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1 Commits

Author SHA1 Message Date
68cbbd56f2 test: add tests for collision, items, directional, sprite
enum macros for FruitKind
2025-08-12 00:44:19 -05:00
139 changed files with 2601 additions and 4326 deletions

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@@ -1,5 +1,2 @@
[profile.default]
fail-fast = false
[profile.coverage]
status-level = "none"

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@@ -30,7 +30,7 @@ jobs:
runs-on: ${{ matrix.os }}
steps:
- name: Checkout
uses: actions/checkout@v5
uses: actions/checkout@v4
- name: Setup Rust Toolchain
uses: dtolnay/rust-toolchain@master
@@ -64,16 +64,15 @@ jobs:
run: cargo build --release
- name: Acquire Package Version
id: get_version
shell: bash # required to prevent Windows runners from failing
shell: bash
run: |
set -euo pipefail # exit on error
echo "version=$(cargo metadata --format-version 1 --no-deps | jq '.packages[0].version' -r)" >> $GITHUB_OUTPUT
PACKAGE_VERSION=$(cargo metadata --format-version 1 --no-deps | jq '.packages[0].version' -r)
echo "PACKAGE_VERSION=${PACKAGE_VERSION}" >> $GITHUB_ENV
- name: Upload Artifact
uses: actions/upload-artifact@v4
with:
name: "pacman-${{ steps.get_version.outputs.version }}-${{ matrix.target }}"
name: "pacman-${{ env.PACKAGE_VERSION }}-${{ matrix.target }}"
path: ./target/release/${{ matrix.artifact_name }}
retention-days: 7
if-no-files-found: error
@@ -84,13 +83,10 @@ jobs:
permissions:
pages: write
id-token: write
# concurrency group is used to prevent multiple page deployments from being attempted at the same time
concurrency:
group: ${{ github.workflow }}-wasm
steps:
- name: Checkout
uses: actions/checkout@v5
uses: actions/checkout@v4
- name: Setup Emscripten SDK
uses: pyodide/setup-emsdk@v15
@@ -102,7 +98,7 @@ jobs:
uses: dtolnay/rust-toolchain@master
with:
target: wasm32-unknown-emscripten
toolchain: 1.86.0
toolchain: 1.86.0 # we are unfortunately pinned to 1.86.0 for some reason, bulk-memory-opt related issues
- name: Rust Cache
uses: Swatinem/rust-cache@v2

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@@ -11,7 +11,7 @@ jobs:
runs-on: ubuntu-latest
steps:
- name: Checkout code
uses: actions/checkout@v5
uses: actions/checkout@v4
- name: Install Rust toolchain
uses: dtolnay/rust-toolchain@master
@@ -42,39 +42,15 @@ jobs:
- uses: taiki-e/install-action@cargo-llvm-cov
- uses: taiki-e/install-action@nextest
- uses: taiki-e/install-action@just
# Note: We manually link zlib. This should be synchronized with the flags set for Linux in .cargo/config.toml.
- name: Generate coverage report
run: |
just coverage
- name: Download Coveralls CLI
run: |
# use GitHub Releases URL instead of coveralls.io because they can't maintain their own files; it 404s
curl -L https://github.com/coverallsapp/coverage-reporter/releases/download/v0.6.15/coveralls-linux-x86_64.tar.gz | tar -xz -C /usr/local/bin
cargo llvm-cov --no-fail-fast --lcov --output-path lcov.info nextest
- name: Upload coverage to Coveralls
env:
COVERALLS_REPO_TOKEN: ${{ secrets.COVERALLS_REPO_TOKEN }}
run: |
if [ ! -f "lcov.info" ]; then
echo "Error: lcov.info file not found. Coverage generation may have failed."
exit 1
fi
for i in {1..10}; do
echo "Attempt $i: Uploading coverage to Coveralls..."
if coveralls -n report lcov.info; then
echo "Successfully uploaded coverage report."
exit 0
fi
if [ $i -lt 10 ]; then
delay=$((2**i))
echo "Attempt $i failed. Retrying in $delay seconds..."
sleep $delay
fi
done
echo "Failed to upload coverage report after 10 attempts."
exit 1
uses: coverallsapp/github-action@v2
with:
files: ./lcov.info
format: lcov
allow-empty: false

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@@ -12,7 +12,7 @@ jobs:
steps:
- name: Checkout code
uses: actions/checkout@v5
uses: actions/checkout@v4
- name: Install Rust toolchain
uses: dtolnay/rust-toolchain@master

16
.gitignore vendored
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@@ -1,17 +1,7 @@
# IDE, Other files
.vscode
.idea
rust-sdl2-emscripten/
# Build files
target/
dist/
emsdk/
# Site build f iles
tailwindcss-*
.idea
rust-sdl2-emscripten/
assets/site/build.css
# Coverage reports
lcov.info
coverage.html
tailwindcss-*

813
Cargo.lock generated
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@@ -15,16 +15,14 @@ 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 = "1.0"
anyhow = "1.0"
glam = { version = "0.30.5", features = [] }
glam = { version = "0.30.4", features = [] }
serde = { version = "1.0.219", features = ["derive"] }
serde_json = "1.0.142"
serde_json = "1.0.141"
smallvec = "1.15.1"
strum = "0.27.2"
strum_macros = "0.27.2"
phf = { version = "0.11", features = ["macros"] }
bevy_ecs = "0.16.1"
[profile.release]
lto = true
@@ -58,9 +56,4 @@ x86_64-apple-darwin = { triplet = "x64-osx" }
aarch64-apple-darwin = { triplet = "arm64-osx" }
[target.'cfg(target_os = "emscripten")'.dependencies]
libc = "0.2.175"
[build-dependencies]
serde = { version = "1.0", features = ["derive"] }
serde_json = "1.0"
phf = { version = "0.11", features = ["macros"] }
libc = "0.2.16"

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@@ -1,33 +0,0 @@
set shell := ["bash", "-c"]
set windows-shell := ["powershell.exe", "-NoLogo", "-Command"]
# Regex to exclude files from coverage report, double escapes for Justfile + CLI
# You can use src\\\\..., but the filename alone is acceptable too
coverage_exclude_pattern := "src\\\\app.rs|audio.rs|src\\\\error.rs|platform\\\\emscripten.rs"
# !!! --ignore-filename-regex should be used on both reports & coverage testing
# !!! --remap-path-prefix prevents the absolute path from being used in the generated report
# Generate HTML report (for humans, source line inspection)
html: coverage
cargo llvm-cov report \
--remap-path-prefix \
--ignore-filename-regex "{{ coverage_exclude_pattern }}" \
--html \
--open
# Display report (for humans)
report-coverage: coverage
cargo llvm-cov report \
--remap-path-prefix \
--ignore-filename-regex "{{ coverage_exclude_pattern }}"
# Run & generate report (for CI)
coverage:
cargo llvm-cov \
--lcov \
--remap-path-prefix \
--ignore-filename-regex "{{ coverage_exclude_pattern }}" \
--output-path lcov.info \
--profile coverage \
--no-fail-fast nextest

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@@ -1,6 +1,6 @@
# Pac-Man
[![Tests Status][badge-test]][test] [![Build Status][badge-build]][build] [![If you're seeing this, Coveralls.io is broken again and it's not my fault.][badge-coverage]][coverage] [![Online Demo][badge-online-demo]][demo] [![Last Commit][badge-last-commit]][commits]
[![Tests Status][badge-test]][test] [![Build Status][badge-build]][build] [![Code Coverage][badge-coverage]][coverage] [![Online Demo][badge-online-demo]][demo] [![Last Commit][badge-last-commit]][commits]
[badge-test]: https://github.com/Xevion/Pac-Man/actions/workflows/tests.yaml/badge.svg
[badge-build]: https://github.com/Xevion/Pac-Man/actions/workflows/build.yaml/badge.svg
@@ -72,8 +72,6 @@ I wanted to hit a log of goals and features, making it a 'perfect' project that
Since this project is still in progress, I'm only going to cover non-obvious build details. By reading the code, build scripts, and copying the online build workflows, you should be able to replicate the build process.
- We use rustc 1.86.0 for the build, due to bulk-memory-opt related issues on wasm32-unknown-emscripten.
- Technically, we could probably use stable or even nightly on desktop targets, but using different versions for different targets is a pain, mainly because of clippy warnings changing between versions.
- Install `cargo-vcpkg` with `cargo install cargo-vcpkg`, then run `cargo vcpkg build` to build the requisite dependencies via vcpkg.
- For the WASM build, you need to have the Emscripten SDK cloned; you can do so with `git clone https://github.com/emscripten-core/emsdk.git`
- The first time you clone, you'll need to install the appropriate SDK version with `./emsdk install 3.1.43` and then activate it with `./emsdk activate 3.1.43`. On Windows, use `./emsdk/emsdk.ps1` instead.

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@@ -34,30 +34,6 @@ command = [
need_stdout = true
analyzer = "nextest"
[jobs.coverage]
command = [
"just", "report-coverage"
]
need_stdout = true
ignored_lines = [
"info:",
"\\s+Compiling",
"test result: ok",
"^\\s*$",
"running \\d+ test",
"Nextest run ID",
"[─]+",
"test.+ok",
"PASS|START",
"Starting \\d+ test",
"\\s*#",
"\\s*Finished.+in \\d+",
"\\s*Summary\\s+\\[",
"\\s*Blocking",
"Finished report saved to"
]
on_change_strategy = "wait_then_restart"
[jobs.doc]
command = ["cargo", "doc", "--no-deps"]
need_stdout = false
@@ -83,4 +59,3 @@ c = "job:clippy"
alt-c = "job:check"
ctrl-alt-c = "job:check-all"
shift-c = "job:clippy-all"
f = "job:coverage"

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@@ -1,50 +0,0 @@
use std::collections::HashMap;
use std::env;
use std::fs::File;
use std::io::{BufWriter, Write};
use std::path::Path;
use serde::Deserialize;
#[derive(Debug, Deserialize)]
struct AtlasMapper {
frames: HashMap<String, MapperFrame>,
}
#[derive(Copy, Clone, Debug, Deserialize)]
struct MapperFrame {
x: u16,
y: u16,
width: u16,
height: u16,
}
fn main() {
let path = Path::new(&env::var("OUT_DIR").unwrap()).join("atlas_data.rs");
let mut file = BufWriter::new(File::create(&path).unwrap());
let atlas_json = include_str!("./assets/game/atlas.json");
let atlas_mapper: AtlasMapper = serde_json::from_str(atlas_json).unwrap();
writeln!(&mut file, "use phf::phf_map;").unwrap();
writeln!(&mut file, "use crate::texture::sprite::MapperFrame;").unwrap();
writeln!(
&mut file,
"pub static ATLAS_FRAMES: phf::Map<&'static str, MapperFrame> = phf_map! {{"
)
.unwrap();
for (name, frame) in atlas_mapper.frames {
writeln!(
&mut file,
" \"{}\" => MapperFrame {{ x: {}, y: {}, width: {}, height: {} }},",
name, frame.x, frame.y, frame.width, frame.height
)
.unwrap();
}
writeln!(&mut file, "}};").unwrap();
println!("cargo:rerun-if-changed=assets/game/atlas.json");
}

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@@ -1,4 +1,3 @@
[toolchain]
# we are unfortunately pinned to 1.86.0 for some reason, bulk-memory-opt related issues on wasm32-unknown-emscripten
channel = "1.86.0"
components = ["rustfmt", "llvm-tools-preview", "clippy"]

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@@ -1,11 +1,12 @@
use std::time::{Duration, Instant};
use glam::Vec2;
use sdl2::event::{Event, WindowEvent};
use sdl2::keyboard::Keycode;
use sdl2::render::{Canvas, ScaleMode, Texture, TextureCreator};
use sdl2::ttf::Sdl2TtfContext;
use sdl2::video::{Window, WindowContext};
use sdl2::{AudioSubsystem, EventPump, Sdl, VideoSubsystem};
use tracing::{error, warn};
use sdl2::EventPump;
use tracing::{error, event};
use crate::error::{GameError, GameResult};
@@ -13,28 +14,26 @@ use crate::constants::{CANVAS_SIZE, LOOP_TIME, SCALE};
use crate::game::Game;
use crate::platform::get_platform;
pub struct App {
pub game: Game,
pub struct App<'a> {
game: Game,
canvas: Canvas<Window>,
event_pump: EventPump,
backbuffer: Texture<'a>,
paused: bool,
last_tick: Instant,
focused: bool,
cursor_pos: Vec2,
}
impl App {
impl App<'_> {
pub fn new() -> GameResult<Self> {
let sdl_context: &'static Sdl = Box::leak(Box::new(sdl2::init().map_err(|e| GameError::Sdl(e.to_string()))?));
let video_subsystem: &'static VideoSubsystem =
Box::leak(Box::new(sdl_context.video().map_err(|e| GameError::Sdl(e.to_string()))?));
let _audio_subsystem: &'static AudioSubsystem =
Box::leak(Box::new(sdl_context.audio().map_err(|e| GameError::Sdl(e.to_string()))?));
let _ttf_context: &'static Sdl2TtfContext =
Box::leak(Box::new(sdl2::ttf::init().map_err(|e| GameError::Sdl(e.to_string()))?));
let event_pump: &'static mut EventPump =
Box::leak(Box::new(sdl_context.event_pump().map_err(|e| GameError::Sdl(e.to_string()))?));
// Initialize platform-specific console
get_platform().init_console()?;
let sdl_context = sdl2::init().map_err(|e| GameError::Sdl(e.to_string()))?;
let video_subsystem = sdl_context.video().map_err(|e| GameError::Sdl(e.to_string()))?;
let audio_subsystem = sdl_context.audio().map_err(|e| GameError::Sdl(e.to_string()))?;
let ttf_context = sdl2::ttf::init().map_err(|e| GameError::Sdl(e.to_string()))?;
let window = video_subsystem
.window(
"Pac-Man",
@@ -46,33 +45,35 @@ impl App {
.build()
.map_err(|e| GameError::Sdl(e.to_string()))?;
let mut canvas = Box::leak(Box::new(
window
.into_canvas()
.accelerated()
.present_vsync()
.build()
.map_err(|e| GameError::Sdl(e.to_string()))?,
));
let mut canvas = window.into_canvas().build().map_err(|e| GameError::Sdl(e.to_string()))?;
canvas
.set_logical_size(CANVAS_SIZE.x, CANVAS_SIZE.y)
.map_err(|e| GameError::Sdl(e.to_string()))?;
let texture_creator: &'static mut TextureCreator<WindowContext> = Box::leak(Box::new(canvas.texture_creator()));
let texture_creator_static: &'static TextureCreator<WindowContext> = Box::leak(Box::new(canvas.texture_creator()));
let game = Game::new(canvas, texture_creator, event_pump)?;
// game.audio.set_mute(cfg!(debug_assertions));
let mut game = Game::new(texture_creator_static, &ttf_context, &audio_subsystem)?;
game.audio.set_mute(cfg!(debug_assertions));
let mut backbuffer = texture_creator_static
.create_texture_target(None, CANVAS_SIZE.x, CANVAS_SIZE.y)
.map_err(|e| GameError::Sdl(e.to_string()))?;
backbuffer.set_scale_mode(ScaleMode::Nearest);
let event_pump = sdl_context.event_pump().map_err(|e| GameError::Sdl(e.to_string()))?;
// 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()))?;
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 {
Ok(Self {
game,
focused: true,
canvas,
event_pump,
backbuffer,
paused: false,
last_tick: Instant::now(),
cursor_pos: Vec2::ZERO,
})
@@ -82,51 +83,78 @@ impl App {
{
let start = Instant::now();
// for event in self
// .game
// .world
// .get_non_send_resource_mut::<&'static mut EventPump>()
// .unwrap()
// .poll_iter()
// {
// match event {
// Event::Window { win_event, .. } => match win_event {
// WindowEvent::FocusGained => {
// self.focused = true;
// }
// WindowEvent::FocusLost => {
// self.focused = false;
// }
// _ => {}
// },
// Event::MouseMotion { x, y, .. } => {
// // Convert window coordinates to logical coordinates
// self.cursor_pos = Vec2::new(x as f32, y as f32);
// }
// _ => {}
// }
// }
for event in self.event_pump.poll_iter() {
match event {
Event::Window { win_event, .. } => match win_event {
WindowEvent::Hidden => {
event!(tracing::Level::DEBUG, "Window hidden");
}
WindowEvent::Shown => {
event!(tracing::Level::DEBUG, "Window shown");
}
_ => {}
},
// It doesn't really make sense to have this available in the browser
#[cfg(not(target_os = "emscripten"))]
Event::Quit { .. }
| Event::KeyDown {
keycode: Some(Keycode::Escape) | Some(Keycode::Q),
..
} => {
event!(tracing::Level::INFO, "Exit requested. Exiting...");
return false;
}
Event::KeyDown {
keycode: Some(Keycode::P),
..
} => {
self.paused = !self.paused;
event!(tracing::Level::INFO, "{}", if self.paused { "Paused" } else { "Unpaused" });
}
Event::KeyDown {
keycode: Some(Keycode::Space),
..
} => {
self.game.debug_mode = !self.game.debug_mode;
}
Event::KeyDown { keycode: Some(key), .. } => {
self.game.keyboard_event(key);
}
Event::MouseMotion { x, y, .. } => {
// Convert window coordinates to logical coordinates
self.cursor_pos = Vec2::new(x as f32, y as f32);
}
_ => {}
}
}
let dt = self.last_tick.elapsed().as_secs_f32();
self.last_tick = Instant::now();
let exit = self.game.tick(dt);
if exit {
return false;
if !self.paused {
self.game.tick(dt);
if let Err(e) = self.game.draw(&mut self.canvas, &mut self.backbuffer) {
error!("Failed to draw game: {}", e);
}
if let Err(e) = self
.game
.present_backbuffer(&mut self.canvas, &self.backbuffer, self.cursor_pos)
{
error!("Failed to present backbuffer: {}", e);
}
}
// if let Err(e) = self.game.draw(&mut self.canvas, &mut self.backbuffer) {
// error!("Failed to draw game: {}", e);
// }
if start.elapsed() < LOOP_TIME {
let time = LOOP_TIME.saturating_sub(start.elapsed());
if time != Duration::ZERO {
get_platform().sleep(time, self.focused);
get_platform().sleep(time);
}
} else {
warn!("Game loop behind schedule by: {:?}", start.elapsed() - LOOP_TIME);
event!(
tracing::Level::WARN,
"Game loop behind schedule by: {:?}",
start.elapsed() - LOOP_TIME
);
}
true

View File

@@ -3,15 +3,28 @@
//! On desktop, assets are embedded using include_bytes!; on Emscripten, assets are loaded from the filesystem.
use std::borrow::Cow;
use strum_macros::EnumIter;
use std::io;
use thiserror::Error;
#[derive(Debug, Clone, Copy, PartialEq, Eq, Hash, EnumIter)]
#[derive(Error, Debug)]
pub enum AssetError {
#[error("IO error: {0}")]
Io(#[from] io::Error),
#[error("Asset not found: {0}")]
NotFound(String),
#[error("Invalid asset format: {0}")]
InvalidFormat(String),
}
#[derive(Debug, Clone, Copy, PartialEq, Eq, Hash)]
pub enum Asset {
Wav1,
Wav2,
Wav3,
Wav4,
Atlas,
AtlasJson,
// Add more as needed
}
impl Asset {
@@ -24,16 +37,15 @@ impl Asset {
Wav3 => "sound/waka/3.ogg",
Wav4 => "sound/waka/4.ogg",
Atlas => "atlas.png",
AtlasJson => "atlas.json",
}
}
}
mod imp {
use super::*;
use crate::error::AssetError;
use crate::platform::get_platform;
/// Returns the raw bytes of the given asset.
pub fn get_asset_bytes(asset: Asset) -> Result<Cow<'static, [u8]>, AssetError> {
get_platform().get_asset_bytes(asset)
}

View File

@@ -18,6 +18,8 @@ pub const SCALE: f32 = 2.6;
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.
pub const BOARD_PIXEL_OFFSET: UVec2 = UVec2::new(BOARD_CELL_OFFSET.x * CELL_SIZE, BOARD_CELL_OFFSET.y * CELL_SIZE);
/// The size of the game board, in pixels.
pub const BOARD_PIXEL_SIZE: UVec2 = UVec2::new(BOARD_CELL_SIZE.x * CELL_SIZE, BOARD_CELL_SIZE.y * CELL_SIZE);
/// The size of the canvas, in pixels.
pub const CANVAS_SIZE: UVec2 = UVec2::new(
(BOARD_CELL_SIZE.x + BOARD_CELL_OFFSET.x) * CELL_SIZE,

View File

@@ -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;
}
_ => {}
},
}
}
}

View File

@@ -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;

View File

@@ -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();
}

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