mirror of
https://github.com/Xevion/Pac-Man.git
synced 2025-12-06 03:15:48 -06:00
Compare commits
43 Commits
| Author | SHA1 | Date | |
|---|---|---|---|
| 9c9dc5f423 | |||
| 12ee16faab | |||
| 398d041d96 | |||
| 7a02d6b0b5 | |||
| d47d70ff5b | |||
| 313ca4f3e6 | |||
| f940f01d9b | |||
| 90adaf9e84 | |||
| 2140fbec1b | |||
| 78300bdf9c | |||
| 514a447162 | |||
| 3d0bc66e40 | |||
| e0a15c1ca8 | |||
| fa12611c69 | |||
| 342f378860 | |||
| e8944598cc | |||
| 6af25af5f3 | |||
| f1935ad016 | |||
| 4d397bba5f | |||
| 80930ddd35 | |||
| 0133dd5329 | |||
| 635418a4da | |||
| 31193160a9 | |||
| 3086453c7b | |||
| a8b83b8e2b | |||
| 8ce2af89c8 | |||
| 5f0ee87dd9 | |||
| b88895e82f | |||
| 2f0c734d13 | |||
| e96b3159d7 | |||
| 8c95ecc547 | |||
| 02a98c9f32 | |||
| 7f95c0233e | |||
| a531228b95 | |||
| de86f383bf | |||
| bd811ee783 | |||
| 57d7f75940 | |||
| c5d6ea28e1 | |||
| 730daed20a | |||
| b9bae99a4c | |||
| 2c65048fb0 | |||
| 3388d77ec5 | |||
| 242da2e263 |
@@ -20,3 +20,15 @@ repos:
|
||||
language: system
|
||||
types: [rust]
|
||||
pass_filenames: false
|
||||
- id: cargo-check
|
||||
name: cargo check
|
||||
entry: cargo check --all-targets
|
||||
language: system
|
||||
types_or: [rust, cargo, cargo-lock]
|
||||
pass_filenames: false
|
||||
- id: cargo-check-wasm
|
||||
name: cargo check for wasm32-unknown-emscripten
|
||||
entry: cargo check --all-targets --target=wasm32-unknown-emscripten
|
||||
language: system
|
||||
types_or: [rust, cargo, cargo-lock]
|
||||
pass_filenames: false
|
||||
|
||||
99
Cargo.lock
generated
99
Cargo.lock
generated
@@ -252,6 +252,12 @@ version = "1.0.0"
|
||||
source = "registry+https://github.com/rust-lang/crates.io-index"
|
||||
checksum = "baf1de4339761588bc0619e3cbc0120ee582ebb74b53b4efbf79117bd2da40fd"
|
||||
|
||||
[[package]]
|
||||
name = "circular-buffer"
|
||||
version = "1.1.0"
|
||||
source = "registry+https://github.com/rust-lang/crates.io-index"
|
||||
checksum = "23bdce1da528cadbac4654b5632bfcd8c6c63e25b1d42cea919a95958790b51d"
|
||||
|
||||
[[package]]
|
||||
name = "concurrent-queue"
|
||||
version = "2.5.0"
|
||||
@@ -316,6 +322,12 @@ dependencies = [
|
||||
"unicode-xid",
|
||||
]
|
||||
|
||||
[[package]]
|
||||
name = "diff"
|
||||
version = "0.1.13"
|
||||
source = "registry+https://github.com/rust-lang/crates.io-index"
|
||||
checksum = "56254986775e3233ffa9c4d7d3faaf6d36a2c09d30b20687e9f88bc8bafc16c8"
|
||||
|
||||
[[package]]
|
||||
name = "disqualified"
|
||||
version = "1.0.0"
|
||||
@@ -528,6 +540,12 @@ version = "2.7.5"
|
||||
source = "registry+https://github.com/rust-lang/crates.io-index"
|
||||
checksum = "32a282da65faaf38286cf3be983213fcf1d2e2a58700e808f83f4ea9a4804bc0"
|
||||
|
||||
[[package]]
|
||||
name = "micromap"
|
||||
version = "0.1.0"
|
||||
source = "registry+https://github.com/rust-lang/crates.io-index"
|
||||
checksum = "18c087666f377f857b49564f8791b481260c67825d6b337e1e38ddf54a985a88"
|
||||
|
||||
[[package]]
|
||||
name = "nonmax"
|
||||
version = "0.5.5"
|
||||
@@ -553,6 +571,12 @@ dependencies = [
|
||||
"autocfg",
|
||||
]
|
||||
|
||||
[[package]]
|
||||
name = "num-width"
|
||||
version = "0.1.0"
|
||||
source = "registry+https://github.com/rust-lang/crates.io-index"
|
||||
checksum = "faede9396d7883a8c9c989e0b53c984bf770defb5cb8ed6c345b4c0566cf32b9"
|
||||
|
||||
[[package]]
|
||||
name = "once_cell"
|
||||
version = "1.21.3"
|
||||
@@ -571,13 +595,19 @@ version = "0.2.0"
|
||||
dependencies = [
|
||||
"anyhow",
|
||||
"bevy_ecs",
|
||||
"bitflags 2.9.1",
|
||||
"circular-buffer",
|
||||
"glam 0.30.5",
|
||||
"lazy_static",
|
||||
"libc",
|
||||
"micromap",
|
||||
"num-width",
|
||||
"once_cell",
|
||||
"parking_lot",
|
||||
"pathfinding",
|
||||
"phf",
|
||||
"rand 0.9.2",
|
||||
"pretty_assertions",
|
||||
"rand",
|
||||
"sdl2",
|
||||
"serde",
|
||||
"serde_json",
|
||||
@@ -586,6 +616,7 @@ dependencies = [
|
||||
"strum",
|
||||
"strum_macros",
|
||||
"thiserror",
|
||||
"thousands",
|
||||
"tracing",
|
||||
"tracing-error",
|
||||
"tracing-subscriber",
|
||||
@@ -637,29 +668,30 @@ dependencies = [
|
||||
|
||||
[[package]]
|
||||
name = "phf"
|
||||
version = "0.11.3"
|
||||
version = "0.12.1"
|
||||
source = "registry+https://github.com/rust-lang/crates.io-index"
|
||||
checksum = "1fd6780a80ae0c52cc120a26a1a42c1ae51b247a253e4e06113d23d2c2edd078"
|
||||
checksum = "913273894cec178f401a31ec4b656318d95473527be05c0752cc41cdc32be8b7"
|
||||
dependencies = [
|
||||
"phf_macros",
|
||||
"phf_shared",
|
||||
"serde",
|
||||
]
|
||||
|
||||
[[package]]
|
||||
name = "phf_generator"
|
||||
version = "0.11.3"
|
||||
version = "0.12.1"
|
||||
source = "registry+https://github.com/rust-lang/crates.io-index"
|
||||
checksum = "3c80231409c20246a13fddb31776fb942c38553c51e871f8cbd687a4cfb5843d"
|
||||
checksum = "2cbb1126afed61dd6368748dae63b1ee7dc480191c6262a3b4ff1e29d86a6c5b"
|
||||
dependencies = [
|
||||
"fastrand",
|
||||
"phf_shared",
|
||||
"rand 0.8.5",
|
||||
]
|
||||
|
||||
[[package]]
|
||||
name = "phf_macros"
|
||||
version = "0.11.3"
|
||||
version = "0.12.1"
|
||||
source = "registry+https://github.com/rust-lang/crates.io-index"
|
||||
checksum = "f84ac04429c13a7ff43785d75ad27569f2951ce0ffd30a3321230db2fc727216"
|
||||
checksum = "d713258393a82f091ead52047ca779d37e5766226d009de21696c4e667044368"
|
||||
dependencies = [
|
||||
"phf_generator",
|
||||
"phf_shared",
|
||||
@@ -670,9 +702,9 @@ dependencies = [
|
||||
|
||||
[[package]]
|
||||
name = "phf_shared"
|
||||
version = "0.11.3"
|
||||
version = "0.12.1"
|
||||
source = "registry+https://github.com/rust-lang/crates.io-index"
|
||||
checksum = "67eabc2ef2a60eb7faa00097bd1ffdb5bd28e62bf39990626a582201b7a754e5"
|
||||
checksum = "06005508882fb681fd97892ecff4b7fd0fee13ef1aa569f8695dae7ab9099981"
|
||||
dependencies = [
|
||||
"siphasher",
|
||||
]
|
||||
@@ -698,6 +730,16 @@ dependencies = [
|
||||
"portable-atomic",
|
||||
]
|
||||
|
||||
[[package]]
|
||||
name = "pretty_assertions"
|
||||
version = "1.4.1"
|
||||
source = "registry+https://github.com/rust-lang/crates.io-index"
|
||||
checksum = "3ae130e2f271fbc2ac3a40fb1d07180839cdbbe443c7a27e1e3c13c5cac0116d"
|
||||
dependencies = [
|
||||
"diff",
|
||||
"yansi",
|
||||
]
|
||||
|
||||
[[package]]
|
||||
name = "proc-macro2"
|
||||
version = "1.0.95"
|
||||
@@ -722,30 +764,15 @@ version = "5.3.0"
|
||||
source = "registry+https://github.com/rust-lang/crates.io-index"
|
||||
checksum = "69cdb34c158ceb288df11e18b4bd39de994f6657d83847bdffdbd7f346754b0f"
|
||||
|
||||
[[package]]
|
||||
name = "rand"
|
||||
version = "0.8.5"
|
||||
source = "registry+https://github.com/rust-lang/crates.io-index"
|
||||
checksum = "34af8d1a0e25924bc5b7c43c079c942339d8f0a8b57c39049bef581b46327404"
|
||||
dependencies = [
|
||||
"rand_core 0.6.4",
|
||||
]
|
||||
|
||||
[[package]]
|
||||
name = "rand"
|
||||
version = "0.9.2"
|
||||
source = "registry+https://github.com/rust-lang/crates.io-index"
|
||||
checksum = "6db2770f06117d490610c7488547d543617b21bfa07796d7a12f6f1bd53850d1"
|
||||
dependencies = [
|
||||
"rand_core 0.9.3",
|
||||
"rand_core",
|
||||
]
|
||||
|
||||
[[package]]
|
||||
name = "rand_core"
|
||||
version = "0.6.4"
|
||||
source = "registry+https://github.com/rust-lang/crates.io-index"
|
||||
checksum = "ec0be4795e2f6a28069bec0b5ff3e2ac9bafc99e6a9a7dc3547996c5c816922c"
|
||||
|
||||
[[package]]
|
||||
name = "rand_core"
|
||||
version = "0.9.3"
|
||||
@@ -986,24 +1013,30 @@ dependencies = [
|
||||
|
||||
[[package]]
|
||||
name = "thiserror"
|
||||
version = "2.0.12"
|
||||
version = "2.0.14"
|
||||
source = "registry+https://github.com/rust-lang/crates.io-index"
|
||||
checksum = "567b8a2dae586314f7be2a752ec7474332959c6460e02bde30d702a66d488708"
|
||||
checksum = "0b0949c3a6c842cbde3f1686d6eea5a010516deb7085f79db747562d4102f41e"
|
||||
dependencies = [
|
||||
"thiserror-impl",
|
||||
]
|
||||
|
||||
[[package]]
|
||||
name = "thiserror-impl"
|
||||
version = "2.0.12"
|
||||
version = "2.0.14"
|
||||
source = "registry+https://github.com/rust-lang/crates.io-index"
|
||||
checksum = "7f7cf42b4507d8ea322120659672cf1b9dbb93f8f2d4ecfd6e51350ff5b17a1d"
|
||||
checksum = "cc5b44b4ab9c2fdd0e0512e6bece8388e214c0749f5862b114cc5b7a25daf227"
|
||||
dependencies = [
|
||||
"proc-macro2",
|
||||
"quote",
|
||||
"syn",
|
||||
]
|
||||
|
||||
[[package]]
|
||||
name = "thousands"
|
||||
version = "0.2.0"
|
||||
source = "registry+https://github.com/rust-lang/crates.io-index"
|
||||
checksum = "3bf63baf9f5039dadc247375c29eb13706706cfde997d0330d05aa63a77d8820"
|
||||
|
||||
[[package]]
|
||||
name = "thread_local"
|
||||
version = "1.1.7"
|
||||
@@ -1427,3 +1460,9 @@ checksum = "6f42320e61fe2cfd34354ecb597f86f413484a798ba44a8ca1165c58d42da6c1"
|
||||
dependencies = [
|
||||
"bitflags 2.9.1",
|
||||
]
|
||||
|
||||
[[package]]
|
||||
name = "yansi"
|
||||
version = "1.0.1"
|
||||
source = "registry+https://github.com/rust-lang/crates.io-index"
|
||||
checksum = "cfe53a6657fd280eaa890a3bc59152892ffa3e30101319d168b781ed6529b049"
|
||||
|
||||
17
Cargo.toml
17
Cargo.toml
@@ -6,7 +6,7 @@ edition = "2021"
|
||||
# See more keys and their definitions at https://doc.rust-lang.org/cargo/reference/manifest.html
|
||||
|
||||
[dependencies]
|
||||
tracing = { version = "0.1.40", features = ["max_level_debug", "release_max_level_debug"]}
|
||||
tracing = { version = "0.1.41", features = ["max_level_debug", "release_max_level_debug"]}
|
||||
tracing-error = "0.2.0"
|
||||
tracing-subscriber = {version = "0.3.17", features = ["env-filter"]}
|
||||
lazy_static = "1.5.0"
|
||||
@@ -15,16 +15,23 @@ spin_sleep = "1.3.2"
|
||||
rand = { version = "0.9.2", default-features = false, features = ["small_rng", "os_rng"] }
|
||||
pathfinding = "4.14"
|
||||
once_cell = "1.21.3"
|
||||
thiserror = "2.0"
|
||||
thiserror = "2.0.14"
|
||||
anyhow = "1.0"
|
||||
glam = { version = "0.30.5", features = [] }
|
||||
glam = "0.30.5"
|
||||
serde = { version = "1.0.219", features = ["derive"] }
|
||||
serde_json = "1.0.142"
|
||||
smallvec = "1.15.1"
|
||||
strum = "0.27.2"
|
||||
strum_macros = "0.27.2"
|
||||
phf = { version = "0.11", 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]
|
||||
lto = true
|
||||
@@ -63,4 +70,4 @@ libc = "0.2.175"
|
||||
[build-dependencies]
|
||||
serde = { version = "1.0", features = ["derive"] }
|
||||
serde_json = "1.0"
|
||||
phf = { version = "0.11", features = ["macros"] }
|
||||
phf = { version = "0.12.1", features = ["macros"] }
|
||||
|
||||
50
src/app.rs
50
src/app.rs
@@ -1,11 +1,10 @@
|
||||
use std::time::{Duration, Instant};
|
||||
|
||||
use glam::Vec2;
|
||||
use sdl2::render::{Canvas, ScaleMode, Texture, TextureCreator};
|
||||
use sdl2::render::TextureCreator;
|
||||
use sdl2::ttf::Sdl2TtfContext;
|
||||
use sdl2::video::{Window, WindowContext};
|
||||
use sdl2::video::WindowContext;
|
||||
use sdl2::{AudioSubsystem, EventPump, Sdl, VideoSubsystem};
|
||||
use tracing::{error, warn};
|
||||
|
||||
use crate::error::{GameError, GameResult};
|
||||
|
||||
@@ -13,14 +12,29 @@ use crate::constants::{CANVAS_SIZE, LOOP_TIME, SCALE};
|
||||
use crate::game::Game;
|
||||
use crate::platform::get_platform;
|
||||
|
||||
/// Main application wrapper that manages SDL initialization, window lifecycle, and the game loop.
|
||||
///
|
||||
/// Handles platform-specific setup, maintains consistent frame timing, and delegates
|
||||
/// game logic to the contained `Game` instance. The app manages focus state to
|
||||
/// optimize CPU usage when the window loses focus.
|
||||
pub struct App {
|
||||
pub game: Game,
|
||||
last_tick: Instant,
|
||||
focused: bool,
|
||||
cursor_pos: Vec2,
|
||||
_cursor_pos: Vec2,
|
||||
}
|
||||
|
||||
impl App {
|
||||
/// Initializes SDL subsystems, creates the game window, and sets up the game state.
|
||||
///
|
||||
/// Performs comprehensive initialization including video/audio subsystems, platform-specific
|
||||
/// console setup, window creation with proper scaling, and canvas configuration. All SDL
|
||||
/// resources are leaked to maintain 'static lifetimes required by the game architecture.
|
||||
///
|
||||
/// # Errors
|
||||
///
|
||||
/// Returns `GameError::Sdl` if any SDL initialization step fails, or propagates
|
||||
/// errors from `Game::new()` during game state setup.
|
||||
pub fn new() -> GameResult<Self> {
|
||||
let sdl_context: &'static Sdl = Box::leak(Box::new(sdl2::init().map_err(|e| GameError::Sdl(e.to_string()))?));
|
||||
let video_subsystem: &'static VideoSubsystem =
|
||||
@@ -46,11 +60,10 @@ impl App {
|
||||
.build()
|
||||
.map_err(|e| GameError::Sdl(e.to_string()))?;
|
||||
|
||||
let mut canvas = Box::leak(Box::new(
|
||||
let canvas = Box::leak(Box::new(
|
||||
window
|
||||
.into_canvas()
|
||||
.accelerated()
|
||||
.present_vsync()
|
||||
.build()
|
||||
.map_err(|e| GameError::Sdl(e.to_string()))?,
|
||||
));
|
||||
@@ -64,20 +77,24 @@ impl App {
|
||||
let game = Game::new(canvas, texture_creator, event_pump)?;
|
||||
// game.audio.set_mute(cfg!(debug_assertions));
|
||||
|
||||
// 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(App {
|
||||
game,
|
||||
focused: true,
|
||||
last_tick: Instant::now(),
|
||||
cursor_pos: Vec2::ZERO,
|
||||
_cursor_pos: Vec2::ZERO,
|
||||
})
|
||||
}
|
||||
|
||||
/// Executes a single frame of the game loop with consistent timing and optional sleep.
|
||||
///
|
||||
/// Calculates delta time since the last frame, runs game logic via `game.tick()`,
|
||||
/// and implements frame rate limiting by sleeping for remaining time if the frame
|
||||
/// completed faster than the target `LOOP_TIME`. Sleep behavior varies based on
|
||||
/// window focus to conserve CPU when the game is not active.
|
||||
///
|
||||
/// # Returns
|
||||
///
|
||||
/// `true` if the game should continue running, `false` if the game requested exit.
|
||||
pub fn run(&mut self) -> bool {
|
||||
{
|
||||
let start = Instant::now();
|
||||
@@ -116,17 +133,12 @@ impl App {
|
||||
return false;
|
||||
}
|
||||
|
||||
// if let Err(e) = self.game.draw(&mut self.canvas, &mut self.backbuffer) {
|
||||
// error!("Failed to draw game: {}", e);
|
||||
// }
|
||||
|
||||
// Sleep if we still have time left
|
||||
if start.elapsed() < LOOP_TIME {
|
||||
let time = LOOP_TIME.saturating_sub(start.elapsed());
|
||||
if time != Duration::ZERO {
|
||||
get_platform().sleep(time, self.focused);
|
||||
}
|
||||
} else {
|
||||
warn!("Game loop behind schedule by: {:?}", start.elapsed() - LOOP_TIME);
|
||||
}
|
||||
|
||||
true
|
||||
|
||||
29
src/asset.rs
29
src/asset.rs
@@ -5,16 +5,28 @@
|
||||
use std::borrow::Cow;
|
||||
use strum_macros::EnumIter;
|
||||
|
||||
/// Enumeration of all game assets with cross-platform loading support.
|
||||
///
|
||||
/// Each variant corresponds to a specific file that can be loaded either from
|
||||
/// binary-embedded data or embedded filesystem (Emscripten).
|
||||
#[derive(Debug, Clone, Copy, PartialEq, Eq, Hash, EnumIter)]
|
||||
pub enum Asset {
|
||||
Wav1,
|
||||
Wav2,
|
||||
Wav3,
|
||||
Wav4,
|
||||
Atlas,
|
||||
/// Main sprite atlas containing all game graphics (atlas.png)
|
||||
AtlasImage,
|
||||
/// Terminal Vector font for text rendering (TerminalVector.ttf)
|
||||
Font,
|
||||
}
|
||||
|
||||
impl Asset {
|
||||
/// Returns the relative file path for this asset within the game's asset directory.
|
||||
///
|
||||
/// Paths are consistent across platforms and used by the Emscripten backend
|
||||
/// for filesystem loading. Desktop builds embed assets directly and don't
|
||||
/// use these paths at runtime.
|
||||
#[allow(dead_code)]
|
||||
pub fn path(&self) -> &str {
|
||||
use Asset::*;
|
||||
@@ -23,7 +35,8 @@ impl Asset {
|
||||
Wav2 => "sound/waka/2.ogg",
|
||||
Wav3 => "sound/waka/3.ogg",
|
||||
Wav4 => "sound/waka/4.ogg",
|
||||
Atlas => "atlas.png",
|
||||
AtlasImage => "atlas.png",
|
||||
Font => "TerminalVector.ttf",
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -33,7 +46,17 @@ mod imp {
|
||||
use crate::error::AssetError;
|
||||
use crate::platform::get_platform;
|
||||
|
||||
/// Returns the raw bytes of the given asset.
|
||||
/// Loads asset bytes using the appropriate platform-specific method.
|
||||
///
|
||||
/// On desktop platforms, returns embedded compile-time data via `include_bytes!`.
|
||||
/// On Emscripten, loads from the filesystem using the asset's path. The returned
|
||||
/// `Cow` allows zero-copy access to embedded data while supporting owned data
|
||||
/// when loaded from disk.
|
||||
///
|
||||
/// # Errors
|
||||
///
|
||||
/// Returns `AssetError::NotFound` if the asset file cannot be located (Emscripten only),
|
||||
/// or `AssetError::Io` for filesystem I/O failures.
|
||||
pub fn get_asset_bytes(asset: Asset) -> Result<Cow<'static, [u8]>, AssetError> {
|
||||
get_platform().get_asset_bytes(asset)
|
||||
}
|
||||
|
||||
23
src/audio.rs
23
src/audio.rs
@@ -114,9 +114,11 @@ impl Audio {
|
||||
}
|
||||
}
|
||||
|
||||
/// Plays the "eat" sound effect.
|
||||
/// Plays the next waka eating sound in the cycle of four variants.
|
||||
///
|
||||
/// If audio is disabled or muted, this function does nothing.
|
||||
/// Automatically rotates through the four eating sound assets. The sound plays on channel 0 and the internal sound index
|
||||
/// advances to the next variant. Silently returns if audio is disabled, muted,
|
||||
/// or no sounds were loaded successfully.
|
||||
#[allow(dead_code)]
|
||||
pub fn eat(&mut self) {
|
||||
if self.disabled || self.muted || self.sounds.is_empty() {
|
||||
@@ -136,9 +138,11 @@ impl Audio {
|
||||
self.next_sound_index = (self.next_sound_index + 1) % self.sounds.len();
|
||||
}
|
||||
|
||||
/// Instantly mute or unmute all channels.
|
||||
/// Instantly mutes or unmutes all audio channels by adjusting their volume.
|
||||
///
|
||||
/// If audio is disabled, this function does nothing.
|
||||
/// Sets all 4 mixer channels to zero volume when muting, or restores them to
|
||||
/// their default volume (32) when unmuting. The mute state is tracked internally
|
||||
/// regardless of whether audio is disabled, allowing the state to be preserved.
|
||||
pub fn set_mute(&mut self, mute: bool) {
|
||||
if !self.disabled {
|
||||
let channels = 4;
|
||||
@@ -151,12 +155,19 @@ impl Audio {
|
||||
self.muted = mute;
|
||||
}
|
||||
|
||||
/// Returns `true` if the audio is muted.
|
||||
/// Returns the current mute state regardless of whether audio is functional.
|
||||
///
|
||||
/// This tracks the user's mute preference and will return `true` if muted
|
||||
/// even when the audio system is disabled due to initialization failures.
|
||||
pub fn is_muted(&self) -> bool {
|
||||
self.muted
|
||||
}
|
||||
|
||||
/// Returns `true` if the audio system is disabled.
|
||||
/// Returns whether the audio system failed to initialize and is non-functional.
|
||||
///
|
||||
/// Audio can be disabled due to SDL2_mixer initialization failures, missing
|
||||
/// audio device, or failure to load any sound assets. When disabled, all
|
||||
/// audio operations become no-ops.
|
||||
#[allow(dead_code)]
|
||||
pub fn is_disabled(&self) -> bool {
|
||||
self.disabled
|
||||
|
||||
@@ -4,6 +4,11 @@ use std::time::Duration;
|
||||
|
||||
use glam::UVec2;
|
||||
|
||||
/// Target frame duration for 60 FPS game loop timing.
|
||||
///
|
||||
/// Calculated as 1/60th of a second (≈16.67ms).
|
||||
///
|
||||
/// Written out explicitly to satisfy const-eval constraints.
|
||||
pub const LOOP_TIME: Duration = Duration::from_nanos((1_000_000_000.0 / 60.0) as u64);
|
||||
|
||||
/// The size of each cell, in pixels.
|
||||
@@ -14,9 +19,16 @@ pub const BOARD_CELL_SIZE: UVec2 = UVec2::new(28, 31);
|
||||
/// The scale factor for the window (integer zoom)
|
||||
pub const SCALE: f32 = 2.6;
|
||||
|
||||
/// The offset of the game board from the top-left corner of the window, in cells.
|
||||
/// Game board offset from window origin to reserve space for HUD elements.
|
||||
///
|
||||
/// The 3-cell vertical offset (24 pixels) provides space at the top of the
|
||||
/// screen for score display, player lives, and other UI elements.
|
||||
pub const BOARD_CELL_OFFSET: UVec2 = UVec2::new(0, 3);
|
||||
/// The offset of the game board from the top-left corner of the window, in pixels.
|
||||
|
||||
/// Pixel-space equivalent of `BOARD_CELL_OFFSET` for rendering calculations.
|
||||
///
|
||||
/// Automatically calculated from the cell offset to maintain consistency
|
||||
/// when the cell size changes. Used for positioning sprites and debug overlays.
|
||||
pub const BOARD_PIXEL_OFFSET: UVec2 = UVec2::new(BOARD_CELL_OFFSET.x * CELL_SIZE, BOARD_CELL_OFFSET.y * CELL_SIZE);
|
||||
/// The size of the canvas, in pixels.
|
||||
pub const CANVAS_SIZE: UVec2 = UVec2::new(
|
||||
@@ -24,22 +36,24 @@ pub const CANVAS_SIZE: UVec2 = UVec2::new(
|
||||
(BOARD_CELL_SIZE.y + BOARD_CELL_OFFSET.y) * CELL_SIZE,
|
||||
);
|
||||
|
||||
/// An enum representing the different types of tiles on the map.
|
||||
/// Map tile types that define gameplay behavior and collision properties.
|
||||
#[derive(Debug, Clone, Copy, PartialEq)]
|
||||
pub enum MapTile {
|
||||
/// An empty tile.
|
||||
/// Traversable space with no collectible items
|
||||
Empty,
|
||||
/// A wall tile.
|
||||
Wall,
|
||||
/// A regular pellet.
|
||||
/// Small collectible. Implicitly a traversable tile.
|
||||
Pellet,
|
||||
/// A power pellet.
|
||||
/// Large collectible. Implicitly a traversable tile.
|
||||
PowerPellet,
|
||||
/// A tunnel tile.
|
||||
/// Special traversable tile that connects to tunnel portals.
|
||||
Tunnel,
|
||||
}
|
||||
|
||||
/// The raw layout of the game board, as a 2D array of characters.
|
||||
/// ASCII art representation of the classic Pac-Man maze layout.
|
||||
///
|
||||
/// Uses character symbols to define the game world. This layout is parsed by `MapTileParser`
|
||||
/// to generate the navigable graph and collision geometry.
|
||||
pub const RAW_BOARD: [&str; BOARD_CELL_SIZE.y as usize] = [
|
||||
"############################",
|
||||
"#............##............#",
|
||||
|
||||
@@ -1,169 +0,0 @@
|
||||
use bevy_ecs::{
|
||||
event::{EventReader, EventWriter},
|
||||
system::{Query, Res, ResMut},
|
||||
};
|
||||
use tracing::debug;
|
||||
|
||||
use crate::entity::graph::EdgePermissions;
|
||||
use crate::{
|
||||
ecs::{DeltaTime, GlobalState, PlayerControlled, Position, Velocity},
|
||||
error::{EntityError, GameError},
|
||||
game::events::GameEvent,
|
||||
input::commands::GameCommand,
|
||||
map::builder::Map,
|
||||
};
|
||||
|
||||
pub fn movement_system(
|
||||
map: Res<Map>,
|
||||
delta_time: Res<DeltaTime>,
|
||||
mut entities: Query<(&mut PlayerControlled, &mut Velocity, &mut Position)>,
|
||||
mut errors: EventWriter<GameError>,
|
||||
) {
|
||||
for (mut player, mut velocity, mut position) in entities.iter_mut() {
|
||||
let distance = velocity.speed * 60.0 * delta_time.0;
|
||||
|
||||
// Decrement the remaining frames for the next direction
|
||||
if let Some((direction, remaining)) = velocity.next_direction {
|
||||
if remaining > 0 {
|
||||
velocity.next_direction = Some((direction, remaining - 1));
|
||||
} else {
|
||||
velocity.next_direction = None;
|
||||
}
|
||||
}
|
||||
|
||||
match *position {
|
||||
Position::AtNode(node_id) => {
|
||||
// We're not moving, but a buffered direction is available.
|
||||
if let Some((next_direction, _)) = velocity.next_direction {
|
||||
if let Some(edge) = map.graph.find_edge_in_direction(node_id, next_direction) {
|
||||
if can_traverse(&mut player, edge) {
|
||||
// Start moving in that direction
|
||||
*position = Position::BetweenNodes {
|
||||
from: node_id,
|
||||
to: edge.target,
|
||||
traversed: distance,
|
||||
};
|
||||
velocity.direction = next_direction;
|
||||
velocity.next_direction = None;
|
||||
}
|
||||
} else {
|
||||
errors.write(
|
||||
EntityError::InvalidMovement(format!(
|
||||
"No edge found in direction {:?} from node {}",
|
||||
next_direction, node_id
|
||||
))
|
||||
.into(),
|
||||
);
|
||||
}
|
||||
}
|
||||
}
|
||||
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;
|
||||
}
|
||||
|
||||
let edge = map
|
||||
.graph
|
||||
.find_edge(from, to)
|
||||
.ok_or_else(|| {
|
||||
errors.write(
|
||||
EntityError::InvalidMovement(format!(
|
||||
"Inconsistent state: Traverser is on a non-existent edge from {} to {}.",
|
||||
from, to
|
||||
))
|
||||
.into(),
|
||||
);
|
||||
return;
|
||||
})
|
||||
.unwrap();
|
||||
|
||||
let new_traversed = traversed + distance;
|
||||
|
||||
if new_traversed < edge.distance {
|
||||
// Still on the same edge, just update the distance.
|
||||
*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, _)) = velocity.next_direction {
|
||||
if let Some(edge) = map.graph.find_edge_in_direction(to, next_dir) {
|
||||
if can_traverse(&mut player, edge) {
|
||||
*position = Position::BetweenNodes {
|
||||
from: to,
|
||||
to: edge.target,
|
||||
traversed: overflow,
|
||||
};
|
||||
|
||||
velocity.direction = next_dir; // Remember our new direction
|
||||
velocity.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) = map.graph.find_edge_in_direction(to, velocity.direction) {
|
||||
if can_traverse(&mut player, edge) {
|
||||
*position = Position::BetweenNodes {
|
||||
from: to,
|
||||
to: edge.target,
|
||||
traversed: overflow,
|
||||
};
|
||||
} else {
|
||||
*position = Position::AtNode(to);
|
||||
velocity.next_direction = None;
|
||||
}
|
||||
} else {
|
||||
*position = Position::AtNode(to);
|
||||
velocity.next_direction = None;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
fn can_traverse(_player: &mut PlayerControlled, edge: crate::entity::graph::Edge) -> bool {
|
||||
matches!(edge.permissions, EdgePermissions::All)
|
||||
}
|
||||
|
||||
// Handles
|
||||
pub fn interact_system(
|
||||
mut events: EventReader<GameEvent>,
|
||||
mut state: ResMut<GlobalState>,
|
||||
mut players: Query<(&PlayerControlled, &mut Velocity)>,
|
||||
mut errors: EventWriter<GameError>,
|
||||
) {
|
||||
// Get the player's velocity (handling to ensure there is only one player)
|
||||
let mut velocity = match players.single_mut() {
|
||||
Ok((_, velocity)) => velocity,
|
||||
Err(e) => {
|
||||
errors.write(GameError::InvalidState(format!("Player not found: {}", e)).into());
|
||||
return;
|
||||
}
|
||||
};
|
||||
|
||||
// Handle events
|
||||
for event in events.read() {
|
||||
match event {
|
||||
GameEvent::Command(command) => match command {
|
||||
GameCommand::MovePlayer(direction) => {
|
||||
velocity.next_direction = Some((*direction, 90));
|
||||
}
|
||||
GameCommand::Exit => {
|
||||
state.exit = true;
|
||||
}
|
||||
_ => {}
|
||||
},
|
||||
}
|
||||
}
|
||||
}
|
||||
150
src/ecs/mod.rs
150
src/ecs/mod.rs
@@ -1,150 +0,0 @@
|
||||
//! The Entity-Component-System (ECS) module.
|
||||
//!
|
||||
//! This module contains all the ECS-related logic, including components, systems,
|
||||
//! and resources.
|
||||
|
||||
use bevy_ecs::{bundle::Bundle, component::Component, resource::Resource};
|
||||
use glam::Vec2;
|
||||
|
||||
use crate::{
|
||||
entity::{direction::Direction, graph::Graph, traversal},
|
||||
error::{EntityError, GameResult},
|
||||
texture::{
|
||||
animated::AnimatedTexture,
|
||||
directional::DirectionalAnimatedTexture,
|
||||
sprite::{AtlasTile, Sprite},
|
||||
},
|
||||
};
|
||||
|
||||
/// A tag component for entities that are controlled by the player.
|
||||
#[derive(Default, Component)]
|
||||
pub struct PlayerControlled;
|
||||
|
||||
/// 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,
|
||||
}
|
||||
|
||||
/// 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],
|
||||
}
|
||||
|
||||
/// A unique identifier for a node, represented by its index in the graph's storage.
|
||||
pub type NodeId = usize;
|
||||
|
||||
/// 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(Component, Debug, Copy, Clone, PartialEq)]
|
||||
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,
|
||||
},
|
||||
}
|
||||
|
||||
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.
|
||||
pub fn get_pixel_pos(&self, graph: &Graph) -> GameResult<Vec2> {
|
||||
let pos = match self {
|
||||
Position::AtNode(node_id) => {
|
||||
let node = graph.get_node(*node_id).ok_or(EntityError::NodeNotFound(*node_id))?;
|
||||
node.position
|
||||
}
|
||||
Position::BetweenNodes { from, to, traversed } => {
|
||||
let from_node = graph.get_node(*from).ok_or(EntityError::NodeNotFound(*from))?;
|
||||
let to_node = graph.get_node(*to).ok_or(EntityError::NodeNotFound(*to))?;
|
||||
let edge = graph
|
||||
.find_edge(*from, *to)
|
||||
.ok_or(EntityError::EdgeNotFound { from: *from, to: *to })?;
|
||||
from_node.position + (to_node.position - from_node.position) * (traversed / edge.distance)
|
||||
}
|
||||
};
|
||||
|
||||
Ok(Vec2::new(
|
||||
pos.x + crate::constants::BOARD_PIXEL_OFFSET.x as f32,
|
||||
pos.y + crate::constants::BOARD_PIXEL_OFFSET.y as f32,
|
||||
))
|
||||
}
|
||||
}
|
||||
|
||||
impl Default for Position {
|
||||
fn default() -> Self {
|
||||
Position::AtNode(0)
|
||||
}
|
||||
}
|
||||
|
||||
#[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(_))
|
||||
}
|
||||
}
|
||||
|
||||
/// A component for entities that have a velocity, with a direction and speed.
|
||||
#[derive(Default, Component)]
|
||||
pub struct Velocity {
|
||||
pub direction: Direction,
|
||||
pub next_direction: Option<(Direction, u8)>,
|
||||
pub speed: f32,
|
||||
}
|
||||
|
||||
#[derive(Bundle)]
|
||||
pub struct PlayerBundle {
|
||||
pub player: PlayerControlled,
|
||||
pub position: Position,
|
||||
pub velocity: Velocity,
|
||||
pub sprite: Renderable,
|
||||
pub directional_animated: DirectionalAnimated,
|
||||
}
|
||||
|
||||
#[derive(Resource)]
|
||||
pub struct GlobalState {
|
||||
pub exit: bool,
|
||||
}
|
||||
|
||||
#[derive(Resource)]
|
||||
pub struct DeltaTime(pub f32);
|
||||
|
||||
pub mod interact;
|
||||
pub mod render;
|
||||
@@ -1,98 +0,0 @@
|
||||
use crate::ecs::{DeltaTime, DirectionalAnimated, Position, Renderable, Velocity};
|
||||
use crate::error::{EntityError, GameError, TextureError};
|
||||
use crate::map::builder::Map;
|
||||
use crate::texture::sprite::SpriteAtlas;
|
||||
use bevy_ecs::entity::Entity;
|
||||
use bevy_ecs::event::EventWriter;
|
||||
use bevy_ecs::system::{NonSendMut, Query, Res};
|
||||
use sdl2::render::{Canvas, Texture};
|
||||
use sdl2::video::Window;
|
||||
|
||||
/// Updates the directional animated texture of an entity.
|
||||
pub fn directional_render_system(
|
||||
dt: Res<DeltaTime>,
|
||||
mut renderables: Query<(&Velocity, &mut DirectionalAnimated, &mut Renderable, &Position)>,
|
||||
mut errors: EventWriter<GameError>,
|
||||
) {
|
||||
for (velocity, mut texture, mut renderable, position) in renderables.iter_mut() {
|
||||
let stopped = matches!(position, Position::AtNode(_));
|
||||
let texture = if stopped {
|
||||
texture.stopped_textures[velocity.direction.as_usize()].as_mut()
|
||||
} else {
|
||||
texture.textures[velocity.direction.as_usize()].as_mut()
|
||||
};
|
||||
|
||||
if let Some(texture) = texture {
|
||||
if !stopped {
|
||||
texture.tick(dt.0);
|
||||
}
|
||||
renderable.sprite = *texture.current_tile();
|
||||
} else {
|
||||
errors.write(TextureError::RenderFailed(format!("Entity has no texture")).into());
|
||||
continue;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
pub struct MapTextureResource(pub Texture<'static>);
|
||||
pub struct BackbufferResource(pub Texture<'static>);
|
||||
|
||||
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>,
|
||||
mut renderables: Query<(Entity, &mut Renderable, &Position)>,
|
||||
mut errors: EventWriter<GameError>,
|
||||
) {
|
||||
// Clear the main canvas first
|
||||
canvas.set_draw_color(sdl2::pixels::Color::BLACK);
|
||||
canvas.clear();
|
||||
|
||||
// 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
|
||||
backbuffer_canvas
|
||||
.copy(&map_texture.0, None, None)
|
||||
.err()
|
||||
.map(|e| errors.write(TextureError::RenderFailed(e.to_string()).into()));
|
||||
|
||||
// Render all entities to the backbuffer
|
||||
for (_, mut renderable, position) in renderables.iter_mut() {
|
||||
let pos = position.get_pixel_pos(&map.graph);
|
||||
match pos {
|
||||
Ok(pos) => {
|
||||
let dest = crate::helpers::centered_with_size(
|
||||
glam::IVec2::new(pos.x as i32, pos.y as i32),
|
||||
glam::UVec2::new(renderable.sprite.size.x as u32, renderable.sprite.size.y as u32),
|
||||
);
|
||||
|
||||
renderable
|
||||
.sprite
|
||||
.render(backbuffer_canvas, &mut atlas, dest)
|
||||
.err()
|
||||
.map(|e| errors.write(TextureError::RenderFailed(e.to_string()).into()));
|
||||
}
|
||||
Err(e) => {
|
||||
errors.write(e.into());
|
||||
}
|
||||
}
|
||||
}
|
||||
})
|
||||
.err()
|
||||
.map(|e| errors.write(TextureError::RenderFailed(e.to_string()).into()));
|
||||
|
||||
// Copy backbuffer to main canvas and present
|
||||
canvas
|
||||
.copy(&backbuffer.0, None, None)
|
||||
.err()
|
||||
.map(|e| errors.write(TextureError::RenderFailed(e.to_string()).into()));
|
||||
|
||||
canvas.present();
|
||||
}
|
||||
@@ -1,128 +0,0 @@
|
||||
// use smallvec::SmallVec;
|
||||
// use std::collections::HashMap;
|
||||
|
||||
// use crate::entity::{graph::NodeId, traversal::Position};
|
||||
|
||||
// /// Trait for entities that can participate in collision detection.
|
||||
// pub trait Collidable {
|
||||
// /// Returns the current position of this entity.
|
||||
// fn position(&self) -> Position;
|
||||
|
||||
// /// Checks if this entity is colliding with another entity.
|
||||
// #[allow(dead_code)]
|
||||
// fn is_colliding_with(&self, other: &dyn Collidable) -> bool {
|
||||
// positions_overlap(&self.position(), &other.position())
|
||||
// }
|
||||
// }
|
||||
|
||||
// /// System for tracking entities by their positions for efficient collision detection.
|
||||
// #[derive(Default)]
|
||||
// pub struct CollisionSystem {
|
||||
// /// Maps node IDs to lists of entity IDs that are at that node
|
||||
// node_entities: HashMap<NodeId, Vec<EntityId>>,
|
||||
// /// Maps entity IDs to their current positions
|
||||
// entity_positions: HashMap<EntityId, Position>,
|
||||
// /// Next available entity ID
|
||||
// next_id: EntityId,
|
||||
// }
|
||||
|
||||
// /// Unique identifier for an entity in the collision system
|
||||
// pub type EntityId = u32;
|
||||
|
||||
// impl CollisionSystem {
|
||||
// /// Registers an entity with the collision system and returns its ID
|
||||
// pub fn register_entity(&mut self, position: Position) -> EntityId {
|
||||
// let id = self.next_id;
|
||||
// self.next_id += 1;
|
||||
|
||||
// self.entity_positions.insert(id, position);
|
||||
// self.update_node_entities(id, position);
|
||||
|
||||
// id
|
||||
// }
|
||||
|
||||
// /// Updates an entity's position
|
||||
// pub fn update_position(&mut self, entity_id: EntityId, new_position: Position) {
|
||||
// if let Some(old_position) = self.entity_positions.get(&entity_id) {
|
||||
// // Remove from old nodes
|
||||
// self.remove_from_nodes(entity_id, *old_position);
|
||||
// }
|
||||
|
||||
// // Update position and add to new nodes
|
||||
// self.entity_positions.insert(entity_id, new_position);
|
||||
// self.update_node_entities(entity_id, new_position);
|
||||
// }
|
||||
|
||||
// /// Removes an entity from the collision system
|
||||
// #[allow(dead_code)]
|
||||
// pub fn remove_entity(&mut self, entity_id: EntityId) {
|
||||
// if let Some(position) = self.entity_positions.remove(&entity_id) {
|
||||
// self.remove_from_nodes(entity_id, position);
|
||||
// }
|
||||
// }
|
||||
|
||||
// /// Gets all entity IDs at a specific node
|
||||
// pub fn entities_at_node(&self, node: NodeId) -> &[EntityId] {
|
||||
// self.node_entities.get(&node).map(|v| v.as_slice()).unwrap_or(&[])
|
||||
// }
|
||||
|
||||
// /// Gets all entity IDs that could collide with an entity at the given position
|
||||
// pub fn potential_collisions(&self, position: &Position) -> Vec<EntityId> {
|
||||
// let mut collisions = Vec::new();
|
||||
// let nodes = get_nodes(position);
|
||||
|
||||
// for node in nodes {
|
||||
// collisions.extend(self.entities_at_node(node));
|
||||
// }
|
||||
|
||||
// // Remove duplicates
|
||||
// collisions.sort_unstable();
|
||||
// collisions.dedup();
|
||||
// collisions
|
||||
// }
|
||||
|
||||
// /// Updates the node_entities map when an entity's position changes
|
||||
// fn update_node_entities(&mut self, entity_id: EntityId, position: Position) {
|
||||
// let nodes = get_nodes(&position);
|
||||
// for node in nodes {
|
||||
// self.node_entities.entry(node).or_default().push(entity_id);
|
||||
// }
|
||||
// }
|
||||
|
||||
// /// Removes an entity from all nodes it was previously at
|
||||
// fn remove_from_nodes(&mut self, entity_id: EntityId, position: Position) {
|
||||
// let nodes = get_nodes(&position);
|
||||
// for node in nodes {
|
||||
// if let Some(entities) = self.node_entities.get_mut(&node) {
|
||||
// entities.retain(|&id| id != entity_id);
|
||||
// if entities.is_empty() {
|
||||
// self.node_entities.remove(&node);
|
||||
// }
|
||||
// }
|
||||
// }
|
||||
// }
|
||||
// }
|
||||
|
||||
// /// Checks if two positions overlap (entities are at the same location).
|
||||
// fn positions_overlap(a: &Position, b: &Position) -> bool {
|
||||
// let a_nodes = get_nodes(a);
|
||||
// let b_nodes = get_nodes(b);
|
||||
|
||||
// // Check if any nodes overlap
|
||||
// a_nodes.iter().any(|a_node| b_nodes.contains(a_node))
|
||||
|
||||
// // TODO: More complex overlap detection, the above is a simple check, but it could become an early filter for more precise calculations later
|
||||
// }
|
||||
|
||||
// /// Gets all nodes that an entity is currently at or between.
|
||||
// fn get_nodes(pos: &Position) -> SmallVec<[NodeId; 2]> {
|
||||
// let mut nodes = SmallVec::new();
|
||||
// match pos {
|
||||
// Position::AtNode(node) => nodes.push(*node),
|
||||
// Position::BetweenNodes { from, to, .. } => {
|
||||
// nodes.push(*from);
|
||||
// nodes.push(*to);
|
||||
// }
|
||||
// }
|
||||
// nodes
|
||||
// }
|
||||
@@ -1,254 +0,0 @@
|
||||
// //! Ghost entity implementation.
|
||||
// //!
|
||||
// //! This module contains the ghost character logic, including movement,
|
||||
// //! animation, and rendering. Ghosts move through the game graph using
|
||||
// //! a traverser and display directional animated textures.
|
||||
|
||||
// use pathfinding::prelude::dijkstra;
|
||||
// use rand::prelude::*;
|
||||
// use smallvec::SmallVec;
|
||||
// use tracing::error;
|
||||
|
||||
// use crate::entity::{
|
||||
// collision::Collidable,
|
||||
// direction::Direction,
|
||||
// graph::{Edge, EdgePermissions, Graph, NodeId},
|
||||
// r#trait::Entity,
|
||||
// traversal::Traverser,
|
||||
// };
|
||||
// use crate::texture::animated::AnimatedTexture;
|
||||
// use crate::texture::directional::DirectionalAnimatedTexture;
|
||||
// use crate::texture::sprite::SpriteAtlas;
|
||||
|
||||
// use crate::error::{EntityError, GameError, GameResult, TextureError};
|
||||
|
||||
// /// Determines if a ghost can traverse a given edge.
|
||||
// ///
|
||||
// /// Ghosts can move through edges that allow all entities or ghost-only edges.
|
||||
// fn can_ghost_traverse(edge: Edge) -> bool {
|
||||
// matches!(edge.permissions, EdgePermissions::All | EdgePermissions::GhostsOnly)
|
||||
// }
|
||||
|
||||
// /// The four classic ghost types.
|
||||
// #[derive(Debug, Clone, Copy, PartialEq, Eq)]
|
||||
// pub enum GhostType {
|
||||
// Blinky,
|
||||
// Pinky,
|
||||
// Inky,
|
||||
// Clyde,
|
||||
// }
|
||||
|
||||
// impl GhostType {
|
||||
// /// Returns the ghost type name for atlas lookups.
|
||||
// pub fn as_str(self) -> &'static str {
|
||||
// match self {
|
||||
// GhostType::Blinky => "blinky",
|
||||
// GhostType::Pinky => "pinky",
|
||||
// GhostType::Inky => "inky",
|
||||
// GhostType::Clyde => "clyde",
|
||||
// }
|
||||
// }
|
||||
|
||||
// /// Returns the base movement speed for this ghost type.
|
||||
// pub fn base_speed(self) -> f32 {
|
||||
// match self {
|
||||
// GhostType::Blinky => 1.0,
|
||||
// GhostType::Pinky => 0.95,
|
||||
// GhostType::Inky => 0.9,
|
||||
// GhostType::Clyde => 0.85,
|
||||
// }
|
||||
// }
|
||||
// }
|
||||
|
||||
// /// A ghost entity that roams the game world.
|
||||
// ///
|
||||
// /// Ghosts move through the game world using a graph-based navigation system
|
||||
// /// and display directional animated sprites. They randomly choose directions
|
||||
// /// at each intersection.
|
||||
// pub struct Ghost {
|
||||
// /// Handles movement through the game graph
|
||||
// pub traverser: Traverser,
|
||||
// /// The type of ghost (affects appearance and speed)
|
||||
// pub ghost_type: GhostType,
|
||||
// /// Manages directional animated textures for different movement states
|
||||
// texture: DirectionalAnimatedTexture,
|
||||
// /// Current movement speed
|
||||
// speed: f32,
|
||||
// }
|
||||
|
||||
// impl Entity for Ghost {
|
||||
// fn traverser(&self) -> &Traverser {
|
||||
// &self.traverser
|
||||
// }
|
||||
|
||||
// fn traverser_mut(&mut self) -> &mut Traverser {
|
||||
// &mut self.traverser
|
||||
// }
|
||||
|
||||
// fn texture(&self) -> &DirectionalAnimatedTexture {
|
||||
// &self.texture
|
||||
// }
|
||||
|
||||
// fn texture_mut(&mut self) -> &mut DirectionalAnimatedTexture {
|
||||
// &mut self.texture
|
||||
// }
|
||||
|
||||
// fn speed(&self) -> f32 {
|
||||
// self.speed
|
||||
// }
|
||||
|
||||
// fn can_traverse(&self, edge: Edge) -> bool {
|
||||
// can_ghost_traverse(edge)
|
||||
// }
|
||||
|
||||
// fn tick(&mut self, dt: f32, graph: &Graph) {
|
||||
// // Choose random direction when at a node
|
||||
// if self.traverser.position.is_at_node() {
|
||||
// self.choose_random_direction(graph);
|
||||
// }
|
||||
|
||||
// if let Err(e) = self.traverser.advance(graph, dt * 60.0 * self.speed, &can_ghost_traverse) {
|
||||
// error!("Ghost movement error: {}", e);
|
||||
// }
|
||||
// self.texture.tick(dt);
|
||||
// }
|
||||
// }
|
||||
|
||||
// impl Ghost {
|
||||
// /// Creates a new ghost instance at the specified starting node.
|
||||
// ///
|
||||
// /// Sets up animated textures for all four directions with moving and stopped states.
|
||||
// /// The moving animation cycles through two sprite variants.
|
||||
// pub fn new(graph: &Graph, start_node: NodeId, ghost_type: GhostType, atlas: &SpriteAtlas) -> GameResult<Self> {
|
||||
// let mut textures = [None, None, None, None];
|
||||
// let mut stopped_textures = [None, None, None, None];
|
||||
|
||||
// for direction in Direction::DIRECTIONS {
|
||||
// let moving_prefix = match direction {
|
||||
// Direction::Up => "up",
|
||||
// Direction::Down => "down",
|
||||
// Direction::Left => "left",
|
||||
// Direction::Right => "right",
|
||||
// };
|
||||
// let moving_tiles = vec![
|
||||
// SpriteAtlas::get_tile(atlas, &format!("ghost/{}/{}_{}.png", ghost_type.as_str(), moving_prefix, "a"))
|
||||
// .ok_or_else(|| {
|
||||
// GameError::Texture(TextureError::AtlasTileNotFound(format!(
|
||||
// "ghost/{}/{}_{}.png",
|
||||
// ghost_type.as_str(),
|
||||
// moving_prefix,
|
||||
// "a"
|
||||
// )))
|
||||
// })?,
|
||||
// SpriteAtlas::get_tile(atlas, &format!("ghost/{}/{}_{}.png", ghost_type.as_str(), moving_prefix, "b"))
|
||||
// .ok_or_else(|| {
|
||||
// GameError::Texture(TextureError::AtlasTileNotFound(format!(
|
||||
// "ghost/{}/{}_{}.png",
|
||||
// ghost_type.as_str(),
|
||||
// moving_prefix,
|
||||
// "b"
|
||||
// )))
|
||||
// })?,
|
||||
// ];
|
||||
|
||||
// let stopped_tiles =
|
||||
// vec![
|
||||
// SpriteAtlas::get_tile(atlas, &format!("ghost/{}/{}_{}.png", ghost_type.as_str(), moving_prefix, "a"))
|
||||
// .ok_or_else(|| {
|
||||
// GameError::Texture(TextureError::AtlasTileNotFound(format!(
|
||||
// "ghost/{}/{}_{}.png",
|
||||
// ghost_type.as_str(),
|
||||
// moving_prefix,
|
||||
// "a"
|
||||
// )))
|
||||
// })?,
|
||||
// ];
|
||||
|
||||
// textures[direction.as_usize()] = Some(AnimatedTexture::new(moving_tiles, 0.2)?);
|
||||
// stopped_textures[direction.as_usize()] = Some(AnimatedTexture::new(stopped_tiles, 0.1)?);
|
||||
// }
|
||||
|
||||
// Ok(Self {
|
||||
// traverser: Traverser::new(graph, start_node, Direction::Left, &can_ghost_traverse),
|
||||
// ghost_type,
|
||||
// texture: DirectionalAnimatedTexture::new(textures, stopped_textures),
|
||||
// speed: ghost_type.base_speed(),
|
||||
// })
|
||||
// }
|
||||
|
||||
// /// Chooses a random available direction at the current intersection.
|
||||
// fn choose_random_direction(&mut self, graph: &Graph) {
|
||||
// let current_node = self.traverser.position.from_node_id();
|
||||
// let intersection = &graph.adjacency_list[current_node];
|
||||
|
||||
// // Collect all available directions
|
||||
// let mut available_directions = SmallVec::<[_; 4]>::new();
|
||||
// for direction in Direction::DIRECTIONS {
|
||||
// if let Some(edge) = intersection.get(direction) {
|
||||
// if can_ghost_traverse(edge) {
|
||||
// available_directions.push(direction);
|
||||
// }
|
||||
// }
|
||||
// }
|
||||
// // Choose a random direction (avoid reversing unless necessary)
|
||||
// if !available_directions.is_empty() {
|
||||
// let mut rng = SmallRng::from_os_rng();
|
||||
|
||||
// // Filter out the opposite direction if possible, but allow it if we have limited options
|
||||
// let opposite = self.traverser.direction.opposite();
|
||||
// let filtered_directions: Vec<_> = available_directions
|
||||
// .iter()
|
||||
// .filter(|&&dir| dir != opposite || available_directions.len() <= 2)
|
||||
// .collect();
|
||||
|
||||
// if let Some(&random_direction) = filtered_directions.choose(&mut rng) {
|
||||
// self.traverser.set_next_direction(*random_direction);
|
||||
// }
|
||||
// }
|
||||
// }
|
||||
|
||||
// /// Calculates the shortest path from the ghost's current position to a target node using Dijkstra's algorithm.
|
||||
// ///
|
||||
// /// Returns a vector of NodeIds representing the path, or an error if pathfinding fails.
|
||||
// /// The path includes the current node and the target node.
|
||||
// pub fn calculate_path_to_target(&self, graph: &Graph, target: NodeId) -> GameResult<Vec<NodeId>> {
|
||||
// let start_node = self.traverser.position.from_node_id();
|
||||
|
||||
// // Use Dijkstra's algorithm to find the shortest path
|
||||
// let result = dijkstra(
|
||||
// &start_node,
|
||||
// |&node_id| {
|
||||
// // Get all edges from the current node
|
||||
// graph.adjacency_list[node_id]
|
||||
// .edges()
|
||||
// .filter(|edge| can_ghost_traverse(*edge))
|
||||
// .map(|edge| (edge.target, (edge.distance * 100.0) as u32))
|
||||
// .collect::<Vec<_>>()
|
||||
// },
|
||||
// |&node_id| node_id == target,
|
||||
// );
|
||||
|
||||
// result.map(|(path, _cost)| path).ok_or_else(|| {
|
||||
// GameError::Entity(EntityError::PathfindingFailed(format!(
|
||||
// "No path found from node {} to target {}",
|
||||
// start_node, target
|
||||
// )))
|
||||
// })
|
||||
// }
|
||||
|
||||
// /// Returns the ghost's color for debug rendering.
|
||||
// pub fn debug_color(&self) -> sdl2::pixels::Color {
|
||||
// match self.ghost_type {
|
||||
// GhostType::Blinky => sdl2::pixels::Color::RGB(255, 0, 0), // Red
|
||||
// GhostType::Pinky => sdl2::pixels::Color::RGB(255, 182, 255), // Pink
|
||||
// GhostType::Inky => sdl2::pixels::Color::RGB(0, 255, 255), // Cyan
|
||||
// GhostType::Clyde => sdl2::pixels::Color::RGB(255, 182, 85), // Orange
|
||||
// }
|
||||
// }
|
||||
// }
|
||||
|
||||
// impl Collidable for Ghost {
|
||||
// fn position(&self) -> crate::entity::traversal::Position {
|
||||
// self.traverser.position
|
||||
// }
|
||||
// }
|
||||
@@ -1,117 +0,0 @@
|
||||
// use crate::{
|
||||
// constants,
|
||||
// entity::{collision::Collidable, graph::Graph},
|
||||
// error::{EntityError, GameResult},
|
||||
// texture::sprite::{Sprite, SpriteAtlas},
|
||||
// };
|
||||
// use sdl2::render::{Canvas, RenderTarget};
|
||||
// use strum_macros::{EnumCount, EnumIter};
|
||||
|
||||
// #[derive(Debug, Clone, Copy, PartialEq, Eq)]
|
||||
// pub enum ItemType {
|
||||
// Pellet,
|
||||
// Energizer,
|
||||
// #[allow(dead_code)]
|
||||
// Fruit {
|
||||
// kind: FruitKind,
|
||||
// },
|
||||
// }
|
||||
|
||||
// impl ItemType {
|
||||
// pub fn get_score(self) -> u32 {
|
||||
// match self {
|
||||
// ItemType::Pellet => 10,
|
||||
// ItemType::Energizer => 50,
|
||||
// ItemType::Fruit { kind } => kind.get_score(),
|
||||
// }
|
||||
// }
|
||||
// }
|
||||
|
||||
// #[derive(Debug, Clone, Copy, PartialEq, Eq, EnumIter, EnumCount)]
|
||||
// #[allow(dead_code)]
|
||||
// pub enum FruitKind {
|
||||
// Apple,
|
||||
// Strawberry,
|
||||
// Orange,
|
||||
// Melon,
|
||||
// Bell,
|
||||
// Key,
|
||||
// Galaxian,
|
||||
// }
|
||||
|
||||
// impl FruitKind {
|
||||
// #[allow(dead_code)]
|
||||
// pub fn index(self) -> u8 {
|
||||
// match self {
|
||||
// FruitKind::Apple => 0,
|
||||
// FruitKind::Strawberry => 1,
|
||||
// FruitKind::Orange => 2,
|
||||
// FruitKind::Melon => 3,
|
||||
// FruitKind::Bell => 4,
|
||||
// FruitKind::Key => 5,
|
||||
// FruitKind::Galaxian => 6,
|
||||
// }
|
||||
// }
|
||||
|
||||
// pub fn get_score(self) -> u32 {
|
||||
// match self {
|
||||
// FruitKind::Apple => 100,
|
||||
// FruitKind::Strawberry => 300,
|
||||
// FruitKind::Orange => 500,
|
||||
// FruitKind::Melon => 700,
|
||||
// FruitKind::Bell => 1000,
|
||||
// FruitKind::Key => 2000,
|
||||
// FruitKind::Galaxian => 3000,
|
||||
// }
|
||||
// }
|
||||
// }
|
||||
|
||||
// pub struct Item {
|
||||
// pub node_index: usize,
|
||||
// pub item_type: ItemType,
|
||||
// pub sprite: Sprite,
|
||||
// pub collected: bool,
|
||||
// }
|
||||
|
||||
// impl Item {
|
||||
// pub fn new(node_index: usize, item_type: ItemType, sprite: Sprite) -> Self {
|
||||
// Self {
|
||||
// node_index,
|
||||
// item_type,
|
||||
// sprite,
|
||||
// collected: false,
|
||||
// }
|
||||
// }
|
||||
|
||||
// pub fn is_collected(&self) -> bool {
|
||||
// self.collected
|
||||
// }
|
||||
|
||||
// pub fn collect(&mut self) {
|
||||
// self.collected = true;
|
||||
// }
|
||||
|
||||
// pub fn get_score(&self) -> u32 {
|
||||
// self.item_type.get_score()
|
||||
// }
|
||||
|
||||
// pub fn render<T: RenderTarget>(&self, canvas: &mut Canvas<T>, atlas: &mut SpriteAtlas, graph: &Graph) -> GameResult<()> {
|
||||
// if self.collected {
|
||||
// return Ok(());
|
||||
// }
|
||||
|
||||
// let node = graph
|
||||
// .get_node(self.node_index)
|
||||
// .ok_or(EntityError::NodeNotFound(self.node_index))?;
|
||||
// let position = node.position + constants::BOARD_PIXEL_OFFSET.as_vec2();
|
||||
|
||||
// self.sprite.render(canvas, atlas, position)?;
|
||||
// Ok(())
|
||||
// }
|
||||
// }
|
||||
|
||||
// impl Collidable for Item {
|
||||
// fn position(&self) -> crate::entity::traversal::Position {
|
||||
// crate::entity::traversal::Position::AtNode(self.node_index)
|
||||
// }
|
||||
// }
|
||||
@@ -1,8 +0,0 @@
|
||||
pub mod collision;
|
||||
pub mod direction;
|
||||
pub mod ghost;
|
||||
pub mod graph;
|
||||
pub mod item;
|
||||
pub mod pacman;
|
||||
pub mod r#trait;
|
||||
pub mod traversal;
|
||||
@@ -1,115 +0,0 @@
|
||||
// //! Pac-Man entity implementation.
|
||||
// //!
|
||||
// //! This module contains the main player character logic, including movement,
|
||||
// //! animation, and rendering. Pac-Man moves through the game graph using
|
||||
// //! a traverser and displays directional animated textures.
|
||||
|
||||
// use crate::entity::{
|
||||
// collision::Collidable,
|
||||
// direction::Direction,
|
||||
// graph::{Edge, EdgePermissions, Graph, NodeId},
|
||||
// r#trait::Entity,
|
||||
// traversal::Traverser,
|
||||
// };
|
||||
// use crate::texture::animated::AnimatedTexture;
|
||||
// use crate::texture::directional::DirectionalAnimatedTexture;
|
||||
// use crate::texture::sprite::SpriteAtlas;
|
||||
// use tracing::error;
|
||||
|
||||
// use crate::error::{GameError, GameResult, TextureError};
|
||||
|
||||
// /// Determines if Pac-Man can traverse a given edge.
|
||||
// ///
|
||||
// /// Pac-Man can only move through edges that allow all entities.
|
||||
// fn can_pacman_traverse(edge: Edge) -> bool {
|
||||
// matches!(edge.permissions, EdgePermissions::All)
|
||||
// }
|
||||
|
||||
// /// The main player character entity.
|
||||
// ///
|
||||
// /// Pac-Man moves through the game world using a graph-based navigation system
|
||||
// /// and displays directional animated sprites based on movement state.
|
||||
// pub struct Pacman {
|
||||
// /// Handles movement through the game graph
|
||||
// pub traverser: Traverser,
|
||||
// /// Manages directional animated textures for different movement states
|
||||
// texture: DirectionalAnimatedTexture,
|
||||
// }
|
||||
|
||||
// impl Entity for Pacman {
|
||||
// fn traverser(&self) -> &Traverser {
|
||||
// &self.traverser
|
||||
// }
|
||||
|
||||
// fn traverser_mut(&mut self) -> &mut Traverser {
|
||||
// &mut self.traverser
|
||||
// }
|
||||
|
||||
// fn texture(&self) -> &DirectionalAnimatedTexture {
|
||||
// &self.texture
|
||||
// }
|
||||
|
||||
// fn texture_mut(&mut self) -> &mut DirectionalAnimatedTexture {
|
||||
// &mut self.texture
|
||||
// }
|
||||
|
||||
// fn speed(&self) -> f32 {
|
||||
// 1.125
|
||||
// }
|
||||
|
||||
// fn can_traverse(&self, edge: Edge) -> bool {
|
||||
// can_pacman_traverse(edge)
|
||||
// }
|
||||
|
||||
// fn tick(&mut self, dt: f32, graph: &Graph) {
|
||||
// if let Err(e) = self.traverser.advance(graph, dt * 60.0 * 1.125, &can_pacman_traverse) {
|
||||
// error!("Pac-Man movement error: {}", e);
|
||||
// }
|
||||
// self.texture.tick(dt);
|
||||
// }
|
||||
// }
|
||||
|
||||
// impl Pacman {
|
||||
// /// Creates a new Pac-Man instance at the specified starting node.
|
||||
// ///
|
||||
// /// Sets up animated textures for all four directions with moving and stopped states.
|
||||
// /// The moving animation cycles through open mouth, closed mouth, and full sprites.
|
||||
// pub fn new(graph: &Graph, start_node: NodeId, atlas: &SpriteAtlas) -> GameResult<Self> {
|
||||
// let mut textures = [None, None, None, None];
|
||||
// let mut stopped_textures = [None, None, None, None];
|
||||
|
||||
// for direction in Direction::DIRECTIONS {
|
||||
// let moving_prefix = match direction {
|
||||
// Direction::Up => "pacman/up",
|
||||
// Direction::Down => "pacman/down",
|
||||
// Direction::Left => "pacman/left",
|
||||
// Direction::Right => "pacman/right",
|
||||
// };
|
||||
// let moving_tiles = vec![
|
||||
// SpriteAtlas::get_tile(atlas, &format!("{moving_prefix}_a.png"))
|
||||
// .ok_or_else(|| GameError::Texture(TextureError::AtlasTileNotFound(format!("{moving_prefix}_a.png"))))?,
|
||||
// SpriteAtlas::get_tile(atlas, &format!("{moving_prefix}_b.png"))
|
||||
// .ok_or_else(|| GameError::Texture(TextureError::AtlasTileNotFound(format!("{moving_prefix}_b.png"))))?,
|
||||
// SpriteAtlas::get_tile(atlas, "pacman/full.png")
|
||||
// .ok_or_else(|| GameError::Texture(TextureError::AtlasTileNotFound("pacman/full.png".to_string())))?,
|
||||
// ];
|
||||
|
||||
// let stopped_tiles = vec![SpriteAtlas::get_tile(atlas, &format!("{moving_prefix}_b.png"))
|
||||
// .ok_or_else(|| GameError::Texture(TextureError::AtlasTileNotFound(format!("{moving_prefix}_b.png"))))?];
|
||||
|
||||
// textures[direction.as_usize()] = Some(AnimatedTexture::new(moving_tiles, 0.08)?);
|
||||
// stopped_textures[direction.as_usize()] = Some(AnimatedTexture::new(stopped_tiles, 0.1)?);
|
||||
// }
|
||||
|
||||
// Ok(Self {
|
||||
// traverser: Traverser::new(graph, start_node, Direction::Left, &can_pacman_traverse),
|
||||
// texture: DirectionalAnimatedTexture::new(textures, stopped_textures),
|
||||
// })
|
||||
// }
|
||||
// }
|
||||
|
||||
// impl Collidable for Pacman {
|
||||
// fn position(&self) -> crate::entity::traversal::Position {
|
||||
// self.traverser.position
|
||||
// }
|
||||
// }
|
||||
@@ -1,114 +0,0 @@
|
||||
// //! Entity trait for common movement and rendering functionality.
|
||||
// //!
|
||||
// //! This module defines a trait that captures the shared behavior between
|
||||
// //! different game entities like Ghosts and Pac-Man, including movement,
|
||||
// //! rendering, and position calculations.
|
||||
|
||||
// use glam::Vec2;
|
||||
// use sdl2::render::{Canvas, RenderTarget};
|
||||
|
||||
// use crate::entity::direction::Direction;
|
||||
// use crate::entity::graph::{Edge, Graph, NodeId};
|
||||
// use crate::entity::traversal::{Position, Traverser};
|
||||
// use crate::error::{EntityError, GameError, GameResult, TextureError};
|
||||
// use crate::texture::directional::DirectionalAnimatedTexture;
|
||||
// use crate::texture::sprite::SpriteAtlas;
|
||||
|
||||
// /// Trait defining common functionality for game entities that move through the graph.
|
||||
// ///
|
||||
// /// This trait provides a unified interface for entities that:
|
||||
// /// - Move through the game graph using a traverser
|
||||
// /// - Render using directional animated textures
|
||||
// /// - Have position calculations and movement speed
|
||||
// #[allow(dead_code)]
|
||||
// pub trait Entity {
|
||||
// /// Returns a reference to the entity's traverser for movement control.
|
||||
// fn traverser(&self) -> &Traverser;
|
||||
|
||||
// /// Returns a mutable reference to the entity's traverser for movement control.
|
||||
// fn traverser_mut(&mut self) -> &mut Traverser;
|
||||
|
||||
// /// Returns a reference to the entity's directional animated texture.
|
||||
// fn texture(&self) -> &DirectionalAnimatedTexture;
|
||||
|
||||
// /// Returns a mutable reference to the entity's directional animated texture.
|
||||
// fn texture_mut(&mut self) -> &mut DirectionalAnimatedTexture;
|
||||
|
||||
// /// Returns the movement speed multiplier for this entity.
|
||||
// fn speed(&self) -> f32;
|
||||
|
||||
// /// Determines if this entity can traverse a given edge.
|
||||
// fn can_traverse(&self, edge: Edge) -> bool;
|
||||
|
||||
// /// Updates the entity's position and animation state.
|
||||
// ///
|
||||
// /// This method advances movement through the graph and updates texture animation.
|
||||
// fn tick(&mut self, dt: f32, graph: &Graph);
|
||||
|
||||
// /// Calculates the current pixel position in the game world.
|
||||
// ///
|
||||
// /// Converts the graph position to screen coordinates, accounting for
|
||||
// /// the board offset and centering the sprite.
|
||||
// fn get_pixel_pos(&self, graph: &Graph) -> GameResult<Vec2> {
|
||||
// let pos = match self.traverser().position {
|
||||
// Position::AtNode(node_id) => {
|
||||
// let node = graph.get_node(node_id).ok_or(EntityError::NodeNotFound(node_id))?;
|
||||
// node.position
|
||||
// }
|
||||
// Position::BetweenNodes { from, to, traversed } => {
|
||||
// let from_node = graph.get_node(from).ok_or(EntityError::NodeNotFound(from))?;
|
||||
// let to_node = graph.get_node(to).ok_or(EntityError::NodeNotFound(to))?;
|
||||
// let edge = graph.find_edge(from, to).ok_or(EntityError::EdgeNotFound { from, to })?;
|
||||
// from_node.position + (to_node.position - from_node.position) * (traversed / edge.distance)
|
||||
// }
|
||||
// };
|
||||
|
||||
// Ok(Vec2::new(
|
||||
// pos.x + crate::constants::BOARD_PIXEL_OFFSET.x as f32,
|
||||
// pos.y + crate::constants::BOARD_PIXEL_OFFSET.y as f32,
|
||||
// ))
|
||||
// }
|
||||
|
||||
// /// Returns the current node ID that the entity is at or moving towards.
|
||||
// ///
|
||||
// /// If the entity is at a node, returns that node ID.
|
||||
// /// If the entity is between nodes, returns the node it's moving towards.
|
||||
// fn current_node_id(&self) -> NodeId {
|
||||
// match self.traverser().position {
|
||||
// Position::AtNode(node_id) => node_id,
|
||||
// Position::BetweenNodes { to, .. } => to,
|
||||
// }
|
||||
// }
|
||||
|
||||
// /// Sets the next direction for the entity to take.
|
||||
// ///
|
||||
// /// The direction is buffered and will be applied at the next opportunity,
|
||||
// /// typically when the entity reaches a new node.
|
||||
// fn set_next_direction(&mut self, direction: Direction) {
|
||||
// self.traverser_mut().set_next_direction(direction);
|
||||
// }
|
||||
|
||||
// /// Renders the entity at its current position.
|
||||
// ///
|
||||
// /// Draws the appropriate directional sprite based on the entity's
|
||||
// /// current movement state and direction.
|
||||
// fn render<T: RenderTarget>(&self, canvas: &mut Canvas<T>, atlas: &mut SpriteAtlas, graph: &Graph) -> GameResult<()> {
|
||||
// let pixel_pos = self.get_pixel_pos(graph)?;
|
||||
// let dest = crate::helpers::centered_with_size(
|
||||
// glam::IVec2::new(pixel_pos.x as i32, pixel_pos.y as i32),
|
||||
// glam::UVec2::new(16, 16),
|
||||
// );
|
||||
|
||||
// if self.traverser().position.is_stopped() {
|
||||
// self.texture()
|
||||
// .render_stopped(canvas, atlas, dest, self.traverser().direction)
|
||||
// .map_err(|e| GameError::Texture(TextureError::RenderFailed(e.to_string())))?;
|
||||
// } else {
|
||||
// self.texture()
|
||||
// .render(canvas, atlas, dest, self.traverser().direction)
|
||||
// .map_err(|e| GameError::Texture(TextureError::RenderFailed(e.to_string())))?;
|
||||
// }
|
||||
|
||||
// Ok(())
|
||||
// }
|
||||
// }
|
||||
@@ -1,161 +0,0 @@
|
||||
use tracing::error;
|
||||
|
||||
use crate::ecs::{NodeId, Position};
|
||||
use crate::error::GameResult;
|
||||
|
||||
use super::direction::Direction;
|
||||
use super::graph::{Edge, Graph};
|
||||
|
||||
/// 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 {
|
||||
/// 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(())
|
||||
}
|
||||
}
|
||||
15
src/error.rs
15
src/error.rs
@@ -31,9 +31,6 @@ pub enum GameError {
|
||||
#[error("Entity error: {0}")]
|
||||
Entity(#[from] EntityError),
|
||||
|
||||
#[error("Game state error: {0}")]
|
||||
GameState(#[from] GameStateError),
|
||||
|
||||
#[error("SDL error: {0}")]
|
||||
Sdl(String),
|
||||
|
||||
@@ -51,6 +48,8 @@ pub enum GameError {
|
||||
pub enum AssetError {
|
||||
#[error("IO error: {0}")]
|
||||
Io(#[from] io::Error),
|
||||
|
||||
#[allow(dead_code)]
|
||||
#[error("Asset not found: {0}")]
|
||||
NotFound(String),
|
||||
}
|
||||
@@ -109,18 +108,8 @@ pub enum EntityError {
|
||||
|
||||
#[error("Edge not found: from {from} to {to}")]
|
||||
EdgeNotFound { from: usize, to: usize },
|
||||
|
||||
#[error("Invalid movement: {0}")]
|
||||
InvalidMovement(String),
|
||||
|
||||
#[error("Pathfinding failed: {0}")]
|
||||
PathfindingFailed(String),
|
||||
}
|
||||
|
||||
/// Errors related to game state operations.
|
||||
#[derive(thiserror::Error, Debug)]
|
||||
pub enum GameStateError {}
|
||||
|
||||
/// Errors related to map operations.
|
||||
#[derive(thiserror::Error, Debug)]
|
||||
pub enum MapError {
|
||||
|
||||
42
src/events.rs
Normal file
42
src/events.rs
Normal file
@@ -0,0 +1,42 @@
|
||||
use bevy_ecs::{entity::Entity, event::Event};
|
||||
|
||||
use crate::map::direction::Direction;
|
||||
|
||||
/// Player input commands that trigger specific game actions.
|
||||
///
|
||||
/// Commands are generated by the input system in response to keyboard events
|
||||
/// and processed by appropriate game systems to modify state or behavior.
|
||||
#[derive(Clone, Copy, Debug, PartialEq, Eq)]
|
||||
pub enum GameCommand {
|
||||
/// Request immediate game shutdown
|
||||
Exit,
|
||||
/// Set Pac-Man's movement direction
|
||||
MovePlayer(Direction),
|
||||
/// Cycle through debug visualization modes
|
||||
ToggleDebug,
|
||||
/// Toggle audio mute state
|
||||
MuteAudio,
|
||||
/// Restart the current level with fresh entity positions and items
|
||||
ResetLevel,
|
||||
/// Pause or resume game ticking logic
|
||||
TogglePause,
|
||||
}
|
||||
|
||||
/// Global events that flow through the ECS event system to coordinate game behavior.
|
||||
///
|
||||
/// Events enable loose coupling between systems - input generates commands, collision
|
||||
/// detection reports overlaps, and various systems respond appropriately without
|
||||
/// direct dependencies.
|
||||
#[derive(Event, Clone, Copy, Debug, PartialEq, Eq)]
|
||||
pub enum GameEvent {
|
||||
/// Player input command to be processed by relevant game systems
|
||||
Command(GameCommand),
|
||||
/// Physical overlap detected between two entities requiring gameplay response
|
||||
Collision(Entity, Entity),
|
||||
}
|
||||
|
||||
impl From<GameCommand> for GameEvent {
|
||||
fn from(command: GameCommand) -> Self {
|
||||
GameEvent::Command(command)
|
||||
}
|
||||
}
|
||||
@@ -3,50 +3,82 @@
|
||||
include!(concat!(env!("OUT_DIR"), "/atlas_data.rs"));
|
||||
|
||||
use crate::constants::CANVAS_SIZE;
|
||||
use crate::ecs::interact::{interact_system, movement_system};
|
||||
use crate::ecs::render::{directional_render_system, render_system, BackbufferResource, MapTextureResource};
|
||||
use crate::ecs::{DeltaTime, DirectionalAnimated, GlobalState, PlayerBundle, PlayerControlled, Position, Renderable, Velocity};
|
||||
use crate::entity::direction::Direction;
|
||||
use crate::entity::{graph, traversal};
|
||||
use crate::error::{GameError, GameResult, TextureError};
|
||||
use crate::input::commands::GameCommand;
|
||||
use crate::events::GameEvent;
|
||||
use crate::map::builder::Map;
|
||||
use crate::map::direction::Direction;
|
||||
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 crate::texture::directional::DirectionalAnimatedTexture;
|
||||
use crate::texture::sprite::Sprite;
|
||||
use bevy_ecs::event::EventRegistry;
|
||||
use bevy_ecs::observer::Trigger;
|
||||
use bevy_ecs::schedule::IntoScheduleConfigs;
|
||||
use bevy_ecs::system::{Commands, ResMut};
|
||||
use bevy_ecs::{schedule::Schedule, world::World};
|
||||
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, Texture, TextureCreator};
|
||||
use sdl2::render::{Canvas, ScaleMode, TextureCreator};
|
||||
use sdl2::rwops::RWops;
|
||||
use sdl2::video::{Window, WindowContext};
|
||||
use sdl2::EventPump;
|
||||
|
||||
use crate::asset::{get_asset_bytes, Asset};
|
||||
use crate::input::{handle_input, Bindings};
|
||||
use crate::map::render::MapRenderer;
|
||||
use crate::{
|
||||
asset::{get_asset_bytes, Asset},
|
||||
constants,
|
||||
texture::sprite::{AtlasMapper, AtlasTile, SpriteAtlas},
|
||||
events::GameCommand,
|
||||
map::render::MapRenderer,
|
||||
systems::input::{Bindings, CursorPosition},
|
||||
texture::sprite::{AtlasMapper, SpriteAtlas},
|
||||
};
|
||||
|
||||
use self::events::GameEvent;
|
||||
|
||||
pub mod events;
|
||||
pub mod state;
|
||||
|
||||
/// The `Game` struct is the main entry point for the game.
|
||||
/// Core game state manager built on the Bevy ECS architecture.
|
||||
///
|
||||
/// It contains the game's state and logic, and is responsible for
|
||||
/// handling user input, updating the game state, and rendering the game.
|
||||
/// Orchestrates all game systems through a centralized `World` containing entities,
|
||||
/// components, and resources, while a `Schedule` defines system execution order.
|
||||
/// Handles initialization of graphics resources, entity spawning, and per-frame
|
||||
/// game logic coordination. SDL2 resources are stored as `NonSend` to respect
|
||||
/// thread safety requirements while integrating with the ECS.
|
||||
pub struct Game {
|
||||
pub world: World,
|
||||
pub schedule: Schedule,
|
||||
}
|
||||
|
||||
impl Game {
|
||||
/// Initializes the complete game state including ECS world, graphics, and entity spawning.
|
||||
///
|
||||
/// Performs extensive setup: creates render targets and debug textures, loads and parses
|
||||
/// the sprite atlas, renders the static map to a cached texture, builds the navigation
|
||||
/// graph from the board layout, spawns Pac-Man with directional animations, creates
|
||||
/// all four ghosts with their AI behavior, and places collectible items throughout
|
||||
/// the maze. Registers event types and configures the system execution schedule.
|
||||
///
|
||||
/// # Arguments
|
||||
///
|
||||
/// * `canvas` - SDL2 rendering context with static lifetime for ECS storage
|
||||
/// * `texture_creator` - SDL2 texture factory for creating render targets
|
||||
/// * `event_pump` - SDL2 event polling interface for input handling
|
||||
///
|
||||
/// # Errors
|
||||
///
|
||||
/// Returns `GameError` for SDL2 failures, asset loading problems, atlas parsing
|
||||
/// errors, or entity initialization issues.
|
||||
pub fn new(
|
||||
canvas: &'static mut Canvas<Window>,
|
||||
texture_creator: &'static mut TextureCreator<WindowContext>,
|
||||
@@ -54,9 +86,11 @@ impl Game {
|
||||
) -> 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()))?));
|
||||
|
||||
EventRegistry::register_event::<GameError>(&mut world);
|
||||
EventRegistry::register_event::<GameEvent>(&mut world);
|
||||
EventRegistry::register_event::<AudioEvent>(&mut world);
|
||||
|
||||
let mut backbuffer = texture_creator
|
||||
.create_texture_target(None, CANVAS_SIZE.x, CANVAS_SIZE.y)
|
||||
@@ -68,8 +102,25 @@ impl Game {
|
||||
.map_err(|e| GameError::Sdl(e.to_string()))?;
|
||||
map_texture.set_scale_mode(ScaleMode::Nearest);
|
||||
|
||||
// Create debug texture at output resolution for crisp debug rendering
|
||||
let output_size = canvas.output_size().unwrap();
|
||||
let mut debug_texture = texture_creator
|
||||
.create_texture_target(None, output_size.0, output_size.1)
|
||||
.map_err(|e| GameError::Sdl(e.to_string()))?;
|
||||
debug_texture.set_scale_mode(ScaleMode::Nearest);
|
||||
|
||||
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::Atlas)?;
|
||||
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!(
|
||||
@@ -96,7 +147,7 @@ impl Game {
|
||||
// Render map to texture
|
||||
canvas
|
||||
.with_texture_canvas(&mut map_texture, |map_canvas| {
|
||||
MapRenderer::render_map(map_canvas, &mut atlas, &mut map_tiles);
|
||||
MapRenderer::render_map(map_canvas, &mut atlas, &map_tiles);
|
||||
})
|
||||
.map_err(|e| GameError::Sdl(e.to_string()))?;
|
||||
|
||||
@@ -131,21 +182,27 @@ impl Game {
|
||||
|
||||
let player = PlayerBundle {
|
||||
player: PlayerControlled,
|
||||
position: Position::AtNode(pacman_start_node),
|
||||
position: Position::Stopped { node: pacman_start_node },
|
||||
velocity: Velocity {
|
||||
direction: Direction::Up,
|
||||
next_direction: None,
|
||||
speed: 1.125,
|
||||
speed: 1.15,
|
||||
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,
|
||||
};
|
||||
|
||||
world.insert_non_send_resource(atlas);
|
||||
@@ -153,114 +210,231 @@ impl Game {
|
||||
world.insert_non_send_resource(canvas);
|
||||
world.insert_non_send_resource(BackbufferResource(backbuffer));
|
||||
world.insert_non_send_resource(MapTextureResource(map_texture));
|
||||
world.insert_non_send_resource(DebugTextureResource(debug_texture));
|
||||
world.insert_non_send_resource(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>| match *event {
|
||||
GameEvent::Command(command) => match command {
|
||||
GameCommand::Exit => {
|
||||
world.add_observer(
|
||||
|event: Trigger<GameEvent>, mut state: ResMut<GlobalState>, _score: ResMut<ScoreResource>| {
|
||||
if matches!(*event, GameEvent::Command(GameCommand::Exit)) {
|
||||
state.exit = true;
|
||||
}
|
||||
_ => {}
|
||||
},
|
||||
});
|
||||
|
||||
schedule.add_systems(
|
||||
(
|
||||
handle_input,
|
||||
interact_system,
|
||||
movement_system,
|
||||
directional_render_system,
|
||||
render_system,
|
||||
)
|
||||
.chain(),
|
||||
);
|
||||
schedule.add_systems((
|
||||
profile(SystemId::Input, input_system),
|
||||
profile(SystemId::PlayerControls, player_control_system),
|
||||
profile(SystemId::PlayerMovement, player_movement_system),
|
||||
profile(SystemId::Ghost, ghost_movement_system),
|
||||
profile(SystemId::Collision, collision_system),
|
||||
profile(SystemId::Item, item_system),
|
||||
profile(SystemId::Audio, audio_system),
|
||||
profile(SystemId::Blinking, blinking_system),
|
||||
profile(SystemId::DirectionalRender, directional_render_system),
|
||||
profile(SystemId::DirtyRender, dirty_render_system),
|
||||
profile(SystemId::Render, render_system),
|
||||
profile(SystemId::DebugRender, debug_render_system),
|
||||
profile(
|
||||
SystemId::Present,
|
||||
|mut canvas: NonSendMut<&mut Canvas<Window>>,
|
||||
backbuffer: NonSendMut<BackbufferResource>,
|
||||
debug_state: Res<DebugState>,
|
||||
mut dirty: ResMut<RenderDirty>| {
|
||||
if dirty.0 || *debug_state != DebugState::Off {
|
||||
// Only copy backbuffer to main canvas if debug rendering is off
|
||||
// (debug rendering draws directly to main canvas)
|
||||
if *debug_state == DebugState::Off {
|
||||
canvas.copy(&backbuffer.0, None, None).unwrap();
|
||||
}
|
||||
dirty.0 = false;
|
||||
canvas.present();
|
||||
}
|
||||
},
|
||||
),
|
||||
));
|
||||
|
||||
// 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 })
|
||||
}
|
||||
|
||||
// fn handle_command(&mut self, command: crate::input::commands::GameCommand) {
|
||||
// use crate::input::commands::GameCommand;
|
||||
// match command {
|
||||
// GameCommand::MovePlayer(direction) => {
|
||||
// self.state.pacman.set_next_direction(direction);
|
||||
// }
|
||||
// GameCommand::ToggleDebug => {
|
||||
// self.toggle_debug_mode();
|
||||
// }
|
||||
// GameCommand::MuteAudio => {
|
||||
// let is_muted = self.state.audio.is_muted();
|
||||
// self.state.audio.set_mute(!is_muted);
|
||||
// }
|
||||
// GameCommand::ResetLevel => {
|
||||
// if let Err(e) = self.reset_game_state() {
|
||||
// tracing::error!("Failed to reset game state: {}", e);
|
||||
// }
|
||||
// }
|
||||
// GameCommand::TogglePause => {
|
||||
// self.state.paused = !self.state.paused;
|
||||
// }
|
||||
// GameCommand::Exit => {}
|
||||
// }
|
||||
// }
|
||||
|
||||
// fn process_events(&mut self) {
|
||||
// while let Some(event) = self.state.event_queue.pop_front() {
|
||||
// match event {
|
||||
// GameEvent::Command(command) => self.handle_command(command),
|
||||
// }
|
||||
// }
|
||||
// }
|
||||
|
||||
// /// Resets the game state, randomizing ghost positions and resetting Pac-Man
|
||||
// fn reset_game_state(&mut self) -> GameResult<()> {
|
||||
// let pacman_start_node = self.state.map.start_positions.pacman;
|
||||
// self.state.pacman = Pacman::new(&self.state.map.graph, pacman_start_node, &self.state.atlas)?;
|
||||
|
||||
// // Reset items
|
||||
// self.state.items = self.state.map.generate_items(&self.state.atlas)?;
|
||||
|
||||
// // Randomize ghost positions
|
||||
// let ghost_types = [GhostType::Blinky, GhostType::Pinky, GhostType::Inky, GhostType::Clyde];
|
||||
// let mut rng = SmallRng::from_os_rng();
|
||||
|
||||
// for (i, ghost) in self.state.ghosts.iter_mut().enumerate() {
|
||||
// let random_node = rng.random_range(0..self.state.map.graph.node_count());
|
||||
// *ghost = Ghost::new(&self.state.map.graph, random_node, ghost_types[i], &self.state.atlas)?;
|
||||
// }
|
||||
|
||||
// // Reset collision system
|
||||
// self.state.collision_system = CollisionSystem::default();
|
||||
|
||||
// // Re-register Pac-Man
|
||||
// self.state.pacman_id = self.state.collision_system.register_entity(self.state.pacman.position());
|
||||
|
||||
// // Re-register items
|
||||
// self.state.item_ids.clear();
|
||||
// for item in &self.state.items {
|
||||
// let item_id = self.state.collision_system.register_entity(item.position());
|
||||
// self.state.item_ids.push(item_id);
|
||||
// }
|
||||
|
||||
// // Re-register ghosts
|
||||
// self.state.ghost_ids.clear();
|
||||
// for ghost in &self.state.ghosts {
|
||||
// let ghost_id = self.state.collision_system.register_entity(ghost.position());
|
||||
// self.state.ghost_ids.push(ghost_id);
|
||||
// }
|
||||
|
||||
// Ok(())
|
||||
// }
|
||||
|
||||
/// Ticks the game state.
|
||||
/// Creates and spawns all four ghosts with unique AI personalities and directional animations.
|
||||
///
|
||||
/// Returns true if the game should exit.
|
||||
/// # Errors
|
||||
///
|
||||
/// Returns `GameError::Texture` if any ghost sprite cannot be found in the atlas,
|
||||
/// typically indicating missing or misnamed sprite files.
|
||||
fn spawn_ghosts(world: &mut World) -> GameResult<()> {
|
||||
// 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(())
|
||||
}
|
||||
|
||||
/// Executes one frame of game logic by running all scheduled ECS systems.
|
||||
///
|
||||
/// Updates the world's delta time resource and runs the complete system pipeline:
|
||||
/// input processing, entity movement, collision detection, item collection,
|
||||
/// audio playback, animation updates, and rendering. Each system operates on
|
||||
/// relevant entities and modifies world state, with the schedule ensuring
|
||||
/// proper execution order and data dependencies.
|
||||
///
|
||||
/// # Arguments
|
||||
///
|
||||
/// * `dt` - Frame delta time in seconds for time-based animations and movement
|
||||
///
|
||||
/// # Returns
|
||||
///
|
||||
/// `true` if the game should terminate (exit command received), `false` to continue
|
||||
pub fn tick(&mut self, dt: f32) -> bool {
|
||||
self.world.insert_resource(DeltaTime(dt));
|
||||
|
||||
@@ -272,52 +446,9 @@ impl Game {
|
||||
.get_resource::<GlobalState>()
|
||||
.expect("GlobalState could not be acquired");
|
||||
|
||||
return state.exit;
|
||||
|
||||
// // Process any events that have been posted (such as unpausing)
|
||||
// self.process_events();
|
||||
|
||||
// // If the game is paused, we don't need to do anything beyond returning
|
||||
// if self.state.paused {
|
||||
// return false;
|
||||
// }
|
||||
|
||||
// self.schedule.run(&mut self.world);
|
||||
|
||||
// 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();
|
||||
state.exit
|
||||
}
|
||||
|
||||
// /// 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
|
||||
@@ -1,14 +0,0 @@
|
||||
use bevy_ecs::event::Event;
|
||||
|
||||
use crate::input::commands::GameCommand;
|
||||
|
||||
#[derive(Debug, Clone, Copy, Event)]
|
||||
pub enum GameEvent {
|
||||
Command(GameCommand),
|
||||
}
|
||||
|
||||
impl From<GameCommand> for GameEvent {
|
||||
fn from(command: GameCommand) -> Self {
|
||||
GameEvent::Command(command)
|
||||
}
|
||||
}
|
||||
@@ -1,153 +0,0 @@
|
||||
// use std::collections::VecDeque;
|
||||
|
||||
// use sdl2::{
|
||||
// image::LoadTexture,
|
||||
// render::{Texture, TextureCreator},
|
||||
// video::WindowContext,
|
||||
// };
|
||||
// use smallvec::SmallVec;
|
||||
|
||||
// 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,
|
||||
// },
|
||||
// };
|
||||
|
||||
// include!(concat!(env!("OUT_DIR"), "/atlas_data.rs"));
|
||||
|
||||
// /// The `GameState` struct holds all the essential data for the game.
|
||||
// ///
|
||||
// /// This includes the score, map, entities (Pac-Man, ghosts, items),
|
||||
// /// collision system, and rendering resources. By centralizing the game's state,
|
||||
// /// we can cleanly separate it from the game's logic, making it easier to manage
|
||||
// /// and reason about.
|
||||
// pub struct GameState {
|
||||
// pub paused: bool,
|
||||
|
||||
// pub score: u32,
|
||||
// pub map: Map,
|
||||
// pub pacman: Pacman,
|
||||
// pub pacman_id: EntityId,
|
||||
// pub ghosts: SmallVec<[Ghost; 4]>,
|
||||
// pub ghost_ids: SmallVec<[EntityId; 4]>,
|
||||
// pub items: Vec<Item>,
|
||||
// pub item_ids: Vec<EntityId>,
|
||||
// pub debug_mode: bool,
|
||||
// pub event_queue: VecDeque<GameEvent>,
|
||||
|
||||
// // Collision system
|
||||
// pub(crate) collision_system: CollisionSystem,
|
||||
|
||||
// // Rendering resources
|
||||
// pub(crate) atlas: SpriteAtlas,
|
||||
// pub(crate) text_texture: TextTexture,
|
||||
|
||||
// // Audio
|
||||
// pub audio: Audio,
|
||||
|
||||
// // Map texture pre-rendering
|
||||
// pub(crate) map_texture: Option<Texture<'static>>,
|
||||
// pub(crate) map_rendered: bool,
|
||||
// pub(crate) texture_creator: &'static TextureCreator<WindowContext>,
|
||||
// }
|
||||
|
||||
// impl GameState {
|
||||
// /// Creates a new `GameState` by initializing all the game's data.
|
||||
// ///
|
||||
// /// This function sets up the map, Pac-Man, ghosts, items, collision system,
|
||||
// /// and all rendering resources required to start the game. It returns a `GameResult`
|
||||
// /// to handle any potential errors during initialization.
|
||||
// pub fn new(texture_creator: &'static TextureCreator<WindowContext>) -> GameResult<Self> {
|
||||
// let map = Map::new(RAW_BOARD)?;
|
||||
|
||||
// let start_node = map.start_positions.pacman;
|
||||
|
||||
// let atlas_bytes = get_asset_bytes(Asset::Atlas)?;
|
||||
// let atlas_texture = texture_creator.load_texture_bytes(&atlas_bytes).map_err(|e| {
|
||||
// if e.to_string().contains("format") || e.to_string().contains("unsupported") {
|
||||
// GameError::Texture(TextureError::InvalidFormat(format!("Unsupported texture format: {e}")))
|
||||
// } else {
|
||||
// GameError::Texture(TextureError::LoadFailed(e.to_string()))
|
||||
// }
|
||||
// })?;
|
||||
|
||||
// let atlas_mapper = AtlasMapper {
|
||||
// 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 audio = Audio::new();
|
||||
// let pacman = Pacman::new(&map.graph, start_node, &atlas)?;
|
||||
|
||||
// // Generate items (pellets and energizers)
|
||||
// let items = map.generate_items(&atlas)?;
|
||||
|
||||
// // Initialize collision system
|
||||
// let mut collision_system = CollisionSystem::default();
|
||||
|
||||
// // Register Pac-Man
|
||||
// let pacman_id = collision_system.register_entity(pacman.position());
|
||||
|
||||
// // Register items
|
||||
// let item_ids = items
|
||||
// .iter()
|
||||
// .map(|item| collision_system.register_entity(item.position()))
|
||||
// .collect();
|
||||
|
||||
// // Create and register ghosts
|
||||
// let ghosts = [GhostType::Blinky, GhostType::Pinky, GhostType::Inky, GhostType::Clyde]
|
||||
// .iter()
|
||||
// .zip(
|
||||
// [
|
||||
// map.start_positions.blinky,
|
||||
// map.start_positions.pinky,
|
||||
// map.start_positions.inky,
|
||||
// map.start_positions.clyde,
|
||||
// ]
|
||||
// .iter(),
|
||||
// )
|
||||
// .map(|(ghost_type, start_node)| Ghost::new(&map.graph, *start_node, *ghost_type, &atlas))
|
||||
// .collect::<GameResult<SmallVec<[_; 4]>>>()?;
|
||||
|
||||
// // Register ghosts
|
||||
// let ghost_ids = ghosts
|
||||
// .iter()
|
||||
// .map(|ghost| collision_system.register_entity(ghost.position()))
|
||||
// .collect();
|
||||
|
||||
// Ok(Self {
|
||||
// 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(),
|
||||
// })
|
||||
// }
|
||||
// }
|
||||
@@ -1,10 +0,0 @@
|
||||
use glam::{IVec2, UVec2};
|
||||
use sdl2::rect::Rect;
|
||||
|
||||
pub fn centered_with_size(pixel_pos: IVec2, size: UVec2) -> Rect {
|
||||
// Ensure the position doesn't cause integer overflow when centering
|
||||
let x = pixel_pos.x.saturating_sub(size.x as i32 / 2);
|
||||
let y = pixel_pos.y.saturating_sub(size.y as i32 / 2);
|
||||
|
||||
Rect::new(x, y, size.x, size.y)
|
||||
}
|
||||
@@ -1,11 +0,0 @@
|
||||
use crate::entity::direction::Direction;
|
||||
|
||||
#[derive(Debug, Clone, Copy)]
|
||||
pub enum GameCommand {
|
||||
MovePlayer(Direction),
|
||||
Exit,
|
||||
TogglePause,
|
||||
ToggleDebug,
|
||||
MuteAudio,
|
||||
ResetLevel,
|
||||
}
|
||||
@@ -1,61 +0,0 @@
|
||||
use std::collections::HashMap;
|
||||
|
||||
use bevy_ecs::{
|
||||
event::EventWriter,
|
||||
resource::Resource,
|
||||
system::{Commands, NonSendMut, Res},
|
||||
};
|
||||
use sdl2::{event::Event, keyboard::Keycode, EventPump};
|
||||
|
||||
use crate::{entity::direction::Direction, game::events::GameEvent, input::commands::GameCommand};
|
||||
|
||||
pub mod commands;
|
||||
|
||||
#[derive(Debug, Clone, Resource)]
|
||||
pub struct Bindings {
|
||||
key_bindings: HashMap<Keycode, GameCommand>,
|
||||
}
|
||||
|
||||
impl Default for Bindings {
|
||||
fn default() -> Self {
|
||||
let mut key_bindings = HashMap::new();
|
||||
|
||||
// Player movement
|
||||
key_bindings.insert(Keycode::Up, GameCommand::MovePlayer(Direction::Up));
|
||||
key_bindings.insert(Keycode::W, GameCommand::MovePlayer(Direction::Up));
|
||||
key_bindings.insert(Keycode::Down, GameCommand::MovePlayer(Direction::Down));
|
||||
key_bindings.insert(Keycode::S, GameCommand::MovePlayer(Direction::Down));
|
||||
key_bindings.insert(Keycode::Left, GameCommand::MovePlayer(Direction::Left));
|
||||
key_bindings.insert(Keycode::A, GameCommand::MovePlayer(Direction::Left));
|
||||
key_bindings.insert(Keycode::Right, GameCommand::MovePlayer(Direction::Right));
|
||||
key_bindings.insert(Keycode::D, GameCommand::MovePlayer(Direction::Right));
|
||||
|
||||
// Game actions
|
||||
key_bindings.insert(Keycode::P, GameCommand::TogglePause);
|
||||
key_bindings.insert(Keycode::Space, GameCommand::ToggleDebug);
|
||||
key_bindings.insert(Keycode::M, GameCommand::MuteAudio);
|
||||
key_bindings.insert(Keycode::R, GameCommand::ResetLevel);
|
||||
key_bindings.insert(Keycode::Escape, GameCommand::Exit);
|
||||
key_bindings.insert(Keycode::Q, GameCommand::Exit);
|
||||
|
||||
Self { key_bindings }
|
||||
}
|
||||
}
|
||||
|
||||
pub fn handle_input(bindings: Res<Bindings>, mut writer: EventWriter<GameEvent>, mut pump: NonSendMut<&'static mut EventPump>) {
|
||||
for event in pump.poll_iter() {
|
||||
match event {
|
||||
Event::Quit { .. } => {
|
||||
writer.write(GameEvent::Command(GameCommand::Exit));
|
||||
}
|
||||
Event::KeyDown { keycode: Some(key), .. } => {
|
||||
let command = bindings.key_bindings.get(&key).copied();
|
||||
if let Some(command) = command {
|
||||
tracing::info!("triggering command: {:?}", command);
|
||||
writer.write(GameEvent::Command(command));
|
||||
}
|
||||
}
|
||||
_ => {}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -4,12 +4,10 @@ pub mod app;
|
||||
pub mod asset;
|
||||
pub mod audio;
|
||||
pub mod constants;
|
||||
pub mod ecs;
|
||||
pub mod entity;
|
||||
pub mod error;
|
||||
pub mod events;
|
||||
pub mod game;
|
||||
pub mod helpers;
|
||||
pub mod input;
|
||||
pub mod map;
|
||||
pub mod platform;
|
||||
pub mod systems;
|
||||
pub mod texture;
|
||||
|
||||
@@ -10,14 +10,12 @@ mod asset;
|
||||
mod audio;
|
||||
mod constants;
|
||||
|
||||
mod ecs;
|
||||
mod entity;
|
||||
mod error;
|
||||
mod events;
|
||||
mod game;
|
||||
mod helpers;
|
||||
mod input;
|
||||
mod map;
|
||||
mod platform;
|
||||
mod systems;
|
||||
mod texture;
|
||||
|
||||
/// The main entry point of the application.
|
||||
|
||||
@@ -1,38 +1,48 @@
|
||||
//! Map construction and building functionality.
|
||||
|
||||
use crate::constants::{MapTile, BOARD_CELL_SIZE, CELL_SIZE, RAW_BOARD};
|
||||
use crate::ecs::NodeId;
|
||||
use crate::entity::direction::Direction;
|
||||
use crate::entity::graph::{EdgePermissions, Graph, Node};
|
||||
use crate::constants::{MapTile, BOARD_CELL_SIZE, CELL_SIZE};
|
||||
use crate::map::direction::Direction;
|
||||
use crate::map::graph::{Graph, Node, TraversalFlags};
|
||||
use crate::map::parser::MapTileParser;
|
||||
use crate::map::render::MapRenderer;
|
||||
use crate::texture::sprite::{Sprite, SpriteAtlas};
|
||||
use crate::systems::movement::NodeId;
|
||||
use bevy_ecs::resource::Resource;
|
||||
use glam::{IVec2, Vec2};
|
||||
use sdl2::render::{Canvas, RenderTarget};
|
||||
use std::collections::{HashMap, VecDeque};
|
||||
use tracing::debug;
|
||||
|
||||
use crate::error::{GameResult, MapError};
|
||||
|
||||
/// The starting positions of the entities in the game.
|
||||
/// Predefined spawn locations for all game entities within the navigation graph.
|
||||
///
|
||||
/// These positions are determined during map parsing and graph construction.
|
||||
pub struct NodePositions {
|
||||
/// Pac-Man's starting position in the lower section of the maze
|
||||
pub pacman: NodeId,
|
||||
/// Blinky starts at the ghost house entrance
|
||||
pub blinky: NodeId,
|
||||
/// Pinky starts in the left area of the ghost house
|
||||
pub pinky: NodeId,
|
||||
/// Inky starts in the right area of the ghost house
|
||||
pub inky: NodeId,
|
||||
/// Clyde starts in the center of the ghost house
|
||||
pub clyde: NodeId,
|
||||
}
|
||||
|
||||
/// The main map structure containing the game board and navigation graph.
|
||||
/// Complete maze representation combining visual layout with navigation pathfinding.
|
||||
///
|
||||
/// Transforms the ASCII board layout into a fully connected navigation graph
|
||||
/// while preserving tile-based collision and rendering data. The graph enables
|
||||
/// smooth entity movement with proper pathfinding, while the grid mapping allows
|
||||
/// efficient spatial queries and debug visualization.
|
||||
#[derive(Resource)]
|
||||
pub struct Map {
|
||||
/// The node map for entity movement.
|
||||
/// Connected graph of navigable positions.
|
||||
pub graph: Graph,
|
||||
/// A mapping from grid positions to node IDs.
|
||||
/// Bidirectional mapping between 2D grid coordinates and graph node indices.
|
||||
pub grid_to_node: HashMap<IVec2, NodeId>,
|
||||
/// A mapping of the starting positions of the entities.
|
||||
/// Predetermined spawn locations for all game entities
|
||||
pub start_positions: NodePositions,
|
||||
/// 2D array of tile types for collision detection and rendering
|
||||
tiles: [[MapTile; BOARD_CELL_SIZE.y as usize]; BOARD_CELL_SIZE.x as usize],
|
||||
}
|
||||
|
||||
impl Map {
|
||||
@@ -153,62 +163,29 @@ impl Map {
|
||||
graph,
|
||||
grid_to_node,
|
||||
start_positions,
|
||||
tiles: map,
|
||||
})
|
||||
}
|
||||
|
||||
/// Generates Item entities for pellets and energizers from the parsed map.
|
||||
// pub fn generate_items(&self, atlas: &SpriteAtlas) -> GameResult<Vec<Item>> {
|
||||
// // Pre-load sprites to avoid repeated texture lookups
|
||||
// let pellet_sprite = SpriteAtlas::get_tile(atlas, "maze/pellet.png")
|
||||
// .ok_or_else(|| MapError::InvalidConfig("Pellet texture not found".to_string()))?;
|
||||
// let energizer_sprite = SpriteAtlas::get_tile(atlas, "maze/energizer.png")
|
||||
// .ok_or_else(|| MapError::InvalidConfig("Energizer texture not found".to_string()))?;
|
||||
|
||||
// // Pre-allocate with estimated capacity (typical Pac-Man maps have ~240 pellets + 4 energizers)
|
||||
// let mut items = Vec::with_capacity(250);
|
||||
|
||||
// // Parse the raw board once
|
||||
// let parsed_map = MapTileParser::parse_board(RAW_BOARD)?;
|
||||
// let map = parsed_map.tiles;
|
||||
|
||||
// // Iterate through the map and collect items more efficiently
|
||||
// for (x, row) in map.iter().enumerate() {
|
||||
// for (y, tile) in row.iter().enumerate() {
|
||||
// match tile {
|
||||
// MapTile::Pellet | MapTile::PowerPellet => {
|
||||
// let grid_pos = IVec2::new(x as i32, y as i32);
|
||||
// if let Some(&node_id) = self.grid_to_node.get(&grid_pos) {
|
||||
// let (item_type, sprite) = match tile {
|
||||
// MapTile::Pellet => (ItemType::Pellet, Sprite::new(pellet_sprite)),
|
||||
// MapTile::PowerPellet => (ItemType::Energizer, Sprite::new(energizer_sprite)),
|
||||
// _ => unreachable!(), // We already filtered for these types
|
||||
// };
|
||||
// items.push(Item::new(node_id, item_type, sprite));
|
||||
// }
|
||||
// }
|
||||
// _ => {}
|
||||
// }
|
||||
// }
|
||||
// }
|
||||
|
||||
// Ok(items)
|
||||
// }
|
||||
|
||||
/// 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)
|
||||
pub fn iter_nodes(&self) -> impl Iterator<Item = (&NodeId, &MapTile)> {
|
||||
self.grid_to_node.iter().map(move |(pos, node_id)| {
|
||||
let tile = &self.tiles[pos.x as usize][pos.y as usize];
|
||||
(node_id, tile)
|
||||
})
|
||||
}
|
||||
|
||||
/// Builds the house structure in the graph.
|
||||
/// Constructs the ghost house area with restricted access and internal navigation.
|
||||
///
|
||||
/// Creates a multi-level ghost house with entrance control, internal movement
|
||||
/// areas, and starting positions for each ghost. The house entrance uses
|
||||
/// ghost-only traversal flags to prevent Pac-Man from entering while allowing
|
||||
/// ghosts to exit. Internal nodes are arranged in vertical lines to provide
|
||||
/// distinct starting areas for each ghost character.
|
||||
///
|
||||
/// # Returns
|
||||
///
|
||||
/// Tuple of node IDs: (house_entrance, left_center, center_center, right_center)
|
||||
/// representing the four key positions within the ghost house structure.
|
||||
fn build_house(
|
||||
graph: &mut Graph,
|
||||
grid_to_node: &HashMap<IVec2, NodeId>,
|
||||
@@ -294,7 +271,7 @@ impl Map {
|
||||
false,
|
||||
None,
|
||||
Direction::Down,
|
||||
EdgePermissions::GhostsOnly,
|
||||
TraversalFlags::GHOST,
|
||||
)
|
||||
.map_err(|e| MapError::InvalidConfig(format!("Failed to create ghost-only entrance to house: {e}")))?;
|
||||
|
||||
@@ -305,7 +282,7 @@ impl Map {
|
||||
false,
|
||||
None,
|
||||
Direction::Up,
|
||||
EdgePermissions::GhostsOnly,
|
||||
TraversalFlags::GHOST,
|
||||
)
|
||||
.map_err(|e| MapError::InvalidConfig(format!("Failed to create ghost-only exit from house: {e}")))?;
|
||||
|
||||
@@ -342,7 +319,10 @@ impl Map {
|
||||
))
|
||||
}
|
||||
|
||||
/// Builds the tunnel connections in the graph.
|
||||
/// Creates horizontal tunnel portals for instant teleportation across the maze.
|
||||
///
|
||||
/// Establishes the tunnel system that allows entities to instantly travel from the left edge of the maze to the right edge.
|
||||
/// Creates hidden intermediate nodes beyond the visible tunnel entrances and connects them with zero-distance edges for instantaneous traversal.
|
||||
fn build_tunnels(
|
||||
graph: &mut Graph,
|
||||
grid_to_node: &HashMap<IVec2, NodeId>,
|
||||
|
||||
@@ -1,17 +1,21 @@
|
||||
use glam::Vec2;
|
||||
|
||||
use crate::ecs::NodeId;
|
||||
use crate::systems::movement::NodeId;
|
||||
|
||||
use super::direction::Direction;
|
||||
|
||||
/// Defines who can traverse a given edge.
|
||||
#[derive(Debug, Clone, Copy, PartialEq, Eq, Default)]
|
||||
pub enum EdgePermissions {
|
||||
/// Anyone can use this edge.
|
||||
#[default]
|
||||
All,
|
||||
/// Only ghosts can use this edge.
|
||||
GhostsOnly,
|
||||
use bitflags::bitflags;
|
||||
|
||||
bitflags! {
|
||||
/// Defines who can traverse a given edge using flags for fast checking.
|
||||
#[derive(Debug, Clone, Copy, PartialEq, Eq, Default)]
|
||||
pub struct TraversalFlags: u8 {
|
||||
const PACMAN = 1 << 0;
|
||||
const GHOST = 1 << 1;
|
||||
|
||||
/// Convenience flag for edges that all entities can use
|
||||
const ALL = Self::PACMAN.bits() | Self::GHOST.bits();
|
||||
}
|
||||
}
|
||||
|
||||
/// Represents a directed edge from one node to another with a given weight (e.g., distance).
|
||||
@@ -24,7 +28,7 @@ pub struct Edge {
|
||||
/// The cardinal direction of this edge.
|
||||
pub direction: Direction,
|
||||
/// Defines who is allowed to traverse this edge.
|
||||
pub permissions: EdgePermissions,
|
||||
pub traversal_flags: TraversalFlags,
|
||||
}
|
||||
|
||||
/// Represents a node in the graph, defined by its position.
|
||||
@@ -132,8 +136,8 @@ impl Graph {
|
||||
return Err("To node does not exist.");
|
||||
}
|
||||
|
||||
let edge_a = self.add_edge(from, to, replace, distance, direction, EdgePermissions::default());
|
||||
let edge_b = self.add_edge(to, from, replace, distance, direction.opposite(), EdgePermissions::default());
|
||||
let edge_a = self.add_edge(from, to, replace, distance, direction, TraversalFlags::ALL);
|
||||
let edge_b = self.add_edge(to, from, replace, distance, direction.opposite(), TraversalFlags::ALL);
|
||||
|
||||
if edge_a.is_err() && edge_b.is_err() {
|
||||
return Err("Failed to connect nodes in both directions.");
|
||||
@@ -161,7 +165,7 @@ impl Graph {
|
||||
replace: bool,
|
||||
distance: Option<f32>,
|
||||
direction: Direction,
|
||||
permissions: EdgePermissions,
|
||||
traversal_flags: TraversalFlags,
|
||||
) -> Result<(), &'static str> {
|
||||
let edge = Edge {
|
||||
target: to,
|
||||
@@ -180,7 +184,7 @@ impl Graph {
|
||||
}
|
||||
},
|
||||
direction,
|
||||
permissions,
|
||||
traversal_flags,
|
||||
};
|
||||
|
||||
if from >= self.adjacency_list.len() {
|
||||
@@ -214,9 +218,17 @@ impl Graph {
|
||||
self.nodes.get(id)
|
||||
}
|
||||
|
||||
/// Returns the total number of nodes in the graph.
|
||||
pub fn node_count(&self) -> usize {
|
||||
self.nodes.len()
|
||||
/// Returns an iterator over all nodes in the graph.
|
||||
pub fn nodes(&self) -> impl Iterator<Item = &Node> {
|
||||
self.nodes.iter()
|
||||
}
|
||||
|
||||
/// Returns an iterator over all edges in the graph.
|
||||
pub fn edges(&self) -> impl Iterator<Item = (NodeId, Edge)> + '_ {
|
||||
self.adjacency_list
|
||||
.iter()
|
||||
.enumerate()
|
||||
.flat_map(|(node_id, intersection)| intersection.edges().map(move |edge| (node_id, edge)))
|
||||
}
|
||||
|
||||
/// Finds a specific edge from a source node to a target node.
|
||||
@@ -1,6 +1,8 @@
|
||||
//! This module defines the game map and provides functions for interacting with it.
|
||||
|
||||
pub mod builder;
|
||||
pub mod direction;
|
||||
pub mod graph;
|
||||
pub mod layout;
|
||||
pub mod parser;
|
||||
pub mod render;
|
||||
|
||||
@@ -4,16 +4,21 @@ use crate::constants::{MapTile, BOARD_CELL_SIZE};
|
||||
use crate::error::ParseError;
|
||||
use glam::IVec2;
|
||||
|
||||
/// Represents the parsed data from a raw board layout.
|
||||
/// Structured representation of parsed ASCII board layout with extracted special positions.
|
||||
///
|
||||
/// Contains the complete board state after character-to-tile conversion, along with
|
||||
/// the locations of special gameplay elements that require additional processing
|
||||
/// during graph construction. Special positions are extracted during parsing to
|
||||
/// enable proper map builder initialization.
|
||||
#[derive(Debug)]
|
||||
pub struct ParsedMap {
|
||||
/// The parsed tile layout.
|
||||
/// 2D array of tiles converted from ASCII characters
|
||||
pub tiles: [[MapTile; BOARD_CELL_SIZE.y as usize]; BOARD_CELL_SIZE.x as usize],
|
||||
/// The positions of the house door tiles.
|
||||
/// Two positions marking the ghost house entrance (represented by '=' characters)
|
||||
pub house_door: [Option<IVec2>; 2],
|
||||
/// The positions of the tunnel end tiles.
|
||||
/// Two positions marking tunnel portals for wraparound teleportation ('T' characters)
|
||||
pub tunnel_ends: [Option<IVec2>; 2],
|
||||
/// Pac-Man's starting position.
|
||||
/// Starting position for Pac-Man (marked by 'X' character in the layout)
|
||||
pub pacman_start: Option<IVec2>,
|
||||
}
|
||||
|
||||
@@ -21,15 +26,18 @@ pub struct ParsedMap {
|
||||
pub struct MapTileParser;
|
||||
|
||||
impl MapTileParser {
|
||||
/// Parses a single character into a map tile.
|
||||
/// Converts ASCII characters from the board layout into corresponding tile types.
|
||||
///
|
||||
/// # Arguments
|
||||
/// Interprets the character-based maze representation: walls (`#`), collectible
|
||||
/// pellets (`.` and `o`), traversable spaces (` `), tunnel entrances (`T`),
|
||||
/// ghost house doors (`=`), and entity spawn markers (`X`). Special characters
|
||||
/// that don't represent tiles in the final map (like spawn markers) are
|
||||
/// converted to `Empty` tiles while their positions are tracked separately.
|
||||
///
|
||||
/// * `c` - The character to parse
|
||||
/// # Errors
|
||||
///
|
||||
/// # Returns
|
||||
///
|
||||
/// The parsed map tile, or an error if the character is unknown.
|
||||
/// Returns `ParseError::UnknownCharacter` for any character not defined
|
||||
/// in the game's ASCII art vocabulary.
|
||||
pub fn parse_character(c: char) -> Result<MapTile, ParseError> {
|
||||
match c {
|
||||
'#' => Ok(MapTile::Wall),
|
||||
|
||||
@@ -3,14 +3,10 @@
|
||||
use crate::constants::{BOARD_CELL_OFFSET, CELL_SIZE};
|
||||
use crate::map::layout::TILE_MAP;
|
||||
use crate::texture::sprite::{AtlasTile, SpriteAtlas};
|
||||
use crate::texture::text::TextTexture;
|
||||
use glam::Vec2;
|
||||
use sdl2::pixels::Color;
|
||||
use sdl2::rect::{Point, Rect};
|
||||
use sdl2::rect::Rect;
|
||||
use sdl2::render::{Canvas, RenderTarget};
|
||||
|
||||
use crate::error::{EntityError, GameError, GameResult};
|
||||
|
||||
/// Handles rendering operations for the map.
|
||||
pub struct MapRenderer;
|
||||
|
||||
@@ -19,7 +15,7 @@ impl MapRenderer {
|
||||
///
|
||||
/// This function draws the static map texture to the screen at the correct
|
||||
/// position and scale.
|
||||
pub fn render_map<T: RenderTarget>(canvas: &mut Canvas<T>, atlas: &mut SpriteAtlas, map_tiles: &mut [AtlasTile]) {
|
||||
pub fn render_map<T: RenderTarget>(canvas: &mut Canvas<T>, atlas: &mut SpriteAtlas, map_tiles: &[AtlasTile]) {
|
||||
for (y, row) in TILE_MAP.iter().enumerate() {
|
||||
for (x, &tile_index) in row.iter().enumerate() {
|
||||
let mut tile = map_tiles[tile_index];
|
||||
@@ -37,111 +33,4 @@ impl MapRenderer {
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// Renders a debug visualization with cursor-based highlighting.
|
||||
///
|
||||
/// This function provides interactive debugging by highlighting the nearest node
|
||||
/// to the cursor, showing its ID, and highlighting its connections.
|
||||
pub fn debug_render_with_cursor<T: RenderTarget>(
|
||||
graph: &crate::entity::graph::Graph,
|
||||
canvas: &mut Canvas<T>,
|
||||
text_renderer: &mut TextTexture,
|
||||
atlas: &mut SpriteAtlas,
|
||||
cursor_pos: Vec2,
|
||||
) -> GameResult<()> {
|
||||
// Find the nearest node to the cursor
|
||||
let nearest_node = Self::find_nearest_node(graph, cursor_pos);
|
||||
|
||||
// Draw all connections in blue
|
||||
canvas.set_draw_color(Color::RGB(0, 0, 128)); // Dark blue for regular connections
|
||||
for i in 0..graph.node_count() {
|
||||
let node = graph.get_node(i).ok_or(GameError::Entity(EntityError::NodeNotFound(i)))?;
|
||||
let pos = node.position + crate::constants::BOARD_PIXEL_OFFSET.as_vec2();
|
||||
|
||||
for edge in graph.adjacency_list[i].edges() {
|
||||
let end_pos = graph
|
||||
.get_node(edge.target)
|
||||
.ok_or(GameError::Entity(EntityError::NodeNotFound(edge.target)))?
|
||||
.position
|
||||
+ crate::constants::BOARD_PIXEL_OFFSET.as_vec2();
|
||||
canvas
|
||||
.draw_line((pos.x as i32, pos.y as i32), (end_pos.x as i32, end_pos.y as i32))
|
||||
.map_err(|e| GameError::Sdl(e.to_string()))?;
|
||||
}
|
||||
}
|
||||
|
||||
// Draw all nodes in green
|
||||
canvas.set_draw_color(Color::RGB(0, 128, 0)); // Dark green for regular nodes
|
||||
for i in 0..graph.node_count() {
|
||||
let node = graph.get_node(i).ok_or(GameError::Entity(EntityError::NodeNotFound(i)))?;
|
||||
let pos = node.position + crate::constants::BOARD_PIXEL_OFFSET.as_vec2();
|
||||
|
||||
canvas
|
||||
.fill_rect(Rect::new(0, 0, 3, 3).centered_on(Point::new(pos.x as i32, pos.y as i32)))
|
||||
.map_err(|e| GameError::Sdl(e.to_string()))?;
|
||||
}
|
||||
|
||||
// Highlight connections from the nearest node in bright blue
|
||||
if let Some(nearest_id) = nearest_node {
|
||||
let nearest_pos = graph
|
||||
.get_node(nearest_id)
|
||||
.ok_or(GameError::Entity(EntityError::NodeNotFound(nearest_id)))?
|
||||
.position
|
||||
+ crate::constants::BOARD_PIXEL_OFFSET.as_vec2();
|
||||
|
||||
canvas.set_draw_color(Color::RGB(0, 255, 255)); // Bright cyan for highlighted connections
|
||||
for edge in graph.adjacency_list[nearest_id].edges() {
|
||||
let end_pos = graph
|
||||
.get_node(edge.target)
|
||||
.ok_or(GameError::Entity(EntityError::NodeNotFound(edge.target)))?
|
||||
.position
|
||||
+ crate::constants::BOARD_PIXEL_OFFSET.as_vec2();
|
||||
canvas
|
||||
.draw_line(
|
||||
(nearest_pos.x as i32, nearest_pos.y as i32),
|
||||
(end_pos.x as i32, end_pos.y as i32),
|
||||
)
|
||||
.map_err(|e| GameError::Sdl(e.to_string()))?;
|
||||
}
|
||||
|
||||
// Highlight the nearest node in bright green
|
||||
canvas.set_draw_color(Color::RGB(0, 255, 0)); // Bright green for highlighted node
|
||||
canvas
|
||||
.fill_rect(Rect::new(0, 0, 5, 5).centered_on(Point::new(nearest_pos.x as i32, nearest_pos.y as i32)))
|
||||
.map_err(|e| GameError::Sdl(e.to_string()))?;
|
||||
|
||||
// Draw node ID text (small, offset to top right)
|
||||
text_renderer.set_scale(0.5); // Small text
|
||||
let id_text = format!("#{nearest_id}");
|
||||
let text_pos = glam::UVec2::new(
|
||||
(nearest_pos.x + 4.0) as u32, // Offset to the right
|
||||
(nearest_pos.y - 6.0) as u32, // Offset to the top
|
||||
);
|
||||
if let Err(e) = text_renderer.render(canvas, atlas, &id_text, text_pos) {
|
||||
tracing::error!("Failed to render node ID text: {}", e);
|
||||
}
|
||||
}
|
||||
|
||||
Ok(())
|
||||
}
|
||||
|
||||
/// Finds the nearest node to the given cursor position.
|
||||
pub fn find_nearest_node(graph: &crate::entity::graph::Graph, cursor_pos: Vec2) -> Option<usize> {
|
||||
let mut nearest_id = None;
|
||||
let mut nearest_distance = f32::INFINITY;
|
||||
|
||||
for i in 0..graph.node_count() {
|
||||
if let Some(node) = graph.get_node(i) {
|
||||
let node_pos = node.position + crate::constants::BOARD_PIXEL_OFFSET.as_vec2();
|
||||
let distance = cursor_pos.distance(node_pos);
|
||||
|
||||
if distance < nearest_distance {
|
||||
nearest_distance = distance;
|
||||
nearest_id = Some(i);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
nearest_id
|
||||
}
|
||||
}
|
||||
|
||||
@@ -5,12 +5,12 @@ use std::time::Duration;
|
||||
|
||||
use crate::asset::Asset;
|
||||
use crate::error::{AssetError, PlatformError};
|
||||
use crate::platform::Platform;
|
||||
use crate::platform::CommonPlatform;
|
||||
|
||||
/// Desktop platform implementation.
|
||||
pub struct DesktopPlatform;
|
||||
pub struct Platform;
|
||||
|
||||
impl Platform for DesktopPlatform {
|
||||
impl CommonPlatform for Platform {
|
||||
fn sleep(&self, duration: Duration, focused: bool) {
|
||||
if focused {
|
||||
spin_sleep::sleep(duration);
|
||||
@@ -75,7 +75,8 @@ impl Platform for DesktopPlatform {
|
||||
Asset::Wav2 => Ok(Cow::Borrowed(include_bytes!("../../assets/game/sound/waka/2.ogg"))),
|
||||
Asset::Wav3 => Ok(Cow::Borrowed(include_bytes!("../../assets/game/sound/waka/3.ogg"))),
|
||||
Asset::Wav4 => Ok(Cow::Borrowed(include_bytes!("../../assets/game/sound/waka/4.ogg"))),
|
||||
Asset::Atlas => Ok(Cow::Borrowed(include_bytes!("../../assets/game/atlas.png"))),
|
||||
Asset::AtlasImage => Ok(Cow::Borrowed(include_bytes!("../../assets/game/atlas.png"))),
|
||||
Asset::Font => Ok(Cow::Borrowed(include_bytes!("../../assets/game/TerminalVector.ttf"))),
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -5,12 +5,12 @@ use std::time::Duration;
|
||||
|
||||
use crate::asset::Asset;
|
||||
use crate::error::{AssetError, PlatformError};
|
||||
use crate::platform::Platform;
|
||||
use crate::platform::CommonPlatform;
|
||||
|
||||
/// Emscripten platform implementation.
|
||||
pub struct EmscriptenPlatform;
|
||||
pub struct Platform;
|
||||
|
||||
impl Platform for EmscriptenPlatform {
|
||||
impl CommonPlatform for Platform {
|
||||
fn sleep(&self, duration: Duration, _focused: bool) {
|
||||
unsafe {
|
||||
emscripten_sleep(duration.as_millis() as u32);
|
||||
|
||||
@@ -5,44 +5,43 @@ use crate::error::{AssetError, PlatformError};
|
||||
use std::borrow::Cow;
|
||||
use std::time::Duration;
|
||||
|
||||
pub mod desktop;
|
||||
pub mod emscripten;
|
||||
#[cfg(not(target_os = "emscripten"))]
|
||||
mod desktop;
|
||||
#[cfg(target_os = "emscripten")]
|
||||
mod emscripten;
|
||||
|
||||
/// Platform abstraction trait that defines cross-platform functionality.
|
||||
pub trait Platform {
|
||||
/// Sleep for the specified duration using platform-appropriate method.
|
||||
/// Cross-platform abstraction layer providing unified APIs for platform-specific operations.
|
||||
pub trait CommonPlatform {
|
||||
/// Platform-specific sleep function (required due to Emscripten's non-standard sleep requirements).
|
||||
///
|
||||
/// Provides access to current window focus state, useful for changing sleep algorithm conditionally.
|
||||
fn sleep(&self, duration: Duration, focused: bool);
|
||||
|
||||
/// Get the current time in seconds since some reference point.
|
||||
/// This is available for future use in timing and performance monitoring.
|
||||
#[allow(dead_code)]
|
||||
fn get_time(&self) -> f64;
|
||||
|
||||
/// Initialize platform-specific console functionality.
|
||||
/// Configures platform-specific console and debugging output capabilities.
|
||||
fn init_console(&self) -> Result<(), PlatformError>;
|
||||
|
||||
/// Get canvas size for platforms that need it (e.g., Emscripten).
|
||||
/// This is available for future use in responsive design.
|
||||
/// Retrieves the actual display canvas dimensions.
|
||||
#[allow(dead_code)]
|
||||
fn get_canvas_size(&self) -> Option<(u32, u32)>;
|
||||
|
||||
/// Load asset bytes using platform-appropriate method.
|
||||
/// Loads raw asset data using the appropriate platform-specific method.
|
||||
|
||||
fn get_asset_bytes(&self, asset: Asset) -> Result<Cow<'static, [u8]>, AssetError>;
|
||||
}
|
||||
|
||||
/// Get the current platform implementation.
|
||||
/// Returns the appropriate platform implementation based on compile-time target.
|
||||
#[allow(dead_code)]
|
||||
pub fn get_platform() -> &'static dyn Platform {
|
||||
static DESKTOP: desktop::DesktopPlatform = desktop::DesktopPlatform;
|
||||
static EMSCRIPTEN: emscripten::EmscriptenPlatform = emscripten::EmscriptenPlatform;
|
||||
|
||||
pub fn get_platform() -> &'static dyn CommonPlatform {
|
||||
#[cfg(not(target_os = "emscripten"))]
|
||||
{
|
||||
&DESKTOP
|
||||
&desktop::Platform
|
||||
}
|
||||
|
||||
#[cfg(target_os = "emscripten")]
|
||||
{
|
||||
&EMSCRIPTEN
|
||||
&emscripten::Platform
|
||||
}
|
||||
}
|
||||
|
||||
54
src/systems/audio.rs
Normal file
54
src/systems/audio.rs
Normal file
@@ -0,0 +1,54 @@
|
||||
//! Audio system for handling sound playback in the Pac-Man game.
|
||||
//!
|
||||
//! This module provides an ECS-based audio system that integrates with SDL2_mixer
|
||||
//! for playing sound effects. The system uses NonSendMut resources to handle SDL2's
|
||||
//! main-thread requirements while maintaining Bevy ECS compatibility.
|
||||
|
||||
use bevy_ecs::{
|
||||
event::{Event, EventReader, EventWriter},
|
||||
system::{NonSendMut, ResMut},
|
||||
};
|
||||
|
||||
use crate::{audio::Audio, error::GameError, systems::components::AudioState};
|
||||
|
||||
/// Events for triggering audio playback
|
||||
#[derive(Event, Debug, Clone, Copy, PartialEq, Eq)]
|
||||
pub enum AudioEvent {
|
||||
/// Play the "eat" sound when Pac-Man consumes a pellet
|
||||
PlayEat,
|
||||
}
|
||||
|
||||
/// Non-send resource wrapper for SDL2 audio system
|
||||
///
|
||||
/// This wrapper is needed because SDL2 audio components are not Send,
|
||||
/// but Bevy ECS requires Send for regular resources. Using NonSendMut
|
||||
/// allows us to use SDL2 audio on the main thread while integrating
|
||||
/// with the ECS system.
|
||||
pub struct AudioResource(pub Audio);
|
||||
|
||||
/// System that processes audio events and plays sounds
|
||||
pub fn audio_system(
|
||||
mut audio: NonSendMut<AudioResource>,
|
||||
mut audio_state: ResMut<AudioState>,
|
||||
mut audio_events: EventReader<AudioEvent>,
|
||||
_errors: EventWriter<GameError>,
|
||||
) {
|
||||
// Set mute state if it has changed
|
||||
if audio.0.is_muted() != audio_state.muted {
|
||||
audio.0.set_mute(audio_state.muted);
|
||||
}
|
||||
|
||||
// Process audio events
|
||||
for event in audio_events.read() {
|
||||
match event {
|
||||
AudioEvent::PlayEat => {
|
||||
if !audio.0.is_disabled() && !audio_state.muted {
|
||||
audio.0.eat();
|
||||
// Update the sound index for cycling through sounds
|
||||
audio_state.sound_index = (audio_state.sound_index + 1) % 4;
|
||||
// 4 eat sounds available
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
27
src/systems/blinking.rs
Normal file
27
src/systems/blinking.rs
Normal file
@@ -0,0 +1,27 @@
|
||||
use bevy_ecs::{
|
||||
component::Component,
|
||||
system::{Query, Res},
|
||||
};
|
||||
|
||||
use crate::systems::components::{DeltaTime, Renderable};
|
||||
|
||||
#[derive(Component)]
|
||||
pub struct Blinking {
|
||||
pub timer: f32,
|
||||
pub interval: f32,
|
||||
}
|
||||
|
||||
/// Updates blinking entities by toggling their visibility at regular intervals.
|
||||
///
|
||||
/// This system manages entities that have both `Blinking` and `Renderable` components,
|
||||
/// accumulating time and toggling visibility when the specified interval is reached.
|
||||
pub fn blinking_system(time: Res<DeltaTime>, mut query: Query<(&mut Blinking, &mut Renderable)>) {
|
||||
for (mut blinking, mut renderable) in query.iter_mut() {
|
||||
blinking.timer += time.0;
|
||||
|
||||
if blinking.timer >= blinking.interval {
|
||||
blinking.timer = 0.0;
|
||||
renderable.visible = !renderable.visible;
|
||||
}
|
||||
}
|
||||
}
|
||||
58
src/systems/collision.rs
Normal file
58
src/systems/collision.rs
Normal file
@@ -0,0 +1,58 @@
|
||||
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;
|
||||
|
||||
/// Detects overlapping entities and generates collision events for gameplay systems.
|
||||
///
|
||||
/// Performs distance-based collision detection between Pac-Man and collectible items
|
||||
/// using each entity's position and collision radius. When entities overlap, emits
|
||||
/// a `GameEvent::Collision` for the item system to handle scoring and removal.
|
||||
/// Collision detection accounts for both entities being in motion and supports
|
||||
/// circular collision boundaries for accurate gameplay feel.
|
||||
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
|
||||
)));
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
171
src/systems/components.rs
Normal file
171
src/systems/components.rs
Normal file
@@ -0,0 +1,171 @@
|
||||
use bevy_ecs::{bundle::Bundle, component::Component, resource::Resource};
|
||||
use bitflags::bitflags;
|
||||
|
||||
use crate::{
|
||||
map::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.
|
||||
#[allow(dead_code)]
|
||||
pub fn debug_color(&self) -> sdl2::pixels::Color {
|
||||
match self {
|
||||
Ghost::Blinky => sdl2::pixels::Color::RGB(255, 0, 0), // Red
|
||||
Ghost::Pinky => sdl2::pixels::Color::RGB(255, 182, 255), // Pink
|
||||
Ghost::Inky => sdl2::pixels::Color::RGB(0, 255, 255), // Cyan
|
||||
Ghost::Clyde => sdl2::pixels::Color::RGB(255, 182, 85), // Orange
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// A tag component denoting the type of entity.
|
||||
#[derive(Component, Debug, Clone, Copy, PartialEq, Eq, Hash)]
|
||||
pub enum EntityType {
|
||||
Player,
|
||||
Ghost,
|
||||
Pellet,
|
||||
PowerPellet,
|
||||
}
|
||||
|
||||
impl EntityType {
|
||||
/// Returns the traversal flags for this entity type.
|
||||
pub fn traversal_flags(&self) -> TraversalFlags {
|
||||
match self {
|
||||
EntityType::Player => TraversalFlags::PACMAN,
|
||||
EntityType::Ghost => TraversalFlags::GHOST,
|
||||
_ => TraversalFlags::empty(), // Static entities don't traverse
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// 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
225
src/systems/debug.rs
Normal file
@@ -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
src/systems/formatting.rs
Normal file
107
src/systems/formatting.rs
Normal file
@@ -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]>>()
|
||||
}
|
||||
67
src/systems/ghost.rs
Normal file
67
src/systems/ghost.rs
Normal file
@@ -0,0 +1,67 @@
|
||||
use bevy_ecs::system::{Query, Res};
|
||||
use rand::prelude::*;
|
||||
use smallvec::SmallVec;
|
||||
|
||||
use crate::{
|
||||
map::{
|
||||
builder::Map,
|
||||
direction::Direction,
|
||||
graph::{Edge, TraversalFlags},
|
||||
},
|
||||
systems::{
|
||||
components::{DeltaTime, Ghost},
|
||||
movement::{Position, Velocity},
|
||||
},
|
||||
};
|
||||
|
||||
/// Autonomous ghost AI system implementing randomized movement with backtracking avoidance.
|
||||
pub fn ghost_movement_system(
|
||||
map: Res<Map>,
|
||||
delta_time: Res<DeltaTime>,
|
||||
mut ghosts: Query<(&Ghost, &mut Velocity, &mut Position)>,
|
||||
) {
|
||||
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(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;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
143
src/systems/input.rs
Normal file
143
src/systems/input.rs
Normal file
@@ -0,0 +1,143 @@
|
||||
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::{
|
||||
events::{GameCommand, GameEvent},
|
||||
map::direction::Direction,
|
||||
};
|
||||
|
||||
#[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;
|
||||
}
|
||||
}
|
||||
}
|
||||
49
src/systems/item.rs
Normal file
49
src/systems/item.rs
Normal file
@@ -0,0 +1,49 @@
|
||||
use bevy_ecs::{event::EventReader, prelude::*, query::With, system::Query};
|
||||
|
||||
use crate::{
|
||||
events::GameEvent,
|
||||
systems::{
|
||||
audio::AudioEvent,
|
||||
components::{EntityType, ItemCollider, PacmanCollider, ScoreResource},
|
||||
},
|
||||
};
|
||||
|
||||
pub fn item_system(
|
||||
mut commands: Commands,
|
||||
mut collision_events: EventReader<GameEvent>,
|
||||
mut score: ResMut<ScoreResource>,
|
||||
pacman_query: Query<Entity, With<PacmanCollider>>,
|
||||
item_query: Query<(Entity, &EntityType), With<ItemCollider>>,
|
||||
mut events: EventWriter<AudioEvent>,
|
||||
) {
|
||||
for event in collision_events.read() {
|
||||
if let GameEvent::Collision(entity1, entity2) = event {
|
||||
// Check if one is Pacman and the other is an item
|
||||
let (_pacman_entity, item_entity) = if pacman_query.get(*entity1).is_ok() && item_query.get(*entity2).is_ok() {
|
||||
(*entity1, *entity2)
|
||||
} else if pacman_query.get(*entity2).is_ok() && item_query.get(*entity1).is_ok() {
|
||||
(*entity2, *entity1)
|
||||
} else {
|
||||
continue;
|
||||
};
|
||||
|
||||
// Get the item type and update score
|
||||
if let Ok((item_ent, entity_type)) = item_query.get(item_entity) {
|
||||
match entity_type {
|
||||
EntityType::Pellet => {
|
||||
score.0 += 10;
|
||||
}
|
||||
EntityType::PowerPellet => {
|
||||
score.0 += 50;
|
||||
}
|
||||
_ => continue,
|
||||
}
|
||||
|
||||
// Remove the collected item
|
||||
commands.entity(item_ent).despawn();
|
||||
|
||||
events.write(AudioEvent::PlayEat);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
18
src/systems/mod.rs
Normal file
18
src/systems/mod.rs
Normal file
@@ -0,0 +1,18 @@
|
||||
//! The Entity-Component-System (ECS) module.
|
||||
//!
|
||||
//! This module contains all the ECS-related logic, including components, systems,
|
||||
//! and resources.
|
||||
|
||||
pub mod audio;
|
||||
pub mod blinking;
|
||||
pub mod collision;
|
||||
pub mod components;
|
||||
pub mod 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;
|
||||
304
src/systems/movement.rs
Normal file
304
src/systems/movement.rs
Normal file
@@ -0,0 +1,304 @@
|
||||
use crate::error::{EntityError, GameResult};
|
||||
use crate::map::direction::Direction;
|
||||
use crate::map::graph::Graph;
|
||||
use bevy_ecs::component::Component;
|
||||
use glam::Vec2;
|
||||
|
||||
/// Zero-based index identifying a specific node in the navigation graph.
|
||||
///
|
||||
/// Nodes represent discrete movement targets in the maze. The index directly corresponds to the node's position in the
|
||||
/// graph's internal storage arrays.
|
||||
pub type NodeId = 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 },
|
||||
}
|
||||
|
||||
/// Entity position state that handles both stationary entities and moving entities.
|
||||
///
|
||||
/// Supports precise positioning during movement between discrete navigation nodes.
|
||||
/// When moving, entities smoothly interpolate along edges while tracking exact distance remaining to the target node.
|
||||
#[derive(Component, Debug, Copy, Clone, PartialEq)]
|
||||
pub enum Position {
|
||||
/// Entity is stationary at a specific graph node.
|
||||
Stopped { node: NodeId },
|
||||
/// Entity is traveling between two nodes.
|
||||
Moving {
|
||||
from: NodeId,
|
||||
to: NodeId,
|
||||
/// Distance remaining to reach the target node.
|
||||
remaining_distance: f32,
|
||||
},
|
||||
}
|
||||
|
||||
impl Position {
|
||||
/// Calculates the current pixel position in the game world.
|
||||
///
|
||||
/// Converts the graph position to screen coordinates, accounting for
|
||||
/// the board offset and centering the sprite.
|
||||
///
|
||||
/// # Errors
|
||||
///
|
||||
/// Returns an `EntityError` if the node or edge is not found.
|
||||
pub fn get_pixel_position(&self, graph: &Graph) -> GameResult<Vec2> {
|
||||
let pos = match &self {
|
||||
Position::Stopped { node } => {
|
||||
// Entity is stationary at a node
|
||||
let node = graph.get_node(*node).ok_or(EntityError::NodeNotFound(*node))?;
|
||||
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,
|
||||
))
|
||||
}
|
||||
|
||||
/// Advances movement progress by the specified distance with overflow handling.
|
||||
///
|
||||
/// For moving entities, decreases the remaining distance to the target node.
|
||||
/// If the distance would overshoot the target, the entity transitions to
|
||||
/// `Stopped` state and returns the excess distance for chaining movement
|
||||
/// to the next edge in the same frame.
|
||||
///
|
||||
/// # Arguments
|
||||
///
|
||||
/// * `distance` - Distance to travel this frame (typically speed × delta_time)
|
||||
///
|
||||
/// # Returns
|
||||
///
|
||||
/// `Some(overflow)` if the target was reached with distance remaining,
|
||||
/// `None` if still moving or already stopped.
|
||||
pub fn tick(&mut self, distance: f32) -> Option<f32> {
|
||||
if distance <= 0.0 || self.is_at_node() {
|
||||
return None;
|
||||
}
|
||||
|
||||
match self {
|
||||
Position::Moving {
|
||||
to, remaining_distance, ..
|
||||
} => {
|
||||
// If the remaining distance is less than or equal the distance, we'll reach the target
|
||||
if *remaining_distance <= distance {
|
||||
let overflow: Option<f32> = if *remaining_distance != distance {
|
||||
Some(distance - *remaining_distance)
|
||||
} else {
|
||||
None
|
||||
};
|
||||
*self = Position::Stopped { node: *to };
|
||||
|
||||
return overflow;
|
||||
}
|
||||
|
||||
*remaining_distance -= distance;
|
||||
|
||||
None
|
||||
}
|
||||
_ => unreachable!(),
|
||||
}
|
||||
}
|
||||
|
||||
/// Returns `true` if the position is exactly at a node (not traveling).
|
||||
pub fn is_at_node(&self) -> bool {
|
||||
matches!(self, Position::Stopped { .. })
|
||||
}
|
||||
|
||||
/// Returns the `NodeId` of the current node (source of travel if moving).
|
||||
pub fn current_node(&self) -> NodeId {
|
||||
match self {
|
||||
Position::Stopped { node } => *node,
|
||||
Position::Moving { from, .. } => *from,
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// 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;
|
||||
// }
|
||||
// }
|
||||
// }
|
||||
// }
|
||||
// }
|
||||
153
src/systems/player.rs
Normal file
153
src/systems/player.rs
Normal file
@@ -0,0 +1,153 @@
|
||||
use bevy_ecs::{
|
||||
event::{EventReader, EventWriter},
|
||||
prelude::ResMut,
|
||||
query::With,
|
||||
system::{Query, Res},
|
||||
};
|
||||
|
||||
use crate::{
|
||||
error::GameError,
|
||||
events::{GameCommand, GameEvent},
|
||||
map::builder::Map,
|
||||
map::graph::Edge,
|
||||
systems::{
|
||||
components::{AudioState, DeltaTime, EntityType, GlobalState, PlayerControlled},
|
||||
debug::DebugState,
|
||||
movement::{BufferedDirection, Position, Velocity},
|
||||
},
|
||||
};
|
||||
|
||||
/// Processes player input commands and updates game state accordingly.
|
||||
///
|
||||
/// Handles keyboard-driven commands like movement direction changes, debug mode
|
||||
/// toggling, audio muting, and game exit requests. Movement commands are buffered
|
||||
/// to allow direction changes before reaching intersections, improving gameplay
|
||||
/// responsiveness. Non-movement commands immediately modify global game state.
|
||||
pub fn player_control_system(
|
||||
mut events: EventReader<GameEvent>,
|
||||
mut state: ResMut<GlobalState>,
|
||||
mut debug_state: ResMut<DebugState>,
|
||||
mut audio_state: ResMut<AudioState>,
|
||||
mut players: Query<&mut BufferedDirection, With<PlayerControlled>>,
|
||||
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)
|
||||
}
|
||||
|
||||
/// Executes frame-by-frame movement for Pac-Man.
|
||||
///
|
||||
/// Handles movement logic including buffered direction changes, edge traversal validation, and continuous movement between nodes.
|
||||
/// When stopped, prioritizes buffered directions for responsive controls, falling back to current direction.
|
||||
/// Supports movement chaining within a single frame when traveling at high speeds.
|
||||
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;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
183
src/systems/profiling.rs
Normal file
183
src/systems/profiling.rs
Normal file
@@ -0,0 +1,183 @@
|
||||
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);
|
||||
}
|
||||
}
|
||||
}
|
||||
123
src/systems/render.rs
Normal file
123
src/systems/render.rs
Normal file
@@ -0,0 +1,123 @@
|
||||
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::rect::{Point, Rect};
|
||||
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 = Rect::from_center(
|
||||
Point::from((pos.x as i32, pos.y as i32)),
|
||||
renderable.sprite.size.x as u32,
|
||||
renderable.sprite.size.y as u32,
|
||||
);
|
||||
|
||||
renderable
|
||||
.sprite
|
||||
.render(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()));
|
||||
}
|
||||
@@ -1,14 +1,19 @@
|
||||
use sdl2::rect::Rect;
|
||||
use sdl2::render::{Canvas, RenderTarget};
|
||||
|
||||
use crate::error::{AnimatedTextureError, GameError, GameResult, TextureError};
|
||||
use crate::texture::sprite::{AtlasTile, SpriteAtlas};
|
||||
use crate::texture::sprite::AtlasTile;
|
||||
|
||||
/// Frame-based animation system for cycling through multiple sprite tiles.
|
||||
///
|
||||
/// Manages automatic frame progression based on elapsed time.
|
||||
/// Uses a time banking system to ensure consistent animation speed regardless of frame rate variations.
|
||||
#[derive(Debug, Clone)]
|
||||
pub struct AnimatedTexture {
|
||||
/// Sequence of sprite tiles that make up the animation frames
|
||||
tiles: Vec<AtlasTile>,
|
||||
/// Duration each frame should be displayed (in seconds)
|
||||
frame_duration: f32,
|
||||
/// Index of the currently active frame in the tiles vector
|
||||
current_frame: usize,
|
||||
/// Accumulated time since the last frame change (for smooth timing)
|
||||
time_bank: f32,
|
||||
}
|
||||
|
||||
@@ -28,6 +33,16 @@ impl AnimatedTexture {
|
||||
})
|
||||
}
|
||||
|
||||
/// Advances the animation by the specified time delta with automatic frame cycling.
|
||||
///
|
||||
/// Accumulates time in the time bank and progresses through frames when enough
|
||||
/// time has elapsed. Supports frame rates independent of game frame rate by
|
||||
/// potentially advancing multiple frames in a single call if `dt` is large.
|
||||
/// Animation loops automatically when reaching the final frame.
|
||||
///
|
||||
/// # Arguments
|
||||
///
|
||||
/// * `dt` - Time elapsed since the last tick (typically frame delta time)
|
||||
pub fn tick(&mut self, dt: f32) {
|
||||
self.time_bank += dt;
|
||||
while self.time_bank >= self.frame_duration {
|
||||
@@ -40,12 +55,6 @@ impl AnimatedTexture {
|
||||
&self.tiles[self.current_frame]
|
||||
}
|
||||
|
||||
pub fn render<T: RenderTarget>(&self, canvas: &mut Canvas<T>, atlas: &mut SpriteAtlas, dest: Rect) -> GameResult<()> {
|
||||
let mut tile = *self.current_tile();
|
||||
tile.render(canvas, atlas, dest)?;
|
||||
Ok(())
|
||||
}
|
||||
|
||||
/// Returns the current frame index.
|
||||
#[allow(dead_code)]
|
||||
pub fn current_frame(&self) -> usize {
|
||||
|
||||
@@ -1,80 +0,0 @@
|
||||
use sdl2::rect::Rect;
|
||||
use sdl2::render::{Canvas, RenderTarget};
|
||||
|
||||
use crate::entity::direction::Direction;
|
||||
use crate::error::GameResult;
|
||||
use crate::texture::animated::AnimatedTexture;
|
||||
use crate::texture::sprite::SpriteAtlas;
|
||||
|
||||
#[derive(Clone)]
|
||||
pub struct DirectionalAnimatedTexture {
|
||||
textures: [Option<AnimatedTexture>; 4],
|
||||
stopped_textures: [Option<AnimatedTexture>; 4],
|
||||
}
|
||||
|
||||
impl DirectionalAnimatedTexture {
|
||||
pub fn new(textures: [Option<AnimatedTexture>; 4], stopped_textures: [Option<AnimatedTexture>; 4]) -> Self {
|
||||
Self {
|
||||
textures,
|
||||
stopped_textures,
|
||||
}
|
||||
}
|
||||
|
||||
pub fn tick(&mut self, dt: f32) {
|
||||
for texture in self.textures.iter_mut().flatten() {
|
||||
texture.tick(dt);
|
||||
}
|
||||
}
|
||||
|
||||
pub fn render<T: RenderTarget>(
|
||||
&self,
|
||||
canvas: &mut Canvas<T>,
|
||||
atlas: &mut SpriteAtlas,
|
||||
dest: Rect,
|
||||
direction: Direction,
|
||||
) -> GameResult<()> {
|
||||
if let Some(texture) = &self.textures[direction.as_usize()] {
|
||||
texture.render(canvas, atlas, dest)
|
||||
} else {
|
||||
Ok(())
|
||||
}
|
||||
}
|
||||
|
||||
pub fn render_stopped<T: RenderTarget>(
|
||||
&self,
|
||||
canvas: &mut Canvas<T>,
|
||||
atlas: &mut SpriteAtlas,
|
||||
dest: Rect,
|
||||
direction: Direction,
|
||||
) -> GameResult<()> {
|
||||
if let Some(texture) = &self.stopped_textures[direction.as_usize()] {
|
||||
texture.render(canvas, atlas, dest)
|
||||
} else {
|
||||
Ok(())
|
||||
}
|
||||
}
|
||||
|
||||
/// Returns true if the texture has a direction.
|
||||
#[allow(dead_code)]
|
||||
pub fn has_direction(&self, direction: Direction) -> bool {
|
||||
self.textures[direction.as_usize()].is_some()
|
||||
}
|
||||
|
||||
/// Returns true if the texture has a stopped direction.
|
||||
#[allow(dead_code)]
|
||||
pub fn has_stopped_direction(&self, direction: Direction) -> bool {
|
||||
self.stopped_textures[direction.as_usize()].is_some()
|
||||
}
|
||||
|
||||
/// Returns the number of textures.
|
||||
#[allow(dead_code)]
|
||||
pub fn texture_count(&self) -> usize {
|
||||
self.textures.iter().filter(|t| t.is_some()).count()
|
||||
}
|
||||
|
||||
/// Returns the number of stopped textures.
|
||||
#[allow(dead_code)]
|
||||
pub fn stopped_texture_count(&self) -> usize {
|
||||
self.stopped_textures.iter().filter(|t| t.is_some()).count()
|
||||
}
|
||||
}
|
||||
@@ -1,5 +1,4 @@
|
||||
pub mod animated;
|
||||
pub mod blinking;
|
||||
pub mod directional;
|
||||
pub mod sprite;
|
||||
pub mod text;
|
||||
|
||||
@@ -1,5 +1,4 @@
|
||||
use anyhow::Result;
|
||||
use bevy_ecs::resource::Resource;
|
||||
use glam::U16Vec2;
|
||||
use sdl2::pixels::Color;
|
||||
use sdl2::rect::Rect;
|
||||
@@ -9,35 +8,10 @@ use std::collections::HashMap;
|
||||
|
||||
use crate::error::TextureError;
|
||||
|
||||
/// A simple sprite for stationary items like pellets and energizers.
|
||||
#[derive(Clone, Debug)]
|
||||
pub struct Sprite {
|
||||
pub atlas_tile: AtlasTile,
|
||||
}
|
||||
|
||||
impl Sprite {
|
||||
pub fn new(atlas_tile: AtlasTile) -> Self {
|
||||
Self { atlas_tile }
|
||||
}
|
||||
|
||||
pub fn render<C: RenderTarget>(
|
||||
&self,
|
||||
canvas: &mut Canvas<C>,
|
||||
atlas: &mut SpriteAtlas,
|
||||
position: glam::Vec2,
|
||||
) -> Result<(), TextureError> {
|
||||
let dest = crate::helpers::centered_with_size(
|
||||
glam::IVec2::new(position.x as i32, position.y as i32),
|
||||
glam::UVec2::new(self.atlas_tile.size.x as u32, self.atlas_tile.size.y as u32),
|
||||
);
|
||||
let mut tile = self.atlas_tile;
|
||||
tile.render(canvas, atlas, dest)?;
|
||||
Ok(())
|
||||
}
|
||||
}
|
||||
|
||||
/// Atlas frame mapping data loaded from JSON metadata files.
|
||||
#[derive(Clone, Debug, Deserialize)]
|
||||
pub struct AtlasMapper {
|
||||
/// Mapping from sprite name to frame bounds within the atlas texture
|
||||
pub frames: HashMap<String, MapperFrame>,
|
||||
}
|
||||
|
||||
@@ -49,7 +23,7 @@ pub struct MapperFrame {
|
||||
pub height: u16,
|
||||
}
|
||||
|
||||
#[derive(Copy, Clone, Debug)]
|
||||
#[derive(Copy, Clone, Debug, PartialEq)]
|
||||
pub struct AtlasTile {
|
||||
pub pos: U16Vec2,
|
||||
pub size: U16Vec2,
|
||||
@@ -58,7 +32,7 @@ pub struct AtlasTile {
|
||||
|
||||
impl AtlasTile {
|
||||
pub fn render<C: RenderTarget>(
|
||||
&mut self,
|
||||
&self,
|
||||
canvas: &mut Canvas<C>,
|
||||
atlas: &mut SpriteAtlas,
|
||||
dest: Rect,
|
||||
@@ -69,7 +43,7 @@ impl AtlasTile {
|
||||
}
|
||||
|
||||
pub fn render_with_color<C: RenderTarget>(
|
||||
&mut self,
|
||||
&self,
|
||||
canvas: &mut Canvas<C>,
|
||||
atlas: &mut SpriteAtlas,
|
||||
dest: Rect,
|
||||
@@ -100,10 +74,19 @@ impl AtlasTile {
|
||||
}
|
||||
}
|
||||
|
||||
/// High-performance sprite atlas providing fast texture region lookups and rendering.
|
||||
///
|
||||
/// Combines a single large texture with metadata mapping to enable efficient
|
||||
/// sprite rendering without texture switching. Caches color modulation state
|
||||
/// to minimize redundant SDL2 calls and supports both named sprite lookups
|
||||
/// and optional default color modulation configuration.
|
||||
pub struct SpriteAtlas {
|
||||
/// The combined texture containing all sprite frames
|
||||
texture: Texture<'static>,
|
||||
/// Mapping from sprite names to their pixel coordinates within the texture
|
||||
tiles: HashMap<String, MapperFrame>,
|
||||
default_color: Option<Color>,
|
||||
/// Cached color modulation state to avoid redundant SDL2 calls
|
||||
last_modulation: Option<Color>,
|
||||
}
|
||||
|
||||
@@ -117,6 +100,12 @@ impl SpriteAtlas {
|
||||
}
|
||||
}
|
||||
|
||||
/// Retrieves a sprite tile by name from the atlas with fast HashMap lookup.
|
||||
///
|
||||
/// Returns an `AtlasTile` containing the texture coordinates and dimensions
|
||||
/// for the named sprite, or `None` if the sprite name is not found in the
|
||||
/// atlas. The returned tile can be used for immediate rendering or stored
|
||||
/// for repeated use in animations and entity sprites.
|
||||
pub fn get_tile(&self, name: &str) -> Option<AtlasTile> {
|
||||
self.tiles.get(name).map(|frame| AtlasTile {
|
||||
pos: U16Vec2::new(frame.x, frame.y),
|
||||
|
||||
@@ -103,9 +103,9 @@ impl TextTexture {
|
||||
&self.char_map
|
||||
}
|
||||
|
||||
pub fn get_tile(&mut self, c: char, atlas: &mut SpriteAtlas) -> Result<Option<&mut AtlasTile>> {
|
||||
pub fn get_tile(&mut self, c: char, atlas: &mut SpriteAtlas) -> Result<Option<&AtlasTile>> {
|
||||
if self.char_map.contains_key(&c) {
|
||||
return Ok(self.char_map.get_mut(&c));
|
||||
return Ok(self.char_map.get(&c));
|
||||
}
|
||||
|
||||
if let Some(tile_name) = char_to_tile_name(c) {
|
||||
@@ -113,7 +113,7 @@ impl TextTexture {
|
||||
.get_tile(&tile_name)
|
||||
.ok_or(GameError::Texture(TextureError::AtlasTileNotFound(tile_name)))?;
|
||||
self.char_map.insert(c, tile);
|
||||
Ok(self.char_map.get_mut(&c))
|
||||
Ok(self.char_map.get(&c))
|
||||
} else {
|
||||
Ok(None)
|
||||
}
|
||||
|
||||
@@ -1,14 +0,0 @@
|
||||
use pacman::asset::Asset;
|
||||
use std::path::Path;
|
||||
use strum::IntoEnumIterator;
|
||||
|
||||
#[test]
|
||||
fn test_asset_paths_valid() {
|
||||
let base_path = Path::new("assets/game/");
|
||||
|
||||
for asset in Asset::iter() {
|
||||
let path = base_path.join(asset.path());
|
||||
assert!(path.exists(), "Asset path does not exist: {:?}", path);
|
||||
assert!(path.is_file(), "Asset path is not a file: {:?}", path);
|
||||
}
|
||||
}
|
||||
@@ -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]);
|
||||
}
|
||||
@@ -2,7 +2,7 @@
|
||||
|
||||
use pacman::{
|
||||
asset::{get_asset_bytes, Asset},
|
||||
game::state::ATLAS_FRAMES,
|
||||
game::ATLAS_FRAMES,
|
||||
texture::sprite::{AtlasMapper, SpriteAtlas},
|
||||
};
|
||||
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 {
|
||||
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<'static> = unsafe { std::mem::transmute(texture) };
|
||||
|
||||
@@ -2,27 +2,34 @@ use pacman::constants::*;
|
||||
|
||||
#[test]
|
||||
fn test_raw_board_structure() {
|
||||
// Test board dimensions match expected size
|
||||
assert_eq!(RAW_BOARD.len(), BOARD_CELL_SIZE.y as usize);
|
||||
|
||||
for row in RAW_BOARD.iter() {
|
||||
assert_eq!(row.len(), BOARD_CELL_SIZE.x as usize);
|
||||
}
|
||||
|
||||
// Test boundaries
|
||||
// Test boundaries are properly walled
|
||||
assert!(RAW_BOARD[0].chars().all(|c| c == '#'));
|
||||
assert!(RAW_BOARD[RAW_BOARD.len() - 1].chars().all(|c| c == '#'));
|
||||
|
||||
// Test tunnel row
|
||||
let tunnel_row = RAW_BOARD[14];
|
||||
assert_eq!(tunnel_row.chars().next().unwrap(), 'T');
|
||||
assert_eq!(tunnel_row.chars().last().unwrap(), 'T');
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn test_raw_board_content() {
|
||||
let power_pellet_count = RAW_BOARD.iter().flat_map(|row| row.chars()).filter(|&c| c == 'o').count();
|
||||
assert_eq!(power_pellet_count, 4);
|
||||
|
||||
assert!(RAW_BOARD.iter().any(|row| row.contains('X')));
|
||||
assert!(RAW_BOARD.iter().any(|row| row.contains("==")));
|
||||
fn test_raw_board_contains_required_elements() {
|
||||
// Test that essential game elements are present
|
||||
assert!(
|
||||
RAW_BOARD.iter().any(|row| row.contains('X')),
|
||||
"Board should contain Pac-Man start position"
|
||||
);
|
||||
assert!(
|
||||
RAW_BOARD.iter().any(|row| row.contains("==")),
|
||||
"Board should contain ghost house door"
|
||||
);
|
||||
assert!(
|
||||
RAW_BOARD.iter().any(|row| row.chars().any(|c| c == 'T')),
|
||||
"Board should contain tunnel entrances"
|
||||
);
|
||||
assert!(
|
||||
RAW_BOARD.iter().any(|row| row.chars().any(|c| c == 'o')),
|
||||
"Board should contain power pellets"
|
||||
);
|
||||
}
|
||||
|
||||
@@ -1,34 +0,0 @@
|
||||
use glam::Vec2;
|
||||
use pacman::entity::graph::{Graph, Node};
|
||||
use pacman::map::render::MapRenderer;
|
||||
|
||||
#[test]
|
||||
fn test_find_nearest_node() {
|
||||
let mut graph = Graph::new();
|
||||
|
||||
// Add some test nodes
|
||||
let node1 = graph.add_node(Node {
|
||||
position: Vec2::new(10.0, 10.0),
|
||||
});
|
||||
let node2 = graph.add_node(Node {
|
||||
position: Vec2::new(50.0, 50.0),
|
||||
});
|
||||
let node3 = graph.add_node(Node {
|
||||
position: Vec2::new(100.0, 100.0),
|
||||
});
|
||||
|
||||
// Test cursor near node1
|
||||
let cursor_pos = Vec2::new(12.0, 8.0);
|
||||
let nearest = MapRenderer::find_nearest_node(&graph, cursor_pos);
|
||||
assert_eq!(nearest, Some(node1));
|
||||
|
||||
// Test cursor near node2
|
||||
let cursor_pos = Vec2::new(45.0, 55.0);
|
||||
let nearest = MapRenderer::find_nearest_node(&graph, cursor_pos);
|
||||
assert_eq!(nearest, Some(node2));
|
||||
|
||||
// Test cursor near node3
|
||||
let cursor_pos = Vec2::new(98.0, 102.0);
|
||||
let nearest = MapRenderer::find_nearest_node(&graph, cursor_pos);
|
||||
assert_eq!(nearest, Some(node3));
|
||||
}
|
||||
@@ -1,5 +1,5 @@
|
||||
use glam::IVec2;
|
||||
use pacman::entity::direction::*;
|
||||
use pacman::map::direction::*;
|
||||
|
||||
#[test]
|
||||
fn test_direction_opposite() {
|
||||
|
||||
@@ -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
95
tests/formatting.rs
Normal 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
|
||||
);
|
||||
}
|
||||
@@ -1,13 +0,0 @@
|
||||
use pacman::constants::RAW_BOARD;
|
||||
use pacman::map::builder::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());
|
||||
}
|
||||
@@ -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);
|
||||
}
|
||||
@@ -1,6 +1,5 @@
|
||||
use pacman::entity::direction::Direction;
|
||||
use pacman::entity::graph::{EdgePermissions, Graph, Node};
|
||||
use pacman::entity::traversal::{Position, Traverser};
|
||||
use pacman::map::direction::Direction;
|
||||
use pacman::map::graph::{Graph, Node, TraversalFlags};
|
||||
|
||||
fn create_test_graph() -> Graph {
|
||||
let mut graph = Graph::new();
|
||||
@@ -30,7 +29,7 @@ fn test_graph_basic_operations() {
|
||||
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(node2).is_some());
|
||||
assert!(graph.get_node(999).is_none());
|
||||
@@ -79,11 +78,11 @@ fn test_graph_edge_permissions() {
|
||||
});
|
||||
|
||||
graph
|
||||
.add_edge(node1, node2, false, None, Direction::Right, EdgePermissions::GhostsOnly)
|
||||
.add_edge(node1, node2, false, None, Direction::Right, TraversalFlags::GHOST)
|
||||
.unwrap();
|
||||
|
||||
let edge = graph.find_edge_in_direction(node1, Direction::Right).unwrap();
|
||||
assert_eq!(edge.permissions, EdgePermissions::GhostsOnly);
|
||||
assert_eq!(edge.traversal_flags, TraversalFlags::GHOST);
|
||||
}
|
||||
|
||||
#[test]
|
||||
@@ -103,7 +102,7 @@ fn should_add_connected_node() {
|
||||
)
|
||||
.unwrap();
|
||||
|
||||
assert_eq!(graph.node_count(), 2);
|
||||
assert_eq!(graph.nodes().count(), 2);
|
||||
let edge = graph.find_edge(node1, node2);
|
||||
assert!(edge.is_some());
|
||||
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),
|
||||
});
|
||||
|
||||
let result = graph.add_edge(node1, node2, false, Some(-1.0), Direction::Right, EdgePermissions::All);
|
||||
let result = graph.add_edge(node1, node2, false, Some(-1.0), Direction::Right, TraversalFlags::ALL);
|
||||
assert!(result.is_err());
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn should_error_on_duplicate_edge_without_replace() {
|
||||
let mut graph = create_test_graph();
|
||||
let result = graph.add_edge(0, 1, false, None, Direction::Right, EdgePermissions::All);
|
||||
let result = graph.add_edge(0, 1, false, None, Direction::Right, TraversalFlags::ALL);
|
||||
assert!(result.is_err());
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn should_allow_replacing_an_edge() {
|
||||
let mut graph = create_test_graph();
|
||||
let result = graph.add_edge(0, 1, true, Some(42.0), Direction::Right, EdgePermissions::All);
|
||||
let result = graph.add_edge(0, 1, true, Some(42.0), Direction::Right, TraversalFlags::ALL);
|
||||
assert!(result.is_ok());
|
||||
|
||||
let edge = graph.find_edge(0, 1).unwrap();
|
||||
@@ -150,68 +149,3 @@ fn should_find_edge_between_nodes() {
|
||||
let non_existent_edge = graph.find_edge(0, 99);
|
||||
assert!(non_existent_edge.is_none());
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn test_traverser_basic() {
|
||||
let graph = create_test_graph();
|
||||
let mut traverser = Traverser::new(&graph, 0, Direction::Left, &|_| true);
|
||||
|
||||
traverser.set_next_direction(Direction::Up);
|
||||
assert!(traverser.next_direction.is_some());
|
||||
assert_eq!(traverser.next_direction.unwrap().0, Direction::Up);
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn test_traverser_advance() {
|
||||
let graph = create_test_graph();
|
||||
let mut traverser = Traverser::new(&graph, 0, Direction::Right, &|_| true);
|
||||
|
||||
traverser.advance(&graph, 5.0, &|_| true).unwrap();
|
||||
|
||||
match traverser.position {
|
||||
Position::BetweenNodes { from, to, traversed } => {
|
||||
assert_eq!(from, 0);
|
||||
assert_eq!(to, 1);
|
||||
assert_eq!(traversed, 5.0);
|
||||
}
|
||||
_ => panic!("Expected to be between nodes"),
|
||||
}
|
||||
|
||||
traverser.advance(&graph, 3.0, &|_| true).unwrap();
|
||||
|
||||
match traverser.position {
|
||||
Position::BetweenNodes { from, to, traversed } => {
|
||||
assert_eq!(from, 0);
|
||||
assert_eq!(to, 1);
|
||||
assert_eq!(traversed, 8.0);
|
||||
}
|
||||
_ => panic!("Expected to be between nodes"),
|
||||
}
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn test_traverser_with_permissions() {
|
||||
let mut graph = Graph::new();
|
||||
let node1 = graph.add_node(Node {
|
||||
position: glam::Vec2::new(0.0, 0.0),
|
||||
});
|
||||
let node2 = graph.add_node(Node {
|
||||
position: glam::Vec2::new(16.0, 0.0),
|
||||
});
|
||||
|
||||
graph
|
||||
.add_edge(node1, node2, false, None, Direction::Right, EdgePermissions::GhostsOnly)
|
||||
.unwrap();
|
||||
|
||||
// Pacman can't traverse ghost-only edges
|
||||
let mut traverser = Traverser::new(&graph, node1, Direction::Right, &|edge| {
|
||||
matches!(edge.permissions, EdgePermissions::All)
|
||||
});
|
||||
|
||||
traverser
|
||||
.advance(&graph, 5.0, &|edge| matches!(edge.permissions, EdgePermissions::All))
|
||||
.unwrap();
|
||||
|
||||
// Should still be at the node since it can't traverse
|
||||
assert!(traverser.position.is_at_node());
|
||||
}
|
||||
|
||||
@@ -1,19 +0,0 @@
|
||||
use glam::{IVec2, UVec2};
|
||||
use pacman::helpers::centered_with_size;
|
||||
|
||||
#[test]
|
||||
fn test_centered_with_size() {
|
||||
let test_cases = [
|
||||
((100, 100), (50, 30), (75, 85)),
|
||||
((50, 50), (51, 31), (25, 35)),
|
||||
((0, 0), (100, 100), (-50, -50)),
|
||||
((-100, -50), (80, 40), (-140, -70)),
|
||||
((1000, 1000), (1000, 1000), (500, 500)),
|
||||
];
|
||||
|
||||
for ((pos_x, pos_y), (size_x, size_y), (expected_x, expected_y)) in test_cases {
|
||||
let rect = centered_with_size(IVec2::new(pos_x, pos_y), UVec2::new(size_x, size_y));
|
||||
assert_eq!(rect.origin(), (expected_x, expected_y));
|
||||
assert_eq!(rect.size(), (size_x, size_y));
|
||||
}
|
||||
}
|
||||
@@ -1,53 +0,0 @@
|
||||
use glam::U16Vec2;
|
||||
use pacman::{
|
||||
entity::{
|
||||
collision::Collidable,
|
||||
item::{FruitKind, Item, ItemType},
|
||||
},
|
||||
texture::sprite::{AtlasTile, Sprite},
|
||||
};
|
||||
use strum::{EnumCount, IntoEnumIterator};
|
||||
|
||||
#[test]
|
||||
fn test_item_type_get_score() {
|
||||
assert_eq!(ItemType::Pellet.get_score(), 10);
|
||||
assert_eq!(ItemType::Energizer.get_score(), 50);
|
||||
|
||||
let fruit = ItemType::Fruit { kind: FruitKind::Apple };
|
||||
assert_eq!(fruit.get_score(), 100);
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn test_fruit_kind_increasing_score() {
|
||||
// Build a list of fruit kinds, sorted by their index
|
||||
let mut kinds = FruitKind::iter()
|
||||
.map(|kind| (kind.index(), kind.get_score()))
|
||||
.collect::<Vec<_>>();
|
||||
kinds.sort_unstable_by_key(|(index, _)| *index);
|
||||
|
||||
assert_eq!(kinds.len(), FruitKind::COUNT);
|
||||
|
||||
// Check that the score increases as expected
|
||||
for window in kinds.windows(2) {
|
||||
let ((_, prev), (_, next)) = (window[0], window[1]);
|
||||
assert!(prev < next, "Fruits should have increasing scores, but {prev:?} < {next:?}");
|
||||
}
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn test_item_creation_and_collection() {
|
||||
let atlas_tile = AtlasTile {
|
||||
pos: U16Vec2::new(0, 0),
|
||||
size: U16Vec2::new(16, 16),
|
||||
color: None,
|
||||
};
|
||||
let sprite = Sprite::new(atlas_tile);
|
||||
let mut item = Item::new(0, ItemType::Pellet, sprite);
|
||||
|
||||
assert!(!item.is_collected());
|
||||
assert_eq!(item.get_score(), 10);
|
||||
assert_eq!(item.position().from_node_id(), 0);
|
||||
|
||||
item.collect();
|
||||
assert!(item.is_collected());
|
||||
}
|
||||
@@ -1,13 +1,12 @@
|
||||
use glam::Vec2;
|
||||
use pacman::constants::{CELL_SIZE, RAW_BOARD};
|
||||
use pacman::map::builder::Map;
|
||||
use sdl2::render::Texture;
|
||||
|
||||
#[test]
|
||||
fn test_map_creation() {
|
||||
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());
|
||||
|
||||
// Check that some connections were made
|
||||
@@ -34,60 +33,60 @@ fn test_map_node_positions() {
|
||||
}
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn test_generate_items() {
|
||||
use pacman::texture::sprite::{AtlasMapper, MapperFrame, SpriteAtlas};
|
||||
use std::collections::HashMap;
|
||||
// #[test]
|
||||
// fn test_generate_items() {
|
||||
// use pacman::texture::sprite::{AtlasMapper, MapperFrame, SpriteAtlas};
|
||||
// use std::collections::HashMap;
|
||||
|
||||
let map = Map::new(RAW_BOARD).unwrap();
|
||||
// let map = Map::new(RAW_BOARD).unwrap();
|
||||
|
||||
// Create a minimal atlas for testing
|
||||
let mut frames = HashMap::new();
|
||||
frames.insert(
|
||||
"maze/pellet.png".to_string(),
|
||||
MapperFrame {
|
||||
x: 0,
|
||||
y: 0,
|
||||
width: 8,
|
||||
height: 8,
|
||||
},
|
||||
);
|
||||
frames.insert(
|
||||
"maze/energizer.png".to_string(),
|
||||
MapperFrame {
|
||||
x: 8,
|
||||
y: 0,
|
||||
width: 8,
|
||||
height: 8,
|
||||
},
|
||||
);
|
||||
// // Create a minimal atlas for testing
|
||||
// let mut frames = HashMap::new();
|
||||
// frames.insert(
|
||||
// "maze/pellet.png".to_string(),
|
||||
// MapperFrame {
|
||||
// x: 0,
|
||||
// y: 0,
|
||||
// width: 8,
|
||||
// height: 8,
|
||||
// },
|
||||
// );
|
||||
// frames.insert(
|
||||
// "maze/energizer.png".to_string(),
|
||||
// MapperFrame {
|
||||
// x: 8,
|
||||
// y: 0,
|
||||
// width: 8,
|
||||
// height: 8,
|
||||
// },
|
||||
// );
|
||||
|
||||
let mapper = AtlasMapper { frames };
|
||||
let texture = unsafe { std::mem::transmute::<usize, Texture<'static>>(0usize) };
|
||||
let atlas = SpriteAtlas::new(texture, mapper);
|
||||
// let mapper = AtlasMapper { frames };
|
||||
// let texture = unsafe { std::mem::transmute::<usize, Texture<'static>>(0usize) };
|
||||
// let atlas = SpriteAtlas::new(texture, mapper);
|
||||
|
||||
let items = map.generate_items(&atlas).unwrap();
|
||||
// let items = map.generate_items(&atlas).unwrap();
|
||||
|
||||
// Verify we have items
|
||||
assert!(!items.is_empty());
|
||||
// // Verify we have items
|
||||
// assert!(!items.is_empty());
|
||||
|
||||
// Count different types
|
||||
let pellet_count = items
|
||||
.iter()
|
||||
.filter(|item| matches!(item.item_type, pacman::entity::item::ItemType::Pellet))
|
||||
.count();
|
||||
let energizer_count = items
|
||||
.iter()
|
||||
.filter(|item| matches!(item.item_type, pacman::entity::item::ItemType::Energizer))
|
||||
.count();
|
||||
// // Count different types
|
||||
// let pellet_count = items
|
||||
// .iter()
|
||||
// .filter(|item| matches!(item.item_type, pacman::entity::item::ItemType::Pellet))
|
||||
// .count();
|
||||
// let energizer_count = items
|
||||
// .iter()
|
||||
// .filter(|item| matches!(item.item_type, pacman::entity::item::ItemType::Energizer))
|
||||
// .count();
|
||||
|
||||
// Should have both types
|
||||
assert_eq!(pellet_count, 240);
|
||||
assert_eq!(energizer_count, 4);
|
||||
// // Should have both types
|
||||
// assert_eq!(pellet_count, 240);
|
||||
// assert_eq!(energizer_count, 4);
|
||||
|
||||
// All items should be uncollected initially
|
||||
assert!(items.iter().all(|item| !item.is_collected()));
|
||||
// // All items should be uncollected initially
|
||||
// assert!(items.iter().all(|item| !item.is_collected()));
|
||||
|
||||
// All items should have valid node indices
|
||||
assert!(items.iter().all(|item| item.node_index < map.graph.node_count()));
|
||||
}
|
||||
// // All items should have valid node indices
|
||||
// assert!(items.iter().all(|item| item.node_index < map.graph.node_count()));
|
||||
// }
|
||||
|
||||
@@ -1,73 +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 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);
|
||||
}
|
||||
@@ -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
40
tests/profiling.rs
Normal 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);
|
||||
// }
|
||||
@@ -1,5 +1,5 @@
|
||||
use glam::U16Vec2;
|
||||
use pacman::texture::sprite::{AtlasMapper, AtlasTile, MapperFrame, Sprite, SpriteAtlas};
|
||||
use pacman::texture::sprite::{AtlasMapper, AtlasTile, MapperFrame, SpriteAtlas};
|
||||
use sdl2::pixels::Color;
|
||||
use std::collections::HashMap;
|
||||
|
||||
@@ -92,12 +92,3 @@ fn test_atlas_tile_new_and_with_color() {
|
||||
let tile_with_color = tile.with_color(color);
|
||||
assert_eq!(tile_with_color.color, Some(color));
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn test_sprite_new() {
|
||||
let atlas_tile = AtlasTile::new(U16Vec2::new(0, 0), U16Vec2::new(16, 16), None);
|
||||
let sprite = Sprite::new(atlas_tile);
|
||||
|
||||
assert_eq!(sprite.atlas_tile.pos, atlas_tile.pos);
|
||||
assert_eq!(sprite.atlas_tile.size, atlas_tile.size);
|
||||
}
|
||||
|
||||
21
web.build.ts
21
web.build.ts
@@ -1,7 +1,7 @@
|
||||
import { $ } from "bun";
|
||||
import { existsSync, promises as fs } from "fs";
|
||||
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 { 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'
|
||||
const files = [
|
||||
...["index.html", "favicon.ico", "build.css", "TerminalVector.ttf"].map(
|
||||
(file) => ({
|
||||
src: join(siteFolder, file),
|
||||
dest: join(dist, file),
|
||||
optional: false,
|
||||
})
|
||||
),
|
||||
...[
|
||||
"index.html",
|
||||
"favicon.ico",
|
||||
"build.css",
|
||||
"../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) => ({
|
||||
src: join(outputFolder, file),
|
||||
dest: join(dist, file.split("/").pop() || file),
|
||||
dest: join(dist, basename(file)),
|
||||
optional: false,
|
||||
})),
|
||||
{
|
||||
|
||||
Reference in New Issue
Block a user