start_sprite);
|
||||
|
||||
debug!("Creating death animation sequence");
|
||||
let death_animation = Self::create_death_animation(&atlas)?;
|
||||
|
||||
debug!("Initializing ECS world and system schedule");
|
||||
let mut world = World::default();
|
||||
let mut schedule = Schedule::default();
|
||||
|
||||
debug!("Setting up ECS event registry and observers");
|
||||
Self::setup_ecs(&mut world);
|
||||
|
||||
debug!("Inserting resources into ECS world");
|
||||
Self::insert_resources(
|
||||
&mut world,
|
||||
map,
|
||||
audio,
|
||||
atlas,
|
||||
event_pump,
|
||||
canvas,
|
||||
backbuffer,
|
||||
map_texture,
|
||||
debug_texture,
|
||||
ttf_atlas,
|
||||
death_animation,
|
||||
)?;
|
||||
|
||||
debug!("Configuring system execution schedule");
|
||||
Self::configure_schedule(&mut schedule);
|
||||
|
||||
debug!("Spawning player entity");
|
||||
world.spawn(player_bundle).insert((Frozen, Hidden));
|
||||
|
||||
info!("Spawning game entities");
|
||||
Self::spawn_ghosts(&mut world)?;
|
||||
Self::spawn_items(&mut world)?;
|
||||
|
||||
info!("Game initialization completed successfully");
|
||||
Ok(Game { world, schedule })
|
||||
}
|
||||
|
||||
fn disable_sdl_events(event_pump: &mut EventPump) {
|
||||
for event_type in [
|
||||
EventType::JoyAxisMotion,
|
||||
EventType::JoyBallMotion,
|
||||
EventType::JoyHatMotion,
|
||||
EventType::JoyButtonDown,
|
||||
EventType::JoyButtonUp,
|
||||
EventType::JoyDeviceAdded,
|
||||
EventType::JoyDeviceRemoved,
|
||||
EventType::ControllerAxisMotion,
|
||||
EventType::ControllerButtonDown,
|
||||
EventType::ControllerButtonUp,
|
||||
EventType::ControllerDeviceAdded,
|
||||
EventType::ControllerDeviceRemoved,
|
||||
EventType::ControllerDeviceRemapped,
|
||||
EventType::ControllerTouchpadDown,
|
||||
EventType::ControllerTouchpadMotion,
|
||||
EventType::ControllerTouchpadUp,
|
||||
EventType::DollarGesture,
|
||||
EventType::DollarRecord,
|
||||
EventType::MultiGesture,
|
||||
EventType::ClipboardUpdate,
|
||||
EventType::DropFile,
|
||||
EventType::DropText,
|
||||
EventType::DropBegin,
|
||||
EventType::DropComplete,
|
||||
EventType::AudioDeviceAdded,
|
||||
EventType::AudioDeviceRemoved,
|
||||
EventType::RenderTargetsReset,
|
||||
EventType::RenderDeviceReset,
|
||||
EventType::LocaleChanged,
|
||||
EventType::TextInput,
|
||||
EventType::TextEditing,
|
||||
EventType::Display,
|
||||
EventType::MouseWheel,
|
||||
EventType::AppDidEnterBackground,
|
||||
EventType::AppWillEnterForeground,
|
||||
EventType::AppWillEnterBackground,
|
||||
EventType::AppDidEnterForeground,
|
||||
EventType::AppLowMemory,
|
||||
EventType::AppTerminating,
|
||||
EventType::User,
|
||||
EventType::Last,
|
||||
] {
|
||||
event_pump.disable_event(event_type);
|
||||
}
|
||||
}
|
||||
|
||||
fn setup_textures_and_fonts(
|
||||
canvas: &mut Canvas<Window>,
|
||||
texture_creator: &TextureCreator<WindowContext>,
|
||||
ttf_context: sdl2::ttf::Sdl2TtfContext,
|
||||
) -> GameResult<(
|
||||
sdl2::render::Texture,
|
||||
sdl2::render::Texture,
|
||||
sdl2::render::Texture,
|
||||
crate::texture::ttf::TtfAtlas,
|
||||
)> {
|
||||
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);
|
||||
|
||||
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);
|
||||
|
||||
let output_size = constants::LARGE_CANVAS_SIZE;
|
||||
let mut debug_texture = texture_creator
|
||||
.create_texture_target(Some(sdl2::pixels::PixelFormatEnum::ARGB8888), output_size.x, output_size.y)
|
||||
.map_err(|e| GameError::Sdl(e.to_string()))?;
|
||||
debug_texture.set_blend_mode(BlendMode::Blend);
|
||||
debug_texture.set_scale_mode(ScaleMode::Nearest);
|
||||
|
||||
let font_data: &'static [u8] = get_asset_bytes(Asset::Font)?.to_vec().leak();
|
||||
let font_asset = RWops::from_bytes(font_data).map_err(|_| GameError::Sdl("Failed to load font".to_string()))?;
|
||||
let debug_font = ttf_context
|
||||
.load_font_from_rwops(font_asset, constants::ui::DEBUG_FONT_SIZE)
|
||||
.map_err(|e| GameError::Sdl(e.to_string()))?;
|
||||
|
||||
let mut ttf_atlas = crate::texture::ttf::TtfAtlas::new(texture_creator, &debug_font)?;
|
||||
ttf_atlas.populate_atlas(canvas, texture_creator, &debug_font)?;
|
||||
|
||||
Ok((backbuffer, map_texture, debug_texture, ttf_atlas))
|
||||
}
|
||||
|
||||
fn load_atlas_and_map_tiles(texture_creator: &TextureCreator<WindowContext>) -> GameResult<(SpriteAtlas, Vec<AtlasTile>)> {
|
||||
trace!("Loading atlas image from embedded assets");
|
||||
let atlas_bytes = get_asset_bytes(Asset::AtlasImage)?;
|
||||
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()))
|
||||
}
|
||||
})?;
|
||||
|
||||
debug!(frame_count = ATLAS_FRAMES.len(), "Creating sprite atlas from texture");
|
||||
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);
|
||||
|
||||
trace!("Extracting map tile sprites from atlas");
|
||||
let mut map_tiles = Vec::with_capacity(35);
|
||||
for i in 0..35 {
|
||||
let tile_name = GameSprite::Maze(MazeSprite::Tile(i)).to_path();
|
||||
let tile = atlas.get_tile(&tile_name)?;
|
||||
map_tiles.push(tile);
|
||||
}
|
||||
|
||||
Ok((atlas, map_tiles))
|
||||
}
|
||||
|
||||
fn create_player_animations(atlas: &SpriteAtlas) -> GameResult<(DirectionalAnimation, AtlasTile)> {
|
||||
let up_moving_tiles = [
|
||||
SpriteAtlas::get_tile(atlas, &GameSprite::Pacman(PacmanSprite::Moving(Direction::Up, 0)).to_path())?,
|
||||
SpriteAtlas::get_tile(atlas, &GameSprite::Pacman(PacmanSprite::Moving(Direction::Up, 1)).to_path())?,
|
||||
SpriteAtlas::get_tile(atlas, &GameSprite::Pacman(PacmanSprite::Full).to_path())?,
|
||||
];
|
||||
let down_moving_tiles = [
|
||||
SpriteAtlas::get_tile(atlas, &GameSprite::Pacman(PacmanSprite::Moving(Direction::Down, 0)).to_path())?,
|
||||
SpriteAtlas::get_tile(atlas, &GameSprite::Pacman(PacmanSprite::Moving(Direction::Down, 1)).to_path())?,
|
||||
SpriteAtlas::get_tile(atlas, &GameSprite::Pacman(PacmanSprite::Full).to_path())?,
|
||||
];
|
||||
let left_moving_tiles = [
|
||||
SpriteAtlas::get_tile(atlas, &GameSprite::Pacman(PacmanSprite::Moving(Direction::Left, 0)).to_path())?,
|
||||
SpriteAtlas::get_tile(atlas, &GameSprite::Pacman(PacmanSprite::Moving(Direction::Left, 1)).to_path())?,
|
||||
SpriteAtlas::get_tile(atlas, &GameSprite::Pacman(PacmanSprite::Full).to_path())?,
|
||||
];
|
||||
let right_moving_tiles = [
|
||||
SpriteAtlas::get_tile(
|
||||
atlas,
|
||||
&GameSprite::Pacman(PacmanSprite::Moving(Direction::Right, 0)).to_path(),
|
||||
)?,
|
||||
SpriteAtlas::get_tile(
|
||||
atlas,
|
||||
&GameSprite::Pacman(PacmanSprite::Moving(Direction::Right, 1)).to_path(),
|
||||
)?,
|
||||
SpriteAtlas::get_tile(atlas, &GameSprite::Pacman(PacmanSprite::Full).to_path())?,
|
||||
];
|
||||
|
||||
let moving_tiles = DirectionalTiles::new(
|
||||
TileSequence::new(&up_moving_tiles),
|
||||
TileSequence::new(&down_moving_tiles),
|
||||
TileSequence::new(&left_moving_tiles),
|
||||
TileSequence::new(&right_moving_tiles),
|
||||
);
|
||||
|
||||
let up_stopped_tile =
|
||||
SpriteAtlas::get_tile(atlas, &GameSprite::Pacman(PacmanSprite::Moving(Direction::Up, 1)).to_path())?;
|
||||
let down_stopped_tile =
|
||||
SpriteAtlas::get_tile(atlas, &GameSprite::Pacman(PacmanSprite::Moving(Direction::Down, 1)).to_path())?;
|
||||
let left_stopped_tile =
|
||||
SpriteAtlas::get_tile(atlas, &GameSprite::Pacman(PacmanSprite::Moving(Direction::Left, 1)).to_path())?;
|
||||
let right_stopped_tile = SpriteAtlas::get_tile(
|
||||
atlas,
|
||||
&GameSprite::Pacman(PacmanSprite::Moving(Direction::Right, 1)).to_path(),
|
||||
)?;
|
||||
|
||||
let stopped_tiles = DirectionalTiles::new(
|
||||
TileSequence::new(&[up_stopped_tile]),
|
||||
TileSequence::new(&[down_stopped_tile]),
|
||||
TileSequence::new(&[left_stopped_tile]),
|
||||
TileSequence::new(&[right_stopped_tile]),
|
||||
);
|
||||
|
||||
let player_animation = DirectionalAnimation::new(moving_tiles, stopped_tiles, 5);
|
||||
let player_start_sprite = SpriteAtlas::get_tile(atlas, &GameSprite::Pacman(PacmanSprite::Full).to_path())?;
|
||||
|
||||
Ok((player_animation, player_start_sprite))
|
||||
}
|
||||
|
||||
fn create_death_animation(atlas: &SpriteAtlas) -> GameResult<LinearAnimation> {
|
||||
let mut death_tiles = Vec::new();
|
||||
for i in 0..=10 {
|
||||
// Assuming death animation has 11 frames named pacman/die_0, pacman/die_1, etc.
|
||||
let tile = atlas.get_tile(&GameSprite::Pacman(PacmanSprite::Dying(i)).to_path())?;
|
||||
death_tiles.push(tile);
|
||||
}
|
||||
|
||||
let tile_sequence = TileSequence::new(&death_tiles);
|
||||
Ok(LinearAnimation::new(tile_sequence, 8)) // 8 ticks per frame, non-looping
|
||||
}
|
||||
|
||||
fn create_player_bundle(map: &Map, player_animation: DirectionalAnimation, player_start_sprite: AtlasTile) -> PlayerBundle {
|
||||
PlayerBundle {
|
||||
player: PlayerControlled,
|
||||
position: Position::Stopped {
|
||||
node: map.start_positions.pacman,
|
||||
},
|
||||
velocity: Velocity {
|
||||
speed: constants::mechanics::PLAYER_SPEED,
|
||||
direction: Direction::Left,
|
||||
},
|
||||
movement_modifiers: MovementModifiers::default(),
|
||||
buffered_direction: BufferedDirection::None,
|
||||
sprite: Renderable {
|
||||
sprite: player_start_sprite,
|
||||
layer: 0,
|
||||
},
|
||||
directional_animation: player_animation,
|
||||
entity_type: EntityType::Player,
|
||||
collider: Collider {
|
||||
size: constants::collider::PLAYER_GHOST_SIZE,
|
||||
},
|
||||
pacman_collider: PacmanCollider,
|
||||
}
|
||||
}
|
||||
|
||||
fn setup_ecs(world: &mut World) {
|
||||
EventRegistry::register_event::<GameError>(world);
|
||||
EventRegistry::register_event::<GameEvent>(world);
|
||||
EventRegistry::register_event::<AudioEvent>(world);
|
||||
EventRegistry::register_event::<StageTransition>(world);
|
||||
|
||||
world.add_observer(
|
||||
|event: Trigger<GameEvent>, mut state: ResMut<GlobalState>, _score: ResMut<ScoreResource>| {
|
||||
if matches!(*event, GameEvent::Command(GameCommand::Exit)) {
|
||||
state.exit = true;
|
||||
}
|
||||
},
|
||||
);
|
||||
}
|
||||
|
||||
#[allow(clippy::too_many_arguments)]
|
||||
fn insert_resources(
|
||||
world: &mut World,
|
||||
map: Map,
|
||||
audio: crate::audio::Audio,
|
||||
atlas: SpriteAtlas,
|
||||
event_pump: EventPump,
|
||||
canvas: Canvas<Window>,
|
||||
backbuffer: sdl2::render::Texture,
|
||||
map_texture: sdl2::render::Texture,
|
||||
debug_texture: sdl2::render::Texture,
|
||||
ttf_atlas: crate::texture::ttf::TtfAtlas,
|
||||
death_animation: LinearAnimation,
|
||||
) -> GameResult<()> {
|
||||
world.insert_non_send_resource(atlas);
|
||||
world.insert_resource(Self::create_ghost_animations(world.non_send_resource::<SpriteAtlas>())?);
|
||||
let player_animation = Self::create_player_animations(world.non_send_resource::<SpriteAtlas>())?.0;
|
||||
world.insert_resource(PlayerAnimation(player_animation));
|
||||
world.insert_resource(PlayerDeathAnimation(death_animation));
|
||||
|
||||
world.insert_resource(BatchedLinesResource::new(&map, constants::LARGE_SCALE));
|
||||
world.insert_resource(map);
|
||||
world.insert_resource(GlobalState { exit: false });
|
||||
world.insert_resource(PlayerLives::default());
|
||||
world.insert_resource(ScoreResource(0));
|
||||
world.insert_resource(SystemTimings::default());
|
||||
world.insert_resource(Timing::default());
|
||||
world.insert_resource(Bindings::default());
|
||||
world.insert_resource(DeltaTime { seconds: 0.0, ticks: 0 });
|
||||
world.insert_resource(RenderDirty::default());
|
||||
world.insert_resource(DebugState::default());
|
||||
world.insert_resource(AudioState::default());
|
||||
world.insert_resource(CursorPosition::default());
|
||||
world.insert_resource(TouchState::default());
|
||||
world.insert_resource(GameStage::Starting(StartupSequence::TextOnly {
|
||||
remaining_ticks: constants::startup::STARTUP_FRAMES,
|
||||
}));
|
||||
|
||||
world.insert_non_send_resource(event_pump);
|
||||
world.insert_non_send_resource::<&mut Canvas<Window>>(Box::leak(Box::new(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(TtfAtlasResource(ttf_atlas));
|
||||
world.insert_non_send_resource(AudioResource(audio));
|
||||
Ok(())
|
||||
}
|
||||
|
||||
fn configure_schedule(schedule: &mut Schedule) {
|
||||
let stage_system = profile(SystemId::Stage, systems::stage_system);
|
||||
let input_system = profile(SystemId::Input, systems::input::input_system);
|
||||
let player_control_system = profile(SystemId::PlayerControls, systems::player_control_system);
|
||||
let player_movement_system = profile(SystemId::PlayerMovement, systems::player_movement_system);
|
||||
let player_tunnel_slowdown_system = profile(SystemId::PlayerMovement, systems::player::player_tunnel_slowdown_system);
|
||||
let ghost_movement_system = profile(SystemId::Ghost, ghost_movement_system);
|
||||
let collision_system = profile(SystemId::Collision, collision_system);
|
||||
let ghost_collision_system = profile(SystemId::GhostCollision, ghost_collision_system);
|
||||
let item_system = profile(SystemId::Item, item_system);
|
||||
let audio_system = profile(SystemId::Audio, audio_system);
|
||||
let blinking_system = profile(SystemId::Blinking, blinking_system);
|
||||
let directional_render_system = profile(SystemId::DirectionalRender, directional_render_system);
|
||||
let linear_render_system = profile(SystemId::LinearRender, linear_render_system);
|
||||
let dirty_render_system = profile(SystemId::DirtyRender, dirty_render_system);
|
||||
let hud_render_system = profile(SystemId::HudRender, hud_render_system);
|
||||
let present_system = profile(SystemId::Present, present_system);
|
||||
let unified_ghost_state_system = profile(SystemId::GhostStateAnimation, ghost_state_system);
|
||||
// let death_sequence_system = profile(SystemId::DeathSequence, death_sequence_system);
|
||||
// let game_over_system = profile(SystemId::GameOver, systems::game_over_system);
|
||||
let eaten_ghost_system = profile(SystemId::EatenGhost, eaten_ghost_system);
|
||||
let time_to_live_system = profile(SystemId::TimeToLive, time_to_live_system);
|
||||
|
||||
let forced_dirty_system = |mut dirty: ResMut<RenderDirty>| {
|
||||
dirty.0 = true;
|
||||
};
|
||||
|
||||
schedule.add_systems(
|
||||
forced_dirty_system
|
||||
.run_if(|score: Res<ScoreResource>, stage: Res<GameStage>| score.is_changed() || stage.is_changed()),
|
||||
);
|
||||
|
||||
// Input system should always run to prevent SDL event pump from blocking
|
||||
let input_systems = (
|
||||
input_system.run_if(|mut local: Local<u8>| {
|
||||
*local = local.wrapping_add(1u8);
|
||||
// run every nth frame
|
||||
*local % 2 == 0
|
||||
}),
|
||||
player_control_system,
|
||||
)
|
||||
.chain();
|
||||
|
||||
let gameplay_systems = (
|
||||
(player_movement_system, player_tunnel_slowdown_system, ghost_movement_system).chain(),
|
||||
eaten_ghost_system,
|
||||
(collision_system, ghost_collision_system, item_system).chain(),
|
||||
unified_ghost_state_system,
|
||||
)
|
||||
.chain()
|
||||
.run_if(|game_state: Res<GameStage>| matches!(*game_state, GameStage::Playing));
|
||||
|
||||
schedule.add_systems((blinking_system, directional_render_system, linear_render_system).in_set(RenderSet::Animation));
|
||||
|
||||
schedule.add_systems((
|
||||
time_to_live_system,
|
||||
stage_system,
|
||||
input_systems,
|
||||
gameplay_systems,
|
||||
(
|
||||
dirty_render_system,
|
||||
combined_render_system,
|
||||
hud_render_system,
|
||||
touch_ui_render_system,
|
||||
present_system,
|
||||
)
|
||||
.chain()
|
||||
.after(RenderSet::Animation),
|
||||
audio_system,
|
||||
));
|
||||
}
|
||||
|
||||
fn spawn_items(world: &mut World) -> GameResult<()> {
|
||||
trace!("Loading item sprites from atlas");
|
||||
let pellet_sprite = SpriteAtlas::get_tile(
|
||||
world.non_send_resource::<SpriteAtlas>(),
|
||||
&GameSprite::Maze(MazeSprite::Pellet).to_path(),
|
||||
)?;
|
||||
let energizer_sprite = SpriteAtlas::get_tile(
|
||||
world.non_send_resource::<SpriteAtlas>(),
|
||||
&GameSprite::Maze(MazeSprite::Energizer).to_path(),
|
||||
)?;
|
||||
|
||||
let nodes: Vec<(NodeId, EntityType, AtlasTile, f32)> = world
|
||||
.resource::<Map>()
|
||||
.iter_nodes()
|
||||
.filter_map(|(id, tile)| match tile {
|
||||
MapTile::Pellet => Some((*id, EntityType::Pellet, pellet_sprite, constants::collider::PELLET_SIZE)),
|
||||
MapTile::PowerPellet => Some((
|
||||
*id,
|
||||
EntityType::PowerPellet,
|
||||
energizer_sprite,
|
||||
constants::collider::POWER_PELLET_SIZE,
|
||||
)),
|
||||
_ => None,
|
||||
})
|
||||
.collect();
|
||||
|
||||
info!(
|
||||
pellet_count = nodes.iter().filter(|(_, t, _, _)| *t == EntityType::Pellet).count(),
|
||||
power_pellet_count = nodes.iter().filter(|(_, t, _, _)| *t == EntityType::PowerPellet).count(),
|
||||
"Spawning collectible items"
|
||||
);
|
||||
|
||||
for (id, item_type, sprite, size) in nodes {
|
||||
let mut item = world.spawn(ItemBundle {
|
||||
position: Position::Stopped { node: id },
|
||||
sprite: Renderable { sprite, layer: 1 },
|
||||
entity_type: item_type,
|
||||
collider: Collider { size },
|
||||
item_collider: ItemCollider,
|
||||
});
|
||||
|
||||
if item_type == EntityType::PowerPellet {
|
||||
item.insert((Frozen, Blinking::new(constants::ui::POWER_PELLET_BLINK_RATE)));
|
||||
}
|
||||
}
|
||||
Ok(())
|
||||
}
|
||||
|
||||
/// Creates and spawns all four ghosts with unique AI personalities and directional animations.
|
||||
///
|
||||
/// # Errors
|
||||
///
|
||||
/// Returns `GameError::Texture` if any ghost sprite cannot be found in the atlas,
|
||||
/// typically indicating missing or misnamed sprite files.
|
||||
fn spawn_ghosts(world: &mut World) -> GameResult<()> {
|
||||
trace!("Spawning ghost entities with AI personalities");
|
||||
// Extract the data we need first to avoid borrow conflicts
|
||||
let ghost_start_positions = {
|
||||
let map = world.resource::<Map>();
|
||||
[
|
||||
(Ghost::Blinky, map.start_positions.blinky),
|
||||
(Ghost::Pinky, map.start_positions.pinky),
|
||||
(Ghost::Inky, map.start_positions.inky),
|
||||
(Ghost::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 animations = world.resource::<GhostAnimations>().get_normal(&ghost_type).unwrap().clone();
|
||||
let atlas = world.non_send_resource::<SpriteAtlas>();
|
||||
let sprite_path = GameSprite::Ghost(GhostSprite::Normal(ghost_type, Direction::Left, 0)).to_path();
|
||||
|
||||
GhostBundle {
|
||||
ghost: ghost_type,
|
||||
position: Position::Stopped { node: start_node },
|
||||
velocity: Velocity {
|
||||
speed: ghost_type.base_speed(),
|
||||
direction: Direction::Left,
|
||||
},
|
||||
sprite: Renderable {
|
||||
sprite: SpriteAtlas::get_tile(atlas, &sprite_path)?,
|
||||
layer: 0,
|
||||
},
|
||||
directional_animation: animations,
|
||||
entity_type: EntityType::Ghost,
|
||||
collider: Collider {
|
||||
size: constants::collider::PLAYER_GHOST_SIZE,
|
||||
},
|
||||
ghost_collider: GhostCollider,
|
||||
ghost_state: GhostState::Normal,
|
||||
last_animation_state: LastAnimationState(GhostAnimation::Normal),
|
||||
}
|
||||
};
|
||||
|
||||
let entity = world.spawn(ghost).insert((Frozen, Hidden)).id();
|
||||
trace!(ghost = ?ghost_type, entity = ?entity, start_node, "Spawned ghost entity");
|
||||
}
|
||||
|
||||
info!("All ghost entities spawned successfully");
|
||||
Ok(())
|
||||
}
|
||||
|
||||
fn create_ghost_animations(atlas: &SpriteAtlas) -> GameResult<GhostAnimations> {
|
||||
// Eaten (eyes) animations - single tile per direction
|
||||
let up_eye = atlas.get_tile(&GameSprite::Ghost(GhostSprite::Eyes(Direction::Up)).to_path())?;
|
||||
let down_eye = atlas.get_tile(&GameSprite::Ghost(GhostSprite::Eyes(Direction::Down)).to_path())?;
|
||||
let left_eye = atlas.get_tile(&GameSprite::Ghost(GhostSprite::Eyes(Direction::Left)).to_path())?;
|
||||
let right_eye = atlas.get_tile(&GameSprite::Ghost(GhostSprite::Eyes(Direction::Right)).to_path())?;
|
||||
|
||||
let eyes_tiles = DirectionalTiles::new(
|
||||
TileSequence::new(&[up_eye]),
|
||||
TileSequence::new(&[down_eye]),
|
||||
TileSequence::new(&[left_eye]),
|
||||
TileSequence::new(&[right_eye]),
|
||||
);
|
||||
let eyes = DirectionalAnimation::new(eyes_tiles.clone(), eyes_tiles, animation::GHOST_EATEN_SPEED);
|
||||
|
||||
let mut animations = HashMap::new();
|
||||
|
||||
for ghost_type in [Ghost::Blinky, Ghost::Pinky, Ghost::Inky, Ghost::Clyde] {
|
||||
// Normal animations - create directional tiles for each direction
|
||||
let up_tiles = [
|
||||
atlas.get_tile(&GameSprite::Ghost(GhostSprite::Normal(ghost_type, Direction::Up, 0)).to_path())?,
|
||||
atlas.get_tile(&GameSprite::Ghost(GhostSprite::Normal(ghost_type, Direction::Up, 1)).to_path())?,
|
||||
];
|
||||
let down_tiles = [
|
||||
atlas.get_tile(&GameSprite::Ghost(GhostSprite::Normal(ghost_type, Direction::Down, 0)).to_path())?,
|
||||
atlas.get_tile(&GameSprite::Ghost(GhostSprite::Normal(ghost_type, Direction::Down, 1)).to_path())?,
|
||||
];
|
||||
let left_tiles = [
|
||||
atlas.get_tile(&GameSprite::Ghost(GhostSprite::Normal(ghost_type, Direction::Left, 0)).to_path())?,
|
||||
atlas.get_tile(&GameSprite::Ghost(GhostSprite::Normal(ghost_type, Direction::Left, 1)).to_path())?,
|
||||
];
|
||||
let right_tiles = [
|
||||
atlas.get_tile(&GameSprite::Ghost(GhostSprite::Normal(ghost_type, Direction::Right, 0)).to_path())?,
|
||||
atlas.get_tile(&GameSprite::Ghost(GhostSprite::Normal(ghost_type, Direction::Right, 1)).to_path())?,
|
||||
];
|
||||
|
||||
let normal_moving = DirectionalTiles::new(
|
||||
TileSequence::new(&up_tiles),
|
||||
TileSequence::new(&down_tiles),
|
||||
TileSequence::new(&left_tiles),
|
||||
TileSequence::new(&right_tiles),
|
||||
);
|
||||
let normal = DirectionalAnimation::new(normal_moving.clone(), normal_moving, animation::GHOST_NORMAL_SPEED);
|
||||
|
||||
animations.insert(ghost_type, normal);
|
||||
}
|
||||
|
||||
let (frightened, frightened_flashing) = {
|
||||
// Load frightened animation tiles (same for all ghosts)
|
||||
let frightened_blue_a =
|
||||
atlas.get_tile(&GameSprite::Ghost(GhostSprite::Frightened(FrightenedColor::Blue, 0)).to_path())?;
|
||||
let frightened_blue_b =
|
||||
atlas.get_tile(&GameSprite::Ghost(GhostSprite::Frightened(FrightenedColor::Blue, 1)).to_path())?;
|
||||
let frightened_white_a =
|
||||
atlas.get_tile(&GameSprite::Ghost(GhostSprite::Frightened(FrightenedColor::White, 0)).to_path())?;
|
||||
let frightened_white_b =
|
||||
atlas.get_tile(&GameSprite::Ghost(GhostSprite::Frightened(FrightenedColor::White, 1)).to_path())?;
|
||||
|
||||
(
|
||||
LinearAnimation::new(
|
||||
TileSequence::new(&[frightened_blue_a, frightened_blue_b]),
|
||||
animation::GHOST_NORMAL_SPEED,
|
||||
),
|
||||
LinearAnimation::new(
|
||||
TileSequence::new(&[frightened_blue_a, frightened_white_a, frightened_blue_b, frightened_white_b]),
|
||||
animation::GHOST_FRIGHTENED_SPEED,
|
||||
),
|
||||
)
|
||||
};
|
||||
|
||||
Ok(GhostAnimations::new(animations, eyes, frightened, frightened_flashing))
|
||||
}
|
||||
|
||||
/// Executes one frame of game logic by running all scheduled ECS systems.
|
||||
///
|
||||
/// Updates the world's delta time resource and runs the complete system pipeline:
|
||||
/// input processing, entity movement, collision detection, item collection,
|
||||
/// audio playback, animation updates, and rendering. Each system operates on
|
||||
/// relevant entities and modifies world state, with the schedule ensuring
|
||||
/// proper execution order and data dependencies.
|
||||
///
|
||||
/// # Arguments
|
||||
///
|
||||
/// * `dt` - Frame delta time in seconds for time-based animations and movement
|
||||
///
|
||||
/// # Returns
|
||||
///
|
||||
/// `true` if the game should terminate (exit command received), `false` to continue
|
||||
pub fn tick(&mut self, dt: f32) -> bool {
|
||||
self.world.insert_resource(DeltaTime { seconds: dt, ticks: 1 });
|
||||
|
||||
// Note: We don't need to read the current tick here since we increment it after running systems
|
||||
|
||||
// Measure total frame time including all systems
|
||||
let start = std::time::Instant::now();
|
||||
self.schedule.run(&mut self.world);
|
||||
let total_duration = start.elapsed();
|
||||
|
||||
// Increment tick counter and record the total timing
|
||||
if let (Some(timings), Some(timing)) = (
|
||||
self.world.get_resource::<systems::profiling::SystemTimings>(),
|
||||
self.world.get_resource::<Timing>(),
|
||||
) {
|
||||
let new_tick = timing.increment_tick();
|
||||
timings.add_total_timing(total_duration, new_tick);
|
||||
|
||||
// Log performance warnings for slow frames
|
||||
if total_duration.as_millis() > 20 {
|
||||
// Warn if frame takes more than 20ms
|
||||
warn!(
|
||||
duration_ms = total_duration.as_millis(),
|
||||
frame_dt = ?std::time::Duration::from_secs_f32(dt),
|
||||
tick = new_tick,
|
||||
"Frame took longer than expected"
|
||||
);
|
||||
}
|
||||
}
|
||||
|
||||
let state = self
|
||||
.world
|
||||
.get_resource::<GlobalState>()
|
||||
.expect("GlobalState could not be acquired");
|
||||
|
||||
state.exit
|
||||
}
|
||||
}
|
||||
327
src/game/mod.rs
327
src/game/mod.rs
@@ -1,327 +0,0 @@
|
||||
//! This module contains the main game logic and state.
|
||||
|
||||
use glam::{UVec2, Vec2};
|
||||
use rand::{rngs::SmallRng, Rng, SeedableRng};
|
||||
use sdl2::{
|
||||
keyboard::Keycode,
|
||||
pixels::Color,
|
||||
render::{Canvas, RenderTarget, Texture, TextureCreator},
|
||||
video::WindowContext,
|
||||
};
|
||||
|
||||
use crate::error::{EntityError, GameError, GameResult};
|
||||
|
||||
use crate::entity::{
|
||||
collision::{Collidable, CollisionSystem, EntityId},
|
||||
ghost::{Ghost, GhostType},
|
||||
pacman::Pacman,
|
||||
r#trait::Entity,
|
||||
};
|
||||
|
||||
pub mod state;
|
||||
use state::GameState;
|
||||
|
||||
/// The `Game` struct is the main entry point for the game.
|
||||
///
|
||||
/// It contains the game's state and logic, and is responsible for
|
||||
/// handling user input, updating the game state, and rendering the game.
|
||||
pub struct Game {
|
||||
state: GameState,
|
||||
}
|
||||
|
||||
impl Game {
|
||||
pub fn new(texture_creator: &'static TextureCreator<WindowContext>) -> GameResult<Game> {
|
||||
let state = GameState::new(texture_creator)?;
|
||||
|
||||
Ok(Game { state })
|
||||
}
|
||||
|
||||
pub fn keyboard_event(&mut self, keycode: Keycode) {
|
||||
self.state.pacman.handle_key(keycode);
|
||||
|
||||
if keycode == Keycode::M {
|
||||
self.state.audio.set_mute(!self.state.audio.is_muted());
|
||||
}
|
||||
|
||||
if keycode == Keycode::R {
|
||||
if let Err(e) = self.reset_game_state() {
|
||||
tracing::error!("Failed to reset game state: {}", e);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// Resets the game state, randomizing ghost positions and resetting Pac-Man
|
||||
fn reset_game_state(&mut self) -> GameResult<()> {
|
||||
let pacman_start_node = self.state.map.start_positions.pacman;
|
||||
self.state.pacman = Pacman::new(&self.state.map.graph, pacman_start_node, &self.state.atlas)?;
|
||||
|
||||
// Reset items
|
||||
self.state.items = self.state.map.generate_items(&self.state.atlas)?;
|
||||
|
||||
// Randomize ghost positions
|
||||
let ghost_types = [GhostType::Blinky, GhostType::Pinky, GhostType::Inky, GhostType::Clyde];
|
||||
let mut rng = SmallRng::from_os_rng();
|
||||
|
||||
for (i, ghost) in self.state.ghosts.iter_mut().enumerate() {
|
||||
let random_node = rng.random_range(0..self.state.map.graph.node_count());
|
||||
*ghost = Ghost::new(&self.state.map.graph, random_node, ghost_types[i], &self.state.atlas)?;
|
||||
}
|
||||
|
||||
// Reset collision system
|
||||
self.state.collision_system = CollisionSystem::default();
|
||||
|
||||
// Re-register Pac-Man
|
||||
self.state.pacman_id = self.state.collision_system.register_entity(self.state.pacman.position());
|
||||
|
||||
// Re-register items
|
||||
self.state.item_ids.clear();
|
||||
for item in &self.state.items {
|
||||
let item_id = self.state.collision_system.register_entity(item.position());
|
||||
self.state.item_ids.push(item_id);
|
||||
}
|
||||
|
||||
// Re-register ghosts
|
||||
self.state.ghost_ids.clear();
|
||||
for ghost in &self.state.ghosts {
|
||||
let ghost_id = self.state.collision_system.register_entity(ghost.position());
|
||||
self.state.ghost_ids.push(ghost_id);
|
||||
}
|
||||
|
||||
Ok(())
|
||||
}
|
||||
|
||||
pub fn tick(&mut self, dt: f32) {
|
||||
self.state.pacman.tick(dt, &self.state.map.graph);
|
||||
|
||||
// Update all ghosts
|
||||
for ghost in &mut self.state.ghosts {
|
||||
ghost.tick(dt, &self.state.map.graph);
|
||||
}
|
||||
|
||||
// Update collision system positions
|
||||
self.update_collision_positions();
|
||||
|
||||
// Check for collisions
|
||||
self.check_collisions();
|
||||
}
|
||||
|
||||
/// Toggles the debug mode on and off.
|
||||
///
|
||||
/// When debug mode is enabled, the game will render additional information
|
||||
/// that is useful for debugging, such as the collision grid and entity paths.
|
||||
pub fn toggle_debug_mode(&mut self) {
|
||||
self.state.debug_mode = !self.state.debug_mode;
|
||||
}
|
||||
|
||||
fn update_collision_positions(&mut self) {
|
||||
// Update Pac-Man's position
|
||||
self.state
|
||||
.collision_system
|
||||
.update_position(self.state.pacman_id, self.state.pacman.position());
|
||||
|
||||
// Update ghost positions
|
||||
for (ghost, &ghost_id) in self.state.ghosts.iter().zip(&self.state.ghost_ids) {
|
||||
self.state.collision_system.update_position(ghost_id, ghost.position());
|
||||
}
|
||||
}
|
||||
|
||||
fn check_collisions(&mut self) {
|
||||
// Check Pac-Man vs Items
|
||||
let potential_collisions = self
|
||||
.state
|
||||
.collision_system
|
||||
.potential_collisions(&self.state.pacman.position());
|
||||
|
||||
for entity_id in potential_collisions {
|
||||
if entity_id != self.state.pacman_id {
|
||||
// Check if this is an item collision
|
||||
if let Some(item_index) = self.find_item_by_id(entity_id) {
|
||||
let item = &mut self.state.items[item_index];
|
||||
if !item.is_collected() {
|
||||
item.collect();
|
||||
self.state.score += item.get_score();
|
||||
self.state.audio.eat();
|
||||
|
||||
// Handle energizer effects
|
||||
if matches!(item.item_type, crate::entity::item::ItemType::Energizer) {
|
||||
// TODO: Make ghosts frightened
|
||||
tracing::info!("Energizer collected! Ghosts should become frightened.");
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Check if this is a ghost collision
|
||||
if let Some(_ghost_index) = self.find_ghost_by_id(entity_id) {
|
||||
// TODO: Handle Pac-Man being eaten by ghost
|
||||
tracing::info!("Pac-Man collided with ghost!");
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
fn find_item_by_id(&self, entity_id: EntityId) -> Option<usize> {
|
||||
self.state.item_ids.iter().position(|&id| id == entity_id)
|
||||
}
|
||||
|
||||
fn find_ghost_by_id(&self, entity_id: EntityId) -> Option<usize> {
|
||||
self.state.ghost_ids.iter().position(|&id| id == entity_id)
|
||||
}
|
||||
|
||||
pub fn draw<T: RenderTarget>(&mut self, canvas: &mut Canvas<T>, backbuffer: &mut Texture) -> GameResult<()> {
|
||||
canvas
|
||||
.with_texture_canvas(backbuffer, |canvas| {
|
||||
canvas.set_draw_color(Color::BLACK);
|
||||
canvas.clear();
|
||||
self.state
|
||||
.map
|
||||
.render(canvas, &mut self.state.atlas, &mut self.state.map_tiles);
|
||||
|
||||
// Render all items
|
||||
for item in &self.state.items {
|
||||
if let Err(e) = item.render(canvas, &mut self.state.atlas, &self.state.map.graph) {
|
||||
tracing::error!("Failed to render item: {}", e);
|
||||
}
|
||||
}
|
||||
|
||||
// Render all ghosts
|
||||
for ghost in &self.state.ghosts {
|
||||
if let Err(e) = ghost.render(canvas, &mut self.state.atlas, &self.state.map.graph) {
|
||||
tracing::error!("Failed to render ghost: {}", e);
|
||||
}
|
||||
}
|
||||
|
||||
if let Err(e) = self.state.pacman.render(canvas, &mut self.state.atlas, &self.state.map.graph) {
|
||||
tracing::error!("Failed to render pacman: {}", e);
|
||||
}
|
||||
})
|
||||
.map_err(|e| GameError::Sdl(e.to_string()))?;
|
||||
|
||||
Ok(())
|
||||
}
|
||||
|
||||
pub fn present_backbuffer<T: RenderTarget>(
|
||||
&mut self,
|
||||
canvas: &mut Canvas<T>,
|
||||
backbuffer: &Texture,
|
||||
cursor_pos: glam::Vec2,
|
||||
) -> GameResult<()> {
|
||||
canvas
|
||||
.copy(backbuffer, None, None)
|
||||
.map_err(|e| GameError::Sdl(e.to_string()))?;
|
||||
if self.state.debug_mode {
|
||||
if let Err(e) =
|
||||
self.state
|
||||
.map
|
||||
.debug_render_with_cursor(canvas, &mut self.state.text_texture, &mut self.state.atlas, cursor_pos)
|
||||
{
|
||||
tracing::error!("Failed to render debug cursor: {}", e);
|
||||
}
|
||||
self.render_pathfinding_debug(canvas)?;
|
||||
}
|
||||
self.draw_hud(canvas)?;
|
||||
canvas.present();
|
||||
Ok(())
|
||||
}
|
||||
|
||||
/// Renders pathfinding debug lines from each ghost to Pac-Man.
|
||||
///
|
||||
/// Each ghost's path is drawn in its respective color with a small offset
|
||||
/// to prevent overlapping lines.
|
||||
fn render_pathfinding_debug<T: RenderTarget>(&self, canvas: &mut Canvas<T>) -> GameResult<()> {
|
||||
let pacman_node = self.state.pacman.current_node_id();
|
||||
|
||||
for ghost in self.state.ghosts.iter() {
|
||||
if let Ok(path) = ghost.calculate_path_to_target(&self.state.map.graph, pacman_node) {
|
||||
if path.len() < 2 {
|
||||
continue; // Skip if path is too short
|
||||
}
|
||||
|
||||
// Set the ghost's color
|
||||
canvas.set_draw_color(ghost.debug_color());
|
||||
|
||||
// Calculate offset based on ghost index to prevent overlapping lines
|
||||
// let offset = (i as f32) * 2.0 - 3.0; // Offset range: -3.0 to 3.0
|
||||
|
||||
// Calculate a consistent offset direction for the entire path
|
||||
// let first_node = self.map.graph.get_node(path[0]).unwrap();
|
||||
// let last_node = self.map.graph.get_node(path[path.len() - 1]).unwrap();
|
||||
|
||||
// Use the overall direction from start to end to determine the perpendicular offset
|
||||
let offset = match ghost.ghost_type {
|
||||
GhostType::Blinky => Vec2::new(0.25, 0.5),
|
||||
GhostType::Pinky => Vec2::new(-0.25, -0.25),
|
||||
GhostType::Inky => Vec2::new(0.5, -0.5),
|
||||
GhostType::Clyde => Vec2::new(-0.5, 0.25),
|
||||
} * 5.0;
|
||||
|
||||
// Calculate offset positions for all nodes using the same perpendicular direction
|
||||
let mut offset_positions = Vec::new();
|
||||
for &node_id in &path {
|
||||
let node = self
|
||||
.state
|
||||
.map
|
||||
.graph
|
||||
.get_node(node_id)
|
||||
.ok_or(GameError::Entity(EntityError::NodeNotFound(node_id)))?;
|
||||
let pos = node.position + crate::constants::BOARD_PIXEL_OFFSET.as_vec2();
|
||||
offset_positions.push(pos + offset);
|
||||
}
|
||||
|
||||
// Draw lines between the offset positions
|
||||
for window in offset_positions.windows(2) {
|
||||
if let (Some(from), Some(to)) = (window.first(), window.get(1)) {
|
||||
// Skip if the distance is too far (used for preventing lines between tunnel portals)
|
||||
if from.distance_squared(*to) > (crate::constants::CELL_SIZE * 16).pow(2) as f32 {
|
||||
continue;
|
||||
}
|
||||
|
||||
// Draw the line
|
||||
canvas
|
||||
.draw_line((from.x as i32, from.y as i32), (to.x as i32, to.y as i32))
|
||||
.map_err(|e| GameError::Sdl(e.to_string()))?;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
Ok(())
|
||||
}
|
||||
|
||||
fn draw_hud<T: RenderTarget>(&mut self, canvas: &mut Canvas<T>) -> GameResult<()> {
|
||||
let lives = 3;
|
||||
let score_text = format!("{:02}", self.state.score);
|
||||
let x_offset = 4;
|
||||
let y_offset = 2;
|
||||
let lives_offset = 3;
|
||||
let score_offset = 7 - (score_text.len() as i32);
|
||||
self.state.text_texture.set_scale(1.0);
|
||||
if let Err(e) = self.state.text_texture.render(
|
||||
canvas,
|
||||
&mut self.state.atlas,
|
||||
&format!("{lives}UP HIGH SCORE "),
|
||||
UVec2::new(8 * lives_offset as u32 + x_offset, y_offset),
|
||||
) {
|
||||
tracing::error!("Failed to render HUD text: {}", e);
|
||||
}
|
||||
if let Err(e) = self.state.text_texture.render(
|
||||
canvas,
|
||||
&mut self.state.atlas,
|
||||
&score_text,
|
||||
UVec2::new(8 * score_offset as u32 + x_offset, 8 + y_offset),
|
||||
) {
|
||||
tracing::error!("Failed to render score text: {}", e);
|
||||
}
|
||||
|
||||
// Display FPS information in top-left corner
|
||||
// let fps_text = format!("FPS: {:.1} (1s) / {:.1} (10s)", self.fps_1s, self.fps_10s);
|
||||
// self.render_text_on(
|
||||
// canvas,
|
||||
// &*texture_creator,
|
||||
// &fps_text,
|
||||
// IVec2::new(10, 10),
|
||||
// Color::RGB(255, 255, 0), // Yellow color for FPS display
|
||||
// );
|
||||
|
||||
Ok(())
|
||||
}
|
||||
}
|
||||
@@ -1,140 +0,0 @@
|
||||
use sdl2::{image::LoadTexture, render::TextureCreator, video::WindowContext};
|
||||
use smallvec::SmallVec;
|
||||
|
||||
use crate::{
|
||||
asset::{get_asset_bytes, Asset},
|
||||
audio::Audio,
|
||||
constants::RAW_BOARD,
|
||||
entity::{
|
||||
collision::{Collidable, CollisionSystem},
|
||||
ghost::{Ghost, GhostType},
|
||||
item::Item,
|
||||
pacman::Pacman,
|
||||
},
|
||||
error::{GameError, GameResult, TextureError},
|
||||
game::EntityId,
|
||||
map::Map,
|
||||
texture::{
|
||||
sprite::{AtlasMapper, AtlasTile, SpriteAtlas},
|
||||
text::TextTexture,
|
||||
},
|
||||
};
|
||||
|
||||
/// The `GameState` struct holds all the essential data for the game.
|
||||
///
|
||||
/// This includes the score, map, entities (Pac-Man, ghosts, items),
|
||||
/// collision system, and rendering resources. By centralizing the game's state,
|
||||
/// we can cleanly separate it from the game's logic, making it easier to manage
|
||||
/// and reason about.
|
||||
pub struct GameState {
|
||||
pub score: u32,
|
||||
pub map: Map,
|
||||
pub map_tiles: Vec<AtlasTile>,
|
||||
pub pacman: Pacman,
|
||||
pub pacman_id: EntityId,
|
||||
pub ghosts: SmallVec<[Ghost; 4]>,
|
||||
pub ghost_ids: SmallVec<[EntityId; 4]>,
|
||||
pub items: Vec<Item>,
|
||||
pub item_ids: Vec<EntityId>,
|
||||
pub debug_mode: bool,
|
||||
|
||||
// Collision system
|
||||
pub(crate) collision_system: CollisionSystem,
|
||||
|
||||
// Rendering resources
|
||||
pub(crate) atlas: SpriteAtlas,
|
||||
pub(crate) text_texture: TextTexture,
|
||||
|
||||
// Audio
|
||||
pub audio: Audio,
|
||||
}
|
||||
|
||||
impl GameState {
|
||||
/// Creates a new `GameState` by initializing all the game's data.
|
||||
///
|
||||
/// This function sets up the map, Pac-Man, ghosts, items, collision system,
|
||||
/// and all rendering resources required to start the game. It returns a `GameResult`
|
||||
/// to handle any potential errors during initialization.
|
||||
pub fn new(texture_creator: &'static TextureCreator<WindowContext>) -> GameResult<Self> {
|
||||
let map = Map::new(RAW_BOARD)?;
|
||||
|
||||
let pacman_start_node = map.start_positions.pacman;
|
||||
|
||||
let atlas_bytes = get_asset_bytes(Asset::Atlas)?;
|
||||
let atlas_texture = texture_creator.load_texture_bytes(&atlas_bytes).map_err(|e| {
|
||||
if e.to_string().contains("format") || e.to_string().contains("unsupported") {
|
||||
GameError::Texture(TextureError::InvalidFormat(format!("Unsupported texture format: {e}")))
|
||||
} else {
|
||||
GameError::Texture(TextureError::LoadFailed(e.to_string()))
|
||||
}
|
||||
})?;
|
||||
let atlas_json = get_asset_bytes(Asset::AtlasJson)?;
|
||||
let atlas_mapper: AtlasMapper = serde_json::from_slice(&atlas_json)?;
|
||||
let atlas = SpriteAtlas::new(atlas_texture, atlas_mapper);
|
||||
|
||||
let mut map_tiles = Vec::with_capacity(35);
|
||||
for i in 0..35 {
|
||||
let tile_name = format!("maze/tiles/{}.png", i);
|
||||
let tile = SpriteAtlas::get_tile(&atlas, &tile_name)
|
||||
.ok_or(GameError::Texture(TextureError::AtlasTileNotFound(tile_name)))?;
|
||||
map_tiles.push(tile);
|
||||
}
|
||||
|
||||
let text_texture = TextTexture::new(1.0);
|
||||
let audio = Audio::new();
|
||||
let pacman = Pacman::new(&map.graph, pacman_start_node, &atlas)?;
|
||||
|
||||
// Generate items (pellets and energizers)
|
||||
let items = map.generate_items(&atlas)?;
|
||||
|
||||
// Initialize collision system
|
||||
let mut collision_system = CollisionSystem::default();
|
||||
|
||||
// Register Pac-Man
|
||||
let pacman_id = collision_system.register_entity(pacman.position());
|
||||
|
||||
// Register items
|
||||
let item_ids = items
|
||||
.iter()
|
||||
.map(|item| collision_system.register_entity(item.position()))
|
||||
.collect();
|
||||
|
||||
// Create and register ghosts
|
||||
let ghosts = [GhostType::Blinky, GhostType::Pinky, GhostType::Inky, GhostType::Clyde]
|
||||
.iter()
|
||||
.zip(
|
||||
[
|
||||
map.start_positions.blinky,
|
||||
map.start_positions.pinky,
|
||||
map.start_positions.inky,
|
||||
map.start_positions.clyde,
|
||||
]
|
||||
.iter(),
|
||||
)
|
||||
.map(|(ghost_type, start_node)| Ghost::new(&map.graph, *start_node, *ghost_type, &atlas))
|
||||
.collect::<GameResult<SmallVec<[_; 4]>>>()?;
|
||||
|
||||
// Register ghosts
|
||||
let ghost_ids = ghosts
|
||||
.iter()
|
||||
.map(|ghost| collision_system.register_entity(ghost.position()))
|
||||
.collect();
|
||||
|
||||
Ok(Self {
|
||||
map,
|
||||
atlas,
|
||||
map_tiles,
|
||||
pacman,
|
||||
pacman_id,
|
||||
ghosts,
|
||||
ghost_ids,
|
||||
items,
|
||||
item_ids,
|
||||
text_texture,
|
||||
audio,
|
||||
score: 0,
|
||||
debug_mode: false,
|
||||
collision_system,
|
||||
})
|
||||
}
|
||||
}
|
||||
@@ -1,10 +0,0 @@
|
||||
use glam::{IVec2, UVec2};
|
||||
use sdl2::rect::Rect;
|
||||
|
||||
pub fn centered_with_size(pixel_pos: IVec2, size: UVec2) -> Rect {
|
||||
// Ensure the position doesn't cause integer overflow when centering
|
||||
let x = pixel_pos.x.saturating_sub(size.x as i32 / 2);
|
||||
let y = pixel_pos.y.saturating_sub(size.y as i32 / 2);
|
||||
|
||||
Rect::new(x, y, size.x, size.y)
|
||||
}
|
||||
21
src/lib.rs
21
src/lib.rs
@@ -1,13 +1,22 @@
|
||||
//! Pac-Man game library crate.
|
||||
#![cfg_attr(coverage_nightly, feature(coverage_attribute))]
|
||||
|
||||
#[cfg_attr(coverage_nightly, coverage(off))]
|
||||
pub mod app;
|
||||
pub mod asset;
|
||||
#[cfg_attr(coverage_nightly, coverage(off))]
|
||||
pub mod audio;
|
||||
pub mod constants;
|
||||
pub mod entity;
|
||||
#[cfg_attr(coverage_nightly, coverage(off))]
|
||||
pub mod error;
|
||||
pub mod game;
|
||||
pub mod helpers;
|
||||
pub mod map;
|
||||
#[cfg_attr(coverage_nightly, coverage(off))]
|
||||
pub mod events;
|
||||
#[cfg_attr(coverage_nightly, coverage(off))]
|
||||
pub mod formatter;
|
||||
#[cfg_attr(coverage_nightly, coverage(off))]
|
||||
pub mod platform;
|
||||
|
||||
pub mod asset;
|
||||
pub mod constants;
|
||||
pub mod game;
|
||||
pub mod map;
|
||||
pub mod systems;
|
||||
pub mod texture;
|
||||
|
||||
39
src/main.rs
39
src/main.rs
@@ -1,40 +1,43 @@
|
||||
// Note: This disables the console window on Windows. We manually re-attach to the parent terminal or process later on.
|
||||
#![windows_subsystem = "windows"]
|
||||
#![cfg_attr(coverage_nightly, feature(coverage_attribute))]
|
||||
|
||||
use crate::{app::App, constants::LOOP_TIME};
|
||||
use tracing::info;
|
||||
use tracing_error::ErrorLayer;
|
||||
use tracing_subscriber::layer::SubscriberExt;
|
||||
|
||||
#[cfg_attr(coverage_nightly, coverage(off))]
|
||||
mod app;
|
||||
mod asset;
|
||||
#[cfg_attr(coverage_nightly, coverage(off))]
|
||||
mod audio;
|
||||
mod constants;
|
||||
|
||||
mod entity;
|
||||
#[cfg_attr(coverage_nightly, coverage(off))]
|
||||
mod error;
|
||||
mod game;
|
||||
mod helpers;
|
||||
mod map;
|
||||
#[cfg_attr(coverage_nightly, coverage(off))]
|
||||
mod events;
|
||||
#[cfg_attr(coverage_nightly, coverage(off))]
|
||||
mod formatter;
|
||||
#[cfg_attr(coverage_nightly, coverage(off))]
|
||||
mod platform;
|
||||
|
||||
mod asset;
|
||||
mod constants;
|
||||
mod game;
|
||||
mod map;
|
||||
mod systems;
|
||||
mod texture;
|
||||
|
||||
/// The main entry point of the application.
|
||||
///
|
||||
/// This function initializes SDL, the window, the game state, and then enters
|
||||
/// the main game loop.
|
||||
#[cfg_attr(coverage_nightly, coverage(off))]
|
||||
pub fn main() {
|
||||
// Setup tracing
|
||||
let subscriber = tracing_subscriber::fmt()
|
||||
.with_ansi(cfg!(not(target_os = "emscripten")))
|
||||
.with_max_level(tracing::Level::DEBUG)
|
||||
.finish()
|
||||
.with(ErrorLayer::default());
|
||||
|
||||
tracing::subscriber::set_global_default(subscriber).expect("Could not set global default");
|
||||
// On Windows, this connects output streams to the console dynamically
|
||||
// On Emscripten, this connects the subscriber to the browser console
|
||||
platform::init_console().expect("Could not initialize console");
|
||||
|
||||
let mut app = App::new().expect("Could not create app");
|
||||
|
||||
info!("Starting game loop ({:?})", LOOP_TIME);
|
||||
info!(loop_time = ?LOOP_TIME, "Starting game loop");
|
||||
|
||||
loop {
|
||||
if !app.run() {
|
||||
|
||||
@@ -1,36 +1,48 @@
|
||||
//! Map construction and building functionality.
|
||||
|
||||
use crate::constants::{MapTile, BOARD_CELL_SIZE, CELL_SIZE, RAW_BOARD};
|
||||
use crate::entity::direction::Direction;
|
||||
use crate::entity::graph::{EdgePermissions, Graph, Node, NodeId};
|
||||
use crate::entity::item::{Item, ItemType};
|
||||
use crate::constants::{MapTile, BOARD_CELL_SIZE, CELL_SIZE};
|
||||
use crate::map::direction::Direction;
|
||||
use crate::map::graph::{Graph, Node, TraversalFlags};
|
||||
use crate::map::parser::MapTileParser;
|
||||
use crate::map::render::MapRenderer;
|
||||
use crate::texture::sprite::{AtlasTile, Sprite, SpriteAtlas};
|
||||
use glam::{IVec2, Vec2};
|
||||
use sdl2::render::{Canvas, RenderTarget};
|
||||
use crate::systems::movement::NodeId;
|
||||
use bevy_ecs::resource::Resource;
|
||||
use glam::{I8Vec2, IVec2, Vec2};
|
||||
use std::collections::{HashMap, VecDeque};
|
||||
use tracing::debug;
|
||||
|
||||
use crate::error::{GameResult, MapError};
|
||||
|
||||
/// The starting positions of the entities in the game.
|
||||
/// Predefined spawn locations for all game entities within the navigation graph.
|
||||
///
|
||||
/// These positions are determined during map parsing and graph construction.
|
||||
pub struct NodePositions {
|
||||
/// Pac-Man's starting position in the lower section of the maze
|
||||
pub pacman: NodeId,
|
||||
/// Blinky starts at the ghost house entrance
|
||||
pub blinky: NodeId,
|
||||
/// Pinky starts in the left area of the ghost house
|
||||
pub pinky: NodeId,
|
||||
/// Inky starts in the right area of the ghost house
|
||||
pub inky: NodeId,
|
||||
/// Clyde starts in the center of the ghost house
|
||||
pub clyde: NodeId,
|
||||
}
|
||||
|
||||
/// The main map structure containing the game board and navigation graph.
|
||||
/// Complete maze representation combining visual layout with navigation pathfinding.
|
||||
///
|
||||
/// Transforms the ASCII board layout into a fully connected navigation graph
|
||||
/// while preserving tile-based collision and rendering data. The graph enables
|
||||
/// smooth entity movement with proper pathfinding, while the grid mapping allows
|
||||
/// efficient spatial queries and debug visualization.
|
||||
#[derive(Resource)]
|
||||
pub struct Map {
|
||||
/// The node map for entity movement.
|
||||
/// Connected graph of navigable positions.
|
||||
pub graph: Graph,
|
||||
/// A mapping from grid positions to node IDs.
|
||||
pub grid_to_node: HashMap<IVec2, NodeId>,
|
||||
/// A mapping of the starting positions of the entities.
|
||||
/// Bidirectional mapping between 2D grid coordinates and graph node indices.
|
||||
pub grid_to_node: HashMap<I8Vec2, NodeId>,
|
||||
/// Predetermined spawn locations for all game entities
|
||||
pub start_positions: NodePositions,
|
||||
/// 2D array of tile types for collision detection and rendering
|
||||
tiles: [[MapTile; BOARD_CELL_SIZE.y as usize]; BOARD_CELL_SIZE.x as usize],
|
||||
}
|
||||
|
||||
impl Map {
|
||||
@@ -44,11 +56,17 @@ impl Map {
|
||||
/// This function will panic if the board layout contains unknown characters or if
|
||||
/// the house door is not defined by exactly two '=' characters.
|
||||
pub fn new(raw_board: [&str; BOARD_CELL_SIZE.y as usize]) -> GameResult<Map> {
|
||||
debug!("Starting map construction from character layout");
|
||||
let parsed_map = MapTileParser::parse_board(raw_board)?;
|
||||
|
||||
let map = parsed_map.tiles;
|
||||
let house_door = parsed_map.house_door;
|
||||
let tunnel_ends = parsed_map.tunnel_ends;
|
||||
debug!(
|
||||
house_door_count = house_door.len(),
|
||||
tunnel_ends_count = tunnel_ends.len(),
|
||||
"Parsed map special locations"
|
||||
);
|
||||
|
||||
let mut graph = Graph::new();
|
||||
let mut grid_to_node = HashMap::new();
|
||||
@@ -64,8 +82,8 @@ impl Map {
|
||||
let mut queue = VecDeque::new();
|
||||
queue.push_back(start_pos);
|
||||
let pos = Vec2::new(
|
||||
(start_pos.x * CELL_SIZE as i32) as f32,
|
||||
(start_pos.y * CELL_SIZE as i32) as f32,
|
||||
(start_pos.x as i32 * CELL_SIZE as i32) as f32,
|
||||
(start_pos.y as i32 * CELL_SIZE as i32) as f32,
|
||||
) + cell_offset;
|
||||
let node_id = graph.add_node(Node { position: pos });
|
||||
grid_to_node.insert(start_pos, node_id);
|
||||
@@ -77,9 +95,9 @@ impl Map {
|
||||
|
||||
// Skip if the new position is out of bounds
|
||||
if new_position.x < 0
|
||||
|| new_position.x >= BOARD_CELL_SIZE.x as i32
|
||||
|| new_position.x as i32 >= BOARD_CELL_SIZE.x as i32
|
||||
|| new_position.y < 0
|
||||
|| new_position.y >= BOARD_CELL_SIZE.y as i32
|
||||
|| new_position.y as i32 >= BOARD_CELL_SIZE.y as i32
|
||||
{
|
||||
continue;
|
||||
}
|
||||
@@ -96,8 +114,8 @@ impl Map {
|
||||
) {
|
||||
// Add the new position to the graph/queue
|
||||
let pos = Vec2::new(
|
||||
(new_position.x * CELL_SIZE as i32) as f32,
|
||||
(new_position.y * CELL_SIZE as i32) as f32,
|
||||
(new_position.x as i32 * CELL_SIZE as i32) as f32,
|
||||
(new_position.y as i32 * CELL_SIZE as i32) as f32,
|
||||
) + cell_offset;
|
||||
let new_node_id = graph.add_node(Node { position: pos });
|
||||
grid_to_node.insert(new_position, new_node_id);
|
||||
@@ -120,7 +138,7 @@ impl Map {
|
||||
for (grid_pos, &node_id) in &grid_to_node {
|
||||
for dir in Direction::DIRECTIONS {
|
||||
// If the node doesn't have an edge in this direction, look for a neighbor in that direction
|
||||
if graph.adjacency_list[node_id].get(dir).is_none() {
|
||||
if graph.adjacency_list[node_id as usize].get(dir).is_none() {
|
||||
let neighbor = grid_pos + dir.as_ivec2();
|
||||
// If the neighbor exists, connect the node to it
|
||||
if let Some(&neighbor_id) = grid_to_node.get(&neighbor) {
|
||||
@@ -145,81 +163,53 @@ impl Map {
|
||||
};
|
||||
|
||||
// Build tunnel connections
|
||||
debug!("Building tunnel connections");
|
||||
Self::build_tunnels(&mut graph, &grid_to_node, &tunnel_ends)?;
|
||||
|
||||
debug!(node_count = graph.nodes().count(), "Map construction completed successfully");
|
||||
Ok(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);
|
||||
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)
|
||||
})
|
||||
}
|
||||
|
||||
/// 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));
|
||||
}
|
||||
}
|
||||
_ => {}
|
||||
}
|
||||
/// Returns the `MapTile` at a given node id.
|
||||
pub fn tile_at_node(&self, node_id: NodeId) -> Option<MapTile> {
|
||||
// reverse lookup: node -> grid
|
||||
for (grid_pos, id) in &self.grid_to_node {
|
||||
if *id == node_id {
|
||||
return Some(self.tiles[grid_pos.x as usize][grid_pos.y as usize]);
|
||||
}
|
||||
}
|
||||
|
||||
Ok(items)
|
||||
None
|
||||
}
|
||||
|
||||
/// Renders a debug visualization with cursor-based highlighting.
|
||||
/// Constructs the ghost house area with restricted access and internal navigation.
|
||||
///
|
||||
/// This function provides interactive debugging by highlighting the nearest node
|
||||
/// to the cursor, showing its ID, and highlighting its connections.
|
||||
pub fn debug_render_with_cursor<T: RenderTarget>(
|
||||
&self,
|
||||
canvas: &mut Canvas<T>,
|
||||
text_renderer: &mut crate::texture::text::TextTexture,
|
||||
atlas: &mut SpriteAtlas,
|
||||
cursor_pos: glam::Vec2,
|
||||
) -> GameResult<()> {
|
||||
MapRenderer::debug_render_with_cursor(&self.graph, canvas, text_renderer, atlas, cursor_pos)
|
||||
}
|
||||
|
||||
/// Builds the house structure in the graph.
|
||||
/// Creates a multi-level ghost house with entrance control, internal movement
|
||||
/// areas, and starting positions for each ghost. The house entrance uses
|
||||
/// ghost-only traversal flags to prevent Pac-Man from entering while allowing
|
||||
/// ghosts to exit. Internal nodes are arranged in vertical lines to provide
|
||||
/// distinct starting areas for each ghost character.
|
||||
///
|
||||
/// # Returns
|
||||
///
|
||||
/// Tuple of node IDs: (house_entrance, left_center, center_center, right_center)
|
||||
/// representing the four key positions within the ghost house structure.
|
||||
fn build_house(
|
||||
graph: &mut Graph,
|
||||
grid_to_node: &HashMap<IVec2, NodeId>,
|
||||
house_door: &[Option<IVec2>; 2],
|
||||
) -> GameResult<(usize, usize, usize, usize)> {
|
||||
grid_to_node: &HashMap<I8Vec2, NodeId>,
|
||||
house_door: &[Option<I8Vec2>; 2],
|
||||
) -> GameResult<(NodeId, NodeId, NodeId, NodeId)> {
|
||||
// Calculate the position of the house entrance node
|
||||
let (house_entrance_node_id, house_entrance_node_position) = {
|
||||
// Translate the grid positions to the actual node ids
|
||||
@@ -240,10 +230,13 @@ impl Map {
|
||||
|
||||
// Calculate the position of the house node
|
||||
let (node_id, node_position) = {
|
||||
let left_pos = graph.get_node(*left_node).ok_or(MapError::NodeNotFound(*left_node))?.position;
|
||||
let left_pos = graph
|
||||
.get_node(*left_node)
|
||||
.ok_or(MapError::NodeNotFound(*left_node as usize))?
|
||||
.position;
|
||||
let right_pos = graph
|
||||
.get_node(*right_node)
|
||||
.ok_or(MapError::NodeNotFound(*right_node))?
|
||||
.ok_or(MapError::NodeNotFound(*right_node as usize))?
|
||||
.position;
|
||||
let house_node = graph.add_node(Node {
|
||||
position: left_pos.lerp(right_pos, 0.5),
|
||||
@@ -267,10 +260,10 @@ impl Map {
|
||||
// Place the nodes at, above, and below the center position
|
||||
let center_node_id = graph.add_node(Node { position: center_pos });
|
||||
let top_node_id = graph.add_node(Node {
|
||||
position: center_pos + (Direction::Up.as_ivec2() * (CELL_SIZE as i32 / 2)).as_vec2(),
|
||||
position: center_pos + IVec2::from(Direction::Up.as_ivec2()).as_vec2() * (CELL_SIZE as f32 / 2.0),
|
||||
});
|
||||
let bottom_node_id = graph.add_node(Node {
|
||||
position: center_pos + (Direction::Down.as_ivec2() * (CELL_SIZE as i32 / 2)).as_vec2(),
|
||||
position: center_pos + IVec2::from(Direction::Down.as_ivec2()).as_vec2() * (CELL_SIZE as f32 / 2.0),
|
||||
});
|
||||
|
||||
// Connect the center node to the top and bottom nodes
|
||||
@@ -286,7 +279,7 @@ impl Map {
|
||||
|
||||
// Calculate the position of the center line's center node
|
||||
let center_line_center_position =
|
||||
house_entrance_node_position + (Direction::Down.as_ivec2() * (3 * CELL_SIZE as i32)).as_vec2();
|
||||
house_entrance_node_position + IVec2::from(Direction::Down.as_ivec2()).as_vec2() * (3.0 * CELL_SIZE as f32);
|
||||
|
||||
// Create the center line
|
||||
let (center_center_node_id, center_top_node_id) = create_house_line(graph, center_line_center_position)?;
|
||||
@@ -300,7 +293,7 @@ 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}")))?;
|
||||
|
||||
@@ -311,20 +304,20 @@ 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}")))?;
|
||||
|
||||
// Create the left line
|
||||
let (left_center_node_id, _) = create_house_line(
|
||||
graph,
|
||||
center_line_center_position + (Direction::Left.as_ivec2() * (CELL_SIZE as i32 * 2)).as_vec2(),
|
||||
center_line_center_position + IVec2::from(Direction::Left.as_ivec2()).as_vec2() * (CELL_SIZE as f32 * 2.0),
|
||||
)?;
|
||||
|
||||
// Create the right line
|
||||
let (right_center_node_id, _) = create_house_line(
|
||||
graph,
|
||||
center_line_center_position + (Direction::Right.as_ivec2() * (CELL_SIZE as i32 * 2)).as_vec2(),
|
||||
center_line_center_position + IVec2::from(Direction::Right.as_ivec2()).as_vec2() * (CELL_SIZE as f32 * 2.0),
|
||||
)?;
|
||||
|
||||
debug!("Left center node id: {left_center_node_id}");
|
||||
@@ -348,11 +341,14 @@ impl Map {
|
||||
))
|
||||
}
|
||||
|
||||
/// Builds the tunnel connections in the graph.
|
||||
/// Creates horizontal tunnel portals for instant teleportation across the maze.
|
||||
///
|
||||
/// Establishes the tunnel system that allows entities to instantly travel from the left edge of the maze to the right edge.
|
||||
/// Creates hidden intermediate nodes beyond the visible tunnel entrances and connects them with zero-distance edges for instantaneous traversal.
|
||||
fn build_tunnels(
|
||||
graph: &mut Graph,
|
||||
grid_to_node: &HashMap<IVec2, NodeId>,
|
||||
tunnel_ends: &[Option<IVec2>; 2],
|
||||
grid_to_node: &HashMap<I8Vec2, NodeId>,
|
||||
tunnel_ends: &[Option<I8Vec2>; 2],
|
||||
) -> GameResult<()> {
|
||||
// Create the hidden tunnel nodes
|
||||
let left_tunnel_hidden_node_id = {
|
||||
@@ -368,15 +364,10 @@ impl Map {
|
||||
Direction::Left,
|
||||
Node {
|
||||
position: left_tunnel_entrance_node.position
|
||||
+ (Direction::Left.as_ivec2() * (CELL_SIZE as i32 * 2)).as_vec2(),
|
||||
+ IVec2::from(Direction::Left.as_ivec2()).as_vec2() * (CELL_SIZE as f32 * 2.0),
|
||||
},
|
||||
)
|
||||
.map_err(|e| {
|
||||
MapError::InvalidConfig(format!(
|
||||
"Failed to connect left tunnel entrance to left tunnel hidden node: {}",
|
||||
e
|
||||
))
|
||||
})?
|
||||
.expect("Failed to connect left tunnel entrance to left tunnel hidden node")
|
||||
};
|
||||
|
||||
// Create the right tunnel nodes
|
||||
@@ -393,15 +384,10 @@ impl Map {
|
||||
Direction::Right,
|
||||
Node {
|
||||
position: right_tunnel_entrance_node.position
|
||||
+ (Direction::Right.as_ivec2() * (CELL_SIZE as i32 * 2)).as_vec2(),
|
||||
+ IVec2::from(Direction::Right.as_ivec2()).as_vec2() * (CELL_SIZE as f32 * 2.0),
|
||||
},
|
||||
)
|
||||
.map_err(|e| {
|
||||
MapError::InvalidConfig(format!(
|
||||
"Failed to connect right tunnel entrance to right tunnel hidden node: {}",
|
||||
e
|
||||
))
|
||||
})?
|
||||
.expect("Failed to connect right tunnel entrance to right tunnel hidden node")
|
||||
};
|
||||
|
||||
// Connect the left tunnel hidden node to the right tunnel hidden node
|
||||
@@ -413,12 +399,7 @@ impl Map {
|
||||
Some(0.0),
|
||||
Direction::Left,
|
||||
)
|
||||
.map_err(|e| {
|
||||
MapError::InvalidConfig(format!(
|
||||
"Failed to connect left tunnel hidden node to right tunnel hidden node: {}",
|
||||
e
|
||||
))
|
||||
})?;
|
||||
.expect("Failed to connect left tunnel hidden node to right tunnel hidden node");
|
||||
|
||||
Ok(())
|
||||
}
|
||||
|
||||
@@ -1,11 +1,15 @@
|
||||
use glam::IVec2;
|
||||
use glam::I8Vec2;
|
||||
use strum_macros::AsRefStr;
|
||||
|
||||
/// The four cardinal directions.
|
||||
#[derive(Debug, Copy, Clone, PartialEq, Eq, Hash)]
|
||||
#[derive(Debug, Clone, Copy, PartialEq, Eq, Hash, Default, AsRefStr)]
|
||||
#[repr(usize)]
|
||||
#[strum(serialize_all = "lowercase")]
|
||||
pub enum Direction {
|
||||
Up,
|
||||
Down,
|
||||
Left,
|
||||
#[default]
|
||||
Right,
|
||||
}
|
||||
|
||||
@@ -24,8 +28,8 @@ impl Direction {
|
||||
}
|
||||
}
|
||||
|
||||
/// Returns the direction as an IVec2.
|
||||
pub fn as_ivec2(self) -> IVec2 {
|
||||
/// Returns the direction as an I8Vec2.
|
||||
pub fn as_ivec2(self) -> I8Vec2 {
|
||||
self.into()
|
||||
}
|
||||
|
||||
@@ -41,13 +45,13 @@ impl Direction {
|
||||
}
|
||||
}
|
||||
|
||||
impl From<Direction> for IVec2 {
|
||||
impl From<Direction> for I8Vec2 {
|
||||
fn from(dir: Direction) -> Self {
|
||||
match dir {
|
||||
Direction::Up => -IVec2::Y,
|
||||
Direction::Down => IVec2::Y,
|
||||
Direction::Left => -IVec2::X,
|
||||
Direction::Right => IVec2::X,
|
||||
Direction::Up => -I8Vec2::Y,
|
||||
Direction::Down => I8Vec2::Y,
|
||||
Direction::Left => -I8Vec2::X,
|
||||
Direction::Right => I8Vec2::X,
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -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.
|
||||
@@ -104,7 +107,7 @@ impl Graph {
|
||||
|
||||
/// Adds a new node with the given data to the graph and returns its ID.
|
||||
pub fn add_node(&mut self, data: Node) -> NodeId {
|
||||
let id = self.nodes.len();
|
||||
let id = self.nodes.len() as NodeId;
|
||||
self.nodes.push(data);
|
||||
self.adjacency_list.push(Intersection::default());
|
||||
id
|
||||
@@ -126,15 +129,15 @@ impl Graph {
|
||||
distance: Option<f32>,
|
||||
direction: Direction,
|
||||
) -> Result<(), &'static str> {
|
||||
if from >= self.adjacency_list.len() {
|
||||
if from as usize >= self.adjacency_list.len() {
|
||||
return Err("From node does not exist.");
|
||||
}
|
||||
if to >= self.adjacency_list.len() {
|
||||
if to as usize >= self.adjacency_list.len() {
|
||||
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,
|
||||
@@ -175,20 +178,20 @@ impl Graph {
|
||||
}
|
||||
None => {
|
||||
// If no distance is provided, calculate it based on the positions of the nodes
|
||||
let from_pos = self.nodes[from].position;
|
||||
let to_pos = self.nodes[to].position;
|
||||
let from_pos = self.nodes[from as usize].position;
|
||||
let to_pos = self.nodes[to as usize].position;
|
||||
from_pos.distance(to_pos)
|
||||
}
|
||||
},
|
||||
direction,
|
||||
permissions,
|
||||
traversal_flags,
|
||||
};
|
||||
|
||||
if from >= self.adjacency_list.len() {
|
||||
if from as usize >= self.adjacency_list.len() {
|
||||
return Err("From node does not exist.");
|
||||
}
|
||||
|
||||
let adjacency_list = &mut self.adjacency_list[from];
|
||||
let adjacency_list = &mut self.adjacency_list[from as usize];
|
||||
|
||||
// Check if the edge already exists in this direction or to the same target
|
||||
if let Some(err) = adjacency_list.edges().find_map(|e| {
|
||||
@@ -212,22 +215,30 @@ impl Graph {
|
||||
|
||||
/// Retrieves an immutable reference to a node's data.
|
||||
pub fn get_node(&self, id: NodeId) -> Option<&Node> {
|
||||
self.nodes.get(id)
|
||||
self.nodes.get(id as usize)
|
||||
}
|
||||
|
||||
/// Returns the total number of nodes in the graph.
|
||||
pub fn node_count(&self) -> usize {
|
||||
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 as NodeId, 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)
|
||||
self.adjacency_list.get(from as usize)?.edges().find(|edge| edge.target == to)
|
||||
}
|
||||
|
||||
/// Finds an edge originating from a given node that follows a specific direction.
|
||||
pub fn find_edge_in_direction(&self, from: NodeId, direction: Direction) -> Option<Edge> {
|
||||
self.adjacency_list.get(from)?.get(direction)
|
||||
self.adjacency_list.get(from as usize)?.get(direction)
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,9 +1,8 @@
|
||||
//! This module defines the game map and provides functions for interacting with it.
|
||||
|
||||
pub mod builder;
|
||||
pub mod direction;
|
||||
pub mod graph;
|
||||
pub mod layout;
|
||||
pub mod parser;
|
||||
pub mod render;
|
||||
|
||||
// Re-export main types for convenience
|
||||
pub use builder::Map;
|
||||
|
||||
@@ -2,34 +2,42 @@
|
||||
|
||||
use crate::constants::{MapTile, BOARD_CELL_SIZE};
|
||||
use crate::error::ParseError;
|
||||
use glam::IVec2;
|
||||
use glam::I8Vec2;
|
||||
|
||||
/// Represents the parsed data from a raw board layout.
|
||||
/// Structured representation of parsed ASCII board layout with extracted special positions.
|
||||
///
|
||||
/// Contains the complete board state after character-to-tile conversion, along with
|
||||
/// the locations of special gameplay elements that require additional processing
|
||||
/// during graph construction. Special positions are extracted during parsing to
|
||||
/// enable proper map builder initialization.
|
||||
#[derive(Debug)]
|
||||
pub struct ParsedMap {
|
||||
/// The parsed tile layout.
|
||||
/// 2D array of tiles converted from ASCII characters
|
||||
pub tiles: [[MapTile; BOARD_CELL_SIZE.y as usize]; BOARD_CELL_SIZE.x as usize],
|
||||
/// The positions of the house door tiles.
|
||||
pub house_door: [Option<IVec2>; 2],
|
||||
/// The positions of the tunnel end tiles.
|
||||
pub tunnel_ends: [Option<IVec2>; 2],
|
||||
/// Pac-Man's starting position.
|
||||
pub pacman_start: Option<IVec2>,
|
||||
/// Two positions marking the ghost house entrance (represented by '=' characters)
|
||||
pub house_door: [Option<I8Vec2>; 2],
|
||||
/// Two positions marking tunnel portals for wraparound teleportation ('T' characters)
|
||||
pub tunnel_ends: [Option<I8Vec2>; 2],
|
||||
/// Starting position for Pac-Man (marked by 'X' character in the layout)
|
||||
pub pacman_start: Option<I8Vec2>,
|
||||
}
|
||||
|
||||
/// Parser for converting raw board layouts into structured map data.
|
||||
pub struct MapTileParser;
|
||||
|
||||
impl MapTileParser {
|
||||
/// Parses a single character into a map tile.
|
||||
/// Converts ASCII characters from the board layout into corresponding tile types.
|
||||
///
|
||||
/// # Arguments
|
||||
/// Interprets the character-based maze representation: walls (`#`), collectible
|
||||
/// pellets (`.` and `o`), traversable spaces (` `), tunnel entrances (`T`),
|
||||
/// ghost house doors (`=`), and entity spawn markers (`X`). Special characters
|
||||
/// that don't represent tiles in the final map (like spawn markers) are
|
||||
/// converted to `Empty` tiles while their positions are tracked separately.
|
||||
///
|
||||
/// * `c` - The character to parse
|
||||
/// # Errors
|
||||
///
|
||||
/// # Returns
|
||||
///
|
||||
/// The parsed map tile, or an error if the character is unknown.
|
||||
/// Returns `ParseError::UnknownCharacter` for any character not defined
|
||||
/// in the game's ASCII art vocabulary.
|
||||
pub fn parse_character(c: char) -> Result<MapTile, ParseError> {
|
||||
match c {
|
||||
'#' => Ok(MapTile::Wall),
|
||||
@@ -80,7 +88,7 @@ impl MapTileParser {
|
||||
let mut tiles = [[MapTile::Empty; BOARD_CELL_SIZE.y as usize]; BOARD_CELL_SIZE.x as usize];
|
||||
let mut house_door = [None; 2];
|
||||
let mut tunnel_ends = [None; 2];
|
||||
let mut pacman_start: Option<IVec2> = None;
|
||||
let mut pacman_start: Option<I8Vec2> = None;
|
||||
|
||||
for (y, line) in raw_board.iter().enumerate().take(BOARD_CELL_SIZE.y as usize) {
|
||||
for (x, character) in line.chars().enumerate().take(BOARD_CELL_SIZE.x as usize) {
|
||||
@@ -90,16 +98,16 @@ impl MapTileParser {
|
||||
match tile {
|
||||
MapTile::Tunnel => {
|
||||
if tunnel_ends[0].is_none() {
|
||||
tunnel_ends[0] = Some(IVec2::new(x as i32, y as i32));
|
||||
tunnel_ends[0] = Some(I8Vec2::new(x as i8, y as i8));
|
||||
} else {
|
||||
tunnel_ends[1] = Some(IVec2::new(x as i32, y as i32));
|
||||
tunnel_ends[1] = Some(I8Vec2::new(x as i8, y as i8));
|
||||
}
|
||||
}
|
||||
MapTile::Wall if character == '=' => {
|
||||
if house_door[0].is_none() {
|
||||
house_door[0] = Some(IVec2::new(x as i32, y as i32));
|
||||
house_door[0] = Some(I8Vec2::new(x as i8, y as i8));
|
||||
} else {
|
||||
house_door[1] = Some(IVec2::new(x as i32, y as i32));
|
||||
house_door[1] = Some(I8Vec2::new(x as i8, y as i8));
|
||||
}
|
||||
}
|
||||
_ => {}
|
||||
@@ -107,7 +115,7 @@ impl MapTileParser {
|
||||
|
||||
// Track Pac-Man's starting position
|
||||
if character == 'X' {
|
||||
pacman_start = Some(IVec2::new(x as i32, y as i32));
|
||||
pacman_start = Some(I8Vec2::new(x as i8, y as i8));
|
||||
}
|
||||
|
||||
tiles[x][y] = tile;
|
||||
|
||||
@@ -3,14 +3,10 @@
|
||||
use crate::constants::{BOARD_CELL_OFFSET, CELL_SIZE};
|
||||
use crate::map::layout::TILE_MAP;
|
||||
use crate::texture::sprite::{AtlasTile, SpriteAtlas};
|
||||
use crate::texture::text::TextTexture;
|
||||
use glam::Vec2;
|
||||
use sdl2::pixels::Color;
|
||||
use sdl2::rect::{Point, Rect};
|
||||
use sdl2::rect::Rect;
|
||||
use sdl2::render::{Canvas, RenderTarget};
|
||||
|
||||
use crate::error::{EntityError, GameError, GameResult};
|
||||
|
||||
/// Handles rendering operations for the map.
|
||||
pub struct MapRenderer;
|
||||
|
||||
@@ -19,7 +15,7 @@ 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];
|
||||
@@ -37,111 +33,4 @@ impl MapRenderer {
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// Renders a debug visualization with cursor-based highlighting.
|
||||
///
|
||||
/// This function provides interactive debugging by highlighting the nearest node
|
||||
/// to the cursor, showing its ID, and highlighting its connections.
|
||||
pub fn debug_render_with_cursor<T: RenderTarget>(
|
||||
graph: &crate::entity::graph::Graph,
|
||||
canvas: &mut Canvas<T>,
|
||||
text_renderer: &mut TextTexture,
|
||||
atlas: &mut SpriteAtlas,
|
||||
cursor_pos: Vec2,
|
||||
) -> GameResult<()> {
|
||||
// Find the nearest node to the cursor
|
||||
let nearest_node = Self::find_nearest_node(graph, cursor_pos);
|
||||
|
||||
// Draw all connections in blue
|
||||
canvas.set_draw_color(Color::RGB(0, 0, 128)); // Dark blue for regular connections
|
||||
for i in 0..graph.node_count() {
|
||||
let node = graph.get_node(i).ok_or(GameError::Entity(EntityError::NodeNotFound(i)))?;
|
||||
let pos = node.position + crate::constants::BOARD_PIXEL_OFFSET.as_vec2();
|
||||
|
||||
for edge in graph.adjacency_list[i].edges() {
|
||||
let end_pos = graph
|
||||
.get_node(edge.target)
|
||||
.ok_or(GameError::Entity(EntityError::NodeNotFound(edge.target)))?
|
||||
.position
|
||||
+ crate::constants::BOARD_PIXEL_OFFSET.as_vec2();
|
||||
canvas
|
||||
.draw_line((pos.x as i32, pos.y as i32), (end_pos.x as i32, end_pos.y as i32))
|
||||
.map_err(|e| GameError::Sdl(e.to_string()))?;
|
||||
}
|
||||
}
|
||||
|
||||
// Draw all nodes in green
|
||||
canvas.set_draw_color(Color::RGB(0, 128, 0)); // Dark green for regular nodes
|
||||
for i in 0..graph.node_count() {
|
||||
let node = graph.get_node(i).ok_or(GameError::Entity(EntityError::NodeNotFound(i)))?;
|
||||
let pos = node.position + crate::constants::BOARD_PIXEL_OFFSET.as_vec2();
|
||||
|
||||
canvas
|
||||
.fill_rect(Rect::new(0, 0, 3, 3).centered_on(Point::new(pos.x as i32, pos.y as i32)))
|
||||
.map_err(|e| GameError::Sdl(e.to_string()))?;
|
||||
}
|
||||
|
||||
// Highlight connections from the nearest node in bright blue
|
||||
if let Some(nearest_id) = nearest_node {
|
||||
let nearest_pos = graph
|
||||
.get_node(nearest_id)
|
||||
.ok_or(GameError::Entity(EntityError::NodeNotFound(nearest_id)))?
|
||||
.position
|
||||
+ crate::constants::BOARD_PIXEL_OFFSET.as_vec2();
|
||||
|
||||
canvas.set_draw_color(Color::RGB(0, 255, 255)); // Bright cyan for highlighted connections
|
||||
for edge in graph.adjacency_list[nearest_id].edges() {
|
||||
let end_pos = graph
|
||||
.get_node(edge.target)
|
||||
.ok_or(GameError::Entity(EntityError::NodeNotFound(edge.target)))?
|
||||
.position
|
||||
+ crate::constants::BOARD_PIXEL_OFFSET.as_vec2();
|
||||
canvas
|
||||
.draw_line(
|
||||
(nearest_pos.x as i32, nearest_pos.y as i32),
|
||||
(end_pos.x as i32, end_pos.y as i32),
|
||||
)
|
||||
.map_err(|e| GameError::Sdl(e.to_string()))?;
|
||||
}
|
||||
|
||||
// Highlight the nearest node in bright green
|
||||
canvas.set_draw_color(Color::RGB(0, 255, 0)); // Bright green for highlighted node
|
||||
canvas
|
||||
.fill_rect(Rect::new(0, 0, 5, 5).centered_on(Point::new(nearest_pos.x as i32, nearest_pos.y as i32)))
|
||||
.map_err(|e| GameError::Sdl(e.to_string()))?;
|
||||
|
||||
// Draw node ID text (small, offset to top right)
|
||||
text_renderer.set_scale(0.5); // Small text
|
||||
let id_text = format!("#{nearest_id}");
|
||||
let text_pos = glam::UVec2::new(
|
||||
(nearest_pos.x + 4.0) as u32, // Offset to the right
|
||||
(nearest_pos.y - 6.0) as u32, // Offset to the top
|
||||
);
|
||||
if let Err(e) = text_renderer.render(canvas, atlas, &id_text, text_pos) {
|
||||
tracing::error!("Failed to render node ID text: {}", e);
|
||||
}
|
||||
}
|
||||
|
||||
Ok(())
|
||||
}
|
||||
|
||||
/// Finds the nearest node to the given cursor position.
|
||||
pub fn find_nearest_node(graph: &crate::entity::graph::Graph, cursor_pos: Vec2) -> Option<usize> {
|
||||
let mut nearest_id = None;
|
||||
let mut nearest_distance = f32::INFINITY;
|
||||
|
||||
for i in 0..graph.node_count() {
|
||||
if let Some(node) = graph.get_node(i) {
|
||||
let node_pos = node.position + crate::constants::BOARD_PIXEL_OFFSET.as_vec2();
|
||||
let distance = cursor_pos.distance(node_pos);
|
||||
|
||||
if distance < nearest_distance {
|
||||
nearest_distance = distance;
|
||||
nearest_id = Some(i);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
nearest_id
|
||||
}
|
||||
}
|
||||
|
||||
@@ -3,76 +3,176 @@
|
||||
use std::borrow::Cow;
|
||||
use std::time::Duration;
|
||||
|
||||
use rand::rngs::ThreadRng;
|
||||
|
||||
use crate::asset::Asset;
|
||||
use crate::error::{AssetError, PlatformError};
|
||||
use crate::platform::Platform;
|
||||
|
||||
/// Desktop platform implementation.
|
||||
pub struct DesktopPlatform;
|
||||
|
||||
impl Platform for DesktopPlatform {
|
||||
fn sleep(&self, duration: Duration) {
|
||||
pub fn sleep(duration: Duration, focused: bool) {
|
||||
if focused {
|
||||
spin_sleep::sleep(duration);
|
||||
}
|
||||
|
||||
fn get_time(&self) -> f64 {
|
||||
std::time::Instant::now().elapsed().as_secs_f64()
|
||||
}
|
||||
|
||||
fn init_console(&self) -> Result<(), PlatformError> {
|
||||
#[cfg(windows)]
|
||||
{
|
||||
unsafe {
|
||||
use winapi::{
|
||||
shared::ntdef::NULL,
|
||||
um::{
|
||||
fileapi::{CreateFileA, OPEN_EXISTING},
|
||||
handleapi::INVALID_HANDLE_VALUE,
|
||||
processenv::SetStdHandle,
|
||||
winbase::{STD_ERROR_HANDLE, STD_OUTPUT_HANDLE},
|
||||
wincon::{AttachConsole, GetConsoleWindow},
|
||||
winnt::{FILE_SHARE_READ, FILE_SHARE_WRITE, GENERIC_READ, GENERIC_WRITE},
|
||||
},
|
||||
};
|
||||
|
||||
if !std::ptr::eq(GetConsoleWindow(), std::ptr::null_mut()) {
|
||||
return Ok(());
|
||||
}
|
||||
|
||||
if AttachConsole(winapi::um::wincon::ATTACH_PARENT_PROCESS) != 0 {
|
||||
let handle = CreateFileA(
|
||||
c"CONOUT$".as_ptr(),
|
||||
GENERIC_READ | GENERIC_WRITE,
|
||||
FILE_SHARE_READ | FILE_SHARE_WRITE,
|
||||
std::ptr::null_mut(),
|
||||
OPEN_EXISTING,
|
||||
0,
|
||||
NULL,
|
||||
);
|
||||
|
||||
if handle != INVALID_HANDLE_VALUE {
|
||||
SetStdHandle(STD_OUTPUT_HANDLE, handle);
|
||||
SetStdHandle(STD_ERROR_HANDLE, handle);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
Ok(())
|
||||
}
|
||||
|
||||
fn get_canvas_size(&self) -> Option<(u32, u32)> {
|
||||
None // Desktop doesn't need this
|
||||
}
|
||||
|
||||
fn get_asset_bytes(&self, asset: Asset) -> Result<Cow<'static, [u8]>, AssetError> {
|
||||
match asset {
|
||||
Asset::Wav1 => Ok(Cow::Borrowed(include_bytes!("../../assets/game/sound/waka/1.ogg"))),
|
||||
Asset::Wav2 => Ok(Cow::Borrowed(include_bytes!("../../assets/game/sound/waka/2.ogg"))),
|
||||
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"))),
|
||||
}
|
||||
} else {
|
||||
std::thread::sleep(duration);
|
||||
}
|
||||
}
|
||||
|
||||
pub fn init_console() -> Result<(), PlatformError> {
|
||||
#[cfg(windows)]
|
||||
{
|
||||
use crate::platform::tracing_buffer::setup_switchable_subscriber;
|
||||
use tracing::{debug, info, trace};
|
||||
use windows::Win32::System::Console::GetConsoleWindow;
|
||||
|
||||
// Setup buffered tracing subscriber that will buffer logs until console is ready
|
||||
let switchable_writer = setup_switchable_subscriber();
|
||||
|
||||
// Check if we already have a console window
|
||||
if unsafe { !GetConsoleWindow().0.is_null() } {
|
||||
debug!("Already have a console window");
|
||||
return Ok(());
|
||||
} else {
|
||||
trace!("No existing console window found");
|
||||
}
|
||||
|
||||
if let Some(file_type) = is_output_setup()? {
|
||||
trace!(r#type = file_type, "Existing output detected");
|
||||
} else {
|
||||
trace!("No existing output detected");
|
||||
|
||||
// Try to attach to parent console for direct cargo run
|
||||
attach_to_parent_console()?;
|
||||
info!("Successfully attached to parent console");
|
||||
}
|
||||
|
||||
// Now that console is initialized, flush buffered logs and switch to direct output
|
||||
trace!("Switching to direct logging mode and flushing buffer...");
|
||||
if let Err(error) = switchable_writer.switch_to_direct_mode() {
|
||||
use tracing::warn;
|
||||
|
||||
warn!("Failed to flush buffered logs to console: {error:?}");
|
||||
}
|
||||
}
|
||||
|
||||
Ok(())
|
||||
}
|
||||
|
||||
pub fn get_asset_bytes(asset: Asset) -> Result<Cow<'static, [u8]>, AssetError> {
|
||||
match asset {
|
||||
Asset::Wav1 => Ok(Cow::Borrowed(include_bytes!("../../assets/game/sound/waka/1.ogg"))),
|
||||
Asset::Wav2 => Ok(Cow::Borrowed(include_bytes!("../../assets/game/sound/waka/2.ogg"))),
|
||||
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::AtlasImage => Ok(Cow::Borrowed(include_bytes!("../../assets/game/atlas.png"))),
|
||||
Asset::Font => Ok(Cow::Borrowed(include_bytes!("../../assets/game/TerminalVector.ttf"))),
|
||||
Asset::DeathSound => Ok(Cow::Borrowed(include_bytes!("../../assets/game/sound/pacman_death.wav"))),
|
||||
}
|
||||
}
|
||||
|
||||
pub fn rng() -> ThreadRng {
|
||||
rand::rng()
|
||||
}
|
||||
|
||||
/* Internal functions */
|
||||
|
||||
/// Check if the output stream has been setup by a parent process
|
||||
/// Windows-only
|
||||
#[cfg(windows)]
|
||||
fn is_output_setup() -> Result<Option<&'static str>, PlatformError> {
|
||||
use tracing::{trace, warn};
|
||||
|
||||
use windows::Win32::Storage::FileSystem::{
|
||||
GetFileType, FILE_TYPE_CHAR, FILE_TYPE_DISK, FILE_TYPE_PIPE, FILE_TYPE_REMOTE, FILE_TYPE_UNKNOWN,
|
||||
};
|
||||
|
||||
use windows_sys::Win32::{
|
||||
Foundation::INVALID_HANDLE_VALUE,
|
||||
System::Console::{GetStdHandle, STD_OUTPUT_HANDLE},
|
||||
};
|
||||
|
||||
// Get the process's standard output handle, check if it's invalid
|
||||
let handle = match unsafe { GetStdHandle(STD_OUTPUT_HANDLE) } {
|
||||
INVALID_HANDLE_VALUE => {
|
||||
return Err(PlatformError::ConsoleInit("Invalid handle".to_string()));
|
||||
}
|
||||
handle => handle,
|
||||
};
|
||||
|
||||
// Identify the file type of the handle and whether it's 'well known' (i.e. we trust it to be a reasonable output destination)
|
||||
let (well_known, file_type) = match unsafe {
|
||||
use windows::Win32::Foundation::HANDLE;
|
||||
GetFileType(HANDLE(handle))
|
||||
} {
|
||||
FILE_TYPE_PIPE => (true, "pipe"),
|
||||
FILE_TYPE_CHAR => (true, "char"),
|
||||
FILE_TYPE_DISK => (true, "disk"),
|
||||
FILE_TYPE_UNKNOWN => (false, "unknown"),
|
||||
FILE_TYPE_REMOTE => (false, "remote"),
|
||||
unexpected => {
|
||||
warn!("Unexpected file type: {unexpected:?}");
|
||||
(false, "unknown")
|
||||
}
|
||||
};
|
||||
|
||||
trace!("File type: {file_type:?}, well known: {well_known}");
|
||||
|
||||
// If it's anything recognizable and valid, assume that a parent process has setup an output stream
|
||||
Ok(well_known.then_some(file_type))
|
||||
}
|
||||
|
||||
/// Try to attach to parent console
|
||||
/// Windows-only
|
||||
#[cfg(windows)]
|
||||
fn attach_to_parent_console() -> Result<(), PlatformError> {
|
||||
use windows::{
|
||||
core::PCSTR,
|
||||
Win32::{
|
||||
Foundation::{GENERIC_READ, GENERIC_WRITE},
|
||||
Storage::FileSystem::{CreateFileA, FILE_FLAGS_AND_ATTRIBUTES, FILE_SHARE_READ, FILE_SHARE_WRITE, OPEN_EXISTING},
|
||||
System::Console::{
|
||||
AttachConsole, FreeConsole, SetStdHandle, ATTACH_PARENT_PROCESS, STD_ERROR_HANDLE, STD_OUTPUT_HANDLE,
|
||||
},
|
||||
},
|
||||
};
|
||||
|
||||
// Attach the process to the parent's console
|
||||
unsafe { AttachConsole(ATTACH_PARENT_PROCESS) }
|
||||
.map_err(|e| PlatformError::ConsoleInit(format!("Failed to attach to parent console: {:?}", e)))?;
|
||||
|
||||
let handle = unsafe {
|
||||
let pcstr = PCSTR::from_raw(c"CONOUT$".as_ptr() as *const u8);
|
||||
CreateFileA::<PCSTR>(
|
||||
pcstr,
|
||||
(GENERIC_READ | GENERIC_WRITE).0,
|
||||
FILE_SHARE_READ | FILE_SHARE_WRITE,
|
||||
None,
|
||||
OPEN_EXISTING,
|
||||
FILE_FLAGS_AND_ATTRIBUTES(0),
|
||||
None,
|
||||
)
|
||||
}
|
||||
.map_err(|e| PlatformError::ConsoleInit(format!("Failed to create console handle: {:?}", e)))?;
|
||||
|
||||
// Set the console's output and then error handles
|
||||
if let Some(handle_error) = unsafe { SetStdHandle(STD_OUTPUT_HANDLE, handle) }
|
||||
.map_err(|e| PlatformError::ConsoleInit(format!("Failed to set console output handle: {:?}", e)))
|
||||
.and_then(|_| {
|
||||
unsafe { SetStdHandle(STD_ERROR_HANDLE, handle) }
|
||||
.map_err(|e| PlatformError::ConsoleInit(format!("Failed to set console error handle: {:?}", e)))
|
||||
})
|
||||
.err()
|
||||
{
|
||||
// If either set handle call fails, free the console
|
||||
unsafe { FreeConsole() }
|
||||
// Free the console if the SetStdHandle calls fail
|
||||
.map_err(|free_error| {
|
||||
PlatformError::ConsoleInit(format!(
|
||||
"Failed to free console after SetStdHandle failed: {free_error:?} ({handle_error:?})"
|
||||
))
|
||||
})
|
||||
// And then return the original error if the FreeConsole call succeeds
|
||||
.and(Err(handle_error))?;
|
||||
}
|
||||
|
||||
Ok(())
|
||||
}
|
||||
|
||||
@@ -1,62 +1,96 @@
|
||||
//! Emscripten platform implementation.
|
||||
|
||||
use std::borrow::Cow;
|
||||
use std::time::Duration;
|
||||
|
||||
use crate::asset::Asset;
|
||||
use crate::error::{AssetError, PlatformError};
|
||||
use crate::platform::Platform;
|
||||
|
||||
/// Emscripten platform implementation.
|
||||
pub struct EmscriptenPlatform;
|
||||
|
||||
impl Platform for EmscriptenPlatform {
|
||||
fn sleep(&self, duration: Duration) {
|
||||
unsafe {
|
||||
emscripten_sleep(duration.as_millis() as u32);
|
||||
}
|
||||
}
|
||||
|
||||
fn get_time(&self) -> f64 {
|
||||
unsafe { emscripten_get_now() }
|
||||
}
|
||||
|
||||
fn init_console(&self) -> Result<(), PlatformError> {
|
||||
Ok(()) // No-op for Emscripten
|
||||
}
|
||||
|
||||
fn get_canvas_size(&self) -> Option<(u32, u32)> {
|
||||
Some(unsafe { get_canvas_size() })
|
||||
}
|
||||
|
||||
fn get_asset_bytes(&self, asset: Asset) -> Result<Cow<'static, [u8]>, AssetError> {
|
||||
use sdl2::rwops::RWops;
|
||||
use std::io::Read;
|
||||
|
||||
let path = format!("assets/game/{}", asset.path());
|
||||
let mut rwops = RWops::from_file(&path, "rb").map_err(|_| AssetError::NotFound(asset.path().to_string()))?;
|
||||
|
||||
let len = rwops.len().ok_or_else(|| AssetError::NotFound(asset.path().to_string()))?;
|
||||
|
||||
let mut buf = vec![0u8; len];
|
||||
rwops
|
||||
.read_exact(&mut buf)
|
||||
.map_err(|e| AssetError::Io(std::io::Error::other(e)))?;
|
||||
|
||||
Ok(Cow::Owned(buf))
|
||||
}
|
||||
}
|
||||
use crate::formatter::CustomFormatter;
|
||||
use rand::{rngs::SmallRng, SeedableRng};
|
||||
use sdl2::rwops::RWops;
|
||||
use std::borrow::Cow;
|
||||
use std::ffi::CString;
|
||||
use std::io::{self, Read, Write};
|
||||
use std::time::Duration;
|
||||
|
||||
// Emscripten FFI functions
|
||||
#[allow(dead_code)]
|
||||
extern "C" {
|
||||
fn emscripten_get_now() -> f64;
|
||||
fn emscripten_sleep(ms: u32);
|
||||
fn emscripten_get_element_css_size(target: *const u8, width: *mut f64, height: *mut f64) -> i32;
|
||||
// Standard C functions that Emscripten redirects to console
|
||||
fn printf(format: *const u8, ...) -> i32;
|
||||
}
|
||||
|
||||
unsafe fn get_canvas_size() -> (u32, u32) {
|
||||
pub fn sleep(duration: Duration, _focused: bool) {
|
||||
unsafe {
|
||||
emscripten_sleep(duration.as_millis() as u32);
|
||||
}
|
||||
}
|
||||
|
||||
pub fn init_console() -> Result<(), PlatformError> {
|
||||
use tracing_subscriber::{fmt, layer::SubscriberExt, EnvFilter};
|
||||
|
||||
// Set up a custom tracing subscriber that writes directly to emscripten console
|
||||
let subscriber = tracing_subscriber::registry()
|
||||
.with(
|
||||
fmt::layer()
|
||||
.with_writer(|| EmscriptenConsoleWriter)
|
||||
.with_ansi(false)
|
||||
.event_format(CustomFormatter),
|
||||
)
|
||||
.with(EnvFilter::try_from_default_env().unwrap_or_else(|_| EnvFilter::new("debug")));
|
||||
|
||||
tracing::subscriber::set_global_default(subscriber)
|
||||
.map_err(|e| PlatformError::ConsoleInit(format!("Failed to set tracing subscriber: {}", e)))?;
|
||||
|
||||
Ok(())
|
||||
}
|
||||
|
||||
/// A writer that outputs to the browser console via printf (redirected by emscripten)
|
||||
struct EmscriptenConsoleWriter;
|
||||
|
||||
impl Write for EmscriptenConsoleWriter {
|
||||
fn write(&mut self, buf: &[u8]) -> io::Result<usize> {
|
||||
if let Ok(s) = std::str::from_utf8(buf) {
|
||||
if let Ok(cstr) = CString::new(s.trim_end_matches('\n')) {
|
||||
let format_str = CString::new("%s\n").unwrap();
|
||||
unsafe {
|
||||
printf(format_str.as_ptr().cast(), cstr.as_ptr());
|
||||
}
|
||||
}
|
||||
}
|
||||
Ok(buf.len())
|
||||
}
|
||||
|
||||
fn flush(&mut self) -> io::Result<()> {
|
||||
Ok(())
|
||||
}
|
||||
}
|
||||
|
||||
#[allow(dead_code)]
|
||||
pub fn get_canvas_size() -> Option<(u32, u32)> {
|
||||
let mut width = 0.0;
|
||||
let mut height = 0.0;
|
||||
emscripten_get_element_css_size(c"canvas".as_ptr().cast(), &mut width, &mut height);
|
||||
(width as u32, height as u32)
|
||||
|
||||
unsafe {
|
||||
emscripten_get_element_css_size(c"canvas".as_ptr().cast(), &mut width, &mut height);
|
||||
if width == 0.0 || height == 0.0 {
|
||||
return None;
|
||||
}
|
||||
}
|
||||
Some((width as u32, height as u32))
|
||||
}
|
||||
|
||||
pub fn get_asset_bytes(asset: Asset) -> Result<Cow<'static, [u8]>, AssetError> {
|
||||
let path = format!("assets/game/{}", asset.path());
|
||||
let mut rwops = RWops::from_file(&path, "rb").map_err(|_| AssetError::NotFound(asset.path().to_string()))?;
|
||||
|
||||
let len = rwops.len().ok_or_else(|| AssetError::NotFound(asset.path().to_string()))?;
|
||||
|
||||
let mut buf = vec![0u8; len];
|
||||
rwops.read_exact(&mut buf).map_err(|e| AssetError::Io(io::Error::other(e)))?;
|
||||
|
||||
Ok(Cow::Owned(buf))
|
||||
}
|
||||
|
||||
pub fn rng() -> SmallRng {
|
||||
SmallRng::from_os_rng()
|
||||
}
|
||||
|
||||
@@ -1,48 +1,13 @@
|
||||
//! Platform abstraction layer for cross-platform functionality.
|
||||
|
||||
use crate::asset::Asset;
|
||||
use crate::error::{AssetError, PlatformError};
|
||||
use std::borrow::Cow;
|
||||
use std::time::Duration;
|
||||
#[cfg(not(target_os = "emscripten"))]
|
||||
mod desktop;
|
||||
#[cfg(not(target_os = "emscripten"))]
|
||||
pub mod tracing_buffer;
|
||||
#[cfg(not(target_os = "emscripten"))]
|
||||
pub use desktop::*;
|
||||
|
||||
pub mod desktop;
|
||||
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);
|
||||
|
||||
/// Get the current time in seconds since some reference point.
|
||||
/// This is available for future use in timing and performance monitoring.
|
||||
#[allow(dead_code)]
|
||||
fn get_time(&self) -> f64;
|
||||
|
||||
/// Initialize platform-specific console functionality.
|
||||
fn init_console(&self) -> Result<(), PlatformError>;
|
||||
|
||||
/// Get canvas size for platforms that need it (e.g., Emscripten).
|
||||
/// This is available for future use in responsive design.
|
||||
#[allow(dead_code)]
|
||||
fn get_canvas_size(&self) -> Option<(u32, u32)>;
|
||||
|
||||
/// Load asset bytes using platform-appropriate method.
|
||||
fn get_asset_bytes(&self, asset: Asset) -> Result<Cow<'static, [u8]>, AssetError>;
|
||||
}
|
||||
|
||||
/// Get the current platform implementation.
|
||||
#[allow(dead_code)]
|
||||
pub fn get_platform() -> &'static dyn Platform {
|
||||
static DESKTOP: desktop::DesktopPlatform = desktop::DesktopPlatform;
|
||||
static EMSCRIPTEN: emscripten::EmscriptenPlatform = emscripten::EmscriptenPlatform;
|
||||
|
||||
#[cfg(not(target_os = "emscripten"))]
|
||||
{
|
||||
&DESKTOP
|
||||
}
|
||||
|
||||
#[cfg(target_os = "emscripten")]
|
||||
{
|
||||
&EMSCRIPTEN
|
||||
}
|
||||
}
|
||||
#[cfg(target_os = "emscripten")]
|
||||
pub use emscripten::*;
|
||||
#[cfg(target_os = "emscripten")]
|
||||
mod emscripten;
|
||||
|
||||
153
src/platform/tracing_buffer.rs
Normal file
153
src/platform/tracing_buffer.rs
Normal file
@@ -0,0 +1,153 @@
|
||||
#![allow(dead_code)]
|
||||
//! Buffered tracing setup for handling logs before console attachment.
|
||||
|
||||
use crate::formatter::CustomFormatter;
|
||||
use parking_lot::Mutex;
|
||||
use std::io;
|
||||
use std::io::Write;
|
||||
use std::sync::Arc;
|
||||
use tracing::{debug, Level};
|
||||
use tracing_error::ErrorLayer;
|
||||
use tracing_subscriber::fmt::MakeWriter;
|
||||
use tracing_subscriber::layer::SubscriberExt;
|
||||
|
||||
/// A thread-safe buffered writer that stores logs in memory until flushed.
|
||||
#[derive(Clone)]
|
||||
pub struct BufferedWriter {
|
||||
buffer: Arc<Mutex<Vec<u8>>>,
|
||||
}
|
||||
|
||||
impl BufferedWriter {
|
||||
/// Creates a new buffered writer.
|
||||
pub fn new() -> Self {
|
||||
Self {
|
||||
buffer: Arc::new(Mutex::new(Vec::new())),
|
||||
}
|
||||
}
|
||||
|
||||
/// Flushes all buffered content to the provided writer and clears the buffer.
|
||||
pub fn flush_to<W: Write>(&self, mut writer: W) -> io::Result<()> {
|
||||
let mut buffer = self.buffer.lock();
|
||||
if !buffer.is_empty() {
|
||||
writer.write_all(&buffer)?;
|
||||
writer.flush()?;
|
||||
buffer.clear();
|
||||
}
|
||||
Ok(())
|
||||
}
|
||||
|
||||
/// Returns the current buffer size in bytes.
|
||||
pub fn buffer_size(&self) -> usize {
|
||||
self.buffer.lock().len()
|
||||
}
|
||||
}
|
||||
|
||||
impl Write for BufferedWriter {
|
||||
fn write(&mut self, buf: &[u8]) -> io::Result<usize> {
|
||||
let mut buffer = self.buffer.lock();
|
||||
buffer.extend_from_slice(buf);
|
||||
Ok(buf.len())
|
||||
}
|
||||
|
||||
fn flush(&mut self) -> io::Result<()> {
|
||||
// For buffered writer, flush is a no-op since we're storing in memory
|
||||
Ok(())
|
||||
}
|
||||
}
|
||||
|
||||
impl Default for BufferedWriter {
|
||||
fn default() -> Self {
|
||||
Self::new()
|
||||
}
|
||||
}
|
||||
|
||||
/// A writer that can switch between buffering and direct output.
|
||||
#[derive(Clone, Default)]
|
||||
pub struct SwitchableWriter {
|
||||
buffered_writer: BufferedWriter,
|
||||
direct_mode: std::sync::Arc<parking_lot::Mutex<bool>>,
|
||||
}
|
||||
|
||||
impl SwitchableWriter {
|
||||
pub fn switch_to_direct_mode(&self) -> io::Result<()> {
|
||||
let buffer_size = {
|
||||
// Acquire the lock
|
||||
let mut mode = self.direct_mode.lock();
|
||||
|
||||
// Get buffer size before flushing for debug logging
|
||||
let buffer_size = self.buffered_writer.buffer_size();
|
||||
|
||||
// Flush any buffered content
|
||||
self.buffered_writer.flush_to(io::stdout())?;
|
||||
|
||||
// Switch to direct mode (and drop the lock)
|
||||
*mode = true;
|
||||
|
||||
buffer_size
|
||||
};
|
||||
|
||||
// Log how much was buffered (this will now go directly to stdout)
|
||||
debug!("Flushed {buffer_size:?} bytes of buffered logs to console");
|
||||
|
||||
Ok(())
|
||||
}
|
||||
}
|
||||
|
||||
impl io::Write for SwitchableWriter {
|
||||
fn write(&mut self, buf: &[u8]) -> io::Result<usize> {
|
||||
if *self.direct_mode.lock() {
|
||||
io::stdout().write(buf)
|
||||
} else {
|
||||
self.buffered_writer.clone().write(buf)
|
||||
}
|
||||
}
|
||||
|
||||
fn flush(&mut self) -> io::Result<()> {
|
||||
if *self.direct_mode.lock() {
|
||||
io::stdout().flush()
|
||||
} else {
|
||||
// For buffered mode, flush is a no-op
|
||||
Ok(())
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// A make writer that uses the switchable writer.
|
||||
#[derive(Clone)]
|
||||
pub struct SwitchableMakeWriter {
|
||||
writer: SwitchableWriter,
|
||||
}
|
||||
|
||||
impl SwitchableMakeWriter {
|
||||
pub fn new(writer: SwitchableWriter) -> Self {
|
||||
Self { writer }
|
||||
}
|
||||
}
|
||||
|
||||
impl<'a> MakeWriter<'a> for SwitchableMakeWriter {
|
||||
type Writer = SwitchableWriter;
|
||||
|
||||
fn make_writer(&'a self) -> Self::Writer {
|
||||
self.writer.clone()
|
||||
}
|
||||
}
|
||||
|
||||
/// Sets up a switchable tracing subscriber that can transition from buffered to direct output.
|
||||
///
|
||||
/// Returns the switchable writer that can be used to control the behavior.
|
||||
pub fn setup_switchable_subscriber() -> SwitchableWriter {
|
||||
let switchable_writer = SwitchableWriter::default();
|
||||
let make_writer = SwitchableMakeWriter::new(switchable_writer.clone());
|
||||
|
||||
let _subscriber = tracing_subscriber::fmt()
|
||||
.with_ansi(cfg!(not(target_os = "emscripten")))
|
||||
.with_max_level(Level::DEBUG)
|
||||
.event_format(CustomFormatter)
|
||||
.with_writer(make_writer)
|
||||
.finish()
|
||||
.with(ErrorLayer::default());
|
||||
|
||||
tracing::subscriber::set_global_default(_subscriber).expect("Could not set global default switchable subscriber");
|
||||
|
||||
switchable_writer
|
||||
}
|
||||
97
src/systems/audio.rs
Normal file
97
src/systems/audio.rs
Normal file
@@ -0,0 +1,97 @@
|
||||
//! 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},
|
||||
resource::Resource,
|
||||
system::{NonSendMut, ResMut},
|
||||
};
|
||||
use tracing::{debug, trace};
|
||||
|
||||
use crate::{audio::Audio, error::GameError};
|
||||
|
||||
/// 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,
|
||||
}
|
||||
|
||||
/// 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,
|
||||
/// Play the death sound
|
||||
PlayDeath,
|
||||
/// Stop all currently playing sounds
|
||||
StopAll,
|
||||
}
|
||||
|
||||
/// 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 {
|
||||
debug!(muted = audio_state.muted, "Audio mute state changed");
|
||||
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 {
|
||||
trace!(sound_index = audio_state.sound_index, "Playing eat sound");
|
||||
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
|
||||
} else {
|
||||
debug!(
|
||||
disabled = audio.0.is_disabled(),
|
||||
muted = audio_state.muted,
|
||||
"Skipping eat sound due to audio state"
|
||||
);
|
||||
}
|
||||
}
|
||||
AudioEvent::PlayDeath => {
|
||||
if !audio.0.is_disabled() && !audio_state.muted {
|
||||
trace!("Playing death sound");
|
||||
audio.0.death();
|
||||
} else {
|
||||
debug!(
|
||||
disabled = audio.0.is_disabled(),
|
||||
muted = audio_state.muted,
|
||||
"Skipping death sound due to audio state"
|
||||
);
|
||||
}
|
||||
}
|
||||
AudioEvent::StopAll => {
|
||||
if !audio.0.is_disabled() {
|
||||
debug!("Stopping all audio");
|
||||
audio.0.stop_all();
|
||||
} else {
|
||||
debug!("Audio disabled, ignoring stop all request");
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
85
src/systems/blinking.rs
Normal file
85
src/systems/blinking.rs
Normal file
@@ -0,0 +1,85 @@
|
||||
use bevy_ecs::{
|
||||
component::Component,
|
||||
entity::Entity,
|
||||
query::{Has, With},
|
||||
system::{Commands, Query, Res},
|
||||
};
|
||||
|
||||
use crate::systems::{
|
||||
components::{DeltaTime, Renderable},
|
||||
Frozen, Hidden,
|
||||
};
|
||||
|
||||
#[derive(Component, Debug)]
|
||||
pub struct Blinking {
|
||||
pub tick_timer: u32,
|
||||
pub interval_ticks: u32,
|
||||
}
|
||||
|
||||
impl Blinking {
|
||||
pub fn new(interval_ticks: u32) -> Self {
|
||||
Self {
|
||||
tick_timer: 0,
|
||||
interval_ticks,
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// Updates blinking entities by toggling their visibility at regular intervals.
|
||||
///
|
||||
/// This system manages entities that have both `Blinking` and `Renderable` components,
|
||||
/// accumulating ticks and toggling visibility when the specified interval is reached.
|
||||
/// Uses integer arithmetic for deterministic behavior.
|
||||
#[allow(clippy::type_complexity)]
|
||||
pub fn blinking_system(
|
||||
mut commands: Commands,
|
||||
time: Res<DeltaTime>,
|
||||
mut query: Query<(Entity, &mut Blinking, Has<Hidden>, Has<Frozen>), With<Renderable>>,
|
||||
) {
|
||||
for (entity, mut blinking, hidden, frozen) in query.iter_mut() {
|
||||
// If the entity is frozen, blinking is disabled and the entity is unhidden (if it was hidden)
|
||||
if frozen {
|
||||
if hidden {
|
||||
commands.entity(entity).remove::<Hidden>();
|
||||
}
|
||||
|
||||
continue;
|
||||
}
|
||||
|
||||
// Increase the timer by the delta ticks
|
||||
blinking.tick_timer += time.ticks;
|
||||
|
||||
// Handle zero interval case (immediate toggling)
|
||||
if blinking.interval_ticks == 0 {
|
||||
if time.ticks > 0 {
|
||||
if hidden {
|
||||
commands.entity(entity).remove::<Hidden>();
|
||||
} else {
|
||||
commands.entity(entity).insert(Hidden);
|
||||
}
|
||||
}
|
||||
continue;
|
||||
}
|
||||
|
||||
// Calculate how many complete intervals have passed
|
||||
let complete_intervals = blinking.tick_timer / blinking.interval_ticks;
|
||||
|
||||
// If no complete intervals have passed, there's nothing to do yet
|
||||
if complete_intervals == 0 {
|
||||
continue;
|
||||
}
|
||||
|
||||
// Update the timer to the remainder after complete intervals
|
||||
blinking.tick_timer %= blinking.interval_ticks;
|
||||
|
||||
// Toggle the Hidden component for each complete interval
|
||||
// Since toggling twice is a no-op, we only need to toggle if the count is odd
|
||||
if complete_intervals % 2 == 1 {
|
||||
if hidden {
|
||||
commands.entity(entity).remove::<Hidden>();
|
||||
} else {
|
||||
commands.entity(entity).insert(Hidden);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
172
src/systems/collision.rs
Normal file
172
src/systems/collision.rs
Normal file
@@ -0,0 +1,172 @@
|
||||
use bevy_ecs::{
|
||||
component::Component,
|
||||
entity::Entity,
|
||||
event::{EventReader, EventWriter},
|
||||
query::With,
|
||||
system::{Commands, Query, Res, ResMut},
|
||||
};
|
||||
use tracing::{debug, trace, warn};
|
||||
|
||||
use crate::error::GameError;
|
||||
use crate::events::{GameEvent, StageTransition};
|
||||
use crate::map::builder::Map;
|
||||
use crate::systems::{
|
||||
components::GhostState, movement::Position, AudioEvent, DyingSequence, Frozen, GameStage, Ghost, PlayerControlled,
|
||||
ScoreResource,
|
||||
};
|
||||
|
||||
/// A component for defining the collision area of an entity.
|
||||
#[derive(Component)]
|
||||
pub struct Collider {
|
||||
pub size: f32,
|
||||
}
|
||||
|
||||
impl Collider {
|
||||
/// Checks if this collider collides with another collider at the given distance.
|
||||
pub fn collides_with(&self, other_size: f32, distance: f32) -> bool {
|
||||
let collision_distance = (self.size + other_size) / 2.0;
|
||||
distance < collision_distance
|
||||
}
|
||||
}
|
||||
|
||||
/// Marker components for collision filtering optimization
|
||||
#[derive(Component)]
|
||||
pub struct PacmanCollider;
|
||||
|
||||
#[derive(Component)]
|
||||
pub struct GhostCollider;
|
||||
|
||||
#[derive(Component)]
|
||||
pub struct ItemCollider;
|
||||
|
||||
/// Helper function to check collision between two entities with colliders.
|
||||
pub fn check_collision(
|
||||
pos1: &Position,
|
||||
collider1: &Collider,
|
||||
pos2: &Position,
|
||||
collider2: &Collider,
|
||||
map: &Map,
|
||||
) -> Result<bool, GameError> {
|
||||
let pixel1 = pos1
|
||||
.get_pixel_position(&map.graph)
|
||||
.map_err(|e| GameError::InvalidState(format!("Failed to get pixel position for entity 1: {}", e)))?;
|
||||
let pixel2 = pos2
|
||||
.get_pixel_position(&map.graph)
|
||||
.map_err(|e| GameError::InvalidState(format!("Failed to get pixel position for entity 2: {}", e)))?;
|
||||
|
||||
let distance = pixel1.distance(pixel2);
|
||||
Ok(collider1.collides_with(collider2.size, distance))
|
||||
}
|
||||
|
||||
/// Detects overlapping entities and generates collision events for gameplay systems.
|
||||
///
|
||||
/// Performs distance-based collision detection between Pac-Man and collectible items
|
||||
/// using each entity's position and collision radius. When entities overlap, emits
|
||||
/// a `GameEvent::Collision` for the item system to handle scoring and removal.
|
||||
/// Collision detection accounts for both entities being in motion and supports
|
||||
/// circular collision boundaries for accurate gameplay feel.
|
||||
///
|
||||
/// Also detects collisions between Pac-Man and ghosts for gameplay mechanics like
|
||||
/// power pellet effects, ghost eating, and player death.
|
||||
#[allow(clippy::too_many_arguments)]
|
||||
pub fn collision_system(
|
||||
map: Res<Map>,
|
||||
pacman_query: Query<(Entity, &Position, &Collider), With<PacmanCollider>>,
|
||||
item_query: Query<(Entity, &Position, &Collider), With<ItemCollider>>,
|
||||
ghost_query: Query<(Entity, &Position, &Collider), With<GhostCollider>>,
|
||||
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 check_collision(pacman_pos, pacman_collider, item_pos, item_collider, &map) {
|
||||
Ok(colliding) => {
|
||||
if colliding {
|
||||
trace!(pacman_entity = ?pacman_entity, item_entity = ?item_entity, "Item collision detected");
|
||||
events.write(GameEvent::Collision(pacman_entity, item_entity));
|
||||
}
|
||||
}
|
||||
Err(e) => {
|
||||
errors.write(GameError::InvalidState(format!(
|
||||
"Collision system failed to check collision between entities {:?} and {:?}: {}",
|
||||
pacman_entity, item_entity, e
|
||||
)));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Check PACMAN × GHOST collisions
|
||||
for (ghost_entity, ghost_pos, ghost_collider) in ghost_query.iter() {
|
||||
match check_collision(pacman_pos, pacman_collider, ghost_pos, ghost_collider, &map) {
|
||||
Ok(colliding) => {
|
||||
if colliding {
|
||||
trace!(pacman_entity = ?pacman_entity, ghost_entity = ?ghost_entity, "Ghost collision detected");
|
||||
events.write(GameEvent::Collision(pacman_entity, ghost_entity));
|
||||
}
|
||||
}
|
||||
Err(e) => {
|
||||
errors.write(GameError::InvalidState(format!(
|
||||
"Collision system failed to check collision between entities {:?} and {:?}: {}",
|
||||
pacman_entity, ghost_entity, e
|
||||
)));
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
#[allow(clippy::too_many_arguments)]
|
||||
pub fn ghost_collision_system(
|
||||
mut commands: Commands,
|
||||
mut collision_events: EventReader<GameEvent>,
|
||||
mut stage_events: EventWriter<StageTransition>,
|
||||
mut score: ResMut<ScoreResource>,
|
||||
mut game_state: ResMut<GameStage>,
|
||||
pacman_query: Query<Entity, With<PlayerControlled>>,
|
||||
ghost_query: Query<(Entity, &Ghost), With<GhostCollider>>,
|
||||
mut ghost_state_query: Query<&mut GhostState>,
|
||||
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 a ghost
|
||||
let (pacman_entity, ghost_entity) = if pacman_query.get(*entity1).is_ok() && ghost_query.get(*entity2).is_ok() {
|
||||
(*entity1, *entity2)
|
||||
} else if pacman_query.get(*entity2).is_ok() && ghost_query.get(*entity1).is_ok() {
|
||||
(*entity2, *entity1)
|
||||
} else {
|
||||
continue;
|
||||
};
|
||||
|
||||
// Check if the ghost is frightened
|
||||
if let Ok((ghost_ent, _ghost_type)) = ghost_query.get(ghost_entity) {
|
||||
if let Ok(ghost_state) = ghost_state_query.get_mut(ghost_ent) {
|
||||
// Check if ghost is in frightened state
|
||||
if matches!(*ghost_state, GhostState::Frightened { .. }) {
|
||||
// Pac-Man eats the ghost
|
||||
// Add score (200 points per ghost eaten)
|
||||
debug!(ghost_entity = ?ghost_ent, score_added = 200, new_score = score.0 + 200, "Pacman ate frightened ghost");
|
||||
score.0 += 200;
|
||||
|
||||
// Enter short pause to show bonus points, hide ghost, then set Eyes after pause
|
||||
// Request transition via event so stage_system can process it
|
||||
stage_events.write(StageTransition::GhostEatenPause { ghost_entity: ghost_ent });
|
||||
|
||||
// Play eat sound
|
||||
events.write(AudioEvent::PlayEat);
|
||||
} else if matches!(*ghost_state, GhostState::Normal) {
|
||||
// Pac-Man dies
|
||||
warn!(ghost_entity = ?ghost_ent, "Pacman hit by normal ghost, player dies");
|
||||
*game_state = GameStage::PlayerDying(DyingSequence::Frozen { remaining_ticks: 60 });
|
||||
commands.entity(pacman_entity).insert(Frozen);
|
||||
commands.entity(ghost_entity).insert(Frozen);
|
||||
events.write(AudioEvent::StopAll);
|
||||
} else {
|
||||
trace!(ghost_state = ?*ghost_state, "Ghost collision ignored due to state");
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
403
src/systems/components.rs
Normal file
403
src/systems/components.rs
Normal file
@@ -0,0 +1,403 @@
|
||||
use std::collections::HashMap;
|
||||
|
||||
use bevy_ecs::{bundle::Bundle, component::Component, resource::Resource};
|
||||
use bitflags::bitflags;
|
||||
|
||||
use crate::{
|
||||
map::graph::TraversalFlags,
|
||||
systems::{
|
||||
movement::{BufferedDirection, Position, Velocity},
|
||||
Collider, GhostCollider, ItemCollider, PacmanCollider,
|
||||
},
|
||||
texture::{
|
||||
animated::{DirectionalTiles, TileSequence},
|
||||
sprite::AtlasTile,
|
||||
},
|
||||
};
|
||||
|
||||
/// A tag component for entities that are controlled by the player.
|
||||
#[derive(Default, Component)]
|
||||
pub struct PlayerControlled;
|
||||
|
||||
#[derive(Component, Debug, Clone, Copy, PartialEq, Eq, Hash)]
|
||||
pub enum Ghost {
|
||||
Blinky,
|
||||
Pinky,
|
||||
Inky,
|
||||
Clyde,
|
||||
}
|
||||
|
||||
impl Ghost {
|
||||
/// Returns the ghost type name for atlas lookups.
|
||||
pub fn as_str(self) -> &'static str {
|
||||
match self {
|
||||
Ghost::Blinky => "blinky",
|
||||
Ghost::Pinky => "pinky",
|
||||
Ghost::Inky => "inky",
|
||||
Ghost::Clyde => "clyde",
|
||||
}
|
||||
}
|
||||
|
||||
/// Returns the base movement speed for this ghost type.
|
||||
pub fn base_speed(self) -> f32 {
|
||||
match self {
|
||||
Ghost::Blinky => 1.0,
|
||||
Ghost::Pinky => 0.95,
|
||||
Ghost::Inky => 0.9,
|
||||
Ghost::Clyde => 0.85,
|
||||
}
|
||||
}
|
||||
|
||||
/// Returns the ghost's color for debug rendering.
|
||||
#[allow(dead_code)]
|
||||
pub fn debug_color(&self) -> sdl2::pixels::Color {
|
||||
match self {
|
||||
Ghost::Blinky => sdl2::pixels::Color::RGB(255, 0, 0), // Red
|
||||
Ghost::Pinky => sdl2::pixels::Color::RGB(255, 182, 255), // Pink
|
||||
Ghost::Inky => sdl2::pixels::Color::RGB(0, 255, 255), // Cyan
|
||||
Ghost::Clyde => sdl2::pixels::Color::RGB(255, 182, 85), // Orange
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// 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
|
||||
}
|
||||
}
|
||||
pub fn score_value(&self) -> Option<u32> {
|
||||
match self {
|
||||
EntityType::Pellet => Some(10),
|
||||
EntityType::PowerPellet => Some(50),
|
||||
_ => None,
|
||||
}
|
||||
}
|
||||
|
||||
pub fn is_collectible(&self) -> bool {
|
||||
matches!(self, EntityType::Pellet | EntityType::PowerPellet)
|
||||
}
|
||||
}
|
||||
|
||||
/// 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,
|
||||
}
|
||||
|
||||
/// Directional animation component with shared timing across all directions
|
||||
#[derive(Component, Clone)]
|
||||
pub struct DirectionalAnimation {
|
||||
pub moving_tiles: DirectionalTiles,
|
||||
pub stopped_tiles: DirectionalTiles,
|
||||
pub current_frame: usize,
|
||||
pub time_bank: u16,
|
||||
pub frame_duration: u16,
|
||||
}
|
||||
|
||||
impl DirectionalAnimation {
|
||||
/// Creates a new directional animation with the given tiles and frame duration
|
||||
pub fn new(moving_tiles: DirectionalTiles, stopped_tiles: DirectionalTiles, frame_duration: u16) -> Self {
|
||||
Self {
|
||||
moving_tiles,
|
||||
stopped_tiles,
|
||||
current_frame: 0,
|
||||
time_bank: 0,
|
||||
frame_duration,
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// Tag component to mark animations that should loop when they reach the end
|
||||
#[derive(Component, Clone, Copy, Debug, PartialEq, Eq)]
|
||||
pub struct Looping;
|
||||
|
||||
/// Linear animation component for non-directional animations (frightened ghosts)
|
||||
#[derive(Component, Resource, Clone)]
|
||||
pub struct LinearAnimation {
|
||||
pub tiles: TileSequence,
|
||||
pub current_frame: usize,
|
||||
pub time_bank: u16,
|
||||
pub frame_duration: u16,
|
||||
pub finished: bool,
|
||||
}
|
||||
|
||||
impl LinearAnimation {
|
||||
/// Creates a new linear animation with the given tiles and frame duration
|
||||
pub fn new(tiles: TileSequence, frame_duration: u16) -> Self {
|
||||
Self {
|
||||
tiles,
|
||||
current_frame: 0,
|
||||
time_bank: 0,
|
||||
frame_duration,
|
||||
finished: false,
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
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(Resource)]
|
||||
pub struct GlobalState {
|
||||
pub exit: bool,
|
||||
}
|
||||
|
||||
#[derive(Resource)]
|
||||
pub struct ScoreResource(pub u32);
|
||||
|
||||
#[derive(Resource)]
|
||||
pub struct DeltaTime {
|
||||
/// Floating-point delta time in seconds
|
||||
pub seconds: f32,
|
||||
/// Integer tick delta (usually 1, but can be different for testing)
|
||||
pub ticks: u32,
|
||||
}
|
||||
|
||||
#[allow(dead_code)]
|
||||
impl DeltaTime {
|
||||
/// Creates a new DeltaTime from a floating-point delta time in seconds
|
||||
///
|
||||
/// While this method exists as a helper, it does not mean that seconds and ticks are interchangeable.
|
||||
pub fn from_seconds(seconds: f32) -> Self {
|
||||
Self {
|
||||
seconds,
|
||||
ticks: (seconds * 60.0).round() as u32,
|
||||
}
|
||||
}
|
||||
|
||||
/// Creates a new DeltaTime from an integer tick delta
|
||||
///
|
||||
/// While this method exists as a helper, it does not mean that seconds and ticks are interchangeable.
|
||||
pub fn from_ticks(ticks: u32) -> Self {
|
||||
Self {
|
||||
seconds: ticks as f32 / 60.0,
|
||||
ticks,
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// Movement modifiers that can affect Pac-Man's speed or handling.
|
||||
#[derive(Component, Debug, Clone, Copy)]
|
||||
pub struct MovementModifiers {
|
||||
/// Multiplier applied to base speed (e.g., tunnels)
|
||||
pub speed_multiplier: f32,
|
||||
/// True when currently in a tunnel slowdown region
|
||||
pub tunnel_slowdown_active: bool,
|
||||
}
|
||||
|
||||
impl Default for MovementModifiers {
|
||||
fn default() -> Self {
|
||||
Self {
|
||||
speed_multiplier: 1.0,
|
||||
tunnel_slowdown_active: false,
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// Tag component for entities that should be frozen during startup
|
||||
#[derive(Component, Debug, Clone, Copy)]
|
||||
pub struct Frozen;
|
||||
|
||||
/// Tag component for eaten ghosts
|
||||
#[derive(Component, Debug, Clone, Copy)]
|
||||
pub struct Eaten;
|
||||
|
||||
/// Tag component for Pac-Man during his death animation.
|
||||
/// This is mainly because the Frozen tag would stop both movement and animation, while the Dying tag can signal that the animation should continue despite being frozen.
|
||||
#[derive(Component, Debug, Clone, Copy)]
|
||||
pub struct Dying;
|
||||
|
||||
#[derive(Component, Debug, Clone, Copy)]
|
||||
pub enum GhostState {
|
||||
/// Normal ghost behavior - chasing Pac-Man
|
||||
Normal,
|
||||
/// Frightened state after power pellet - ghost can be eaten
|
||||
Frightened {
|
||||
remaining_ticks: u32,
|
||||
flash: bool,
|
||||
remaining_flash_ticks: u32,
|
||||
},
|
||||
/// Eyes state - ghost has been eaten and is returning to ghost house
|
||||
Eyes,
|
||||
}
|
||||
|
||||
/// Component to track the last animation state for efficient change detection
|
||||
#[derive(Component, Debug, Clone, Copy, PartialEq)]
|
||||
pub struct LastAnimationState(pub GhostAnimation);
|
||||
|
||||
impl GhostState {
|
||||
/// Creates a new frightened state with the specified duration
|
||||
pub fn new_frightened(total_ticks: u32, flash_start_ticks: u32) -> Self {
|
||||
Self::Frightened {
|
||||
remaining_ticks: total_ticks,
|
||||
flash: false,
|
||||
remaining_flash_ticks: flash_start_ticks, // Time until flashing starts
|
||||
}
|
||||
}
|
||||
|
||||
/// Ticks the ghost state, returning true if the state changed.
|
||||
pub fn tick(&mut self) -> bool {
|
||||
if let GhostState::Frightened {
|
||||
remaining_ticks,
|
||||
flash,
|
||||
remaining_flash_ticks,
|
||||
} = self
|
||||
{
|
||||
// Transition out of frightened state
|
||||
if *remaining_ticks == 0 {
|
||||
*self = GhostState::Normal;
|
||||
return true;
|
||||
}
|
||||
|
||||
*remaining_ticks -= 1;
|
||||
|
||||
if *remaining_flash_ticks > 0 {
|
||||
*remaining_flash_ticks = remaining_flash_ticks.saturating_sub(1);
|
||||
if *remaining_flash_ticks == 0 {
|
||||
*flash = true;
|
||||
true
|
||||
} else {
|
||||
false
|
||||
}
|
||||
} else {
|
||||
false
|
||||
}
|
||||
} else {
|
||||
false
|
||||
}
|
||||
}
|
||||
|
||||
/// Returns the appropriate animation state for this ghost state
|
||||
pub fn animation_state(&self) -> GhostAnimation {
|
||||
match self {
|
||||
GhostState::Normal => GhostAnimation::Normal,
|
||||
GhostState::Eyes => GhostAnimation::Eyes,
|
||||
GhostState::Frightened { flash: false, .. } => GhostAnimation::Frightened { flash: false },
|
||||
GhostState::Frightened { flash: true, .. } => GhostAnimation::Frightened { flash: true },
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// Enumeration of different ghost animation states.
|
||||
/// Note that this is used in micromap which has a fixed size based on the number of variants,
|
||||
/// so extending this should be done with caution, and will require updating the micromap's capacity.
|
||||
#[derive(Debug, Clone, Copy, PartialEq, Eq, Hash)]
|
||||
pub enum GhostAnimation {
|
||||
/// Normal ghost appearance with directional movement animations
|
||||
Normal,
|
||||
/// Blue ghost appearance when vulnerable (power pellet active)
|
||||
Frightened { flash: bool },
|
||||
/// Eyes-only animation when ghost has been consumed by Pac-Man (Eaten state)
|
||||
Eyes,
|
||||
}
|
||||
|
||||
/// Global resource containing pre-loaded animation sets for all ghost types.
|
||||
///
|
||||
/// This resource is initialized once during game startup and provides O(1) access
|
||||
/// to animation sets for each ghost type. The animation system uses this resource
|
||||
/// to efficiently switch between different ghost states without runtime asset loading.
|
||||
///
|
||||
/// The HashMap is keyed by `Ghost` enum variants (Blinky, Pinky, Inky, Clyde) and
|
||||
/// contains the normal directional animation for each ghost type.
|
||||
#[derive(Resource)]
|
||||
pub struct GhostAnimations {
|
||||
pub normal: HashMap<Ghost, DirectionalAnimation>,
|
||||
pub eyes: DirectionalAnimation,
|
||||
pub frightened: LinearAnimation,
|
||||
pub frightened_flashing: LinearAnimation,
|
||||
}
|
||||
|
||||
impl GhostAnimations {
|
||||
/// Creates a new GhostAnimations resource with the provided data.
|
||||
pub fn new(
|
||||
normal: HashMap<Ghost, DirectionalAnimation>,
|
||||
eyes: DirectionalAnimation,
|
||||
frightened: LinearAnimation,
|
||||
frightened_flashing: LinearAnimation,
|
||||
) -> Self {
|
||||
Self {
|
||||
normal,
|
||||
eyes,
|
||||
frightened,
|
||||
frightened_flashing,
|
||||
}
|
||||
}
|
||||
|
||||
/// Gets the normal directional animation for the specified ghost type.
|
||||
pub fn get_normal(&self, ghost_type: &Ghost) -> Option<&DirectionalAnimation> {
|
||||
self.normal.get(ghost_type)
|
||||
}
|
||||
|
||||
/// Gets the eyes animation (shared across all ghosts).
|
||||
pub fn eyes(&self) -> &DirectionalAnimation {
|
||||
&self.eyes
|
||||
}
|
||||
|
||||
/// Gets the frightened animations (shared across all ghosts).
|
||||
pub fn frightened(&self, flash: bool) -> &LinearAnimation {
|
||||
if flash {
|
||||
&self.frightened_flashing
|
||||
} else {
|
||||
&self.frightened
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
#[derive(Bundle)]
|
||||
pub struct PlayerBundle {
|
||||
pub player: PlayerControlled,
|
||||
pub position: Position,
|
||||
pub velocity: Velocity,
|
||||
pub buffered_direction: BufferedDirection,
|
||||
pub sprite: Renderable,
|
||||
pub directional_animation: DirectionalAnimation,
|
||||
pub entity_type: EntityType,
|
||||
pub collider: Collider,
|
||||
pub movement_modifiers: MovementModifiers,
|
||||
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: Ghost,
|
||||
pub position: Position,
|
||||
pub velocity: Velocity,
|
||||
pub sprite: Renderable,
|
||||
pub directional_animation: DirectionalAnimation,
|
||||
pub entity_type: EntityType,
|
||||
pub collider: Collider,
|
||||
pub ghost_collider: GhostCollider,
|
||||
pub ghost_state: GhostState,
|
||||
pub last_animation_state: LastAnimationState,
|
||||
}
|
||||
340
src/systems/debug.rs
Normal file
340
src/systems/debug.rs
Normal file
@@ -0,0 +1,340 @@
|
||||
//! Debug rendering system
|
||||
#[cfg_attr(coverage_nightly, feature(coverage_attribute))]
|
||||
use crate::constants::{self, BOARD_PIXEL_OFFSET};
|
||||
use crate::map::builder::Map;
|
||||
use crate::systems::{Collider, CursorPosition, NodeId, Position, SystemTimings};
|
||||
use crate::texture::ttf::{TtfAtlas, TtfRenderer};
|
||||
use bevy_ecs::resource::Resource;
|
||||
use bevy_ecs::system::{Query, Res};
|
||||
use glam::{IVec2, Vec2};
|
||||
use sdl2::pixels::Color;
|
||||
use sdl2::rect::{Point, Rect};
|
||||
use sdl2::render::{Canvas, Texture};
|
||||
use sdl2::video::Window;
|
||||
use smallvec::SmallVec;
|
||||
use std::cmp::Ordering;
|
||||
use std::collections::{HashMap, HashSet};
|
||||
use tracing::warn;
|
||||
|
||||
#[derive(Resource, Default, Debug, Copy, Clone)]
|
||||
pub struct DebugState {
|
||||
pub enabled: bool,
|
||||
}
|
||||
|
||||
fn f32_to_u8(value: f32) -> u8 {
|
||||
(value * 255.0) as u8
|
||||
}
|
||||
|
||||
/// Resource to hold the debug texture for persistent rendering
|
||||
pub struct DebugTextureResource(pub Texture);
|
||||
|
||||
/// Resource to hold the TTF text atlas
|
||||
pub struct TtfAtlasResource(pub TtfAtlas);
|
||||
|
||||
/// Resource to hold pre-computed batched line segments
|
||||
#[derive(Resource, Default, Debug, Clone)]
|
||||
pub struct BatchedLinesResource {
|
||||
horizontal_lines: Vec<(i32, i32, i32)>, // (y, x_start, x_end)
|
||||
vertical_lines: Vec<(i32, i32, i32)>, // (x, y_start, y_end)
|
||||
}
|
||||
|
||||
impl BatchedLinesResource {
|
||||
/// Computes and caches batched line segments for the map graph
|
||||
pub fn new(map: &Map, scale: f32) -> Self {
|
||||
let mut horizontal_segments: HashMap<i32, Vec<(i32, i32)>> = HashMap::new();
|
||||
let mut vertical_segments: HashMap<i32, Vec<(i32, i32)>> = HashMap::new();
|
||||
let mut processed_edges: HashSet<(u16, u16)> = HashSet::new();
|
||||
|
||||
// Process all edges and group them by axis
|
||||
for (start_node_id, edge) in map.graph.edges() {
|
||||
// Acquire a stable key for the edge (from < to)
|
||||
let edge_key = (start_node_id.min(edge.target), start_node_id.max(edge.target));
|
||||
|
||||
// Skip if we've already processed this edge in the reverse direction
|
||||
if processed_edges.contains(&edge_key) {
|
||||
continue;
|
||||
}
|
||||
processed_edges.insert(edge_key);
|
||||
|
||||
let start_pos = map.graph.get_node(start_node_id).unwrap().position;
|
||||
let end_pos = map.graph.get_node(edge.target).unwrap().position;
|
||||
|
||||
let start = transform_position_with_offset(start_pos, scale);
|
||||
let end = transform_position_with_offset(end_pos, scale);
|
||||
|
||||
// Determine if this is a horizontal or vertical line
|
||||
if (start.y - end.y).abs() < 2 {
|
||||
// Horizontal line (allowing for slight vertical variance)
|
||||
let y = start.y;
|
||||
let x_min = start.x.min(end.x);
|
||||
let x_max = start.x.max(end.x);
|
||||
horizontal_segments.entry(y).or_default().push((x_min, x_max));
|
||||
} else if (start.x - end.x).abs() < 2 {
|
||||
// Vertical line (allowing for slight horizontal variance)
|
||||
let x = start.x;
|
||||
let y_min = start.y.min(end.y);
|
||||
let y_max = start.y.max(end.y);
|
||||
vertical_segments.entry(x).or_default().push((y_min, y_max));
|
||||
}
|
||||
}
|
||||
|
||||
/// Merges overlapping or adjacent segments into continuous lines
|
||||
fn merge_segments(segments: Vec<(i32, i32)>) -> Vec<(i32, i32)> {
|
||||
if segments.is_empty() {
|
||||
return Vec::new();
|
||||
}
|
||||
|
||||
let mut merged = Vec::new();
|
||||
let mut current_start = segments[0].0;
|
||||
let mut current_end = segments[0].1;
|
||||
|
||||
for &(start, end) in segments.iter().skip(1) {
|
||||
if start <= current_end + 1 {
|
||||
// Adjacent or overlapping
|
||||
current_end = current_end.max(end);
|
||||
} else {
|
||||
merged.push((current_start, current_end));
|
||||
current_start = start;
|
||||
current_end = end;
|
||||
}
|
||||
}
|
||||
|
||||
merged.push((current_start, current_end));
|
||||
merged
|
||||
}
|
||||
|
||||
// Convert to flat vectors for fast iteration during rendering
|
||||
let horizontal_lines = horizontal_segments
|
||||
.into_iter()
|
||||
.flat_map(|(y, mut segments)| {
|
||||
segments.sort_unstable_by_key(|(start, _)| *start);
|
||||
let merged = merge_segments(segments);
|
||||
merged.into_iter().map(move |(x_start, x_end)| (y, x_start, x_end))
|
||||
})
|
||||
.collect::<Vec<_>>();
|
||||
|
||||
let vertical_lines = vertical_segments
|
||||
.into_iter()
|
||||
.flat_map(|(x, mut segments)| {
|
||||
segments.sort_unstable_by_key(|(start, _)| *start);
|
||||
let merged = merge_segments(segments);
|
||||
merged.into_iter().map(move |(y_start, y_end)| (x, y_start, y_end))
|
||||
})
|
||||
.collect::<Vec<_>>();
|
||||
|
||||
Self {
|
||||
horizontal_lines,
|
||||
vertical_lines,
|
||||
}
|
||||
}
|
||||
|
||||
pub fn render(&self, canvas: &mut Canvas<Window>) {
|
||||
// Render horizontal lines
|
||||
for &(y, x_start, x_end) in &self.horizontal_lines {
|
||||
let points = [Point::new(x_start, y), Point::new(x_end, y)];
|
||||
let _ = canvas.draw_lines(&points[..]);
|
||||
}
|
||||
|
||||
// Render vertical lines
|
||||
for &(x, y_start, y_end) in &self.vertical_lines {
|
||||
let points = [Point::new(x, y_start), Point::new(x, y_end)];
|
||||
let _ = canvas.draw_lines(&points[..]);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// Transforms a position from logical canvas coordinates to output canvas coordinates (with board offset)
|
||||
fn transform_position_with_offset(pos: Vec2, scale: f32) -> IVec2 {
|
||||
((pos + BOARD_PIXEL_OFFSET.as_vec2()) * scale).as_ivec2()
|
||||
}
|
||||
|
||||
/// Renders timing information in the top-left corner of the screen using the debug text atlas
|
||||
#[cfg_attr(coverage_nightly, coverage(off))]
|
||||
fn render_timing_display(
|
||||
canvas: &mut Canvas<Window>,
|
||||
timings: &SystemTimings,
|
||||
current_tick: u64,
|
||||
text_renderer: &TtfRenderer,
|
||||
atlas: &mut TtfAtlas,
|
||||
) {
|
||||
// Format timing information using the formatting module
|
||||
let lines = timings.format_timing_display(current_tick);
|
||||
let line_height = text_renderer.text_height(atlas) as i32 + 2; // Add 2px line spacing
|
||||
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| text_renderer.text_width(atlas, line))
|
||||
.max()
|
||||
.unwrap_or(0);
|
||||
|
||||
// Only draw background if there is text to display
|
||||
let total_height = (lines.len() as u32) * line_height as u32;
|
||||
if max_width > 0 && total_height > 0 {
|
||||
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;
|
||||
}
|
||||
|
||||
// Position each line below the previous one
|
||||
let y_pos = padding + (i as i32 * line_height);
|
||||
let position = Vec2::new(padding as f32, y_pos as f32);
|
||||
|
||||
// Render the line using the debug text renderer
|
||||
text_renderer
|
||||
.render_text(canvas, atlas, line, position, Color::RGBA(255, 255, 255, 200))
|
||||
.unwrap();
|
||||
}
|
||||
}
|
||||
|
||||
#[allow(clippy::too_many_arguments)]
|
||||
#[cfg_attr(coverage_nightly, coverage(off))]
|
||||
pub fn debug_render_system(
|
||||
canvas: &mut Canvas<Window>,
|
||||
ttf_atlas: &mut TtfAtlasResource,
|
||||
batched_lines: &Res<BatchedLinesResource>,
|
||||
debug_state: &Res<DebugState>,
|
||||
timings: &Res<SystemTimings>,
|
||||
timing: &Res<crate::systems::profiling::Timing>,
|
||||
map: &Res<Map>,
|
||||
colliders: &Query<(&Collider, &Position)>,
|
||||
cursor: &Res<CursorPosition>,
|
||||
) {
|
||||
if !debug_state.enabled {
|
||||
return;
|
||||
}
|
||||
// Create debug text renderer
|
||||
let text_renderer = TtfRenderer::new(1.0);
|
||||
|
||||
let cursor_world_pos = match &**cursor {
|
||||
CursorPosition::None => None,
|
||||
CursorPosition::Some { position, .. } => Some(position - BOARD_PIXEL_OFFSET.as_vec2()),
|
||||
};
|
||||
|
||||
// Clear the debug canvas
|
||||
canvas.set_draw_color(Color::RGBA(0, 0, 0, 0));
|
||||
canvas.clear();
|
||||
|
||||
// Find the closest node to the cursor
|
||||
let closest_node = if let Some(cursor_world_pos) = cursor_world_pos {
|
||||
map.graph
|
||||
.nodes()
|
||||
.map(|node| node.position.distance(cursor_world_pos))
|
||||
.enumerate()
|
||||
.min_by(|(_, a), (_, b)| a.partial_cmp(b).unwrap_or(Ordering::Less))
|
||||
.map(|(id, _)| id)
|
||||
} else {
|
||||
None
|
||||
};
|
||||
|
||||
canvas.set_draw_color(Color::GREEN);
|
||||
{
|
||||
let rects = colliders
|
||||
.iter()
|
||||
.map(|(collider, position)| {
|
||||
let pos = position.get_pixel_position(&map.graph).unwrap();
|
||||
|
||||
// Transform position and size using common methods
|
||||
let pos = (pos * constants::LARGE_SCALE).as_ivec2();
|
||||
let size = (collider.size * constants::LARGE_SCALE) as u32;
|
||||
|
||||
Rect::from_center(Point::from((pos.x, pos.y)), size, size)
|
||||
})
|
||||
.collect::<SmallVec<[Rect; 100]>>();
|
||||
if rects.len() > rects.capacity() {
|
||||
warn!(
|
||||
capacity = rects.capacity(),
|
||||
count = rects.len(),
|
||||
"Collider rects capacity exceeded"
|
||||
);
|
||||
}
|
||||
canvas.draw_rects(&rects).unwrap();
|
||||
}
|
||||
|
||||
canvas.set_draw_color(Color {
|
||||
a: f32_to_u8(0.65),
|
||||
..Color::RED
|
||||
});
|
||||
canvas.set_blend_mode(sdl2::render::BlendMode::Blend);
|
||||
|
||||
// Use cached batched line segments
|
||||
batched_lines.render(canvas);
|
||||
|
||||
{
|
||||
let rects: Vec<_> = map
|
||||
.graph
|
||||
.nodes()
|
||||
.enumerate()
|
||||
.filter_map(|(id, node)| {
|
||||
let pos = transform_position_with_offset(node.position, constants::LARGE_SCALE);
|
||||
let size = (2.0 * constants::LARGE_SCALE) as u32;
|
||||
let rect = Rect::new(pos.x - (size as i32 / 2), pos.y - (size as i32 / 2), size, size);
|
||||
|
||||
// If the node is the one closest to the cursor, draw it immediately
|
||||
if closest_node == Some(id) {
|
||||
canvas.set_draw_color(Color::YELLOW);
|
||||
canvas.fill_rect(rect).unwrap();
|
||||
return None;
|
||||
}
|
||||
|
||||
Some(rect)
|
||||
})
|
||||
.collect();
|
||||
|
||||
if rects.len() > rects.capacity() {
|
||||
warn!(
|
||||
capacity = rects.capacity(),
|
||||
count = rects.len(),
|
||||
"Node rects capacity exceeded"
|
||||
);
|
||||
}
|
||||
|
||||
// Draw the non-closest nodes all at once in blue
|
||||
canvas.set_draw_color(Color::BLUE);
|
||||
canvas.fill_rects(&rects).unwrap();
|
||||
}
|
||||
|
||||
// Render node ID if a node is highlighted
|
||||
if let Some(closest_node_id) = closest_node {
|
||||
let node = map.graph.get_node(closest_node_id as NodeId).unwrap();
|
||||
let pos = transform_position_with_offset(node.position, constants::LARGE_SCALE);
|
||||
|
||||
let node_id_text = closest_node_id.to_string();
|
||||
let text_pos = Vec2::new((pos.x + 10) as f32, (pos.y - 5) as f32);
|
||||
|
||||
text_renderer
|
||||
.render_text(
|
||||
canvas,
|
||||
&mut ttf_atlas.0,
|
||||
&node_id_text,
|
||||
text_pos,
|
||||
Color {
|
||||
a: f32_to_u8(0.9),
|
||||
..Color::WHITE
|
||||
},
|
||||
)
|
||||
.unwrap();
|
||||
}
|
||||
|
||||
// Render timing information in the top-left corner
|
||||
// Use previous tick since current tick is incomplete (frame is still running)
|
||||
let current_tick = timing.get_current_tick();
|
||||
let previous_tick = current_tick.saturating_sub(1);
|
||||
render_timing_display(canvas, timings, previous_tick, &text_renderer, &mut ttf_atlas.0);
|
||||
}
|
||||
230
src/systems/ghost.rs
Normal file
230
src/systems/ghost.rs
Normal file
@@ -0,0 +1,230 @@
|
||||
use crate::platform;
|
||||
use crate::systems::components::{
|
||||
DirectionalAnimation, Frozen, GhostAnimation, GhostState, LastAnimationState, LinearAnimation, Looping,
|
||||
};
|
||||
use crate::{
|
||||
map::{
|
||||
builder::Map,
|
||||
direction::Direction,
|
||||
graph::{Edge, TraversalFlags},
|
||||
},
|
||||
systems::{
|
||||
components::{DeltaTime, Ghost},
|
||||
movement::{Position, Velocity},
|
||||
},
|
||||
};
|
||||
use tracing::{debug, trace, warn};
|
||||
|
||||
use crate::systems::GhostAnimations;
|
||||
use bevy_ecs::query::Without;
|
||||
use bevy_ecs::system::{Commands, Query, Res};
|
||||
use rand::seq::IndexedRandom;
|
||||
use smallvec::SmallVec;
|
||||
|
||||
/// Autonomous ghost AI system implementing randomized movement with backtracking avoidance.
|
||||
pub fn ghost_movement_system(
|
||||
map: Res<Map>,
|
||||
delta_time: Res<DeltaTime>,
|
||||
mut ghosts: Query<(&Ghost, &mut Velocity, &mut Position), Without<Frozen>>,
|
||||
) {
|
||||
for (_ghost, mut velocity, mut position) in ghosts.iter_mut() {
|
||||
let mut distance = velocity.speed * 60.0 * delta_time.seconds;
|
||||
loop {
|
||||
match *position {
|
||||
Position::Stopped { node: current_node } => {
|
||||
let intersection = &map.graph.adjacency_list[current_node as usize];
|
||||
let opposite = velocity.direction.opposite();
|
||||
|
||||
let mut non_opposite_options: SmallVec<[Edge; 3]> = SmallVec::new();
|
||||
|
||||
// Collect all available directions that ghosts can traverse
|
||||
for edge in Direction::DIRECTIONS.iter().flat_map(|d| intersection.get(*d)) {
|
||||
if edge.traversal_flags.contains(TraversalFlags::GHOST) && edge.direction != opposite {
|
||||
non_opposite_options.push(edge);
|
||||
}
|
||||
}
|
||||
|
||||
let new_edge: Edge = if non_opposite_options.is_empty() {
|
||||
if let Some(edge) = intersection.get(opposite) {
|
||||
trace!(node = current_node, ghost = ?_ghost, direction = ?opposite, "Ghost forced to reverse direction");
|
||||
edge
|
||||
} else {
|
||||
warn!(node = current_node, ghost = ?_ghost, "Ghost stuck with no available directions");
|
||||
break;
|
||||
}
|
||||
} else {
|
||||
*non_opposite_options.choose(&mut platform::rng()).unwrap()
|
||||
};
|
||||
|
||||
velocity.direction = new_edge.direction;
|
||||
*position = Position::Moving {
|
||||
from: current_node,
|
||||
to: new_edge.target,
|
||||
remaining_distance: new_edge.distance,
|
||||
};
|
||||
}
|
||||
Position::Moving { .. } => {
|
||||
if let Some(overflow) = position.tick(distance) {
|
||||
distance = overflow;
|
||||
} else {
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// System that handles eaten ghost behavior and respawn logic.
|
||||
///
|
||||
/// When a ghost is eaten by Pac-Man, it enters an "eaten" state where:
|
||||
/// 1. It displays eyes-only animation
|
||||
/// 2. It moves directly back to the ghost house at increased speed
|
||||
/// 3. Once it reaches the ghost house center, it respawns as a normal ghost
|
||||
///
|
||||
/// This system runs after the main movement system to override eaten ghost movement.
|
||||
pub fn eaten_ghost_system(
|
||||
map: Res<Map>,
|
||||
delta_time: Res<DeltaTime>,
|
||||
mut eaten_ghosts: Query<(&Ghost, &mut Position, &mut Velocity, &mut GhostState)>,
|
||||
) {
|
||||
for (ghost_type, mut position, mut velocity, mut ghost_state) in eaten_ghosts.iter_mut() {
|
||||
// Only process ghosts that are in Eyes state
|
||||
if !matches!(*ghost_state, GhostState::Eyes) {
|
||||
continue;
|
||||
}
|
||||
// Set higher speed for eaten ghosts returning to ghost house
|
||||
let original_speed = velocity.speed;
|
||||
velocity.speed = ghost_type.base_speed() * 2.0; // Move twice as fast when eaten
|
||||
|
||||
// Calculate direction towards ghost house center (using Clyde's start position)
|
||||
let ghost_house_center = map.start_positions.clyde;
|
||||
|
||||
match *position {
|
||||
Position::Stopped { node: current_node } => {
|
||||
// Find path to ghost house center and start moving
|
||||
if let Some(direction) = find_direction_to_target(&map, current_node, ghost_house_center) {
|
||||
velocity.direction = direction;
|
||||
*position = Position::Moving {
|
||||
from: current_node,
|
||||
to: map.graph.adjacency_list[current_node as usize].get(direction).unwrap().target,
|
||||
remaining_distance: map.graph.adjacency_list[current_node as usize]
|
||||
.get(direction)
|
||||
.unwrap()
|
||||
.distance,
|
||||
};
|
||||
}
|
||||
}
|
||||
Position::Moving { to, .. } => {
|
||||
let distance = velocity.speed * 60.0 * delta_time.seconds;
|
||||
if let Some(_overflow) = position.tick(distance) {
|
||||
// Reached target node, check if we're at ghost house center
|
||||
if to == ghost_house_center {
|
||||
// Respawn the ghost - set state back to normal
|
||||
debug!(ghost = ?ghost_type, "Eaten ghost reached ghost house, respawning as normal");
|
||||
*ghost_state = GhostState::Normal;
|
||||
// Reset to stopped at ghost house center
|
||||
*position = Position::Stopped {
|
||||
node: ghost_house_center,
|
||||
};
|
||||
} else {
|
||||
// Continue pathfinding to ghost house
|
||||
if let Some(next_direction) = find_direction_to_target(&map, to, ghost_house_center) {
|
||||
velocity.direction = next_direction;
|
||||
*position = Position::Moving {
|
||||
from: to,
|
||||
to: map.graph.adjacency_list[to as usize].get(next_direction).unwrap().target,
|
||||
remaining_distance: map.graph.adjacency_list[to as usize].get(next_direction).unwrap().distance,
|
||||
};
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Restore original speed
|
||||
velocity.speed = original_speed;
|
||||
}
|
||||
}
|
||||
|
||||
/// Helper function to find the direction from a node towards a target node.
|
||||
/// Uses simple greedy pathfinding - prefers straight lines when possible.
|
||||
fn find_direction_to_target(
|
||||
map: &Map,
|
||||
from_node: crate::systems::movement::NodeId,
|
||||
target_node: crate::systems::movement::NodeId,
|
||||
) -> Option<Direction> {
|
||||
let from_pos = map.graph.get_node(from_node).unwrap().position;
|
||||
let target_pos = map.graph.get_node(target_node).unwrap().position;
|
||||
|
||||
let dx = target_pos.x as i32 - from_pos.x as i32;
|
||||
let dy = target_pos.y as i32 - from_pos.y as i32;
|
||||
|
||||
// Prefer horizontal movement first, then vertical
|
||||
let preferred_dirs = if dx.abs() > dy.abs() {
|
||||
if dx > 0 {
|
||||
[Direction::Right, Direction::Up, Direction::Down, Direction::Left]
|
||||
} else {
|
||||
[Direction::Left, Direction::Up, Direction::Down, Direction::Right]
|
||||
}
|
||||
} else if dy > 0 {
|
||||
[Direction::Down, Direction::Left, Direction::Right, Direction::Up]
|
||||
} else {
|
||||
[Direction::Up, Direction::Left, Direction::Right, Direction::Down]
|
||||
};
|
||||
|
||||
// Return first available direction towards target
|
||||
for direction in preferred_dirs {
|
||||
if let Some(edge) = map.graph.adjacency_list[from_node as usize].get(direction) {
|
||||
if edge.traversal_flags.contains(TraversalFlags::GHOST) {
|
||||
return Some(direction);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
None
|
||||
}
|
||||
|
||||
/// Unified system that manages ghost state transitions and animations with component swapping
|
||||
pub fn ghost_state_system(
|
||||
mut commands: Commands,
|
||||
animations: Res<GhostAnimations>,
|
||||
mut ghosts: Query<(bevy_ecs::entity::Entity, &Ghost, &mut GhostState, &mut LastAnimationState)>,
|
||||
) {
|
||||
for (entity, ghost_type, mut ghost_state, mut last_animation_state) in ghosts.iter_mut() {
|
||||
// Tick the ghost state to handle internal transitions (like flashing)
|
||||
let _ = ghost_state.tick();
|
||||
|
||||
// Only update animation if the animation state actually changed
|
||||
let current_animation_state = ghost_state.animation_state();
|
||||
if last_animation_state.0 != current_animation_state {
|
||||
trace!(ghost = ?ghost_type, old_state = ?last_animation_state.0, new_state = ?current_animation_state, "Ghost animation state changed");
|
||||
match current_animation_state {
|
||||
GhostAnimation::Frightened { flash } => {
|
||||
// Remove DirectionalAnimation, add LinearAnimation with Looping component
|
||||
commands
|
||||
.entity(entity)
|
||||
.remove::<DirectionalAnimation>()
|
||||
.insert(animations.frightened(flash).clone())
|
||||
.insert(Looping);
|
||||
}
|
||||
GhostAnimation::Normal => {
|
||||
// Remove LinearAnimation and Looping, add DirectionalAnimation
|
||||
commands
|
||||
.entity(entity)
|
||||
.remove::<(LinearAnimation, Looping)>()
|
||||
.insert(animations.get_normal(ghost_type).unwrap().clone());
|
||||
}
|
||||
GhostAnimation::Eyes => {
|
||||
// Remove LinearAnimation and Looping, add DirectionalAnimation (eyes animation)
|
||||
trace!(ghost = ?ghost_type, "Switching to eyes animation for eaten ghost");
|
||||
commands
|
||||
.entity(entity)
|
||||
.remove::<(LinearAnimation, Looping)>()
|
||||
.insert(animations.eyes().clone());
|
||||
}
|
||||
}
|
||||
last_animation_state.0 = current_animation_state;
|
||||
}
|
||||
}
|
||||
}
|
||||
334
src/systems/input.rs
Normal file
334
src/systems/input.rs
Normal file
@@ -0,0 +1,334 @@
|
||||
use std::collections::{HashMap, HashSet};
|
||||
|
||||
use bevy_ecs::{
|
||||
event::EventWriter,
|
||||
resource::Resource,
|
||||
system::{NonSendMut, Res, ResMut},
|
||||
};
|
||||
use glam::Vec2;
|
||||
use sdl2::{
|
||||
event::{Event, WindowEvent},
|
||||
keyboard::Keycode,
|
||||
EventPump,
|
||||
};
|
||||
use smallvec::{smallvec, SmallVec};
|
||||
|
||||
use crate::systems::components::DeltaTime;
|
||||
use crate::{
|
||||
events::{GameCommand, GameEvent},
|
||||
map::direction::Direction,
|
||||
};
|
||||
|
||||
// Touch input constants
|
||||
pub const TOUCH_DIRECTION_THRESHOLD: f32 = 10.0;
|
||||
pub const TOUCH_EASING_DISTANCE_THRESHOLD: f32 = 1.0;
|
||||
pub const MAX_TOUCH_MOVEMENT_SPEED: f32 = 100.0;
|
||||
pub const TOUCH_EASING_FACTOR: f32 = 1.5;
|
||||
|
||||
#[derive(Resource, Default, Debug, Copy, Clone)]
|
||||
pub enum CursorPosition {
|
||||
#[default]
|
||||
None,
|
||||
Some {
|
||||
position: Vec2,
|
||||
remaining_time: f32,
|
||||
},
|
||||
}
|
||||
|
||||
#[derive(Resource, Default, Debug, Clone)]
|
||||
pub struct TouchState {
|
||||
pub active_touch: Option<TouchData>,
|
||||
}
|
||||
|
||||
#[derive(Debug, Clone)]
|
||||
pub struct TouchData {
|
||||
pub finger_id: i64,
|
||||
pub start_pos: Vec2,
|
||||
pub current_pos: Vec2,
|
||||
pub current_direction: Option<Direction>,
|
||||
}
|
||||
|
||||
impl TouchData {
|
||||
pub fn new(finger_id: i64, start_pos: Vec2) -> Self {
|
||||
Self {
|
||||
finger_id,
|
||||
start_pos,
|
||||
current_pos: start_pos,
|
||||
current_direction: None,
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
#[derive(Resource, Debug, Clone)]
|
||||
pub struct Bindings {
|
||||
key_bindings: HashMap<Keycode, GameCommand>,
|
||||
movement_keys: HashSet<Keycode>,
|
||||
pressed_movement_keys: Vec<Keycode>,
|
||||
}
|
||||
|
||||
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);
|
||||
|
||||
let movement_keys = HashSet::from([
|
||||
Keycode::W,
|
||||
Keycode::A,
|
||||
Keycode::S,
|
||||
Keycode::D,
|
||||
Keycode::Up,
|
||||
Keycode::Down,
|
||||
Keycode::Left,
|
||||
Keycode::Right,
|
||||
]);
|
||||
|
||||
Self {
|
||||
key_bindings,
|
||||
movement_keys,
|
||||
pressed_movement_keys: Vec::new(),
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// A simplified input event used for deterministic testing and logic reuse
|
||||
/// without depending on SDL's event pump.
|
||||
#[derive(Debug, Clone, Copy, PartialEq, Eq)]
|
||||
pub enum SimpleKeyEvent {
|
||||
KeyDown(Keycode),
|
||||
KeyUp(Keycode),
|
||||
}
|
||||
|
||||
/// Processes a frame's worth of simplified key events and returns the resulting
|
||||
/// `GameEvent`s that would be emitted by the input system for that frame.
|
||||
///
|
||||
/// This mirrors the behavior of `input_system` for keyboard-related logic:
|
||||
/// - KeyDown emits the bound command immediately (movement or otherwise)
|
||||
/// - Tracks pressed movement keys in order to continue movement on subsequent frames
|
||||
/// - KeyUp removes movement keys; if another movement key remains, it resumes
|
||||
pub fn process_simple_key_events(bindings: &mut Bindings, frame_events: &[SimpleKeyEvent]) -> Vec<GameEvent> {
|
||||
let mut emitted_events = Vec::new();
|
||||
let mut movement_key_pressed = false;
|
||||
|
||||
for event in frame_events {
|
||||
match *event {
|
||||
SimpleKeyEvent::KeyDown(key) => {
|
||||
if let Some(command) = bindings.key_bindings.get(&key).copied() {
|
||||
emitted_events.push(GameEvent::Command(command));
|
||||
}
|
||||
|
||||
if bindings.movement_keys.contains(&key) {
|
||||
movement_key_pressed = true;
|
||||
if !bindings.pressed_movement_keys.contains(&key) {
|
||||
bindings.pressed_movement_keys.push(key);
|
||||
}
|
||||
}
|
||||
}
|
||||
SimpleKeyEvent::KeyUp(key) => {
|
||||
if bindings.movement_keys.contains(&key) {
|
||||
bindings.pressed_movement_keys.retain(|&k| k != key);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if !movement_key_pressed {
|
||||
if let Some(&last_movement_key) = bindings.pressed_movement_keys.last() {
|
||||
if let Some(command) = bindings.key_bindings.get(&last_movement_key).copied() {
|
||||
emitted_events.push(GameEvent::Command(command));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
emitted_events
|
||||
}
|
||||
|
||||
/// Calculates the primary direction from a 2D vector delta
|
||||
pub fn calculate_direction_from_delta(delta: Vec2) -> Direction {
|
||||
if delta.x.abs() > delta.y.abs() {
|
||||
if delta.x > 0.0 {
|
||||
Direction::Right
|
||||
} else {
|
||||
Direction::Left
|
||||
}
|
||||
} else if delta.y > 0.0 {
|
||||
Direction::Down
|
||||
} else {
|
||||
Direction::Up
|
||||
}
|
||||
}
|
||||
|
||||
/// Updates the touch reference position with easing
|
||||
///
|
||||
/// This slowly moves the start_pos towards the current_pos, with the speed
|
||||
/// decreasing as the distance gets smaller. The maximum movement speed is capped.
|
||||
/// Returns the delta vector and its length for reuse by the caller.
|
||||
pub fn update_touch_reference_position(touch_data: &mut TouchData, delta_time: f32) -> (Vec2, f32) {
|
||||
// Calculate the vector from start to current position
|
||||
let delta = touch_data.current_pos - touch_data.start_pos;
|
||||
let distance = delta.length();
|
||||
|
||||
// If there's no significant distance, nothing to do
|
||||
if distance < TOUCH_EASING_DISTANCE_THRESHOLD {
|
||||
return (delta, distance);
|
||||
}
|
||||
|
||||
// Calculate speed based on distance (slower as it gets closer)
|
||||
// The easing function creates a curve where movement slows down as it approaches the target
|
||||
let speed = (distance / TOUCH_EASING_FACTOR).min(MAX_TOUCH_MOVEMENT_SPEED);
|
||||
|
||||
// Calculate movement distance for this frame
|
||||
let movement_amount = speed * delta_time;
|
||||
|
||||
// If the movement would overshoot, just set to target
|
||||
if movement_amount >= distance {
|
||||
touch_data.start_pos = touch_data.current_pos;
|
||||
} else {
|
||||
// Use direct vector scaling instead of normalization
|
||||
let scale_factor = movement_amount / distance;
|
||||
touch_data.start_pos += delta * scale_factor;
|
||||
}
|
||||
|
||||
(delta, distance)
|
||||
}
|
||||
|
||||
pub fn input_system(
|
||||
delta_time: Res<DeltaTime>,
|
||||
mut bindings: ResMut<Bindings>,
|
||||
mut writer: EventWriter<GameEvent>,
|
||||
mut pump: NonSendMut<EventPump>,
|
||||
mut cursor: ResMut<CursorPosition>,
|
||||
mut touch_state: ResMut<TouchState>,
|
||||
) {
|
||||
let mut cursor_seen = false;
|
||||
// Collect all events for this frame.
|
||||
let frame_events: SmallVec<[Event; 3]> = pump.poll_iter().collect();
|
||||
|
||||
// Handle non-keyboard events inline and build a simplified keyboard event stream.
|
||||
let mut simple_key_events: SmallVec<[SimpleKeyEvent; 3]> = smallvec![];
|
||||
for event in &frame_events {
|
||||
match *event {
|
||||
Event::Quit { .. } => {
|
||||
writer.write(GameEvent::Command(GameCommand::Exit));
|
||||
}
|
||||
Event::MouseMotion { x, y, .. } => {
|
||||
*cursor = CursorPosition::Some {
|
||||
position: Vec2::new(x as f32, y as f32),
|
||||
remaining_time: 0.20,
|
||||
};
|
||||
cursor_seen = true;
|
||||
|
||||
// Handle mouse motion as touch motion for desktop testing
|
||||
if let Some(ref mut touch_data) = touch_state.active_touch {
|
||||
touch_data.current_pos = Vec2::new(x as f32, y as f32);
|
||||
}
|
||||
}
|
||||
// Handle mouse events as touch for desktop testing
|
||||
Event::MouseButtonDown { x, y, .. } => {
|
||||
let pos = Vec2::new(x as f32, y as f32);
|
||||
touch_state.active_touch = Some(TouchData::new(0, pos)); // Use ID 0 for mouse
|
||||
}
|
||||
Event::MouseButtonUp { .. } => {
|
||||
touch_state.active_touch = None;
|
||||
}
|
||||
// Handle actual touch events for mobile
|
||||
Event::FingerDown { finger_id, x, y, .. } => {
|
||||
// Convert normalized coordinates (0.0-1.0) to screen coordinates
|
||||
let screen_x = x * crate::constants::CANVAS_SIZE.x as f32;
|
||||
let screen_y = y * crate::constants::CANVAS_SIZE.y as f32;
|
||||
let pos = Vec2::new(screen_x, screen_y);
|
||||
touch_state.active_touch = Some(TouchData::new(finger_id, pos));
|
||||
}
|
||||
Event::FingerMotion { finger_id, x, y, .. } => {
|
||||
if let Some(ref mut touch_data) = touch_state.active_touch {
|
||||
if touch_data.finger_id == finger_id {
|
||||
let screen_x = x * crate::constants::CANVAS_SIZE.x as f32;
|
||||
let screen_y = y * crate::constants::CANVAS_SIZE.y as f32;
|
||||
touch_data.current_pos = Vec2::new(screen_x, screen_y);
|
||||
}
|
||||
}
|
||||
}
|
||||
Event::FingerUp { finger_id, .. } => {
|
||||
if let Some(ref touch_data) = touch_state.active_touch {
|
||||
if touch_data.finger_id == finger_id {
|
||||
touch_state.active_touch = None;
|
||||
}
|
||||
}
|
||||
}
|
||||
Event::KeyDown { keycode, repeat, .. } => {
|
||||
if let Some(key) = keycode {
|
||||
if repeat {
|
||||
continue;
|
||||
}
|
||||
simple_key_events.push(SimpleKeyEvent::KeyDown(key));
|
||||
}
|
||||
}
|
||||
Event::KeyUp { keycode, repeat, .. } => {
|
||||
if let Some(key) = keycode {
|
||||
if repeat {
|
||||
continue;
|
||||
}
|
||||
simple_key_events.push(SimpleKeyEvent::KeyUp(key));
|
||||
}
|
||||
}
|
||||
Event::Window { win_event, .. } => {
|
||||
if let WindowEvent::Resized(w, h) = win_event {
|
||||
tracing::info!(width = w, height = h, event = ?win_event, "Window Resized");
|
||||
}
|
||||
}
|
||||
// Despite disabling this event, it's still received, so we ignore it explicitly.
|
||||
Event::RenderTargetsReset { .. } => {}
|
||||
_ => {
|
||||
tracing::warn!(event = ?event, "Unhandled Event");
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Delegate keyboard handling to shared logic used by tests and production.
|
||||
let emitted = process_simple_key_events(&mut bindings, &simple_key_events);
|
||||
for event in emitted {
|
||||
writer.write(event);
|
||||
}
|
||||
|
||||
// Update touch reference position with easing
|
||||
if let Some(ref mut touch_data) = touch_state.active_touch {
|
||||
// Apply easing to the reference position and get the delta for direction calculation
|
||||
let (delta, distance) = update_touch_reference_position(touch_data, delta_time.seconds);
|
||||
|
||||
// Check for direction based on updated reference position
|
||||
if distance >= TOUCH_DIRECTION_THRESHOLD {
|
||||
let direction = calculate_direction_from_delta(delta);
|
||||
|
||||
// Only send command if direction has changed
|
||||
if touch_data.current_direction != Some(direction) {
|
||||
touch_data.current_direction = Some(direction);
|
||||
writer.write(GameEvent::Command(GameCommand::MovePlayer(direction)));
|
||||
}
|
||||
} else if touch_data.current_direction.is_some() {
|
||||
touch_data.current_direction = None;
|
||||
}
|
||||
}
|
||||
|
||||
if let (false, CursorPosition::Some { remaining_time, .. }) = (cursor_seen, &mut *cursor) {
|
||||
*remaining_time -= delta_time.seconds;
|
||||
if *remaining_time <= 0.0 {
|
||||
*cursor = CursorPosition::None;
|
||||
}
|
||||
}
|
||||
}
|
||||
80
src/systems/item.rs
Normal file
80
src/systems/item.rs
Normal file
@@ -0,0 +1,80 @@
|
||||
use bevy_ecs::{
|
||||
entity::Entity,
|
||||
event::{EventReader, EventWriter},
|
||||
query::With,
|
||||
system::{Commands, Query, ResMut},
|
||||
};
|
||||
use tracing::{debug, trace};
|
||||
|
||||
use crate::{
|
||||
constants::animation::FRIGHTENED_FLASH_START_TICKS,
|
||||
events::GameEvent,
|
||||
systems::{AudioEvent, EntityType, GhostCollider, GhostState, ItemCollider, PacmanCollider, ScoreResource},
|
||||
};
|
||||
|
||||
/// Determines if a collision between two entity types should be handled by the item system.
|
||||
///
|
||||
/// Returns `true` if one entity is a player and the other is a collectible item.
|
||||
#[allow(dead_code)]
|
||||
pub fn is_valid_item_collision(entity1: EntityType, entity2: EntityType) -> bool {
|
||||
match (entity1, entity2) {
|
||||
(EntityType::Player, entity) | (entity, EntityType::Player) => entity.is_collectible(),
|
||||
_ => false,
|
||||
}
|
||||
}
|
||||
|
||||
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 ghost_query: Query<&mut GhostState, With<GhostCollider>>,
|
||||
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) {
|
||||
if let Some(score_value) = entity_type.score_value() {
|
||||
trace!(item_entity = ?item_ent, item_type = ?entity_type, score_value, new_score = score.0 + score_value, "Item collected by player");
|
||||
score.0 += score_value;
|
||||
|
||||
// Remove the collected item
|
||||
commands.entity(item_ent).despawn();
|
||||
|
||||
// Trigger audio if appropriate
|
||||
if entity_type.is_collectible() {
|
||||
events.write(AudioEvent::PlayEat);
|
||||
}
|
||||
|
||||
// Make ghosts frightened when power pellet is collected
|
||||
if *entity_type == EntityType::PowerPellet {
|
||||
// Convert seconds to frames (assumes 60 FPS)
|
||||
let total_ticks = 60 * 5; // 5 seconds total
|
||||
debug!(duration_ticks = total_ticks, "Power pellet collected, frightening ghosts");
|
||||
|
||||
// Set all ghosts to frightened state, except those in Eyes state
|
||||
let mut frightened_count = 0;
|
||||
for mut ghost_state in ghost_query.iter_mut() {
|
||||
if !matches!(*ghost_state, GhostState::Eyes) {
|
||||
*ghost_state = GhostState::new_frightened(total_ticks, FRIGHTENED_FLASH_START_TICKS);
|
||||
frightened_count += 1;
|
||||
}
|
||||
}
|
||||
debug!(frightened_count, "Ghosts set to frightened state");
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
33
src/systems/lifetime.rs
Normal file
33
src/systems/lifetime.rs
Normal file
@@ -0,0 +1,33 @@
|
||||
use bevy_ecs::{
|
||||
component::Component,
|
||||
entity::Entity,
|
||||
system::{Commands, Query, Res},
|
||||
};
|
||||
|
||||
use crate::systems::components::DeltaTime;
|
||||
|
||||
/// Component for entities that should be automatically deleted after a certain number of ticks
|
||||
#[derive(Component, Debug, Clone, Copy)]
|
||||
pub struct TimeToLive {
|
||||
pub remaining_ticks: u32,
|
||||
}
|
||||
|
||||
impl TimeToLive {
|
||||
pub fn new(ticks: u32) -> Self {
|
||||
Self { remaining_ticks: ticks }
|
||||
}
|
||||
}
|
||||
|
||||
/// System that manages entities with TimeToLive components, decrementing their remaining ticks
|
||||
/// and despawning them when they expire
|
||||
pub fn time_to_live_system(mut commands: Commands, dt: Res<DeltaTime>, mut query: Query<(Entity, &mut TimeToLive)>) {
|
||||
for (entity, mut ttl) in query.iter_mut() {
|
||||
if ttl.remaining_ticks <= dt.ticks {
|
||||
// Entity has expired, despawn it
|
||||
commands.entity(entity).despawn();
|
||||
} else {
|
||||
// Decrement remaining time
|
||||
ttl.remaining_ticks = ttl.remaining_ticks.saturating_sub(dt.ticks);
|
||||
}
|
||||
}
|
||||
}
|
||||
38
src/systems/mod.rs
Normal file
38
src/systems/mod.rs
Normal file
@@ -0,0 +1,38 @@
|
||||
//! This module contains all the systems in the game.
|
||||
|
||||
#[cfg_attr(coverage_nightly, coverage(off))]
|
||||
pub mod audio;
|
||||
#[cfg_attr(coverage_nightly, coverage(off))]
|
||||
pub mod debug;
|
||||
#[cfg_attr(coverage_nightly, coverage(off))]
|
||||
pub mod profiling;
|
||||
#[cfg_attr(coverage_nightly, coverage(off))]
|
||||
pub mod render;
|
||||
|
||||
pub mod blinking;
|
||||
pub mod collision;
|
||||
pub mod components;
|
||||
pub mod ghost;
|
||||
pub mod input;
|
||||
pub mod item;
|
||||
pub mod lifetime;
|
||||
pub mod movement;
|
||||
pub mod player;
|
||||
pub mod state;
|
||||
|
||||
// Re-export all the modules. Do not fine-tune the exports.
|
||||
|
||||
pub use self::audio::*;
|
||||
pub use self::blinking::*;
|
||||
pub use self::collision::*;
|
||||
pub use self::components::*;
|
||||
pub use self::debug::*;
|
||||
pub use self::ghost::*;
|
||||
pub use self::input::*;
|
||||
pub use self::item::*;
|
||||
pub use self::lifetime::*;
|
||||
pub use self::movement::*;
|
||||
pub use self::player::*;
|
||||
pub use self::profiling::*;
|
||||
pub use self::render::*;
|
||||
pub use self::state::*;
|
||||
149
src/systems/movement.rs
Normal file
149
src/systems/movement.rs
Normal file
@@ -0,0 +1,149 @@
|
||||
use crate::error::{EntityError, GameResult};
|
||||
use crate::map::direction::Direction;
|
||||
use crate::map::graph::Graph;
|
||||
use bevy_ecs::component::Component;
|
||||
use glam::Vec2;
|
||||
|
||||
/// Zero-based index identifying a specific node in the navigation graph.
|
||||
///
|
||||
/// Nodes represent discrete movement targets in the maze. The index directly corresponds to the node's position in the
|
||||
/// graph's internal storage arrays.
|
||||
pub type NodeId = u16;
|
||||
|
||||
/// A component that represents the speed and cardinal direction of an entity.
|
||||
/// Speed is static, only applied when the entity has an edge to traverse.
|
||||
/// Direction is dynamic, but is controlled externally.
|
||||
#[derive(Component, Debug, Copy, Clone, PartialEq)]
|
||||
pub struct Velocity {
|
||||
pub speed: f32,
|
||||
pub direction: Direction,
|
||||
}
|
||||
|
||||
/// A component that represents a direction change that is only remembered for a period of time.
|
||||
/// This is used to allow entities to change direction before they reach their current target node (which consumes their buffered direction).
|
||||
#[derive(Component, Debug, Copy, Clone, PartialEq)]
|
||||
pub enum BufferedDirection {
|
||||
None,
|
||||
Some { direction: Direction, remaining_time: f32 },
|
||||
}
|
||||
|
||||
/// Entity position state that handles both stationary entities and moving entities.
|
||||
///
|
||||
/// Supports precise positioning during movement between discrete navigation nodes.
|
||||
/// When moving, entities smoothly interpolate along edges while tracking exact distance remaining to the target node.
|
||||
#[derive(Component, Debug, Copy, Clone, PartialEq)]
|
||||
pub enum Position {
|
||||
/// Entity is stationary at a specific graph node.
|
||||
Stopped { node: NodeId },
|
||||
/// Entity is traveling between two nodes.
|
||||
Moving {
|
||||
from: NodeId,
|
||||
to: NodeId,
|
||||
/// Distance remaining to reach the target node.
|
||||
remaining_distance: f32,
|
||||
},
|
||||
}
|
||||
|
||||
impl Position {
|
||||
/// Calculates the current pixel position in the game world.
|
||||
///
|
||||
/// Converts the graph position to screen coordinates, accounting for
|
||||
/// the board offset and centering the sprite.
|
||||
///
|
||||
/// # Errors
|
||||
///
|
||||
/// Returns an `EntityError` if the node or edge is not found.
|
||||
pub fn get_pixel_position(&self, graph: &Graph) -> GameResult<Vec2> {
|
||||
let pos = match &self {
|
||||
Position::Stopped { node } => {
|
||||
// Entity is stationary at a node
|
||||
let node = graph.get_node(*node).ok_or(EntityError::NodeNotFound(*node as usize))?;
|
||||
node.position
|
||||
}
|
||||
Position::Moving {
|
||||
from,
|
||||
to,
|
||||
remaining_distance,
|
||||
} => {
|
||||
// Entity is traveling between nodes
|
||||
let from_node = graph.get_node(*from).ok_or(EntityError::NodeNotFound(*from as usize))?;
|
||||
let to_node = graph.get_node(*to).ok_or(EntityError::NodeNotFound(*to as usize))?;
|
||||
let edge = graph.find_edge(*from, *to).ok_or(EntityError::EdgeNotFound {
|
||||
from: *from as usize,
|
||||
to: *to as usize,
|
||||
})?;
|
||||
|
||||
// For zero-distance edges (tunnels), progress >= 1.0 means we're at the target
|
||||
if edge.distance == 0.0 {
|
||||
to_node.position
|
||||
} else {
|
||||
// Interpolate position based on progress
|
||||
let progress = 1.0 - (*remaining_distance / edge.distance);
|
||||
from_node.position.lerp(to_node.position, progress)
|
||||
}
|
||||
}
|
||||
};
|
||||
|
||||
Ok(Vec2::new(
|
||||
pos.x + crate::constants::BOARD_PIXEL_OFFSET.x as f32,
|
||||
pos.y + crate::constants::BOARD_PIXEL_OFFSET.y as f32,
|
||||
))
|
||||
}
|
||||
|
||||
/// Advances movement progress by the specified distance with overflow handling.
|
||||
///
|
||||
/// For moving entities, decreases the remaining distance to the target node.
|
||||
/// If the distance would overshoot the target, the entity transitions to
|
||||
/// `Stopped` state and returns the excess distance for chaining movement
|
||||
/// to the next edge in the same frame.
|
||||
///
|
||||
/// # Arguments
|
||||
///
|
||||
/// * `distance` - Distance to travel this frame (typically speed × delta_time)
|
||||
///
|
||||
/// # Returns
|
||||
///
|
||||
/// `Some(overflow)` if the target was reached with distance remaining,
|
||||
/// `None` if still moving or already stopped.
|
||||
pub fn tick(&mut self, distance: f32) -> Option<f32> {
|
||||
if distance <= 0.0 || self.is_at_node() {
|
||||
return None;
|
||||
}
|
||||
|
||||
match self {
|
||||
Position::Moving {
|
||||
to, remaining_distance, ..
|
||||
} => {
|
||||
// If the remaining distance is less than or equal the distance, we'll reach the target
|
||||
if *remaining_distance <= distance {
|
||||
let overflow: Option<f32> = if *remaining_distance != distance {
|
||||
Some(distance - *remaining_distance)
|
||||
} else {
|
||||
None
|
||||
};
|
||||
*self = Position::Stopped { node: *to };
|
||||
|
||||
return overflow;
|
||||
}
|
||||
|
||||
*remaining_distance -= distance;
|
||||
|
||||
None
|
||||
}
|
||||
_ => unreachable!(),
|
||||
}
|
||||
}
|
||||
|
||||
/// Returns `true` if the position is exactly at a node (not traveling).
|
||||
pub fn is_at_node(&self) -> bool {
|
||||
matches!(self, Position::Stopped { .. })
|
||||
}
|
||||
|
||||
/// Returns the `NodeId` of the current node (source of travel if moving).
|
||||
pub fn current_node(&self) -> NodeId {
|
||||
match self {
|
||||
Position::Stopped { node } => *node,
|
||||
Position::Moving { from, .. } => *from,
|
||||
}
|
||||
}
|
||||
}
|
||||
191
src/systems/player.rs
Normal file
191
src/systems/player.rs
Normal file
@@ -0,0 +1,191 @@
|
||||
use bevy_ecs::{
|
||||
event::{EventReader, EventWriter},
|
||||
query::{With, Without},
|
||||
system::{Query, Res, ResMut},
|
||||
};
|
||||
use tracing::trace;
|
||||
|
||||
use crate::{
|
||||
error::GameError,
|
||||
events::{GameCommand, GameEvent},
|
||||
map::{builder::Map, graph::Edge},
|
||||
systems::{
|
||||
components::{DeltaTime, EntityType, Frozen, GlobalState, MovementModifiers, PlayerControlled},
|
||||
debug::DebugState,
|
||||
movement::{BufferedDirection, Position, Velocity},
|
||||
AudioState,
|
||||
},
|
||||
};
|
||||
|
||||
pub fn can_traverse(entity_type: EntityType, edge: Edge) -> bool {
|
||||
let entity_flags = entity_type.traversal_flags();
|
||||
edge.traversal_flags.contains(entity_flags)
|
||||
}
|
||||
|
||||
/// Processes player input commands and updates game state accordingly.
|
||||
///
|
||||
/// Handles keyboard-driven commands like movement direction changes, debug mode
|
||||
/// toggling, audio muting, and game exit requests. Movement commands are buffered
|
||||
/// to allow direction changes before reaching intersections, improving gameplay
|
||||
/// responsiveness. Non-movement commands immediately modify global game state.
|
||||
pub fn player_control_system(
|
||||
mut events: EventReader<GameEvent>,
|
||||
mut state: ResMut<GlobalState>,
|
||||
mut debug_state: ResMut<DebugState>,
|
||||
mut audio_state: ResMut<AudioState>,
|
||||
mut players: Query<&mut BufferedDirection, (With<PlayerControlled>, Without<Frozen>)>,
|
||||
mut errors: EventWriter<GameError>,
|
||||
) {
|
||||
// Handle events
|
||||
for event in events.read() {
|
||||
if let GameEvent::Command(command) = event {
|
||||
match command {
|
||||
GameCommand::MovePlayer(direction) => {
|
||||
// Get the player's movable component (ensuring there is only one player)
|
||||
let mut buffered_direction = match players.single_mut() {
|
||||
Ok(tuple) => tuple,
|
||||
Err(e) => {
|
||||
errors.write(GameError::InvalidState(format!(
|
||||
"No/multiple entities queried for player system: {}",
|
||||
e
|
||||
)));
|
||||
return;
|
||||
}
|
||||
};
|
||||
|
||||
trace!(direction = ?*direction, "Player direction buffered for movement");
|
||||
*buffered_direction = BufferedDirection::Some {
|
||||
direction: *direction,
|
||||
remaining_time: 0.25,
|
||||
};
|
||||
}
|
||||
GameCommand::Exit => {
|
||||
state.exit = true;
|
||||
}
|
||||
GameCommand::ToggleDebug => {
|
||||
debug_state.enabled = !debug_state.enabled;
|
||||
}
|
||||
GameCommand::MuteAudio => {
|
||||
audio_state.muted = !audio_state.muted;
|
||||
tracing::info!("Audio {}", if audio_state.muted { "muted" } else { "unmuted" });
|
||||
}
|
||||
_ => {}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// Executes frame-by-frame movement for Pac-Man.
|
||||
///
|
||||
/// Handles movement logic including buffered direction changes, edge traversal validation, and continuous movement between nodes.
|
||||
/// When stopped, prioritizes buffered directions for responsive controls, falling back to current direction.
|
||||
/// Supports movement chaining within a single frame when traveling at high speeds.
|
||||
#[allow(clippy::type_complexity)]
|
||||
pub fn player_movement_system(
|
||||
map: Res<Map>,
|
||||
delta_time: Res<DeltaTime>,
|
||||
mut entities: Query<
|
||||
(&MovementModifiers, &mut Position, &mut Velocity, &mut BufferedDirection),
|
||||
(With<PlayerControlled>, Without<Frozen>),
|
||||
>,
|
||||
mut last_stopped_node: bevy_ecs::system::Local<Option<crate::systems::movement::NodeId>>,
|
||||
) {
|
||||
for (modifiers, mut position, mut velocity, mut buffered_direction) in entities.iter_mut() {
|
||||
// Decrement the buffered direction remaining time
|
||||
if let BufferedDirection::Some {
|
||||
direction,
|
||||
remaining_time,
|
||||
} = *buffered_direction
|
||||
{
|
||||
if remaining_time <= 0.0 {
|
||||
trace!("Buffered direction expired");
|
||||
*buffered_direction = BufferedDirection::None;
|
||||
} else {
|
||||
*buffered_direction = BufferedDirection::Some {
|
||||
direction,
|
||||
remaining_time: remaining_time - delta_time.seconds,
|
||||
};
|
||||
}
|
||||
}
|
||||
|
||||
let mut distance = velocity.speed * modifiers.speed_multiplier * 60.0 * delta_time.seconds;
|
||||
|
||||
loop {
|
||||
match *position {
|
||||
Position::Stopped { .. } => {
|
||||
// If there is a buffered direction, travel it's edge first if available.
|
||||
if let BufferedDirection::Some { direction, .. } = *buffered_direction {
|
||||
// If there's no edge in that direction, ignore the buffered direction.
|
||||
if let Some(edge) = map.graph.find_edge_in_direction(position.current_node(), direction) {
|
||||
// If there is an edge in that direction (and it's traversable), start moving towards it and consume the buffered direction.
|
||||
if can_traverse(EntityType::Player, edge) {
|
||||
trace!(from = position.current_node(), to = edge.target, direction = ?direction, "Player started moving using buffered direction");
|
||||
*last_stopped_node = None; // Reset stopped state when starting to move
|
||||
velocity.direction = edge.direction;
|
||||
*position = Position::Moving {
|
||||
from: position.current_node(),
|
||||
to: edge.target,
|
||||
remaining_distance: edge.distance,
|
||||
};
|
||||
*buffered_direction = BufferedDirection::None;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// If there is no buffered direction (or it's not yet valid), continue in the current direction.
|
||||
if let Some(edge) = map.graph.find_edge_in_direction(position.current_node(), velocity.direction) {
|
||||
if can_traverse(EntityType::Player, edge) {
|
||||
trace!(from = position.current_node(), to = edge.target, direction = ?velocity.direction, "Player continued in current direction");
|
||||
*last_stopped_node = None; // Reset stopped state when starting to move
|
||||
velocity.direction = edge.direction;
|
||||
*position = Position::Moving {
|
||||
from: position.current_node(),
|
||||
to: edge.target,
|
||||
remaining_distance: edge.distance,
|
||||
};
|
||||
}
|
||||
} else {
|
||||
// No edge in our current direction either, erase the buffered direction and stop.
|
||||
let current_node = position.current_node();
|
||||
if *last_stopped_node != Some(current_node) {
|
||||
trace!(node = current_node, direction = ?velocity.direction, "Player stopped - no valid edge in current direction");
|
||||
*last_stopped_node = Some(current_node);
|
||||
}
|
||||
*buffered_direction = BufferedDirection::None;
|
||||
break;
|
||||
}
|
||||
}
|
||||
Position::Moving { .. } => {
|
||||
if let Some(overflow) = position.tick(distance) {
|
||||
distance = overflow;
|
||||
} else {
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// Applies tunnel slowdown based on the current node tile
|
||||
pub fn player_tunnel_slowdown_system(map: Res<Map>, mut q: Query<(&Position, &mut MovementModifiers), With<PlayerControlled>>) {
|
||||
if let Ok((position, mut modifiers)) = q.single_mut() {
|
||||
let node = position.current_node();
|
||||
let in_tunnel = map
|
||||
.tile_at_node(node)
|
||||
.map(|t| t == crate::constants::MapTile::Tunnel)
|
||||
.unwrap_or(false);
|
||||
|
||||
if modifiers.tunnel_slowdown_active != in_tunnel {
|
||||
trace!(
|
||||
node,
|
||||
in_tunnel,
|
||||
speed_multiplier = if in_tunnel { 0.6 } else { 1.0 },
|
||||
"Player tunnel slowdown state changed"
|
||||
);
|
||||
}
|
||||
|
||||
modifiers.tunnel_slowdown_active = in_tunnel;
|
||||
modifiers.speed_multiplier = if in_tunnel { 0.6 } else { 1.0 };
|
||||
}
|
||||
}
|
||||
380
src/systems/profiling.rs
Normal file
380
src/systems/profiling.rs
Normal file
@@ -0,0 +1,380 @@
|
||||
use bevy_ecs::system::IntoSystem;
|
||||
use bevy_ecs::{resource::Resource, system::System};
|
||||
use circular_buffer::CircularBuffer;
|
||||
use num_width::NumberWidth;
|
||||
use parking_lot::Mutex;
|
||||
use smallvec::SmallVec;
|
||||
use std::fmt::Display;
|
||||
use std::sync::atomic::{AtomicU64, Ordering};
|
||||
use std::time::Duration;
|
||||
use strum::{EnumCount, IntoEnumIterator};
|
||||
use strum_macros::{EnumCount, EnumIter, IntoStaticStr};
|
||||
use thousands::Separable;
|
||||
|
||||
/// The maximum number of systems that can be profiled. Must not be exceeded, or it will panic.
|
||||
const MAX_SYSTEMS: usize = SystemId::COUNT;
|
||||
/// The number of durations to keep in the circular buffer.
|
||||
const TIMING_WINDOW_SIZE: usize = 30;
|
||||
|
||||
/// A timing buffer that tracks durations and automatically inserts zero durations for skipped ticks.
|
||||
#[derive(Debug, Default)]
|
||||
pub struct TimingBuffer {
|
||||
/// Circular buffer storing timing durations
|
||||
buffer: CircularBuffer<TIMING_WINDOW_SIZE, Duration>,
|
||||
/// The last tick when this buffer was updated
|
||||
last_tick: u64,
|
||||
}
|
||||
|
||||
impl TimingBuffer {
|
||||
/// Adds a timing duration for the current tick.
|
||||
///
|
||||
/// # Panics
|
||||
///
|
||||
/// Panics if `current_tick` is less than `last_tick`, indicating time went backwards.
|
||||
pub fn add_timing(&mut self, duration: Duration, current_tick: u64) {
|
||||
if current_tick < self.last_tick {
|
||||
panic!(
|
||||
"Time went backwards: current_tick ({}) < last_tick ({})",
|
||||
current_tick, self.last_tick
|
||||
);
|
||||
}
|
||||
|
||||
// Insert zero durations for any skipped ticks (but not the current tick)
|
||||
if current_tick > self.last_tick {
|
||||
let skipped_ticks = current_tick - self.last_tick - 1;
|
||||
for _ in 0..skipped_ticks {
|
||||
self.buffer.push_back(Duration::ZERO);
|
||||
}
|
||||
}
|
||||
|
||||
// Add the actual timing
|
||||
self.buffer.push_back(duration);
|
||||
self.last_tick = current_tick;
|
||||
}
|
||||
|
||||
/// Gets statistics for this timing buffer.
|
||||
///
|
||||
/// # Panics
|
||||
///
|
||||
/// Panics if `current_tick` is less than `last_tick`, indicating time went backwards.
|
||||
pub fn get_stats(&mut self, current_tick: u64) -> (Duration, Duration) {
|
||||
// Insert zero durations for any skipped ticks since last update (but not the current tick)
|
||||
if current_tick > self.last_tick {
|
||||
let skipped_ticks = current_tick - self.last_tick - 1;
|
||||
for _ in 0..skipped_ticks {
|
||||
self.buffer.push_back(Duration::ZERO);
|
||||
}
|
||||
self.last_tick = current_tick;
|
||||
}
|
||||
|
||||
// Calculate statistics using Welford's algorithm
|
||||
let mut sample_count = 0u16;
|
||||
let mut running_mean = 0.0;
|
||||
let mut sum_squared_diff = 0.0;
|
||||
|
||||
let skip = self.last_tick.saturating_sub(current_tick);
|
||||
for duration in self.buffer.iter().skip(skip as usize) {
|
||||
let duration_secs = duration.as_secs_f32();
|
||||
sample_count += 1;
|
||||
|
||||
let diff_from_mean = duration_secs - running_mean;
|
||||
running_mean += diff_from_mean / sample_count as f32;
|
||||
|
||||
let diff_from_new_mean = duration_secs - running_mean;
|
||||
sum_squared_diff += diff_from_mean * diff_from_new_mean;
|
||||
}
|
||||
|
||||
if sample_count > 0 {
|
||||
let variance = if sample_count > 1 {
|
||||
sum_squared_diff / (sample_count - 1) as f32
|
||||
} else {
|
||||
0.0
|
||||
};
|
||||
|
||||
(
|
||||
Duration::from_secs_f32(running_mean),
|
||||
Duration::from_secs_f32(variance.sqrt()),
|
||||
)
|
||||
} else {
|
||||
(Duration::ZERO, Duration::ZERO)
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// A resource that tracks the current game tick using an atomic counter.
|
||||
/// This ensures thread-safe access to the tick counter across systems.
|
||||
#[derive(Resource, Debug)]
|
||||
pub struct Timing {
|
||||
/// Atomic counter for the current game tick
|
||||
current_tick: AtomicU64,
|
||||
}
|
||||
|
||||
impl Timing {
|
||||
/// Creates a new Timing resource starting at tick 0
|
||||
pub fn new() -> Self {
|
||||
Self {
|
||||
current_tick: AtomicU64::new(0),
|
||||
}
|
||||
}
|
||||
|
||||
/// Gets the current tick value
|
||||
pub fn get_current_tick(&self) -> u64 {
|
||||
self.current_tick.load(Ordering::Relaxed)
|
||||
}
|
||||
|
||||
/// Increments the tick counter and returns the new value
|
||||
pub fn increment_tick(&self) -> u64 {
|
||||
self.current_tick.fetch_add(1, Ordering::Relaxed) + 1
|
||||
}
|
||||
}
|
||||
|
||||
impl Default for Timing {
|
||||
fn default() -> Self {
|
||||
Self::new()
|
||||
}
|
||||
}
|
||||
|
||||
#[derive(EnumCount, EnumIter, IntoStaticStr, Debug, PartialEq, Eq, Hash, Copy, Clone)]
|
||||
pub enum SystemId {
|
||||
Total,
|
||||
Input,
|
||||
PlayerControls,
|
||||
Ghost,
|
||||
Movement,
|
||||
Audio,
|
||||
Blinking,
|
||||
DirectionalRender,
|
||||
LinearRender,
|
||||
DirtyRender,
|
||||
HudRender,
|
||||
Render,
|
||||
DebugRender,
|
||||
Present,
|
||||
Collision,
|
||||
Item,
|
||||
PlayerMovement,
|
||||
GhostCollision,
|
||||
Stage,
|
||||
GhostStateAnimation,
|
||||
EatenGhost,
|
||||
TimeToLive,
|
||||
}
|
||||
|
||||
impl Display for SystemId {
|
||||
fn fmt(&self, f: &mut std::fmt::Formatter<'_>) -> std::fmt::Result {
|
||||
// Use strum_macros::IntoStaticStr to get the static string
|
||||
write!(f, "{}", Into::<&'static str>::into(self).to_ascii_lowercase())
|
||||
}
|
||||
}
|
||||
|
||||
#[derive(Resource, Debug)]
|
||||
pub struct SystemTimings {
|
||||
/// Statically sized map of system names to timing buffers.
|
||||
pub timings: micromap::Map<SystemId, Mutex<TimingBuffer>, MAX_SYSTEMS>,
|
||||
}
|
||||
|
||||
impl Default for SystemTimings {
|
||||
fn default() -> Self {
|
||||
let mut timings = micromap::Map::new();
|
||||
|
||||
// Pre-populate with all SystemId variants to avoid runtime allocations
|
||||
for id in SystemId::iter() {
|
||||
timings.insert(id, Mutex::new(TimingBuffer::default()));
|
||||
}
|
||||
|
||||
Self { timings }
|
||||
}
|
||||
}
|
||||
|
||||
impl SystemTimings {
|
||||
pub fn add_timing(&self, id: SystemId, duration: Duration, current_tick: u64) {
|
||||
// Since all SystemId variants are pre-populated, we can use a simple read lock
|
||||
let buffer = self
|
||||
.timings
|
||||
.get(&id)
|
||||
.expect("SystemId not found in pre-populated map - this is a bug");
|
||||
buffer.lock().add_timing(duration, current_tick);
|
||||
}
|
||||
|
||||
/// Add timing for the Total system (total frame time including scheduler.run)
|
||||
pub fn add_total_timing(&self, duration: Duration, current_tick: u64) {
|
||||
self.add_timing(SystemId::Total, duration, current_tick);
|
||||
}
|
||||
|
||||
pub fn get_stats(&self, current_tick: u64) -> micromap::Map<SystemId, (Duration, Duration), MAX_SYSTEMS> {
|
||||
let mut stats = micromap::Map::new();
|
||||
|
||||
// Iterate over all SystemId variants to ensure every system has an entry
|
||||
for id in SystemId::iter() {
|
||||
let buffer = self
|
||||
.timings
|
||||
.get(&id)
|
||||
.expect("SystemId not found in pre-populated map - this is a bug");
|
||||
|
||||
let (average, standard_deviation) = buffer.lock().get_stats(current_tick);
|
||||
stats.insert(id, (average, standard_deviation));
|
||||
}
|
||||
|
||||
stats
|
||||
}
|
||||
|
||||
pub fn format_timing_display(&self, current_tick: u64) -> SmallVec<[String; SystemId::COUNT]> {
|
||||
let stats = self.get_stats(current_tick);
|
||||
|
||||
// Get the Total system metrics instead of averaging all systems
|
||||
let (total_avg, total_std) = stats
|
||||
.get(&SystemId::Total)
|
||||
.copied()
|
||||
.unwrap_or((Duration::ZERO, Duration::ZERO));
|
||||
|
||||
let effective_fps = match 1.0 / total_avg.as_secs_f64() {
|
||||
f if f > 100.0 => format!("{:>5} FPS", (f as u32).separate_with_commas()),
|
||||
f if f < 10.0 => format!("{:.1} FPS", f),
|
||||
f => format!("{:5.0} FPS", f),
|
||||
};
|
||||
|
||||
// Collect timing data for formatting
|
||||
let mut timing_data = vec![(effective_fps, total_avg, total_std)];
|
||||
|
||||
// Sort the stats by average duration, excluding the Total system
|
||||
let mut sorted_stats: Vec<_> = stats.iter().filter(|(id, _)| **id != SystemId::Total).collect();
|
||||
sorted_stats.sort_by(|a, b| b.1 .0.cmp(&a.1 .0));
|
||||
|
||||
// Add the top 7 most expensive systems (excluding Total)
|
||||
for (name, (avg, std_dev)) in sorted_stats.iter().take(9) {
|
||||
timing_data.push((name.to_string(), *avg, *std_dev));
|
||||
}
|
||||
|
||||
// Use the formatting module to format the data
|
||||
format_timing_display(timing_data)
|
||||
}
|
||||
}
|
||||
|
||||
pub fn profile<S, M>(id: SystemId, 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), Some(timing)) = (world.get_resource::<SystemTimings>(), world.get_resource::<Timing>()) {
|
||||
let current_tick = timing.get_current_tick();
|
||||
timings.add_timing(id, duration, current_tick);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// 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; SystemId::COUNT]> {
|
||||
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_avg_int_width, max_avg_decimal_width, max_std_int_width, max_std_decimal_width) =
|
||||
entries
|
||||
.iter()
|
||||
.fold((0, 3, 0, 3), |(avg_int_w, avg_dec_w, std_int_w, std_dec_w), e| {
|
||||
(
|
||||
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),
|
||||
)
|
||||
});
|
||||
|
||||
let max_name_width = SystemId::iter()
|
||||
.map(|id| id.to_string().len())
|
||||
.max()
|
||||
.expect("SystemId::iter() returned an empty iterator");
|
||||
|
||||
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; SystemId::COUNT]>>()
|
||||
}
|
||||
474
src/systems/render.rs
Normal file
474
src/systems/render.rs
Normal file
@@ -0,0 +1,474 @@
|
||||
use crate::map::builder::Map;
|
||||
use crate::map::direction::Direction;
|
||||
use crate::systems::input::TouchState;
|
||||
use crate::systems::{
|
||||
debug_render_system, BatchedLinesResource, Collider, CursorPosition, DebugState, DebugTextureResource, DeltaTime,
|
||||
DirectionalAnimation, Dying, Frozen, GameStage, LinearAnimation, Looping, PlayerLives, Position, Renderable, ScoreResource,
|
||||
StartupSequence, SystemId, SystemTimings, TtfAtlasResource, Velocity,
|
||||
};
|
||||
use crate::texture::sprite::SpriteAtlas;
|
||||
use crate::texture::sprites::{GameSprite, PacmanSprite};
|
||||
use crate::texture::text::TextTexture;
|
||||
use crate::{
|
||||
constants::{BOARD_BOTTOM_PIXEL_OFFSET, CANVAS_SIZE, CELL_SIZE},
|
||||
error::{GameError, TextureError},
|
||||
};
|
||||
use bevy_ecs::component::Component;
|
||||
use bevy_ecs::entity::Entity;
|
||||
use bevy_ecs::event::EventWriter;
|
||||
use bevy_ecs::query::{Changed, Has, Or, With, Without};
|
||||
use bevy_ecs::removal_detection::RemovedComponents;
|
||||
use bevy_ecs::resource::Resource;
|
||||
use bevy_ecs::system::{NonSendMut, Query, Res, ResMut};
|
||||
use sdl2::pixels::Color;
|
||||
use sdl2::rect::{Point, Rect};
|
||||
use sdl2::render::{BlendMode, Canvas, Texture};
|
||||
use sdl2::video::Window;
|
||||
use std::time::Instant;
|
||||
|
||||
#[derive(Resource, Default)]
|
||||
pub struct RenderDirty(pub bool);
|
||||
|
||||
#[derive(Component)]
|
||||
pub struct Hidden;
|
||||
|
||||
/// Enum to identify which texture is being rendered to in the combined render system
|
||||
#[derive(Debug, Clone, Copy)]
|
||||
enum RenderTarget {
|
||||
Backbuffer,
|
||||
Debug,
|
||||
}
|
||||
|
||||
#[allow(clippy::type_complexity)]
|
||||
pub fn dirty_render_system(
|
||||
mut dirty: ResMut<RenderDirty>,
|
||||
changed: Query<(), Or<(Changed<Renderable>, Changed<Position>)>>,
|
||||
removed_hidden: RemovedComponents<Hidden>,
|
||||
removed_renderables: RemovedComponents<Renderable>,
|
||||
) {
|
||||
let changed_count = changed.iter().count();
|
||||
let removed_hidden_count = removed_hidden.len();
|
||||
let removed_renderables_count = removed_renderables.len();
|
||||
|
||||
if changed_count > 0 || removed_hidden_count > 0 || removed_renderables_count > 0 {
|
||||
dirty.0 = true;
|
||||
}
|
||||
}
|
||||
|
||||
/// Updates directional animated entities with synchronized timing across directions.
|
||||
///
|
||||
/// This runs before the render system to update sprites based on current direction and movement state.
|
||||
/// All directions share the same frame timing to ensure perfect synchronization.
|
||||
pub fn directional_render_system(
|
||||
dt: Res<DeltaTime>,
|
||||
mut query: Query<(&Position, &Velocity, &mut DirectionalAnimation, &mut Renderable), Without<Frozen>>,
|
||||
) {
|
||||
let ticks = (dt.seconds * 60.0).round() as u16; // Convert from seconds to ticks at 60 ticks/sec
|
||||
|
||||
for (position, velocity, mut anim, mut renderable) in query.iter_mut() {
|
||||
let stopped = matches!(position, Position::Stopped { .. });
|
||||
|
||||
// Only tick animation when moving to preserve stopped frame
|
||||
if !stopped {
|
||||
// Tick shared animation state
|
||||
anim.time_bank += ticks;
|
||||
while anim.time_bank >= anim.frame_duration {
|
||||
anim.time_bank -= anim.frame_duration;
|
||||
anim.current_frame += 1;
|
||||
}
|
||||
}
|
||||
|
||||
// Get tiles for current direction and movement state
|
||||
let tiles = if stopped {
|
||||
anim.stopped_tiles.get(velocity.direction)
|
||||
} else {
|
||||
anim.moving_tiles.get(velocity.direction)
|
||||
};
|
||||
|
||||
if !tiles.is_empty() {
|
||||
let new_tile = tiles.get_tile(anim.current_frame);
|
||||
if renderable.sprite != new_tile {
|
||||
renderable.sprite = new_tile;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// System that updates `Renderable` sprites for entities with `LinearAnimation`.
|
||||
#[allow(clippy::type_complexity)]
|
||||
pub fn linear_render_system(
|
||||
dt: Res<DeltaTime>,
|
||||
mut query: Query<(&mut LinearAnimation, &mut Renderable, Has<Looping>), Or<(Without<Frozen>, With<Dying>)>>,
|
||||
) {
|
||||
for (mut anim, mut renderable, looping) in query.iter_mut() {
|
||||
if anim.finished {
|
||||
continue;
|
||||
}
|
||||
|
||||
anim.time_bank += dt.ticks as u16;
|
||||
let frames_to_advance = (anim.time_bank / anim.frame_duration) as usize;
|
||||
|
||||
if frames_to_advance == 0 {
|
||||
continue;
|
||||
}
|
||||
|
||||
let total_frames = anim.tiles.len();
|
||||
|
||||
if !looping && anim.current_frame + frames_to_advance >= total_frames {
|
||||
anim.finished = true;
|
||||
anim.current_frame = total_frames - 1;
|
||||
} else {
|
||||
anim.current_frame += frames_to_advance;
|
||||
}
|
||||
|
||||
anim.time_bank %= anim.frame_duration;
|
||||
renderable.sprite = anim.tiles.get_tile(anim.current_frame);
|
||||
}
|
||||
}
|
||||
|
||||
/// 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);
|
||||
|
||||
/// 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);
|
||||
|
||||
/// Renders touch UI overlay for mobile/testing.
|
||||
pub fn touch_ui_render_system(
|
||||
mut backbuffer: NonSendMut<BackbufferResource>,
|
||||
mut canvas: NonSendMut<&mut Canvas<Window>>,
|
||||
touch_state: Res<TouchState>,
|
||||
mut errors: EventWriter<GameError>,
|
||||
) {
|
||||
if let Some(ref touch_data) = touch_state.active_touch {
|
||||
let _ = canvas.with_texture_canvas(&mut backbuffer.0, |canvas| {
|
||||
// Set blend mode for transparency
|
||||
canvas.set_blend_mode(BlendMode::Blend);
|
||||
|
||||
// Draw semi-transparent circle at touch start position
|
||||
canvas.set_draw_color(Color::RGBA(255, 255, 255, 100));
|
||||
let center = Point::new(touch_data.start_pos.x as i32, touch_data.start_pos.y as i32);
|
||||
|
||||
// Draw a simple circle by drawing filled rectangles (basic approach)
|
||||
let radius = 30;
|
||||
for dy in -radius..=radius {
|
||||
for dx in -radius..=radius {
|
||||
if dx * dx + dy * dy <= radius * radius {
|
||||
let point = Point::new(center.x + dx, center.y + dy);
|
||||
if let Err(e) = canvas.draw_point(point) {
|
||||
errors.write(TextureError::RenderFailed(format!("Touch UI render error: {}", e)).into());
|
||||
return;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Draw direction indicator if we have a direction
|
||||
if let Some(direction) = touch_data.current_direction {
|
||||
canvas.set_draw_color(Color::RGBA(0, 255, 0, 150));
|
||||
|
||||
// Draw arrow indicating direction
|
||||
let arrow_length = 40;
|
||||
let (dx, dy) = match direction {
|
||||
crate::map::direction::Direction::Up => (0, -arrow_length),
|
||||
crate::map::direction::Direction::Down => (0, arrow_length),
|
||||
crate::map::direction::Direction::Left => (-arrow_length, 0),
|
||||
crate::map::direction::Direction::Right => (arrow_length, 0),
|
||||
};
|
||||
|
||||
let end_point = Point::new(center.x + dx, center.y + dy);
|
||||
if let Err(e) = canvas.draw_line(center, end_point) {
|
||||
errors.write(TextureError::RenderFailed(format!("Touch arrow render error: {}", e)).into());
|
||||
}
|
||||
|
||||
// Draw arrowhead (simple approach)
|
||||
let arrow_size = 8;
|
||||
match direction {
|
||||
crate::map::direction::Direction::Up => {
|
||||
let _ = canvas.draw_line(end_point, Point::new(end_point.x - arrow_size, end_point.y + arrow_size));
|
||||
let _ = canvas.draw_line(end_point, Point::new(end_point.x + arrow_size, end_point.y + arrow_size));
|
||||
}
|
||||
crate::map::direction::Direction::Down => {
|
||||
let _ = canvas.draw_line(end_point, Point::new(end_point.x - arrow_size, end_point.y - arrow_size));
|
||||
let _ = canvas.draw_line(end_point, Point::new(end_point.x + arrow_size, end_point.y - arrow_size));
|
||||
}
|
||||
crate::map::direction::Direction::Left => {
|
||||
let _ = canvas.draw_line(end_point, Point::new(end_point.x + arrow_size, end_point.y - arrow_size));
|
||||
let _ = canvas.draw_line(end_point, Point::new(end_point.x + arrow_size, end_point.y + arrow_size));
|
||||
}
|
||||
crate::map::direction::Direction::Right => {
|
||||
let _ = canvas.draw_line(end_point, Point::new(end_point.x - arrow_size, end_point.y - arrow_size));
|
||||
let _ = canvas.draw_line(end_point, Point::new(end_point.x - arrow_size, end_point.y + arrow_size));
|
||||
}
|
||||
}
|
||||
}
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
/// Renders the HUD (score, lives, etc.) on top of the game.
|
||||
#[allow(clippy::too_many_arguments)]
|
||||
pub fn hud_render_system(
|
||||
mut backbuffer: NonSendMut<BackbufferResource>,
|
||||
mut canvas: NonSendMut<&mut Canvas<Window>>,
|
||||
mut atlas: NonSendMut<SpriteAtlas>,
|
||||
player_lives: Res<PlayerLives>,
|
||||
score: Res<ScoreResource>,
|
||||
stage: Res<GameStage>,
|
||||
mut errors: EventWriter<GameError>,
|
||||
) {
|
||||
let _ = canvas.with_texture_canvas(&mut backbuffer.0, |canvas| {
|
||||
let mut text_renderer = TextTexture::new(1.0);
|
||||
|
||||
// Render lives and high score text in white
|
||||
let lives_text = "1UP HIGH SCORE ";
|
||||
let lives_position = glam::UVec2::new(4 + 8 * 3, 2); // x_offset + lives_offset * 8, y_offset
|
||||
|
||||
if let Err(e) = text_renderer.render(canvas, &mut atlas, lives_text, lives_position) {
|
||||
errors.write(TextureError::RenderFailed(format!("Failed to render lives text: {}", e)).into());
|
||||
}
|
||||
|
||||
// Render Pac-Man life sprites in bottom left
|
||||
let lives = player_lives.0;
|
||||
let life_sprite_path = &GameSprite::Pacman(PacmanSprite::Moving(Direction::Left, 1)).to_path();
|
||||
|
||||
// Get the sprite from the atlas for life display
|
||||
match atlas.get_tile(life_sprite_path) {
|
||||
Ok(life_sprite) => {
|
||||
let start_x = CELL_SIZE * 2; // 2 cells from left
|
||||
let start_y = CANVAS_SIZE.y - BOARD_BOTTOM_PIXEL_OFFSET.y + (CELL_SIZE / 2) + 1; // In bottom area
|
||||
let sprite_spacing = CELL_SIZE + CELL_SIZE / 2; // 1.5 cells between sprites
|
||||
|
||||
// Render one sprite for each remaining life (lives - 1, since current life isn't shown)
|
||||
let sprites_to_show = if lives > 0 { lives - 1 } else { 0 };
|
||||
for i in 0..sprites_to_show {
|
||||
let x = start_x + ((i as f32) * (sprite_spacing as f32 * 1.5)).round() as u32;
|
||||
let y = start_y - CELL_SIZE / 2;
|
||||
|
||||
let dest = sdl2::rect::Rect::new(x as i32, y as i32, life_sprite.size.x as u32, life_sprite.size.y as u32);
|
||||
|
||||
if let Err(e) = life_sprite.render(canvas, &mut atlas, dest) {
|
||||
errors.write(TextureError::RenderFailed(format!("Failed to render life sprite: {}", e)).into());
|
||||
}
|
||||
}
|
||||
}
|
||||
Err(e) => {
|
||||
errors.write(e.into());
|
||||
}
|
||||
}
|
||||
|
||||
// Render score text
|
||||
let score_text = format!("{:02}", score.0);
|
||||
let score_offset = 7 - (score_text.len() as i32);
|
||||
let score_position = glam::UVec2::new(4 + 8 * score_offset as u32, 10); // x_offset + score_offset * 8, 8 + y_offset
|
||||
|
||||
if let Err(e) = text_renderer.render(canvas, &mut atlas, &score_text, score_position) {
|
||||
errors.write(TextureError::RenderFailed(format!("Failed to render score text: {}", e)).into());
|
||||
}
|
||||
|
||||
// Render high score text
|
||||
let high_score_text = format!("{:02}", score.0);
|
||||
let high_score_offset = 17 - (high_score_text.len() as i32);
|
||||
let high_score_position = glam::UVec2::new(4 + 8 * high_score_offset as u32, 10); // x_offset + score_offset * 8, 8 + y_offset
|
||||
if let Err(e) = text_renderer.render(canvas, &mut atlas, &high_score_text, high_score_position) {
|
||||
errors.write(TextureError::RenderFailed(format!("Failed to render high score text: {}", e)).into());
|
||||
}
|
||||
|
||||
// Render GAME OVER text
|
||||
if matches!(*stage, GameStage::GameOver) {
|
||||
let game_over_text = "GAME OVER";
|
||||
let game_over_width = text_renderer.text_width(game_over_text);
|
||||
let game_over_position = glam::UVec2::new((CANVAS_SIZE.x - game_over_width) / 2, 160);
|
||||
if let Err(e) = text_renderer.render_with_color(canvas, &mut atlas, game_over_text, game_over_position, Color::RED) {
|
||||
errors.write(TextureError::RenderFailed(format!("Failed to render GAME OVER text: {}", e)).into());
|
||||
}
|
||||
}
|
||||
|
||||
// Render text based on StartupSequence stage
|
||||
if matches!(
|
||||
*stage,
|
||||
GameStage::Starting(StartupSequence::TextOnly { .. })
|
||||
| GameStage::Starting(StartupSequence::CharactersVisible { .. })
|
||||
) {
|
||||
let ready_text = "READY!";
|
||||
let ready_width = text_renderer.text_width(ready_text);
|
||||
let ready_position = glam::UVec2::new((CANVAS_SIZE.x - ready_width) / 2, 160);
|
||||
if let Err(e) = text_renderer.render_with_color(canvas, &mut atlas, ready_text, ready_position, Color::YELLOW) {
|
||||
errors.write(TextureError::RenderFailed(format!("Failed to render READY text: {}", e)).into());
|
||||
}
|
||||
|
||||
if matches!(*stage, GameStage::Starting(StartupSequence::TextOnly { .. })) {
|
||||
let player_one_text = "PLAYER ONE";
|
||||
let player_one_width = text_renderer.text_width(player_one_text);
|
||||
let player_one_position = glam::UVec2::new((CANVAS_SIZE.x - player_one_width) / 2, 113);
|
||||
|
||||
if let Err(e) =
|
||||
text_renderer.render_with_color(canvas, &mut atlas, player_one_text, player_one_position, Color::CYAN)
|
||||
{
|
||||
errors.write(TextureError::RenderFailed(format!("Failed to render PLAYER ONE text: {}", e)).into());
|
||||
}
|
||||
}
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
#[allow(clippy::too_many_arguments)]
|
||||
pub fn render_system(
|
||||
canvas: &mut Canvas<Window>,
|
||||
map_texture: &NonSendMut<MapTextureResource>,
|
||||
atlas: &mut SpriteAtlas,
|
||||
map: &Res<Map>,
|
||||
dirty: &Res<RenderDirty>,
|
||||
renderables: &Query<(Entity, &Renderable, &Position), Without<Hidden>>,
|
||||
errors: &mut EventWriter<GameError>,
|
||||
) {
|
||||
if !dirty.0 {
|
||||
return;
|
||||
}
|
||||
|
||||
// Clear the backbuffer
|
||||
canvas.set_draw_color(sdl2::pixels::Color::BLACK);
|
||||
canvas.clear();
|
||||
|
||||
// Copy the pre-rendered map texture to the backbuffer
|
||||
if let Err(e) = 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()
|
||||
{
|
||||
let pos = position.get_pixel_position(&map.graph);
|
||||
match pos {
|
||||
Ok(pos) => {
|
||||
let dest = Rect::from_center(
|
||||
Point::from((pos.x as i32, pos.y as i32)),
|
||||
renderable.sprite.size.x as u32,
|
||||
renderable.sprite.size.y as u32,
|
||||
);
|
||||
|
||||
renderable
|
||||
.sprite
|
||||
.render(canvas, atlas, dest)
|
||||
.err()
|
||||
.map(|e| errors.write(TextureError::RenderFailed(e.to_string()).into()));
|
||||
}
|
||||
Err(e) => {
|
||||
errors.write(e);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// Combined render system that renders to both backbuffer and debug textures in a single
|
||||
/// with_multiple_texture_canvas call for reduced overhead
|
||||
#[allow(clippy::too_many_arguments)]
|
||||
pub fn combined_render_system(
|
||||
mut canvas: NonSendMut<&mut Canvas<Window>>,
|
||||
map_texture: NonSendMut<MapTextureResource>,
|
||||
mut backbuffer: NonSendMut<BackbufferResource>,
|
||||
mut debug_texture: NonSendMut<DebugTextureResource>,
|
||||
mut atlas: NonSendMut<SpriteAtlas>,
|
||||
mut ttf_atlas: NonSendMut<TtfAtlasResource>,
|
||||
batched_lines: Res<BatchedLinesResource>,
|
||||
debug_state: Res<DebugState>,
|
||||
timings: Res<SystemTimings>,
|
||||
timing: Res<crate::systems::profiling::Timing>,
|
||||
map: Res<Map>,
|
||||
dirty: Res<RenderDirty>,
|
||||
renderables: Query<(Entity, &Renderable, &Position), Without<Hidden>>,
|
||||
colliders: Query<(&Collider, &Position)>,
|
||||
cursor: Res<CursorPosition>,
|
||||
mut errors: EventWriter<GameError>,
|
||||
) {
|
||||
if !dirty.0 {
|
||||
return;
|
||||
}
|
||||
|
||||
// Prepare textures and render targets
|
||||
let textures = [
|
||||
(&mut backbuffer.0, RenderTarget::Backbuffer),
|
||||
(&mut debug_texture.0, RenderTarget::Debug),
|
||||
];
|
||||
|
||||
// Record timing for each system independently
|
||||
let mut render_duration = None;
|
||||
let mut debug_render_duration = None;
|
||||
|
||||
let result = canvas.with_multiple_texture_canvas(textures.iter(), |texture_canvas, render_target| match render_target {
|
||||
RenderTarget::Backbuffer => {
|
||||
let start_time = Instant::now();
|
||||
|
||||
render_system(
|
||||
texture_canvas,
|
||||
&map_texture,
|
||||
&mut atlas,
|
||||
&map,
|
||||
&dirty,
|
||||
&renderables,
|
||||
&mut errors,
|
||||
);
|
||||
|
||||
render_duration = Some(start_time.elapsed());
|
||||
}
|
||||
RenderTarget::Debug => {
|
||||
if !debug_state.enabled {
|
||||
return;
|
||||
}
|
||||
|
||||
let start_time = Instant::now();
|
||||
|
||||
debug_render_system(
|
||||
texture_canvas,
|
||||
&mut ttf_atlas,
|
||||
&batched_lines,
|
||||
&debug_state,
|
||||
&timings,
|
||||
&timing,
|
||||
&map,
|
||||
&colliders,
|
||||
&cursor,
|
||||
);
|
||||
|
||||
debug_render_duration = Some(start_time.elapsed());
|
||||
}
|
||||
});
|
||||
|
||||
if let Err(e) = result {
|
||||
errors.write(TextureError::RenderFailed(e.to_string()).into());
|
||||
}
|
||||
|
||||
// Record timings for each system independently
|
||||
let current_tick = timing.get_current_tick();
|
||||
|
||||
if let Some(duration) = render_duration {
|
||||
timings.add_timing(SystemId::Render, duration, current_tick);
|
||||
}
|
||||
if let Some(duration) = debug_render_duration {
|
||||
timings.add_timing(SystemId::DebugRender, duration, current_tick);
|
||||
}
|
||||
}
|
||||
|
||||
pub fn present_system(
|
||||
mut canvas: NonSendMut<&mut Canvas<Window>>,
|
||||
mut dirty: ResMut<RenderDirty>,
|
||||
backbuffer: NonSendMut<BackbufferResource>,
|
||||
debug_texture: NonSendMut<DebugTextureResource>,
|
||||
debug_state: Res<DebugState>,
|
||||
) {
|
||||
if dirty.0 {
|
||||
// Copy the backbuffer to the main canvas
|
||||
canvas.copy(&backbuffer.0, None, None).unwrap();
|
||||
|
||||
// Copy the debug texture to the canvas
|
||||
if debug_state.enabled {
|
||||
canvas.set_blend_mode(BlendMode::Blend);
|
||||
canvas.copy(&debug_texture.0, None, None).unwrap();
|
||||
}
|
||||
|
||||
canvas.present();
|
||||
dirty.0 = false;
|
||||
}
|
||||
}
|
||||
394
src/systems/state.rs
Normal file
394
src/systems/state.rs
Normal file
@@ -0,0 +1,394 @@
|
||||
use std::mem::discriminant;
|
||||
use tracing::{debug, info, warn};
|
||||
|
||||
use crate::events::StageTransition;
|
||||
use crate::{
|
||||
map::builder::Map,
|
||||
systems::{
|
||||
AudioEvent, Blinking, DirectionalAnimation, Dying, Eaten, Frozen, Ghost, GhostCollider, GhostState, Hidden,
|
||||
LinearAnimation, Looping, NodeId, PlayerControlled, Position, Renderable, TimeToLive,
|
||||
},
|
||||
texture::{animated::TileSequence, sprite::SpriteAtlas},
|
||||
};
|
||||
use bevy_ecs::{
|
||||
entity::Entity,
|
||||
event::{EventReader, EventWriter},
|
||||
query::{With, Without},
|
||||
resource::Resource,
|
||||
system::{Commands, NonSendMut, Query, Res, ResMut},
|
||||
};
|
||||
|
||||
#[derive(Resource, Clone)]
|
||||
pub struct PlayerAnimation(pub DirectionalAnimation);
|
||||
|
||||
#[derive(Resource, Clone)]
|
||||
pub struct PlayerDeathAnimation(pub LinearAnimation);
|
||||
|
||||
/// A resource to track the overall stage of the game from a high-level perspective.
|
||||
#[derive(Resource, Debug, PartialEq, Eq, Clone, Copy)]
|
||||
pub enum GameStage {
|
||||
Starting(StartupSequence),
|
||||
/// The main gameplay loop is active.
|
||||
Playing,
|
||||
/// Short freeze after Pac-Man eats a ghost to display bonus score
|
||||
GhostEatenPause {
|
||||
remaining_ticks: u32,
|
||||
ghost_entity: Entity,
|
||||
node: NodeId,
|
||||
},
|
||||
/// The player has died and the death sequence is in progress.
|
||||
PlayerDying(DyingSequence),
|
||||
/// The level is restarting after a death.
|
||||
LevelRestarting,
|
||||
/// The game has ended.
|
||||
GameOver,
|
||||
}
|
||||
|
||||
/// A resource that manages the multi-stage startup sequence of the game.
|
||||
#[derive(Debug, PartialEq, Eq, Clone, Copy)]
|
||||
pub enum StartupSequence {
|
||||
/// Stage 1: Text-only stage
|
||||
/// - Player & ghosts are hidden
|
||||
/// - READY! and PLAYER ONE text are shown
|
||||
/// - Energizers do not blink
|
||||
TextOnly {
|
||||
/// Remaining ticks in this stage
|
||||
remaining_ticks: u32,
|
||||
},
|
||||
/// Stage 2: Characters visible stage
|
||||
/// - PLAYER ONE text is hidden, READY! text remains
|
||||
/// - Ghosts and Pac-Man are now shown
|
||||
CharactersVisible {
|
||||
/// Remaining ticks in this stage
|
||||
remaining_ticks: u32,
|
||||
},
|
||||
}
|
||||
|
||||
impl Default for GameStage {
|
||||
fn default() -> Self {
|
||||
Self::Playing
|
||||
}
|
||||
}
|
||||
|
||||
/// The state machine for the multi-stage death sequence.
|
||||
#[derive(Debug, PartialEq, Eq, Clone, Copy)]
|
||||
pub enum DyingSequence {
|
||||
/// Initial stage: entities are frozen, waiting for a delay.
|
||||
Frozen { remaining_ticks: u32 },
|
||||
/// Second stage: Pac-Man's death animation is playing.
|
||||
Animating { remaining_ticks: u32 },
|
||||
/// Third stage: Pac-Man is now gone, waiting a moment before the level restarts.
|
||||
Hidden { remaining_ticks: u32 },
|
||||
}
|
||||
|
||||
/// A resource to store the number of player lives.
|
||||
#[derive(Resource, Debug)]
|
||||
pub struct PlayerLives(pub u8);
|
||||
|
||||
impl Default for PlayerLives {
|
||||
fn default() -> Self {
|
||||
Self(3)
|
||||
}
|
||||
}
|
||||
|
||||
/// Handles startup sequence transitions and component management
|
||||
/// Maps sprite index to the corresponding effect sprite path
|
||||
fn sprite_index_to_path(index: u8) -> &'static str {
|
||||
match index {
|
||||
0 => "effects/100.png",
|
||||
1 => "effects/200.png",
|
||||
2 => "effects/300.png",
|
||||
3 => "effects/400.png",
|
||||
4 => "effects/700.png",
|
||||
5 => "effects/800.png",
|
||||
6 => "effects/1000.png",
|
||||
7 => "effects/1600.png",
|
||||
8 => "effects/2000.png",
|
||||
9 => "effects/3000.png",
|
||||
10 => "effects/5000.png",
|
||||
_ => "effects/200.png", // fallback to index 1
|
||||
}
|
||||
}
|
||||
|
||||
#[allow(clippy::too_many_arguments)]
|
||||
#[allow(clippy::type_complexity)]
|
||||
pub fn stage_system(
|
||||
mut game_state: ResMut<GameStage>,
|
||||
player_death_animation: Res<PlayerDeathAnimation>,
|
||||
player_animation: Res<PlayerAnimation>,
|
||||
mut player_lives: ResMut<PlayerLives>,
|
||||
map: Res<Map>,
|
||||
mut commands: Commands,
|
||||
mut audio_events: EventWriter<AudioEvent>,
|
||||
mut stage_event_reader: EventReader<StageTransition>,
|
||||
mut blinking_query: Query<Entity, With<Blinking>>,
|
||||
mut player_query: Query<(Entity, &mut Position), With<PlayerControlled>>,
|
||||
mut ghost_query: Query<(Entity, &Ghost, &mut Position), (With<GhostCollider>, Without<PlayerControlled>)>,
|
||||
atlas: NonSendMut<SpriteAtlas>,
|
||||
) {
|
||||
let old_state = *game_state;
|
||||
let mut new_state: Option<GameStage> = None;
|
||||
|
||||
// Handle stage transition requests before normal ticking
|
||||
for event in stage_event_reader.read() {
|
||||
let StageTransition::GhostEatenPause { ghost_entity } = *event;
|
||||
let pac_node = player_query
|
||||
.single_mut()
|
||||
.ok()
|
||||
.map(|(_, pos)| pos.current_node())
|
||||
.unwrap_or(map.start_positions.pacman);
|
||||
|
||||
debug!(ghost_entity = ?ghost_entity, node = pac_node, "Ghost eaten, entering pause state");
|
||||
new_state = Some(GameStage::GhostEatenPause {
|
||||
remaining_ticks: 30,
|
||||
ghost_entity,
|
||||
node: pac_node,
|
||||
});
|
||||
}
|
||||
|
||||
let new_state: GameStage = match new_state.unwrap_or(*game_state) {
|
||||
GameStage::Starting(startup) => match startup {
|
||||
StartupSequence::TextOnly { remaining_ticks } => {
|
||||
if remaining_ticks > 0 {
|
||||
GameStage::Starting(StartupSequence::TextOnly {
|
||||
remaining_ticks: remaining_ticks - 1,
|
||||
})
|
||||
} else {
|
||||
debug!("Transitioning from text-only to characters visible startup stage");
|
||||
GameStage::Starting(StartupSequence::CharactersVisible { remaining_ticks: 60 })
|
||||
}
|
||||
}
|
||||
StartupSequence::CharactersVisible { remaining_ticks } => {
|
||||
if remaining_ticks > 0 {
|
||||
GameStage::Starting(StartupSequence::CharactersVisible {
|
||||
remaining_ticks: remaining_ticks - 1,
|
||||
})
|
||||
} else {
|
||||
info!("Startup sequence completed, beginning gameplay");
|
||||
GameStage::Playing
|
||||
}
|
||||
}
|
||||
},
|
||||
GameStage::Playing => GameStage::Playing,
|
||||
GameStage::GhostEatenPause {
|
||||
remaining_ticks,
|
||||
ghost_entity,
|
||||
node,
|
||||
} => {
|
||||
if remaining_ticks > 0 {
|
||||
GameStage::GhostEatenPause {
|
||||
remaining_ticks: remaining_ticks.saturating_sub(1),
|
||||
ghost_entity,
|
||||
node,
|
||||
}
|
||||
} else {
|
||||
debug!("Ghost eaten pause ended, resuming gameplay");
|
||||
GameStage::Playing
|
||||
}
|
||||
}
|
||||
GameStage::PlayerDying(dying) => match dying {
|
||||
DyingSequence::Frozen { remaining_ticks } => {
|
||||
if remaining_ticks > 0 {
|
||||
GameStage::PlayerDying(DyingSequence::Frozen {
|
||||
remaining_ticks: remaining_ticks - 1,
|
||||
})
|
||||
} else {
|
||||
let death_animation = &player_death_animation.0;
|
||||
let remaining_ticks = (death_animation.tiles.len() * death_animation.frame_duration as usize) as u32;
|
||||
debug!(animation_frames = remaining_ticks, "Starting player death animation");
|
||||
GameStage::PlayerDying(DyingSequence::Animating { remaining_ticks })
|
||||
}
|
||||
}
|
||||
DyingSequence::Animating { remaining_ticks } => {
|
||||
if remaining_ticks > 0 {
|
||||
GameStage::PlayerDying(DyingSequence::Animating {
|
||||
remaining_ticks: remaining_ticks - 1,
|
||||
})
|
||||
} else {
|
||||
GameStage::PlayerDying(DyingSequence::Hidden { remaining_ticks: 60 })
|
||||
}
|
||||
}
|
||||
DyingSequence::Hidden { remaining_ticks } => {
|
||||
if remaining_ticks > 0 {
|
||||
GameStage::PlayerDying(DyingSequence::Hidden {
|
||||
remaining_ticks: remaining_ticks - 1,
|
||||
})
|
||||
} else {
|
||||
player_lives.0 = player_lives.0.saturating_sub(1);
|
||||
|
||||
if player_lives.0 > 0 {
|
||||
info!(remaining_lives = player_lives.0, "Player died, restarting level");
|
||||
GameStage::LevelRestarting
|
||||
} else {
|
||||
warn!("All lives lost, game over");
|
||||
GameStage::GameOver
|
||||
}
|
||||
}
|
||||
}
|
||||
},
|
||||
GameStage::LevelRestarting => {
|
||||
debug!("Level restart complete, returning to startup sequence");
|
||||
GameStage::Starting(StartupSequence::CharactersVisible { remaining_ticks: 60 })
|
||||
}
|
||||
GameStage::GameOver => GameStage::GameOver,
|
||||
};
|
||||
|
||||
if old_state == new_state {
|
||||
return;
|
||||
}
|
||||
|
||||
match (old_state, new_state) {
|
||||
(GameStage::Playing, GameStage::GhostEatenPause { ghost_entity, node, .. }) => {
|
||||
// Freeze the player & ghosts
|
||||
for entity in player_query
|
||||
.iter_mut()
|
||||
.map(|(e, _)| e)
|
||||
.chain(ghost_query.iter_mut().map(|(e, _, _)| e))
|
||||
{
|
||||
commands.entity(entity).insert(Frozen);
|
||||
}
|
||||
|
||||
// Hide the player & eaten ghost
|
||||
for (player_entity, _) in player_query.iter_mut() {
|
||||
commands.entity(player_entity).insert(Hidden);
|
||||
}
|
||||
commands.entity(ghost_entity).insert(Hidden);
|
||||
|
||||
// Spawn bonus points entity at Pac-Man's position
|
||||
let sprite_index = 1; // Index 1 = 200 points (default for ghost eating)
|
||||
let sprite_path = sprite_index_to_path(sprite_index);
|
||||
|
||||
if let Ok(sprite_tile) = SpriteAtlas::get_tile(&atlas, sprite_path) {
|
||||
let tile_sequence = TileSequence::single(sprite_tile);
|
||||
let animation = LinearAnimation::new(tile_sequence, 1);
|
||||
|
||||
commands.spawn((
|
||||
Position::Stopped { node },
|
||||
Renderable {
|
||||
sprite: sprite_tile,
|
||||
layer: 2, // Above other entities
|
||||
},
|
||||
animation,
|
||||
TimeToLive::new(30),
|
||||
));
|
||||
}
|
||||
}
|
||||
(GameStage::GhostEatenPause { ghost_entity, .. }, GameStage::Playing) => {
|
||||
// Unfreeze and reveal the player & all ghosts
|
||||
for entity in player_query
|
||||
.iter_mut()
|
||||
.map(|(e, _)| e)
|
||||
.chain(ghost_query.iter_mut().map(|(e, _, _)| e))
|
||||
{
|
||||
commands.entity(entity).remove::<(Frozen, Hidden)>();
|
||||
}
|
||||
|
||||
// Reveal the eaten ghost and switch it to Eyes state
|
||||
commands.entity(ghost_entity).insert(GhostState::Eyes);
|
||||
}
|
||||
(GameStage::Playing, GameStage::PlayerDying(DyingSequence::Frozen { .. })) => {
|
||||
// Freeze the player & ghosts
|
||||
for entity in player_query
|
||||
.iter_mut()
|
||||
.map(|(e, _)| e)
|
||||
.chain(ghost_query.iter_mut().map(|(e, _, _)| e))
|
||||
{
|
||||
commands.entity(entity).insert(Frozen);
|
||||
}
|
||||
}
|
||||
(GameStage::PlayerDying(DyingSequence::Frozen { .. }), GameStage::PlayerDying(DyingSequence::Animating { .. })) => {
|
||||
// Hide the ghosts
|
||||
for (entity, _, _) in ghost_query.iter_mut() {
|
||||
commands.entity(entity).insert(Hidden);
|
||||
}
|
||||
|
||||
// Start Pac-Man's death animation
|
||||
if let Ok((player_entity, _)) = player_query.single_mut() {
|
||||
commands
|
||||
.entity(player_entity)
|
||||
.insert((Dying, player_death_animation.0.clone()));
|
||||
}
|
||||
|
||||
// Play the death sound
|
||||
audio_events.write(AudioEvent::PlayDeath);
|
||||
}
|
||||
(GameStage::PlayerDying(DyingSequence::Animating { .. }), GameStage::PlayerDying(DyingSequence::Hidden { .. })) => {
|
||||
// Hide the player
|
||||
if let Ok((player_entity, _)) = player_query.single_mut() {
|
||||
commands.entity(player_entity).insert(Hidden);
|
||||
}
|
||||
}
|
||||
(_, GameStage::LevelRestarting) => {
|
||||
if let Ok((player_entity, mut pos)) = player_query.single_mut() {
|
||||
*pos = Position::Stopped {
|
||||
node: map.start_positions.pacman,
|
||||
};
|
||||
|
||||
// Freeze the blinking, force them to be visible (if they were hidden by blinking)
|
||||
for entity in blinking_query.iter_mut() {
|
||||
commands.entity(entity).insert(Frozen).remove::<Hidden>();
|
||||
}
|
||||
|
||||
// Reset the player animation
|
||||
commands
|
||||
.entity(player_entity)
|
||||
.remove::<(Frozen, Dying, LinearAnimation, Looping)>()
|
||||
.insert(player_animation.0.clone());
|
||||
}
|
||||
|
||||
// Reset ghost positions and state
|
||||
for (ghost_entity, ghost, mut ghost_pos) in ghost_query.iter_mut() {
|
||||
*ghost_pos = Position::Stopped {
|
||||
node: match ghost {
|
||||
Ghost::Blinky => map.start_positions.blinky,
|
||||
Ghost::Pinky => map.start_positions.pinky,
|
||||
Ghost::Inky => map.start_positions.inky,
|
||||
Ghost::Clyde => map.start_positions.clyde,
|
||||
},
|
||||
};
|
||||
commands
|
||||
.entity(ghost_entity)
|
||||
.remove::<(Frozen, Hidden, Eaten)>()
|
||||
.insert(GhostState::Normal);
|
||||
}
|
||||
}
|
||||
(_, GameStage::Starting(StartupSequence::CharactersVisible { .. })) => {
|
||||
// Unhide the player & ghosts
|
||||
for entity in player_query
|
||||
.iter_mut()
|
||||
.map(|(e, _)| e)
|
||||
.chain(ghost_query.iter_mut().map(|(e, _, _)| e))
|
||||
{
|
||||
commands.entity(entity).remove::<Hidden>();
|
||||
}
|
||||
}
|
||||
(GameStage::Starting(StartupSequence::CharactersVisible { .. }), GameStage::Playing) => {
|
||||
// Unfreeze the player & ghosts & blinking
|
||||
for entity in player_query
|
||||
.iter_mut()
|
||||
.map(|(e, _)| e)
|
||||
.chain(ghost_query.iter_mut().map(|(e, _, _)| e))
|
||||
.chain(blinking_query.iter_mut())
|
||||
{
|
||||
commands.entity(entity).remove::<Frozen>();
|
||||
}
|
||||
}
|
||||
(GameStage::PlayerDying(..), GameStage::GameOver) => {
|
||||
// Freeze blinking
|
||||
for entity in blinking_query.iter_mut() {
|
||||
commands.entity(entity).insert(Frozen);
|
||||
}
|
||||
}
|
||||
_ => {
|
||||
let different = discriminant(&old_state) != discriminant(&new_state);
|
||||
if different {
|
||||
tracing::warn!(
|
||||
new_state = ?new_state,
|
||||
old_state = ?old_state,
|
||||
"Unhandled game stage transition");
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
*game_state = new_state;
|
||||
}
|
||||
@@ -1,72 +1,70 @@
|
||||
use sdl2::rect::Rect;
|
||||
use sdl2::render::{Canvas, RenderTarget};
|
||||
use glam::U16Vec2;
|
||||
|
||||
use crate::error::{AnimatedTextureError, GameError, GameResult, TextureError};
|
||||
use crate::texture::sprite::{AtlasTile, SpriteAtlas};
|
||||
use crate::{map::direction::Direction, texture::sprite::AtlasTile};
|
||||
|
||||
/// A sequence of tiles for animation, backed by a vector.
|
||||
#[derive(Debug, Clone)]
|
||||
pub struct AnimatedTexture {
|
||||
pub struct TileSequence {
|
||||
tiles: Vec<AtlasTile>,
|
||||
frame_duration: f32,
|
||||
current_frame: usize,
|
||||
time_bank: f32,
|
||||
}
|
||||
|
||||
impl AnimatedTexture {
|
||||
pub fn new(tiles: Vec<AtlasTile>, frame_duration: f32) -> GameResult<Self> {
|
||||
if frame_duration <= 0.0 {
|
||||
return Err(GameError::Texture(TextureError::Animated(
|
||||
AnimatedTextureError::InvalidFrameDuration(frame_duration),
|
||||
)));
|
||||
impl TileSequence {
|
||||
/// Creates a new tile sequence from a slice of tiles.
|
||||
pub fn new(tiles: &[AtlasTile]) -> Self {
|
||||
Self { tiles: tiles.to_vec() }
|
||||
}
|
||||
|
||||
/// Creates a tile sequence with a single tile.
|
||||
pub fn single(tile: AtlasTile) -> Self {
|
||||
Self { tiles: vec![tile] }
|
||||
}
|
||||
|
||||
/// Returns the tile at the given frame index, wrapping if necessary
|
||||
pub fn get_tile(&self, frame: usize) -> AtlasTile {
|
||||
if self.tiles.is_empty() {
|
||||
// Return a default or handle the error appropriately
|
||||
// For now, let's return a default tile, assuming it's a sensible default
|
||||
return AtlasTile {
|
||||
pos: U16Vec2::ZERO,
|
||||
size: U16Vec2::ZERO,
|
||||
color: None,
|
||||
};
|
||||
}
|
||||
|
||||
Ok(Self {
|
||||
tiles,
|
||||
frame_duration,
|
||||
current_frame: 0,
|
||||
time_bank: 0.0,
|
||||
})
|
||||
self.tiles[frame % self.tiles.len()]
|
||||
}
|
||||
|
||||
pub fn tick(&mut self, dt: f32) {
|
||||
self.time_bank += dt;
|
||||
while self.time_bank >= self.frame_duration {
|
||||
self.time_bank -= self.frame_duration;
|
||||
self.current_frame = (self.current_frame + 1) % self.tiles.len();
|
||||
}
|
||||
}
|
||||
|
||||
pub fn current_tile(&self) -> &AtlasTile {
|
||||
&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 {
|
||||
self.current_frame
|
||||
}
|
||||
|
||||
/// Returns the time bank.
|
||||
#[allow(dead_code)]
|
||||
pub fn time_bank(&self) -> f32 {
|
||||
self.time_bank
|
||||
}
|
||||
|
||||
/// Returns the frame duration.
|
||||
#[allow(dead_code)]
|
||||
pub fn frame_duration(&self) -> f32 {
|
||||
self.frame_duration
|
||||
}
|
||||
|
||||
/// Returns the number of tiles in the animation.
|
||||
#[allow(dead_code)]
|
||||
pub fn tiles_len(&self) -> usize {
|
||||
pub fn len(&self) -> usize {
|
||||
self.tiles.len()
|
||||
}
|
||||
|
||||
/// Checks if the sequence contains any tiles.
|
||||
pub fn is_empty(&self) -> bool {
|
||||
self.tiles.is_empty()
|
||||
}
|
||||
}
|
||||
|
||||
/// A collection of tile sequences for each cardinal direction.
|
||||
#[derive(Debug, Clone)]
|
||||
pub struct DirectionalTiles {
|
||||
pub up: TileSequence,
|
||||
pub down: TileSequence,
|
||||
pub left: TileSequence,
|
||||
pub right: TileSequence,
|
||||
}
|
||||
|
||||
impl DirectionalTiles {
|
||||
/// Creates a new DirectionalTiles with different sequences per direction
|
||||
pub fn new(up: TileSequence, down: TileSequence, left: TileSequence, right: TileSequence) -> Self {
|
||||
Self { up, down, left, right }
|
||||
}
|
||||
|
||||
/// Gets the tile sequence for the given direction
|
||||
pub fn get(&self, direction: Direction) -> &TileSequence {
|
||||
match direction {
|
||||
Direction::Up => &self.up,
|
||||
Direction::Down => &self.down,
|
||||
Direction::Left => &self.left,
|
||||
Direction::Right => &self.right,
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,46 +0,0 @@
|
||||
#![allow(dead_code)]
|
||||
use crate::texture::sprite::AtlasTile;
|
||||
|
||||
#[derive(Clone)]
|
||||
pub struct BlinkingTexture {
|
||||
tile: AtlasTile,
|
||||
blink_duration: f32,
|
||||
time_bank: f32,
|
||||
is_on: bool,
|
||||
}
|
||||
|
||||
impl BlinkingTexture {
|
||||
pub fn new(tile: AtlasTile, blink_duration: f32) -> Self {
|
||||
Self {
|
||||
tile,
|
||||
blink_duration,
|
||||
time_bank: 0.0,
|
||||
is_on: true,
|
||||
}
|
||||
}
|
||||
|
||||
pub fn tick(&mut self, dt: f32) {
|
||||
self.time_bank += dt;
|
||||
if self.time_bank >= self.blink_duration {
|
||||
self.time_bank -= self.blink_duration;
|
||||
self.is_on = !self.is_on;
|
||||
}
|
||||
}
|
||||
|
||||
pub fn is_on(&self) -> bool {
|
||||
self.is_on
|
||||
}
|
||||
|
||||
pub fn tile(&self) -> &AtlasTile {
|
||||
&self.tile
|
||||
}
|
||||
|
||||
// Helper methods for testing
|
||||
pub fn time_bank(&self) -> f32 {
|
||||
self.time_bank
|
||||
}
|
||||
|
||||
pub fn blink_duration(&self) -> f32 {
|
||||
self.blink_duration
|
||||
}
|
||||
}
|
||||
@@ -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()
|
||||
}
|
||||
}
|
||||
@@ -1,5 +1,5 @@
|
||||
pub mod animated;
|
||||
pub mod blinking;
|
||||
pub mod directional;
|
||||
pub mod sprite;
|
||||
pub mod sprites;
|
||||
pub mod text;
|
||||
pub mod ttf;
|
||||
|
||||
@@ -3,52 +3,26 @@ use glam::U16Vec2;
|
||||
use sdl2::pixels::Color;
|
||||
use sdl2::rect::Rect;
|
||||
use sdl2::render::{Canvas, RenderTarget, Texture};
|
||||
use serde::Deserialize;
|
||||
use std::collections::HashMap;
|
||||
use tracing::debug;
|
||||
|
||||
use crate::error::TextureError;
|
||||
|
||||
/// A simple sprite for stationary items like pellets and energizers.
|
||||
/// Atlas frame mapping data loaded from JSON metadata files.
|
||||
#[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 {
|
||||
/// Mapping from sprite name to frame bounds within the atlas texture
|
||||
pub frames: HashMap<String, MapperFrame>,
|
||||
}
|
||||
|
||||
#[derive(Copy, Clone, Debug, Deserialize)]
|
||||
#[derive(Copy, Clone, Debug)]
|
||||
pub struct MapperFrame {
|
||||
pub x: u16,
|
||||
pub y: u16,
|
||||
pub width: u16,
|
||||
pub height: u16,
|
||||
pub pos: U16Vec2,
|
||||
pub size: U16Vec2,
|
||||
}
|
||||
|
||||
#[derive(Copy, Clone, Debug)]
|
||||
/// A single tile within a sprite atlas, defined by its position and size.
|
||||
#[derive(Debug, Clone, Copy, PartialEq, Eq, Hash, Default)]
|
||||
pub struct AtlasTile {
|
||||
pub pos: U16Vec2,
|
||||
pub size: U16Vec2,
|
||||
@@ -57,7 +31,7 @@ pub struct AtlasTile {
|
||||
|
||||
impl AtlasTile {
|
||||
pub fn render<C: RenderTarget>(
|
||||
&mut self,
|
||||
&self,
|
||||
canvas: &mut Canvas<C>,
|
||||
atlas: &mut SpriteAtlas,
|
||||
dest: Rect,
|
||||
@@ -68,7 +42,7 @@ impl AtlasTile {
|
||||
}
|
||||
|
||||
pub fn render_with_color<C: RenderTarget>(
|
||||
&mut self,
|
||||
&self,
|
||||
canvas: &mut Canvas<C>,
|
||||
atlas: &mut SpriteAtlas,
|
||||
dest: Rect,
|
||||
@@ -99,28 +73,51 @@ impl AtlasTile {
|
||||
}
|
||||
}
|
||||
|
||||
/// High-performance sprite atlas providing fast texture region lookups and rendering.
|
||||
///
|
||||
/// Combines a single large texture with metadata mapping to enable efficient
|
||||
/// sprite rendering without texture switching. Caches color modulation state
|
||||
/// to minimize redundant SDL2 calls and supports both named sprite lookups
|
||||
/// and optional default color modulation configuration.
|
||||
pub struct SpriteAtlas {
|
||||
texture: Texture<'static>,
|
||||
/// The combined texture containing all sprite frames
|
||||
texture: Texture,
|
||||
/// Mapping from sprite names to their pixel coordinates within the texture
|
||||
tiles: HashMap<String, MapperFrame>,
|
||||
default_color: Option<Color>,
|
||||
/// Cached color modulation state to avoid redundant SDL2 calls
|
||||
last_modulation: Option<Color>,
|
||||
}
|
||||
|
||||
impl SpriteAtlas {
|
||||
pub fn new(texture: Texture<'static>, mapper: AtlasMapper) -> Self {
|
||||
pub fn new(texture: Texture, mapper: AtlasMapper) -> Self {
|
||||
let tile_count = mapper.frames.len();
|
||||
let tiles = mapper.frames.into_iter().collect();
|
||||
|
||||
debug!(tile_count, "Created sprite atlas");
|
||||
Self {
|
||||
texture,
|
||||
tiles: mapper.frames,
|
||||
tiles,
|
||||
default_color: None,
|
||||
last_modulation: None,
|
||||
}
|
||||
}
|
||||
|
||||
pub fn get_tile(&self, name: &str) -> Option<AtlasTile> {
|
||||
self.tiles.get(name).map(|frame| AtlasTile {
|
||||
pos: U16Vec2::new(frame.x, frame.y),
|
||||
size: U16Vec2::new(frame.width, frame.height),
|
||||
color: None,
|
||||
/// Retrieves a sprite tile by name from the atlas with fast HashMap lookup.
|
||||
///
|
||||
/// Returns an `AtlasTile` containing the texture coordinates and dimensions
|
||||
/// for the named sprite, or `None` if the sprite name is not found in the
|
||||
/// atlas. The returned tile can be used for immediate rendering or stored
|
||||
/// for repeated use in animations and entity sprites.
|
||||
pub fn get_tile(&self, name: &str) -> Result<AtlasTile, TextureError> {
|
||||
let frame = self.tiles.get(name).ok_or_else(|| {
|
||||
debug!(tile_name = name, "Atlas tile not found");
|
||||
TextureError::AtlasTileNotFound(name.to_string())
|
||||
})?;
|
||||
Ok(AtlasTile {
|
||||
pos: frame.pos,
|
||||
size: frame.size,
|
||||
color: self.default_color,
|
||||
})
|
||||
}
|
||||
|
||||
@@ -130,7 +127,7 @@ impl SpriteAtlas {
|
||||
}
|
||||
|
||||
#[allow(dead_code)]
|
||||
pub fn texture(&self) -> &Texture<'static> {
|
||||
pub fn texture(&self) -> &Texture {
|
||||
&self.texture
|
||||
}
|
||||
|
||||
|
||||
111
src/texture/sprites.rs
Normal file
111
src/texture/sprites.rs
Normal file
@@ -0,0 +1,111 @@
|
||||
//! A structured representation of all sprite assets in the game.
|
||||
//!
|
||||
//! This module provides a set of enums to represent every sprite, allowing for
|
||||
//! type-safe access to asset paths and avoiding the use of raw strings.
|
||||
//! The `GameSprite` enum is the main entry point, and its `to_path` method
|
||||
//! generates the correct path for a given sprite in the texture atlas.
|
||||
|
||||
use crate::map::direction::Direction;
|
||||
use crate::systems::components::Ghost;
|
||||
|
||||
/// Represents the different sprites for Pac-Man.
|
||||
#[derive(Debug, Clone, Copy, PartialEq, Eq, Hash)]
|
||||
pub enum PacmanSprite {
|
||||
/// A moving Pac-Man sprite for a given direction and animation frame.
|
||||
Moving(Direction, u8),
|
||||
/// The full, closed-mouth Pac-Man sprite.
|
||||
Full,
|
||||
/// A single frame of the dying animation.
|
||||
Dying(u8),
|
||||
}
|
||||
|
||||
/// Represents the color of a frightened ghost.
|
||||
#[derive(Debug, Clone, Copy, PartialEq, Eq, Hash)]
|
||||
pub enum FrightenedColor {
|
||||
Blue,
|
||||
White,
|
||||
}
|
||||
|
||||
/// Represents the different sprites for ghosts.
|
||||
#[derive(Debug, Clone, Copy, PartialEq, Eq, Hash)]
|
||||
pub enum GhostSprite {
|
||||
/// The normal appearance of a ghost for a given type, direction, and animation frame.
|
||||
Normal(Ghost, Direction, u8),
|
||||
/// The frightened appearance of a ghost, with a specific color and animation frame.
|
||||
Frightened(FrightenedColor, u8),
|
||||
/// The "eyes only" appearance of a ghost after being eaten.
|
||||
Eyes(Direction),
|
||||
}
|
||||
|
||||
/// Represents the different sprites for the maze and collectibles.
|
||||
#[derive(Debug, Clone, Copy, PartialEq, Eq, Hash)]
|
||||
pub enum MazeSprite {
|
||||
/// A specific tile of the maze.
|
||||
Tile(u8),
|
||||
/// A standard pellet.
|
||||
Pellet,
|
||||
/// An energizer/power pellet.
|
||||
Energizer,
|
||||
}
|
||||
|
||||
/// A top-level enum that encompasses all game sprites.
|
||||
#[derive(Debug, Clone, Copy, PartialEq, Eq, Hash)]
|
||||
pub enum GameSprite {
|
||||
Pacman(PacmanSprite),
|
||||
Ghost(GhostSprite),
|
||||
Maze(MazeSprite),
|
||||
}
|
||||
|
||||
impl GameSprite {
|
||||
/// Generates the asset path for the sprite.
|
||||
///
|
||||
/// This path corresponds to the filename in the texture atlas JSON file.
|
||||
pub fn to_path(self) -> String {
|
||||
match self {
|
||||
GameSprite::Pacman(PacmanSprite::Moving(dir, frame)) => format!(
|
||||
"pacman/{}_{}.png",
|
||||
dir.as_ref(),
|
||||
match frame {
|
||||
0 => "a",
|
||||
1 => "b",
|
||||
_ => panic!("Invalid animation frame"),
|
||||
}
|
||||
),
|
||||
GameSprite::Pacman(PacmanSprite::Full) => "pacman/full.png".to_string(),
|
||||
GameSprite::Pacman(PacmanSprite::Dying(frame)) => format!("pacman/death/{}.png", frame),
|
||||
|
||||
// Ghost sprites
|
||||
GameSprite::Ghost(GhostSprite::Normal(ghost_type, dir, frame)) => {
|
||||
let frame_char = match frame {
|
||||
0 => 'a',
|
||||
1 => 'b',
|
||||
_ => panic!("Invalid animation frame"),
|
||||
};
|
||||
format!(
|
||||
"ghost/{}/{}_{}.png",
|
||||
ghost_type.as_str(),
|
||||
dir.as_ref().to_lowercase(),
|
||||
frame_char
|
||||
)
|
||||
}
|
||||
GameSprite::Ghost(GhostSprite::Frightened(color, frame)) => {
|
||||
let frame_char = match frame {
|
||||
0 => 'a',
|
||||
1 => 'b',
|
||||
_ => panic!("Invalid animation frame"),
|
||||
};
|
||||
let color_str = match color {
|
||||
FrightenedColor::Blue => "blue",
|
||||
FrightenedColor::White => "white",
|
||||
};
|
||||
format!("ghost/frightened/{}_{}.png", color_str, frame_char)
|
||||
}
|
||||
GameSprite::Ghost(GhostSprite::Eyes(dir)) => format!("ghost/eyes/{}.png", dir.as_ref().to_lowercase()),
|
||||
|
||||
// Maze sprites
|
||||
GameSprite::Maze(MazeSprite::Tile(index)) => format!("maze/tiles/{}.png", index),
|
||||
GameSprite::Maze(MazeSprite::Pellet) => "maze/pellet.png".to_string(),
|
||||
GameSprite::Maze(MazeSprite::Energizer) => "maze/energizer.png".to_string(),
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -10,10 +10,20 @@
|
||||
//!
|
||||
//! ```rust
|
||||
//! use pacman::texture::text::TextTexture;
|
||||
//! use sdl2::pixels::Color;
|
||||
//!
|
||||
//! // Create a text texture with 1.0 scale (8x8 pixels per character)
|
||||
//! let mut text_renderer = TextTexture::new(1.0);
|
||||
//!
|
||||
//! // Set default color for all text
|
||||
//! text_renderer.set_color(Color::WHITE);
|
||||
//!
|
||||
//! // Render text with default color
|
||||
//! text_renderer.render(&mut canvas, &mut atlas, "Hello", position)?;
|
||||
//!
|
||||
//! // Render text with specific color
|
||||
//! text_renderer.render_with_color(&mut canvas, &mut atlas, "World", position, Color::YELLOW)?;
|
||||
//!
|
||||
//! // Set scale for larger text
|
||||
//! text_renderer.set_scale(2.0);
|
||||
//!
|
||||
@@ -46,13 +56,11 @@
|
||||
use anyhow::Result;
|
||||
use glam::UVec2;
|
||||
|
||||
use sdl2::pixels::Color;
|
||||
use sdl2::render::{Canvas, RenderTarget};
|
||||
use std::collections::HashMap;
|
||||
|
||||
use crate::{
|
||||
error::{GameError, TextureError},
|
||||
texture::sprite::{AtlasTile, SpriteAtlas},
|
||||
};
|
||||
use crate::texture::sprite::{AtlasTile, SpriteAtlas};
|
||||
|
||||
/// Converts a character to its tile name in the atlas.
|
||||
fn char_to_tile_name(c: char) -> Option<String> {
|
||||
@@ -79,6 +87,7 @@ fn char_to_tile_name(c: char) -> Option<String> {
|
||||
pub struct TextTexture {
|
||||
char_map: HashMap<char, AtlasTile>,
|
||||
scale: f32,
|
||||
default_color: Option<Color>,
|
||||
}
|
||||
|
||||
impl Default for TextTexture {
|
||||
@@ -86,6 +95,7 @@ impl Default for TextTexture {
|
||||
Self {
|
||||
scale: 1.0,
|
||||
char_map: Default::default(),
|
||||
default_color: None,
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -103,29 +113,40 @@ 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) {
|
||||
let tile = atlas
|
||||
.get_tile(&tile_name)
|
||||
.ok_or(GameError::Texture(TextureError::AtlasTileNotFound(tile_name)))?;
|
||||
let tile = atlas.get_tile(&tile_name)?;
|
||||
self.char_map.insert(c, tile);
|
||||
Ok(self.char_map.get_mut(&c))
|
||||
Ok(self.char_map.get(&c))
|
||||
} else {
|
||||
Ok(None)
|
||||
}
|
||||
}
|
||||
|
||||
/// Renders a string of text at the given position.
|
||||
/// Renders a string of text at the given position using the default color.
|
||||
pub fn render<C: RenderTarget>(
|
||||
&mut self,
|
||||
canvas: &mut Canvas<C>,
|
||||
atlas: &mut SpriteAtlas,
|
||||
text: &str,
|
||||
position: UVec2,
|
||||
) -> Result<()> {
|
||||
let color = self.default_color.unwrap_or(Color::WHITE);
|
||||
self.render_with_color(canvas, atlas, text, position, color)
|
||||
}
|
||||
|
||||
/// Renders a string of text at the given position with a specific color.
|
||||
pub fn render_with_color<C: RenderTarget>(
|
||||
&mut self,
|
||||
canvas: &mut Canvas<C>,
|
||||
atlas: &mut SpriteAtlas,
|
||||
text: &str,
|
||||
position: UVec2,
|
||||
color: Color,
|
||||
) -> Result<()> {
|
||||
let mut x_offset = 0;
|
||||
let char_width = (8.0 * self.scale) as u32;
|
||||
@@ -134,9 +155,9 @@ impl TextTexture {
|
||||
for c in text.chars() {
|
||||
// Get the tile from the char_map, or insert it if it doesn't exist
|
||||
if let Some(tile) = self.get_tile(c, atlas)? {
|
||||
// Render the tile if it exists
|
||||
// Render the tile with the specified color
|
||||
let dest = sdl2::rect::Rect::new((position.x + x_offset) as i32, position.y as i32, char_width, char_height);
|
||||
tile.render(canvas, atlas, dest)?;
|
||||
tile.render_with_color(canvas, atlas, dest, color)?;
|
||||
}
|
||||
|
||||
// Always advance x_offset for all characters (including spaces)
|
||||
@@ -146,6 +167,16 @@ impl TextTexture {
|
||||
Ok(())
|
||||
}
|
||||
|
||||
/// Sets the default color for text rendering.
|
||||
pub fn set_color(&mut self, color: Color) {
|
||||
self.default_color = Some(color);
|
||||
}
|
||||
|
||||
/// Gets the current default color.
|
||||
pub fn color(&self) -> Option<Color> {
|
||||
self.default_color
|
||||
}
|
||||
|
||||
/// Sets the scale for text rendering.
|
||||
pub fn set_scale(&mut self, scale: f32) {
|
||||
self.scale = scale;
|
||||
|
||||
272
src/texture/ttf.rs
Normal file
272
src/texture/ttf.rs
Normal file
@@ -0,0 +1,272 @@
|
||||
//! TTF font rendering using pre-rendered character atlas.
|
||||
//!
|
||||
//! This module provides efficient TTF font rendering by pre-rendering all needed
|
||||
//! characters into a texture atlas at startup, avoiding expensive SDL2 font
|
||||
//! surface-to-texture conversions every frame.
|
||||
|
||||
use glam::{UVec2, Vec2};
|
||||
use sdl2::pixels::Color;
|
||||
use sdl2::rect::Rect;
|
||||
use sdl2::render::{Canvas, RenderTarget, Texture, TextureCreator};
|
||||
|
||||
use sdl2::ttf::Font;
|
||||
use sdl2::video::WindowContext;
|
||||
use std::collections::HashMap;
|
||||
|
||||
use crate::error::{GameError, TextureError};
|
||||
|
||||
/// Character atlas tile representing a single rendered character
|
||||
#[derive(Clone, Copy, Debug)]
|
||||
pub struct TtfCharTile {
|
||||
pub pos: UVec2,
|
||||
pub size: UVec2,
|
||||
pub advance: u32, // Character advance width for proportional fonts
|
||||
}
|
||||
|
||||
/// TTF text atlas containing pre-rendered characters for efficient rendering
|
||||
pub struct TtfAtlas {
|
||||
/// The texture containing all rendered characters
|
||||
texture: Texture,
|
||||
/// Mapping from character to its position and size in the atlas
|
||||
char_tiles: HashMap<char, TtfCharTile>,
|
||||
/// Cached color modulation state to avoid redundant SDL2 calls
|
||||
last_modulation: Option<Color>,
|
||||
}
|
||||
|
||||
const TTF_CHARS: &str = "0123456789ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz.,:-/()ms μµ%± ";
|
||||
|
||||
impl TtfAtlas {
|
||||
/// Creates a new TTF text atlas by pre-rendering all needed characters.
|
||||
///
|
||||
/// This should be called once at startup. It renders all characters that might
|
||||
/// be used in text rendering into a single texture atlas for efficient GPU rendering.
|
||||
pub fn new(texture_creator: &TextureCreator<WindowContext>, font: &Font) -> Result<Self, GameError> {
|
||||
// Calculate character dimensions and advance widths for proportional fonts
|
||||
let mut char_tiles = HashMap::new();
|
||||
let mut max_height = 0u32;
|
||||
let mut total_width = 0u32;
|
||||
let mut char_metrics = Vec::new();
|
||||
|
||||
// First pass: measure all characters
|
||||
for c in TTF_CHARS.chars() {
|
||||
if c == ' ' {
|
||||
// Handle space character specially - measure a non-space character for height
|
||||
let space_height = font.size_of("0").map_err(|e| GameError::Sdl(e.to_string()))?.1;
|
||||
let space_advance = font.size_of(" ").map_err(|e| GameError::Sdl(e.to_string()))?.0;
|
||||
char_tiles.insert(
|
||||
c,
|
||||
TtfCharTile {
|
||||
pos: UVec2::ZERO, // Will be set during population
|
||||
size: UVec2::new(0, space_height), // Space has no visual content
|
||||
advance: space_advance,
|
||||
},
|
||||
);
|
||||
max_height = max_height.max(space_height);
|
||||
char_metrics.push((c, 0, space_height, space_advance));
|
||||
} else {
|
||||
let (advance, height) = font.size_of(&c.to_string()).map_err(|e| GameError::Sdl(e.to_string()))?;
|
||||
char_tiles.insert(
|
||||
c,
|
||||
TtfCharTile {
|
||||
pos: UVec2::ZERO, // Will be set during population
|
||||
size: UVec2::new(advance, height),
|
||||
advance,
|
||||
},
|
||||
);
|
||||
max_height = max_height.max(height);
|
||||
total_width += advance;
|
||||
char_metrics.push((c, advance, height, advance));
|
||||
}
|
||||
}
|
||||
|
||||
// Calculate atlas dimensions (pack characters horizontally for better space utilization)
|
||||
let atlas_size = UVec2::new(total_width, max_height);
|
||||
|
||||
// Create atlas texture as a render target
|
||||
let mut atlas_texture = texture_creator
|
||||
.create_texture_target(None, atlas_size.x, atlas_size.y)
|
||||
.map_err(|e| GameError::Sdl(e.to_string()))?;
|
||||
atlas_texture.set_blend_mode(sdl2::render::BlendMode::Blend);
|
||||
|
||||
// Second pass: calculate positions
|
||||
let mut current_x = 0u32;
|
||||
for (c, width, _height, _advance) in char_metrics {
|
||||
if let Some(tile) = char_tiles.get_mut(&c) {
|
||||
tile.pos = UVec2::new(current_x, 0);
|
||||
current_x += width;
|
||||
}
|
||||
}
|
||||
|
||||
Ok(Self {
|
||||
texture: atlas_texture,
|
||||
char_tiles,
|
||||
last_modulation: None,
|
||||
})
|
||||
}
|
||||
|
||||
/// Renders all characters to the atlas texture using a canvas.
|
||||
/// This must be called after creation to populate the atlas.
|
||||
pub fn populate_atlas<C: RenderTarget>(
|
||||
&mut self,
|
||||
canvas: &mut Canvas<C>,
|
||||
texture_creator: &TextureCreator<WindowContext>,
|
||||
font: &Font,
|
||||
) -> Result<(), GameError> {
|
||||
let mut render_error: Option<GameError> = None;
|
||||
|
||||
let result = canvas.with_texture_canvas(&mut self.texture, |atlas_canvas| {
|
||||
// Clear with transparent background
|
||||
atlas_canvas.set_draw_color(Color::RGBA(0, 0, 0, 0));
|
||||
atlas_canvas.clear();
|
||||
|
||||
for c in TTF_CHARS.chars() {
|
||||
if c == ' ' {
|
||||
// Skip rendering space character - it has no visual content
|
||||
continue;
|
||||
}
|
||||
|
||||
// Render character to surface
|
||||
let surface = match font.render(&c.to_string()).blended(Color::WHITE) {
|
||||
Ok(s) => s,
|
||||
Err(e) => {
|
||||
render_error = Some(GameError::Sdl(e.to_string()));
|
||||
return;
|
||||
}
|
||||
};
|
||||
|
||||
// Create texture from surface
|
||||
let char_texture = match texture_creator.create_texture_from_surface(&surface) {
|
||||
Ok(t) => t,
|
||||
Err(e) => {
|
||||
render_error = Some(GameError::Sdl(e.to_string()));
|
||||
return;
|
||||
}
|
||||
};
|
||||
|
||||
// Get character tile info
|
||||
let tile = match self.char_tiles.get(&c) {
|
||||
Some(t) => t,
|
||||
None => {
|
||||
render_error = Some(GameError::Sdl(format!("Character '{}' not found in atlas tiles", c)));
|
||||
return;
|
||||
}
|
||||
};
|
||||
|
||||
// Copy character to atlas
|
||||
let dest = Rect::new(tile.pos.x as i32, tile.pos.y as i32, tile.size.x, tile.size.y);
|
||||
if let Err(e) = atlas_canvas.copy(&char_texture, None, dest) {
|
||||
render_error = Some(GameError::Sdl(e.to_string()));
|
||||
return;
|
||||
}
|
||||
}
|
||||
});
|
||||
|
||||
// Check the result of with_texture_canvas and any render error
|
||||
if let Err(e) = result {
|
||||
return Err(GameError::Sdl(e.to_string()));
|
||||
}
|
||||
|
||||
if let Some(error) = render_error {
|
||||
return Err(error);
|
||||
}
|
||||
|
||||
Ok(())
|
||||
}
|
||||
|
||||
/// Gets a character tile from the atlas
|
||||
pub fn get_char_tile(&self, c: char) -> Option<&TtfCharTile> {
|
||||
self.char_tiles.get(&c)
|
||||
}
|
||||
}
|
||||
|
||||
/// TTF text renderer that uses the pre-rendered character atlas
|
||||
pub struct TtfRenderer {
|
||||
scale: f32,
|
||||
}
|
||||
|
||||
impl TtfRenderer {
|
||||
pub fn new(scale: f32) -> Self {
|
||||
Self { scale }
|
||||
}
|
||||
|
||||
/// Renders a string of text at the given position with the specified color
|
||||
pub fn render_text<C: RenderTarget>(
|
||||
&self,
|
||||
canvas: &mut Canvas<C>,
|
||||
atlas: &mut TtfAtlas,
|
||||
text: &str,
|
||||
position: Vec2,
|
||||
color: Color,
|
||||
) -> Result<(), TextureError> {
|
||||
let mut x_offset = 0.0;
|
||||
|
||||
// Apply color modulation once at the beginning if needed
|
||||
if atlas.last_modulation != Some(color) {
|
||||
atlas.texture.set_color_mod(color.r, color.g, color.b);
|
||||
atlas.texture.set_alpha_mod(color.a);
|
||||
atlas.last_modulation = Some(color);
|
||||
}
|
||||
|
||||
for c in text.chars() {
|
||||
// Get character tile info first to avoid borrowing conflicts
|
||||
let char_tile = atlas.get_char_tile(c);
|
||||
|
||||
if let Some(char_tile) = char_tile {
|
||||
if char_tile.size.x > 0 && char_tile.size.y > 0 {
|
||||
// Only render non-space characters
|
||||
let dest = Rect::new(
|
||||
(position.x + x_offset) as i32,
|
||||
position.y as i32,
|
||||
(char_tile.size.x as f32 * self.scale) as u32,
|
||||
(char_tile.size.y as f32 * self.scale) as u32,
|
||||
);
|
||||
|
||||
// Render the character directly
|
||||
let src = Rect::new(
|
||||
char_tile.pos.x as i32,
|
||||
char_tile.pos.y as i32,
|
||||
char_tile.size.x,
|
||||
char_tile.size.y,
|
||||
);
|
||||
canvas.copy(&atlas.texture, src, dest).map_err(TextureError::RenderFailed)?;
|
||||
}
|
||||
|
||||
// Advance by character advance width (proportional spacing)
|
||||
x_offset += char_tile.advance as f32 * self.scale;
|
||||
} else {
|
||||
// Fallback for unsupported characters - use a reasonable default
|
||||
x_offset += 8.0 * self.scale;
|
||||
}
|
||||
}
|
||||
|
||||
Ok(())
|
||||
}
|
||||
|
||||
/// Calculate the width of a text string in pixels
|
||||
pub fn text_width(&self, atlas: &TtfAtlas, text: &str) -> u32 {
|
||||
let mut total_width = 0u32;
|
||||
|
||||
for c in text.chars() {
|
||||
if let Some(char_tile) = atlas.get_char_tile(c) {
|
||||
total_width += (char_tile.advance as f32 * self.scale) as u32;
|
||||
} else {
|
||||
// Fallback for unsupported characters
|
||||
total_width += (8.0 * self.scale) as u32;
|
||||
}
|
||||
}
|
||||
|
||||
total_width
|
||||
}
|
||||
|
||||
/// Calculate the height of text in pixels
|
||||
pub fn text_height(&self, atlas: &TtfAtlas) -> u32 {
|
||||
// Find the maximum height among all characters
|
||||
atlas
|
||||
.char_tiles
|
||||
.values()
|
||||
.map(|tile| tile.size.y)
|
||||
.max()
|
||||
.unwrap_or(0)
|
||||
.saturating_mul(self.scale as u32)
|
||||
}
|
||||
}
|
||||
@@ -1,62 +0,0 @@
|
||||
use glam::U16Vec2;
|
||||
use pacman::error::{AnimatedTextureError, GameError, TextureError};
|
||||
use pacman::texture::animated::AnimatedTexture;
|
||||
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)),
|
||||
}
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn test_animated_texture_creation_errors() {
|
||||
let tiles = vec![mock_atlas_tile(1), mock_atlas_tile(2)];
|
||||
|
||||
assert!(matches!(
|
||||
AnimatedTexture::new(tiles.clone(), 0.0).unwrap_err(),
|
||||
GameError::Texture(TextureError::Animated(AnimatedTextureError::InvalidFrameDuration(0.0)))
|
||||
));
|
||||
|
||||
assert!(matches!(
|
||||
AnimatedTexture::new(tiles, -0.1).unwrap_err(),
|
||||
GameError::Texture(TextureError::Animated(AnimatedTextureError::InvalidFrameDuration(-0.1)))
|
||||
));
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn test_animated_texture_advancement() {
|
||||
let tiles = vec![mock_atlas_tile(1), mock_atlas_tile(2), mock_atlas_tile(3)];
|
||||
let mut texture = AnimatedTexture::new(tiles, 0.1).unwrap();
|
||||
|
||||
assert_eq!(texture.current_frame(), 0);
|
||||
|
||||
texture.tick(0.25);
|
||||
assert_eq!(texture.current_frame(), 2);
|
||||
assert!((texture.time_bank() - 0.05).abs() < 0.001);
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn test_animated_texture_wrap_around() {
|
||||
let tiles = vec![mock_atlas_tile(1), mock_atlas_tile(2)];
|
||||
let mut texture = AnimatedTexture::new(tiles, 0.1).unwrap();
|
||||
|
||||
texture.tick(0.1);
|
||||
assert_eq!(texture.current_frame(), 1);
|
||||
|
||||
texture.tick(0.1);
|
||||
assert_eq!(texture.current_frame(), 0);
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn test_animated_texture_single_frame() {
|
||||
let tiles = vec![mock_atlas_tile(1)];
|
||||
let mut texture = AnimatedTexture::new(tiles, 0.1).unwrap();
|
||||
|
||||
texture.tick(0.1);
|
||||
assert_eq!(texture.current_frame(), 0);
|
||||
assert_eq!(texture.current_tile().color.unwrap().r, 1);
|
||||
}
|
||||
@@ -1,14 +1,17 @@
|
||||
use pacman::asset::Asset;
|
||||
use std::path::Path;
|
||||
use speculoos::prelude::*;
|
||||
use strum::IntoEnumIterator;
|
||||
|
||||
#[test]
|
||||
fn test_asset_paths_valid() {
|
||||
let base_path = Path::new("assets/game/");
|
||||
|
||||
fn all_asset_paths_exist() {
|
||||
for asset in Asset::iter() {
|
||||
let path = base_path.join(asset.path());
|
||||
assert!(path.exists(), "Asset path does not exist: {:?}", path);
|
||||
assert!(path.is_file(), "Asset path is not a file: {:?}", path);
|
||||
let path = asset.path();
|
||||
let full_path = format!("assets/game/{}", path);
|
||||
|
||||
let metadata = std::fs::metadata(&full_path)
|
||||
.map_err(|e| format!("Error getting metadata for {}: {}", full_path, e))
|
||||
.unwrap();
|
||||
assert_that(&metadata.is_file()).is_true();
|
||||
assert_that(&metadata.len()).is_greater_than(1024);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,49 +1,316 @@
|
||||
use glam::U16Vec2;
|
||||
use pacman::texture::blinking::BlinkingTexture;
|
||||
use pacman::texture::sprite::AtlasTile;
|
||||
use sdl2::pixels::Color;
|
||||
use bevy_ecs::{entity::Entity, system::RunSystemOnce, world::World};
|
||||
use pacman::systems::{
|
||||
blinking::{blinking_system, Blinking},
|
||||
components::{DeltaTime, Renderable},
|
||||
Frozen, Hidden,
|
||||
};
|
||||
use speculoos::prelude::*;
|
||||
|
||||
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)),
|
||||
}
|
||||
mod common;
|
||||
|
||||
/// Creates a test world with blinking system resources
|
||||
fn create_blinking_test_world() -> World {
|
||||
let mut world = World::new();
|
||||
world.insert_resource(DeltaTime::from_ticks(1));
|
||||
world
|
||||
}
|
||||
|
||||
/// Spawns a test entity with blinking and renderable components
|
||||
fn spawn_blinking_entity(world: &mut World, interval_ticks: u32) -> Entity {
|
||||
world
|
||||
.spawn((
|
||||
Blinking::new(interval_ticks),
|
||||
Renderable {
|
||||
sprite: common::mock_atlas_tile(1),
|
||||
layer: 0,
|
||||
},
|
||||
))
|
||||
.id()
|
||||
}
|
||||
|
||||
/// Spawns a test entity with blinking, renderable, and hidden components
|
||||
fn spawn_hidden_blinking_entity(world: &mut World, interval_ticks: u32) -> Entity {
|
||||
world
|
||||
.spawn((
|
||||
Blinking::new(interval_ticks),
|
||||
Renderable {
|
||||
sprite: common::mock_atlas_tile(1),
|
||||
layer: 0,
|
||||
},
|
||||
Hidden,
|
||||
))
|
||||
.id()
|
||||
}
|
||||
|
||||
/// Spawns a test entity with blinking, renderable, and frozen components
|
||||
fn spawn_frozen_blinking_entity(world: &mut World, interval_ticks: u32) -> Entity {
|
||||
world
|
||||
.spawn((
|
||||
Blinking::new(interval_ticks),
|
||||
Renderable {
|
||||
sprite: common::mock_atlas_tile(1),
|
||||
layer: 0,
|
||||
},
|
||||
Frozen,
|
||||
))
|
||||
.id()
|
||||
}
|
||||
|
||||
/// Spawns a test entity with blinking, renderable, hidden, and frozen components
|
||||
fn spawn_frozen_hidden_blinking_entity(world: &mut World, interval_ticks: u32) -> Entity {
|
||||
world
|
||||
.spawn((
|
||||
Blinking::new(interval_ticks),
|
||||
Renderable {
|
||||
sprite: common::mock_atlas_tile(1),
|
||||
layer: 0,
|
||||
},
|
||||
Hidden,
|
||||
Frozen,
|
||||
))
|
||||
.id()
|
||||
}
|
||||
|
||||
/// Runs the blinking system with the given delta time
|
||||
fn run_blinking_system(world: &mut World, delta_ticks: u32) {
|
||||
world.resource_mut::<DeltaTime>().ticks = delta_ticks;
|
||||
world.run_system_once(blinking_system).unwrap();
|
||||
}
|
||||
|
||||
/// Checks if an entity has the Hidden component
|
||||
fn has_hidden_component(world: &World, entity: Entity) -> bool {
|
||||
world.entity(entity).contains::<Hidden>()
|
||||
}
|
||||
|
||||
/// Checks if an entity has the Frozen component
|
||||
fn has_frozen_component(world: &World, entity: Entity) -> bool {
|
||||
world.entity(entity).contains::<Frozen>()
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn test_blinking_texture() {
|
||||
let tile = mock_atlas_tile(1);
|
||||
let mut texture = BlinkingTexture::new(tile, 0.5);
|
||||
fn test_blinking_component_creation() {
|
||||
let blinking = Blinking::new(10);
|
||||
|
||||
assert!(texture.is_on());
|
||||
|
||||
texture.tick(0.5);
|
||||
assert!(!texture.is_on());
|
||||
|
||||
texture.tick(0.5);
|
||||
assert!(texture.is_on());
|
||||
|
||||
texture.tick(0.5);
|
||||
assert!(!texture.is_on());
|
||||
assert_that(&blinking.tick_timer).is_equal_to(0);
|
||||
assert_that(&blinking.interval_ticks).is_equal_to(10);
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn test_blinking_texture_partial_duration() {
|
||||
let tile = mock_atlas_tile(1);
|
||||
let mut texture = BlinkingTexture::new(tile, 0.5);
|
||||
fn test_blinking_system_normal_interval_no_toggle() {
|
||||
let mut world = create_blinking_test_world();
|
||||
let entity = spawn_blinking_entity(&mut world, 5);
|
||||
|
||||
texture.tick(0.625);
|
||||
assert!(!texture.is_on());
|
||||
assert_eq!(texture.time_bank(), 0.125);
|
||||
// Run system with 3 ticks (less than interval)
|
||||
run_blinking_system(&mut world, 3);
|
||||
|
||||
// Entity should not be hidden yet
|
||||
assert_that(&has_hidden_component(&world, entity)).is_false();
|
||||
|
||||
// Check that timer was updated
|
||||
let blinking = world.entity(entity).get::<Blinking>().unwrap();
|
||||
assert_that(&blinking.tick_timer).is_equal_to(3);
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn test_blinking_texture_negative_time() {
|
||||
let tile = mock_atlas_tile(1);
|
||||
let mut texture = BlinkingTexture::new(tile, 0.5);
|
||||
fn test_blinking_system_normal_interval_first_toggle() {
|
||||
let mut world = create_blinking_test_world();
|
||||
let entity = spawn_blinking_entity(&mut world, 5);
|
||||
|
||||
texture.tick(-0.1);
|
||||
assert!(texture.is_on());
|
||||
assert_eq!(texture.time_bank(), -0.1);
|
||||
// Run system with 5 ticks (exactly one interval)
|
||||
run_blinking_system(&mut world, 5);
|
||||
|
||||
// Entity should now be hidden
|
||||
assert_that(&has_hidden_component(&world, entity)).is_true();
|
||||
|
||||
// Check that timer was reset
|
||||
let blinking = world.entity(entity).get::<Blinking>().unwrap();
|
||||
assert_that(&blinking.tick_timer).is_equal_to(0);
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn test_blinking_system_normal_interval_second_toggle() {
|
||||
let mut world = create_blinking_test_world();
|
||||
let entity = spawn_blinking_entity(&mut world, 5);
|
||||
|
||||
// First toggle: 5 ticks
|
||||
run_blinking_system(&mut world, 5);
|
||||
assert_that(&has_hidden_component(&world, entity)).is_true();
|
||||
|
||||
// Second toggle: another 5 ticks
|
||||
run_blinking_system(&mut world, 5);
|
||||
assert_that(&has_hidden_component(&world, entity)).is_false();
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn test_blinking_system_normal_interval_multiple_intervals() {
|
||||
let mut world = create_blinking_test_world();
|
||||
let entity = spawn_blinking_entity(&mut world, 3);
|
||||
|
||||
// Run system with 7 ticks (2 complete intervals + 1 remainder)
|
||||
run_blinking_system(&mut world, 7);
|
||||
|
||||
// Should toggle twice (even number), so back to original state (not hidden)
|
||||
assert_that(&has_hidden_component(&world, entity)).is_false();
|
||||
|
||||
// Check that timer was updated to remainder
|
||||
let blinking = world.entity(entity).get::<Blinking>().unwrap();
|
||||
assert_that(&blinking.tick_timer).is_equal_to(1);
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn test_blinking_system_normal_interval_odd_intervals() {
|
||||
let mut world = create_blinking_test_world();
|
||||
let entity = spawn_blinking_entity(&mut world, 2);
|
||||
|
||||
// Run system with 5 ticks (2 complete intervals + 1 remainder)
|
||||
run_blinking_system(&mut world, 5);
|
||||
|
||||
// Should toggle twice (even number), so back to original state (not hidden)
|
||||
assert_that(&has_hidden_component(&world, entity)).is_false();
|
||||
|
||||
// Check that timer was updated to remainder
|
||||
let blinking = world.entity(entity).get::<Blinking>().unwrap();
|
||||
assert_that(&blinking.tick_timer).is_equal_to(1);
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn test_blinking_system_zero_interval_with_ticks() {
|
||||
let mut world = create_blinking_test_world();
|
||||
let entity = spawn_blinking_entity(&mut world, 0);
|
||||
|
||||
// Run system with any positive ticks
|
||||
run_blinking_system(&mut world, 1);
|
||||
|
||||
// Entity should be hidden immediately
|
||||
assert_that(&has_hidden_component(&world, entity)).is_true();
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn test_blinking_system_zero_interval_no_ticks() {
|
||||
let mut world = create_blinking_test_world();
|
||||
let entity = spawn_blinking_entity(&mut world, 0);
|
||||
|
||||
// Run system with 0 ticks
|
||||
run_blinking_system(&mut world, 0);
|
||||
|
||||
// Entity should not be hidden (no time passed)
|
||||
assert_that(&has_hidden_component(&world, entity)).is_false();
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn test_blinking_system_zero_interval_toggle_back() {
|
||||
let mut world = create_blinking_test_world();
|
||||
let entity = spawn_hidden_blinking_entity(&mut world, 0);
|
||||
|
||||
// Run system with any positive ticks
|
||||
run_blinking_system(&mut world, 1);
|
||||
|
||||
// Entity should be unhidden
|
||||
assert_that(&has_hidden_component(&world, entity)).is_false();
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn test_blinking_system_frozen_entity_unhidden() {
|
||||
let mut world = create_blinking_test_world();
|
||||
let entity = spawn_frozen_hidden_blinking_entity(&mut world, 5);
|
||||
|
||||
// Run system with ticks
|
||||
run_blinking_system(&mut world, 10);
|
||||
|
||||
// Frozen entity should be unhidden and stay unhidden
|
||||
assert_that(&has_hidden_component(&world, entity)).is_false();
|
||||
assert_that(&has_frozen_component(&world, entity)).is_true();
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn test_blinking_system_frozen_entity_no_blinking() {
|
||||
let mut world = create_blinking_test_world();
|
||||
let entity = spawn_frozen_blinking_entity(&mut world, 5);
|
||||
|
||||
// Run system with ticks
|
||||
run_blinking_system(&mut world, 10);
|
||||
|
||||
// Frozen entity should not be hidden (blinking disabled)
|
||||
assert_that(&has_hidden_component(&world, entity)).is_false();
|
||||
assert_that(&has_frozen_component(&world, entity)).is_true();
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn test_blinking_system_frozen_entity_timer_not_updated() {
|
||||
let mut world = create_blinking_test_world();
|
||||
let entity = spawn_frozen_blinking_entity(&mut world, 5);
|
||||
|
||||
// Run system with ticks
|
||||
run_blinking_system(&mut world, 10);
|
||||
|
||||
// Timer should not be updated for frozen entities
|
||||
let blinking = world.entity(entity).get::<Blinking>().unwrap();
|
||||
assert_that(&blinking.tick_timer).is_equal_to(0);
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn test_blinking_system_entity_without_renderable_ignored() {
|
||||
let mut world = create_blinking_test_world();
|
||||
|
||||
// Spawn entity with only Blinking component (no Renderable)
|
||||
let entity = world.spawn(Blinking::new(5)).id();
|
||||
|
||||
// Run system
|
||||
run_blinking_system(&mut world, 10);
|
||||
|
||||
// Entity should not be affected (not in query)
|
||||
assert_that(&has_hidden_component(&world, entity)).is_false();
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn test_blinking_system_entity_without_blinking_ignored() {
|
||||
let mut world = create_blinking_test_world();
|
||||
|
||||
// Spawn entity with only Renderable component (no Blinking)
|
||||
let entity = world
|
||||
.spawn(Renderable {
|
||||
sprite: common::mock_atlas_tile(1),
|
||||
layer: 0,
|
||||
})
|
||||
.id();
|
||||
|
||||
// Run system
|
||||
run_blinking_system(&mut world, 10);
|
||||
|
||||
// Entity should not be affected (not in query)
|
||||
assert_that(&has_hidden_component(&world, entity)).is_false();
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn test_blinking_system_large_interval() {
|
||||
let mut world = create_blinking_test_world();
|
||||
let entity = spawn_blinking_entity(&mut world, 1000);
|
||||
|
||||
// Run system with 500 ticks (less than interval)
|
||||
run_blinking_system(&mut world, 500);
|
||||
|
||||
// Entity should not be hidden yet
|
||||
assert_that(&has_hidden_component(&world, entity)).is_false();
|
||||
|
||||
// Check that timer was updated
|
||||
let blinking = world.entity(entity).get::<Blinking>().unwrap();
|
||||
assert_that(&blinking.tick_timer).is_equal_to(500);
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn test_blinking_system_very_small_interval() {
|
||||
let mut world = create_blinking_test_world();
|
||||
let entity = spawn_blinking_entity(&mut world, 1);
|
||||
|
||||
// Run system with 1 tick
|
||||
run_blinking_system(&mut world, 1);
|
||||
|
||||
// Entity should be hidden
|
||||
assert_that(&has_hidden_component(&world, entity)).is_true();
|
||||
|
||||
// Run system with another 1 tick
|
||||
run_blinking_system(&mut world, 1);
|
||||
|
||||
// Entity should be unhidden
|
||||
assert_that(&has_hidden_component(&world, entity)).is_false();
|
||||
}
|
||||
|
||||
@@ -1,119 +1,84 @@
|
||||
use pacman::entity::collision::{Collidable, CollisionSystem};
|
||||
use pacman::entity::traversal::Position;
|
||||
use bevy_ecs::system::RunSystemOnce;
|
||||
use pacman::systems::{check_collision, collision_system, Collider, EntityType, GhostState, Position};
|
||||
use speculoos::prelude::*;
|
||||
|
||||
struct MockCollidable {
|
||||
pos: Position,
|
||||
}
|
||||
mod common;
|
||||
|
||||
impl Collidable for MockCollidable {
|
||||
fn position(&self) -> Position {
|
||||
self.pos
|
||||
}
|
||||
#[test]
|
||||
fn test_collider_collision_detection() {
|
||||
let collider1 = Collider { size: 10.0 };
|
||||
let collider2 = Collider { size: 8.0 };
|
||||
|
||||
// Test collision detection
|
||||
assert_that(&collider1.collides_with(collider2.size, 5.0)).is_true(); // Should collide (distance < 9.0)
|
||||
assert_that(&collider1.collides_with(collider2.size, 15.0)).is_false(); // Should not collide (distance > 9.0)
|
||||
}
|
||||
|
||||
#[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,
|
||||
},
|
||||
};
|
||||
fn test_check_collision_helper() {
|
||||
let map = common::create_test_map();
|
||||
let pos1 = Position::Stopped { node: 0 };
|
||||
let pos2 = Position::Stopped { node: 0 }; // Same position
|
||||
let collider1 = Collider { size: 10.0 };
|
||||
let collider2 = Collider { size: 8.0 };
|
||||
|
||||
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 collision at same position
|
||||
let result = check_collision(&pos1, &collider1, &pos2, &collider2, &map);
|
||||
assert_that(&result.is_ok()).is_true();
|
||||
assert_that(&result.unwrap()).is_true(); // Should collide at same position
|
||||
|
||||
// Test collision at different positions
|
||||
let pos3 = Position::Stopped { node: 1 }; // Different position
|
||||
let result = check_collision(&pos1, &collider1, &pos3, &collider2, &map);
|
||||
assert_that(&result.is_ok()).is_true();
|
||||
// May or may not collide depending on actual node positions
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn test_collision_system_register_and_query() {
|
||||
let mut collision_system = CollisionSystem::default();
|
||||
fn test_collision_system_pacman_item() {
|
||||
let mut world = common::create_test_world();
|
||||
let _pacman = common::spawn_test_pacman(&mut world, 0);
|
||||
let _item = common::spawn_test_item(&mut world, 0, EntityType::Pellet);
|
||||
|
||||
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]);
|
||||
// Run collision system - should not panic
|
||||
world
|
||||
.run_system_once(collision_system)
|
||||
.expect("System should run successfully");
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn test_collision_system_update() {
|
||||
let mut collision_system = CollisionSystem::default();
|
||||
fn test_collision_system_pacman_ghost() {
|
||||
let mut world = common::create_test_world();
|
||||
let _pacman = common::spawn_test_pacman(&mut world, 0);
|
||||
let _ghost = common::spawn_test_ghost(&mut world, 0, GhostState::Normal);
|
||||
|
||||
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]);
|
||||
// Run collision system - should not panic
|
||||
world
|
||||
.run_system_once(collision_system)
|
||||
.expect("System should run successfully");
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn test_collision_system_remove() {
|
||||
let mut collision_system = CollisionSystem::default();
|
||||
fn test_collision_system_no_collision() {
|
||||
let mut world = common::create_test_world();
|
||||
let _pacman = common::spawn_test_pacman(&mut world, 0);
|
||||
let _ghost = common::spawn_test_ghost(&mut world, 1, GhostState::Normal); // Different node
|
||||
|
||||
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]);
|
||||
// Run collision system - should not panic
|
||||
world
|
||||
.run_system_once(collision_system)
|
||||
.expect("System should run successfully");
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn test_collision_system_multiple_entities() {
|
||||
let mut world = common::create_test_world();
|
||||
let _pacman = common::spawn_test_pacman(&mut world, 0);
|
||||
let _item = common::spawn_test_item(&mut world, 0, EntityType::Pellet);
|
||||
let _ghost = common::spawn_test_ghost(&mut world, 0, GhostState::Normal);
|
||||
|
||||
// Run collision system - should not panic
|
||||
world
|
||||
.run_system_once(collision_system)
|
||||
.expect("System should run successfully");
|
||||
}
|
||||
|
||||
@@ -1,12 +1,27 @@
|
||||
#![allow(dead_code)]
|
||||
|
||||
use bevy_ecs::{entity::Entity, event::Events, world::World};
|
||||
use glam::{U16Vec2, Vec2};
|
||||
use pacman::{
|
||||
asset::{get_asset_bytes, Asset},
|
||||
texture::sprite::SpriteAtlas,
|
||||
constants::RAW_BOARD,
|
||||
events::GameEvent,
|
||||
game::ATLAS_FRAMES,
|
||||
map::{
|
||||
builder::Map,
|
||||
direction::Direction,
|
||||
graph::{Graph, Node},
|
||||
},
|
||||
systems::{
|
||||
AudioEvent, AudioState, BufferedDirection, Collider, DebugState, DeltaTime, EntityType, Ghost, GhostCollider, GhostState,
|
||||
GlobalState, ItemCollider, MovementModifiers, PacmanCollider, PlayerControlled, Position, ScoreResource, Velocity,
|
||||
},
|
||||
texture::sprite::{AtlasMapper, AtlasTile, SpriteAtlas},
|
||||
};
|
||||
use sdl2::{
|
||||
image::LoadTexture,
|
||||
render::{Canvas, Texture, TextureCreator},
|
||||
pixels::Color,
|
||||
render::{Canvas, TextureCreator},
|
||||
video::{Window, WindowContext},
|
||||
Sdl,
|
||||
};
|
||||
@@ -27,13 +42,135 @@ 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 atlas_bytes = get_asset_bytes(Asset::AtlasImage).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)
|
||||
}
|
||||
|
||||
/// Creates a simple test graph with 3 connected nodes for testing
|
||||
pub fn create_test_graph() -> Graph {
|
||||
let mut graph = Graph::new();
|
||||
|
||||
let node0 = graph.add_node(Node {
|
||||
position: Vec2::new(0.0, 0.0),
|
||||
});
|
||||
let node1 = graph.add_node(Node {
|
||||
position: Vec2::new(16.0, 0.0),
|
||||
});
|
||||
let node2 = graph.add_node(Node {
|
||||
position: Vec2::new(0.0, 16.0),
|
||||
});
|
||||
|
||||
graph.connect(node0, node1, false, None, Direction::Right).unwrap();
|
||||
graph.connect(node0, node2, false, None, Direction::Down).unwrap();
|
||||
|
||||
graph
|
||||
}
|
||||
|
||||
/// Creates a basic test world with required resources for ECS systems
|
||||
pub fn create_test_world() -> World {
|
||||
let mut world = World::new();
|
||||
|
||||
// Add required resources
|
||||
world.insert_resource(Events::<GameEvent>::default());
|
||||
world.insert_resource(Events::<pacman::error::GameError>::default());
|
||||
world.insert_resource(Events::<AudioEvent>::default());
|
||||
world.insert_resource(ScoreResource(0));
|
||||
world.insert_resource(AudioState::default());
|
||||
world.insert_resource(GlobalState { exit: false });
|
||||
world.insert_resource(DebugState::default());
|
||||
world.insert_resource(DeltaTime {
|
||||
seconds: 1.0 / 60.0,
|
||||
ticks: 1,
|
||||
}); // 60 FPS
|
||||
world.insert_resource(create_test_map());
|
||||
|
||||
world
|
||||
}
|
||||
|
||||
/// Creates a test map using the default RAW_BOARD
|
||||
pub fn create_test_map() -> Map {
|
||||
Map::new(RAW_BOARD).expect("Failed to create test map")
|
||||
}
|
||||
|
||||
/// Spawns a test Pac-Man entity at the specified node
|
||||
pub fn spawn_test_pacman(world: &mut World, node: usize) -> Entity {
|
||||
world
|
||||
.spawn((
|
||||
Position::Stopped { node: node as u16 },
|
||||
Collider { size: 10.0 },
|
||||
PacmanCollider,
|
||||
EntityType::Player,
|
||||
))
|
||||
.id()
|
||||
}
|
||||
|
||||
/// Spawns a controllable test player entity
|
||||
pub fn spawn_test_player(world: &mut World, node: usize) -> Entity {
|
||||
world
|
||||
.spawn((
|
||||
PlayerControlled,
|
||||
Position::Stopped { node: node as u16 },
|
||||
Velocity {
|
||||
speed: 1.0,
|
||||
direction: Direction::Right,
|
||||
},
|
||||
BufferedDirection::None,
|
||||
EntityType::Player,
|
||||
MovementModifiers::default(),
|
||||
))
|
||||
.id()
|
||||
}
|
||||
|
||||
/// Spawns a test item entity at the specified node
|
||||
pub fn spawn_test_item(world: &mut World, node: usize, item_type: EntityType) -> Entity {
|
||||
world
|
||||
.spawn((
|
||||
Position::Stopped { node: node as u16 },
|
||||
Collider { size: 8.0 },
|
||||
ItemCollider,
|
||||
item_type,
|
||||
))
|
||||
.id()
|
||||
}
|
||||
|
||||
/// Spawns a test ghost entity at the specified node
|
||||
pub fn spawn_test_ghost(world: &mut World, node: usize, ghost_state: GhostState) -> Entity {
|
||||
world
|
||||
.spawn((
|
||||
Position::Stopped { node: node as u16 },
|
||||
Collider { size: 12.0 },
|
||||
GhostCollider,
|
||||
Ghost::Blinky,
|
||||
EntityType::Ghost,
|
||||
ghost_state,
|
||||
))
|
||||
.id()
|
||||
}
|
||||
|
||||
/// Sends a game event to the world
|
||||
pub fn send_game_event(world: &mut World, event: GameEvent) {
|
||||
let mut events = world.resource_mut::<Events<GameEvent>>();
|
||||
events.send(event);
|
||||
}
|
||||
|
||||
/// Sends a collision event between two entities
|
||||
pub fn send_collision_event(world: &mut World, entity1: Entity, entity2: Entity) {
|
||||
let mut events = world.resource_mut::<Events<GameEvent>>();
|
||||
events.send(GameEvent::Collision(entity1, entity2));
|
||||
}
|
||||
|
||||
/// Creates a mock atlas tile for testing
|
||||
pub 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)),
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,28 +0,0 @@
|
||||
use pacman::constants::*;
|
||||
|
||||
#[test]
|
||||
fn test_raw_board_structure() {
|
||||
assert_eq!(RAW_BOARD.len(), BOARD_CELL_SIZE.y as usize);
|
||||
|
||||
for row in RAW_BOARD.iter() {
|
||||
assert_eq!(row.len(), BOARD_CELL_SIZE.x as usize);
|
||||
}
|
||||
|
||||
// Test boundaries
|
||||
assert!(RAW_BOARD[0].chars().all(|c| c == '#'));
|
||||
assert!(RAW_BOARD[RAW_BOARD.len() - 1].chars().all(|c| c == '#'));
|
||||
|
||||
// Test tunnel row
|
||||
let tunnel_row = RAW_BOARD[14];
|
||||
assert_eq!(tunnel_row.chars().next().unwrap(), 'T');
|
||||
assert_eq!(tunnel_row.chars().last().unwrap(), 'T');
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn test_raw_board_content() {
|
||||
let power_pellet_count = RAW_BOARD.iter().flat_map(|row| row.chars()).filter(|&c| c == 'o').count();
|
||||
assert_eq!(power_pellet_count, 4);
|
||||
|
||||
assert!(RAW_BOARD.iter().any(|row| row.contains('X')));
|
||||
assert!(RAW_BOARD.iter().any(|row| row.contains("==")));
|
||||
}
|
||||
@@ -1,34 +0,0 @@
|
||||
use glam::Vec2;
|
||||
use pacman::entity::graph::{Graph, Node};
|
||||
use pacman::map::render::MapRenderer;
|
||||
|
||||
#[test]
|
||||
fn test_find_nearest_node() {
|
||||
let mut graph = Graph::new();
|
||||
|
||||
// Add some test nodes
|
||||
let node1 = graph.add_node(Node {
|
||||
position: Vec2::new(10.0, 10.0),
|
||||
});
|
||||
let node2 = graph.add_node(Node {
|
||||
position: Vec2::new(50.0, 50.0),
|
||||
});
|
||||
let node3 = graph.add_node(Node {
|
||||
position: Vec2::new(100.0, 100.0),
|
||||
});
|
||||
|
||||
// Test cursor near node1
|
||||
let cursor_pos = Vec2::new(12.0, 8.0);
|
||||
let nearest = MapRenderer::find_nearest_node(&graph, cursor_pos);
|
||||
assert_eq!(nearest, Some(node1));
|
||||
|
||||
// Test cursor near node2
|
||||
let cursor_pos = Vec2::new(45.0, 55.0);
|
||||
let nearest = MapRenderer::find_nearest_node(&graph, cursor_pos);
|
||||
assert_eq!(nearest, Some(node2));
|
||||
|
||||
// Test cursor near node3
|
||||
let cursor_pos = Vec2::new(98.0, 102.0);
|
||||
let nearest = MapRenderer::find_nearest_node(&graph, cursor_pos);
|
||||
assert_eq!(nearest, Some(node3));
|
||||
}
|
||||
@@ -1,5 +1,5 @@
|
||||
use glam::IVec2;
|
||||
use pacman::entity::direction::*;
|
||||
use pacman::map::direction::*;
|
||||
use speculoos::prelude::*;
|
||||
|
||||
#[test]
|
||||
fn test_direction_opposite() {
|
||||
@@ -11,21 +11,47 @@ fn test_direction_opposite() {
|
||||
];
|
||||
|
||||
for (dir, expected) in test_cases {
|
||||
assert_eq!(dir.opposite(), expected);
|
||||
assert_that(&dir.opposite()).is_equal_to(expected);
|
||||
}
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn test_direction_as_ivec2() {
|
||||
let test_cases = [
|
||||
(Direction::Up, -IVec2::Y),
|
||||
(Direction::Down, IVec2::Y),
|
||||
(Direction::Left, -IVec2::X),
|
||||
(Direction::Right, IVec2::X),
|
||||
];
|
||||
|
||||
for (dir, expected) in test_cases {
|
||||
assert_eq!(dir.as_ivec2(), expected);
|
||||
assert_eq!(IVec2::from(dir), expected);
|
||||
fn test_direction_opposite_symmetry() {
|
||||
// Test that opposite() is symmetric: opposite(opposite(d)) == d
|
||||
for &dir in &Direction::DIRECTIONS {
|
||||
assert_that(&dir.opposite().opposite()).is_equal_to(dir);
|
||||
}
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn test_direction_opposite_exhaustive() {
|
||||
// Test that every direction has a unique opposite
|
||||
let mut opposites = std::collections::HashSet::new();
|
||||
for &dir in &Direction::DIRECTIONS {
|
||||
let opposite = dir.opposite();
|
||||
assert_that(&opposites.insert(opposite)).is_true();
|
||||
}
|
||||
assert_that(&opposites).has_length(4);
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn test_direction_as_usize_exhaustive() {
|
||||
// Test that as_usize() returns unique values for all directions
|
||||
let mut usizes = std::collections::HashSet::new();
|
||||
for &dir in &Direction::DIRECTIONS {
|
||||
let usize_val = dir.as_usize();
|
||||
assert_that(&usizes.insert(usize_val)).is_true();
|
||||
}
|
||||
assert_that(&usizes).has_length(4);
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn test_direction_as_ivec2_exhaustive() {
|
||||
// Test that as_ivec2() returns unique values for all directions
|
||||
let mut ivec2s = std::collections::HashSet::new();
|
||||
for &dir in &Direction::DIRECTIONS {
|
||||
let ivec2_val = dir.as_ivec2();
|
||||
assert_that(&ivec2s.insert(ivec2_val)).is_true();
|
||||
}
|
||||
assert_that(&ivec2s).has_length(4);
|
||||
}
|
||||
|
||||
@@ -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);
|
||||
}
|
||||
66
tests/error.rs
Normal file
66
tests/error.rs
Normal file
@@ -0,0 +1,66 @@
|
||||
use pacman::error::{GameError, GameResult, IntoGameError, OptionExt, ResultExt};
|
||||
use speculoos::prelude::*;
|
||||
use std::io;
|
||||
|
||||
#[test]
|
||||
fn test_into_game_error_trait() {
|
||||
let result: Result<i32, io::Error> = Err(io::Error::new(io::ErrorKind::Other, "test error"));
|
||||
let game_result: GameResult<i32> = result.into_game_error();
|
||||
|
||||
assert_that(&game_result.is_err()).is_true();
|
||||
if let Err(GameError::InvalidState(msg)) = game_result {
|
||||
assert_that(&msg.contains("test error")).is_true();
|
||||
} else {
|
||||
panic!("Expected InvalidState error");
|
||||
}
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn test_into_game_error_trait_success() {
|
||||
let result: Result<i32, io::Error> = Ok(42);
|
||||
let game_result: GameResult<i32> = result.into_game_error();
|
||||
|
||||
assert_that(&game_result.unwrap()).is_equal_to(42);
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn test_option_ext_some() {
|
||||
let option: Option<i32> = Some(42);
|
||||
let result: GameResult<i32> = option.ok_or_game_error(|| GameError::InvalidState("Not found".to_string()));
|
||||
|
||||
assert_that(&result.unwrap()).is_equal_to(42);
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn test_option_ext_none() {
|
||||
let option: Option<i32> = None;
|
||||
let result: GameResult<i32> = option.ok_or_game_error(|| GameError::InvalidState("Not found".to_string()));
|
||||
|
||||
assert_that(&result.is_err()).is_true();
|
||||
if let Err(GameError::InvalidState(msg)) = result {
|
||||
assert_that(&msg).is_equal_to("Not found".to_string());
|
||||
} else {
|
||||
panic!("Expected InvalidState error");
|
||||
}
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn test_result_ext_success() {
|
||||
let result: Result<i32, io::Error> = Ok(42);
|
||||
let game_result: GameResult<i32> = result.with_context(|_| GameError::InvalidState("Context".to_string()));
|
||||
|
||||
assert_that(&game_result.unwrap()).is_equal_to(42);
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn test_result_ext_error() {
|
||||
let result: Result<i32, io::Error> = Err(io::Error::new(io::ErrorKind::Other, "original error"));
|
||||
let game_result: GameResult<i32> = result.with_context(|_| GameError::InvalidState("Context error".to_string()));
|
||||
|
||||
assert_that(&game_result.is_err()).is_true();
|
||||
if let Err(GameError::InvalidState(msg)) = game_result {
|
||||
assert_that(&msg).is_equal_to("Context error".to_string());
|
||||
} else {
|
||||
panic!("Expected InvalidState error");
|
||||
}
|
||||
}
|
||||
141
tests/formatting.rs
Normal file
141
tests/formatting.rs
Normal file
@@ -0,0 +1,141 @@
|
||||
use pacman::systems::profiling::format_timing_display;
|
||||
use speculoos::prelude::*;
|
||||
use std::time::Duration;
|
||||
|
||||
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_complex_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_that(
|
||||
&[
|
||||
&colon_positions,
|
||||
&first_decimal_positions,
|
||||
&second_decimal_positions,
|
||||
&first_unit_positions,
|
||||
&second_unit_positions,
|
||||
]
|
||||
.iter()
|
||||
.all(|p| p.len() == 6),
|
||||
)
|
||||
.is_true();
|
||||
|
||||
// Assert that all positions are the same
|
||||
assert_that(&colon_positions.iter().all(|&p| p == colon_positions[0])).is_true();
|
||||
assert_that(&first_decimal_positions.iter().all(|&p| p == first_decimal_positions[0])).is_true();
|
||||
assert_that(&second_decimal_positions.iter().all(|&p| p == second_decimal_positions[0])).is_true();
|
||||
assert_that(&first_unit_positions.iter().all(|&p| p == first_unit_positions[0])).is_true();
|
||||
assert_that(&second_unit_positions.iter().all(|&p| p == second_unit_positions[0])).is_true();
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn test_format_timing_display_basic() {
|
||||
let timing_data = vec![
|
||||
("render".to_string(), Duration::from_micros(1500), Duration::from_micros(200)),
|
||||
("input".to_string(), Duration::from_micros(300), Duration::from_micros(50)),
|
||||
("physics".to_string(), Duration::from_nanos(750), Duration::from_nanos(100)),
|
||||
];
|
||||
|
||||
let formatted = format_timing_display(timing_data);
|
||||
|
||||
// Should have 3 lines (one for each system)
|
||||
assert_that(&formatted.len()).is_equal_to(3);
|
||||
|
||||
// Each line should contain the system name
|
||||
assert_that(&formatted.iter().any(|line| line.contains("render"))).is_true();
|
||||
assert_that(&formatted.iter().any(|line| line.contains("input"))).is_true();
|
||||
assert_that(&formatted.iter().any(|line| line.contains("physics"))).is_true();
|
||||
|
||||
// Each line should contain timing information with proper units
|
||||
for line in formatted.iter() {
|
||||
assert_that(&line.contains(":")).is_true();
|
||||
assert_that(&line.contains("±")).is_true();
|
||||
}
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn test_format_timing_display_units() {
|
||||
let timing_data = vec![
|
||||
("seconds".to_string(), Duration::from_secs(2), Duration::from_millis(100)),
|
||||
("millis".to_string(), Duration::from_millis(15), Duration::from_micros(200)),
|
||||
("micros".to_string(), Duration::from_micros(500), Duration::from_nanos(50)),
|
||||
("nanos".to_string(), Duration::from_nanos(250), Duration::from_nanos(25)),
|
||||
];
|
||||
|
||||
let formatted = format_timing_display(timing_data);
|
||||
|
||||
// Check that appropriate units are used
|
||||
let all_lines = formatted.join(" ");
|
||||
assert_that(&all_lines.contains("s")).is_true();
|
||||
assert_that(&all_lines.contains("ms")).is_true();
|
||||
assert_that(&all_lines.contains("µs")).is_true();
|
||||
assert_that(&all_lines.contains("ns")).is_true();
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn test_format_timing_display_alignment() {
|
||||
let timing_data = vec![
|
||||
("short".to_string(), Duration::from_micros(100), Duration::from_micros(10)),
|
||||
(
|
||||
"very_long_name".to_string(),
|
||||
Duration::from_micros(200),
|
||||
Duration::from_micros(20),
|
||||
),
|
||||
];
|
||||
|
||||
let formatted = format_timing_display(timing_data);
|
||||
|
||||
// Find colon positions - they should be aligned
|
||||
let colon_positions: Vec<usize> = formatted.iter().map(|line| line.find(':').unwrap_or(0)).collect();
|
||||
|
||||
// All colons should be at the same position (aligned)
|
||||
if colon_positions.len() > 1 {
|
||||
let first_pos = colon_positions[0];
|
||||
assert_that(&colon_positions.iter().all(|&pos| pos == first_pos)).is_true();
|
||||
}
|
||||
}
|
||||
@@ -1,13 +1,79 @@
|
||||
use pacman::constants::RAW_BOARD;
|
||||
use pacman::map::Map;
|
||||
use pacman::error::{GameError, GameResult};
|
||||
use pacman::game::Game;
|
||||
use speculoos::prelude::*;
|
||||
|
||||
mod collision;
|
||||
mod item;
|
||||
mod common;
|
||||
|
||||
use common::setup_sdl;
|
||||
|
||||
#[test]
|
||||
fn test_game_map_creation() {
|
||||
let map = Map::new(RAW_BOARD).unwrap();
|
||||
fn test_game_30_seconds_60fps() -> GameResult<()> {
|
||||
let (canvas, texture_creator, _sdl_context) = setup_sdl().map_err(GameError::Sdl)?;
|
||||
let ttf_context = sdl2::ttf::init().map_err(GameError::Sdl)?;
|
||||
let event_pump = _sdl_context
|
||||
.event_pump()
|
||||
.map_err(|e| pacman::error::GameError::Sdl(e.to_string()))?;
|
||||
|
||||
assert!(map.graph.node_count() > 0);
|
||||
assert!(!map.grid_to_node.is_empty());
|
||||
let mut game = Game::new(canvas, ttf_context, texture_creator, event_pump)?;
|
||||
|
||||
// Run for 30 seconds at 60 FPS = 1800 frames
|
||||
let frame_time = 1.0 / 60.0;
|
||||
let total_frames = 1800;
|
||||
let mut frame_count = 0;
|
||||
|
||||
for _ in 0..total_frames {
|
||||
let should_exit = game.tick(frame_time);
|
||||
|
||||
if should_exit {
|
||||
break;
|
||||
}
|
||||
|
||||
frame_count += 1;
|
||||
}
|
||||
|
||||
assert_eq!(
|
||||
frame_count, total_frames,
|
||||
"Should have processed exactly {} frames",
|
||||
total_frames
|
||||
);
|
||||
Ok(())
|
||||
}
|
||||
|
||||
/// Test that runs the game for 30 seconds with variable frame timing
|
||||
#[test]
|
||||
fn test_game_30_seconds_variable_timing() -> GameResult<()> {
|
||||
let (canvas, texture_creator, _sdl_context) = setup_sdl().map_err(GameError::Sdl)?;
|
||||
let ttf_context = sdl2::ttf::init().map_err(|e| GameError::Sdl(e.to_string()))?;
|
||||
let event_pump = _sdl_context
|
||||
.event_pump()
|
||||
.map_err(|e| pacman::error::GameError::Sdl(e.to_string()))?;
|
||||
|
||||
let mut game = Game::new(canvas, ttf_context, texture_creator, event_pump)?;
|
||||
|
||||
// Simulate 30 seconds with variable frame timing
|
||||
let mut total_time = 0.0;
|
||||
let target_time = 30.0;
|
||||
let mut frame_count = 0;
|
||||
|
||||
while total_time < target_time {
|
||||
// Alternate between different frame rates to simulate real gameplay
|
||||
let frame_time = match frame_count % 4 {
|
||||
0 => 1.0 / 60.0, // 60 FPS
|
||||
1 => 1.0 / 30.0, // 30 FPS (lag spike)
|
||||
2 => 1.0 / 120.0, // 120 FPS (very fast)
|
||||
_ => 1.0 / 60.0, // 60 FPS
|
||||
};
|
||||
|
||||
let should_exit = game.tick(frame_time);
|
||||
|
||||
if should_exit {
|
||||
break;
|
||||
}
|
||||
|
||||
total_time += frame_time;
|
||||
frame_count += 1;
|
||||
}
|
||||
|
||||
assert_that(&total_time).is_greater_than_or_equal_to(target_time);
|
||||
Ok(())
|
||||
}
|
||||
|
||||
@@ -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);
|
||||
}
|
||||
147
tests/graph.rs
147
tests/graph.rs
@@ -1,24 +1,8 @@
|
||||
use pacman::entity::direction::Direction;
|
||||
use pacman::entity::graph::{EdgePermissions, Graph, Node};
|
||||
use pacman::entity::traversal::{Position, Traverser};
|
||||
use pacman::map::direction::Direction;
|
||||
use pacman::map::graph::{Graph, Node, TraversalFlags};
|
||||
use speculoos::prelude::*;
|
||||
|
||||
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
|
||||
}
|
||||
mod common;
|
||||
|
||||
#[test]
|
||||
fn test_graph_basic_operations() {
|
||||
@@ -30,10 +14,10 @@ fn test_graph_basic_operations() {
|
||||
position: glam::Vec2::new(16.0, 0.0),
|
||||
});
|
||||
|
||||
assert_eq!(graph.node_count(), 2);
|
||||
assert!(graph.get_node(node1).is_some());
|
||||
assert!(graph.get_node(node2).is_some());
|
||||
assert!(graph.get_node(999).is_none());
|
||||
assert_that(&graph.nodes().count()).is_equal_to(2);
|
||||
assert_that(&graph.get_node(node1).is_some()).is_true();
|
||||
assert_that(&graph.get_node(node2).is_some()).is_true();
|
||||
assert_that(&graph.get_node(999).is_none()).is_true();
|
||||
}
|
||||
|
||||
#[test]
|
||||
@@ -46,15 +30,15 @@ fn test_graph_connect() {
|
||||
position: glam::Vec2::new(16.0, 0.0),
|
||||
});
|
||||
|
||||
assert!(graph.connect(node1, node2, false, None, Direction::Right).is_ok());
|
||||
assert_that(&graph.connect(node1, node2, false, None, Direction::Right).is_ok()).is_true();
|
||||
|
||||
let edge1 = graph.find_edge_in_direction(node1, Direction::Right);
|
||||
let edge2 = graph.find_edge_in_direction(node2, Direction::Left);
|
||||
|
||||
assert!(edge1.is_some());
|
||||
assert!(edge2.is_some());
|
||||
assert_eq!(edge1.unwrap().target, node2);
|
||||
assert_eq!(edge2.unwrap().target, node1);
|
||||
assert_that(&edge1.is_some()).is_true();
|
||||
assert_that(&edge2.is_some()).is_true();
|
||||
assert_that(&edge1.unwrap().target).is_equal_to(node2);
|
||||
assert_that(&edge2.unwrap().target).is_equal_to(node1);
|
||||
}
|
||||
|
||||
#[test]
|
||||
@@ -64,8 +48,8 @@ fn test_graph_connect_errors() {
|
||||
position: glam::Vec2::new(0.0, 0.0),
|
||||
});
|
||||
|
||||
assert!(graph.connect(node1, 999, false, None, Direction::Right).is_err());
|
||||
assert!(graph.connect(999, node1, false, None, Direction::Right).is_err());
|
||||
assert_that(&graph.connect(node1, 999, false, None, Direction::Right).is_err()).is_true();
|
||||
assert_that(&graph.connect(999, node1, false, None, Direction::Right).is_err()).is_true();
|
||||
}
|
||||
|
||||
#[test]
|
||||
@@ -79,11 +63,11 @@ 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_that(&edge.traversal_flags).is_equal_to(TraversalFlags::GHOST);
|
||||
}
|
||||
|
||||
#[test]
|
||||
@@ -103,10 +87,10 @@ fn should_add_connected_node() {
|
||||
)
|
||||
.unwrap();
|
||||
|
||||
assert_eq!(graph.node_count(), 2);
|
||||
assert_that(&graph.nodes().count()).is_equal_to(2);
|
||||
let edge = graph.find_edge(node1, node2);
|
||||
assert!(edge.is_some());
|
||||
assert_eq!(edge.unwrap().direction, Direction::Right);
|
||||
assert_that(&edge.is_some()).is_true();
|
||||
assert_that(&edge.unwrap().direction).is_equal_to(Direction::Right);
|
||||
}
|
||||
|
||||
#[test]
|
||||
@@ -119,99 +103,34 @@ 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);
|
||||
assert!(result.is_err());
|
||||
let result = graph.add_edge(node1, node2, false, Some(-1.0), Direction::Right, TraversalFlags::ALL);
|
||||
assert_that(&result.is_err()).is_true();
|
||||
}
|
||||
|
||||
#[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);
|
||||
assert!(result.is_err());
|
||||
let mut graph = common::create_test_graph();
|
||||
let result = graph.add_edge(0, 1, false, None, Direction::Right, TraversalFlags::ALL);
|
||||
assert_that(&result.is_err()).is_true();
|
||||
}
|
||||
|
||||
#[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);
|
||||
assert!(result.is_ok());
|
||||
let mut graph = common::create_test_graph();
|
||||
let result = graph.add_edge(0, 1, true, Some(42.0), Direction::Right, TraversalFlags::ALL);
|
||||
assert_that(&result.is_ok()).is_true();
|
||||
|
||||
let edge = graph.find_edge(0, 1).unwrap();
|
||||
assert_eq!(edge.distance, 42.0);
|
||||
assert_that(&edge.distance).is_equal_to(42.0);
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn should_find_edge_between_nodes() {
|
||||
let graph = create_test_graph();
|
||||
let graph = common::create_test_graph();
|
||||
let edge = graph.find_edge(0, 1);
|
||||
assert!(edge.is_some());
|
||||
assert_eq!(edge.unwrap().target, 1);
|
||||
assert_that(&edge.is_some()).is_true();
|
||||
assert_that(&edge.unwrap().target).is_equal_to(1);
|
||||
|
||||
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());
|
||||
assert_that(&non_existent_edge.is_none()).is_true();
|
||||
}
|
||||
|
||||
@@ -1,19 +0,0 @@
|
||||
use glam::{IVec2, UVec2};
|
||||
use pacman::helpers::centered_with_size;
|
||||
|
||||
#[test]
|
||||
fn test_centered_with_size() {
|
||||
let test_cases = [
|
||||
((100, 100), (50, 30), (75, 85)),
|
||||
((50, 50), (51, 31), (25, 35)),
|
||||
((0, 0), (100, 100), (-50, -50)),
|
||||
((-100, -50), (80, 40), (-140, -70)),
|
||||
((1000, 1000), (1000, 1000), (500, 500)),
|
||||
];
|
||||
|
||||
for ((pos_x, pos_y), (size_x, size_y), (expected_x, expected_y)) in test_cases {
|
||||
let rect = centered_with_size(IVec2::new(pos_x, pos_y), UVec2::new(size_x, size_y));
|
||||
assert_eq!(rect.origin(), (expected_x, expected_y));
|
||||
assert_eq!(rect.size(), (size_x, size_y));
|
||||
}
|
||||
}
|
||||
321
tests/input.rs
Normal file
321
tests/input.rs
Normal file
@@ -0,0 +1,321 @@
|
||||
use glam::Vec2;
|
||||
use pacman::events::{GameCommand, GameEvent};
|
||||
use pacman::map::direction::Direction;
|
||||
use pacman::systems::input::{
|
||||
calculate_direction_from_delta, process_simple_key_events, update_touch_reference_position, Bindings, CursorPosition,
|
||||
SimpleKeyEvent, TouchData, TouchState, TOUCH_DIRECTION_THRESHOLD, TOUCH_EASING_DISTANCE_THRESHOLD,
|
||||
};
|
||||
use sdl2::keyboard::Keycode;
|
||||
use speculoos::prelude::*;
|
||||
|
||||
// Test modules for better organization
|
||||
mod keyboard_tests {
|
||||
use super::*;
|
||||
|
||||
#[test]
|
||||
fn key_down_emits_bound_command() {
|
||||
let mut bindings = Bindings::default();
|
||||
let events = process_simple_key_events(&mut bindings, &[SimpleKeyEvent::KeyDown(Keycode::W)]);
|
||||
assert_that(&events).contains(GameEvent::Command(GameCommand::MovePlayer(Direction::Up)));
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn key_down_emits_non_movement_commands() {
|
||||
let mut bindings = Bindings::default();
|
||||
let events = process_simple_key_events(&mut bindings, &[SimpleKeyEvent::KeyDown(Keycode::P)]);
|
||||
assert_that(&events).contains(GameEvent::Command(GameCommand::TogglePause));
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn unbound_key_emits_nothing() {
|
||||
let mut bindings = Bindings::default();
|
||||
let events = process_simple_key_events(&mut bindings, &[SimpleKeyEvent::KeyDown(Keycode::Z)]);
|
||||
assert_that(&events).is_empty();
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn movement_key_held_continues_across_frames() {
|
||||
let mut bindings = Bindings::default();
|
||||
process_simple_key_events(&mut bindings, &[SimpleKeyEvent::KeyDown(Keycode::Left)]);
|
||||
let events = process_simple_key_events(&mut bindings, &[]);
|
||||
assert_that(&events).contains(GameEvent::Command(GameCommand::MovePlayer(Direction::Left)));
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn releasing_movement_key_stops_continuation() {
|
||||
let mut bindings = Bindings::default();
|
||||
process_simple_key_events(&mut bindings, &[SimpleKeyEvent::KeyDown(Keycode::Up)]);
|
||||
let events = process_simple_key_events(&mut bindings, &[SimpleKeyEvent::KeyUp(Keycode::Up)]);
|
||||
assert_that(&events).is_empty();
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn multiple_movement_keys_resumes_previous_when_current_released() {
|
||||
let mut bindings = Bindings::default();
|
||||
process_simple_key_events(&mut bindings, &[SimpleKeyEvent::KeyDown(Keycode::W)]);
|
||||
process_simple_key_events(&mut bindings, &[SimpleKeyEvent::KeyDown(Keycode::D)]);
|
||||
let events = process_simple_key_events(&mut bindings, &[SimpleKeyEvent::KeyUp(Keycode::D)]);
|
||||
assert_that(&events).contains(GameEvent::Command(GameCommand::MovePlayer(Direction::Up)));
|
||||
}
|
||||
}
|
||||
|
||||
mod direction_calculation_tests {
|
||||
use super::*;
|
||||
|
||||
#[test]
|
||||
fn prioritizes_horizontal_movement() {
|
||||
let test_cases = vec![
|
||||
(Vec2::new(6.0, 5.0), Direction::Right),
|
||||
(Vec2::new(-6.0, 5.0), Direction::Left),
|
||||
];
|
||||
|
||||
for (delta, expected) in test_cases {
|
||||
assert_that(&calculate_direction_from_delta(delta)).is_equal_to(expected);
|
||||
}
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn uses_vertical_when_dominant() {
|
||||
let test_cases = vec![
|
||||
(Vec2::new(3.0, 10.0), Direction::Down),
|
||||
(Vec2::new(3.0, -10.0), Direction::Up),
|
||||
];
|
||||
|
||||
for (delta, expected) in test_cases {
|
||||
assert_that(&calculate_direction_from_delta(delta)).is_equal_to(expected);
|
||||
}
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn handles_zero_delta() {
|
||||
let delta = Vec2::ZERO;
|
||||
// Should default to Up when both components are zero
|
||||
assert_that(&calculate_direction_from_delta(delta)).is_equal_to(Direction::Up);
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn handles_equal_magnitudes() {
|
||||
// When x and y have equal absolute values, should prioritize vertical
|
||||
let delta = Vec2::new(5.0, 5.0);
|
||||
assert_that(&calculate_direction_from_delta(delta)).is_equal_to(Direction::Down);
|
||||
|
||||
let delta = Vec2::new(-5.0, 5.0);
|
||||
assert_that(&calculate_direction_from_delta(delta)).is_equal_to(Direction::Down);
|
||||
}
|
||||
}
|
||||
|
||||
mod touch_easing_tests {
|
||||
use super::*;
|
||||
|
||||
#[test]
|
||||
fn easing_within_threshold_does_nothing() {
|
||||
let mut touch_data = TouchData::new(0, Vec2::new(100.0, 100.0));
|
||||
touch_data.current_pos = Vec2::new(100.0 + TOUCH_EASING_DISTANCE_THRESHOLD - 0.1, 100.0);
|
||||
|
||||
let (_delta, distance) = update_touch_reference_position(&mut touch_data, 0.016);
|
||||
|
||||
assert_that(&distance).is_less_than(TOUCH_EASING_DISTANCE_THRESHOLD);
|
||||
assert_that(&touch_data.start_pos).is_equal_to(Vec2::new(100.0, 100.0));
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn easing_beyond_threshold_moves_towards_target() {
|
||||
let mut touch_data = TouchData::new(0, Vec2::new(100.0, 100.0));
|
||||
touch_data.current_pos = Vec2::new(150.0, 100.0);
|
||||
|
||||
let original_start_pos = touch_data.start_pos;
|
||||
let (_delta, distance) = update_touch_reference_position(&mut touch_data, 0.016);
|
||||
|
||||
assert_that(&distance).is_greater_than(TOUCH_EASING_DISTANCE_THRESHOLD);
|
||||
assert_that(&touch_data.start_pos.x).is_greater_than(original_start_pos.x);
|
||||
assert_that(&touch_data.start_pos.x).is_less_than(touch_data.current_pos.x);
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn easing_overshoot_sets_to_target() {
|
||||
let mut touch_data = TouchData::new(0, Vec2::new(100.0, 100.0));
|
||||
touch_data.current_pos = Vec2::new(101.0, 100.0);
|
||||
|
||||
let (_delta, _distance) = update_touch_reference_position(&mut touch_data, 10.0);
|
||||
|
||||
assert_that(&touch_data.start_pos).is_equal_to(touch_data.current_pos);
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn easing_returns_correct_delta() {
|
||||
let mut touch_data = TouchData::new(0, Vec2::new(100.0, 100.0));
|
||||
touch_data.current_pos = Vec2::new(120.0, 110.0);
|
||||
|
||||
let (delta, distance) = update_touch_reference_position(&mut touch_data, 0.016);
|
||||
|
||||
let expected_delta = Vec2::new(20.0, 10.0);
|
||||
let expected_distance = expected_delta.length();
|
||||
|
||||
assert_that(&delta).is_equal_to(expected_delta);
|
||||
assert_that(&distance).is_equal_to(expected_distance);
|
||||
}
|
||||
}
|
||||
|
||||
// Integration tests for the full input system
|
||||
mod integration_tests {
|
||||
use super::*;
|
||||
|
||||
fn mouse_motion_event(x: i32, y: i32) -> sdl2::event::Event {
|
||||
sdl2::event::Event::MouseMotion {
|
||||
x,
|
||||
y,
|
||||
xrel: 0,
|
||||
yrel: 0,
|
||||
mousestate: sdl2::mouse::MouseState::from_sdl_state(0),
|
||||
which: 0,
|
||||
window_id: 0,
|
||||
timestamp: 0,
|
||||
}
|
||||
}
|
||||
|
||||
fn mouse_button_down_event(x: i32, y: i32) -> sdl2::event::Event {
|
||||
sdl2::event::Event::MouseButtonDown {
|
||||
x,
|
||||
y,
|
||||
mouse_btn: sdl2::mouse::MouseButton::Left,
|
||||
clicks: 1,
|
||||
which: 0,
|
||||
window_id: 0,
|
||||
timestamp: 0,
|
||||
}
|
||||
}
|
||||
|
||||
fn mouse_button_up_event(x: i32, y: i32) -> sdl2::event::Event {
|
||||
sdl2::event::Event::MouseButtonUp {
|
||||
x,
|
||||
y,
|
||||
mouse_btn: sdl2::mouse::MouseButton::Left,
|
||||
clicks: 1,
|
||||
which: 0,
|
||||
window_id: 0,
|
||||
timestamp: 0,
|
||||
}
|
||||
}
|
||||
|
||||
// Simplified helper for testing SDL integration
|
||||
fn run_input_system_with_events(events: Vec<sdl2::event::Event>, delta_time: f32) -> (CursorPosition, TouchState) {
|
||||
use bevy_ecs::{event::Events, system::RunSystemOnce, world::World};
|
||||
use pacman::systems::components::DeltaTime;
|
||||
use pacman::systems::input::input_system;
|
||||
|
||||
let sdl_context = sdl2::init().expect("Failed to initialize SDL");
|
||||
let event_subsystem = sdl_context.event().expect("Failed to get event subsystem");
|
||||
let event_pump = sdl_context.event_pump().expect("Failed to create event pump");
|
||||
|
||||
let mut world = World::new();
|
||||
world.insert_resource(Events::<GameEvent>::default());
|
||||
world.insert_resource(DeltaTime {
|
||||
seconds: delta_time,
|
||||
ticks: 1,
|
||||
});
|
||||
world.insert_resource(Bindings::default());
|
||||
world.insert_resource(CursorPosition::None);
|
||||
world.insert_resource(TouchState::default());
|
||||
world.insert_non_send_resource(event_pump);
|
||||
|
||||
// Inject events into SDL's event queue
|
||||
for event in events {
|
||||
event_subsystem.push_event(event).expect("Failed to push event");
|
||||
}
|
||||
|
||||
// Run the real input system
|
||||
world
|
||||
.run_system_once(input_system)
|
||||
.expect("Input system should run successfully");
|
||||
|
||||
let cursor = *world.resource::<CursorPosition>();
|
||||
let touch_state = world.resource::<TouchState>().clone();
|
||||
|
||||
(cursor, touch_state)
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn mouse_motion_updates_cursor_position() {
|
||||
let events = vec![mouse_motion_event(100, 200)];
|
||||
let (cursor, _touch_state) = run_input_system_with_events(events, 0.016);
|
||||
|
||||
match cursor {
|
||||
CursorPosition::Some {
|
||||
position,
|
||||
remaining_time,
|
||||
} => {
|
||||
assert_that(&position).is_equal_to(Vec2::new(100.0, 200.0));
|
||||
assert_that(&remaining_time).is_equal_to(0.20);
|
||||
}
|
||||
CursorPosition::None => panic!("Expected cursor position to be set"),
|
||||
}
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn mouse_button_down_starts_touch() {
|
||||
let events = vec![mouse_button_down_event(150, 250)];
|
||||
let (_cursor, touch_state) = run_input_system_with_events(events, 0.016);
|
||||
|
||||
assert_that(&touch_state.active_touch).is_some();
|
||||
if let Some(touch_data) = &touch_state.active_touch {
|
||||
assert_that(&touch_data.finger_id).is_equal_to(0);
|
||||
assert_that(&touch_data.start_pos).is_equal_to(Vec2::new(150.0, 250.0));
|
||||
}
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn mouse_button_up_ends_touch() {
|
||||
let events = vec![mouse_button_down_event(150, 250), mouse_button_up_event(150, 250)];
|
||||
let (_cursor, touch_state) = run_input_system_with_events(events, 0.016);
|
||||
|
||||
assert_that(&touch_state.active_touch).is_none();
|
||||
}
|
||||
}
|
||||
|
||||
// Touch direction tests
|
||||
mod touch_direction_tests {
|
||||
use super::*;
|
||||
|
||||
#[test]
|
||||
fn movement_above_threshold_emits_direction() {
|
||||
let mut touch_data = TouchData::new(1, Vec2::new(100.0, 100.0));
|
||||
touch_data.current_pos = Vec2::new(100.0 + TOUCH_DIRECTION_THRESHOLD + 5.0, 100.0);
|
||||
|
||||
let (delta, distance) = update_touch_reference_position(&mut touch_data, 0.016);
|
||||
|
||||
assert_that(&distance).is_greater_than_or_equal_to(TOUCH_DIRECTION_THRESHOLD);
|
||||
let direction = calculate_direction_from_delta(delta);
|
||||
assert_that(&direction).is_equal_to(Direction::Right);
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn movement_below_threshold_no_direction() {
|
||||
let mut touch_data = TouchData::new(1, Vec2::new(100.0, 100.0));
|
||||
touch_data.current_pos = Vec2::new(100.0 + TOUCH_DIRECTION_THRESHOLD - 1.0, 100.0);
|
||||
|
||||
let (_delta, distance) = update_touch_reference_position(&mut touch_data, 0.016);
|
||||
|
||||
assert_that(&distance).is_less_than(TOUCH_DIRECTION_THRESHOLD);
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn all_directions_work_correctly() {
|
||||
let test_cases = vec![
|
||||
(Vec2::new(TOUCH_DIRECTION_THRESHOLD + 5.0, 0.0), Direction::Right),
|
||||
(Vec2::new(-TOUCH_DIRECTION_THRESHOLD - 5.0, 0.0), Direction::Left),
|
||||
(Vec2::new(0.0, TOUCH_DIRECTION_THRESHOLD + 5.0), Direction::Down),
|
||||
(Vec2::new(0.0, -TOUCH_DIRECTION_THRESHOLD - 5.0), Direction::Up),
|
||||
];
|
||||
|
||||
for (offset, expected_direction) in test_cases {
|
||||
let mut touch_data = TouchData::new(1, Vec2::new(100.0, 100.0));
|
||||
touch_data.current_pos = Vec2::new(100.0, 100.0) + offset;
|
||||
|
||||
let (delta, distance) = update_touch_reference_position(&mut touch_data, 0.016);
|
||||
|
||||
assert_that(&distance).is_greater_than_or_equal_to(TOUCH_DIRECTION_THRESHOLD);
|
||||
let direction = calculate_direction_from_delta(delta);
|
||||
assert_that(&direction).is_equal_to(expected_direction);
|
||||
}
|
||||
}
|
||||
}
|
||||
280
tests/item.rs
280
tests/item.rs
@@ -1,53 +1,249 @@
|
||||
use glam::U16Vec2;
|
||||
use pacman::{
|
||||
entity::{
|
||||
collision::Collidable,
|
||||
item::{FruitKind, Item, ItemType},
|
||||
},
|
||||
texture::sprite::{AtlasTile, Sprite},
|
||||
};
|
||||
use strum::{EnumCount, IntoEnumIterator};
|
||||
use bevy_ecs::{entity::Entity, system::RunSystemOnce};
|
||||
use pacman::systems::{is_valid_item_collision, item_system, EntityType, GhostState, Position, ScoreResource};
|
||||
use speculoos::prelude::*;
|
||||
|
||||
mod common;
|
||||
|
||||
#[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);
|
||||
fn test_calculate_score_for_item() {
|
||||
assert_that(&(EntityType::Pellet.score_value() < EntityType::PowerPellet.score_value())).is_true();
|
||||
assert_that(&EntityType::Pellet.score_value().is_some()).is_true();
|
||||
assert_that(&EntityType::PowerPellet.score_value().is_some()).is_true();
|
||||
assert_that(&EntityType::Player.score_value().is_none()).is_true();
|
||||
assert_that(&EntityType::Ghost.score_value().is_none()).is_true();
|
||||
}
|
||||
|
||||
#[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);
|
||||
fn test_is_collectible_item() {
|
||||
// Collectible
|
||||
assert_that(&EntityType::Pellet.is_collectible()).is_true();
|
||||
assert_that(&EntityType::PowerPellet.is_collectible()).is_true();
|
||||
|
||||
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:?}");
|
||||
}
|
||||
// Non-collectible
|
||||
assert_that(&EntityType::Player.is_collectible()).is_false();
|
||||
assert_that(&EntityType::Ghost.is_collectible()).is_false();
|
||||
}
|
||||
|
||||
#[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);
|
||||
fn test_is_valid_item_collision() {
|
||||
// Player-item collisions should be valid
|
||||
assert_that(&is_valid_item_collision(EntityType::Player, EntityType::Pellet)).is_true();
|
||||
assert_that(&is_valid_item_collision(EntityType::Player, EntityType::PowerPellet)).is_true();
|
||||
assert_that(&is_valid_item_collision(EntityType::Pellet, EntityType::Player)).is_true();
|
||||
assert_that(&is_valid_item_collision(EntityType::PowerPellet, EntityType::Player)).is_true();
|
||||
|
||||
assert!(!item.is_collected());
|
||||
assert_eq!(item.get_score(), 10);
|
||||
assert_eq!(item.position().from_node_id(), 0);
|
||||
|
||||
item.collect();
|
||||
assert!(item.is_collected());
|
||||
// Non-player-item collisions should be invalid
|
||||
assert_that(&is_valid_item_collision(EntityType::Player, EntityType::Ghost)).is_false();
|
||||
assert_that(&is_valid_item_collision(EntityType::Ghost, EntityType::Pellet)).is_false();
|
||||
assert_that(&is_valid_item_collision(EntityType::Pellet, EntityType::PowerPellet)).is_false();
|
||||
assert_that(&is_valid_item_collision(EntityType::Player, EntityType::Player)).is_false();
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn test_item_system_pellet_collection() {
|
||||
let mut world = common::create_test_world();
|
||||
let pacman = common::spawn_test_pacman(&mut world, 0);
|
||||
let pellet = common::spawn_test_item(&mut world, 1, EntityType::Pellet);
|
||||
|
||||
// Send collision event
|
||||
common::send_collision_event(&mut world, pacman, pellet);
|
||||
|
||||
// Run the item system
|
||||
world.run_system_once(item_system).expect("System should run successfully");
|
||||
|
||||
// Check that score was updated
|
||||
let score = world.resource::<ScoreResource>();
|
||||
assert_that(&score.0).is_equal_to(10);
|
||||
|
||||
// Check that the pellet was despawned (query should return empty)
|
||||
let item_count = world
|
||||
.query::<&EntityType>()
|
||||
.iter(&world)
|
||||
.filter(|&entity_type| matches!(entity_type, EntityType::Pellet))
|
||||
.count();
|
||||
assert_that(&item_count).is_equal_to(0);
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn test_item_system_power_pellet_collection() {
|
||||
let mut world = common::create_test_world();
|
||||
let pacman = common::spawn_test_pacman(&mut world, 0);
|
||||
let power_pellet = common::spawn_test_item(&mut world, 1, EntityType::PowerPellet);
|
||||
|
||||
common::send_collision_event(&mut world, pacman, power_pellet);
|
||||
|
||||
world.run_system_once(item_system).expect("System should run successfully");
|
||||
|
||||
// Check that score was updated with power pellet value
|
||||
let score = world.resource::<ScoreResource>();
|
||||
assert_that(&score.0).is_equal_to(50);
|
||||
|
||||
// Check that the power pellet was despawned (query should return empty)
|
||||
let item_count = world
|
||||
.query::<&EntityType>()
|
||||
.iter(&world)
|
||||
.filter(|&entity_type| matches!(entity_type, EntityType::PowerPellet))
|
||||
.count();
|
||||
assert_that(&item_count).is_equal_to(0);
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn test_item_system_multiple_collections() {
|
||||
let mut world = common::create_test_world();
|
||||
let pacman = common::spawn_test_pacman(&mut world, 0);
|
||||
let pellet1 = common::spawn_test_item(&mut world, 1, EntityType::Pellet);
|
||||
let pellet2 = common::spawn_test_item(&mut world, 2, EntityType::Pellet);
|
||||
let power_pellet = common::spawn_test_item(&mut world, 3, EntityType::PowerPellet);
|
||||
|
||||
// Send multiple collision events
|
||||
common::send_collision_event(&mut world, pacman, pellet1);
|
||||
common::send_collision_event(&mut world, pacman, pellet2);
|
||||
common::send_collision_event(&mut world, pacman, power_pellet);
|
||||
|
||||
world.run_system_once(item_system).expect("System should run successfully");
|
||||
|
||||
// Check final score: 2 pellets (20) + 1 power pellet (50) = 70
|
||||
let score = world.resource::<ScoreResource>();
|
||||
assert_that(&score.0).is_equal_to(70);
|
||||
|
||||
// Check that all items were despawned
|
||||
let pellet_count = world
|
||||
.query::<&EntityType>()
|
||||
.iter(&world)
|
||||
.filter(|&entity_type| matches!(entity_type, EntityType::Pellet))
|
||||
.count();
|
||||
let power_pellet_count = world
|
||||
.query::<&EntityType>()
|
||||
.iter(&world)
|
||||
.filter(|&entity_type| matches!(entity_type, EntityType::PowerPellet))
|
||||
.count();
|
||||
assert_that(&pellet_count).is_equal_to(0);
|
||||
assert_that(&power_pellet_count).is_equal_to(0);
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn test_item_system_ignores_non_item_collisions() {
|
||||
let mut world = common::create_test_world();
|
||||
let pacman = common::spawn_test_pacman(&mut world, 0);
|
||||
|
||||
// Create a ghost entity (not an item)
|
||||
let ghost = world.spawn((Position::Stopped { node: 2 }, EntityType::Ghost)).id();
|
||||
|
||||
// Initial score
|
||||
let initial_score = world.resource::<ScoreResource>().0;
|
||||
|
||||
// Send collision event between pacman and ghost
|
||||
common::send_collision_event(&mut world, pacman, ghost);
|
||||
|
||||
world.run_system_once(item_system).expect("System should run successfully");
|
||||
|
||||
// Score should remain unchanged
|
||||
let score = world.resource::<ScoreResource>();
|
||||
assert_that(&score.0).is_equal_to(initial_score);
|
||||
|
||||
// Ghost should still exist (not despawned)
|
||||
let ghost_count = world
|
||||
.query::<&EntityType>()
|
||||
.iter(&world)
|
||||
.filter(|&entity_type| matches!(entity_type, EntityType::Ghost))
|
||||
.count();
|
||||
assert_that(&ghost_count).is_equal_to(1);
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn test_item_system_no_collision_events() {
|
||||
let mut world = common::create_test_world();
|
||||
let _pacman = common::spawn_test_pacman(&mut world, 0);
|
||||
let _pellet = common::spawn_test_item(&mut world, 1, EntityType::Pellet);
|
||||
|
||||
let initial_score = world.resource::<ScoreResource>().0;
|
||||
|
||||
// Run system without any collision events
|
||||
world.run_system_once(item_system).expect("System should run successfully");
|
||||
|
||||
// Nothing should change
|
||||
let score = world.resource::<ScoreResource>();
|
||||
assert_that(&score.0).is_equal_to(initial_score);
|
||||
let pellet_count = world
|
||||
.query::<&EntityType>()
|
||||
.iter(&world)
|
||||
.filter(|&entity_type| matches!(entity_type, EntityType::Pellet))
|
||||
.count();
|
||||
assert_that(&pellet_count).is_equal_to(1);
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn test_item_system_collision_with_missing_entity() {
|
||||
let mut world = common::create_test_world();
|
||||
let pacman = common::spawn_test_pacman(&mut world, 0);
|
||||
|
||||
// Create a fake entity ID that doesn't exist
|
||||
let fake_entity = Entity::from_raw(999);
|
||||
|
||||
common::send_collision_event(&mut world, pacman, fake_entity);
|
||||
|
||||
// System should handle gracefully and not crash
|
||||
world
|
||||
.run_system_once(item_system)
|
||||
.expect("System should handle missing entities gracefully");
|
||||
|
||||
// Score should remain unchanged
|
||||
let score = world.resource::<ScoreResource>();
|
||||
assert_that(&score.0).is_equal_to(0);
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn test_item_system_preserves_existing_score() {
|
||||
let mut world = common::create_test_world();
|
||||
|
||||
// Set initial score
|
||||
world.insert_resource(ScoreResource(100));
|
||||
|
||||
let pacman = common::spawn_test_pacman(&mut world, 0);
|
||||
let pellet = common::spawn_test_item(&mut world, 1, EntityType::Pellet);
|
||||
|
||||
common::send_collision_event(&mut world, pacman, pellet);
|
||||
|
||||
world.run_system_once(item_system).expect("System should run successfully");
|
||||
|
||||
// Score should be initial + pellet value
|
||||
let score = world.resource::<ScoreResource>();
|
||||
assert_that(&score.0).is_equal_to(110);
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn test_power_pellet_does_not_affect_ghosts_in_eyes_state() {
|
||||
let mut world = common::create_test_world();
|
||||
let pacman = common::spawn_test_pacman(&mut world, 0);
|
||||
let power_pellet = common::spawn_test_item(&mut world, 1, EntityType::PowerPellet);
|
||||
|
||||
// Spawn a ghost in Eyes state (returning to ghost house)
|
||||
let eyes_ghost = common::spawn_test_ghost(&mut world, 2, GhostState::Eyes);
|
||||
|
||||
// Spawn a ghost in Normal state
|
||||
let normal_ghost = common::spawn_test_ghost(&mut world, 3, GhostState::Normal);
|
||||
|
||||
common::send_collision_event(&mut world, pacman, power_pellet);
|
||||
|
||||
world.run_system_once(item_system).expect("System should run successfully");
|
||||
|
||||
// Check that the power pellet was collected and score updated
|
||||
let score = world.resource::<ScoreResource>();
|
||||
assert_that(&score.0).is_equal_to(50);
|
||||
|
||||
// Check that the power pellet was despawned
|
||||
let power_pellet_count = world
|
||||
.query::<&EntityType>()
|
||||
.iter(&world)
|
||||
.filter(|&entity_type| matches!(entity_type, EntityType::PowerPellet))
|
||||
.count();
|
||||
assert_that(&power_pellet_count).is_equal_to(0);
|
||||
|
||||
// Check that the Eyes ghost state was not changed
|
||||
let eyes_ghost_state = world.entity(eyes_ghost).get::<GhostState>().unwrap();
|
||||
assert_that(&matches!(*eyes_ghost_state, GhostState::Eyes)).is_true();
|
||||
|
||||
// Check that the Normal ghost state was changed to Frightened
|
||||
let normal_ghost_state = world.entity(normal_ghost).get::<GhostState>().unwrap();
|
||||
assert_that(&matches!(*normal_ghost_state, GhostState::Frightened { .. })).is_true();
|
||||
}
|
||||
|
||||
@@ -1,14 +1,15 @@
|
||||
use glam::Vec2;
|
||||
use pacman::constants::{CELL_SIZE, RAW_BOARD};
|
||||
use pacman::map::Map;
|
||||
use sdl2::render::Texture;
|
||||
use pacman::map::builder::Map;
|
||||
use pacman::map::graph::TraversalFlags;
|
||||
use speculoos::prelude::*;
|
||||
|
||||
#[test]
|
||||
fn test_map_creation() {
|
||||
fn test_map_creation_success() {
|
||||
let map = Map::new(RAW_BOARD).unwrap();
|
||||
|
||||
assert!(map.graph.node_count() > 0);
|
||||
assert!(!map.grid_to_node.is_empty());
|
||||
assert_that(&map.graph.nodes().count()).is_greater_than(0);
|
||||
assert_that(&map.grid_to_node.is_empty()).is_false();
|
||||
|
||||
// Check that some connections were made
|
||||
let mut has_connections = false;
|
||||
@@ -18,76 +19,71 @@ fn test_map_creation() {
|
||||
break;
|
||||
}
|
||||
}
|
||||
assert!(has_connections);
|
||||
assert_that(&has_connections).is_true();
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn test_map_node_positions() {
|
||||
fn test_map_node_positions_accuracy() {
|
||||
let map = Map::new(RAW_BOARD).unwrap();
|
||||
|
||||
for (grid_pos, &node_id) in &map.grid_to_node {
|
||||
let node = map.graph.get_node(node_id).unwrap();
|
||||
let expected_pos = Vec2::new((grid_pos.x * CELL_SIZE as i32) as f32, (grid_pos.y * CELL_SIZE as i32) as f32)
|
||||
+ Vec2::splat(CELL_SIZE as f32 / 2.0);
|
||||
let expected_pos = Vec2::new(
|
||||
(grid_pos.x as i32 * CELL_SIZE as i32) as f32,
|
||||
(grid_pos.y as i32 * CELL_SIZE as i32) as f32,
|
||||
) + Vec2::splat(CELL_SIZE as f32 / 2.0);
|
||||
|
||||
assert_eq!(node.position, expected_pos);
|
||||
assert_that(&node.position).is_equal_to(expected_pos);
|
||||
}
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn test_generate_items() {
|
||||
use pacman::texture::sprite::{AtlasMapper, MapperFrame, SpriteAtlas};
|
||||
use std::collections::HashMap;
|
||||
fn test_start_positions_are_valid() {
|
||||
let map = Map::new(RAW_BOARD).unwrap();
|
||||
let positions = &map.start_positions;
|
||||
|
||||
// All start positions should exist in the graph
|
||||
assert_that(&map.graph.get_node(positions.pacman)).is_some();
|
||||
assert_that(&map.graph.get_node(positions.blinky)).is_some();
|
||||
assert_that(&map.graph.get_node(positions.pinky)).is_some();
|
||||
assert_that(&map.graph.get_node(positions.inky)).is_some();
|
||||
assert_that(&map.graph.get_node(positions.clyde)).is_some();
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn test_ghost_house_has_ghost_only_entrance() {
|
||||
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,
|
||||
},
|
||||
);
|
||||
// Find the house entrance node
|
||||
let house_entrance = map.start_positions.blinky;
|
||||
|
||||
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();
|
||||
|
||||
// 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();
|
||||
|
||||
// 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 have valid node indices
|
||||
assert!(items.iter().all(|item| item.node_index < map.graph.node_count()));
|
||||
// Check that there's a ghost-only connection from the house entrance
|
||||
let mut has_ghost_only_connection = false;
|
||||
for edge in map.graph.adjacency_list[house_entrance as usize].edges() {
|
||||
if edge.traversal_flags == TraversalFlags::GHOST {
|
||||
has_ghost_only_connection = true;
|
||||
break;
|
||||
}
|
||||
}
|
||||
assert_that(&has_ghost_only_connection).is_true();
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn test_tunnel_connections_exist() {
|
||||
let map = Map::new(RAW_BOARD).unwrap();
|
||||
|
||||
// Find tunnel nodes by looking for nodes with zero-distance connections
|
||||
let mut has_tunnel_connection = false;
|
||||
for intersection in &map.graph.adjacency_list {
|
||||
for edge in intersection.edges() {
|
||||
if edge.distance == 0.0f32 {
|
||||
has_tunnel_connection = true;
|
||||
break;
|
||||
}
|
||||
}
|
||||
if has_tunnel_connection {
|
||||
break;
|
||||
}
|
||||
}
|
||||
assert_that(&has_tunnel_connection).is_true();
|
||||
}
|
||||
|
||||
170
tests/movement.rs
Normal file
170
tests/movement.rs
Normal file
@@ -0,0 +1,170 @@
|
||||
use glam::Vec2;
|
||||
use pacman::map::direction::Direction;
|
||||
use pacman::systems::movement::{BufferedDirection, Position, Velocity};
|
||||
use speculoos::prelude::*;
|
||||
|
||||
mod common;
|
||||
|
||||
#[test]
|
||||
fn test_position_is_at_node() {
|
||||
let stopped_pos = Position::Stopped { node: 0 };
|
||||
let moving_pos = Position::Moving {
|
||||
from: 0,
|
||||
to: 1,
|
||||
remaining_distance: 8.0,
|
||||
};
|
||||
|
||||
assert_that(&stopped_pos.is_at_node()).is_true();
|
||||
assert_that(&moving_pos.is_at_node()).is_false();
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn test_position_current_node() {
|
||||
let stopped_pos = Position::Stopped { node: 5 };
|
||||
let moving_pos = Position::Moving {
|
||||
from: 3,
|
||||
to: 7,
|
||||
remaining_distance: 12.0,
|
||||
};
|
||||
|
||||
assert_that(&stopped_pos.current_node()).is_equal_to(5);
|
||||
assert_that(&moving_pos.current_node()).is_equal_to(3);
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn test_position_tick_no_movement_when_stopped() {
|
||||
let mut pos = Position::Stopped { node: 0 };
|
||||
let result = pos.tick(5.0);
|
||||
|
||||
assert_that(&result.is_none()).is_true();
|
||||
assert_that(&pos).is_equal_to(Position::Stopped { node: 0 });
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn test_position_tick_no_movement_when_zero_distance() {
|
||||
let mut pos = Position::Moving {
|
||||
from: 0,
|
||||
to: 1,
|
||||
remaining_distance: 10.0,
|
||||
};
|
||||
let result = pos.tick(0.0);
|
||||
|
||||
assert_that(&result.is_none()).is_true();
|
||||
assert_that(&pos).is_equal_to(Position::Moving {
|
||||
from: 0,
|
||||
to: 1,
|
||||
remaining_distance: 10.0,
|
||||
});
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn test_position_tick_partial_movement() {
|
||||
let mut pos = Position::Moving {
|
||||
from: 0,
|
||||
to: 1,
|
||||
remaining_distance: 10.0,
|
||||
};
|
||||
let result = pos.tick(3.0);
|
||||
|
||||
assert_that(&result.is_none()).is_true();
|
||||
assert_that(&pos).is_equal_to(Position::Moving {
|
||||
from: 0,
|
||||
to: 1,
|
||||
remaining_distance: 7.0,
|
||||
});
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn test_position_tick_exact_arrival() {
|
||||
let mut pos = Position::Moving {
|
||||
from: 0,
|
||||
to: 1,
|
||||
remaining_distance: 5.0,
|
||||
};
|
||||
let result = pos.tick(5.0);
|
||||
|
||||
assert_that(&result.is_none()).is_true();
|
||||
assert_that(&pos).is_equal_to(Position::Stopped { node: 1 });
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn test_position_tick_overshoot_with_overflow() {
|
||||
let mut pos = Position::Moving {
|
||||
from: 0,
|
||||
to: 1,
|
||||
remaining_distance: 3.0,
|
||||
};
|
||||
let result = pos.tick(8.0);
|
||||
|
||||
assert_that(&result).is_equal_to(Some(5.0));
|
||||
assert_that(&pos).is_equal_to(Position::Stopped { node: 1 });
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn test_position_get_pixel_position_stopped() {
|
||||
let graph = common::create_test_graph();
|
||||
let pos = Position::Stopped { node: 0 };
|
||||
|
||||
let pixel_pos = pos.get_pixel_position(&graph).unwrap();
|
||||
let expected = Vec2::new(
|
||||
0.0 + pacman::constants::BOARD_PIXEL_OFFSET.x as f32,
|
||||
0.0 + pacman::constants::BOARD_PIXEL_OFFSET.y as f32,
|
||||
);
|
||||
|
||||
assert_that(&pixel_pos).is_equal_to(expected);
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn test_position_get_pixel_position_moving() {
|
||||
let graph = common::create_test_graph();
|
||||
let pos = Position::Moving {
|
||||
from: 0,
|
||||
to: 1,
|
||||
remaining_distance: 8.0, // Halfway through a 16-unit edge
|
||||
};
|
||||
|
||||
let pixel_pos = pos.get_pixel_position(&graph).unwrap();
|
||||
// Should be halfway between (0,0) and (16,0), so at (8,0) plus offset
|
||||
let expected = Vec2::new(
|
||||
8.0 + pacman::constants::BOARD_PIXEL_OFFSET.x as f32,
|
||||
0.0 + pacman::constants::BOARD_PIXEL_OFFSET.y as f32,
|
||||
);
|
||||
|
||||
assert_that(&pixel_pos).is_equal_to(expected);
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn test_velocity_basic_properties() {
|
||||
let velocity = Velocity {
|
||||
speed: 2.5,
|
||||
direction: Direction::Up,
|
||||
};
|
||||
|
||||
assert_that(&velocity.speed).is_equal_to(2.5);
|
||||
assert_that(&velocity.direction).is_equal_to(Direction::Up);
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn test_buffered_direction_none() {
|
||||
let buffered = BufferedDirection::None;
|
||||
assert_that(&buffered).is_equal_to(BufferedDirection::None);
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn test_buffered_direction_some() {
|
||||
let buffered = BufferedDirection::Some {
|
||||
direction: Direction::Left,
|
||||
remaining_time: 0.5,
|
||||
};
|
||||
|
||||
if let BufferedDirection::Some {
|
||||
direction,
|
||||
remaining_time,
|
||||
} = buffered
|
||||
{
|
||||
assert_that(&direction).is_equal_to(Direction::Left);
|
||||
assert_that(&remaining_time).is_equal_to(0.5);
|
||||
} else {
|
||||
panic!("Expected BufferedDirection::Some");
|
||||
}
|
||||
}
|
||||
Some files were not shown because too many files have changed in this diff Show More
Reference in New Issue
Block a user