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47 Commits

Author SHA1 Message Date
313ca4f3e6 fix: proper font loading, cross platform assets, better platform independent trait implementation, conditional modules 2025-08-16 14:17:28 -05:00
f940f01d9b refactor: optimize debug system, remove redundant code & tests 2025-08-16 13:41:15 -05:00
90adaf9e84 feat: add cursor-based node highlighting for debug 2025-08-16 12:26:24 -05:00
2140fbec1b fix: allow key holddown 2025-08-16 12:00:58 -05:00
78300bdf9c feat: rewrite movement systems separately for player/ghosts 2025-08-16 11:44:10 -05:00
514a447162 refactor: use strum::EnumCount for const compile time system mapping 2025-08-16 11:43:46 -05:00
3d0bc66e40 feat: ghosts system 2025-08-15 20:38:18 -05:00
e0a15c1ca8 feat: implement audio muting functionality 2025-08-15 20:30:41 -05:00
fa12611c69 feat: ecs audio system 2025-08-15 20:28:47 -05:00
342f378860 fix: use renderable layer properly, sorting entities before presenting 2025-08-15 20:10:16 -05:00
e8944598cc chore: fix clippy warnings 2025-08-15 20:10:16 -05:00
6af25af5f3 test: better formatting tests, alignment-based 2025-08-15 19:39:59 -05:00
f1935ad016 refactor: use smallvec instead of collect string, explicit formatting, accumulator fold 2025-08-15 19:15:06 -05:00
4d397bba5f feat: item collection system, score mutations 2025-08-15 18:41:08 -05:00
80930ddd35 fix: use const MAX_SYSTEMS to ensure micromap maps are aligned in size 2025-08-15 18:40:24 -05:00
0133dd5329 feat: add background for text contrast to debug window 2025-08-15 18:39:39 -05:00
635418a4da refactor: use stack allocated circular buffer, use RwLock+Mutex for concurrent system timing access 2025-08-15 18:06:25 -05:00
31193160a9 feat: debug text rendering of statistics, formatting with tests 2025-08-15 17:52:16 -05:00
3086453c7b chore: adjust collider sizes 2025-08-15 16:25:42 -05:00
a8b83b8e2b feat: high resolution debug rendering 2025-08-15 16:20:24 -05:00
8ce2af89c8 fix: add visibility check to rendering implementation 2025-08-15 15:10:09 -05:00
5f0ee87dd9 feat: better profiling statistics, less spammy 2025-08-15 15:06:53 -05:00
b88895e82f feat: separate dirty rendering with flag resource 2025-08-15 14:19:39 -05:00
2f0c734d13 feat: only present/render canvas when renderables change 2025-08-15 14:15:18 -05:00
e96b3159d7 fix: disable vsync 2025-08-15 13:46:57 -05:00
8c95ecc547 feat: add profiling 2025-08-15 13:46:39 -05:00
02a98c9f32 chore: remove unnecessary log, simplify match to if let 2025-08-15 13:05:55 -05:00
7f95c0233e refactor: move position/movement related components into systems/movement 2025-08-15 13:05:03 -05:00
a531228b95 chore: update thiserror & phf crates 2025-08-15 13:04:39 -05:00
de86f383bf refactor: improve representation of movement system 2025-08-15 12:50:07 -05:00
bd811ee783 fix: initial next direction for pacman (mitigation) 2025-08-15 12:30:29 -05:00
57d7f75940 feat: implement generic optimized collision system 2025-08-15 12:21:29 -05:00
c5d6ea28e1 fix: discard PlayerControlled tag component 2025-08-15 11:28:08 -05:00
730daed20a feat: entity type for proper edge permission calculations 2025-08-15 10:06:09 -05:00
b9bae99a4c refactor: reorganize systems properly, move events to events.rs 2025-08-15 09:48:16 -05:00
2c65048fb0 refactor: rename 'ecs' submodule to 'systems' 2025-08-15 09:27:28 -05:00
3388d77ec5 refactor: remove all unused/broken tests, remove many now unused types/functions 2025-08-15 09:24:42 -05:00
242da2e263 refactor: reorganize ecs components 2025-08-15 09:17:43 -05:00
70fb2b9503 fix: working movement again with ecs 2025-08-14 18:35:23 -05:00
0aa056a0ae feat: ecs keyboard interactions 2025-08-14 18:17:58 -05:00
b270318640 feat: directional rendering, interactivity 2025-08-14 15:44:07 -05:00
bc759f1ed4 refactor!: begin switching to bevy ECS, all tests broken, all systems broken 2025-08-14 15:06:56 -05:00
2f1ff85d8f refactor: handle pausing within game, reduce input system allocations 2025-08-14 10:36:39 -05:00
b7429cd9ec chore: solve tests/ clippy warnings 2025-08-14 09:46:10 -05:00
12a63374a8 feat: avoid using spin sleep unless focused 2025-08-13 23:30:07 -05:00
d80d7061e7 refactor: build decoupled input processing & add event queue system 2025-08-13 20:45:56 -05:00
abdefe0af0 chore: add hidden note about why Coveralls.io is disappointing today 2025-08-13 19:52:58 -05:00
61 changed files with 4168 additions and 2506 deletions

802
Cargo.lock generated
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File diff suppressed because it is too large Load Diff

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@@ -6,7 +6,7 @@ edition = "2021"
# See more keys and their definitions at https://doc.rust-lang.org/cargo/reference/manifest.html # See more keys and their definitions at https://doc.rust-lang.org/cargo/reference/manifest.html
[dependencies] [dependencies]
tracing = { version = "0.1.40", features = ["max_level_debug", "release_max_level_debug"]} tracing = { version = "0.1.41", features = ["max_level_debug", "release_max_level_debug"]}
tracing-error = "0.2.0" tracing-error = "0.2.0"
tracing-subscriber = {version = "0.3.17", features = ["env-filter"]} tracing-subscriber = {version = "0.3.17", features = ["env-filter"]}
lazy_static = "1.5.0" lazy_static = "1.5.0"
@@ -15,15 +15,23 @@ spin_sleep = "1.3.2"
rand = { version = "0.9.2", default-features = false, features = ["small_rng", "os_rng"] } rand = { version = "0.9.2", default-features = false, features = ["small_rng", "os_rng"] }
pathfinding = "4.14" pathfinding = "4.14"
once_cell = "1.21.3" once_cell = "1.21.3"
thiserror = "2.0" thiserror = "2.0.14"
anyhow = "1.0" anyhow = "1.0"
glam = { version = "0.30.5", features = [] } glam = "0.30.5"
serde = { version = "1.0.219", features = ["derive"] } serde = { version = "1.0.219", features = ["derive"] }
serde_json = "1.0.142" serde_json = "1.0.142"
smallvec = "1.15.1" smallvec = "1.15.1"
strum = "0.27.2" strum = "0.27.2"
strum_macros = "0.27.2" strum_macros = "0.27.2"
phf = { version = "0.11", features = ["macros"] } phf = { version = "0.12.1", features = ["macros"] }
bevy_ecs = "0.16.1"
bitflags = "2.9.1"
parking_lot = "0.12.3"
micromap = "0.1.0"
thousands = "0.2.0"
pretty_assertions = "1.4.1"
num-width = "0.1.0"
circular-buffer = "1.1.0"
[profile.release] [profile.release]
lto = true lto = true
@@ -62,4 +70,4 @@ libc = "0.2.175"
[build-dependencies] [build-dependencies]
serde = { version = "1.0", features = ["derive"] } serde = { version = "1.0", features = ["derive"] }
serde_json = "1.0" serde_json = "1.0"
phf = { version = "0.11", features = ["macros"] } phf = { version = "0.12.1", features = ["macros"] }

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@@ -1,6 +1,6 @@
# Pac-Man # Pac-Man
[![Tests Status][badge-test]][test] [![Build Status][badge-build]][build] [![Code Coverage][badge-coverage]][coverage] [![Online Demo][badge-online-demo]][demo] [![Last Commit][badge-last-commit]][commits] [![Tests Status][badge-test]][test] [![Build Status][badge-build]][build] [![If you're seeing this, Coveralls.io is broken again and it's not my fault.][badge-coverage]][coverage] [![Online Demo][badge-online-demo]][demo] [![Last Commit][badge-last-commit]][commits]
[badge-test]: https://github.com/Xevion/Pac-Man/actions/workflows/tests.yaml/badge.svg [badge-test]: https://github.com/Xevion/Pac-Man/actions/workflows/tests.yaml/badge.svg
[badge-build]: https://github.com/Xevion/Pac-Man/actions/workflows/build.yaml/badge.svg [badge-build]: https://github.com/Xevion/Pac-Man/actions/workflows/build.yaml/badge.svg

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@@ -1,13 +1,10 @@
use std::time::{Duration, Instant}; use std::time::{Duration, Instant};
use glam::Vec2; use glam::Vec2;
use sdl2::event::{Event, WindowEvent}; use sdl2::render::TextureCreator;
use sdl2::keyboard::Keycode;
use sdl2::render::{Canvas, ScaleMode, Texture, TextureCreator};
use sdl2::ttf::Sdl2TtfContext; use sdl2::ttf::Sdl2TtfContext;
use sdl2::video::{Window, WindowContext}; use sdl2::video::WindowContext;
use sdl2::{AudioSubsystem, EventPump, Sdl, VideoSubsystem}; use sdl2::{AudioSubsystem, EventPump, Sdl, VideoSubsystem};
use tracing::{error, event};
use crate::error::{GameError, GameResult}; use crate::error::{GameError, GameResult};
@@ -16,13 +13,10 @@ use crate::game::Game;
use crate::platform::get_platform; use crate::platform::get_platform;
pub struct App { pub struct App {
game: Game, pub game: Game,
canvas: Canvas<Window>,
event_pump: &'static mut EventPump,
backbuffer: Texture<'static>,
paused: bool,
last_tick: Instant, last_tick: Instant,
cursor_pos: Vec2, focused: bool,
_cursor_pos: Vec2,
} }
impl App { impl App {
@@ -51,41 +45,28 @@ impl App {
.build() .build()
.map_err(|e| GameError::Sdl(e.to_string()))?; .map_err(|e| GameError::Sdl(e.to_string()))?;
let mut canvas = window let canvas = Box::leak(Box::new(
.into_canvas() window
.accelerated() .into_canvas()
.present_vsync() .accelerated()
.build() .build()
.map_err(|e| GameError::Sdl(e.to_string()))?; .map_err(|e| GameError::Sdl(e.to_string()))?,
));
canvas canvas
.set_logical_size(CANVAS_SIZE.x, CANVAS_SIZE.y) .set_logical_size(CANVAS_SIZE.x, CANVAS_SIZE.y)
.map_err(|e| GameError::Sdl(e.to_string()))?; .map_err(|e| GameError::Sdl(e.to_string()))?;
let texture_creator: &'static TextureCreator<WindowContext> = Box::leak(Box::new(canvas.texture_creator())); let texture_creator: &'static mut TextureCreator<WindowContext> = Box::leak(Box::new(canvas.texture_creator()));
let mut game = Game::new(texture_creator)?; let game = Game::new(canvas, texture_creator, event_pump)?;
// game.audio.set_mute(cfg!(debug_assertions)); // game.audio.set_mute(cfg!(debug_assertions));
let mut backbuffer = texture_creator Ok(App {
.create_texture_target(None, CANVAS_SIZE.x, CANVAS_SIZE.y)
.map_err(|e| GameError::Sdl(e.to_string()))?;
backbuffer.set_scale_mode(ScaleMode::Nearest);
// Initial draw
game.draw(&mut canvas, &mut backbuffer)
.map_err(|e| GameError::Sdl(e.to_string()))?;
game.present_backbuffer(&mut canvas, &backbuffer, glam::Vec2::ZERO)
.map_err(|e| GameError::Sdl(e.to_string()))?;
Ok(Self {
game, game,
canvas, focused: true,
event_pump,
backbuffer,
paused: false,
last_tick: Instant::now(), last_tick: Instant::now(),
cursor_pos: Vec2::ZERO, _cursor_pos: Vec2::ZERO,
}) })
} }
@@ -93,78 +74,46 @@ impl App {
{ {
let start = Instant::now(); let start = Instant::now();
for event in self.event_pump.poll_iter() { // for event in self
match event { // .game
Event::Window { win_event, .. } => match win_event { // .world
WindowEvent::Hidden => { // .get_non_send_resource_mut::<&'static mut EventPump>()
event!(tracing::Level::DEBUG, "Window hidden"); // .unwrap()
} // .poll_iter()
WindowEvent::Shown => { // {
event!(tracing::Level::DEBUG, "Window shown"); // match event {
} // Event::Window { win_event, .. } => match win_event {
_ => {} // WindowEvent::FocusGained => {
}, // self.focused = true;
// It doesn't really make sense to have this available in the browser // }
#[cfg(not(target_os = "emscripten"))] // WindowEvent::FocusLost => {
Event::Quit { .. } // self.focused = false;
| Event::KeyDown { // }
keycode: Some(Keycode::Escape) | Some(Keycode::Q), // _ => {}
.. // },
} => { // Event::MouseMotion { x, y, .. } => {
event!(tracing::Level::INFO, "Exit requested. Exiting..."); // // Convert window coordinates to logical coordinates
return false; // self.cursor_pos = Vec2::new(x as f32, y as f32);
} // }
Event::KeyDown { // _ => {}
keycode: Some(Keycode::P), // }
.. // }
} => {
self.paused = !self.paused;
event!(tracing::Level::INFO, "{}", if self.paused { "Paused" } else { "Unpaused" });
}
Event::KeyDown {
keycode: Some(Keycode::Space),
..
} => {
self.game.toggle_debug_mode();
}
Event::KeyDown { keycode: Some(key), .. } => {
self.game.keyboard_event(key);
}
Event::MouseMotion { x, y, .. } => {
// Convert window coordinates to logical coordinates
self.cursor_pos = Vec2::new(x as f32, y as f32);
}
_ => {}
}
}
let dt = self.last_tick.elapsed().as_secs_f32(); let dt = self.last_tick.elapsed().as_secs_f32();
self.last_tick = Instant::now(); self.last_tick = Instant::now();
if !self.paused { let exit = self.game.tick(dt);
self.game.tick(dt);
if let Err(e) = self.game.draw(&mut self.canvas, &mut self.backbuffer) { if exit {
error!("Failed to draw game: {}", e); return false;
}
if let Err(e) = self
.game
.present_backbuffer(&mut self.canvas, &self.backbuffer, self.cursor_pos)
{
error!("Failed to present backbuffer: {}", e);
}
} }
// Sleep if we still have time left
if start.elapsed() < LOOP_TIME { if start.elapsed() < LOOP_TIME {
let time = LOOP_TIME.saturating_sub(start.elapsed()); let time = LOOP_TIME.saturating_sub(start.elapsed());
if time != Duration::ZERO { if time != Duration::ZERO {
get_platform().sleep(time); get_platform().sleep(time, self.focused);
} }
} else {
event!(
tracing::Level::WARN,
"Game loop behind schedule by: {:?}",
start.elapsed() - LOOP_TIME
);
} }
true true

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@@ -11,7 +11,8 @@ pub enum Asset {
Wav2, Wav2,
Wav3, Wav3,
Wav4, Wav4,
Atlas, AtlasImage,
Font,
} }
impl Asset { impl Asset {
@@ -23,7 +24,8 @@ impl Asset {
Wav2 => "sound/waka/2.ogg", Wav2 => "sound/waka/2.ogg",
Wav3 => "sound/waka/3.ogg", Wav3 => "sound/waka/3.ogg",
Wav4 => "sound/waka/4.ogg", Wav4 => "sound/waka/4.ogg",
Atlas => "atlas.png", AtlasImage => "atlas.png",
Font => "TerminalVector.ttf",
} }
} }
} }

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

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

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@@ -1,254 +1,254 @@
//! Ghost entity implementation. // //! Ghost entity implementation.
//! // //!
//! This module contains the ghost character logic, including movement, // //! This module contains the ghost character logic, including movement,
//! animation, and rendering. Ghosts move through the game graph using // //! animation, and rendering. Ghosts move through the game graph using
//! a traverser and display directional animated textures. // //! a traverser and display directional animated textures.
use pathfinding::prelude::dijkstra; // use pathfinding::prelude::dijkstra;
use rand::prelude::*; // use rand::prelude::*;
use smallvec::SmallVec; // use smallvec::SmallVec;
use tracing::error; // use tracing::error;
use crate::entity::{ // use crate::entity::{
collision::Collidable, // collision::Collidable,
direction::Direction, // direction::Direction,
graph::{Edge, EdgePermissions, Graph, NodeId}, // graph::{Edge, EdgePermissions, Graph, NodeId},
r#trait::Entity, // r#trait::Entity,
traversal::Traverser, // traversal::Traverser,
}; // };
use crate::texture::animated::AnimatedTexture; // use crate::texture::animated::AnimatedTexture;
use crate::texture::directional::DirectionalAnimatedTexture; // use crate::texture::directional::DirectionalAnimatedTexture;
use crate::texture::sprite::SpriteAtlas; // use crate::texture::sprite::SpriteAtlas;
use crate::error::{EntityError, GameError, GameResult, TextureError}; // use crate::error::{EntityError, GameError, GameResult, TextureError};
/// Determines if a ghost can traverse a given edge. // /// Determines if a ghost can traverse a given edge.
/// // ///
/// Ghosts can move through edges that allow all entities or ghost-only edges. // /// Ghosts can move through edges that allow all entities or ghost-only edges.
fn can_ghost_traverse(edge: Edge) -> bool { // fn can_ghost_traverse(edge: Edge) -> bool {
matches!(edge.permissions, EdgePermissions::All | EdgePermissions::GhostsOnly) // matches!(edge.permissions, EdgePermissions::All | EdgePermissions::GhostsOnly)
} // }
/// The four classic ghost types. // /// The four classic ghost types.
#[derive(Debug, Clone, Copy, PartialEq, Eq)] // #[derive(Debug, Clone, Copy, PartialEq, Eq)]
pub enum GhostType { // pub enum GhostType {
Blinky, // Blinky,
Pinky, // Pinky,
Inky, // Inky,
Clyde, // Clyde,
} // }
impl GhostType { // impl GhostType {
/// Returns the ghost type name for atlas lookups. // /// Returns the ghost type name for atlas lookups.
pub fn as_str(self) -> &'static str { // pub fn as_str(self) -> &'static str {
match self { // match self {
GhostType::Blinky => "blinky", // GhostType::Blinky => "blinky",
GhostType::Pinky => "pinky", // GhostType::Pinky => "pinky",
GhostType::Inky => "inky", // GhostType::Inky => "inky",
GhostType::Clyde => "clyde", // GhostType::Clyde => "clyde",
} // }
} // }
/// Returns the base movement speed for this ghost type. // /// Returns the base movement speed for this ghost type.
pub fn base_speed(self) -> f32 { // pub fn base_speed(self) -> f32 {
match self { // match self {
GhostType::Blinky => 1.0, // GhostType::Blinky => 1.0,
GhostType::Pinky => 0.95, // GhostType::Pinky => 0.95,
GhostType::Inky => 0.9, // GhostType::Inky => 0.9,
GhostType::Clyde => 0.85, // GhostType::Clyde => 0.85,
} // }
} // }
} // }
/// A ghost entity that roams the game world. // /// A ghost entity that roams the game world.
/// // ///
/// Ghosts move through the game world using a graph-based navigation system // /// Ghosts move through the game world using a graph-based navigation system
/// and display directional animated sprites. They randomly choose directions // /// and display directional animated sprites. They randomly choose directions
/// at each intersection. // /// at each intersection.
pub struct Ghost { // pub struct Ghost {
/// Handles movement through the game graph // /// Handles movement through the game graph
pub traverser: Traverser, // pub traverser: Traverser,
/// The type of ghost (affects appearance and speed) // /// The type of ghost (affects appearance and speed)
pub ghost_type: GhostType, // pub ghost_type: GhostType,
/// Manages directional animated textures for different movement states // /// Manages directional animated textures for different movement states
texture: DirectionalAnimatedTexture, // texture: DirectionalAnimatedTexture,
/// Current movement speed // /// Current movement speed
speed: f32, // speed: f32,
} // }
impl Entity for Ghost { // impl Entity for Ghost {
fn traverser(&self) -> &Traverser { // fn traverser(&self) -> &Traverser {
&self.traverser // &self.traverser
} // }
fn traverser_mut(&mut self) -> &mut Traverser { // fn traverser_mut(&mut self) -> &mut Traverser {
&mut self.traverser // &mut self.traverser
} // }
fn texture(&self) -> &DirectionalAnimatedTexture { // fn texture(&self) -> &DirectionalAnimatedTexture {
&self.texture // &self.texture
} // }
fn texture_mut(&mut self) -> &mut DirectionalAnimatedTexture { // fn texture_mut(&mut self) -> &mut DirectionalAnimatedTexture {
&mut self.texture // &mut self.texture
} // }
fn speed(&self) -> f32 { // fn speed(&self) -> f32 {
self.speed // self.speed
} // }
fn can_traverse(&self, edge: Edge) -> bool { // fn can_traverse(&self, edge: Edge) -> bool {
can_ghost_traverse(edge) // can_ghost_traverse(edge)
} // }
fn tick(&mut self, dt: f32, graph: &Graph) { // fn tick(&mut self, dt: f32, graph: &Graph) {
// Choose random direction when at a node // // Choose random direction when at a node
if self.traverser.position.is_at_node() { // if self.traverser.position.is_at_node() {
self.choose_random_direction(graph); // self.choose_random_direction(graph);
} // }
if let Err(e) = self.traverser.advance(graph, dt * 60.0 * self.speed, &can_ghost_traverse) { // if let Err(e) = self.traverser.advance(graph, dt * 60.0 * self.speed, &can_ghost_traverse) {
error!("Ghost movement error: {}", e); // error!("Ghost movement error: {}", e);
} // }
self.texture.tick(dt); // self.texture.tick(dt);
} // }
} // }
impl Ghost { // impl Ghost {
/// Creates a new ghost instance at the specified starting node. // /// Creates a new ghost instance at the specified starting node.
/// // ///
/// Sets up animated textures for all four directions with moving and stopped states. // /// Sets up animated textures for all four directions with moving and stopped states.
/// The moving animation cycles through two sprite variants. // /// The moving animation cycles through two sprite variants.
pub fn new(graph: &Graph, start_node: NodeId, ghost_type: GhostType, atlas: &SpriteAtlas) -> GameResult<Self> { // pub fn new(graph: &Graph, start_node: NodeId, ghost_type: GhostType, atlas: &SpriteAtlas) -> GameResult<Self> {
let mut textures = [None, None, None, None]; // let mut textures = [None, None, None, None];
let mut stopped_textures = [None, None, None, None]; // let mut stopped_textures = [None, None, None, None];
for direction in Direction::DIRECTIONS { // for direction in Direction::DIRECTIONS {
let moving_prefix = match direction { // let moving_prefix = match direction {
Direction::Up => "up", // Direction::Up => "up",
Direction::Down => "down", // Direction::Down => "down",
Direction::Left => "left", // Direction::Left => "left",
Direction::Right => "right", // Direction::Right => "right",
}; // };
let moving_tiles = vec![ // let moving_tiles = vec![
SpriteAtlas::get_tile(atlas, &format!("ghost/{}/{}_{}.png", ghost_type.as_str(), moving_prefix, "a")) // SpriteAtlas::get_tile(atlas, &format!("ghost/{}/{}_{}.png", ghost_type.as_str(), moving_prefix, "a"))
.ok_or_else(|| { // .ok_or_else(|| {
GameError::Texture(TextureError::AtlasTileNotFound(format!( // GameError::Texture(TextureError::AtlasTileNotFound(format!(
"ghost/{}/{}_{}.png", // "ghost/{}/{}_{}.png",
ghost_type.as_str(), // ghost_type.as_str(),
moving_prefix, // moving_prefix,
"a" // "a"
))) // )))
})?, // })?,
SpriteAtlas::get_tile(atlas, &format!("ghost/{}/{}_{}.png", ghost_type.as_str(), moving_prefix, "b")) // SpriteAtlas::get_tile(atlas, &format!("ghost/{}/{}_{}.png", ghost_type.as_str(), moving_prefix, "b"))
.ok_or_else(|| { // .ok_or_else(|| {
GameError::Texture(TextureError::AtlasTileNotFound(format!( // GameError::Texture(TextureError::AtlasTileNotFound(format!(
"ghost/{}/{}_{}.png", // "ghost/{}/{}_{}.png",
ghost_type.as_str(), // ghost_type.as_str(),
moving_prefix, // moving_prefix,
"b" // "b"
))) // )))
})?, // })?,
]; // ];
let stopped_tiles = // let stopped_tiles =
vec![ // vec![
SpriteAtlas::get_tile(atlas, &format!("ghost/{}/{}_{}.png", ghost_type.as_str(), moving_prefix, "a")) // SpriteAtlas::get_tile(atlas, &format!("ghost/{}/{}_{}.png", ghost_type.as_str(), moving_prefix, "a"))
.ok_or_else(|| { // .ok_or_else(|| {
GameError::Texture(TextureError::AtlasTileNotFound(format!( // GameError::Texture(TextureError::AtlasTileNotFound(format!(
"ghost/{}/{}_{}.png", // "ghost/{}/{}_{}.png",
ghost_type.as_str(), // ghost_type.as_str(),
moving_prefix, // moving_prefix,
"a" // "a"
))) // )))
})?, // })?,
]; // ];
textures[direction.as_usize()] = Some(AnimatedTexture::new(moving_tiles, 0.2)?); // textures[direction.as_usize()] = Some(AnimatedTexture::new(moving_tiles, 0.2)?);
stopped_textures[direction.as_usize()] = Some(AnimatedTexture::new(stopped_tiles, 0.1)?); // stopped_textures[direction.as_usize()] = Some(AnimatedTexture::new(stopped_tiles, 0.1)?);
} // }
Ok(Self { // Ok(Self {
traverser: Traverser::new(graph, start_node, Direction::Left, &can_ghost_traverse), // traverser: Traverser::new(graph, start_node, Direction::Left, &can_ghost_traverse),
ghost_type, // ghost_type,
texture: DirectionalAnimatedTexture::new(textures, stopped_textures), // texture: DirectionalAnimatedTexture::new(textures, stopped_textures),
speed: ghost_type.base_speed(), // speed: ghost_type.base_speed(),
}) // })
} // }
/// Chooses a random available direction at the current intersection. // /// Chooses a random available direction at the current intersection.
fn choose_random_direction(&mut self, graph: &Graph) { // fn choose_random_direction(&mut self, graph: &Graph) {
let current_node = self.traverser.position.from_node_id(); // let current_node = self.traverser.position.from_node_id();
let intersection = &graph.adjacency_list[current_node]; // let intersection = &graph.adjacency_list[current_node];
// Collect all available directions // // Collect all available directions
let mut available_directions = SmallVec::<[_; 4]>::new(); // let mut available_directions = SmallVec::<[_; 4]>::new();
for direction in Direction::DIRECTIONS { // for direction in Direction::DIRECTIONS {
if let Some(edge) = intersection.get(direction) { // if let Some(edge) = intersection.get(direction) {
if can_ghost_traverse(edge) { // if can_ghost_traverse(edge) {
available_directions.push(direction); // available_directions.push(direction);
} // }
} // }
} // }
// Choose a random direction (avoid reversing unless necessary) // // Choose a random direction (avoid reversing unless necessary)
if !available_directions.is_empty() { // if !available_directions.is_empty() {
let mut rng = SmallRng::from_os_rng(); // let mut rng = SmallRng::from_os_rng();
// Filter out the opposite direction if possible, but allow it if we have limited options // // Filter out the opposite direction if possible, but allow it if we have limited options
let opposite = self.traverser.direction.opposite(); // let opposite = self.traverser.direction.opposite();
let filtered_directions: Vec<_> = available_directions // let filtered_directions: Vec<_> = available_directions
.iter() // .iter()
.filter(|&&dir| dir != opposite || available_directions.len() <= 2) // .filter(|&&dir| dir != opposite || available_directions.len() <= 2)
.collect(); // .collect();
if let Some(&random_direction) = filtered_directions.choose(&mut rng) { // if let Some(&random_direction) = filtered_directions.choose(&mut rng) {
self.traverser.set_next_direction(*random_direction); // self.traverser.set_next_direction(*random_direction);
} // }
} // }
} // }
/// Calculates the shortest path from the ghost's current position to a target node using Dijkstra's algorithm. // /// Calculates the shortest path from the ghost's current position to a target node using Dijkstra's algorithm.
/// // ///
/// Returns a vector of NodeIds representing the path, or an error if pathfinding fails. // /// Returns a vector of NodeIds representing the path, or an error if pathfinding fails.
/// The path includes the current node and the target node. // /// The path includes the current node and the target node.
pub fn calculate_path_to_target(&self, graph: &Graph, target: NodeId) -> GameResult<Vec<NodeId>> { // pub fn calculate_path_to_target(&self, graph: &Graph, target: NodeId) -> GameResult<Vec<NodeId>> {
let start_node = self.traverser.position.from_node_id(); // let start_node = self.traverser.position.from_node_id();
// Use Dijkstra's algorithm to find the shortest path // // Use Dijkstra's algorithm to find the shortest path
let result = dijkstra( // let result = dijkstra(
&start_node, // &start_node,
|&node_id| { // |&node_id| {
// Get all edges from the current node // // Get all edges from the current node
graph.adjacency_list[node_id] // graph.adjacency_list[node_id]
.edges() // .edges()
.filter(|edge| can_ghost_traverse(*edge)) // .filter(|edge| can_ghost_traverse(*edge))
.map(|edge| (edge.target, (edge.distance * 100.0) as u32)) // .map(|edge| (edge.target, (edge.distance * 100.0) as u32))
.collect::<Vec<_>>() // .collect::<Vec<_>>()
}, // },
|&node_id| node_id == target, // |&node_id| node_id == target,
); // );
result.map(|(path, _cost)| path).ok_or_else(|| { // result.map(|(path, _cost)| path).ok_or_else(|| {
GameError::Entity(EntityError::PathfindingFailed(format!( // GameError::Entity(EntityError::PathfindingFailed(format!(
"No path found from node {} to target {}", // "No path found from node {} to target {}",
start_node, target // start_node, target
))) // )))
}) // })
} // }
/// Returns the ghost's color for debug rendering. // /// Returns the ghost's color for debug rendering.
pub fn debug_color(&self) -> sdl2::pixels::Color { // pub fn debug_color(&self) -> sdl2::pixels::Color {
match self.ghost_type { // match self.ghost_type {
GhostType::Blinky => sdl2::pixels::Color::RGB(255, 0, 0), // Red // GhostType::Blinky => sdl2::pixels::Color::RGB(255, 0, 0), // Red
GhostType::Pinky => sdl2::pixels::Color::RGB(255, 182, 255), // Pink // GhostType::Pinky => sdl2::pixels::Color::RGB(255, 182, 255), // Pink
GhostType::Inky => sdl2::pixels::Color::RGB(0, 255, 255), // Cyan // GhostType::Inky => sdl2::pixels::Color::RGB(0, 255, 255), // Cyan
GhostType::Clyde => sdl2::pixels::Color::RGB(255, 182, 85), // Orange // GhostType::Clyde => sdl2::pixels::Color::RGB(255, 182, 85), // Orange
} // }
} // }
} // }
impl Collidable for Ghost { // impl Collidable for Ghost {
fn position(&self) -> crate::entity::traversal::Position { // fn position(&self) -> crate::entity::traversal::Position {
self.traverser.position // self.traverser.position
} // }
} // }

View File

@@ -1,18 +1,21 @@
use glam::Vec2; use glam::Vec2;
use crate::systems::movement::NodeId;
use super::direction::Direction; use super::direction::Direction;
/// A unique identifier for a node, represented by its index in the graph's storage. use bitflags::bitflags;
pub type NodeId = usize;
/// Defines who can traverse a given edge. bitflags! {
#[derive(Debug, Clone, Copy, PartialEq, Eq, Default)] /// Defines who can traverse a given edge using flags for fast checking.
pub enum EdgePermissions { #[derive(Debug, Clone, Copy, PartialEq, Eq, Default)]
/// Anyone can use this edge. pub struct TraversalFlags: u8 {
#[default] const PACMAN = 1 << 0;
All, const GHOST = 1 << 1;
/// Only ghosts can use this edge.
GhostsOnly, /// 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). /// 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. /// The cardinal direction of this edge.
pub direction: Direction, pub direction: Direction,
/// Defines who is allowed to traverse this edge. /// 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. /// Represents a node in the graph, defined by its position.
@@ -133,8 +136,8 @@ impl Graph {
return Err("To node does not exist."); return Err("To node does not exist.");
} }
let edge_a = self.add_edge(from, to, replace, distance, direction, 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(), EdgePermissions::default()); let edge_b = self.add_edge(to, from, replace, distance, direction.opposite(), TraversalFlags::ALL);
if edge_a.is_err() && edge_b.is_err() { if edge_a.is_err() && edge_b.is_err() {
return Err("Failed to connect nodes in both directions."); return Err("Failed to connect nodes in both directions.");
@@ -162,7 +165,7 @@ impl Graph {
replace: bool, replace: bool,
distance: Option<f32>, distance: Option<f32>,
direction: Direction, direction: Direction,
permissions: EdgePermissions, traversal_flags: TraversalFlags,
) -> Result<(), &'static str> { ) -> Result<(), &'static str> {
let edge = Edge { let edge = Edge {
target: to, target: to,
@@ -181,7 +184,7 @@ impl Graph {
} }
}, },
direction, direction,
permissions, traversal_flags,
}; };
if from >= self.adjacency_list.len() { if from >= self.adjacency_list.len() {
@@ -215,9 +218,17 @@ impl Graph {
self.nodes.get(id) self.nodes.get(id)
} }
/// Returns the total number of nodes in the graph. /// Returns an iterator over all nodes in the graph.
pub fn node_count(&self) -> usize { pub fn nodes(&self) -> impl Iterator<Item = &Node> {
self.nodes.len() self.nodes.iter()
}
/// Returns an iterator over all edges in the graph.
pub fn edges(&self) -> impl Iterator<Item = (NodeId, Edge)> + '_ {
self.adjacency_list
.iter()
.enumerate()
.flat_map(|(node_id, intersection)| intersection.edges().map(move |edge| (node_id, edge)))
} }
/// Finds a specific edge from a source node to a target node. /// Finds a specific edge from a source node to a target node.

View File

@@ -1,117 +1,117 @@
use crate::{ // use crate::{
constants, // constants,
entity::{collision::Collidable, graph::Graph}, // entity::{collision::Collidable, graph::Graph},
error::{EntityError, GameResult}, // error::{EntityError, GameResult},
texture::sprite::{Sprite, SpriteAtlas}, // texture::sprite::{Sprite, SpriteAtlas},
}; // };
use sdl2::render::{Canvas, RenderTarget}; // use sdl2::render::{Canvas, RenderTarget};
use strum_macros::{EnumCount, EnumIter}; // use strum_macros::{EnumCount, EnumIter};
#[derive(Debug, Clone, Copy, PartialEq, Eq)] // #[derive(Debug, Clone, Copy, PartialEq, Eq)]
pub enum ItemType { // pub enum ItemType {
Pellet, // Pellet,
Energizer, // Energizer,
#[allow(dead_code)] // #[allow(dead_code)]
Fruit { // Fruit {
kind: FruitKind, // kind: FruitKind,
}, // },
} // }
impl ItemType { // impl ItemType {
pub fn get_score(self) -> u32 { // pub fn get_score(self) -> u32 {
match self { // match self {
ItemType::Pellet => 10, // ItemType::Pellet => 10,
ItemType::Energizer => 50, // ItemType::Energizer => 50,
ItemType::Fruit { kind } => kind.get_score(), // ItemType::Fruit { kind } => kind.get_score(),
} // }
} // }
} // }
#[derive(Debug, Clone, Copy, PartialEq, Eq, EnumIter, EnumCount)] // #[derive(Debug, Clone, Copy, PartialEq, Eq, EnumIter, EnumCount)]
#[allow(dead_code)] // #[allow(dead_code)]
pub enum FruitKind { // pub enum FruitKind {
Apple, // Apple,
Strawberry, // Strawberry,
Orange, // Orange,
Melon, // Melon,
Bell, // Bell,
Key, // Key,
Galaxian, // Galaxian,
} // }
impl FruitKind { // impl FruitKind {
#[allow(dead_code)] // #[allow(dead_code)]
pub fn index(self) -> u8 { // pub fn index(self) -> u8 {
match self { // match self {
FruitKind::Apple => 0, // FruitKind::Apple => 0,
FruitKind::Strawberry => 1, // FruitKind::Strawberry => 1,
FruitKind::Orange => 2, // FruitKind::Orange => 2,
FruitKind::Melon => 3, // FruitKind::Melon => 3,
FruitKind::Bell => 4, // FruitKind::Bell => 4,
FruitKind::Key => 5, // FruitKind::Key => 5,
FruitKind::Galaxian => 6, // FruitKind::Galaxian => 6,
} // }
} // }
pub fn get_score(self) -> u32 { // pub fn get_score(self) -> u32 {
match self { // match self {
FruitKind::Apple => 100, // FruitKind::Apple => 100,
FruitKind::Strawberry => 300, // FruitKind::Strawberry => 300,
FruitKind::Orange => 500, // FruitKind::Orange => 500,
FruitKind::Melon => 700, // FruitKind::Melon => 700,
FruitKind::Bell => 1000, // FruitKind::Bell => 1000,
FruitKind::Key => 2000, // FruitKind::Key => 2000,
FruitKind::Galaxian => 3000, // FruitKind::Galaxian => 3000,
} // }
} // }
} // }
pub struct Item { // pub struct Item {
pub node_index: usize, // pub node_index: usize,
pub item_type: ItemType, // pub item_type: ItemType,
pub sprite: Sprite, // pub sprite: Sprite,
pub collected: bool, // pub collected: bool,
} // }
impl Item { // impl Item {
pub fn new(node_index: usize, item_type: ItemType, sprite: Sprite) -> Self { // pub fn new(node_index: usize, item_type: ItemType, sprite: Sprite) -> Self {
Self { // Self {
node_index, // node_index,
item_type, // item_type,
sprite, // sprite,
collected: false, // collected: false,
} // }
} // }
pub fn is_collected(&self) -> bool { // pub fn is_collected(&self) -> bool {
self.collected // self.collected
} // }
pub fn collect(&mut self) { // pub fn collect(&mut self) {
self.collected = true; // self.collected = true;
} // }
pub fn get_score(&self) -> u32 { // pub fn get_score(&self) -> u32 {
self.item_type.get_score() // self.item_type.get_score()
} // }
pub fn render<T: RenderTarget>(&self, canvas: &mut Canvas<T>, atlas: &mut SpriteAtlas, graph: &Graph) -> GameResult<()> { // pub fn render<T: RenderTarget>(&self, canvas: &mut Canvas<T>, atlas: &mut SpriteAtlas, graph: &Graph) -> GameResult<()> {
if self.collected { // if self.collected {
return Ok(()); // return Ok(());
} // }
let node = graph // let node = graph
.get_node(self.node_index) // .get_node(self.node_index)
.ok_or(EntityError::NodeNotFound(self.node_index))?; // .ok_or(EntityError::NodeNotFound(self.node_index))?;
let position = node.position + constants::BOARD_PIXEL_OFFSET.as_vec2(); // let position = node.position + constants::BOARD_PIXEL_OFFSET.as_vec2();
self.sprite.render(canvas, atlas, position)?; // self.sprite.render(canvas, atlas, position)?;
Ok(()) // Ok(())
} // }
} // }
impl Collidable for Item { // impl Collidable for Item {
fn position(&self) -> crate::entity::traversal::Position { // fn position(&self) -> crate::entity::traversal::Position {
crate::entity::traversal::Position::AtNode(self.node_index) // crate::entity::traversal::Position::AtNode(self.node_index)
} // }
} // }

View File

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

View File

@@ -1,134 +1,115 @@
//! Pac-Man entity implementation. // //! Pac-Man entity implementation.
//! // //!
//! This module contains the main player character logic, including movement, // //! This module contains the main player character logic, including movement,
//! animation, and rendering. Pac-Man moves through the game graph using // //! animation, and rendering. Pac-Man moves through the game graph using
//! a traverser and displays directional animated textures. // //! a traverser and displays directional animated textures.
use crate::entity::{ // use crate::entity::{
collision::Collidable, // collision::Collidable,
direction::Direction, // direction::Direction,
graph::{Edge, EdgePermissions, Graph, NodeId}, // graph::{Edge, EdgePermissions, Graph, NodeId},
r#trait::Entity, // r#trait::Entity,
traversal::Traverser, // traversal::Traverser,
}; // };
use crate::texture::animated::AnimatedTexture; // use crate::texture::animated::AnimatedTexture;
use crate::texture::directional::DirectionalAnimatedTexture; // use crate::texture::directional::DirectionalAnimatedTexture;
use crate::texture::sprite::SpriteAtlas; // use crate::texture::sprite::SpriteAtlas;
use sdl2::keyboard::Keycode; // use tracing::error;
use tracing::error;
use crate::error::{GameError, GameResult, TextureError}; // use crate::error::{GameError, GameResult, TextureError};
/// Determines if Pac-Man can traverse a given edge. // /// Determines if Pac-Man can traverse a given edge.
/// // ///
/// Pac-Man can only move through edges that allow all entities. // /// Pac-Man can only move through edges that allow all entities.
fn can_pacman_traverse(edge: Edge) -> bool { // fn can_pacman_traverse(edge: Edge) -> bool {
matches!(edge.permissions, EdgePermissions::All) // matches!(edge.permissions, EdgePermissions::All)
} // }
/// The main player character entity. // /// The main player character entity.
/// // ///
/// Pac-Man moves through the game world using a graph-based navigation system // /// Pac-Man moves through the game world using a graph-based navigation system
/// and displays directional animated sprites based on movement state. // /// and displays directional animated sprites based on movement state.
pub struct Pacman { // pub struct Pacman {
/// Handles movement through the game graph // /// Handles movement through the game graph
pub traverser: Traverser, // pub traverser: Traverser,
/// Manages directional animated textures for different movement states // /// Manages directional animated textures for different movement states
texture: DirectionalAnimatedTexture, // texture: DirectionalAnimatedTexture,
} // }
impl Entity for Pacman { // impl Entity for Pacman {
fn traverser(&self) -> &Traverser { // fn traverser(&self) -> &Traverser {
&self.traverser // &self.traverser
} // }
fn traverser_mut(&mut self) -> &mut Traverser { // fn traverser_mut(&mut self) -> &mut Traverser {
&mut self.traverser // &mut self.traverser
} // }
fn texture(&self) -> &DirectionalAnimatedTexture { // fn texture(&self) -> &DirectionalAnimatedTexture {
&self.texture // &self.texture
} // }
fn texture_mut(&mut self) -> &mut DirectionalAnimatedTexture { // fn texture_mut(&mut self) -> &mut DirectionalAnimatedTexture {
&mut self.texture // &mut self.texture
} // }
fn speed(&self) -> f32 { // fn speed(&self) -> f32 {
1.125 // 1.125
} // }
fn can_traverse(&self, edge: Edge) -> bool { // fn can_traverse(&self, edge: Edge) -> bool {
can_pacman_traverse(edge) // can_pacman_traverse(edge)
} // }
fn tick(&mut self, dt: f32, graph: &Graph) { // fn tick(&mut self, dt: f32, graph: &Graph) {
if let Err(e) = self.traverser.advance(graph, dt * 60.0 * 1.125, &can_pacman_traverse) { // if let Err(e) = self.traverser.advance(graph, dt * 60.0 * 1.125, &can_pacman_traverse) {
error!("Pac-Man movement error: {}", e); // error!("Pac-Man movement error: {}", e);
} // }
self.texture.tick(dt); // self.texture.tick(dt);
} // }
} // }
impl Pacman { // impl Pacman {
/// Creates a new Pac-Man instance at the specified starting node. // /// Creates a new Pac-Man instance at the specified starting node.
/// // ///
/// Sets up animated textures for all four directions with moving and stopped states. // /// Sets up animated textures for all four directions with moving and stopped states.
/// The moving animation cycles through open mouth, closed mouth, and full sprites. // /// The moving animation cycles through open mouth, closed mouth, and full sprites.
pub fn new(graph: &Graph, start_node: NodeId, atlas: &SpriteAtlas) -> GameResult<Self> { // pub fn new(graph: &Graph, start_node: NodeId, atlas: &SpriteAtlas) -> GameResult<Self> {
let mut textures = [None, None, None, None]; // let mut textures = [None, None, None, None];
let mut stopped_textures = [None, None, None, None]; // let mut stopped_textures = [None, None, None, None];
for direction in Direction::DIRECTIONS { // for direction in Direction::DIRECTIONS {
let moving_prefix = match direction { // let moving_prefix = match direction {
Direction::Up => "pacman/up", // Direction::Up => "pacman/up",
Direction::Down => "pacman/down", // Direction::Down => "pacman/down",
Direction::Left => "pacman/left", // Direction::Left => "pacman/left",
Direction::Right => "pacman/right", // Direction::Right => "pacman/right",
}; // };
let moving_tiles = vec![ // let moving_tiles = vec![
SpriteAtlas::get_tile(atlas, &format!("{moving_prefix}_a.png")) // SpriteAtlas::get_tile(atlas, &format!("{moving_prefix}_a.png"))
.ok_or_else(|| GameError::Texture(TextureError::AtlasTileNotFound(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")) // SpriteAtlas::get_tile(atlas, &format!("{moving_prefix}_b.png"))
.ok_or_else(|| GameError::Texture(TextureError::AtlasTileNotFound(format!("{moving_prefix}_b.png"))))?, // .ok_or_else(|| GameError::Texture(TextureError::AtlasTileNotFound(format!("{moving_prefix}_b.png"))))?,
SpriteAtlas::get_tile(atlas, "pacman/full.png") // SpriteAtlas::get_tile(atlas, "pacman/full.png")
.ok_or_else(|| GameError::Texture(TextureError::AtlasTileNotFound("pacman/full.png".to_string())))?, // .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")) // 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"))))?]; // .ok_or_else(|| GameError::Texture(TextureError::AtlasTileNotFound(format!("{moving_prefix}_b.png"))))?];
textures[direction.as_usize()] = Some(AnimatedTexture::new(moving_tiles, 0.08)?); // textures[direction.as_usize()] = Some(AnimatedTexture::new(moving_tiles, 0.08)?);
stopped_textures[direction.as_usize()] = Some(AnimatedTexture::new(stopped_tiles, 0.1)?); // stopped_textures[direction.as_usize()] = Some(AnimatedTexture::new(stopped_tiles, 0.1)?);
} // }
Ok(Self { // Ok(Self {
traverser: Traverser::new(graph, start_node, Direction::Left, &can_pacman_traverse), // traverser: Traverser::new(graph, start_node, Direction::Left, &can_pacman_traverse),
texture: DirectionalAnimatedTexture::new(textures, stopped_textures), // texture: DirectionalAnimatedTexture::new(textures, stopped_textures),
}) // })
} // }
// }
/// Handles keyboard input to change Pac-Man's direction. // impl Collidable for Pacman {
/// // fn position(&self) -> crate::entity::traversal::Position {
/// Maps arrow keys to directions and queues the direction change // self.traverser.position
/// 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
}
}

View File

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

View File

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

View File

@@ -5,11 +5,13 @@
use std::io; use std::io;
use bevy_ecs::event::Event;
/// Main error type for the Pac-Man game. /// Main error type for the Pac-Man game.
/// ///
/// This is the primary error type that should be used in public APIs. /// This is the primary error type that should be used in public APIs.
/// It can represent any error that can occur during game operation. /// It can represent any error that can occur during game operation.
#[derive(thiserror::Error, Debug)] #[derive(thiserror::Error, Debug, Event)]
pub enum GameError { pub enum GameError {
#[error("Asset error: {0}")] #[error("Asset error: {0}")]
Asset(#[from] AssetError), Asset(#[from] AssetError),

23
src/events.rs Normal file
View File

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

View File

@@ -1,353 +1,623 @@
//! This module contains the main game logic and state. //! This module contains the main game logic and state.
use glam::{UVec2, Vec2}; include!(concat!(env!("OUT_DIR"), "/atlas_data.rs"));
use rand::{rngs::SmallRng, Rng, SeedableRng};
use sdl2::{ use crate::constants::CANVAS_SIZE;
keyboard::Keycode, use crate::entity::direction::Direction;
pixels::Color, use crate::error::{GameError, GameResult, TextureError};
render::{Canvas, RenderTarget, Texture, TextureCreator}, use crate::events::GameEvent;
video::WindowContext, use crate::map::builder::Map;
use crate::systems::blinking::Blinking;
use crate::systems::movement::{BufferedDirection, Position, Velocity};
use crate::systems::player::player_movement_system;
use crate::systems::profiling::SystemId;
use crate::systems::{
audio::{audio_system, AudioEvent, AudioResource},
blinking::blinking_system,
collision::collision_system,
components::{
AudioState, Collider, DeltaTime, DirectionalAnimated, EntityType, Ghost, GhostBundle, GhostCollider, GlobalState,
ItemBundle, ItemCollider, PacmanCollider, PlayerBundle, PlayerControlled, RenderDirty, Renderable, ScoreResource,
},
debug::{debug_render_system, DebugFontResource, DebugState, DebugTextureResource},
ghost::ghost_movement_system,
input::input_system,
item::item_system,
player::player_control_system,
profiling::{profile, SystemTimings},
render::{directional_render_system, dirty_render_system, render_system, BackbufferResource, MapTextureResource},
}; };
use crate::texture::animated::AnimatedTexture;
use bevy_ecs::event::EventRegistry;
use bevy_ecs::observer::Trigger;
use bevy_ecs::schedule::Schedule;
use bevy_ecs::system::{NonSendMut, Res, ResMut};
use bevy_ecs::world::World;
use sdl2::image::LoadTexture;
use sdl2::render::{Canvas, ScaleMode, TextureCreator};
use sdl2::rwops::RWops;
use sdl2::video::{Window, WindowContext};
use sdl2::EventPump;
use crate::entity::r#trait::Entity; use crate::{
use crate::error::{EntityError, GameError, GameResult}; asset::{get_asset_bytes, Asset},
constants,
use crate::entity::{ events::GameCommand,
collision::{Collidable, CollisionSystem, EntityId}, map::render::MapRenderer,
ghost::{Ghost, GhostType}, systems::input::{Bindings, CursorPosition},
pacman::Pacman, texture::sprite::{AtlasMapper, SpriteAtlas},
}; };
use crate::map::render::MapRenderer;
use crate::{constants, texture::sprite::SpriteAtlas};
pub mod state; pub mod state;
use state::GameState;
/// The `Game` struct is the main entry point for the game. /// The `Game` struct is the main entry point for the game.
/// ///
/// It contains the game's state and logic, and is responsible for /// It contains the game's state and logic, and is responsible for
/// handling user input, updating the game state, and rendering the game. /// handling user input, updating the game state, and rendering the game.
pub struct Game { pub struct Game {
state: GameState, pub world: World,
pub schedule: Schedule,
} }
impl Game { impl Game {
pub fn new(texture_creator: &'static TextureCreator<WindowContext>) -> GameResult<Game> { pub fn new(
let state = GameState::new(texture_creator)?; canvas: &'static mut Canvas<Window>,
texture_creator: &'static mut TextureCreator<WindowContext>,
event_pump: &'static mut EventPump,
) -> GameResult<Game> {
let mut world = World::default();
let mut schedule = Schedule::default();
let ttf_context = Box::leak(Box::new(sdl2::ttf::init().map_err(|e| GameError::Sdl(e.to_string()))?));
Ok(Game { state }) EventRegistry::register_event::<GameError>(&mut world);
} EventRegistry::register_event::<GameEvent>(&mut world);
EventRegistry::register_event::<AudioEvent>(&mut world);
pub fn keyboard_event(&mut self, keycode: Keycode) { let mut backbuffer = texture_creator
self.state.pacman.handle_key(keycode); .create_texture_target(None, CANVAS_SIZE.x, CANVAS_SIZE.y)
.map_err(|e| GameError::Sdl(e.to_string()))?;
backbuffer.set_scale_mode(ScaleMode::Nearest);
if keycode == Keycode::M { let mut map_texture = texture_creator
self.state.audio.set_mute(!self.state.audio.is_muted()); .create_texture_target(None, CANVAS_SIZE.x, CANVAS_SIZE.y)
} .map_err(|e| GameError::Sdl(e.to_string()))?;
map_texture.set_scale_mode(ScaleMode::Nearest);
if keycode == Keycode::R { // Create debug texture at output resolution for crisp debug rendering
if let Err(e) = self.reset_game_state() { let output_size = canvas.output_size().unwrap();
tracing::error!("Failed to reset game state: {}", e); let mut debug_texture = texture_creator
.create_texture_target(None, output_size.0, output_size.1)
.map_err(|e| GameError::Sdl(e.to_string()))?;
debug_texture.set_scale_mode(ScaleMode::Nearest);
let font_data = get_asset_bytes(Asset::Font)?;
let static_font_data: &'static [u8] = Box::leak(font_data.to_vec().into_boxed_slice());
let font_asset = RWops::from_bytes(static_font_data).map_err(|_| GameError::Sdl("Failed to load font".to_string()))?;
let debug_font = ttf_context
.load_font_from_rwops(font_asset, 12)
.map_err(|e| GameError::Sdl(e.to_string()))?;
// Initialize audio system
let audio = crate::audio::Audio::new();
// Load atlas and create map texture
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()))
} }
} })?;
}
/// Resets the game state, randomizing ghost positions and resetting Pac-Man let atlas_mapper = AtlasMapper {
fn reset_game_state(&mut self) -> GameResult<()> { frames: ATLAS_FRAMES.into_iter().map(|(k, v)| (k.to_string(), *v)).collect(),
let pacman_start_node = self.state.map.start_positions.pacman; };
self.state.pacman = Pacman::new(&self.state.map.graph, pacman_start_node, &self.state.atlas)?; let mut atlas = SpriteAtlas::new(atlas_texture, atlas_mapper);
// Reset items // Create map tiles
self.state.items = self.state.map.generate_items(&self.state.atlas)?; let mut map_tiles = Vec::with_capacity(35);
for i in 0..35 {
// Randomize ghost positions let tile_name = format!("maze/tiles/{}.png", i);
let ghost_types = [GhostType::Blinky, GhostType::Pinky, GhostType::Inky, GhostType::Clyde]; let tile = atlas.get_tile(&tile_name).unwrap();
let mut rng = SmallRng::from_os_rng(); map_tiles.push(tile);
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<()> {
// Only render the map texture once and cache it
if !self.state.map_rendered {
let mut map_texture = self
.state
.texture_creator
.create_texture_target(None, constants::CANVAS_SIZE.x, constants::CANVAS_SIZE.y)
.map_err(|e| GameError::Sdl(e.to_string()))?;
canvas
.with_texture_canvas(&mut map_texture, |map_canvas| {
let mut map_tiles = Vec::with_capacity(35);
for i in 0..35 {
let tile_name = format!("maze/tiles/{}.png", i);
let tile = SpriteAtlas::get_tile(&self.state.atlas, &tile_name).unwrap();
map_tiles.push(tile);
}
MapRenderer::render_map(map_canvas, &mut self.state.atlas, &mut map_tiles);
})
.map_err(|e| GameError::Sdl(e.to_string()))?;
self.state.map_texture = Some(map_texture);
self.state.map_rendered = true;
} }
// Render map to texture
canvas canvas
.with_texture_canvas(backbuffer, |canvas| { .with_texture_canvas(&mut map_texture, |map_canvas| {
canvas.set_draw_color(Color::BLACK); MapRenderer::render_map(map_canvas, &mut atlas, &map_tiles);
canvas.clear();
if let Some(ref map_texture) = self.state.map_texture {
canvas.copy(map_texture, None, None).unwrap();
}
// Render all items
for item in &self.state.items {
if let Err(e) = item.render(canvas, &mut self.state.atlas, &self.state.map.graph) {
tracing::error!("Failed to render item: {}", e);
}
}
// Render all ghosts
for ghost in &self.state.ghosts {
if let Err(e) = ghost.render(canvas, &mut self.state.atlas, &self.state.map.graph) {
tracing::error!("Failed to render ghost: {}", e);
}
}
if let Err(e) = self.state.pacman.render(canvas, &mut self.state.atlas, &self.state.map.graph) {
tracing::error!("Failed to render pacman: {}", e);
}
}) })
.map_err(|e| GameError::Sdl(e.to_string()))?; .map_err(|e| GameError::Sdl(e.to_string()))?;
Ok(()) let map = Map::new(constants::RAW_BOARD)?;
} let pacman_start_node = map.start_positions.pacman;
pub fn present_backbuffer<T: RenderTarget>( let mut textures = [None, None, None, None];
&mut self, let mut stopped_textures = [None, None, None, None];
canvas: &mut Canvas<T>,
backbuffer: &Texture, for direction in Direction::DIRECTIONS {
cursor_pos: glam::Vec2, let moving_prefix = match direction {
) -> GameResult<()> { Direction::Up => "pacman/up",
canvas Direction::Down => "pacman/down",
.copy(backbuffer, None, None) Direction::Left => "pacman/left",
.map_err(|e| GameError::Sdl(e.to_string()))?; Direction::Right => "pacman/right",
if self.state.debug_mode { };
if let Err(e) = let moving_tiles = vec![
self.state SpriteAtlas::get_tile(&atlas, &format!("{moving_prefix}_a.png"))
.map .ok_or_else(|| GameError::Texture(TextureError::AtlasTileNotFound(format!("{moving_prefix}_a.png"))))?,
.debug_render_with_cursor(canvas, &mut self.state.text_texture, &mut self.state.atlas, cursor_pos) SpriteAtlas::get_tile(&atlas, &format!("{moving_prefix}_b.png"))
{ .ok_or_else(|| GameError::Texture(TextureError::AtlasTileNotFound(format!("{moving_prefix}_b.png"))))?,
tracing::error!("Failed to render debug cursor: {}", e); SpriteAtlas::get_tile(&atlas, "pacman/full.png")
} .ok_or_else(|| GameError::Texture(TextureError::AtlasTileNotFound("pacman/full.png".to_string())))?,
self.render_pathfinding_debug(canvas)?; ];
let stopped_tiles = vec![SpriteAtlas::get_tile(&atlas, &format!("{moving_prefix}_b.png"))
.ok_or_else(|| GameError::Texture(TextureError::AtlasTileNotFound(format!("{moving_prefix}_b.png"))))?];
textures[direction.as_usize()] = Some(AnimatedTexture::new(moving_tiles, 0.08)?);
stopped_textures[direction.as_usize()] = Some(AnimatedTexture::new(stopped_tiles, 0.1)?);
} }
self.draw_hud(canvas)?;
canvas.present();
Ok(())
}
/// Renders pathfinding debug lines from each ghost to Pac-Man. let player = PlayerBundle {
/// player: PlayerControlled,
/// Each ghost's path is drawn in its respective color with a small offset position: Position::Stopped { node: pacman_start_node },
/// to prevent overlapping lines. velocity: Velocity {
fn render_pathfinding_debug<T: RenderTarget>(&self, canvas: &mut Canvas<T>) -> GameResult<()> { speed: 1.15,
let pacman_node = self.state.pacman.current_node_id(); direction: Direction::Left,
},
buffered_direction: BufferedDirection::None,
sprite: Renderable {
sprite: SpriteAtlas::get_tile(&atlas, "pacman/full.png")
.ok_or_else(|| GameError::Texture(TextureError::AtlasTileNotFound("pacman/full.png".to_string())))?,
layer: 0,
visible: true,
},
directional_animated: DirectionalAnimated {
textures,
stopped_textures,
},
entity_type: EntityType::Player,
collider: Collider {
size: constants::CELL_SIZE as f32 * 1.375,
},
pacman_collider: PacmanCollider,
};
for ghost in self.state.ghosts.iter() { world.insert_non_send_resource(atlas);
if let Ok(path) = ghost.calculate_path_to_target(&self.state.map.graph, pacman_node) { world.insert_non_send_resource(event_pump);
if path.len() < 2 { world.insert_non_send_resource(canvas);
continue; // Skip if path is too short 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(DebugFontResource(debug_font));
world.insert_non_send_resource(AudioResource(audio));
world.insert_resource(map);
world.insert_resource(GlobalState { exit: false });
world.insert_resource(ScoreResource(0));
world.insert_resource(SystemTimings::default());
world.insert_resource(Bindings::default());
world.insert_resource(DeltaTime(0f32));
world.insert_resource(RenderDirty::default());
world.insert_resource(DebugState::default());
world.insert_resource(AudioState::default());
world.insert_resource(CursorPosition::default());
world.add_observer(
|event: Trigger<GameEvent>, mut state: ResMut<GlobalState>, _score: ResMut<ScoreResource>| {
if matches!(*event, GameEvent::Command(GameCommand::Exit)) {
state.exit = true;
} }
},
// Set the ghost's color );
canvas.set_draw_color(ghost.debug_color()); schedule.add_systems((
profile(SystemId::Input, input_system),
// Calculate offset based on ghost index to prevent overlapping lines profile(SystemId::PlayerControls, player_control_system),
// let offset = (i as f32) * 2.0 - 3.0; // Offset range: -3.0 to 3.0 profile(SystemId::PlayerMovement, player_movement_system),
profile(SystemId::Ghost, ghost_movement_system),
// Calculate a consistent offset direction for the entire path profile(SystemId::Collision, collision_system),
// let first_node = self.map.graph.get_node(path[0]).unwrap(); profile(SystemId::Item, item_system),
// let last_node = self.map.graph.get_node(path[path.len() - 1]).unwrap(); profile(SystemId::Audio, audio_system),
profile(SystemId::Blinking, blinking_system),
// Use the overall direction from start to end to determine the perpendicular offset profile(SystemId::DirectionalRender, directional_render_system),
let offset = match ghost.ghost_type { profile(SystemId::DirtyRender, dirty_render_system),
GhostType::Blinky => Vec2::new(0.25, 0.5), profile(SystemId::Render, render_system),
GhostType::Pinky => Vec2::new(-0.25, -0.25), profile(SystemId::DebugRender, debug_render_system),
GhostType::Inky => Vec2::new(0.5, -0.5), profile(
GhostType::Clyde => Vec2::new(-0.5, 0.25), SystemId::Present,
} * 5.0; |mut canvas: NonSendMut<&mut Canvas<Window>>,
backbuffer: NonSendMut<BackbufferResource>,
// Calculate offset positions for all nodes using the same perpendicular direction debug_state: Res<DebugState>,
let mut offset_positions = Vec::new(); mut dirty: ResMut<RenderDirty>| {
for &node_id in &path { if dirty.0 || *debug_state != DebugState::Off {
let node = self // Only copy backbuffer to main canvas if debug rendering is off
.state // (debug rendering draws directly to main canvas)
.map if *debug_state == DebugState::Off {
.graph canvas.copy(&backbuffer.0, None, None).unwrap();
.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;
} }
dirty.0 = false;
// Draw the line canvas.present();
canvas
.draw_line((from.x as i32, from.y as i32), (to.x as i32, to.y as i32))
.map_err(|e| GameError::Sdl(e.to_string()))?;
} }
},
),
));
// Spawn player
world.spawn(player);
// Spawn ghosts
Self::spawn_ghosts(&mut world)?;
// Spawn items
let pellet_sprite = SpriteAtlas::get_tile(world.non_send_resource::<SpriteAtlas>(), "maze/pellet.png")
.ok_or_else(|| GameError::Texture(TextureError::AtlasTileNotFound("maze/pellet.png".to_string())))?;
let energizer_sprite = SpriteAtlas::get_tile(world.non_send_resource::<SpriteAtlas>(), "maze/energizer.png")
.ok_or_else(|| GameError::Texture(TextureError::AtlasTileNotFound("maze/energizer.png".to_string())))?;
let nodes: Vec<_> = world.resource::<Map>().iter_nodes().map(|(id, tile)| (*id, *tile)).collect();
for (node_id, tile) in nodes {
let (item_type, sprite, size) = match tile {
crate::constants::MapTile::Pellet => (EntityType::Pellet, pellet_sprite, constants::CELL_SIZE as f32 * 0.4),
crate::constants::MapTile::PowerPellet => {
(EntityType::PowerPellet, energizer_sprite, constants::CELL_SIZE as f32 * 0.95)
} }
_ => continue,
};
let mut item = world.spawn(ItemBundle {
position: Position::Stopped { node: node_id },
sprite: Renderable {
sprite,
layer: 1,
visible: true,
},
entity_type: item_type,
collider: Collider { size },
item_collider: ItemCollider,
});
if item_type == EntityType::PowerPellet {
item.insert(Blinking {
timer: 0.0,
interval: 0.2,
});
} }
} }
Ok(Game { world, schedule })
}
/// Spowns all four ghosts at their starting positions with appropriate textures.
fn spawn_ghosts(world: &mut World) -> GameResult<()> {
// Extract the data we need first to avoid borrow conflicts
let ghost_start_positions = {
let map = world.resource::<Map>();
[
(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 atlas = world.non_send_resource::<SpriteAtlas>();
// Create directional animated textures for the ghost
let mut textures = [None, None, None, None];
let mut stopped_textures = [None, None, None, None];
for direction in Direction::DIRECTIONS {
let moving_prefix = match direction {
Direction::Up => "up",
Direction::Down => "down",
Direction::Left => "left",
Direction::Right => "right",
};
let moving_tiles = vec![
SpriteAtlas::get_tile(atlas, &format!("ghost/{}/{}_{}.png", ghost_type.as_str(), moving_prefix, "a"))
.ok_or_else(|| {
GameError::Texture(TextureError::AtlasTileNotFound(format!(
"ghost/{}/{}_{}.png",
ghost_type.as_str(),
moving_prefix,
"a"
)))
})?,
SpriteAtlas::get_tile(atlas, &format!("ghost/{}/{}_{}.png", ghost_type.as_str(), moving_prefix, "b"))
.ok_or_else(|| {
GameError::Texture(TextureError::AtlasTileNotFound(format!(
"ghost/{}/{}_{}.png",
ghost_type.as_str(),
moving_prefix,
"b"
)))
})?,
];
let stopped_tiles = vec![SpriteAtlas::get_tile(
atlas,
&format!("ghost/{}/{}_{}.png", ghost_type.as_str(), moving_prefix, "a"),
)
.ok_or_else(|| {
GameError::Texture(TextureError::AtlasTileNotFound(format!(
"ghost/{}/{}_{}.png",
ghost_type.as_str(),
moving_prefix,
"a"
)))
})?];
textures[direction.as_usize()] = Some(AnimatedTexture::new(moving_tiles, 0.2)?);
stopped_textures[direction.as_usize()] = Some(AnimatedTexture::new(stopped_tiles, 0.1)?);
}
GhostBundle {
ghost: 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, &format!("ghost/{}/left_a.png", ghost_type.as_str())).ok_or_else(
|| {
GameError::Texture(TextureError::AtlasTileNotFound(format!(
"ghost/{}/left_a.png",
ghost_type.as_str()
)))
},
)?,
layer: 0,
visible: true,
},
directional_animated: DirectionalAnimated {
textures,
stopped_textures,
},
entity_type: EntityType::Ghost,
collider: Collider {
size: crate::constants::CELL_SIZE as f32 * 1.375,
},
ghost_collider: GhostCollider,
}
};
world.spawn(ghost);
}
Ok(()) Ok(())
} }
fn draw_hud<T: RenderTarget>(&mut self, canvas: &mut Canvas<T>) -> GameResult<()> { /// Ticks the game state.
let lives = 3; ///
let score_text = format!("{:02}", self.state.score); /// Returns true if the game should exit.
let x_offset = 4; pub fn tick(&mut self, dt: f32) -> bool {
let y_offset = 2; self.world.insert_resource(DeltaTime(dt));
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 // Run all systems
// let fps_text = format!("FPS: {:.1} (1s) / {:.1} (10s)", self.fps_1s, self.fps_10s); self.schedule.run(&mut self.world);
// self.render_text_on(
// canvas,
// &*texture_creator,
// &fps_text,
// IVec2::new(10, 10),
// Color::RGB(255, 255, 0), // Yellow color for FPS display
// );
Ok(()) let state = self
.world
.get_resource::<GlobalState>()
.expect("GlobalState could not be acquired");
state.exit
} }
// fn check_collisions(&mut self) {
// // Check Pac-Man vs Items
// let potential_collisions = self
// .state
// .collision_system
// .potential_collisions(&self.state.pacman.position());
// for entity_id in potential_collisions {
// if entity_id != self.state.pacman_id {
// // Check if this is an item collision
// if let Some(item_index) = self.find_item_by_id(entity_id) {
// let item = &mut self.state.items[item_index];
// if !item.is_collected() {
// item.collect();
// self.state.score += item.get_score();
// self.state.audio.eat();
// // Handle energizer effects
// if matches!(item.item_type, crate::entity::item::ItemType::Energizer) {
// // TODO: Make ghosts frightened
// tracing::info!("Energizer collected! Ghosts should become frightened.");
// }
// }
// }
// // Check if this is a ghost collision
// if let Some(_ghost_index) = self.find_ghost_by_id(entity_id) {
// // TODO: Handle Pac-Man being eaten by ghost
// tracing::info!("Pac-Man collided with ghost!");
// }
// }
// }
// }
// fn find_item_by_id(&self, entity_id: EntityId) -> Option<usize> {
// self.state.item_ids.iter().position(|&id| id == entity_id)
// }
// fn find_ghost_by_id(&self, entity_id: EntityId) -> Option<usize> {
// self.state.ghost_ids.iter().position(|&id| id == entity_id)
// }
// pub fn draw<T: sdl2::render::RenderTarget>(&mut self, canvas: &mut Canvas<T>, backbuffer: &mut Texture) -> GameResult<()> {
// // Only render the map texture once and cache it
// if !self.state.map_rendered {
// let mut map_texture = self
// .state
// .texture_creator
// .create_texture_target(None, constants::CANVAS_SIZE.x, constants::CANVAS_SIZE.y)
// .map_err(|e| crate::error::GameError::Sdl(e.to_string()))?;
// canvas
// .with_texture_canvas(&mut map_texture, |map_canvas| {
// let mut map_tiles = Vec::with_capacity(35);
// for i in 0..35 {
// let tile_name = format!("maze/tiles/{}.png", i);
// let tile = SpriteAtlas::get_tile(&self.state.atlas, &tile_name).unwrap();
// map_tiles.push(tile);
// }
// MapRenderer::render_map(map_canvas, &mut self.state.atlas, &mut map_tiles);
// })
// .map_err(|e| crate::error::GameError::Sdl(e.to_string()))?;
// self.state.map_texture = Some(map_texture);
// self.state.map_rendered = true;
// }
// canvas.set_draw_color(Color::BLACK);
// canvas.clear();
// if let Some(ref map_texture) = self.state.map_texture {
// canvas.copy(map_texture, None, None).unwrap();
// }
// // Render all items
// for item in &self.state.items {
// if let Err(e) = item.render(canvas, &mut self.state.atlas, &self.state.map.graph) {
// tracing::error!("Failed to render item: {}", e);
// }
// }
// // Render all ghosts
// for ghost in &self.state.ghosts {
// if let Err(e) = ghost.render(canvas, &mut self.state.atlas, &self.state.map.graph) {
// tracing::error!("Failed to render ghost: {}", e);
// }
// }
// if let Err(e) = self.state.pacman.render(canvas, &mut self.state.atlas, &self.state.map.graph) {
// tracing::error!("Failed to render pacman: {}", e);
// }
// if self.state.debug_mode {
// if let Err(e) =
// self.state
// .map
// .debug_render_with_cursor(canvas, &mut self.state.text_texture, &mut self.state.atlas, cursor_pos)
// {
// tracing::error!("Failed to render debug cursor: {}", e);
// }
// self.render_pathfinding_debug(canvas)?;
// }
// self.draw_hud(canvas)?;
// canvas.present();
// Ok(())
// }
// /// Renders pathfinding debug lines from each ghost to Pac-Man.
// ///
// /// Each ghost's path is drawn in its respective color with a small offset
// /// to prevent overlapping lines.
// fn render_pathfinding_debug<T: sdl2::render::RenderTarget>(&self, canvas: &mut Canvas<T>) -> GameResult<()> {
// let pacman_node = self.state.pacman.current_node_id();
// for ghost in self.state.ghosts.iter() {
// if let Ok(path) = ghost.calculate_path_to_target(&self.state.map.graph, pacman_node) {
// if path.len() < 2 {
// continue; // Skip if path is too short
// }
// // Set the ghost's color
// canvas.set_draw_color(ghost.debug_color());
// // Calculate offset based on ghost index to prevent overlapping lines
// // let offset = (i as f32) * 2.0 - 3.0; // Offset range: -3.0 to 3.0
// // Calculate a consistent offset direction for the entire path
// // let first_node = self.map.graph.get_node(path[0]).unwrap();
// // let last_node = self.map.graph.get_node(path[path.len() - 1]).unwrap();
// // Use the overall direction from start to end to determine the perpendicular offset
// let offset = match ghost.ghost_type {
// GhostType::Blinky => glam::Vec2::new(0.25, 0.5),
// GhostType::Pinky => glam::Vec2::new(-0.25, -0.25),
// GhostType::Inky => glam::Vec2::new(0.5, -0.5),
// GhostType::Clyde => glam::Vec2::new(-0.5, 0.25),
// } * 5.0;
// // Calculate offset positions for all nodes using the same perpendicular direction
// let mut offset_positions = Vec::new();
// for &node_id in &path {
// let node = self
// .state
// .map
// .graph
// .get_node(node_id)
// .ok_or(crate::error::EntityError::NodeNotFound(node_id))?;
// let pos = node.position + crate::constants::BOARD_PIXEL_OFFSET.as_vec2();
// offset_positions.push(pos + offset);
// }
// // Draw lines between the offset positions
// for window in offset_positions.windows(2) {
// if let (Some(from), Some(to)) = (window.first(), window.get(1)) {
// // Skip if the distance is too far (used for preventing lines between tunnel portals)
// if from.distance_squared(*to) > (crate::constants::CELL_SIZE * 16).pow(2) as f32 {
// continue;
// }
// // Draw the line
// canvas
// .draw_line((from.x as i32, from.y as i32), (to.x as i32, to.y as i32))
// .map_err(|e| crate::error::GameError::Sdl(e.to_string()))?;
// }
// }
// }
// }
// Ok(())
// }
// fn draw_hud<T: sdl2::render::RenderTarget>(&mut self, canvas: &mut Canvas<T>) -> GameResult<()> {
// let lives = 3;
// let score_text = format!("{:02}", self.state.score);
// let x_offset = 4;
// let y_offset = 2;
// let lives_offset = 3;
// let score_offset = 7 - (score_text.len() as i32);
// self.state.text_texture.set_scale(1.0);
// if let Err(e) = self.state.text_texture.render(
// canvas,
// &mut self.state.atlas,
// &format!("{lives}UP HIGH SCORE "),
// glam::UVec2::new(8 * lives_offset as u32 + x_offset, y_offset),
// ) {
// tracing::error!("Failed to render HUD text: {}", e);
// }
// if let Err(e) = self.state.text_texture.render(
// canvas,
// &mut self.state.atlas,
// &score_text,
// glam::UVec2::new(8 * score_offset as u32 + x_offset, 8 + y_offset),
// ) {
// tracing::error!("Failed to render score text: {}", e);
// }
// // Display FPS information in top-left corner
// // let fps_text = format!("FPS: {:.1} (1s) / {:.1} (10s)", self.fps_1s, self.fps_10s);
// // self.render_text_on(
// // canvas,
// // &*texture_creator,
// // &fps_text,
// // IVec2::new(10, 10),
// // Color::RGB(255, 255, 0), // Yellow color for FPS display
// // );
// Ok(())
// }
} }

View File

@@ -1,146 +1,153 @@
use sdl2::{ // use std::collections::VecDeque;
image::LoadTexture,
render::{Texture, TextureCreator},
video::WindowContext,
};
use smallvec::SmallVec;
use crate::{ // use sdl2::{
asset::{get_asset_bytes, Asset}, // image::LoadTexture,
audio::Audio, // render::{Texture, TextureCreator},
constants::RAW_BOARD, // video::WindowContext,
entity::{ // };
collision::{Collidable, CollisionSystem}, // use smallvec::SmallVec;
ghost::{Ghost, GhostType},
item::Item,
pacman::Pacman,
},
error::{GameError, GameResult, TextureError},
game::EntityId,
map::Map,
texture::{
sprite::{AtlasMapper, SpriteAtlas},
text::TextTexture,
},
};
include!(concat!(env!("OUT_DIR"), "/atlas_data.rs")); // use crate::{
// asset::{get_asset_bytes, Asset},
// audio::Audio,
// constants::RAW_BOARD,
// entity::{
// collision::{Collidable, CollisionSystem, EntityId},
// ghost::{Ghost, GhostType},
// item::Item,
// pacman::Pacman,
// },
// error::{GameError, GameResult, TextureError},
// game::events::GameEvent,
// map::builder::Map,
// texture::{
// sprite::{AtlasMapper, SpriteAtlas},
// text::TextTexture,
// },
// };
/// The `GameState` struct holds all the essential data for the game. // include!(concat!(env!("OUT_DIR"), "/atlas_data.rs"));
///
/// 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 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 // /// The `GameState` struct holds all the essential data for the game.
pub(crate) collision_system: CollisionSystem, // ///
// /// This includes the score, map, entities (Pac-Man, ghosts, items),
// /// collision system, and rendering resources. By centralizing the game's state,
// /// we can cleanly separate it from the game's logic, making it easier to manage
// /// and reason about.
// pub struct GameState {
// pub paused: bool,
// Rendering resources // pub score: u32,
pub(crate) atlas: SpriteAtlas, // pub map: Map,
pub(crate) text_texture: TextTexture, // pub pacman: Pacman,
// pub pacman_id: EntityId,
// pub ghosts: SmallVec<[Ghost; 4]>,
// pub ghost_ids: SmallVec<[EntityId; 4]>,
// pub items: Vec<Item>,
// pub item_ids: Vec<EntityId>,
// pub debug_mode: bool,
// pub event_queue: VecDeque<GameEvent>,
// Audio // // Collision system
pub audio: Audio, // pub(crate) collision_system: CollisionSystem,
// Map texture pre-rendering // // Rendering resources
pub(crate) map_texture: Option<Texture<'static>>, // pub(crate) atlas: SpriteAtlas,
pub(crate) map_rendered: bool, // pub(crate) text_texture: TextTexture,
pub(crate) texture_creator: &'static TextureCreator<WindowContext>,
}
impl GameState { // // Audio
/// Creates a new `GameState` by initializing all the game's data. // pub audio: Audio,
///
/// 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 start_node = map.start_positions.pacman; // // Map texture pre-rendering
// pub(crate) map_texture: Option<Texture<'static>>,
// pub(crate) map_rendered: bool,
// pub(crate) texture_creator: &'static TextureCreator<WindowContext>,
// }
let atlas_bytes = get_asset_bytes(Asset::Atlas)?; // impl GameState {
let atlas_texture = texture_creator.load_texture_bytes(&atlas_bytes).map_err(|e| { // /// Creates a new `GameState` by initializing all the game's data.
if e.to_string().contains("format") || e.to_string().contains("unsupported") { // ///
GameError::Texture(TextureError::InvalidFormat(format!("Unsupported texture format: {e}"))) // /// This function sets up the map, Pac-Man, ghosts, items, collision system,
} else { // /// and all rendering resources required to start the game. It returns a `GameResult`
GameError::Texture(TextureError::LoadFailed(e.to_string())) // /// to handle any potential errors during initialization.
} // pub fn new(texture_creator: &'static TextureCreator<WindowContext>) -> GameResult<Self> {
})?; // let map = Map::new(RAW_BOARD)?;
let atlas_mapper = AtlasMapper { // let start_node = map.start_positions.pacman;
frames: ATLAS_FRAMES.into_iter().map(|(k, v)| (k.to_string(), *v)).collect(),
};
let atlas = SpriteAtlas::new(atlas_texture, atlas_mapper);
let text_texture = TextTexture::new(1.0); // let atlas_bytes = get_asset_bytes(Asset::Atlas)?;
let audio = Audio::new(); // let atlas_texture = texture_creator.load_texture_bytes(&atlas_bytes).map_err(|e| {
let pacman = Pacman::new(&map.graph, start_node, &atlas)?; // 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()))
// }
// })?;
// Generate items (pellets and energizers) // let atlas_mapper = AtlasMapper {
let items = map.generate_items(&atlas)?; // frames: ATLAS_FRAMES.into_iter().map(|(k, v)| (k.to_string(), *v)).collect(),
// };
// let atlas = SpriteAtlas::new(atlas_texture, atlas_mapper);
// Initialize collision system // let text_texture = TextTexture::new(1.0);
let mut collision_system = CollisionSystem::default(); // let audio = Audio::new();
// let pacman = Pacman::new(&map.graph, start_node, &atlas)?;
// Register Pac-Man // // Generate items (pellets and energizers)
let pacman_id = collision_system.register_entity(pacman.position()); // let items = map.generate_items(&atlas)?;
// Register items // // Initialize collision system
let item_ids = items // let mut collision_system = CollisionSystem::default();
.iter()
.map(|item| collision_system.register_entity(item.position()))
.collect();
// Create and register ghosts // // Register Pac-Man
let ghosts = [GhostType::Blinky, GhostType::Pinky, GhostType::Inky, GhostType::Clyde] // let pacman_id = collision_system.register_entity(pacman.position());
.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 // // Register items
let ghost_ids = ghosts // let item_ids = items
.iter() // .iter()
.map(|ghost| collision_system.register_entity(ghost.position())) // .map(|item| collision_system.register_entity(item.position()))
.collect(); // .collect();
Ok(Self { // // Create and register ghosts
map, // let ghosts = [GhostType::Blinky, GhostType::Pinky, GhostType::Inky, GhostType::Clyde]
atlas, // .iter()
pacman, // .zip(
pacman_id, // [
ghosts, // map.start_positions.blinky,
ghost_ids, // map.start_positions.pinky,
items, // map.start_positions.inky,
item_ids, // map.start_positions.clyde,
text_texture, // ]
audio, // .iter(),
score: 0, // )
debug_mode: false, // .map(|(ghost_type, start_node)| Ghost::new(&map.graph, *start_node, *ghost_type, &atlas))
collision_system, // .collect::<GameResult<SmallVec<[_; 4]>>>()?;
map_texture: None,
map_rendered: false, // // Register ghosts
texture_creator, // let ghost_ids = ghosts
}) // .iter()
} // .map(|ghost| collision_system.register_entity(ghost.position()))
} // .collect();
// Ok(Self {
// paused: false,
// map,
// atlas,
// pacman,
// pacman_id,
// ghosts,
// ghost_ids,
// items,
// item_ids,
// text_texture,
// audio,
// score: 0,
// debug_mode: false,
// collision_system,
// map_texture: None,
// map_rendered: false,
// texture_creator,
// event_queue: VecDeque::new(),
// })
// }
// }

View File

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

View File

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

View File

@@ -1,14 +1,11 @@
//! Map construction and building functionality. //! Map construction and building functionality.
use crate::constants::{MapTile, BOARD_CELL_SIZE, CELL_SIZE};
use crate::constants::{MapTile, BOARD_CELL_SIZE, CELL_SIZE, RAW_BOARD};
use crate::entity::direction::Direction; use crate::entity::direction::Direction;
use crate::entity::graph::{EdgePermissions, Graph, Node, NodeId}; use crate::entity::graph::{Graph, Node, TraversalFlags};
use crate::entity::item::{Item, ItemType};
use crate::map::parser::MapTileParser; use crate::map::parser::MapTileParser;
use crate::map::render::MapRenderer; use crate::systems::movement::NodeId;
use crate::texture::sprite::{Sprite, SpriteAtlas}; use bevy_ecs::resource::Resource;
use glam::{IVec2, Vec2}; use glam::{IVec2, Vec2};
use sdl2::render::{Canvas, RenderTarget};
use std::collections::{HashMap, VecDeque}; use std::collections::{HashMap, VecDeque};
use tracing::debug; use tracing::debug;
@@ -24,6 +21,7 @@ pub struct NodePositions {
} }
/// The main map structure containing the game board and navigation graph. /// The main map structure containing the game board and navigation graph.
#[derive(Resource)]
pub struct Map { pub struct Map {
/// The node map for entity movement. /// The node map for entity movement.
pub graph: Graph, pub graph: Graph,
@@ -31,6 +29,8 @@ pub struct Map {
pub grid_to_node: HashMap<IVec2, NodeId>, pub grid_to_node: HashMap<IVec2, NodeId>,
/// A mapping of the starting positions of the entities. /// A mapping of the starting positions of the entities.
pub start_positions: NodePositions, pub start_positions: NodePositions,
/// The raw tile data for the map.
tiles: [[MapTile; BOARD_CELL_SIZE.y as usize]; BOARD_CELL_SIZE.x as usize],
} }
impl Map { impl Map {
@@ -151,59 +151,15 @@ impl Map {
graph, graph,
grid_to_node, grid_to_node,
start_positions, start_positions,
tiles: map,
}) })
} }
/// Generates Item entities for pellets and energizers from the parsed map. pub fn iter_nodes(&self) -> impl Iterator<Item = (&NodeId, &MapTile)> {
pub fn generate_items(&self, atlas: &SpriteAtlas) -> GameResult<Vec<Item>> { self.grid_to_node.iter().map(move |(pos, node_id)| {
// Pre-load sprites to avoid repeated texture lookups let tile = &self.tiles[pos.x as usize][pos.y as usize];
let pellet_sprite = SpriteAtlas::get_tile(atlas, "maze/pellet.png") (node_id, tile)
.ok_or_else(|| MapError::InvalidConfig("Pellet texture not found".to_string()))?; })
let energizer_sprite = SpriteAtlas::get_tile(atlas, "maze/energizer.png")
.ok_or_else(|| MapError::InvalidConfig("Energizer texture not found".to_string()))?;
// Pre-allocate with estimated capacity (typical Pac-Man maps have ~240 pellets + 4 energizers)
let mut items = Vec::with_capacity(250);
// Parse the raw board once
let parsed_map = MapTileParser::parse_board(RAW_BOARD)?;
let map = parsed_map.tiles;
// Iterate through the map and collect items more efficiently
for (x, row) in map.iter().enumerate() {
for (y, tile) in row.iter().enumerate() {
match tile {
MapTile::Pellet | MapTile::PowerPellet => {
let grid_pos = IVec2::new(x as i32, y as i32);
if let Some(&node_id) = self.grid_to_node.get(&grid_pos) {
let (item_type, sprite) = match tile {
MapTile::Pellet => (ItemType::Pellet, Sprite::new(pellet_sprite)),
MapTile::PowerPellet => (ItemType::Energizer, Sprite::new(energizer_sprite)),
_ => unreachable!(), // We already filtered for these types
};
items.push(Item::new(node_id, item_type, sprite));
}
}
_ => {}
}
}
}
Ok(items)
}
/// 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>(
&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. /// Builds the house structure in the graph.
@@ -292,7 +248,7 @@ impl Map {
false, false,
None, None,
Direction::Down, Direction::Down,
EdgePermissions::GhostsOnly, TraversalFlags::GHOST,
) )
.map_err(|e| MapError::InvalidConfig(format!("Failed to create ghost-only entrance to house: {e}")))?; .map_err(|e| MapError::InvalidConfig(format!("Failed to create ghost-only entrance to house: {e}")))?;
@@ -303,7 +259,7 @@ impl Map {
false, false,
None, None,
Direction::Up, Direction::Up,
EdgePermissions::GhostsOnly, TraversalFlags::GHOST,
) )
.map_err(|e| MapError::InvalidConfig(format!("Failed to create ghost-only exit from house: {e}")))?; .map_err(|e| MapError::InvalidConfig(format!("Failed to create ghost-only exit from house: {e}")))?;

View File

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

View File

@@ -3,14 +3,10 @@
use crate::constants::{BOARD_CELL_OFFSET, CELL_SIZE}; use crate::constants::{BOARD_CELL_OFFSET, CELL_SIZE};
use crate::map::layout::TILE_MAP; use crate::map::layout::TILE_MAP;
use crate::texture::sprite::{AtlasTile, SpriteAtlas}; use crate::texture::sprite::{AtlasTile, SpriteAtlas};
use crate::texture::text::TextTexture;
use glam::Vec2;
use sdl2::pixels::Color; use sdl2::pixels::Color;
use sdl2::rect::{Point, Rect}; use sdl2::rect::Rect;
use sdl2::render::{Canvas, RenderTarget}; use sdl2::render::{Canvas, RenderTarget};
use crate::error::{EntityError, GameError, GameResult};
/// Handles rendering operations for the map. /// Handles rendering operations for the map.
pub struct MapRenderer; pub struct MapRenderer;
@@ -19,7 +15,7 @@ impl MapRenderer {
/// ///
/// This function draws the static map texture to the screen at the correct /// This function draws the static map texture to the screen at the correct
/// position and scale. /// 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 (y, row) in TILE_MAP.iter().enumerate() {
for (x, &tile_index) in row.iter().enumerate() { for (x, &tile_index) in row.iter().enumerate() {
let mut tile = map_tiles[tile_index]; 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
}
} }

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@@ -5,14 +5,18 @@ use std::time::Duration;
use crate::asset::Asset; use crate::asset::Asset;
use crate::error::{AssetError, PlatformError}; use crate::error::{AssetError, PlatformError};
use crate::platform::Platform; use crate::platform::CommonPlatform;
/// Desktop platform implementation. /// Desktop platform implementation.
pub struct DesktopPlatform; pub struct Platform;
impl Platform for DesktopPlatform { impl CommonPlatform for Platform {
fn sleep(&self, duration: Duration) { fn sleep(&self, duration: Duration, focused: bool) {
spin_sleep::sleep(duration); if focused {
spin_sleep::sleep(duration);
} else {
std::thread::sleep(duration);
}
} }
fn get_time(&self) -> f64 { fn get_time(&self) -> f64 {
@@ -71,7 +75,8 @@ impl Platform for DesktopPlatform {
Asset::Wav2 => Ok(Cow::Borrowed(include_bytes!("../../assets/game/sound/waka/2.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::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::Wav4 => Ok(Cow::Borrowed(include_bytes!("../../assets/game/sound/waka/4.ogg"))),
Asset::Atlas => Ok(Cow::Borrowed(include_bytes!("../../assets/game/atlas.png"))), Asset::AtlasImage => Ok(Cow::Borrowed(include_bytes!("../../assets/game/atlas.png"))),
Asset::Font => Ok(Cow::Borrowed(include_bytes!("../../assets/game/TerminalVector.ttf"))),
} }
} }
} }

View File

@@ -5,13 +5,13 @@ use std::time::Duration;
use crate::asset::Asset; use crate::asset::Asset;
use crate::error::{AssetError, PlatformError}; use crate::error::{AssetError, PlatformError};
use crate::platform::Platform; use crate::platform::CommonPlatform;
/// Emscripten platform implementation. /// Emscripten platform implementation.
pub struct EmscriptenPlatform; pub struct Platform;
impl Platform for EmscriptenPlatform { impl CommonPlatform for Platform {
fn sleep(&self, duration: Duration) { fn sleep(&self, duration: Duration, _focused: bool) {
unsafe { unsafe {
emscripten_sleep(duration.as_millis() as u32); emscripten_sleep(duration.as_millis() as u32);
} }

View File

@@ -5,13 +5,15 @@ use crate::error::{AssetError, PlatformError};
use std::borrow::Cow; use std::borrow::Cow;
use std::time::Duration; use std::time::Duration;
pub mod desktop; #[cfg(not(target_os = "emscripten"))]
pub mod emscripten; mod desktop;
#[cfg(target_os = "emscripten")]
mod emscripten;
/// Platform abstraction trait that defines cross-platform functionality. /// Platform abstraction trait that defines cross-platform functionality.
pub trait Platform { pub trait CommonPlatform {
/// Sleep for the specified duration using platform-appropriate method. /// Sleep for the specified duration using platform-appropriate method.
fn sleep(&self, duration: Duration); fn sleep(&self, duration: Duration, focused: bool);
/// Get the current time in seconds since some reference point. /// Get the current time in seconds since some reference point.
/// This is available for future use in timing and performance monitoring. /// This is available for future use in timing and performance monitoring.
@@ -32,17 +34,14 @@ pub trait Platform {
/// Get the current platform implementation. /// Get the current platform implementation.
#[allow(dead_code)] #[allow(dead_code)]
pub fn get_platform() -> &'static dyn Platform { pub fn get_platform() -> &'static dyn CommonPlatform {
static DESKTOP: desktop::DesktopPlatform = desktop::DesktopPlatform;
static EMSCRIPTEN: emscripten::EmscriptenPlatform = emscripten::EmscriptenPlatform;
#[cfg(not(target_os = "emscripten"))] #[cfg(not(target_os = "emscripten"))]
{ {
&DESKTOP &desktop::Platform
} }
#[cfg(target_os = "emscripten")] #[cfg(target_os = "emscripten")]
{ {
&EMSCRIPTEN &emscripten::Platform
} }
} }

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

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

51
src/systems/collision.rs Normal file
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@@ -0,0 +1,51 @@
use bevy_ecs::entity::Entity;
use bevy_ecs::event::EventWriter;
use bevy_ecs::query::With;
use bevy_ecs::system::{Query, Res};
use crate::error::GameError;
use crate::events::GameEvent;
use crate::map::builder::Map;
use crate::systems::components::{Collider, ItemCollider, PacmanCollider};
use crate::systems::movement::Position;
pub fn collision_system(
map: Res<Map>,
pacman_query: Query<(Entity, &Position, &Collider), With<PacmanCollider>>,
item_query: Query<(Entity, &Position, &Collider), With<ItemCollider>>,
mut events: EventWriter<GameEvent>,
mut errors: EventWriter<GameError>,
) {
// Check PACMAN × ITEM collisions
for (pacman_entity, pacman_pos, pacman_collider) in pacman_query.iter() {
for (item_entity, item_pos, item_collider) in item_query.iter() {
match (
pacman_pos.get_pixel_position(&map.graph),
item_pos.get_pixel_position(&map.graph),
) {
(Ok(pacman_pixel), Ok(item_pixel)) => {
// Calculate the distance between the two entities's precise pixel positions
let distance = pacman_pixel.distance(item_pixel);
// Calculate the distance at which the two entities will collide
let collision_distance = (pacman_collider.size + item_collider.size) / 2.0;
// If the distance between the two entities is less than the collision distance, then the two entities are colliding
if distance < collision_distance {
events.write(GameEvent::Collision(pacman_entity, item_entity));
}
}
// Either or both of the pixel positions failed to get, so we need to report the error
(result_a, result_b) => {
for result in [result_a, result_b] {
if let Err(e) = result {
errors.write(GameError::InvalidState(format!(
"Collision system failed to get pixel positions for entities {:?} and {:?}: {}",
pacman_entity, item_entity, e
)));
}
}
}
}
}
}
}

170
src/systems/components.rs Normal file
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@@ -0,0 +1,170 @@
use bevy_ecs::{bundle::Bundle, component::Component, resource::Resource};
use bitflags::bitflags;
use crate::{
entity::graph::TraversalFlags,
systems::movement::{BufferedDirection, Position, Velocity},
texture::{animated::AnimatedTexture, 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)]
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.
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
}
}
}
/// A component for entities that have a sprite, with a layer for ordering.
///
/// This is intended to be modified by other entities allowing animation.
#[derive(Component)]
pub struct Renderable {
pub sprite: AtlasTile,
pub layer: u8,
pub visible: bool,
}
/// A component for entities that have a directional animated texture.
#[derive(Component)]
pub struct DirectionalAnimated {
pub textures: [Option<AnimatedTexture>; 4],
pub stopped_textures: [Option<AnimatedTexture>; 4],
}
bitflags! {
#[derive(Component, Default, Clone, Copy, Debug, PartialEq, Eq, PartialOrd, Ord, Hash)]
pub struct CollisionLayer: u8 {
const PACMAN = 1 << 0;
const GHOST = 1 << 1;
const ITEM = 1 << 2;
}
}
#[derive(Component)]
pub struct Collider {
pub size: f32,
}
/// Marker components for collision filtering optimization
#[derive(Component)]
pub struct PacmanCollider;
#[derive(Component)]
pub struct GhostCollider;
#[derive(Component)]
pub struct ItemCollider;
#[derive(Bundle)]
pub struct PlayerBundle {
pub player: PlayerControlled,
pub position: Position,
pub velocity: Velocity,
pub buffered_direction: BufferedDirection,
pub sprite: Renderable,
pub directional_animated: DirectionalAnimated,
pub entity_type: EntityType,
pub collider: Collider,
pub pacman_collider: PacmanCollider,
}
#[derive(Bundle)]
pub struct ItemBundle {
pub position: Position,
pub sprite: Renderable,
pub entity_type: EntityType,
pub collider: Collider,
pub item_collider: ItemCollider,
}
#[derive(Bundle)]
pub struct GhostBundle {
pub ghost: Ghost,
pub position: Position,
pub velocity: Velocity,
pub sprite: Renderable,
pub directional_animated: DirectionalAnimated,
pub entity_type: EntityType,
pub collider: Collider,
pub ghost_collider: GhostCollider,
}
#[derive(Resource)]
pub struct GlobalState {
pub exit: bool,
}
#[derive(Resource)]
pub struct ScoreResource(pub u32);
#[derive(Resource)]
pub struct DeltaTime(pub f32);
#[derive(Resource, Default)]
pub struct RenderDirty(pub bool);
/// Resource for tracking audio state
#[derive(Resource, Debug, Clone, Default)]
pub struct AudioState {
/// Whether audio is currently muted
pub muted: bool,
/// Current sound index for cycling through eat sounds
pub sound_index: usize,
}

225
src/systems/debug.rs Normal file
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@@ -0,0 +1,225 @@
//! Debug rendering system
use std::cmp::Ordering;
use crate::constants::BOARD_PIXEL_OFFSET;
use crate::map::builder::Map;
use crate::systems::components::Collider;
use crate::systems::input::CursorPosition;
use crate::systems::movement::Position;
use crate::systems::profiling::SystemTimings;
use crate::systems::render::BackbufferResource;
use bevy_ecs::prelude::*;
use glam::{IVec2, UVec2, Vec2};
use sdl2::pixels::Color;
use sdl2::rect::{Point, Rect};
use sdl2::render::{Canvas, Texture, TextureCreator};
use sdl2::ttf::Font;
use sdl2::video::{Window, WindowContext};
#[derive(Resource, Default, Debug, Copy, Clone, PartialEq)]
pub enum DebugState {
#[default]
Off,
Graph,
Collision,
}
impl DebugState {
pub fn next(&self) -> Self {
match self {
DebugState::Off => DebugState::Graph,
DebugState::Graph => DebugState::Collision,
DebugState::Collision => DebugState::Off,
}
}
}
/// Resource to hold the debug texture for persistent rendering
pub struct DebugTextureResource(pub Texture<'static>);
/// Resource to hold the debug font
pub struct DebugFontResource(pub Font<'static, 'static>);
/// 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
fn render_timing_display(
canvas: &mut Canvas<Window>,
texture_creator: &mut TextureCreator<WindowContext>,
timings: &SystemTimings,
font: &Font,
) {
// Format timing information using the formatting module
let lines = timings.format_timing_display();
let line_height = 14; // Approximate line height for 12pt font
let padding = 10;
// Calculate background dimensions
let max_width = lines
.iter()
.filter(|l| !l.is_empty()) // Don't consider empty lines for width
.map(|line| font.size_of(line).unwrap().0)
.max()
.unwrap_or(0);
// Only draw background if there is text to display
if max_width > 0 {
let total_height = (lines.len() as u32) * line_height as u32;
let bg_padding = 5;
// Draw background
let bg_rect = Rect::new(
padding - bg_padding,
padding - bg_padding,
max_width + (bg_padding * 2) as u32,
total_height + bg_padding as u32,
);
canvas.set_blend_mode(sdl2::render::BlendMode::Blend);
canvas.set_draw_color(Color::RGBA(40, 40, 40, 180));
canvas.fill_rect(bg_rect).unwrap();
}
for (i, line) in lines.iter().enumerate() {
if line.is_empty() {
continue;
}
// Render each line
let surface = font.render(line).blended(Color::RGBA(255, 255, 255, 200)).unwrap();
let texture = texture_creator.create_texture_from_surface(&surface).unwrap();
// Position each line below the previous one
let y_pos = padding + (i * line_height) as i32;
let dest = Rect::new(padding, y_pos, texture.query().width, texture.query().height);
canvas.copy(&texture, None, dest).unwrap();
}
}
#[allow(clippy::too_many_arguments)]
pub fn debug_render_system(
mut canvas: NonSendMut<&mut Canvas<Window>>,
backbuffer: NonSendMut<BackbufferResource>,
mut debug_texture: NonSendMut<DebugTextureResource>,
debug_font: NonSendMut<DebugFontResource>,
debug_state: Res<DebugState>,
timings: Res<SystemTimings>,
map: Res<Map>,
colliders: Query<(&Collider, &Position)>,
cursor: Res<CursorPosition>,
) {
if *debug_state == DebugState::Off {
return;
}
let scale =
(UVec2::from(canvas.output_size().unwrap()).as_vec2() / UVec2::from(canvas.logical_size()).as_vec2()).min_element();
// Copy the current backbuffer to the debug texture
canvas
.with_texture_canvas(&mut debug_texture.0, |debug_canvas| {
// Clear the debug canvas
debug_canvas.set_draw_color(Color::BLACK);
debug_canvas.clear();
// Copy the backbuffer to the debug canvas
debug_canvas.copy(&backbuffer.0, None, None).unwrap();
})
.unwrap();
// Get texture creator before entering the closure to avoid borrowing conflicts
let mut texture_creator = canvas.texture_creator();
let font = &debug_font.0;
let cursor_world_pos = match *cursor {
CursorPosition::None => None,
CursorPosition::Some { position, .. } => Some(position - BOARD_PIXEL_OFFSET.as_vec2()),
};
// Draw debug info on the high-resolution debug texture
canvas
.with_texture_canvas(&mut debug_texture.0, |debug_canvas| {
match *debug_state {
DebugState::Graph => {
// 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
};
debug_canvas.set_draw_color(Color::RED);
for (start_node, end_node) in map.graph.edges() {
let start_node_model = map.graph.get_node(start_node).unwrap();
let end_node = map.graph.get_node(end_node.target).unwrap().position;
// Transform positions using common method
let start = transform_position_with_offset(start_node_model.position, scale);
let end = transform_position_with_offset(end_node, scale);
debug_canvas
.draw_line(Point::from((start.x, start.y)), Point::from((end.x, end.y)))
.unwrap();
}
for (id, node) in map.graph.nodes().enumerate() {
let pos = node.position;
// Set color based on whether the node is the closest to the cursor
debug_canvas.set_draw_color(if Some(id) == closest_node {
Color::YELLOW
} else {
Color::BLUE
});
// Transform position using common method
let pos = transform_position_with_offset(pos, scale);
let size = (3.0 * scale) as u32;
debug_canvas
.fill_rect(Rect::new(pos.x - (size as i32 / 2), pos.y - (size as i32 / 2), size, size))
.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).unwrap();
let pos = transform_position_with_offset(node.position, scale);
let surface = font.render(&closest_node_id.to_string()).blended(Color::WHITE).unwrap();
let texture = texture_creator.create_texture_from_surface(&surface).unwrap();
let dest = Rect::new(pos.x + 10, pos.y - 5, texture.query().width, texture.query().height);
debug_canvas.copy(&texture, None, dest).unwrap();
}
}
DebugState::Collision => {
debug_canvas.set_draw_color(Color::GREEN);
for (collider, position) in colliders.iter() {
let pos = position.get_pixel_position(&map.graph).unwrap();
// Transform position and size using common methods
let pos = (pos * scale).as_ivec2();
let size = (collider.size * scale) as u32;
let rect = Rect::from_center(Point::from((pos.x, pos.y)), size, size);
debug_canvas.draw_rect(rect).unwrap();
}
}
_ => {}
}
// Render timing information in the top-left corner
render_timing_display(debug_canvas, &mut texture_creator, &timings, font);
})
.unwrap();
// Draw the debug texture directly onto the main canvas at full resolution
canvas.copy(&debug_texture.0, None, None).unwrap();
}

107
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@@ -0,0 +1,107 @@
use num_width::NumberWidth;
use smallvec::SmallVec;
use std::time::Duration;
use strum::EnumCount;
use crate::systems::profiling::SystemId;
// 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_name_width, max_avg_int_width, max_avg_decimal_width, max_std_int_width, max_std_decimal_width) = entries
.iter()
.fold((0, 0, 3, 0, 3), |(name_w, avg_int_w, avg_dec_w, std_int_w, std_dec_w), e| {
(
name_w.max(e.name.len()),
avg_int_w.max(e.avg_int.width() as usize),
avg_dec_w.max(e.avg_decimal.width() as usize),
std_int_w.max(e.std_int.width() as usize),
std_dec_w.max(e.std_decimal.width() as usize),
)
});
entries.iter().map(|e| {
format!(
"{name:max_name_width$} : {avg_int:max_avg_int_width$}.{avg_decimal:<max_avg_decimal_width$}{avg_unit} ± {std_int:max_std_int_width$}.{std_decimal:<max_std_decimal_width$}{std_unit}",
// Content
name = e.name,
avg_int = e.avg_int,
avg_decimal = e.avg_decimal,
std_int = e.std_int,
std_decimal = e.std_decimal,
// Units
avg_unit = e.avg_unit,
std_unit = e.std_unit,
// Padding
max_name_width = max_name_width,
max_avg_int_width = max_avg_int_width,
max_avg_decimal_width = max_avg_decimal_width,
max_std_int_width = max_std_int_width,
max_std_decimal_width = max_std_decimal_width
)
}).collect::<SmallVec<[String; SystemId::COUNT]>>()
}

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use bevy_ecs::system::{Query, Res};
use rand::prelude::*;
use smallvec::SmallVec;
use crate::{
entity::{direction::Direction, graph::Edge},
map::builder::Map,
systems::{
components::{DeltaTime, Ghost},
movement::{Position, Velocity},
},
};
/// Ghost AI system that handles randomized movement decisions.
///
/// This system runs on all ghosts and makes periodic decisions about
/// which direction to move in when they reach intersections.
pub fn ghost_movement_system(
map: Res<Map>,
delta_time: Res<DeltaTime>,
mut ghosts: Query<(&Ghost, &mut Velocity, &mut Position)>,
) {
for (_ghost, mut velocity, mut position) in ghosts.iter_mut() {
let mut distance = velocity.speed * 60.0 * delta_time.0;
loop {
match *position {
Position::Stopped { node: current_node } => {
let intersection = &map.graph.adjacency_list[current_node];
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(crate::entity::graph::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) {
edge
} else {
break;
}
} else {
*non_opposite_options.choose(&mut SmallRng::from_os_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;
}
}
}
}
}
}

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use std::collections::{HashMap, HashSet};
use bevy_ecs::{
event::EventWriter,
resource::Resource,
system::{NonSendMut, Res, ResMut},
};
use glam::Vec2;
use sdl2::{event::Event, keyboard::Keycode, EventPump};
use crate::systems::components::DeltaTime;
use crate::{
entity::direction::Direction,
events::{GameCommand, GameEvent},
};
#[derive(Resource, Default, Debug, Copy, Clone)]
pub enum CursorPosition {
#[default]
None,
Some {
position: Vec2,
remaining_time: f32,
},
}
#[derive(Resource, Debug, Clone)]
pub struct Bindings {
key_bindings: HashMap<Keycode, GameCommand>,
movement_keys: HashSet<Keycode>,
last_movement_key: Option<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,
last_movement_key: None,
}
}
}
pub fn input_system(
delta_time: Res<DeltaTime>,
mut bindings: ResMut<Bindings>,
mut writer: EventWriter<GameEvent>,
mut pump: NonSendMut<&'static mut EventPump>,
mut cursor: ResMut<CursorPosition>,
) {
let mut movement_key_pressed = false;
let mut cursor_seen = false;
for event in pump.poll_iter() {
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;
}
Event::KeyUp {
repeat: false,
keycode: Some(key),
..
} => {
// If the last movement key was released, then forget it.
if let Some(last_movement_key) = bindings.last_movement_key {
if last_movement_key == key {
bindings.last_movement_key = None;
}
}
}
Event::KeyDown {
keycode: Some(key),
repeat: false,
..
} => {
let command = bindings.key_bindings.get(&key).copied();
if let Some(command) = command {
writer.write(GameEvent::Command(command));
}
if bindings.movement_keys.contains(&key) {
movement_key_pressed = true;
bindings.last_movement_key = Some(key);
}
}
_ => {}
}
}
if let Some(last_movement_key) = bindings.last_movement_key {
if !movement_key_pressed {
let command = bindings.key_bindings.get(&last_movement_key).copied();
if let Some(command) = command {
writer.write(GameEvent::Command(command));
}
}
}
if let (false, CursorPosition::Some { remaining_time, .. }) = (cursor_seen, &mut *cursor) {
*remaining_time -= delta_time.0;
if *remaining_time <= 0.0 {
*cursor = CursorPosition::None;
}
}
}

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

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//! The Entity-Component-System (ECS) module.
//!
//! This module contains all the ECS-related logic, including components, systems,
//! and resources.
pub mod audio;
pub mod blinking;
pub mod collision;
pub mod components;
pub mod debug;
pub mod formatting;
pub mod ghost;
pub mod input;
pub mod item;
pub mod movement;
pub mod player;
pub mod profiling;
pub mod render;

285
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use crate::entity::direction::Direction;
use crate::entity::graph::Graph;
use crate::error::{EntityError, GameResult};
use bevy_ecs::component::Component;
use glam::Vec2;
/// A unique identifier for a node, represented by its index in the graph's storage.
pub type NodeId = usize;
/// 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 },
}
/// Pure spatial position component - works for both static and dynamic entities.
#[derive(Component, Debug, Copy, Clone, PartialEq)]
pub enum Position {
Stopped {
node: NodeId,
},
Moving {
from: NodeId,
to: NodeId,
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))?;
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))?;
let to_node = graph.get_node(*to).ok_or(EntityError::NodeNotFound(*to))?;
let edge = graph
.find_edge(*from, *to)
.ok_or(EntityError::EdgeNotFound { from: *from, to: *to })?;
// 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,
))
}
/// Moves the position by a given distance towards it's current target node.
///
/// Returns the overflow distance, if any.
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,
}
}
}
// pub fn movement_system(
// map: Res<Map>,
// delta_time: Res<DeltaTime>,
// mut entities: Query<(&mut Position, &mut Movable, &EntityType)>,
// mut errors: EventWriter<GameError>,
// ) {
// for (mut position, mut movable, entity_type) in entities.iter_mut() {
// let distance = movable.speed * 60.0 * delta_time.0;
// match *position {
// Position::Stopped { .. } => {
// // Check if we have a requested direction to start moving
// if let Some(requested_direction) = movable.requested_direction {
// if let Some(edge) = map.graph.find_edge_in_direction(position.current_node(), requested_direction) {
// if can_traverse(*entity_type, edge) {
// // Start moving in the requested direction
// let progress = if edge.distance > 0.0 {
// distance / edge.distance
// } else {
// // Zero-distance edge (tunnels) - immediately teleport
// tracing::debug!(
// "Entity entering tunnel from node {} to node {}",
// position.current_node(),
// edge.target
// );
// 1.0
// };
// *position = Position::Moving {
// from: position.current_node(),
// to: edge.target,
// remaining_distance: progress,
// };
// movable.current_direction = requested_direction;
// movable.requested_direction = None;
// }
// } else {
// errors.write(
// EntityError::InvalidMovement(format!(
// "No edge found in direction {:?} from node {}",
// requested_direction,
// position.current_node()
// ))
// .into(),
// );
// }
// }
// }
// Position::Moving {
// from,
// to,
// remaining_distance,
// } => {
// // Continue moving or handle node transitions
// let current_node = *from;
// if let Some(edge) = map.graph.find_edge(current_node, *to) {
// // Extract target node before mutable operations
// let target_node = *to;
// // Get the current edge for distance calculation
// let edge = map.graph.find_edge(current_node, target_node);
// if let Some(edge) = edge {
// // Update progress along the edge
// if edge.distance > 0.0 {
// *remaining_distance += distance / edge.distance;
// } else {
// // Zero-distance edge (tunnels) - immediately complete
// *remaining_distance = 1.0;
// }
// if *remaining_distance >= 1.0 {
// // Reached the target node
// let overflow = if edge.distance > 0.0 {
// (*remaining_distance - 1.0) * edge.distance
// } else {
// // Zero-distance edge - use remaining distance for overflow
// distance
// };
// *position = Position::Stopped { node: target_node };
// let mut continued_moving = false;
// // Try to use requested direction first
// if let Some(requested_direction) = movable.requested_direction {
// if let Some(next_edge) = map.graph.find_edge_in_direction(position.node, requested_direction) {
// if can_traverse(*entity_type, next_edge) {
// let next_progress = if next_edge.distance > 0.0 {
// overflow / next_edge.distance
// } else {
// // Zero-distance edge - immediately complete
// 1.0
// };
// *position = Position::Moving {
// from: position.current_node(),
// to: next_edge.target,
// remaining_distance: next_progress,
// };
// movable.current_direction = requested_direction;
// movable.requested_direction = None;
// continued_moving = true;
// }
// }
// }
// // If no requested direction or it failed, try to continue in current direction
// if !continued_moving {
// if let Some(next_edge) = map.graph.find_edge_in_direction(position.node, direction) {
// if can_traverse(*entity_type, next_edge) {
// let next_progress = if next_edge.distance > 0.0 {
// overflow / next_edge.distance
// } else {
// // Zero-distance edge - immediately complete
// 1.0
// };
// *position = Position::Moving {
// from: position.current_node(),
// to: next_edge.target,
// remaining_distance: next_progress,
// };
// // Keep current direction and movement state
// continued_moving = true;
// }
// }
// }
// // If we couldn't continue moving, stop
// if !continued_moving {
// *movement_state = MovementState::Stopped;
// movable.requested_direction = None;
// }
// }
// } else {
// // Edge not found - this is an inconsistent state
// errors.write(
// EntityError::InvalidMovement(format!(
// "Inconsistent state: Moving on non-existent edge from {} to {}",
// current_node, target_node
// ))
// .into(),
// );
// *movement_state = MovementState::Stopped;
// position.edge_progress = None;
// }
// } else {
// // Movement state says moving but no edge progress - this shouldn't happen
// errors.write(EntityError::InvalidMovement("Entity in Moving state but no edge progress".to_string()).into());
// *movement_state = MovementState::Stopped;
// }
// }
// }
// }
// }

143
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use bevy_ecs::{
event::{EventReader, EventWriter},
prelude::ResMut,
query::With,
system::{Query, Res},
};
use crate::{
entity::graph::Edge,
error::GameError,
events::{GameCommand, GameEvent},
map::builder::Map,
systems::{
components::{AudioState, DeltaTime, EntityType, GlobalState, PlayerControlled},
debug::DebugState,
movement::{BufferedDirection, Position, Velocity},
},
};
// Handles player input and control
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>>,
mut errors: EventWriter<GameError>,
) {
// Get the player's movable component (ensuring there is only one player)
let mut buffered_direction = match players.single_mut() {
Ok(buffered_direction) => buffered_direction,
Err(e) => {
errors.write(GameError::InvalidState(format!(
"No/multiple entities queried for player system: {}",
e
)));
return;
}
};
// Handle events
for event in events.read() {
if let GameEvent::Command(command) = event {
match command {
GameCommand::MovePlayer(direction) => {
*buffered_direction = BufferedDirection::Some {
direction: *direction,
remaining_time: 0.25,
};
}
GameCommand::Exit => {
state.exit = true;
}
GameCommand::ToggleDebug => {
*debug_state = debug_state.next();
}
GameCommand::MuteAudio => {
audio_state.muted = !audio_state.muted;
tracing::info!("Audio {}", if audio_state.muted { "muted" } else { "unmuted" });
}
_ => {}
}
}
}
}
fn can_traverse(entity_type: EntityType, edge: Edge) -> bool {
let entity_flags = entity_type.traversal_flags();
edge.traversal_flags.contains(entity_flags)
}
pub fn player_movement_system(
map: Res<Map>,
delta_time: Res<DeltaTime>,
mut entities: Query<(&mut Position, &mut Velocity, &mut BufferedDirection), With<PlayerControlled>>,
// mut errors: EventWriter<GameError>,
) {
for (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 {
*buffered_direction = BufferedDirection::None;
} else {
*buffered_direction = BufferedDirection::Some {
direction,
remaining_time: remaining_time - delta_time.0,
};
}
}
let mut distance = velocity.speed * 60.0 * delta_time.0;
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) {
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) {
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.
*buffered_direction = BufferedDirection::None;
break;
}
}
Position::Moving { .. } => {
if let Some(overflow) = position.tick(distance) {
distance = overflow;
} else {
break;
}
}
}
}
}
}

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use bevy_ecs::prelude::Resource;
use bevy_ecs::system::{IntoSystem, System};
use circular_buffer::CircularBuffer;
use micromap::Map;
use parking_lot::{Mutex, RwLock};
use smallvec::SmallVec;
use std::fmt::Display;
use std::time::Duration;
use strum::EnumCount;
use strum_macros::{EnumCount, IntoStaticStr};
use thousands::Separable;
use crate::systems::formatting;
/// 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;
#[derive(EnumCount, IntoStaticStr, Debug, PartialEq, Eq, Hash, Copy, Clone)]
pub enum SystemId {
Input,
PlayerControls,
Ghost,
Movement,
Audio,
Blinking,
DirectionalRender,
DirtyRender,
Render,
DebugRender,
Present,
Collision,
Item,
PlayerMovement,
}
impl Display for SystemId {
fn fmt(&self, f: &mut std::fmt::Formatter<'_>) -> std::fmt::Result {
write!(f, "{}", Into::<&'static str>::into(self).to_ascii_lowercase())
}
}
#[derive(Resource, Default, Debug)]
pub struct SystemTimings {
/// Map of system names to a queue of durations, using a circular buffer.
///
/// Uses a RwLock to allow multiple readers for the HashMap, and a Mutex on the circular buffer for exclusive access.
/// This is probably overkill, but it's fun to play with.
///
/// Also, we use a micromap::Map as the number of systems is generally quite small.
/// Just make sure to set the capacity appropriately, or it will panic.
pub timings: RwLock<Map<SystemId, Mutex<CircularBuffer<TIMING_WINDOW_SIZE, Duration>>, MAX_SYSTEMS>>,
}
impl SystemTimings {
pub fn add_timing(&self, id: SystemId, duration: Duration) {
// acquire a upgradable read lock
let mut timings = self.timings.upgradable_read();
// happy path, the name is already in the map (no need to mutate the hashmap)
if timings.contains_key(&id) {
let queue = timings
.get(&id)
.expect("System name not found in map after contains_key check");
let mut queue = queue.lock();
queue.push_back(duration);
return;
}
// otherwise, acquire a write lock and insert a new queue
timings.with_upgraded(|timings| {
let queue = timings.entry(id).or_insert_with(|| Mutex::new(CircularBuffer::new()));
queue.lock().push_back(duration);
});
}
pub fn get_stats(&self) -> Map<SystemId, (Duration, Duration), MAX_SYSTEMS> {
let timings = self.timings.read();
let mut stats = Map::new();
for (id, queue) in timings.iter() {
if queue.lock().is_empty() {
continue;
}
let durations: Vec<f64> = queue.lock().iter().map(|d| d.as_secs_f64() * 1000.0).collect();
let count = durations.len() as f64;
let sum: f64 = durations.iter().sum();
let mean = sum / count;
let variance = durations.iter().map(|x| (x - mean).powi(2)).sum::<f64>() / count;
let std_dev = variance.sqrt();
stats.insert(
*id,
(
Duration::from_secs_f64(mean / 1000.0),
Duration::from_secs_f64(std_dev / 1000.0),
),
);
}
stats
}
pub fn get_total_stats(&self) -> (Duration, Duration) {
let timings = self.timings.read();
let mut all_durations = Vec::new();
for queue in timings.values() {
all_durations.extend(queue.lock().iter().map(|d| d.as_secs_f64() * 1000.0));
}
if all_durations.is_empty() {
return (Duration::ZERO, Duration::ZERO);
}
let count = all_durations.len() as f64;
let sum: f64 = all_durations.iter().sum();
let mean = sum / count;
let variance = all_durations.iter().map(|x| (x - mean).powi(2)).sum::<f64>() / count;
let std_dev = variance.sqrt();
(
Duration::from_secs_f64(mean / 1000.0),
Duration::from_secs_f64(std_dev / 1000.0),
)
}
pub fn format_timing_display(&self) -> SmallVec<[String; SystemId::COUNT]> {
let stats = self.get_stats();
let (total_avg, total_std) = self.get_total_stats();
let effective_fps = match 1.0 / total_avg.as_secs_f64() {
f if f > 100.0 => (f as u32).separate_with_commas(),
f if f < 10.0 => format!("{:.1} FPS", f),
f => format!("{:.0} FPS", f),
};
// Collect timing data for formatting
let mut timing_data = Vec::new();
// Add total stats
timing_data.push((effective_fps, total_avg, total_std));
// Add top 5 most expensive systems
let mut sorted_stats: Vec<_> = stats.iter().collect();
sorted_stats.sort_by(|a, b| b.1 .0.cmp(&a.1 .0));
for (name, (avg, std_dev)) in sorted_stats.iter().take(5) {
timing_data.push((name.to_string(), *avg, *std_dev));
}
// Use the formatting module to format the data
formatting::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) = world.get_resource::<SystemTimings>() {
timings.add_timing(id, duration);
}
}
}

121
src/systems/render.rs Normal file
View File

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

View File

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

View File

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

View File

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

View File

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

View File

@@ -103,9 +103,9 @@ impl TextTexture {
&self.char_map &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) { 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) { if let Some(tile_name) = char_to_tile_name(c) {
@@ -113,7 +113,7 @@ impl TextTexture {
.get_tile(&tile_name) .get_tile(&tile_name)
.ok_or(GameError::Texture(TextureError::AtlasTileNotFound(tile_name)))?; .ok_or(GameError::Texture(TextureError::AtlasTileNotFound(tile_name)))?;
self.char_map.insert(c, tile); self.char_map.insert(c, tile);
Ok(self.char_map.get_mut(&c)) Ok(self.char_map.get(&c))
} else { } else {
Ok(None) Ok(None)
} }

View File

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

View File

@@ -2,7 +2,7 @@
use pacman::{ use pacman::{
asset::{get_asset_bytes, Asset}, asset::{get_asset_bytes, Asset},
game::state::ATLAS_FRAMES, game::ATLAS_FRAMES,
texture::sprite::{AtlasMapper, SpriteAtlas}, texture::sprite::{AtlasMapper, SpriteAtlas},
}; };
use sdl2::{ use sdl2::{
@@ -28,7 +28,7 @@ pub fn setup_sdl() -> Result<(Canvas<Window>, TextureCreator<WindowContext>, Sdl
pub fn create_atlas(canvas: &mut sdl2::render::Canvas<sdl2::video::Window>) -> SpriteAtlas { pub fn create_atlas(canvas: &mut sdl2::render::Canvas<sdl2::video::Window>) -> SpriteAtlas {
let texture_creator = canvas.texture_creator(); let texture_creator = canvas.texture_creator();
let atlas_bytes = get_asset_bytes(Asset::Atlas).unwrap(); let atlas_bytes = get_asset_bytes(Asset::AtlasImage).unwrap();
let texture = texture_creator.load_texture_bytes(&atlas_bytes).unwrap(); let texture = texture_creator.load_texture_bytes(&atlas_bytes).unwrap();
let texture: Texture<'static> = unsafe { std::mem::transmute(texture) }; let texture: Texture<'static> = unsafe { std::mem::transmute(texture) };

View File

@@ -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));
}

View File

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

95
tests/formatting.rs Normal file
View File

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

View File

@@ -1,13 +0,0 @@
use pacman::constants::RAW_BOARD;
use pacman::map::Map;
mod collision;
mod item;
#[test]
fn test_game_map_creation() {
let map = Map::new(RAW_BOARD).unwrap();
assert!(map.graph.node_count() > 0);
assert!(!map.grid_to_node.is_empty());
}

View File

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

View File

@@ -1,6 +1,5 @@
use pacman::entity::direction::Direction; use pacman::entity::direction::Direction;
use pacman::entity::graph::{EdgePermissions, Graph, Node}; use pacman::entity::graph::{Graph, Node, TraversalFlags};
use pacman::entity::traversal::{Position, Traverser};
fn create_test_graph() -> Graph { fn create_test_graph() -> Graph {
let mut graph = Graph::new(); let mut graph = Graph::new();
@@ -30,7 +29,7 @@ fn test_graph_basic_operations() {
position: glam::Vec2::new(16.0, 0.0), position: glam::Vec2::new(16.0, 0.0),
}); });
assert_eq!(graph.node_count(), 2); assert_eq!(graph.nodes().count(), 2);
assert!(graph.get_node(node1).is_some()); assert!(graph.get_node(node1).is_some());
assert!(graph.get_node(node2).is_some()); assert!(graph.get_node(node2).is_some());
assert!(graph.get_node(999).is_none()); assert!(graph.get_node(999).is_none());
@@ -79,11 +78,11 @@ fn test_graph_edge_permissions() {
}); });
graph graph
.add_edge(node1, node2, false, None, Direction::Right, EdgePermissions::GhostsOnly) .add_edge(node1, node2, false, None, Direction::Right, TraversalFlags::GHOST)
.unwrap(); .unwrap();
let edge = graph.find_edge_in_direction(node1, Direction::Right).unwrap(); let edge = graph.find_edge_in_direction(node1, Direction::Right).unwrap();
assert_eq!(edge.permissions, EdgePermissions::GhostsOnly); assert_eq!(edge.traversal_flags, TraversalFlags::GHOST);
} }
#[test] #[test]
@@ -103,7 +102,7 @@ fn should_add_connected_node() {
) )
.unwrap(); .unwrap();
assert_eq!(graph.node_count(), 2); assert_eq!(graph.nodes().count(), 2);
let edge = graph.find_edge(node1, node2); let edge = graph.find_edge(node1, node2);
assert!(edge.is_some()); assert!(edge.is_some());
assert_eq!(edge.unwrap().direction, Direction::Right); assert_eq!(edge.unwrap().direction, Direction::Right);
@@ -119,21 +118,21 @@ fn should_error_on_negative_edge_distance() {
position: glam::Vec2::new(16.0, 0.0), position: glam::Vec2::new(16.0, 0.0),
}); });
let result = graph.add_edge(node1, node2, false, Some(-1.0), Direction::Right, EdgePermissions::All); let result = graph.add_edge(node1, node2, false, Some(-1.0), Direction::Right, TraversalFlags::ALL);
assert!(result.is_err()); assert!(result.is_err());
} }
#[test] #[test]
fn should_error_on_duplicate_edge_without_replace() { fn should_error_on_duplicate_edge_without_replace() {
let mut graph = create_test_graph(); let mut graph = create_test_graph();
let result = graph.add_edge(0, 1, false, None, Direction::Right, EdgePermissions::All); let result = graph.add_edge(0, 1, false, None, Direction::Right, TraversalFlags::ALL);
assert!(result.is_err()); assert!(result.is_err());
} }
#[test] #[test]
fn should_allow_replacing_an_edge() { fn should_allow_replacing_an_edge() {
let mut graph = create_test_graph(); let mut graph = create_test_graph();
let result = graph.add_edge(0, 1, true, Some(42.0), Direction::Right, EdgePermissions::All); let result = graph.add_edge(0, 1, true, Some(42.0), Direction::Right, TraversalFlags::ALL);
assert!(result.is_ok()); assert!(result.is_ok());
let edge = graph.find_edge(0, 1).unwrap(); let edge = graph.find_edge(0, 1).unwrap();
@@ -150,68 +149,3 @@ fn should_find_edge_between_nodes() {
let non_existent_edge = graph.find_edge(0, 99); let non_existent_edge = graph.find_edge(0, 99);
assert!(non_existent_edge.is_none()); assert!(non_existent_edge.is_none());
} }
#[test]
fn test_traverser_basic() {
let graph = create_test_graph();
let mut traverser = Traverser::new(&graph, 0, Direction::Left, &|_| true);
traverser.set_next_direction(Direction::Up);
assert!(traverser.next_direction.is_some());
assert_eq!(traverser.next_direction.unwrap().0, Direction::Up);
}
#[test]
fn test_traverser_advance() {
let graph = create_test_graph();
let mut traverser = Traverser::new(&graph, 0, Direction::Right, &|_| true);
traverser.advance(&graph, 5.0, &|_| true).unwrap();
match traverser.position {
Position::BetweenNodes { from, to, traversed } => {
assert_eq!(from, 0);
assert_eq!(to, 1);
assert_eq!(traversed, 5.0);
}
_ => panic!("Expected to be between nodes"),
}
traverser.advance(&graph, 3.0, &|_| true).unwrap();
match traverser.position {
Position::BetweenNodes { from, to, traversed } => {
assert_eq!(from, 0);
assert_eq!(to, 1);
assert_eq!(traversed, 8.0);
}
_ => panic!("Expected to be between nodes"),
}
}
#[test]
fn test_traverser_with_permissions() {
let mut graph = Graph::new();
let node1 = graph.add_node(Node {
position: glam::Vec2::new(0.0, 0.0),
});
let node2 = graph.add_node(Node {
position: glam::Vec2::new(16.0, 0.0),
});
graph
.add_edge(node1, node2, false, None, Direction::Right, EdgePermissions::GhostsOnly)
.unwrap();
// Pacman can't traverse ghost-only edges
let mut traverser = Traverser::new(&graph, node1, Direction::Right, &|edge| {
matches!(edge.permissions, EdgePermissions::All)
});
traverser
.advance(&graph, 5.0, &|edge| matches!(edge.permissions, EdgePermissions::All))
.unwrap();
// Should still be at the node since it can't traverse
assert!(traverser.position.is_at_node());
}

View File

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

View File

@@ -1,13 +1,12 @@
use glam::Vec2; use glam::Vec2;
use pacman::constants::{CELL_SIZE, RAW_BOARD}; use pacman::constants::{CELL_SIZE, RAW_BOARD};
use pacman::map::Map; use pacman::map::builder::Map;
use sdl2::render::Texture;
#[test] #[test]
fn test_map_creation() { fn test_map_creation() {
let map = Map::new(RAW_BOARD).unwrap(); let map = Map::new(RAW_BOARD).unwrap();
assert!(map.graph.node_count() > 0); assert!(map.graph.nodes().count() > 0);
assert!(!map.grid_to_node.is_empty()); assert!(!map.grid_to_node.is_empty());
// Check that some connections were made // Check that some connections were made
@@ -34,60 +33,60 @@ fn test_map_node_positions() {
} }
} }
#[test] // #[test]
fn test_generate_items() { // fn test_generate_items() {
use pacman::texture::sprite::{AtlasMapper, MapperFrame, SpriteAtlas}; // use pacman::texture::sprite::{AtlasMapper, MapperFrame, SpriteAtlas};
use std::collections::HashMap; // use std::collections::HashMap;
let map = Map::new(RAW_BOARD).unwrap(); // let map = Map::new(RAW_BOARD).unwrap();
// Create a minimal atlas for testing // // Create a minimal atlas for testing
let mut frames = HashMap::new(); // let mut frames = HashMap::new();
frames.insert( // frames.insert(
"maze/pellet.png".to_string(), // "maze/pellet.png".to_string(),
MapperFrame { // MapperFrame {
x: 0, // x: 0,
y: 0, // y: 0,
width: 8, // width: 8,
height: 8, // height: 8,
}, // },
); // );
frames.insert( // frames.insert(
"maze/energizer.png".to_string(), // "maze/energizer.png".to_string(),
MapperFrame { // MapperFrame {
x: 8, // x: 8,
y: 0, // y: 0,
width: 8, // width: 8,
height: 8, // height: 8,
}, // },
); // );
let mapper = AtlasMapper { frames }; // let mapper = AtlasMapper { frames };
let texture = unsafe { std::mem::transmute::<usize, Texture<'static>>(0usize) }; // let texture = unsafe { std::mem::transmute::<usize, Texture<'static>>(0usize) };
let atlas = SpriteAtlas::new(texture, mapper); // let atlas = SpriteAtlas::new(texture, mapper);
let items = map.generate_items(&atlas).unwrap(); // let items = map.generate_items(&atlas).unwrap();
// Verify we have items // // Verify we have items
assert!(!items.is_empty()); // assert!(!items.is_empty());
// Count different types // // Count different types
let pellet_count = items // let pellet_count = items
.iter() // .iter()
.filter(|item| matches!(item.item_type, pacman::entity::item::ItemType::Pellet)) // .filter(|item| matches!(item.item_type, pacman::entity::item::ItemType::Pellet))
.count(); // .count();
let energizer_count = items // let energizer_count = items
.iter() // .iter()
.filter(|item| matches!(item.item_type, pacman::entity::item::ItemType::Energizer)) // .filter(|item| matches!(item.item_type, pacman::entity::item::ItemType::Energizer))
.count(); // .count();
// Should have both types // // Should have both types
assert_eq!(pellet_count, 240); // assert_eq!(pellet_count, 240);
assert_eq!(energizer_count, 4); // assert_eq!(energizer_count, 4);
// All items should be uncollected initially // // All items should be uncollected initially
assert!(items.iter().all(|item| !item.is_collected())); // assert!(items.iter().all(|item| !item.is_collected()));
// All items should have valid node indices // // All items should have valid node indices
assert!(items.iter().all(|item| item.node_index < map.graph.node_count())); // assert!(items.iter().all(|item| item.node_index < map.graph.node_count()));
} // }

View File

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

View File

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

40
tests/profiling.rs Normal file
View File

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

View File

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

View File

@@ -1,7 +1,7 @@
import { $ } from "bun"; import { $ } from "bun";
import { existsSync, promises as fs } from "fs"; import { existsSync, promises as fs } from "fs";
import { platform } from "os"; import { platform } from "os";
import { dirname, join, relative, resolve } from "path"; import { basename, dirname, join, relative, resolve } from "path";
import { match, P } from "ts-pattern"; import { match, P } from "ts-pattern";
import { configure, getConsoleSink, getLogger } from "@logtape/logtape"; import { configure, getConsoleSink, getLogger } from "@logtape/logtape";
@@ -79,16 +79,19 @@ async function build(release: boolean, env: Record<string, string> | null) {
// The files to copy into 'dist' // The files to copy into 'dist'
const files = [ const files = [
...["index.html", "favicon.ico", "build.css", "TerminalVector.ttf"].map( ...[
(file) => ({ "index.html",
src: join(siteFolder, file), "favicon.ico",
dest: join(dist, file), "build.css",
optional: false, "../game/TerminalVector.ttf",
}) ].map((file) => ({
), src: resolve(join(siteFolder, file)),
dest: join(dist, basename(file)),
optional: false,
})),
...["pacman.wasm", "pacman.js", "deps/pacman.data"].map((file) => ({ ...["pacman.wasm", "pacman.js", "deps/pacman.data"].map((file) => ({
src: join(outputFolder, file), src: join(outputFolder, file),
dest: join(dist, file.split("/").pop() || file), dest: join(dist, basename(file)),
optional: false, optional: false,
})), })),
{ {