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| c5d6ea28e1 |
@@ -20,3 +20,15 @@ repos:
|
|||||||
language: system
|
language: system
|
||||||
types: [rust]
|
types: [rust]
|
||||||
pass_filenames: false
|
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
|
||||||
|
|||||||
101
Cargo.lock
generated
101
Cargo.lock
generated
@@ -252,6 +252,12 @@ version = "1.0.0"
|
|||||||
source = "registry+https://github.com/rust-lang/crates.io-index"
|
source = "registry+https://github.com/rust-lang/crates.io-index"
|
||||||
checksum = "baf1de4339761588bc0619e3cbc0120ee582ebb74b53b4efbf79117bd2da40fd"
|
checksum = "baf1de4339761588bc0619e3cbc0120ee582ebb74b53b4efbf79117bd2da40fd"
|
||||||
|
|
||||||
|
[[package]]
|
||||||
|
name = "circular-buffer"
|
||||||
|
version = "1.1.0"
|
||||||
|
source = "registry+https://github.com/rust-lang/crates.io-index"
|
||||||
|
checksum = "23bdce1da528cadbac4654b5632bfcd8c6c63e25b1d42cea919a95958790b51d"
|
||||||
|
|
||||||
[[package]]
|
[[package]]
|
||||||
name = "concurrent-queue"
|
name = "concurrent-queue"
|
||||||
version = "2.5.0"
|
version = "2.5.0"
|
||||||
@@ -316,6 +322,12 @@ dependencies = [
|
|||||||
"unicode-xid",
|
"unicode-xid",
|
||||||
]
|
]
|
||||||
|
|
||||||
|
[[package]]
|
||||||
|
name = "diff"
|
||||||
|
version = "0.1.13"
|
||||||
|
source = "registry+https://github.com/rust-lang/crates.io-index"
|
||||||
|
checksum = "56254986775e3233ffa9c4d7d3faaf6d36a2c09d30b20687e9f88bc8bafc16c8"
|
||||||
|
|
||||||
[[package]]
|
[[package]]
|
||||||
name = "disqualified"
|
name = "disqualified"
|
||||||
version = "1.0.0"
|
version = "1.0.0"
|
||||||
@@ -528,6 +540,12 @@ version = "2.7.5"
|
|||||||
source = "registry+https://github.com/rust-lang/crates.io-index"
|
source = "registry+https://github.com/rust-lang/crates.io-index"
|
||||||
checksum = "32a282da65faaf38286cf3be983213fcf1d2e2a58700e808f83f4ea9a4804bc0"
|
checksum = "32a282da65faaf38286cf3be983213fcf1d2e2a58700e808f83f4ea9a4804bc0"
|
||||||
|
|
||||||
|
[[package]]
|
||||||
|
name = "micromap"
|
||||||
|
version = "0.1.0"
|
||||||
|
source = "registry+https://github.com/rust-lang/crates.io-index"
|
||||||
|
checksum = "18c087666f377f857b49564f8791b481260c67825d6b337e1e38ddf54a985a88"
|
||||||
|
|
||||||
[[package]]
|
[[package]]
|
||||||
name = "nonmax"
|
name = "nonmax"
|
||||||
version = "0.5.5"
|
version = "0.5.5"
|
||||||
@@ -553,6 +571,12 @@ dependencies = [
|
|||||||
"autocfg",
|
"autocfg",
|
||||||
]
|
]
|
||||||
|
|
||||||
|
[[package]]
|
||||||
|
name = "num-width"
|
||||||
|
version = "0.1.0"
|
||||||
|
source = "registry+https://github.com/rust-lang/crates.io-index"
|
||||||
|
checksum = "faede9396d7883a8c9c989e0b53c984bf770defb5cb8ed6c345b4c0566cf32b9"
|
||||||
|
|
||||||
[[package]]
|
[[package]]
|
||||||
name = "once_cell"
|
name = "once_cell"
|
||||||
version = "1.21.3"
|
version = "1.21.3"
|
||||||
@@ -571,13 +595,17 @@ version = "0.2.0"
|
|||||||
dependencies = [
|
dependencies = [
|
||||||
"anyhow",
|
"anyhow",
|
||||||
"bevy_ecs",
|
"bevy_ecs",
|
||||||
|
"bitflags 2.9.1",
|
||||||
|
"circular-buffer",
|
||||||
"glam 0.30.5",
|
"glam 0.30.5",
|
||||||
"lazy_static",
|
|
||||||
"libc",
|
"libc",
|
||||||
"once_cell",
|
"micromap",
|
||||||
|
"num-width",
|
||||||
|
"parking_lot",
|
||||||
"pathfinding",
|
"pathfinding",
|
||||||
"phf",
|
"phf",
|
||||||
"rand 0.9.2",
|
"pretty_assertions",
|
||||||
|
"rand",
|
||||||
"sdl2",
|
"sdl2",
|
||||||
"serde",
|
"serde",
|
||||||
"serde_json",
|
"serde_json",
|
||||||
@@ -586,6 +614,7 @@ dependencies = [
|
|||||||
"strum",
|
"strum",
|
||||||
"strum_macros",
|
"strum_macros",
|
||||||
"thiserror",
|
"thiserror",
|
||||||
|
"thousands",
|
||||||
"tracing",
|
"tracing",
|
||||||
"tracing-error",
|
"tracing-error",
|
||||||
"tracing-subscriber",
|
"tracing-subscriber",
|
||||||
@@ -637,29 +666,30 @@ dependencies = [
|
|||||||
|
|
||||||
[[package]]
|
[[package]]
|
||||||
name = "phf"
|
name = "phf"
|
||||||
version = "0.11.3"
|
version = "0.12.1"
|
||||||
source = "registry+https://github.com/rust-lang/crates.io-index"
|
source = "registry+https://github.com/rust-lang/crates.io-index"
|
||||||
checksum = "1fd6780a80ae0c52cc120a26a1a42c1ae51b247a253e4e06113d23d2c2edd078"
|
checksum = "913273894cec178f401a31ec4b656318d95473527be05c0752cc41cdc32be8b7"
|
||||||
dependencies = [
|
dependencies = [
|
||||||
"phf_macros",
|
"phf_macros",
|
||||||
"phf_shared",
|
"phf_shared",
|
||||||
|
"serde",
|
||||||
]
|
]
|
||||||
|
|
||||||
[[package]]
|
[[package]]
|
||||||
name = "phf_generator"
|
name = "phf_generator"
|
||||||
version = "0.11.3"
|
version = "0.12.1"
|
||||||
source = "registry+https://github.com/rust-lang/crates.io-index"
|
source = "registry+https://github.com/rust-lang/crates.io-index"
|
||||||
checksum = "3c80231409c20246a13fddb31776fb942c38553c51e871f8cbd687a4cfb5843d"
|
checksum = "2cbb1126afed61dd6368748dae63b1ee7dc480191c6262a3b4ff1e29d86a6c5b"
|
||||||
dependencies = [
|
dependencies = [
|
||||||
|
"fastrand",
|
||||||
"phf_shared",
|
"phf_shared",
|
||||||
"rand 0.8.5",
|
|
||||||
]
|
]
|
||||||
|
|
||||||
[[package]]
|
[[package]]
|
||||||
name = "phf_macros"
|
name = "phf_macros"
|
||||||
version = "0.11.3"
|
version = "0.12.1"
|
||||||
source = "registry+https://github.com/rust-lang/crates.io-index"
|
source = "registry+https://github.com/rust-lang/crates.io-index"
|
||||||
checksum = "f84ac04429c13a7ff43785d75ad27569f2951ce0ffd30a3321230db2fc727216"
|
checksum = "d713258393a82f091ead52047ca779d37e5766226d009de21696c4e667044368"
|
||||||
dependencies = [
|
dependencies = [
|
||||||
"phf_generator",
|
"phf_generator",
|
||||||
"phf_shared",
|
"phf_shared",
|
||||||
@@ -670,9 +700,9 @@ dependencies = [
|
|||||||
|
|
||||||
[[package]]
|
[[package]]
|
||||||
name = "phf_shared"
|
name = "phf_shared"
|
||||||
version = "0.11.3"
|
version = "0.12.1"
|
||||||
source = "registry+https://github.com/rust-lang/crates.io-index"
|
source = "registry+https://github.com/rust-lang/crates.io-index"
|
||||||
checksum = "67eabc2ef2a60eb7faa00097bd1ffdb5bd28e62bf39990626a582201b7a754e5"
|
checksum = "06005508882fb681fd97892ecff4b7fd0fee13ef1aa569f8695dae7ab9099981"
|
||||||
dependencies = [
|
dependencies = [
|
||||||
"siphasher",
|
"siphasher",
|
||||||
]
|
]
|
||||||
@@ -698,6 +728,16 @@ dependencies = [
|
|||||||
"portable-atomic",
|
"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]]
|
[[package]]
|
||||||
name = "proc-macro2"
|
name = "proc-macro2"
|
||||||
version = "1.0.95"
|
version = "1.0.95"
|
||||||
@@ -722,30 +762,15 @@ version = "5.3.0"
|
|||||||
source = "registry+https://github.com/rust-lang/crates.io-index"
|
source = "registry+https://github.com/rust-lang/crates.io-index"
|
||||||
checksum = "69cdb34c158ceb288df11e18b4bd39de994f6657d83847bdffdbd7f346754b0f"
|
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]]
|
[[package]]
|
||||||
name = "rand"
|
name = "rand"
|
||||||
version = "0.9.2"
|
version = "0.9.2"
|
||||||
source = "registry+https://github.com/rust-lang/crates.io-index"
|
source = "registry+https://github.com/rust-lang/crates.io-index"
|
||||||
checksum = "6db2770f06117d490610c7488547d543617b21bfa07796d7a12f6f1bd53850d1"
|
checksum = "6db2770f06117d490610c7488547d543617b21bfa07796d7a12f6f1bd53850d1"
|
||||||
dependencies = [
|
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]]
|
[[package]]
|
||||||
name = "rand_core"
|
name = "rand_core"
|
||||||
version = "0.9.3"
|
version = "0.9.3"
|
||||||
@@ -986,24 +1011,30 @@ dependencies = [
|
|||||||
|
|
||||||
[[package]]
|
[[package]]
|
||||||
name = "thiserror"
|
name = "thiserror"
|
||||||
version = "2.0.12"
|
version = "2.0.14"
|
||||||
source = "registry+https://github.com/rust-lang/crates.io-index"
|
source = "registry+https://github.com/rust-lang/crates.io-index"
|
||||||
checksum = "567b8a2dae586314f7be2a752ec7474332959c6460e02bde30d702a66d488708"
|
checksum = "0b0949c3a6c842cbde3f1686d6eea5a010516deb7085f79db747562d4102f41e"
|
||||||
dependencies = [
|
dependencies = [
|
||||||
"thiserror-impl",
|
"thiserror-impl",
|
||||||
]
|
]
|
||||||
|
|
||||||
[[package]]
|
[[package]]
|
||||||
name = "thiserror-impl"
|
name = "thiserror-impl"
|
||||||
version = "2.0.12"
|
version = "2.0.14"
|
||||||
source = "registry+https://github.com/rust-lang/crates.io-index"
|
source = "registry+https://github.com/rust-lang/crates.io-index"
|
||||||
checksum = "7f7cf42b4507d8ea322120659672cf1b9dbb93f8f2d4ecfd6e51350ff5b17a1d"
|
checksum = "cc5b44b4ab9c2fdd0e0512e6bece8388e214c0749f5862b114cc5b7a25daf227"
|
||||||
dependencies = [
|
dependencies = [
|
||||||
"proc-macro2",
|
"proc-macro2",
|
||||||
"quote",
|
"quote",
|
||||||
"syn",
|
"syn",
|
||||||
]
|
]
|
||||||
|
|
||||||
|
[[package]]
|
||||||
|
name = "thousands"
|
||||||
|
version = "0.2.0"
|
||||||
|
source = "registry+https://github.com/rust-lang/crates.io-index"
|
||||||
|
checksum = "3bf63baf9f5039dadc247375c29eb13706706cfde997d0330d05aa63a77d8820"
|
||||||
|
|
||||||
[[package]]
|
[[package]]
|
||||||
name = "thread_local"
|
name = "thread_local"
|
||||||
version = "1.1.7"
|
version = "1.1.7"
|
||||||
@@ -1427,3 +1458,9 @@ checksum = "6f42320e61fe2cfd34354ecb597f86f413484a798ba44a8ca1165c58d42da6c1"
|
|||||||
dependencies = [
|
dependencies = [
|
||||||
"bitflags 2.9.1",
|
"bitflags 2.9.1",
|
||||||
]
|
]
|
||||||
|
|
||||||
|
[[package]]
|
||||||
|
name = "yansi"
|
||||||
|
version = "1.0.1"
|
||||||
|
source = "registry+https://github.com/rust-lang/crates.io-index"
|
||||||
|
checksum = "cfe53a6657fd280eaa890a3bc59152892ffa3e30101319d168b781ed6529b049"
|
||||||
|
|||||||
23
Cargo.toml
23
Cargo.toml
@@ -6,25 +6,29 @@ edition = "2021"
|
|||||||
# See more keys and their definitions at https://doc.rust-lang.org/cargo/reference/manifest.html
|
# See more keys and their definitions at https://doc.rust-lang.org/cargo/reference/manifest.html
|
||||||
|
|
||||||
[dependencies]
|
[dependencies]
|
||||||
tracing = { version = "0.1.40", features = ["max_level_debug", "release_max_level_debug"]}
|
tracing = { version = "0.1.41", features = ["max_level_debug", "release_max_level_debug"]}
|
||||||
tracing-error = "0.2.0"
|
tracing-error = "0.2.0"
|
||||||
tracing-subscriber = {version = "0.3.17", features = ["env-filter"]}
|
tracing-subscriber = {version = "0.3.17", features = ["env-filter"]}
|
||||||
lazy_static = "1.5.0"
|
|
||||||
sdl2 = { version = "0.38.0", features = ["image", "ttf"] }
|
sdl2 = { version = "0.38.0", features = ["image", "ttf"] }
|
||||||
spin_sleep = "1.3.2"
|
spin_sleep = "1.3.2"
|
||||||
rand = { version = "0.9.2", default-features = false, features = ["small_rng", "os_rng"] }
|
rand = { version = "0.9.2", default-features = false, features = ["small_rng", "os_rng"] }
|
||||||
pathfinding = "4.14"
|
pathfinding = "4.14"
|
||||||
once_cell = "1.21.3"
|
thiserror = "2.0.14"
|
||||||
thiserror = "2.0"
|
|
||||||
anyhow = "1.0"
|
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"
|
serde_json = "1.0.142"
|
||||||
smallvec = "1.15.1"
|
smallvec = "1.15.1"
|
||||||
strum = "0.27.2"
|
strum = "0.27.2"
|
||||||
strum_macros = "0.27.2"
|
strum_macros = "0.27.2"
|
||||||
phf = { version = "0.11", features = ["macros"] }
|
phf = { version = "0.12.1", features = ["macros"] }
|
||||||
bevy_ecs = "0.16.1"
|
bevy_ecs = "0.16.1"
|
||||||
|
bitflags = "2.9.1"
|
||||||
|
parking_lot = "0.12.3"
|
||||||
|
micromap = "0.1.0"
|
||||||
|
thousands = "0.2.0"
|
||||||
|
pretty_assertions = "1.4.1"
|
||||||
|
num-width = "0.1.0"
|
||||||
|
circular-buffer = "1.1.0"
|
||||||
|
|
||||||
[profile.release]
|
[profile.release]
|
||||||
lto = true
|
lto = true
|
||||||
@@ -63,4 +67,7 @@ libc = "0.2.175"
|
|||||||
[build-dependencies]
|
[build-dependencies]
|
||||||
serde = { version = "1.0", features = ["derive"] }
|
serde = { version = "1.0", features = ["derive"] }
|
||||||
serde_json = "1.0"
|
serde_json = "1.0"
|
||||||
phf = { version = "0.11", features = ["macros"] }
|
phf = { version = "0.12.1", features = ["macros"] }
|
||||||
|
|
||||||
|
[package.metadata.cargo-machete]
|
||||||
|
ignored = ["phf"]
|
||||||
|
|||||||
16
build.rs
16
build.rs
@@ -19,6 +19,15 @@ struct MapperFrame {
|
|||||||
height: u16,
|
height: u16,
|
||||||
}
|
}
|
||||||
|
|
||||||
|
impl MapperFrame {
|
||||||
|
fn to_u16vec2_format(self) -> String {
|
||||||
|
format!(
|
||||||
|
"MapperFrame {{ pos: glam::U16Vec2::new({}, {}), size: glam::U16Vec2::new({}, {}) }}",
|
||||||
|
self.x, self.y, self.width, self.height
|
||||||
|
)
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
fn main() {
|
fn main() {
|
||||||
let path = Path::new(&env::var("OUT_DIR").unwrap()).join("atlas_data.rs");
|
let path = Path::new(&env::var("OUT_DIR").unwrap()).join("atlas_data.rs");
|
||||||
let mut file = BufWriter::new(File::create(&path).unwrap());
|
let mut file = BufWriter::new(File::create(&path).unwrap());
|
||||||
@@ -37,12 +46,7 @@ fn main() {
|
|||||||
.unwrap();
|
.unwrap();
|
||||||
|
|
||||||
for (name, frame) in atlas_mapper.frames {
|
for (name, frame) in atlas_mapper.frames {
|
||||||
writeln!(
|
writeln!(&mut file, " \"{}\" => {},", name, frame.to_u16vec2_format()).unwrap();
|
||||||
&mut file,
|
|
||||||
" \"{}\" => MapperFrame {{ x: {}, y: {}, width: {}, height: {} }},",
|
|
||||||
name, frame.x, frame.y, frame.width, frame.height
|
|
||||||
)
|
|
||||||
.unwrap();
|
|
||||||
}
|
}
|
||||||
|
|
||||||
writeln!(&mut file, "}};").unwrap();
|
writeln!(&mut file, "}};").unwrap();
|
||||||
|
|||||||
43
src/app.rs
43
src/app.rs
@@ -1,11 +1,9 @@
|
|||||||
use std::time::{Duration, Instant};
|
use std::time::{Duration, Instant};
|
||||||
|
|
||||||
use glam::Vec2;
|
|
||||||
use sdl2::render::TextureCreator;
|
use sdl2::render::TextureCreator;
|
||||||
use sdl2::ttf::Sdl2TtfContext;
|
use sdl2::ttf::Sdl2TtfContext;
|
||||||
use sdl2::video::WindowContext;
|
use sdl2::video::WindowContext;
|
||||||
use sdl2::{AudioSubsystem, EventPump, Sdl, VideoSubsystem};
|
use sdl2::{AudioSubsystem, EventPump, Sdl, VideoSubsystem};
|
||||||
use tracing::warn;
|
|
||||||
|
|
||||||
use crate::error::{GameError, GameResult};
|
use crate::error::{GameError, GameResult};
|
||||||
|
|
||||||
@@ -13,14 +11,28 @@ use crate::constants::{CANVAS_SIZE, LOOP_TIME, SCALE};
|
|||||||
use crate::game::Game;
|
use crate::game::Game;
|
||||||
use crate::platform::get_platform;
|
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 struct App {
|
||||||
pub game: Game,
|
pub game: Game,
|
||||||
last_tick: Instant,
|
last_tick: Instant,
|
||||||
focused: bool,
|
focused: bool,
|
||||||
_cursor_pos: Vec2,
|
|
||||||
}
|
}
|
||||||
|
|
||||||
impl App {
|
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> {
|
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 sdl_context: &'static Sdl = Box::leak(Box::new(sdl2::init().map_err(|e| GameError::Sdl(e.to_string()))?));
|
||||||
let video_subsystem: &'static VideoSubsystem =
|
let video_subsystem: &'static VideoSubsystem =
|
||||||
@@ -50,7 +62,6 @@ impl App {
|
|||||||
window
|
window
|
||||||
.into_canvas()
|
.into_canvas()
|
||||||
.accelerated()
|
.accelerated()
|
||||||
.present_vsync()
|
|
||||||
.build()
|
.build()
|
||||||
.map_err(|e| GameError::Sdl(e.to_string()))?,
|
.map_err(|e| GameError::Sdl(e.to_string()))?,
|
||||||
));
|
));
|
||||||
@@ -64,20 +75,23 @@ impl App {
|
|||||||
let game = Game::new(canvas, texture_creator, event_pump)?;
|
let game = Game::new(canvas, texture_creator, event_pump)?;
|
||||||
// game.audio.set_mute(cfg!(debug_assertions));
|
// 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 {
|
Ok(App {
|
||||||
game,
|
game,
|
||||||
focused: true,
|
focused: true,
|
||||||
last_tick: Instant::now(),
|
last_tick: Instant::now(),
|
||||||
_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 {
|
pub fn run(&mut self) -> bool {
|
||||||
{
|
{
|
||||||
let start = Instant::now();
|
let start = Instant::now();
|
||||||
@@ -116,17 +130,12 @@ impl App {
|
|||||||
return false;
|
return false;
|
||||||
}
|
}
|
||||||
|
|
||||||
// if let Err(e) = self.game.draw(&mut self.canvas, &mut self.backbuffer) {
|
// Sleep if we still have time left
|
||||||
// error!("Failed to draw game: {}", e);
|
|
||||||
// }
|
|
||||||
|
|
||||||
if start.elapsed() < LOOP_TIME {
|
if start.elapsed() < LOOP_TIME {
|
||||||
let time = LOOP_TIME.saturating_sub(start.elapsed());
|
let time = LOOP_TIME.saturating_sub(start.elapsed());
|
||||||
if time != Duration::ZERO {
|
if time != Duration::ZERO {
|
||||||
get_platform().sleep(time, self.focused);
|
get_platform().sleep(time, self.focused);
|
||||||
}
|
}
|
||||||
} else {
|
|
||||||
warn!("Game loop behind schedule by: {:?}", start.elapsed() - LOOP_TIME);
|
|
||||||
}
|
}
|
||||||
|
|
||||||
true
|
true
|
||||||
|
|||||||
29
src/asset.rs
29
src/asset.rs
@@ -5,16 +5,28 @@
|
|||||||
use std::borrow::Cow;
|
use std::borrow::Cow;
|
||||||
use strum_macros::EnumIter;
|
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)]
|
#[derive(Debug, Clone, Copy, PartialEq, Eq, Hash, EnumIter)]
|
||||||
pub enum Asset {
|
pub enum Asset {
|
||||||
Wav1,
|
Wav1,
|
||||||
Wav2,
|
Wav2,
|
||||||
Wav3,
|
Wav3,
|
||||||
Wav4,
|
Wav4,
|
||||||
Atlas,
|
/// Main sprite atlas containing all game graphics (atlas.png)
|
||||||
|
AtlasImage,
|
||||||
|
/// Terminal Vector font for text rendering (TerminalVector.ttf)
|
||||||
|
Font,
|
||||||
}
|
}
|
||||||
|
|
||||||
impl Asset {
|
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)]
|
#[allow(dead_code)]
|
||||||
pub fn path(&self) -> &str {
|
pub fn path(&self) -> &str {
|
||||||
use Asset::*;
|
use Asset::*;
|
||||||
@@ -23,7 +35,8 @@ impl Asset {
|
|||||||
Wav2 => "sound/waka/2.ogg",
|
Wav2 => "sound/waka/2.ogg",
|
||||||
Wav3 => "sound/waka/3.ogg",
|
Wav3 => "sound/waka/3.ogg",
|
||||||
Wav4 => "sound/waka/4.ogg",
|
Wav4 => "sound/waka/4.ogg",
|
||||||
Atlas => "atlas.png",
|
AtlasImage => "atlas.png",
|
||||||
|
Font => "TerminalVector.ttf",
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
@@ -33,7 +46,17 @@ mod imp {
|
|||||||
use crate::error::AssetError;
|
use crate::error::AssetError;
|
||||||
use crate::platform::get_platform;
|
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> {
|
pub fn get_asset_bytes(asset: Asset) -> Result<Cow<'static, [u8]>, AssetError> {
|
||||||
get_platform().get_asset_bytes(asset)
|
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)]
|
#[allow(dead_code)]
|
||||||
pub fn eat(&mut self) {
|
pub fn eat(&mut self) {
|
||||||
if self.disabled || self.muted || self.sounds.is_empty() {
|
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();
|
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) {
|
pub fn set_mute(&mut self, mute: bool) {
|
||||||
if !self.disabled {
|
if !self.disabled {
|
||||||
let channels = 4;
|
let channels = 4;
|
||||||
@@ -151,12 +155,19 @@ impl Audio {
|
|||||||
self.muted = mute;
|
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 {
|
pub fn is_muted(&self) -> bool {
|
||||||
self.muted
|
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)]
|
#[allow(dead_code)]
|
||||||
pub fn is_disabled(&self) -> bool {
|
pub fn is_disabled(&self) -> bool {
|
||||||
self.disabled
|
self.disabled
|
||||||
|
|||||||
@@ -4,6 +4,11 @@ use std::time::Duration;
|
|||||||
|
|
||||||
use glam::UVec2;
|
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);
|
pub const LOOP_TIME: Duration = Duration::from_nanos((1_000_000_000.0 / 60.0) as u64);
|
||||||
|
|
||||||
/// The size of each cell, in pixels.
|
/// The size of each cell, in pixels.
|
||||||
@@ -14,32 +19,56 @@ pub const BOARD_CELL_SIZE: UVec2 = UVec2::new(28, 31);
|
|||||||
/// The scale factor for the window (integer zoom)
|
/// The scale factor for the window (integer zoom)
|
||||||
pub const SCALE: f32 = 2.6;
|
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);
|
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);
|
pub const BOARD_PIXEL_OFFSET: UVec2 = UVec2::new(BOARD_CELL_OFFSET.x * CELL_SIZE, BOARD_CELL_OFFSET.y * CELL_SIZE);
|
||||||
|
|
||||||
|
/// Animation timing constants for ghost state management
|
||||||
|
pub mod animation {
|
||||||
|
/// Normal ghost movement animation speed (frames per second)
|
||||||
|
pub const GHOST_NORMAL_SPEED: f32 = 0.2;
|
||||||
|
/// Eaten ghost (eyes) animation speed (frames per second)
|
||||||
|
pub const GHOST_EATEN_SPEED: f32 = 0.1;
|
||||||
|
/// Frightened ghost animation speed (frames per second)
|
||||||
|
pub const GHOST_FRIGHTENED_SPEED: f32 = 0.2;
|
||||||
|
/// Frightened ghost flashing animation speed (frames per second)
|
||||||
|
pub const GHOST_FLASHING_SPEED: f32 = 0.15;
|
||||||
|
|
||||||
|
/// Time in ticks when frightened ghosts start flashing (2 seconds at 60 FPS)
|
||||||
|
pub const FRIGHTENED_FLASH_START_TICKS: u32 = 120;
|
||||||
|
}
|
||||||
/// The size of the canvas, in pixels.
|
/// The size of the canvas, in pixels.
|
||||||
pub const CANVAS_SIZE: UVec2 = UVec2::new(
|
pub const CANVAS_SIZE: UVec2 = UVec2::new(
|
||||||
(BOARD_CELL_SIZE.x + BOARD_CELL_OFFSET.x) * CELL_SIZE,
|
(BOARD_CELL_SIZE.x + BOARD_CELL_OFFSET.x) * CELL_SIZE,
|
||||||
(BOARD_CELL_SIZE.y + BOARD_CELL_OFFSET.y) * CELL_SIZE,
|
(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)]
|
#[derive(Debug, Clone, Copy, PartialEq)]
|
||||||
pub enum MapTile {
|
pub enum MapTile {
|
||||||
/// An empty tile.
|
/// Traversable space with no collectible items
|
||||||
Empty,
|
Empty,
|
||||||
/// A wall tile.
|
|
||||||
Wall,
|
Wall,
|
||||||
/// A regular pellet.
|
/// Small collectible. Implicitly a traversable tile.
|
||||||
Pellet,
|
Pellet,
|
||||||
/// A power pellet.
|
/// Large collectible. Implicitly a traversable tile.
|
||||||
PowerPellet,
|
PowerPellet,
|
||||||
/// A tunnel tile.
|
/// Special traversable tile that connects to tunnel portals.
|
||||||
Tunnel,
|
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] = [
|
pub const RAW_BOARD: [&str; BOARD_CELL_SIZE.y as usize] = [
|
||||||
"############################",
|
"############################",
|
||||||
"#............##............#",
|
"#............##............#",
|
||||||
|
|||||||
@@ -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)
|
|
||||||
// }
|
|
||||||
// }
|
|
||||||
@@ -1,7 +0,0 @@
|
|||||||
pub mod collision;
|
|
||||||
pub mod direction;
|
|
||||||
pub mod ghost;
|
|
||||||
pub mod graph;
|
|
||||||
pub mod item;
|
|
||||||
pub mod pacman;
|
|
||||||
pub mod r#trait;
|
|
||||||
@@ -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(())
|
|
||||||
// }
|
|
||||||
// }
|
|
||||||
15
src/error.rs
15
src/error.rs
@@ -31,9 +31,6 @@ pub enum GameError {
|
|||||||
#[error("Entity error: {0}")]
|
#[error("Entity error: {0}")]
|
||||||
Entity(#[from] EntityError),
|
Entity(#[from] EntityError),
|
||||||
|
|
||||||
#[error("Game state error: {0}")]
|
|
||||||
GameState(#[from] GameStateError),
|
|
||||||
|
|
||||||
#[error("SDL error: {0}")]
|
#[error("SDL error: {0}")]
|
||||||
Sdl(String),
|
Sdl(String),
|
||||||
|
|
||||||
@@ -51,6 +48,8 @@ pub enum GameError {
|
|||||||
pub enum AssetError {
|
pub enum AssetError {
|
||||||
#[error("IO error: {0}")]
|
#[error("IO error: {0}")]
|
||||||
Io(#[from] io::Error),
|
Io(#[from] io::Error),
|
||||||
|
|
||||||
|
#[allow(dead_code)]
|
||||||
#[error("Asset not found: {0}")]
|
#[error("Asset not found: {0}")]
|
||||||
NotFound(String),
|
NotFound(String),
|
||||||
}
|
}
|
||||||
@@ -109,18 +108,8 @@ pub enum EntityError {
|
|||||||
|
|
||||||
#[error("Edge not found: from {from} to {to}")]
|
#[error("Edge not found: from {from} to {to}")]
|
||||||
EdgeNotFound { from: usize, to: usize },
|
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.
|
/// Errors related to map operations.
|
||||||
#[derive(thiserror::Error, Debug)]
|
#[derive(thiserror::Error, Debug)]
|
||||||
pub enum MapError {
|
pub enum MapError {
|
||||||
|
|||||||
@@ -1,10 +1,38 @@
|
|||||||
use bevy_ecs::event::Event;
|
use bevy_ecs::{entity::Entity, event::Event};
|
||||||
|
|
||||||
use crate::systems::input::GameCommand;
|
use crate::map::direction::Direction;
|
||||||
|
|
||||||
#[derive(Debug, Clone, Copy, Event)]
|
/// 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 {
|
pub enum GameEvent {
|
||||||
|
/// Player input command to be processed by relevant game systems
|
||||||
Command(GameCommand),
|
Command(GameCommand),
|
||||||
|
/// Physical overlap detected between two entities requiring gameplay response
|
||||||
|
Collision(Entity, Entity),
|
||||||
}
|
}
|
||||||
|
|
||||||
impl From<GameCommand> for GameEvent {
|
impl From<GameCommand> for GameEvent {
|
||||||
|
|||||||
589
src/game.rs
Normal file
589
src/game.rs
Normal file
@@ -0,0 +1,589 @@
|
|||||||
|
//! This module contains the main game logic and state.
|
||||||
|
|
||||||
|
include!(concat!(env!("OUT_DIR"), "/atlas_data.rs"));
|
||||||
|
|
||||||
|
use crate::constants::{animation, MapTile, CANVAS_SIZE};
|
||||||
|
use crate::error::{GameError, GameResult, TextureError};
|
||||||
|
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::profiling::SystemId;
|
||||||
|
use crate::systems::render::RenderDirty;
|
||||||
|
use crate::systems::{self, ghost_collision_system, present_system, Hidden, MovementModifiers, NodeId};
|
||||||
|
use crate::systems::{
|
||||||
|
audio_system, blinking_system, collision_system, debug_render_system, directional_render_system, dirty_render_system,
|
||||||
|
eaten_ghost_system, ghost_movement_system, ghost_state_animation_system, hud_render_system, item_system, profile,
|
||||||
|
render_system, AudioEvent, AudioResource, AudioState, BackbufferResource, Collider, DebugFontResource, DebugState,
|
||||||
|
DebugTextureResource, DeltaTime, DirectionalAnimated, EntityType, Frozen, Ghost, GhostAnimationSet, GhostAnimations,
|
||||||
|
GhostBundle, GhostCollider, GlobalState, ItemBundle, ItemCollider, MapTextureResource, PacmanCollider, PlayerBundle,
|
||||||
|
PlayerControlled, Renderable, ScoreResource, StartupSequence, SystemTimings,
|
||||||
|
};
|
||||||
|
use crate::texture::animated::AnimatedTexture;
|
||||||
|
use crate::texture::sprite::AtlasTile;
|
||||||
|
use bevy_ecs::event::EventRegistry;
|
||||||
|
use bevy_ecs::observer::Trigger;
|
||||||
|
use bevy_ecs::schedule::common_conditions::resource_changed;
|
||||||
|
use bevy_ecs::schedule::{Condition, IntoScheduleConfigs, Schedule, SystemSet};
|
||||||
|
use bevy_ecs::system::ResMut;
|
||||||
|
use bevy_ecs::world::World;
|
||||||
|
use sdl2::image::LoadTexture;
|
||||||
|
use sdl2::render::{BlendMode, Canvas, ScaleMode, TextureCreator};
|
||||||
|
use sdl2::rwops::RWops;
|
||||||
|
use sdl2::video::{Window, WindowContext};
|
||||||
|
use sdl2::EventPump;
|
||||||
|
use smallvec::smallvec;
|
||||||
|
|
||||||
|
use crate::{
|
||||||
|
asset::{get_asset_bytes, Asset},
|
||||||
|
constants,
|
||||||
|
events::GameCommand,
|
||||||
|
map::render::MapRenderer,
|
||||||
|
systems::input::{Bindings, CursorPosition},
|
||||||
|
texture::sprite::{AtlasMapper, SpriteAtlas},
|
||||||
|
};
|
||||||
|
|
||||||
|
/// System set for all rendering systems to ensure they run after gameplay logic
|
||||||
|
#[derive(SystemSet, Debug, Hash, PartialEq, Eq, Clone)]
|
||||||
|
pub struct RenderSet;
|
||||||
|
|
||||||
|
/// Core game state manager built on the Bevy ECS architecture.
|
||||||
|
///
|
||||||
|
/// Orchestrates all game systems through a centralized `World` containing entities,
|
||||||
|
/// components, and resources, while a `Schedule` defines system execution order.
|
||||||
|
/// Handles initialization of graphics resources, entity spawning, and per-frame
|
||||||
|
/// game logic coordination. SDL2 resources are stored as `NonSend` to respect
|
||||||
|
/// thread safety requirements while integrating with the ECS.
|
||||||
|
pub struct Game {
|
||||||
|
pub world: World,
|
||||||
|
pub schedule: Schedule,
|
||||||
|
}
|
||||||
|
|
||||||
|
impl Game {
|
||||||
|
/// Initializes the complete game state including ECS world, graphics, and entity spawning.
|
||||||
|
///
|
||||||
|
/// Performs extensive setup: creates render targets and debug textures, loads and parses
|
||||||
|
/// the sprite atlas, renders the static map to a cached texture, builds the navigation
|
||||||
|
/// graph from the board layout, spawns Pac-Man with directional animations, creates
|
||||||
|
/// all four ghosts with their AI behavior, and places collectible items throughout
|
||||||
|
/// the maze. Registers event types and configures the system execution schedule.
|
||||||
|
///
|
||||||
|
/// # Arguments
|
||||||
|
///
|
||||||
|
/// * `canvas` - SDL2 rendering context with static lifetime for ECS storage
|
||||||
|
/// * `texture_creator` - SDL2 texture factory for creating render targets
|
||||||
|
/// * `event_pump` - SDL2 event polling interface for input handling
|
||||||
|
///
|
||||||
|
/// # Errors
|
||||||
|
///
|
||||||
|
/// Returns `GameError` for SDL2 failures, asset loading problems, atlas parsing
|
||||||
|
/// errors, or entity initialization issues.
|
||||||
|
pub fn new(
|
||||||
|
canvas: &'static mut Canvas<Window>,
|
||||||
|
texture_creator: &'static mut TextureCreator<WindowContext>,
|
||||||
|
event_pump: &'static mut EventPump,
|
||||||
|
) -> GameResult<Game> {
|
||||||
|
let ttf_context = Box::leak(Box::new(sdl2::ttf::init().map_err(|e| GameError::Sdl(e.to_string()))?));
|
||||||
|
let mut backbuffer = texture_creator
|
||||||
|
.create_texture_target(None, CANVAS_SIZE.x, CANVAS_SIZE.y)
|
||||||
|
.map_err(|e| GameError::Sdl(e.to_string()))?;
|
||||||
|
backbuffer.set_scale_mode(ScaleMode::Nearest);
|
||||||
|
|
||||||
|
let mut map_texture = texture_creator
|
||||||
|
.create_texture_target(None, CANVAS_SIZE.x, CANVAS_SIZE.y)
|
||||||
|
.map_err(|e| GameError::Sdl(e.to_string()))?;
|
||||||
|
map_texture.set_scale_mode(ScaleMode::Nearest);
|
||||||
|
|
||||||
|
// 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 is copied over the backbuffer, it requires transparency abilities
|
||||||
|
debug_texture.set_blend_mode(BlendMode::Blend);
|
||||||
|
debug_texture.set_scale_mode(ScaleMode::Nearest);
|
||||||
|
|
||||||
|
let font_data = get_asset_bytes(Asset::Font)?;
|
||||||
|
let static_font_data: &'static [u8] = Box::leak(font_data.to_vec().into_boxed_slice());
|
||||||
|
let font_asset = RWops::from_bytes(static_font_data).map_err(|_| GameError::Sdl("Failed to load font".to_string()))?;
|
||||||
|
let debug_font = ttf_context
|
||||||
|
.load_font_from_rwops(font_asset, 12)
|
||||||
|
.map_err(|e| GameError::Sdl(e.to_string()))?;
|
||||||
|
|
||||||
|
// Initialize audio system
|
||||||
|
let audio = crate::audio::Audio::new();
|
||||||
|
|
||||||
|
// Load atlas and create map texture
|
||||||
|
let atlas_bytes = get_asset_bytes(Asset::AtlasImage)?;
|
||||||
|
let atlas_texture = texture_creator.load_texture_bytes(&atlas_bytes).map_err(|e| {
|
||||||
|
if e.to_string().contains("format") || e.to_string().contains("unsupported") {
|
||||||
|
GameError::Texture(crate::error::TextureError::InvalidFormat(format!(
|
||||||
|
"Unsupported texture format: {e}"
|
||||||
|
)))
|
||||||
|
} else {
|
||||||
|
GameError::Texture(crate::error::TextureError::LoadFailed(e.to_string()))
|
||||||
|
}
|
||||||
|
})?;
|
||||||
|
|
||||||
|
let atlas_mapper = AtlasMapper {
|
||||||
|
frames: ATLAS_FRAMES.into_iter().map(|(k, v)| (k.to_string(), *v)).collect(),
|
||||||
|
};
|
||||||
|
let mut atlas = SpriteAtlas::new(atlas_texture, atlas_mapper);
|
||||||
|
|
||||||
|
// Create map tiles
|
||||||
|
let mut map_tiles = Vec::with_capacity(35);
|
||||||
|
for i in 0..35 {
|
||||||
|
let tile_name = format!("maze/tiles/{}.png", i);
|
||||||
|
let tile = atlas.get_tile(&tile_name).unwrap();
|
||||||
|
map_tiles.push(tile);
|
||||||
|
}
|
||||||
|
|
||||||
|
// Render map to texture
|
||||||
|
canvas
|
||||||
|
.with_texture_canvas(&mut map_texture, |map_canvas| {
|
||||||
|
MapRenderer::render_map(map_canvas, &mut atlas, &map_tiles);
|
||||||
|
})
|
||||||
|
.map_err(|e| GameError::Sdl(e.to_string()))?;
|
||||||
|
|
||||||
|
let map = Map::new(constants::RAW_BOARD)?;
|
||||||
|
|
||||||
|
// Create directional animated textures for Pac-Man
|
||||||
|
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 = smallvec![
|
||||||
|
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 = smallvec![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)?);
|
||||||
|
}
|
||||||
|
|
||||||
|
let player = PlayerBundle {
|
||||||
|
player: PlayerControlled,
|
||||||
|
position: Position::Stopped {
|
||||||
|
node: map.start_positions.pacman,
|
||||||
|
},
|
||||||
|
velocity: Velocity {
|
||||||
|
speed: 1.15,
|
||||||
|
direction: Direction::Left,
|
||||||
|
},
|
||||||
|
movement_modifiers: MovementModifiers::default(),
|
||||||
|
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,
|
||||||
|
},
|
||||||
|
directional_animated: DirectionalAnimated {
|
||||||
|
textures,
|
||||||
|
stopped_textures,
|
||||||
|
},
|
||||||
|
entity_type: EntityType::Player,
|
||||||
|
collider: Collider {
|
||||||
|
size: constants::CELL_SIZE as f32 * 1.375,
|
||||||
|
},
|
||||||
|
pacman_collider: PacmanCollider,
|
||||||
|
};
|
||||||
|
|
||||||
|
let mut world = World::default();
|
||||||
|
let mut schedule = Schedule::default();
|
||||||
|
|
||||||
|
EventRegistry::register_event::<GameError>(&mut world);
|
||||||
|
EventRegistry::register_event::<GameEvent>(&mut world);
|
||||||
|
EventRegistry::register_event::<AudioEvent>(&mut world);
|
||||||
|
|
||||||
|
world.insert_resource(Self::create_ghost_animations(&atlas)?);
|
||||||
|
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.insert_resource(StartupSequence::new(60 * 3, 60));
|
||||||
|
|
||||||
|
world.insert_non_send_resource(atlas);
|
||||||
|
world.insert_non_send_resource(event_pump);
|
||||||
|
world.insert_non_send_resource(canvas);
|
||||||
|
world.insert_non_send_resource(BackbufferResource(backbuffer));
|
||||||
|
world.insert_non_send_resource(MapTextureResource(map_texture));
|
||||||
|
world.insert_non_send_resource(DebugTextureResource(debug_texture));
|
||||||
|
world.insert_non_send_resource(DebugFontResource(debug_font));
|
||||||
|
world.insert_non_send_resource(AudioResource(audio));
|
||||||
|
|
||||||
|
world.add_observer(
|
||||||
|
|event: Trigger<GameEvent>, mut state: ResMut<GlobalState>, _score: ResMut<ScoreResource>| {
|
||||||
|
if matches!(*event, GameEvent::Command(GameCommand::Exit)) {
|
||||||
|
state.exit = true;
|
||||||
|
}
|
||||||
|
},
|
||||||
|
);
|
||||||
|
|
||||||
|
let input_system = profile(SystemId::Input, systems::input::input_system);
|
||||||
|
let player_control_system = profile(SystemId::PlayerControls, systems::player_control_system);
|
||||||
|
let player_movement_system = profile(SystemId::PlayerMovement, systems::player_movement_system);
|
||||||
|
let startup_stage_system = profile(SystemId::Stage, systems::startup_stage_system);
|
||||||
|
let player_tunnel_slowdown_system = profile(SystemId::PlayerMovement, systems::player::player_tunnel_slowdown_system);
|
||||||
|
let ghost_movement_system = profile(SystemId::Ghost, ghost_movement_system);
|
||||||
|
let collision_system = profile(SystemId::Collision, collision_system);
|
||||||
|
let ghost_collision_system = profile(SystemId::GhostCollision, ghost_collision_system);
|
||||||
|
let vulnerable_tick_system = profile(SystemId::Ghost, systems::vulnerable_tick_system);
|
||||||
|
let item_system = profile(SystemId::Item, item_system);
|
||||||
|
let audio_system = profile(SystemId::Audio, audio_system);
|
||||||
|
let blinking_system = profile(SystemId::Blinking, blinking_system);
|
||||||
|
let directional_render_system = profile(SystemId::DirectionalRender, directional_render_system);
|
||||||
|
let dirty_render_system = profile(SystemId::DirtyRender, dirty_render_system);
|
||||||
|
let render_system = profile(SystemId::Render, render_system);
|
||||||
|
let hud_render_system = profile(SystemId::HudRender, hud_render_system);
|
||||||
|
let debug_render_system = profile(SystemId::DebugRender, debug_render_system);
|
||||||
|
let present_system = profile(SystemId::Present, present_system);
|
||||||
|
let ghost_state_animation_system = profile(SystemId::GhostStateAnimation, ghost_state_animation_system);
|
||||||
|
|
||||||
|
let forced_dirty_system = |mut dirty: ResMut<RenderDirty>| {
|
||||||
|
dirty.0 = true;
|
||||||
|
};
|
||||||
|
|
||||||
|
schedule.add_systems((
|
||||||
|
forced_dirty_system.run_if(resource_changed::<ScoreResource>.or(resource_changed::<StartupSequence>)),
|
||||||
|
(
|
||||||
|
input_system,
|
||||||
|
player_control_system,
|
||||||
|
player_movement_system,
|
||||||
|
startup_stage_system,
|
||||||
|
)
|
||||||
|
.chain(),
|
||||||
|
player_tunnel_slowdown_system,
|
||||||
|
ghost_movement_system,
|
||||||
|
profile(SystemId::EatenGhost, eaten_ghost_system),
|
||||||
|
vulnerable_tick_system,
|
||||||
|
ghost_state_animation_system,
|
||||||
|
(collision_system, ghost_collision_system, item_system).chain(),
|
||||||
|
audio_system,
|
||||||
|
blinking_system,
|
||||||
|
(
|
||||||
|
directional_render_system,
|
||||||
|
dirty_render_system,
|
||||||
|
render_system,
|
||||||
|
hud_render_system,
|
||||||
|
debug_render_system,
|
||||||
|
present_system,
|
||||||
|
)
|
||||||
|
.chain(),
|
||||||
|
));
|
||||||
|
|
||||||
|
// Spawn player and attach initial state bundle
|
||||||
|
world.spawn(player).insert((Frozen, Hidden));
|
||||||
|
|
||||||
|
// Spawn ghosts
|
||||||
|
Self::spawn_ghosts(&mut world)?;
|
||||||
|
|
||||||
|
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())))?;
|
||||||
|
|
||||||
|
// Build a list of item entities to spawn from the map
|
||||||
|
let nodes: Vec<(NodeId, EntityType, AtlasTile, f32)> = world
|
||||||
|
.resource::<Map>()
|
||||||
|
.iter_nodes()
|
||||||
|
.filter_map(|(id, tile)| match tile {
|
||||||
|
MapTile::Pellet => Some((*id, EntityType::Pellet, pellet_sprite, constants::CELL_SIZE as f32 * 0.4)),
|
||||||
|
MapTile::PowerPellet => Some((
|
||||||
|
*id,
|
||||||
|
EntityType::PowerPellet,
|
||||||
|
energizer_sprite,
|
||||||
|
constants::CELL_SIZE as f32 * 0.95,
|
||||||
|
)),
|
||||||
|
_ => None,
|
||||||
|
})
|
||||||
|
.collect();
|
||||||
|
|
||||||
|
// Construct and spawn the item entities
|
||||||
|
for (id, item_type, sprite, size) in nodes {
|
||||||
|
let mut item = world.spawn(ItemBundle {
|
||||||
|
position: Position::Stopped { node: id },
|
||||||
|
sprite: Renderable { sprite, layer: 1 },
|
||||||
|
entity_type: item_type,
|
||||||
|
collider: Collider { size },
|
||||||
|
item_collider: ItemCollider,
|
||||||
|
});
|
||||||
|
|
||||||
|
// Make power pellets blink
|
||||||
|
if item_type == EntityType::PowerPellet {
|
||||||
|
item.insert((Frozen, Blinking::new(0.2)));
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
Ok(Game { world, schedule })
|
||||||
|
}
|
||||||
|
|
||||||
|
/// Creates and spawns all four ghosts with unique AI personalities and directional animations.
|
||||||
|
///
|
||||||
|
/// # Errors
|
||||||
|
///
|
||||||
|
/// Returns `GameError::Texture` if any ghost sprite cannot be found in the atlas,
|
||||||
|
/// typically indicating missing or misnamed sprite files.
|
||||||
|
fn spawn_ghosts(world: &mut World) -> GameResult<()> {
|
||||||
|
// Extract the data we need first to avoid borrow conflicts
|
||||||
|
let ghost_start_positions = {
|
||||||
|
let map = world.resource::<Map>();
|
||||||
|
[
|
||||||
|
(Ghost::Blinky, map.start_positions.blinky),
|
||||||
|
(Ghost::Pinky, map.start_positions.pinky),
|
||||||
|
(Ghost::Inky, map.start_positions.inky),
|
||||||
|
(Ghost::Clyde, map.start_positions.clyde),
|
||||||
|
]
|
||||||
|
};
|
||||||
|
|
||||||
|
for (ghost_type, start_node) in ghost_start_positions {
|
||||||
|
// Create the ghost bundle in a separate scope to manage borrows
|
||||||
|
let ghost = {
|
||||||
|
let animations = world.resource::<GhostAnimations>().0.get(&ghost_type).unwrap().clone();
|
||||||
|
let atlas = world.non_send_resource::<SpriteAtlas>();
|
||||||
|
|
||||||
|
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,
|
||||||
|
},
|
||||||
|
directional_animated: animations.normal().unwrap().clone(),
|
||||||
|
entity_type: EntityType::Ghost,
|
||||||
|
collider: Collider {
|
||||||
|
size: crate::constants::CELL_SIZE as f32 * 1.375,
|
||||||
|
},
|
||||||
|
ghost_collider: GhostCollider,
|
||||||
|
}
|
||||||
|
};
|
||||||
|
|
||||||
|
world.spawn(ghost).insert((Frozen, Hidden));
|
||||||
|
}
|
||||||
|
|
||||||
|
Ok(())
|
||||||
|
}
|
||||||
|
|
||||||
|
fn create_ghost_animations(atlas: &SpriteAtlas) -> GameResult<GhostAnimations> {
|
||||||
|
let mut animations = std::collections::HashMap::new();
|
||||||
|
|
||||||
|
for ghost_type in [Ghost::Blinky, Ghost::Pinky, Ghost::Inky, Ghost::Clyde] {
|
||||||
|
// Normal animations
|
||||||
|
let mut normal_textures = [None, None, None, None];
|
||||||
|
for direction in Direction::DIRECTIONS {
|
||||||
|
let dir_str = direction.as_ref();
|
||||||
|
let tile_a = atlas
|
||||||
|
.get_tile(&format!("ghost/{}/{}_a.png", ghost_type.as_str(), dir_str))
|
||||||
|
.ok_or_else(|| {
|
||||||
|
GameError::Texture(TextureError::AtlasTileNotFound(format!(
|
||||||
|
"ghost/{}/{}_a.png",
|
||||||
|
ghost_type.as_str(),
|
||||||
|
dir_str
|
||||||
|
)))
|
||||||
|
})?;
|
||||||
|
let tile_b = atlas
|
||||||
|
.get_tile(&format!("ghost/{}/{}_b.png", ghost_type.as_str(), dir_str))
|
||||||
|
.ok_or_else(|| {
|
||||||
|
GameError::Texture(TextureError::AtlasTileNotFound(format!(
|
||||||
|
"ghost/{}/{}_b.png",
|
||||||
|
ghost_type.as_str(),
|
||||||
|
dir_str
|
||||||
|
)))
|
||||||
|
})?;
|
||||||
|
let tiles = smallvec![tile_a, tile_b];
|
||||||
|
normal_textures[direction.as_usize()] = Some(AnimatedTexture::new(tiles, animation::GHOST_NORMAL_SPEED)?);
|
||||||
|
}
|
||||||
|
let normal = DirectionalAnimated {
|
||||||
|
textures: normal_textures.clone(),
|
||||||
|
stopped_textures: normal_textures,
|
||||||
|
};
|
||||||
|
|
||||||
|
// Eaten (eyes) animations
|
||||||
|
let mut eaten_textures = [None, None, None, None];
|
||||||
|
for direction in Direction::DIRECTIONS {
|
||||||
|
let dir_str = direction.as_ref();
|
||||||
|
let tile = atlas
|
||||||
|
.get_tile(&format!("ghost/eyes/{}.png", dir_str))
|
||||||
|
.ok_or_else(|| GameError::Texture(TextureError::AtlasTileNotFound(format!("ghost/eyes/{}.png", dir_str))))?;
|
||||||
|
eaten_textures[direction.as_usize()] = Some(AnimatedTexture::new(smallvec![tile], animation::GHOST_EATEN_SPEED)?);
|
||||||
|
}
|
||||||
|
let eaten = DirectionalAnimated {
|
||||||
|
textures: eaten_textures.clone(),
|
||||||
|
stopped_textures: eaten_textures,
|
||||||
|
};
|
||||||
|
|
||||||
|
animations.insert(
|
||||||
|
ghost_type,
|
||||||
|
GhostAnimationSet::new(
|
||||||
|
normal,
|
||||||
|
DirectionalAnimated::default(), // Placeholder for frightened
|
||||||
|
DirectionalAnimated::default(), // Placeholder for frightened_flashing
|
||||||
|
eaten,
|
||||||
|
),
|
||||||
|
);
|
||||||
|
}
|
||||||
|
|
||||||
|
// Frightened animations (same for all ghosts)
|
||||||
|
let frightened_blue_a = atlas
|
||||||
|
.get_tile("ghost/frightened/blue_a.png")
|
||||||
|
.ok_or_else(|| GameError::Texture(TextureError::AtlasTileNotFound("ghost/frightened/blue_a.png".to_string())))?;
|
||||||
|
let frightened_blue_b = atlas
|
||||||
|
.get_tile("ghost/frightened/blue_b.png")
|
||||||
|
.ok_or_else(|| GameError::Texture(TextureError::AtlasTileNotFound("ghost/frightened/blue_b.png".to_string())))?;
|
||||||
|
let frightened_white_a = atlas
|
||||||
|
.get_tile("ghost/frightened/white_a.png")
|
||||||
|
.ok_or_else(|| GameError::Texture(TextureError::AtlasTileNotFound("ghost/frightened/white_a.png".to_string())))?;
|
||||||
|
let frightened_white_b = atlas
|
||||||
|
.get_tile("ghost/frightened/white_b.png")
|
||||||
|
.ok_or_else(|| GameError::Texture(TextureError::AtlasTileNotFound("ghost/frightened/white_b.png".to_string())))?;
|
||||||
|
|
||||||
|
let frightened_anim = AnimatedTexture::new(
|
||||||
|
smallvec![frightened_blue_a, frightened_blue_b],
|
||||||
|
animation::GHOST_FRIGHTENED_SPEED,
|
||||||
|
)?;
|
||||||
|
let flashing_anim = AnimatedTexture::new(
|
||||||
|
smallvec![frightened_blue_a, frightened_white_a, frightened_blue_b, frightened_white_b],
|
||||||
|
animation::GHOST_FLASHING_SPEED,
|
||||||
|
)?;
|
||||||
|
|
||||||
|
let frightened_da = DirectionalAnimated::from_animation(frightened_anim);
|
||||||
|
let frightened_flashing_da = DirectionalAnimated::from_animation(flashing_anim);
|
||||||
|
|
||||||
|
for ghost_type in [Ghost::Blinky, Ghost::Pinky, Ghost::Inky, Ghost::Clyde] {
|
||||||
|
let entry = animations.get_mut(&ghost_type).unwrap();
|
||||||
|
entry.animations.insert(
|
||||||
|
crate::systems::GhostAnimation::Frightened { flash: false },
|
||||||
|
frightened_da.clone(),
|
||||||
|
);
|
||||||
|
entry.animations.insert(
|
||||||
|
crate::systems::GhostAnimation::Frightened { flash: true },
|
||||||
|
frightened_flashing_da.clone(),
|
||||||
|
);
|
||||||
|
}
|
||||||
|
|
||||||
|
Ok(GhostAnimations(animations))
|
||||||
|
}
|
||||||
|
|
||||||
|
/// 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));
|
||||||
|
|
||||||
|
// Run all systems
|
||||||
|
self.schedule.run(&mut self.world);
|
||||||
|
|
||||||
|
let state = self
|
||||||
|
.world
|
||||||
|
.get_resource::<GlobalState>()
|
||||||
|
.expect("GlobalState could not be acquired");
|
||||||
|
|
||||||
|
state.exit
|
||||||
|
}
|
||||||
|
|
||||||
|
// /// Renders pathfinding debug lines from each ghost to Pac-Man.
|
||||||
|
// ///
|
||||||
|
// /// Each ghost's path is drawn in its respective color with a small offset
|
||||||
|
// /// to prevent overlapping lines.
|
||||||
|
// fn render_pathfinding_debug<T: sdl2::render::RenderTarget>(&self, canvas: &mut Canvas<T>) -> GameResult<()> {
|
||||||
|
// let pacman_node = self.state.pacman.current_node_id();
|
||||||
|
|
||||||
|
// for ghost in self.state.ghosts.iter() {
|
||||||
|
// if let Ok(path) = ghost.calculate_path_to_target(&self.state.map.graph, pacman_node) {
|
||||||
|
// if path.len() < 2 {
|
||||||
|
// continue; // Skip if path is too short
|
||||||
|
// }
|
||||||
|
|
||||||
|
// // Set the ghost's color
|
||||||
|
// canvas.set_draw_color(ghost.debug_color());
|
||||||
|
|
||||||
|
// // Calculate offset based on ghost index to prevent overlapping lines
|
||||||
|
// // let offset = (i as f32) * 2.0 - 3.0; // Offset range: -3.0 to 3.0
|
||||||
|
|
||||||
|
// // Calculate a consistent offset direction for the entire path
|
||||||
|
// // let first_node = self.map.graph.get_node(path[0]).unwrap();
|
||||||
|
// // let last_node = self.map.graph.get_node(path[path.len() - 1]).unwrap();
|
||||||
|
|
||||||
|
// // Use the overall direction from start to end to determine the perpendicular offset
|
||||||
|
// let offset = match ghost.ghost_type {
|
||||||
|
// GhostType::Blinky => glam::Vec2::new(0.25, 0.5),
|
||||||
|
// GhostType::Pinky => glam::Vec2::new(-0.25, -0.25),
|
||||||
|
// GhostType::Inky => glam::Vec2::new(0.5, -0.5),
|
||||||
|
// GhostType::Clyde => glam::Vec2::new(-0.5, 0.25),
|
||||||
|
// } * 5.0;
|
||||||
|
|
||||||
|
// // Calculate offset positions for all nodes using the same perpendicular direction
|
||||||
|
// let mut offset_positions = Vec::new();
|
||||||
|
// for &node_id in &path {
|
||||||
|
// let node = self
|
||||||
|
// .state
|
||||||
|
// .map
|
||||||
|
// .graph
|
||||||
|
// .get_node(node_id)
|
||||||
|
// .ok_or(crate::error::EntityError::NodeNotFound(node_id))?;
|
||||||
|
// let pos = node.position + crate::constants::BOARD_PIXEL_OFFSET.as_vec2();
|
||||||
|
// offset_positions.push(pos + offset);
|
||||||
|
// }
|
||||||
|
|
||||||
|
// // Draw lines between the offset positions
|
||||||
|
// for window in offset_positions.windows(2) {
|
||||||
|
// if let (Some(from), Some(to)) = (window.first(), window.get(1)) {
|
||||||
|
// // Skip if the distance is too far (used for preventing lines between tunnel portals)
|
||||||
|
// if from.distance_squared(*to) > (crate::constants::CELL_SIZE * 16).pow(2) as f32 {
|
||||||
|
// continue;
|
||||||
|
// }
|
||||||
|
|
||||||
|
// // Draw the line
|
||||||
|
// canvas
|
||||||
|
// .draw_line((from.x as i32, from.y as i32), (to.x as i32, to.y as i32))
|
||||||
|
// .map_err(|e| crate::error::GameError::Sdl(e.to_string()))?;
|
||||||
|
// }
|
||||||
|
// }
|
||||||
|
// }
|
||||||
|
// }
|
||||||
|
|
||||||
|
// Ok(())
|
||||||
|
// }
|
||||||
|
}
|
||||||
526
src/game/mod.rs
526
src/game/mod.rs
@@ -1,526 +0,0 @@
|
|||||||
//! This module contains the main game logic and state.
|
|
||||||
|
|
||||||
include!(concat!(env!("OUT_DIR"), "/atlas_data.rs"));
|
|
||||||
|
|
||||||
use crate::constants::CANVAS_SIZE;
|
|
||||||
use crate::entity::direction::Direction;
|
|
||||||
use crate::error::{GameError, GameResult, TextureError};
|
|
||||||
use crate::events::GameEvent;
|
|
||||||
use crate::map::builder::Map;
|
|
||||||
use crate::systems::components::{
|
|
||||||
DeltaTime, DirectionalAnimated, EntityType, GlobalState, PlayerBundle, PlayerControlled, Position, Renderable, Velocity,
|
|
||||||
};
|
|
||||||
use crate::systems::control::player_system;
|
|
||||||
use crate::systems::movement::movement_system;
|
|
||||||
use crate::systems::render::{directional_render_system, render_system, BackbufferResource, MapTextureResource};
|
|
||||||
use crate::texture::animated::AnimatedTexture;
|
|
||||||
use bevy_ecs::event::EventRegistry;
|
|
||||||
use bevy_ecs::observer::Trigger;
|
|
||||||
use bevy_ecs::schedule::IntoScheduleConfigs;
|
|
||||||
use bevy_ecs::system::ResMut;
|
|
||||||
use bevy_ecs::{schedule::Schedule, world::World};
|
|
||||||
use sdl2::image::LoadTexture;
|
|
||||||
use sdl2::render::{Canvas, ScaleMode, TextureCreator};
|
|
||||||
use sdl2::video::{Window, WindowContext};
|
|
||||||
use sdl2::EventPump;
|
|
||||||
|
|
||||||
use crate::asset::{get_asset_bytes, Asset};
|
|
||||||
use crate::map::render::MapRenderer;
|
|
||||||
use crate::systems::input::{input_system, Bindings, GameCommand};
|
|
||||||
use crate::{
|
|
||||||
constants,
|
|
||||||
texture::sprite::{AtlasMapper, SpriteAtlas},
|
|
||||||
};
|
|
||||||
|
|
||||||
pub mod state;
|
|
||||||
|
|
||||||
/// The `Game` struct is the main entry point for the game.
|
|
||||||
///
|
|
||||||
/// It contains the game's state and logic, and is responsible for
|
|
||||||
/// handling user input, updating the game state, and rendering the game.
|
|
||||||
pub struct Game {
|
|
||||||
pub world: World,
|
|
||||||
pub schedule: Schedule,
|
|
||||||
}
|
|
||||||
|
|
||||||
impl Game {
|
|
||||||
pub fn new(
|
|
||||||
canvas: &'static mut Canvas<Window>,
|
|
||||||
texture_creator: &'static mut TextureCreator<WindowContext>,
|
|
||||||
event_pump: &'static mut EventPump,
|
|
||||||
) -> GameResult<Game> {
|
|
||||||
let mut world = World::default();
|
|
||||||
let mut schedule = Schedule::default();
|
|
||||||
|
|
||||||
EventRegistry::register_event::<GameError>(&mut world);
|
|
||||||
EventRegistry::register_event::<GameEvent>(&mut world);
|
|
||||||
|
|
||||||
let mut backbuffer = texture_creator
|
|
||||||
.create_texture_target(None, CANVAS_SIZE.x, CANVAS_SIZE.y)
|
|
||||||
.map_err(|e| GameError::Sdl(e.to_string()))?;
|
|
||||||
backbuffer.set_scale_mode(ScaleMode::Nearest);
|
|
||||||
|
|
||||||
let mut map_texture = texture_creator
|
|
||||||
.create_texture_target(None, CANVAS_SIZE.x, CANVAS_SIZE.y)
|
|
||||||
.map_err(|e| GameError::Sdl(e.to_string()))?;
|
|
||||||
map_texture.set_scale_mode(ScaleMode::Nearest);
|
|
||||||
|
|
||||||
// Load atlas and create map texture
|
|
||||||
let atlas_bytes = get_asset_bytes(Asset::Atlas)?;
|
|
||||||
let atlas_texture = texture_creator.load_texture_bytes(&atlas_bytes).map_err(|e| {
|
|
||||||
if e.to_string().contains("format") || e.to_string().contains("unsupported") {
|
|
||||||
GameError::Texture(crate::error::TextureError::InvalidFormat(format!(
|
|
||||||
"Unsupported texture format: {e}"
|
|
||||||
)))
|
|
||||||
} else {
|
|
||||||
GameError::Texture(crate::error::TextureError::LoadFailed(e.to_string()))
|
|
||||||
}
|
|
||||||
})?;
|
|
||||||
|
|
||||||
let atlas_mapper = AtlasMapper {
|
|
||||||
frames: ATLAS_FRAMES.into_iter().map(|(k, v)| (k.to_string(), *v)).collect(),
|
|
||||||
};
|
|
||||||
let mut atlas = SpriteAtlas::new(atlas_texture, atlas_mapper);
|
|
||||||
|
|
||||||
// Create map tiles
|
|
||||||
let mut map_tiles = Vec::with_capacity(35);
|
|
||||||
for i in 0..35 {
|
|
||||||
let tile_name = format!("maze/tiles/{}.png", i);
|
|
||||||
let tile = atlas.get_tile(&tile_name).unwrap();
|
|
||||||
map_tiles.push(tile);
|
|
||||||
}
|
|
||||||
|
|
||||||
// Render map to texture
|
|
||||||
canvas
|
|
||||||
.with_texture_canvas(&mut map_texture, |map_canvas| {
|
|
||||||
MapRenderer::render_map(map_canvas, &mut atlas, &mut map_tiles);
|
|
||||||
})
|
|
||||||
.map_err(|e| GameError::Sdl(e.to_string()))?;
|
|
||||||
|
|
||||||
let map = Map::new(constants::RAW_BOARD)?;
|
|
||||||
let pacman_start_node = map.start_positions.pacman;
|
|
||||||
|
|
||||||
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)?);
|
|
||||||
}
|
|
||||||
|
|
||||||
let player = PlayerBundle {
|
|
||||||
player: PlayerControlled,
|
|
||||||
position: Position::AtNode(pacman_start_node),
|
|
||||||
velocity: Velocity {
|
|
||||||
direction: Direction::Up,
|
|
||||||
next_direction: None,
|
|
||||||
speed: 1.125,
|
|
||||||
},
|
|
||||||
sprite: Renderable {
|
|
||||||
sprite: SpriteAtlas::get_tile(&atlas, "pacman/full.png")
|
|
||||||
.ok_or_else(|| GameError::Texture(TextureError::AtlasTileNotFound("pacman/full.png".to_string())))?,
|
|
||||||
layer: 0,
|
|
||||||
},
|
|
||||||
directional_animated: DirectionalAnimated {
|
|
||||||
textures,
|
|
||||||
stopped_textures,
|
|
||||||
},
|
|
||||||
entity_type: EntityType::Player,
|
|
||||||
};
|
|
||||||
|
|
||||||
world.insert_non_send_resource(atlas);
|
|
||||||
world.insert_non_send_resource(event_pump);
|
|
||||||
world.insert_non_send_resource(canvas);
|
|
||||||
world.insert_non_send_resource(BackbufferResource(backbuffer));
|
|
||||||
world.insert_non_send_resource(MapTextureResource(map_texture));
|
|
||||||
|
|
||||||
world.insert_resource(map);
|
|
||||||
world.insert_resource(GlobalState { exit: false });
|
|
||||||
world.insert_resource(Bindings::default());
|
|
||||||
world.insert_resource(DeltaTime(0f32));
|
|
||||||
|
|
||||||
world.add_observer(|event: Trigger<GameEvent>, mut state: ResMut<GlobalState>| match *event {
|
|
||||||
GameEvent::Command(command) => match command {
|
|
||||||
GameCommand::Exit => {
|
|
||||||
state.exit = true;
|
|
||||||
}
|
|
||||||
_ => {}
|
|
||||||
},
|
|
||||||
});
|
|
||||||
|
|
||||||
schedule.add_systems(
|
|
||||||
(
|
|
||||||
input_system,
|
|
||||||
player_system,
|
|
||||||
movement_system,
|
|
||||||
directional_render_system,
|
|
||||||
render_system,
|
|
||||||
)
|
|
||||||
.chain(),
|
|
||||||
);
|
|
||||||
|
|
||||||
// Spawn player
|
|
||||||
world.spawn(player);
|
|
||||||
|
|
||||||
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.
|
|
||||||
///
|
|
||||||
/// Returns true if the game should exit.
|
|
||||||
pub fn tick(&mut self, dt: f32) -> bool {
|
|
||||||
self.world.insert_resource(DeltaTime(dt));
|
|
||||||
|
|
||||||
// Run all systems
|
|
||||||
self.schedule.run(&mut self.world);
|
|
||||||
|
|
||||||
let state = self
|
|
||||||
.world
|
|
||||||
.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();
|
|
||||||
}
|
|
||||||
|
|
||||||
// /// Toggles the debug mode on and off.
|
|
||||||
// ///
|
|
||||||
// /// When debug mode is enabled, the game will render additional information
|
|
||||||
// /// that is useful for debugging, such as the collision grid and entity paths.
|
|
||||||
// pub fn toggle_debug_mode(&mut self) {
|
|
||||||
// self.state.debug_mode = !self.state.debug_mode;
|
|
||||||
// }
|
|
||||||
|
|
||||||
// fn update_collision_positions(&mut self) {
|
|
||||||
// // Update Pac-Man's position
|
|
||||||
// self.state
|
|
||||||
// .collision_system
|
|
||||||
// .update_position(self.state.pacman_id, self.state.pacman.position());
|
|
||||||
|
|
||||||
// // Update ghost positions
|
|
||||||
// for (ghost, &ghost_id) in self.state.ghosts.iter().zip(&self.state.ghost_ids) {
|
|
||||||
// self.state.collision_system.update_position(ghost_id, ghost.position());
|
|
||||||
// }
|
|
||||||
// }
|
|
||||||
|
|
||||||
// fn check_collisions(&mut self) {
|
|
||||||
// // Check Pac-Man vs Items
|
|
||||||
// let potential_collisions = self
|
|
||||||
// .state
|
|
||||||
// .collision_system
|
|
||||||
// .potential_collisions(&self.state.pacman.position());
|
|
||||||
|
|
||||||
// for entity_id in potential_collisions {
|
|
||||||
// if entity_id != self.state.pacman_id {
|
|
||||||
// // Check if this is an item collision
|
|
||||||
// if let Some(item_index) = self.find_item_by_id(entity_id) {
|
|
||||||
// let item = &mut self.state.items[item_index];
|
|
||||||
// if !item.is_collected() {
|
|
||||||
// item.collect();
|
|
||||||
// self.state.score += item.get_score();
|
|
||||||
// self.state.audio.eat();
|
|
||||||
|
|
||||||
// // Handle energizer effects
|
|
||||||
// if matches!(item.item_type, crate::entity::item::ItemType::Energizer) {
|
|
||||||
// // TODO: Make ghosts frightened
|
|
||||||
// tracing::info!("Energizer collected! Ghosts should become frightened.");
|
|
||||||
// }
|
|
||||||
// }
|
|
||||||
// }
|
|
||||||
|
|
||||||
// // Check if this is a ghost collision
|
|
||||||
// if let Some(_ghost_index) = self.find_ghost_by_id(entity_id) {
|
|
||||||
// // TODO: Handle Pac-Man being eaten by ghost
|
|
||||||
// tracing::info!("Pac-Man collided with ghost!");
|
|
||||||
// }
|
|
||||||
// }
|
|
||||||
// }
|
|
||||||
// }
|
|
||||||
|
|
||||||
// fn find_item_by_id(&self, entity_id: EntityId) -> Option<usize> {
|
|
||||||
// self.state.item_ids.iter().position(|&id| id == entity_id)
|
|
||||||
// }
|
|
||||||
|
|
||||||
// fn find_ghost_by_id(&self, entity_id: EntityId) -> Option<usize> {
|
|
||||||
// self.state.ghost_ids.iter().position(|&id| id == entity_id)
|
|
||||||
// }
|
|
||||||
|
|
||||||
// pub fn draw<T: sdl2::render::RenderTarget>(&mut self, canvas: &mut Canvas<T>, backbuffer: &mut Texture) -> GameResult<()> {
|
|
||||||
// // Only render the map texture once and cache it
|
|
||||||
// if !self.state.map_rendered {
|
|
||||||
// let mut map_texture = self
|
|
||||||
// .state
|
|
||||||
// .texture_creator
|
|
||||||
// .create_texture_target(None, constants::CANVAS_SIZE.x, constants::CANVAS_SIZE.y)
|
|
||||||
// .map_err(|e| crate::error::GameError::Sdl(e.to_string()))?;
|
|
||||||
|
|
||||||
// canvas
|
|
||||||
// .with_texture_canvas(&mut map_texture, |map_canvas| {
|
|
||||||
// let mut map_tiles = Vec::with_capacity(35);
|
|
||||||
// for i in 0..35 {
|
|
||||||
// let tile_name = format!("maze/tiles/{}.png", i);
|
|
||||||
// let tile = SpriteAtlas::get_tile(&self.state.atlas, &tile_name).unwrap();
|
|
||||||
// map_tiles.push(tile);
|
|
||||||
// }
|
|
||||||
// MapRenderer::render_map(map_canvas, &mut self.state.atlas, &mut map_tiles);
|
|
||||||
// })
|
|
||||||
// .map_err(|e| crate::error::GameError::Sdl(e.to_string()))?;
|
|
||||||
// self.state.map_texture = Some(map_texture);
|
|
||||||
// self.state.map_rendered = true;
|
|
||||||
// }
|
|
||||||
|
|
||||||
// canvas.set_draw_color(Color::BLACK);
|
|
||||||
// canvas.clear();
|
|
||||||
// if let Some(ref map_texture) = self.state.map_texture {
|
|
||||||
// canvas.copy(map_texture, None, None).unwrap();
|
|
||||||
// }
|
|
||||||
|
|
||||||
// // Render all items
|
|
||||||
// for item in &self.state.items {
|
|
||||||
// if let Err(e) = item.render(canvas, &mut self.state.atlas, &self.state.map.graph) {
|
|
||||||
// tracing::error!("Failed to render item: {}", e);
|
|
||||||
// }
|
|
||||||
// }
|
|
||||||
|
|
||||||
// // Render all ghosts
|
|
||||||
// for ghost in &self.state.ghosts {
|
|
||||||
// if let Err(e) = ghost.render(canvas, &mut self.state.atlas, &self.state.map.graph) {
|
|
||||||
// tracing::error!("Failed to render ghost: {}", e);
|
|
||||||
// }
|
|
||||||
// }
|
|
||||||
|
|
||||||
// if let Err(e) = self.state.pacman.render(canvas, &mut self.state.atlas, &self.state.map.graph) {
|
|
||||||
// tracing::error!("Failed to render pacman: {}", e);
|
|
||||||
// }
|
|
||||||
|
|
||||||
// if self.state.debug_mode {
|
|
||||||
// if let Err(e) =
|
|
||||||
// self.state
|
|
||||||
// .map
|
|
||||||
// .debug_render_with_cursor(canvas, &mut self.state.text_texture, &mut self.state.atlas, cursor_pos)
|
|
||||||
// {
|
|
||||||
// tracing::error!("Failed to render debug cursor: {}", e);
|
|
||||||
// }
|
|
||||||
// self.render_pathfinding_debug(canvas)?;
|
|
||||||
// }
|
|
||||||
// self.draw_hud(canvas)?;
|
|
||||||
// canvas.present();
|
|
||||||
|
|
||||||
// Ok(())
|
|
||||||
// }
|
|
||||||
|
|
||||||
// /// Renders pathfinding debug lines from each ghost to Pac-Man.
|
|
||||||
// ///
|
|
||||||
// /// Each ghost's path is drawn in its respective color with a small offset
|
|
||||||
// /// to prevent overlapping lines.
|
|
||||||
// fn render_pathfinding_debug<T: sdl2::render::RenderTarget>(&self, canvas: &mut Canvas<T>) -> GameResult<()> {
|
|
||||||
// let pacman_node = self.state.pacman.current_node_id();
|
|
||||||
|
|
||||||
// for ghost in self.state.ghosts.iter() {
|
|
||||||
// if let Ok(path) = ghost.calculate_path_to_target(&self.state.map.graph, pacman_node) {
|
|
||||||
// if path.len() < 2 {
|
|
||||||
// continue; // Skip if path is too short
|
|
||||||
// }
|
|
||||||
|
|
||||||
// // Set the ghost's color
|
|
||||||
// canvas.set_draw_color(ghost.debug_color());
|
|
||||||
|
|
||||||
// // Calculate offset based on ghost index to prevent overlapping lines
|
|
||||||
// // let offset = (i as f32) * 2.0 - 3.0; // Offset range: -3.0 to 3.0
|
|
||||||
|
|
||||||
// // Calculate a consistent offset direction for the entire path
|
|
||||||
// // let first_node = self.map.graph.get_node(path[0]).unwrap();
|
|
||||||
// // let last_node = self.map.graph.get_node(path[path.len() - 1]).unwrap();
|
|
||||||
|
|
||||||
// // Use the overall direction from start to end to determine the perpendicular offset
|
|
||||||
// let offset = match ghost.ghost_type {
|
|
||||||
// GhostType::Blinky => glam::Vec2::new(0.25, 0.5),
|
|
||||||
// GhostType::Pinky => glam::Vec2::new(-0.25, -0.25),
|
|
||||||
// GhostType::Inky => glam::Vec2::new(0.5, -0.5),
|
|
||||||
// GhostType::Clyde => glam::Vec2::new(-0.5, 0.25),
|
|
||||||
// } * 5.0;
|
|
||||||
|
|
||||||
// // Calculate offset positions for all nodes using the same perpendicular direction
|
|
||||||
// let mut offset_positions = Vec::new();
|
|
||||||
// for &node_id in &path {
|
|
||||||
// let node = self
|
|
||||||
// .state
|
|
||||||
// .map
|
|
||||||
// .graph
|
|
||||||
// .get_node(node_id)
|
|
||||||
// .ok_or(crate::error::EntityError::NodeNotFound(node_id))?;
|
|
||||||
// let pos = node.position + crate::constants::BOARD_PIXEL_OFFSET.as_vec2();
|
|
||||||
// offset_positions.push(pos + offset);
|
|
||||||
// }
|
|
||||||
|
|
||||||
// // Draw lines between the offset positions
|
|
||||||
// for window in offset_positions.windows(2) {
|
|
||||||
// if let (Some(from), Some(to)) = (window.first(), window.get(1)) {
|
|
||||||
// // Skip if the distance is too far (used for preventing lines between tunnel portals)
|
|
||||||
// if from.distance_squared(*to) > (crate::constants::CELL_SIZE * 16).pow(2) as f32 {
|
|
||||||
// continue;
|
|
||||||
// }
|
|
||||||
|
|
||||||
// // Draw the line
|
|
||||||
// canvas
|
|
||||||
// .draw_line((from.x as i32, from.y as i32), (to.x as i32, to.y as i32))
|
|
||||||
// .map_err(|e| crate::error::GameError::Sdl(e.to_string()))?;
|
|
||||||
// }
|
|
||||||
// }
|
|
||||||
// }
|
|
||||||
// }
|
|
||||||
|
|
||||||
// Ok(())
|
|
||||||
// }
|
|
||||||
|
|
||||||
// fn draw_hud<T: sdl2::render::RenderTarget>(&mut self, canvas: &mut Canvas<T>) -> GameResult<()> {
|
|
||||||
// let lives = 3;
|
|
||||||
// let score_text = format!("{:02}", self.state.score);
|
|
||||||
// let x_offset = 4;
|
|
||||||
// let y_offset = 2;
|
|
||||||
// let lives_offset = 3;
|
|
||||||
// let score_offset = 7 - (score_text.len() as i32);
|
|
||||||
// self.state.text_texture.set_scale(1.0);
|
|
||||||
// if let Err(e) = self.state.text_texture.render(
|
|
||||||
// canvas,
|
|
||||||
// &mut self.state.atlas,
|
|
||||||
// &format!("{lives}UP HIGH SCORE "),
|
|
||||||
// glam::UVec2::new(8 * lives_offset as u32 + x_offset, y_offset),
|
|
||||||
// ) {
|
|
||||||
// tracing::error!("Failed to render HUD text: {}", e);
|
|
||||||
// }
|
|
||||||
// if let Err(e) = self.state.text_texture.render(
|
|
||||||
// canvas,
|
|
||||||
// &mut self.state.atlas,
|
|
||||||
// &score_text,
|
|
||||||
// glam::UVec2::new(8 * score_offset as u32 + x_offset, 8 + y_offset),
|
|
||||||
// ) {
|
|
||||||
// tracing::error!("Failed to render score text: {}", e);
|
|
||||||
// }
|
|
||||||
|
|
||||||
// // Display FPS information in top-left corner
|
|
||||||
// // let fps_text = format!("FPS: {:.1} (1s) / {:.1} (10s)", self.fps_1s, self.fps_10s);
|
|
||||||
// // self.render_text_on(
|
|
||||||
// // canvas,
|
|
||||||
// // &*texture_creator,
|
|
||||||
// // &fps_text,
|
|
||||||
// // IVec2::new(10, 10),
|
|
||||||
// // Color::RGB(255, 255, 0), // Yellow color for FPS display
|
|
||||||
// // );
|
|
||||||
|
|
||||||
// Ok(())
|
|
||||||
// }
|
|
||||||
}
|
|
||||||
@@ -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)
|
|
||||||
}
|
|
||||||
@@ -4,11 +4,9 @@ pub mod app;
|
|||||||
pub mod asset;
|
pub mod asset;
|
||||||
pub mod audio;
|
pub mod audio;
|
||||||
pub mod constants;
|
pub mod constants;
|
||||||
pub mod entity;
|
|
||||||
pub mod error;
|
pub mod error;
|
||||||
pub mod events;
|
pub mod events;
|
||||||
pub mod game;
|
pub mod game;
|
||||||
pub mod helpers;
|
|
||||||
pub mod map;
|
pub mod map;
|
||||||
pub mod platform;
|
pub mod platform;
|
||||||
pub mod systems;
|
pub mod systems;
|
||||||
|
|||||||
@@ -10,11 +10,9 @@ mod asset;
|
|||||||
mod audio;
|
mod audio;
|
||||||
mod constants;
|
mod constants;
|
||||||
|
|
||||||
mod entity;
|
|
||||||
mod error;
|
mod error;
|
||||||
mod events;
|
mod events;
|
||||||
mod game;
|
mod game;
|
||||||
mod helpers;
|
|
||||||
mod map;
|
mod map;
|
||||||
mod platform;
|
mod platform;
|
||||||
mod systems;
|
mod systems;
|
||||||
|
|||||||
@@ -1,38 +1,48 @@
|
|||||||
//! Map construction and building functionality.
|
//! Map construction and building functionality.
|
||||||
|
|
||||||
use crate::constants::{MapTile, BOARD_CELL_SIZE, CELL_SIZE};
|
use crate::constants::{MapTile, BOARD_CELL_SIZE, CELL_SIZE};
|
||||||
use crate::entity::direction::Direction;
|
use crate::map::direction::Direction;
|
||||||
use crate::entity::graph::{EdgePermissions, Graph, Node};
|
use crate::map::graph::{Graph, Node, TraversalFlags};
|
||||||
use crate::map::parser::MapTileParser;
|
use crate::map::parser::MapTileParser;
|
||||||
use crate::map::render::MapRenderer;
|
use crate::systems::movement::NodeId;
|
||||||
use crate::systems::components::NodeId;
|
|
||||||
use crate::texture::sprite::SpriteAtlas;
|
|
||||||
use bevy_ecs::resource::Resource;
|
use bevy_ecs::resource::Resource;
|
||||||
use glam::{IVec2, Vec2};
|
use glam::{I8Vec2, IVec2, Vec2};
|
||||||
use sdl2::render::{Canvas, RenderTarget};
|
|
||||||
use std::collections::{HashMap, VecDeque};
|
use std::collections::{HashMap, VecDeque};
|
||||||
use tracing::debug;
|
use tracing::debug;
|
||||||
|
|
||||||
use crate::error::{GameResult, MapError};
|
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 {
|
pub struct NodePositions {
|
||||||
|
/// Pac-Man's starting position in the lower section of the maze
|
||||||
pub pacman: NodeId,
|
pub pacman: NodeId,
|
||||||
|
/// Blinky starts at the ghost house entrance
|
||||||
pub blinky: NodeId,
|
pub blinky: NodeId,
|
||||||
|
/// Pinky starts in the left area of the ghost house
|
||||||
pub pinky: NodeId,
|
pub pinky: NodeId,
|
||||||
|
/// Inky starts in the right area of the ghost house
|
||||||
pub inky: NodeId,
|
pub inky: NodeId,
|
||||||
|
/// Clyde starts in the center of the ghost house
|
||||||
pub clyde: NodeId,
|
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)]
|
#[derive(Resource)]
|
||||||
pub struct Map {
|
pub struct Map {
|
||||||
/// The node map for entity movement.
|
/// Connected graph of navigable positions.
|
||||||
pub graph: Graph,
|
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>,
|
pub grid_to_node: HashMap<I8Vec2, NodeId>,
|
||||||
/// A mapping of the starting positions of the entities.
|
/// Predetermined spawn locations for all game entities
|
||||||
pub start_positions: NodePositions,
|
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 {
|
impl Map {
|
||||||
@@ -66,8 +76,8 @@ impl Map {
|
|||||||
let mut queue = VecDeque::new();
|
let mut queue = VecDeque::new();
|
||||||
queue.push_back(start_pos);
|
queue.push_back(start_pos);
|
||||||
let pos = Vec2::new(
|
let pos = Vec2::new(
|
||||||
(start_pos.x * CELL_SIZE as i32) as f32,
|
(start_pos.x as i32 * CELL_SIZE as i32) as f32,
|
||||||
(start_pos.y * CELL_SIZE as i32) as f32,
|
(start_pos.y as i32 * CELL_SIZE as i32) as f32,
|
||||||
) + cell_offset;
|
) + cell_offset;
|
||||||
let node_id = graph.add_node(Node { position: pos });
|
let node_id = graph.add_node(Node { position: pos });
|
||||||
grid_to_node.insert(start_pos, node_id);
|
grid_to_node.insert(start_pos, node_id);
|
||||||
@@ -79,9 +89,9 @@ impl Map {
|
|||||||
|
|
||||||
// Skip if the new position is out of bounds
|
// Skip if the new position is out of bounds
|
||||||
if new_position.x < 0
|
if new_position.x < 0
|
||||||
|| new_position.x >= BOARD_CELL_SIZE.x as i32
|
|| new_position.x as i32 >= BOARD_CELL_SIZE.x as i32
|
||||||
|| new_position.y < 0
|
|| new_position.y < 0
|
||||||
|| new_position.y >= BOARD_CELL_SIZE.y as i32
|
|| new_position.y as i32 >= BOARD_CELL_SIZE.y as i32
|
||||||
{
|
{
|
||||||
continue;
|
continue;
|
||||||
}
|
}
|
||||||
@@ -98,8 +108,8 @@ impl Map {
|
|||||||
) {
|
) {
|
||||||
// Add the new position to the graph/queue
|
// Add the new position to the graph/queue
|
||||||
let pos = Vec2::new(
|
let pos = Vec2::new(
|
||||||
(new_position.x * CELL_SIZE as i32) as f32,
|
(new_position.x as i32 * CELL_SIZE as i32) as f32,
|
||||||
(new_position.y * CELL_SIZE as i32) as f32,
|
(new_position.y as i32 * CELL_SIZE as i32) as f32,
|
||||||
) + cell_offset;
|
) + cell_offset;
|
||||||
let new_node_id = graph.add_node(Node { position: pos });
|
let new_node_id = graph.add_node(Node { position: pos });
|
||||||
grid_to_node.insert(new_position, new_node_id);
|
grid_to_node.insert(new_position, new_node_id);
|
||||||
@@ -122,7 +132,7 @@ impl Map {
|
|||||||
for (grid_pos, &node_id) in &grid_to_node {
|
for (grid_pos, &node_id) in &grid_to_node {
|
||||||
for dir in Direction::DIRECTIONS {
|
for dir in Direction::DIRECTIONS {
|
||||||
// If the node doesn't have an edge in this direction, look for a neighbor in that direction
|
// If the node doesn't have an edge in this direction, look for a neighbor in that direction
|
||||||
if graph.adjacency_list[node_id].get(dir).is_none() {
|
if graph.adjacency_list[node_id as usize].get(dir).is_none() {
|
||||||
let neighbor = grid_pos + dir.as_ivec2();
|
let neighbor = grid_pos + dir.as_ivec2();
|
||||||
// If the neighbor exists, connect the node to it
|
// If the neighbor exists, connect the node to it
|
||||||
if let Some(&neighbor_id) = grid_to_node.get(&neighbor) {
|
if let Some(&neighbor_id) = grid_to_node.get(&neighbor) {
|
||||||
@@ -153,67 +163,45 @@ impl Map {
|
|||||||
graph,
|
graph,
|
||||||
grid_to_node,
|
grid_to_node,
|
||||||
start_positions,
|
start_positions,
|
||||||
|
tiles: map,
|
||||||
})
|
})
|
||||||
}
|
}
|
||||||
|
|
||||||
/// Generates Item entities for pellets and energizers from the parsed map.
|
pub fn iter_nodes(&self) -> impl Iterator<Item = (&NodeId, &MapTile)> {
|
||||||
// pub fn generate_items(&self, atlas: &SpriteAtlas) -> GameResult<Vec<Item>> {
|
self.grid_to_node.iter().map(move |(pos, node_id)| {
|
||||||
// // Pre-load sprites to avoid repeated texture lookups
|
let tile = &self.tiles[pos.x as usize][pos.y as usize];
|
||||||
// let pellet_sprite = SpriteAtlas::get_tile(atlas, "maze/pellet.png")
|
(node_id, tile)
|
||||||
// .ok_or_else(|| MapError::InvalidConfig("Pellet texture not found".to_string()))?;
|
})
|
||||||
// let energizer_sprite = SpriteAtlas::get_tile(atlas, "maze/energizer.png")
|
|
||||||
// .ok_or_else(|| MapError::InvalidConfig("Energizer texture not found".to_string()))?;
|
|
||||||
|
|
||||||
// // Pre-allocate with estimated capacity (typical Pac-Man maps have ~240 pellets + 4 energizers)
|
|
||||||
// let mut items = Vec::with_capacity(250);
|
|
||||||
|
|
||||||
// // Parse the raw board once
|
|
||||||
// let parsed_map = MapTileParser::parse_board(RAW_BOARD)?;
|
|
||||||
// let map = parsed_map.tiles;
|
|
||||||
|
|
||||||
// // Iterate through the map and collect items more efficiently
|
|
||||||
// for (x, row) in map.iter().enumerate() {
|
|
||||||
// for (y, tile) in row.iter().enumerate() {
|
|
||||||
// match tile {
|
|
||||||
// MapTile::Pellet | MapTile::PowerPellet => {
|
|
||||||
// let grid_pos = IVec2::new(x as i32, y as i32);
|
|
||||||
// if let Some(&node_id) = self.grid_to_node.get(&grid_pos) {
|
|
||||||
// let (item_type, sprite) = match tile {
|
|
||||||
// MapTile::Pellet => (ItemType::Pellet, Sprite::new(pellet_sprite)),
|
|
||||||
// MapTile::PowerPellet => (ItemType::Energizer, Sprite::new(energizer_sprite)),
|
|
||||||
// _ => unreachable!(), // We already filtered for these types
|
|
||||||
// };
|
|
||||||
// items.push(Item::new(node_id, item_type, sprite));
|
|
||||||
// }
|
|
||||||
// }
|
|
||||||
// _ => {}
|
|
||||||
// }
|
|
||||||
// }
|
|
||||||
// }
|
|
||||||
|
|
||||||
// Ok(items)
|
|
||||||
// }
|
|
||||||
|
|
||||||
/// Renders a debug visualization with cursor-based highlighting.
|
|
||||||
///
|
|
||||||
/// This function provides interactive debugging by highlighting the nearest node
|
|
||||||
/// to the cursor, showing its ID, and highlighting its connections.
|
|
||||||
pub fn debug_render_with_cursor<T: RenderTarget>(
|
|
||||||
&self,
|
|
||||||
canvas: &mut Canvas<T>,
|
|
||||||
text_renderer: &mut crate::texture::text::TextTexture,
|
|
||||||
atlas: &mut SpriteAtlas,
|
|
||||||
cursor_pos: glam::Vec2,
|
|
||||||
) -> GameResult<()> {
|
|
||||||
MapRenderer::debug_render_with_cursor(&self.graph, canvas, text_renderer, atlas, cursor_pos)
|
|
||||||
}
|
}
|
||||||
|
|
||||||
/// Builds the house structure in the graph.
|
/// Returns the `MapTile` at a given node id.
|
||||||
|
pub fn tile_at_node(&self, node_id: NodeId) -> Option<MapTile> {
|
||||||
|
// reverse lookup: node -> grid
|
||||||
|
for (grid_pos, id) in &self.grid_to_node {
|
||||||
|
if *id == node_id {
|
||||||
|
return Some(self.tiles[grid_pos.x as usize][grid_pos.y as usize]);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
None
|
||||||
|
}
|
||||||
|
|
||||||
|
/// 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(
|
fn build_house(
|
||||||
graph: &mut Graph,
|
graph: &mut Graph,
|
||||||
grid_to_node: &HashMap<IVec2, NodeId>,
|
grid_to_node: &HashMap<I8Vec2, NodeId>,
|
||||||
house_door: &[Option<IVec2>; 2],
|
house_door: &[Option<I8Vec2>; 2],
|
||||||
) -> GameResult<(usize, usize, usize, usize)> {
|
) -> GameResult<(NodeId, NodeId, NodeId, NodeId)> {
|
||||||
// Calculate the position of the house entrance node
|
// Calculate the position of the house entrance node
|
||||||
let (house_entrance_node_id, house_entrance_node_position) = {
|
let (house_entrance_node_id, house_entrance_node_position) = {
|
||||||
// Translate the grid positions to the actual node ids
|
// Translate the grid positions to the actual node ids
|
||||||
@@ -234,10 +222,13 @@ impl Map {
|
|||||||
|
|
||||||
// Calculate the position of the house node
|
// Calculate the position of the house node
|
||||||
let (node_id, node_position) = {
|
let (node_id, node_position) = {
|
||||||
let left_pos = graph.get_node(*left_node).ok_or(MapError::NodeNotFound(*left_node))?.position;
|
let left_pos = graph
|
||||||
|
.get_node(*left_node)
|
||||||
|
.ok_or(MapError::NodeNotFound(*left_node as usize))?
|
||||||
|
.position;
|
||||||
let right_pos = graph
|
let right_pos = graph
|
||||||
.get_node(*right_node)
|
.get_node(*right_node)
|
||||||
.ok_or(MapError::NodeNotFound(*right_node))?
|
.ok_or(MapError::NodeNotFound(*right_node as usize))?
|
||||||
.position;
|
.position;
|
||||||
let house_node = graph.add_node(Node {
|
let house_node = graph.add_node(Node {
|
||||||
position: left_pos.lerp(right_pos, 0.5),
|
position: left_pos.lerp(right_pos, 0.5),
|
||||||
@@ -261,10 +252,10 @@ impl Map {
|
|||||||
// Place the nodes at, above, and below the center position
|
// Place the nodes at, above, and below the center position
|
||||||
let center_node_id = graph.add_node(Node { position: center_pos });
|
let center_node_id = graph.add_node(Node { position: center_pos });
|
||||||
let top_node_id = graph.add_node(Node {
|
let top_node_id = graph.add_node(Node {
|
||||||
position: center_pos + (Direction::Up.as_ivec2() * (CELL_SIZE as i32 / 2)).as_vec2(),
|
position: center_pos + IVec2::from(Direction::Up.as_ivec2()).as_vec2() * (CELL_SIZE as f32 / 2.0),
|
||||||
});
|
});
|
||||||
let bottom_node_id = graph.add_node(Node {
|
let bottom_node_id = graph.add_node(Node {
|
||||||
position: center_pos + (Direction::Down.as_ivec2() * (CELL_SIZE as i32 / 2)).as_vec2(),
|
position: center_pos + IVec2::from(Direction::Down.as_ivec2()).as_vec2() * (CELL_SIZE as f32 / 2.0),
|
||||||
});
|
});
|
||||||
|
|
||||||
// Connect the center node to the top and bottom nodes
|
// Connect the center node to the top and bottom nodes
|
||||||
@@ -280,7 +271,7 @@ impl Map {
|
|||||||
|
|
||||||
// Calculate the position of the center line's center node
|
// Calculate the position of the center line's center node
|
||||||
let center_line_center_position =
|
let center_line_center_position =
|
||||||
house_entrance_node_position + (Direction::Down.as_ivec2() * (3 * CELL_SIZE as i32)).as_vec2();
|
house_entrance_node_position + IVec2::from(Direction::Down.as_ivec2()).as_vec2() * (3.0 * CELL_SIZE as f32);
|
||||||
|
|
||||||
// Create the center line
|
// Create the center line
|
||||||
let (center_center_node_id, center_top_node_id) = create_house_line(graph, center_line_center_position)?;
|
let (center_center_node_id, center_top_node_id) = create_house_line(graph, center_line_center_position)?;
|
||||||
@@ -294,7 +285,7 @@ impl Map {
|
|||||||
false,
|
false,
|
||||||
None,
|
None,
|
||||||
Direction::Down,
|
Direction::Down,
|
||||||
EdgePermissions::GhostsOnly,
|
TraversalFlags::GHOST,
|
||||||
)
|
)
|
||||||
.map_err(|e| MapError::InvalidConfig(format!("Failed to create ghost-only entrance to house: {e}")))?;
|
.map_err(|e| MapError::InvalidConfig(format!("Failed to create ghost-only entrance to house: {e}")))?;
|
||||||
|
|
||||||
@@ -305,20 +296,20 @@ impl Map {
|
|||||||
false,
|
false,
|
||||||
None,
|
None,
|
||||||
Direction::Up,
|
Direction::Up,
|
||||||
EdgePermissions::GhostsOnly,
|
TraversalFlags::GHOST,
|
||||||
)
|
)
|
||||||
.map_err(|e| MapError::InvalidConfig(format!("Failed to create ghost-only exit from house: {e}")))?;
|
.map_err(|e| MapError::InvalidConfig(format!("Failed to create ghost-only exit from house: {e}")))?;
|
||||||
|
|
||||||
// Create the left line
|
// Create the left line
|
||||||
let (left_center_node_id, _) = create_house_line(
|
let (left_center_node_id, _) = create_house_line(
|
||||||
graph,
|
graph,
|
||||||
center_line_center_position + (Direction::Left.as_ivec2() * (CELL_SIZE as i32 * 2)).as_vec2(),
|
center_line_center_position + IVec2::from(Direction::Left.as_ivec2()).as_vec2() * (CELL_SIZE as f32 * 2.0),
|
||||||
)?;
|
)?;
|
||||||
|
|
||||||
// Create the right line
|
// Create the right line
|
||||||
let (right_center_node_id, _) = create_house_line(
|
let (right_center_node_id, _) = create_house_line(
|
||||||
graph,
|
graph,
|
||||||
center_line_center_position + (Direction::Right.as_ivec2() * (CELL_SIZE as i32 * 2)).as_vec2(),
|
center_line_center_position + IVec2::from(Direction::Right.as_ivec2()).as_vec2() * (CELL_SIZE as f32 * 2.0),
|
||||||
)?;
|
)?;
|
||||||
|
|
||||||
debug!("Left center node id: {left_center_node_id}");
|
debug!("Left center node id: {left_center_node_id}");
|
||||||
@@ -342,11 +333,14 @@ impl Map {
|
|||||||
))
|
))
|
||||||
}
|
}
|
||||||
|
|
||||||
/// Builds the tunnel connections in the graph.
|
/// Creates horizontal tunnel portals for instant teleportation across the maze.
|
||||||
|
///
|
||||||
|
/// Establishes the tunnel system that allows entities to instantly travel from the left edge of the maze to the right edge.
|
||||||
|
/// Creates hidden intermediate nodes beyond the visible tunnel entrances and connects them with zero-distance edges for instantaneous traversal.
|
||||||
fn build_tunnels(
|
fn build_tunnels(
|
||||||
graph: &mut Graph,
|
graph: &mut Graph,
|
||||||
grid_to_node: &HashMap<IVec2, NodeId>,
|
grid_to_node: &HashMap<I8Vec2, NodeId>,
|
||||||
tunnel_ends: &[Option<IVec2>; 2],
|
tunnel_ends: &[Option<I8Vec2>; 2],
|
||||||
) -> GameResult<()> {
|
) -> GameResult<()> {
|
||||||
// Create the hidden tunnel nodes
|
// Create the hidden tunnel nodes
|
||||||
let left_tunnel_hidden_node_id = {
|
let left_tunnel_hidden_node_id = {
|
||||||
@@ -362,7 +356,7 @@ impl Map {
|
|||||||
Direction::Left,
|
Direction::Left,
|
||||||
Node {
|
Node {
|
||||||
position: left_tunnel_entrance_node.position
|
position: left_tunnel_entrance_node.position
|
||||||
+ (Direction::Left.as_ivec2() * (CELL_SIZE as i32 * 2)).as_vec2(),
|
+ IVec2::from(Direction::Left.as_ivec2()).as_vec2() * (CELL_SIZE as f32 * 2.0),
|
||||||
},
|
},
|
||||||
)
|
)
|
||||||
.map_err(|e| {
|
.map_err(|e| {
|
||||||
@@ -387,7 +381,7 @@ impl Map {
|
|||||||
Direction::Right,
|
Direction::Right,
|
||||||
Node {
|
Node {
|
||||||
position: right_tunnel_entrance_node.position
|
position: right_tunnel_entrance_node.position
|
||||||
+ (Direction::Right.as_ivec2() * (CELL_SIZE as i32 * 2)).as_vec2(),
|
+ IVec2::from(Direction::Right.as_ivec2()).as_vec2() * (CELL_SIZE as f32 * 2.0),
|
||||||
},
|
},
|
||||||
)
|
)
|
||||||
.map_err(|e| {
|
.map_err(|e| {
|
||||||
|
|||||||
@@ -1,8 +1,10 @@
|
|||||||
use glam::IVec2;
|
use glam::I8Vec2;
|
||||||
|
use strum_macros::AsRefStr;
|
||||||
|
|
||||||
/// The four cardinal directions.
|
/// The four cardinal directions.
|
||||||
#[derive(Debug, Clone, Copy, PartialEq, Eq, Hash, Default)]
|
#[derive(Debug, Clone, Copy, PartialEq, Eq, Hash, Default, AsRefStr)]
|
||||||
#[repr(usize)]
|
#[repr(usize)]
|
||||||
|
#[strum(serialize_all = "lowercase")]
|
||||||
pub enum Direction {
|
pub enum Direction {
|
||||||
Up,
|
Up,
|
||||||
Down,
|
Down,
|
||||||
@@ -26,8 +28,8 @@ impl Direction {
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
/// Returns the direction as an IVec2.
|
/// Returns the direction as an I8Vec2.
|
||||||
pub fn as_ivec2(self) -> IVec2 {
|
pub fn as_ivec2(self) -> I8Vec2 {
|
||||||
self.into()
|
self.into()
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -43,13 +45,13 @@ impl Direction {
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
impl From<Direction> for IVec2 {
|
impl From<Direction> for I8Vec2 {
|
||||||
fn from(dir: Direction) -> Self {
|
fn from(dir: Direction) -> Self {
|
||||||
match dir {
|
match dir {
|
||||||
Direction::Up => -IVec2::Y,
|
Direction::Up => -I8Vec2::Y,
|
||||||
Direction::Down => IVec2::Y,
|
Direction::Down => I8Vec2::Y,
|
||||||
Direction::Left => -IVec2::X,
|
Direction::Left => -I8Vec2::X,
|
||||||
Direction::Right => IVec2::X,
|
Direction::Right => I8Vec2::X,
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
@@ -1,17 +1,21 @@
|
|||||||
use glam::Vec2;
|
use glam::Vec2;
|
||||||
|
|
||||||
use crate::systems::components::NodeId;
|
use crate::systems::movement::NodeId;
|
||||||
|
|
||||||
use super::direction::Direction;
|
use super::direction::Direction;
|
||||||
|
|
||||||
/// Defines who can traverse a given edge.
|
use bitflags::bitflags;
|
||||||
#[derive(Debug, Clone, Copy, PartialEq, Eq, Default)]
|
|
||||||
pub enum EdgePermissions {
|
bitflags! {
|
||||||
/// Anyone can use this edge.
|
/// Defines who can traverse a given edge using flags for fast checking.
|
||||||
#[default]
|
#[derive(Debug, Clone, Copy, PartialEq, Eq, Default)]
|
||||||
All,
|
pub struct TraversalFlags: u8 {
|
||||||
/// Only ghosts can use this edge.
|
const PACMAN = 1 << 0;
|
||||||
GhostsOnly,
|
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).
|
/// 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.
|
/// The cardinal direction of this edge.
|
||||||
pub direction: Direction,
|
pub direction: Direction,
|
||||||
/// Defines who is allowed to traverse this edge.
|
/// Defines who is allowed to traverse this edge.
|
||||||
pub permissions: EdgePermissions,
|
pub traversal_flags: TraversalFlags,
|
||||||
}
|
}
|
||||||
|
|
||||||
/// Represents a node in the graph, defined by its position.
|
/// Represents a node in the graph, defined by its position.
|
||||||
@@ -103,7 +107,7 @@ impl Graph {
|
|||||||
|
|
||||||
/// Adds a new node with the given data to the graph and returns its ID.
|
/// Adds a new node with the given data to the graph and returns its ID.
|
||||||
pub fn add_node(&mut self, data: Node) -> NodeId {
|
pub fn add_node(&mut self, data: Node) -> NodeId {
|
||||||
let id = self.nodes.len();
|
let id = self.nodes.len() as NodeId;
|
||||||
self.nodes.push(data);
|
self.nodes.push(data);
|
||||||
self.adjacency_list.push(Intersection::default());
|
self.adjacency_list.push(Intersection::default());
|
||||||
id
|
id
|
||||||
@@ -125,15 +129,15 @@ impl Graph {
|
|||||||
distance: Option<f32>,
|
distance: Option<f32>,
|
||||||
direction: Direction,
|
direction: Direction,
|
||||||
) -> Result<(), &'static str> {
|
) -> Result<(), &'static str> {
|
||||||
if from >= self.adjacency_list.len() {
|
if from as usize >= self.adjacency_list.len() {
|
||||||
return Err("From node does not exist.");
|
return Err("From node does not exist.");
|
||||||
}
|
}
|
||||||
if to >= self.adjacency_list.len() {
|
if to as usize >= self.adjacency_list.len() {
|
||||||
return Err("To node does not exist.");
|
return Err("To node does not exist.");
|
||||||
}
|
}
|
||||||
|
|
||||||
let edge_a = self.add_edge(from, to, replace, distance, direction, EdgePermissions::default());
|
let edge_a = self.add_edge(from, to, replace, distance, direction, TraversalFlags::ALL);
|
||||||
let edge_b = self.add_edge(to, from, replace, distance, direction.opposite(), EdgePermissions::default());
|
let edge_b = self.add_edge(to, from, replace, distance, direction.opposite(), TraversalFlags::ALL);
|
||||||
|
|
||||||
if edge_a.is_err() && edge_b.is_err() {
|
if edge_a.is_err() && edge_b.is_err() {
|
||||||
return Err("Failed to connect nodes in both directions.");
|
return Err("Failed to connect nodes in both directions.");
|
||||||
@@ -161,7 +165,7 @@ impl Graph {
|
|||||||
replace: bool,
|
replace: bool,
|
||||||
distance: Option<f32>,
|
distance: Option<f32>,
|
||||||
direction: Direction,
|
direction: Direction,
|
||||||
permissions: EdgePermissions,
|
traversal_flags: TraversalFlags,
|
||||||
) -> Result<(), &'static str> {
|
) -> Result<(), &'static str> {
|
||||||
let edge = Edge {
|
let edge = Edge {
|
||||||
target: to,
|
target: to,
|
||||||
@@ -174,20 +178,20 @@ impl Graph {
|
|||||||
}
|
}
|
||||||
None => {
|
None => {
|
||||||
// If no distance is provided, calculate it based on the positions of the nodes
|
// If no distance is provided, calculate it based on the positions of the nodes
|
||||||
let from_pos = self.nodes[from].position;
|
let from_pos = self.nodes[from as usize].position;
|
||||||
let to_pos = self.nodes[to].position;
|
let to_pos = self.nodes[to as usize].position;
|
||||||
from_pos.distance(to_pos)
|
from_pos.distance(to_pos)
|
||||||
}
|
}
|
||||||
},
|
},
|
||||||
direction,
|
direction,
|
||||||
permissions,
|
traversal_flags,
|
||||||
};
|
};
|
||||||
|
|
||||||
if from >= self.adjacency_list.len() {
|
if from as usize >= self.adjacency_list.len() {
|
||||||
return Err("From node does not exist.");
|
return Err("From node does not exist.");
|
||||||
}
|
}
|
||||||
|
|
||||||
let adjacency_list = &mut self.adjacency_list[from];
|
let adjacency_list = &mut self.adjacency_list[from as usize];
|
||||||
|
|
||||||
// Check if the edge already exists in this direction or to the same target
|
// Check if the edge already exists in this direction or to the same target
|
||||||
if let Some(err) = adjacency_list.edges().find_map(|e| {
|
if let Some(err) = adjacency_list.edges().find_map(|e| {
|
||||||
@@ -211,22 +215,30 @@ impl Graph {
|
|||||||
|
|
||||||
/// Retrieves an immutable reference to a node's data.
|
/// Retrieves an immutable reference to a node's data.
|
||||||
pub fn get_node(&self, id: NodeId) -> Option<&Node> {
|
pub fn get_node(&self, id: NodeId) -> Option<&Node> {
|
||||||
self.nodes.get(id)
|
self.nodes.get(id as usize)
|
||||||
}
|
}
|
||||||
|
|
||||||
/// Returns the total number of nodes in the graph.
|
/// Returns an iterator over all nodes in the graph.
|
||||||
pub fn node_count(&self) -> usize {
|
pub fn nodes(&self) -> impl Iterator<Item = &Node> {
|
||||||
self.nodes.len()
|
self.nodes.iter()
|
||||||
|
}
|
||||||
|
|
||||||
|
/// Returns an iterator over all edges in the graph.
|
||||||
|
pub fn edges(&self) -> impl Iterator<Item = (NodeId, Edge)> + '_ {
|
||||||
|
self.adjacency_list
|
||||||
|
.iter()
|
||||||
|
.enumerate()
|
||||||
|
.flat_map(|(node_id, intersection)| intersection.edges().map(move |edge| (node_id as NodeId, edge)))
|
||||||
}
|
}
|
||||||
|
|
||||||
/// Finds a specific edge from a source node to a target node.
|
/// Finds a specific edge from a source node to a target node.
|
||||||
pub fn find_edge(&self, from: NodeId, to: NodeId) -> Option<Edge> {
|
pub fn find_edge(&self, from: NodeId, to: NodeId) -> Option<Edge> {
|
||||||
self.adjacency_list.get(from)?.edges().find(|edge| edge.target == to)
|
self.adjacency_list.get(from as usize)?.edges().find(|edge| edge.target == to)
|
||||||
}
|
}
|
||||||
|
|
||||||
/// Finds an edge originating from a given node that follows a specific direction.
|
/// Finds an edge originating from a given node that follows a specific direction.
|
||||||
pub fn find_edge_in_direction(&self, from: NodeId, direction: Direction) -> Option<Edge> {
|
pub fn find_edge_in_direction(&self, from: NodeId, direction: Direction) -> Option<Edge> {
|
||||||
self.adjacency_list.get(from)?.get(direction)
|
self.adjacency_list.get(from as usize)?.get(direction)
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -1,6 +1,8 @@
|
|||||||
//! This module defines the game map and provides functions for interacting with it.
|
//! This module defines the game map and provides functions for interacting with it.
|
||||||
|
|
||||||
pub mod builder;
|
pub mod builder;
|
||||||
|
pub mod direction;
|
||||||
|
pub mod graph;
|
||||||
pub mod layout;
|
pub mod layout;
|
||||||
pub mod parser;
|
pub mod parser;
|
||||||
pub mod render;
|
pub mod render;
|
||||||
|
|||||||
@@ -2,34 +2,42 @@
|
|||||||
|
|
||||||
use crate::constants::{MapTile, BOARD_CELL_SIZE};
|
use crate::constants::{MapTile, BOARD_CELL_SIZE};
|
||||||
use crate::error::ParseError;
|
use crate::error::ParseError;
|
||||||
use glam::IVec2;
|
use glam::I8Vec2;
|
||||||
|
|
||||||
/// Represents the parsed data from a raw board layout.
|
/// Structured representation of parsed ASCII board layout with extracted special positions.
|
||||||
|
///
|
||||||
|
/// Contains the complete board state after character-to-tile conversion, along with
|
||||||
|
/// the locations of special gameplay elements that require additional processing
|
||||||
|
/// during graph construction. Special positions are extracted during parsing to
|
||||||
|
/// enable proper map builder initialization.
|
||||||
#[derive(Debug)]
|
#[derive(Debug)]
|
||||||
pub struct ParsedMap {
|
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],
|
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],
|
pub house_door: [Option<I8Vec2>; 2],
|
||||||
/// The positions of the tunnel end tiles.
|
/// Two positions marking tunnel portals for wraparound teleportation ('T' characters)
|
||||||
pub tunnel_ends: [Option<IVec2>; 2],
|
pub tunnel_ends: [Option<I8Vec2>; 2],
|
||||||
/// Pac-Man's starting position.
|
/// Starting position for Pac-Man (marked by 'X' character in the layout)
|
||||||
pub pacman_start: Option<IVec2>,
|
pub pacman_start: Option<I8Vec2>,
|
||||||
}
|
}
|
||||||
|
|
||||||
/// Parser for converting raw board layouts into structured map data.
|
/// Parser for converting raw board layouts into structured map data.
|
||||||
pub struct MapTileParser;
|
pub struct MapTileParser;
|
||||||
|
|
||||||
impl 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
|
/// Returns `ParseError::UnknownCharacter` for any character not defined
|
||||||
///
|
/// in the game's ASCII art vocabulary.
|
||||||
/// The parsed map tile, or an error if the character is unknown.
|
|
||||||
pub fn parse_character(c: char) -> Result<MapTile, ParseError> {
|
pub fn parse_character(c: char) -> Result<MapTile, ParseError> {
|
||||||
match c {
|
match c {
|
||||||
'#' => Ok(MapTile::Wall),
|
'#' => Ok(MapTile::Wall),
|
||||||
@@ -80,7 +88,7 @@ impl MapTileParser {
|
|||||||
let mut tiles = [[MapTile::Empty; BOARD_CELL_SIZE.y as usize]; BOARD_CELL_SIZE.x as usize];
|
let mut tiles = [[MapTile::Empty; BOARD_CELL_SIZE.y as usize]; BOARD_CELL_SIZE.x as usize];
|
||||||
let mut house_door = [None; 2];
|
let mut house_door = [None; 2];
|
||||||
let mut tunnel_ends = [None; 2];
|
let mut tunnel_ends = [None; 2];
|
||||||
let mut pacman_start: Option<IVec2> = None;
|
let mut pacman_start: Option<I8Vec2> = None;
|
||||||
|
|
||||||
for (y, line) in raw_board.iter().enumerate().take(BOARD_CELL_SIZE.y as usize) {
|
for (y, line) in raw_board.iter().enumerate().take(BOARD_CELL_SIZE.y as usize) {
|
||||||
for (x, character) in line.chars().enumerate().take(BOARD_CELL_SIZE.x as usize) {
|
for (x, character) in line.chars().enumerate().take(BOARD_CELL_SIZE.x as usize) {
|
||||||
@@ -90,16 +98,16 @@ impl MapTileParser {
|
|||||||
match tile {
|
match tile {
|
||||||
MapTile::Tunnel => {
|
MapTile::Tunnel => {
|
||||||
if tunnel_ends[0].is_none() {
|
if tunnel_ends[0].is_none() {
|
||||||
tunnel_ends[0] = Some(IVec2::new(x as i32, y as i32));
|
tunnel_ends[0] = Some(I8Vec2::new(x as i8, y as i8));
|
||||||
} else {
|
} else {
|
||||||
tunnel_ends[1] = Some(IVec2::new(x as i32, y as i32));
|
tunnel_ends[1] = Some(I8Vec2::new(x as i8, y as i8));
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
MapTile::Wall if character == '=' => {
|
MapTile::Wall if character == '=' => {
|
||||||
if house_door[0].is_none() {
|
if house_door[0].is_none() {
|
||||||
house_door[0] = Some(IVec2::new(x as i32, y as i32));
|
house_door[0] = Some(I8Vec2::new(x as i8, y as i8));
|
||||||
} else {
|
} else {
|
||||||
house_door[1] = Some(IVec2::new(x as i32, y as i32));
|
house_door[1] = Some(I8Vec2::new(x as i8, y as i8));
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
_ => {}
|
_ => {}
|
||||||
@@ -107,7 +115,7 @@ impl MapTileParser {
|
|||||||
|
|
||||||
// Track Pac-Man's starting position
|
// Track Pac-Man's starting position
|
||||||
if character == 'X' {
|
if character == 'X' {
|
||||||
pacman_start = Some(IVec2::new(x as i32, y as i32));
|
pacman_start = Some(I8Vec2::new(x as i8, y as i8));
|
||||||
}
|
}
|
||||||
|
|
||||||
tiles[x][y] = tile;
|
tiles[x][y] = tile;
|
||||||
|
|||||||
@@ -3,14 +3,10 @@
|
|||||||
use crate::constants::{BOARD_CELL_OFFSET, CELL_SIZE};
|
use crate::constants::{BOARD_CELL_OFFSET, CELL_SIZE};
|
||||||
use crate::map::layout::TILE_MAP;
|
use crate::map::layout::TILE_MAP;
|
||||||
use crate::texture::sprite::{AtlasTile, SpriteAtlas};
|
use crate::texture::sprite::{AtlasTile, SpriteAtlas};
|
||||||
use crate::texture::text::TextTexture;
|
|
||||||
use glam::Vec2;
|
|
||||||
use sdl2::pixels::Color;
|
use sdl2::pixels::Color;
|
||||||
use sdl2::rect::{Point, Rect};
|
use sdl2::rect::Rect;
|
||||||
use sdl2::render::{Canvas, RenderTarget};
|
use sdl2::render::{Canvas, RenderTarget};
|
||||||
|
|
||||||
use crate::error::{EntityError, GameError, GameResult};
|
|
||||||
|
|
||||||
/// Handles rendering operations for the map.
|
/// Handles rendering operations for the map.
|
||||||
pub struct MapRenderer;
|
pub struct MapRenderer;
|
||||||
|
|
||||||
@@ -19,7 +15,7 @@ impl MapRenderer {
|
|||||||
///
|
///
|
||||||
/// This function draws the static map texture to the screen at the correct
|
/// This function draws the static map texture to the screen at the correct
|
||||||
/// position and scale.
|
/// position and scale.
|
||||||
pub fn render_map<T: RenderTarget>(canvas: &mut Canvas<T>, atlas: &mut SpriteAtlas, map_tiles: &mut [AtlasTile]) {
|
pub fn render_map<T: RenderTarget>(canvas: &mut Canvas<T>, atlas: &mut SpriteAtlas, map_tiles: &[AtlasTile]) {
|
||||||
for (y, row) in TILE_MAP.iter().enumerate() {
|
for (y, row) in TILE_MAP.iter().enumerate() {
|
||||||
for (x, &tile_index) in row.iter().enumerate() {
|
for (x, &tile_index) in row.iter().enumerate() {
|
||||||
let mut tile = map_tiles[tile_index];
|
let mut tile = map_tiles[tile_index];
|
||||||
@@ -37,111 +33,4 @@ impl MapRenderer {
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
/// Renders a debug visualization with cursor-based highlighting.
|
|
||||||
///
|
|
||||||
/// This function provides interactive debugging by highlighting the nearest node
|
|
||||||
/// to the cursor, showing its ID, and highlighting its connections.
|
|
||||||
pub fn debug_render_with_cursor<T: RenderTarget>(
|
|
||||||
graph: &crate::entity::graph::Graph,
|
|
||||||
canvas: &mut Canvas<T>,
|
|
||||||
text_renderer: &mut TextTexture,
|
|
||||||
atlas: &mut SpriteAtlas,
|
|
||||||
cursor_pos: Vec2,
|
|
||||||
) -> GameResult<()> {
|
|
||||||
// Find the nearest node to the cursor
|
|
||||||
let nearest_node = Self::find_nearest_node(graph, cursor_pos);
|
|
||||||
|
|
||||||
// Draw all connections in blue
|
|
||||||
canvas.set_draw_color(Color::RGB(0, 0, 128)); // Dark blue for regular connections
|
|
||||||
for i in 0..graph.node_count() {
|
|
||||||
let node = graph.get_node(i).ok_or(GameError::Entity(EntityError::NodeNotFound(i)))?;
|
|
||||||
let pos = node.position + crate::constants::BOARD_PIXEL_OFFSET.as_vec2();
|
|
||||||
|
|
||||||
for edge in graph.adjacency_list[i].edges() {
|
|
||||||
let end_pos = graph
|
|
||||||
.get_node(edge.target)
|
|
||||||
.ok_or(GameError::Entity(EntityError::NodeNotFound(edge.target)))?
|
|
||||||
.position
|
|
||||||
+ crate::constants::BOARD_PIXEL_OFFSET.as_vec2();
|
|
||||||
canvas
|
|
||||||
.draw_line((pos.x as i32, pos.y as i32), (end_pos.x as i32, end_pos.y as i32))
|
|
||||||
.map_err(|e| GameError::Sdl(e.to_string()))?;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
// Draw all nodes in green
|
|
||||||
canvas.set_draw_color(Color::RGB(0, 128, 0)); // Dark green for regular nodes
|
|
||||||
for i in 0..graph.node_count() {
|
|
||||||
let node = graph.get_node(i).ok_or(GameError::Entity(EntityError::NodeNotFound(i)))?;
|
|
||||||
let pos = node.position + crate::constants::BOARD_PIXEL_OFFSET.as_vec2();
|
|
||||||
|
|
||||||
canvas
|
|
||||||
.fill_rect(Rect::new(0, 0, 3, 3).centered_on(Point::new(pos.x as i32, pos.y as i32)))
|
|
||||||
.map_err(|e| GameError::Sdl(e.to_string()))?;
|
|
||||||
}
|
|
||||||
|
|
||||||
// Highlight connections from the nearest node in bright blue
|
|
||||||
if let Some(nearest_id) = nearest_node {
|
|
||||||
let nearest_pos = graph
|
|
||||||
.get_node(nearest_id)
|
|
||||||
.ok_or(GameError::Entity(EntityError::NodeNotFound(nearest_id)))?
|
|
||||||
.position
|
|
||||||
+ crate::constants::BOARD_PIXEL_OFFSET.as_vec2();
|
|
||||||
|
|
||||||
canvas.set_draw_color(Color::RGB(0, 255, 255)); // Bright cyan for highlighted connections
|
|
||||||
for edge in graph.adjacency_list[nearest_id].edges() {
|
|
||||||
let end_pos = graph
|
|
||||||
.get_node(edge.target)
|
|
||||||
.ok_or(GameError::Entity(EntityError::NodeNotFound(edge.target)))?
|
|
||||||
.position
|
|
||||||
+ crate::constants::BOARD_PIXEL_OFFSET.as_vec2();
|
|
||||||
canvas
|
|
||||||
.draw_line(
|
|
||||||
(nearest_pos.x as i32, nearest_pos.y as i32),
|
|
||||||
(end_pos.x as i32, end_pos.y as i32),
|
|
||||||
)
|
|
||||||
.map_err(|e| GameError::Sdl(e.to_string()))?;
|
|
||||||
}
|
|
||||||
|
|
||||||
// Highlight the nearest node in bright green
|
|
||||||
canvas.set_draw_color(Color::RGB(0, 255, 0)); // Bright green for highlighted node
|
|
||||||
canvas
|
|
||||||
.fill_rect(Rect::new(0, 0, 5, 5).centered_on(Point::new(nearest_pos.x as i32, nearest_pos.y as i32)))
|
|
||||||
.map_err(|e| GameError::Sdl(e.to_string()))?;
|
|
||||||
|
|
||||||
// Draw node ID text (small, offset to top right)
|
|
||||||
text_renderer.set_scale(0.5); // Small text
|
|
||||||
let id_text = format!("#{nearest_id}");
|
|
||||||
let text_pos = glam::UVec2::new(
|
|
||||||
(nearest_pos.x + 4.0) as u32, // Offset to the right
|
|
||||||
(nearest_pos.y - 6.0) as u32, // Offset to the top
|
|
||||||
);
|
|
||||||
if let Err(e) = text_renderer.render(canvas, atlas, &id_text, text_pos) {
|
|
||||||
tracing::error!("Failed to render node ID text: {}", e);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
Ok(())
|
|
||||||
}
|
|
||||||
|
|
||||||
/// Finds the nearest node to the given cursor position.
|
|
||||||
pub fn find_nearest_node(graph: &crate::entity::graph::Graph, cursor_pos: Vec2) -> Option<usize> {
|
|
||||||
let mut nearest_id = None;
|
|
||||||
let mut nearest_distance = f32::INFINITY;
|
|
||||||
|
|
||||||
for i in 0..graph.node_count() {
|
|
||||||
if let Some(node) = graph.get_node(i) {
|
|
||||||
let node_pos = node.position + crate::constants::BOARD_PIXEL_OFFSET.as_vec2();
|
|
||||||
let distance = cursor_pos.distance(node_pos);
|
|
||||||
|
|
||||||
if distance < nearest_distance {
|
|
||||||
nearest_distance = distance;
|
|
||||||
nearest_id = Some(i);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
nearest_id
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -5,12 +5,12 @@ use std::time::Duration;
|
|||||||
|
|
||||||
use crate::asset::Asset;
|
use crate::asset::Asset;
|
||||||
use crate::error::{AssetError, PlatformError};
|
use crate::error::{AssetError, PlatformError};
|
||||||
use crate::platform::Platform;
|
use crate::platform::CommonPlatform;
|
||||||
|
|
||||||
/// Desktop platform implementation.
|
/// Desktop platform implementation.
|
||||||
pub struct DesktopPlatform;
|
pub struct Platform;
|
||||||
|
|
||||||
impl Platform for DesktopPlatform {
|
impl CommonPlatform for Platform {
|
||||||
fn sleep(&self, duration: Duration, focused: bool) {
|
fn sleep(&self, duration: Duration, focused: bool) {
|
||||||
if focused {
|
if focused {
|
||||||
spin_sleep::sleep(duration);
|
spin_sleep::sleep(duration);
|
||||||
@@ -24,44 +24,6 @@ impl Platform for DesktopPlatform {
|
|||||||
}
|
}
|
||||||
|
|
||||||
fn init_console(&self) -> Result<(), PlatformError> {
|
fn init_console(&self) -> Result<(), PlatformError> {
|
||||||
#[cfg(windows)]
|
|
||||||
{
|
|
||||||
unsafe {
|
|
||||||
use winapi::{
|
|
||||||
shared::ntdef::NULL,
|
|
||||||
um::{
|
|
||||||
fileapi::{CreateFileA, OPEN_EXISTING},
|
|
||||||
handleapi::INVALID_HANDLE_VALUE,
|
|
||||||
processenv::SetStdHandle,
|
|
||||||
winbase::{STD_ERROR_HANDLE, STD_OUTPUT_HANDLE},
|
|
||||||
wincon::{AttachConsole, GetConsoleWindow},
|
|
||||||
winnt::{FILE_SHARE_READ, FILE_SHARE_WRITE, GENERIC_READ, GENERIC_WRITE},
|
|
||||||
},
|
|
||||||
};
|
|
||||||
|
|
||||||
if !std::ptr::eq(GetConsoleWindow(), std::ptr::null_mut()) {
|
|
||||||
return Ok(());
|
|
||||||
}
|
|
||||||
|
|
||||||
if AttachConsole(winapi::um::wincon::ATTACH_PARENT_PROCESS) != 0 {
|
|
||||||
let handle = CreateFileA(
|
|
||||||
c"CONOUT$".as_ptr(),
|
|
||||||
GENERIC_READ | GENERIC_WRITE,
|
|
||||||
FILE_SHARE_READ | FILE_SHARE_WRITE,
|
|
||||||
std::ptr::null_mut(),
|
|
||||||
OPEN_EXISTING,
|
|
||||||
0,
|
|
||||||
NULL,
|
|
||||||
);
|
|
||||||
|
|
||||||
if handle != INVALID_HANDLE_VALUE {
|
|
||||||
SetStdHandle(STD_OUTPUT_HANDLE, handle);
|
|
||||||
SetStdHandle(STD_ERROR_HANDLE, handle);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
Ok(())
|
Ok(())
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -75,7 +37,8 @@ impl Platform for DesktopPlatform {
|
|||||||
Asset::Wav2 => Ok(Cow::Borrowed(include_bytes!("../../assets/game/sound/waka/2.ogg"))),
|
Asset::Wav2 => Ok(Cow::Borrowed(include_bytes!("../../assets/game/sound/waka/2.ogg"))),
|
||||||
Asset::Wav3 => Ok(Cow::Borrowed(include_bytes!("../../assets/game/sound/waka/3.ogg"))),
|
Asset::Wav3 => Ok(Cow::Borrowed(include_bytes!("../../assets/game/sound/waka/3.ogg"))),
|
||||||
Asset::Wav4 => Ok(Cow::Borrowed(include_bytes!("../../assets/game/sound/waka/4.ogg"))),
|
Asset::Wav4 => Ok(Cow::Borrowed(include_bytes!("../../assets/game/sound/waka/4.ogg"))),
|
||||||
Asset::Atlas => Ok(Cow::Borrowed(include_bytes!("../../assets/game/atlas.png"))),
|
Asset::AtlasImage => Ok(Cow::Borrowed(include_bytes!("../../assets/game/atlas.png"))),
|
||||||
|
Asset::Font => Ok(Cow::Borrowed(include_bytes!("../../assets/game/TerminalVector.ttf"))),
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -5,12 +5,12 @@ use std::time::Duration;
|
|||||||
|
|
||||||
use crate::asset::Asset;
|
use crate::asset::Asset;
|
||||||
use crate::error::{AssetError, PlatformError};
|
use crate::error::{AssetError, PlatformError};
|
||||||
use crate::platform::Platform;
|
use crate::platform::CommonPlatform;
|
||||||
|
|
||||||
/// Emscripten platform implementation.
|
/// Emscripten platform implementation.
|
||||||
pub struct EmscriptenPlatform;
|
pub struct Platform;
|
||||||
|
|
||||||
impl Platform for EmscriptenPlatform {
|
impl CommonPlatform for Platform {
|
||||||
fn sleep(&self, duration: Duration, _focused: bool) {
|
fn sleep(&self, duration: Duration, _focused: bool) {
|
||||||
unsafe {
|
unsafe {
|
||||||
emscripten_sleep(duration.as_millis() as u32);
|
emscripten_sleep(duration.as_millis() as u32);
|
||||||
|
|||||||
@@ -5,44 +5,42 @@ use crate::error::{AssetError, PlatformError};
|
|||||||
use std::borrow::Cow;
|
use std::borrow::Cow;
|
||||||
use std::time::Duration;
|
use std::time::Duration;
|
||||||
|
|
||||||
pub mod desktop;
|
#[cfg(not(target_os = "emscripten"))]
|
||||||
pub mod emscripten;
|
mod desktop;
|
||||||
|
#[cfg(target_os = "emscripten")]
|
||||||
|
mod emscripten;
|
||||||
|
|
||||||
/// Platform abstraction trait that defines cross-platform functionality.
|
/// Cross-platform abstraction layer providing unified APIs for platform-specific operations.
|
||||||
pub trait Platform {
|
pub trait CommonPlatform {
|
||||||
/// Sleep for the specified duration using platform-appropriate method.
|
/// 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);
|
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)]
|
#[allow(dead_code)]
|
||||||
fn get_time(&self) -> f64;
|
fn get_time(&self) -> f64;
|
||||||
|
|
||||||
/// Initialize platform-specific console functionality.
|
/// Configures platform-specific console and debugging output capabilities.
|
||||||
fn init_console(&self) -> Result<(), PlatformError>;
|
fn init_console(&self) -> Result<(), PlatformError>;
|
||||||
|
|
||||||
/// Get canvas size for platforms that need it (e.g., Emscripten).
|
/// Retrieves the actual display canvas dimensions.
|
||||||
/// This is available for future use in responsive design.
|
|
||||||
#[allow(dead_code)]
|
#[allow(dead_code)]
|
||||||
fn get_canvas_size(&self) -> Option<(u32, u32)>;
|
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>;
|
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)]
|
#[allow(dead_code)]
|
||||||
pub fn get_platform() -> &'static dyn Platform {
|
pub fn get_platform() -> &'static dyn CommonPlatform {
|
||||||
static DESKTOP: desktop::DesktopPlatform = desktop::DesktopPlatform;
|
|
||||||
static EMSCRIPTEN: emscripten::EmscriptenPlatform = emscripten::EmscriptenPlatform;
|
|
||||||
|
|
||||||
#[cfg(not(target_os = "emscripten"))]
|
#[cfg(not(target_os = "emscripten"))]
|
||||||
{
|
{
|
||||||
&DESKTOP
|
&desktop::Platform
|
||||||
}
|
}
|
||||||
|
|
||||||
#[cfg(target_os = "emscripten")]
|
#[cfg(target_os = "emscripten")]
|
||||||
{
|
{
|
||||||
&EMSCRIPTEN
|
&emscripten::Platform
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
64
src/systems/audio.rs
Normal file
64
src/systems/audio.rs
Normal file
@@ -0,0 +1,64 @@
|
|||||||
|
//! Audio system for handling sound playback in the Pac-Man game.
|
||||||
|
//!
|
||||||
|
//! This module provides an ECS-based audio system that integrates with SDL2_mixer
|
||||||
|
//! for playing sound effects. The system uses NonSendMut resources to handle SDL2's
|
||||||
|
//! main-thread requirements while maintaining Bevy ECS compatibility.
|
||||||
|
|
||||||
|
use bevy_ecs::{
|
||||||
|
event::{Event, EventReader, EventWriter},
|
||||||
|
resource::Resource,
|
||||||
|
system::{NonSendMut, ResMut},
|
||||||
|
};
|
||||||
|
|
||||||
|
use crate::{audio::Audio, error::GameError};
|
||||||
|
|
||||||
|
/// Resource for tracking audio state
|
||||||
|
#[derive(Resource, Debug, Clone, Default)]
|
||||||
|
pub struct AudioState {
|
||||||
|
/// Whether audio is currently muted
|
||||||
|
pub muted: bool,
|
||||||
|
/// Current sound index for cycling through eat sounds
|
||||||
|
pub sound_index: usize,
|
||||||
|
}
|
||||||
|
|
||||||
|
/// Events for triggering audio playback
|
||||||
|
#[derive(Event, Debug, Clone, Copy, PartialEq, Eq)]
|
||||||
|
pub enum AudioEvent {
|
||||||
|
/// Play the "eat" sound when Pac-Man consumes a pellet
|
||||||
|
PlayEat,
|
||||||
|
}
|
||||||
|
|
||||||
|
/// 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
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
63
src/systems/blinking.rs
Normal file
63
src/systems/blinking.rs
Normal file
@@ -0,0 +1,63 @@
|
|||||||
|
use bevy_ecs::{
|
||||||
|
component::Component,
|
||||||
|
entity::Entity,
|
||||||
|
query::{Has, With},
|
||||||
|
system::{Commands, Query, Res},
|
||||||
|
};
|
||||||
|
|
||||||
|
use crate::systems::{
|
||||||
|
components::{DeltaTime, Renderable},
|
||||||
|
Frozen, Hidden,
|
||||||
|
};
|
||||||
|
|
||||||
|
#[derive(Component, Debug)]
|
||||||
|
pub struct Blinking {
|
||||||
|
pub timer: f32,
|
||||||
|
pub interval: f32,
|
||||||
|
}
|
||||||
|
|
||||||
|
impl Blinking {
|
||||||
|
pub fn new(interval: f32) -> Self {
|
||||||
|
Self { timer: 0.0, interval }
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
/// 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.
|
||||||
|
#[allow(clippy::type_complexity)]
|
||||||
|
pub fn blinking_system(
|
||||||
|
mut commands: Commands,
|
||||||
|
time: Res<DeltaTime>,
|
||||||
|
mut query: Query<(Entity, &mut Blinking, Has<Hidden>, Has<Frozen>), With<Renderable>>,
|
||||||
|
) {
|
||||||
|
for (entity, mut blinking, hidden, frozen) in query.iter_mut() {
|
||||||
|
// If the entity is frozen, blinking is disabled and the entity is unhidden (if it was hidden)
|
||||||
|
if frozen {
|
||||||
|
if hidden {
|
||||||
|
commands.entity(entity).remove::<Hidden>();
|
||||||
|
}
|
||||||
|
|
||||||
|
continue;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Increase the timer by the delta time
|
||||||
|
blinking.timer += time.0;
|
||||||
|
|
||||||
|
// If the timer is less than the interval, there's nothing to do yet
|
||||||
|
if blinking.timer < blinking.interval {
|
||||||
|
continue;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Subtract the interval (allows for the timer to retain partial interval progress)
|
||||||
|
blinking.timer -= blinking.interval;
|
||||||
|
|
||||||
|
// Toggle the Hidden component
|
||||||
|
if hidden {
|
||||||
|
commands.entity(entity).remove::<Hidden>();
|
||||||
|
} else {
|
||||||
|
commands.entity(entity).insert(Hidden);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
151
src/systems/collision.rs
Normal file
151
src/systems/collision.rs
Normal file
@@ -0,0 +1,151 @@
|
|||||||
|
use bevy_ecs::component::Component;
|
||||||
|
use bevy_ecs::entity::Entity;
|
||||||
|
use bevy_ecs::event::{EventReader, EventWriter};
|
||||||
|
use bevy_ecs::query::With;
|
||||||
|
use bevy_ecs::system::{Commands, Query, Res, ResMut};
|
||||||
|
|
||||||
|
use crate::error::GameError;
|
||||||
|
use crate::events::GameEvent;
|
||||||
|
use crate::map::builder::Map;
|
||||||
|
use crate::systems::movement::Position;
|
||||||
|
use crate::systems::{AudioEvent, Eaten, Ghost, PlayerControlled, ScoreResource, Vulnerable};
|
||||||
|
|
||||||
|
#[derive(Component)]
|
||||||
|
pub struct Collider {
|
||||||
|
pub size: f32,
|
||||||
|
}
|
||||||
|
|
||||||
|
impl Collider {
|
||||||
|
/// Checks if this collider collides with another collider at the given distance.
|
||||||
|
pub fn collides_with(&self, other_size: f32, distance: f32) -> bool {
|
||||||
|
let collision_distance = (self.size + other_size) / 2.0;
|
||||||
|
distance < collision_distance
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
/// Marker components for collision filtering optimization
|
||||||
|
#[derive(Component)]
|
||||||
|
pub struct PacmanCollider;
|
||||||
|
|
||||||
|
#[derive(Component)]
|
||||||
|
pub struct GhostCollider;
|
||||||
|
|
||||||
|
#[derive(Component)]
|
||||||
|
pub struct ItemCollider;
|
||||||
|
|
||||||
|
/// Helper function to check collision between two entities with colliders.
|
||||||
|
pub fn check_collision(
|
||||||
|
pos1: &Position,
|
||||||
|
collider1: &Collider,
|
||||||
|
pos2: &Position,
|
||||||
|
collider2: &Collider,
|
||||||
|
map: &Map,
|
||||||
|
) -> Result<bool, GameError> {
|
||||||
|
let pixel1 = pos1
|
||||||
|
.get_pixel_position(&map.graph)
|
||||||
|
.map_err(|e| GameError::InvalidState(format!("Failed to get pixel position for entity 1: {}", e)))?;
|
||||||
|
let pixel2 = pos2
|
||||||
|
.get_pixel_position(&map.graph)
|
||||||
|
.map_err(|e| GameError::InvalidState(format!("Failed to get pixel position for entity 2: {}", e)))?;
|
||||||
|
|
||||||
|
let distance = pixel1.distance(pixel2);
|
||||||
|
Ok(collider1.collides_with(collider2.size, distance))
|
||||||
|
}
|
||||||
|
|
||||||
|
/// Detects overlapping entities and generates collision events for gameplay systems.
|
||||||
|
///
|
||||||
|
/// Performs distance-based collision detection between Pac-Man and collectible items
|
||||||
|
/// using each entity's position and collision radius. When entities overlap, emits
|
||||||
|
/// a `GameEvent::Collision` for the item system to handle scoring and removal.
|
||||||
|
/// Collision detection accounts for both entities being in motion and supports
|
||||||
|
/// circular collision boundaries for accurate gameplay feel.
|
||||||
|
///
|
||||||
|
/// Also detects collisions between Pac-Man and ghosts for gameplay mechanics like
|
||||||
|
/// power pellet effects, ghost eating, and player death.
|
||||||
|
pub fn collision_system(
|
||||||
|
map: Res<Map>,
|
||||||
|
pacman_query: Query<(Entity, &Position, &Collider), With<PacmanCollider>>,
|
||||||
|
item_query: Query<(Entity, &Position, &Collider), With<ItemCollider>>,
|
||||||
|
ghost_query: Query<(Entity, &Position, &Collider), With<GhostCollider>>,
|
||||||
|
mut events: EventWriter<GameEvent>,
|
||||||
|
mut errors: EventWriter<GameError>,
|
||||||
|
) {
|
||||||
|
// Check PACMAN × ITEM collisions
|
||||||
|
for (pacman_entity, pacman_pos, pacman_collider) in pacman_query.iter() {
|
||||||
|
for (item_entity, item_pos, item_collider) in item_query.iter() {
|
||||||
|
match check_collision(pacman_pos, pacman_collider, item_pos, item_collider, &map) {
|
||||||
|
Ok(colliding) => {
|
||||||
|
if colliding {
|
||||||
|
events.write(GameEvent::Collision(pacman_entity, item_entity));
|
||||||
|
}
|
||||||
|
}
|
||||||
|
Err(e) => {
|
||||||
|
errors.write(GameError::InvalidState(format!(
|
||||||
|
"Collision system failed to check collision between entities {:?} and {:?}: {}",
|
||||||
|
pacman_entity, item_entity, e
|
||||||
|
)));
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// Check PACMAN × GHOST collisions
|
||||||
|
for (ghost_entity, ghost_pos, ghost_collider) in ghost_query.iter() {
|
||||||
|
match check_collision(pacman_pos, pacman_collider, ghost_pos, ghost_collider, &map) {
|
||||||
|
Ok(colliding) => {
|
||||||
|
if colliding {
|
||||||
|
events.write(GameEvent::Collision(pacman_entity, ghost_entity));
|
||||||
|
}
|
||||||
|
}
|
||||||
|
Err(e) => {
|
||||||
|
errors.write(GameError::InvalidState(format!(
|
||||||
|
"Collision system failed to check collision between entities {:?} and {:?}: {}",
|
||||||
|
pacman_entity, ghost_entity, e
|
||||||
|
)));
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
pub fn ghost_collision_system(
|
||||||
|
mut commands: Commands,
|
||||||
|
mut collision_events: EventReader<GameEvent>,
|
||||||
|
mut score: ResMut<ScoreResource>,
|
||||||
|
pacman_query: Query<(), With<PlayerControlled>>,
|
||||||
|
ghost_query: Query<(Entity, &Ghost), With<GhostCollider>>,
|
||||||
|
vulnerable_query: Query<Entity, With<Vulnerable>>,
|
||||||
|
mut events: EventWriter<AudioEvent>,
|
||||||
|
) {
|
||||||
|
for event in collision_events.read() {
|
||||||
|
if let GameEvent::Collision(entity1, entity2) = event {
|
||||||
|
// Check if one is Pacman and the other is a ghost
|
||||||
|
let (_pacman_entity, ghost_entity) = if pacman_query.get(*entity1).is_ok() && ghost_query.get(*entity2).is_ok() {
|
||||||
|
(*entity1, *entity2)
|
||||||
|
} else if pacman_query.get(*entity2).is_ok() && ghost_query.get(*entity1).is_ok() {
|
||||||
|
(*entity2, *entity1)
|
||||||
|
} else {
|
||||||
|
continue;
|
||||||
|
};
|
||||||
|
|
||||||
|
// Check if the ghost is vulnerable
|
||||||
|
if let Ok((ghost_ent, _ghost_type)) = ghost_query.get(ghost_entity) {
|
||||||
|
// Check if ghost has Vulnerable component
|
||||||
|
if vulnerable_query.get(ghost_ent).is_ok() {
|
||||||
|
// Pac-Man eats the ghost
|
||||||
|
// Add score (200 points per ghost eaten)
|
||||||
|
score.0 += 200;
|
||||||
|
|
||||||
|
// Remove the ghost
|
||||||
|
commands.entity(ghost_ent).remove::<Vulnerable>().insert(Eaten);
|
||||||
|
|
||||||
|
// Play eat sound
|
||||||
|
events.write(AudioEvent::PlayEat);
|
||||||
|
} else {
|
||||||
|
// Pac-Man dies (this would need a death system)
|
||||||
|
// For now, just log it
|
||||||
|
tracing::warn!("Pac-Man collided with ghost while not vulnerable!");
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
@@ -1,16 +1,61 @@
|
|||||||
use bevy_ecs::{bundle::Bundle, component::Component, resource::Resource};
|
use bevy_ecs::{bundle::Bundle, component::Component, resource::Resource};
|
||||||
use glam::Vec2;
|
use bitflags::bitflags;
|
||||||
|
|
||||||
use crate::{
|
use crate::{
|
||||||
entity::{direction::Direction, graph::Graph},
|
map::graph::TraversalFlags,
|
||||||
error::{EntityError, GameResult},
|
systems::{
|
||||||
|
movement::{BufferedDirection, Position, Velocity},
|
||||||
|
Collider, GhostCollider, ItemCollider, PacmanCollider,
|
||||||
|
},
|
||||||
texture::{animated::AnimatedTexture, sprite::AtlasTile},
|
texture::{animated::AnimatedTexture, sprite::AtlasTile},
|
||||||
};
|
};
|
||||||
|
use micromap::Map;
|
||||||
|
|
||||||
/// A tag component for entities that are controlled by the player.
|
/// A tag component for entities that are controlled by the player.
|
||||||
#[derive(Default, Component)]
|
#[derive(Default, Component)]
|
||||||
pub struct PlayerControlled;
|
pub struct PlayerControlled;
|
||||||
|
|
||||||
|
#[derive(Component, Debug, Clone, Copy, PartialEq, Eq, Hash)]
|
||||||
|
pub enum Ghost {
|
||||||
|
Blinky,
|
||||||
|
Pinky,
|
||||||
|
Inky,
|
||||||
|
Clyde,
|
||||||
|
}
|
||||||
|
|
||||||
|
impl Ghost {
|
||||||
|
/// Returns the ghost type name for atlas lookups.
|
||||||
|
pub fn as_str(self) -> &'static str {
|
||||||
|
match self {
|
||||||
|
Ghost::Blinky => "blinky",
|
||||||
|
Ghost::Pinky => "pinky",
|
||||||
|
Ghost::Inky => "inky",
|
||||||
|
Ghost::Clyde => "clyde",
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
/// Returns the base movement speed for this ghost type.
|
||||||
|
pub fn base_speed(self) -> f32 {
|
||||||
|
match self {
|
||||||
|
Ghost::Blinky => 1.0,
|
||||||
|
Ghost::Pinky => 0.95,
|
||||||
|
Ghost::Inky => 0.9,
|
||||||
|
Ghost::Clyde => 0.85,
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
/// Returns the ghost's color for debug rendering.
|
||||||
|
#[allow(dead_code)]
|
||||||
|
pub fn debug_color(&self) -> sdl2::pixels::Color {
|
||||||
|
match self {
|
||||||
|
Ghost::Blinky => sdl2::pixels::Color::RGB(255, 0, 0), // Red
|
||||||
|
Ghost::Pinky => sdl2::pixels::Color::RGB(255, 182, 255), // Pink
|
||||||
|
Ghost::Inky => sdl2::pixels::Color::RGB(0, 255, 255), // Cyan
|
||||||
|
Ghost::Clyde => sdl2::pixels::Color::RGB(255, 182, 85), // Orange
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
/// A tag component denoting the type of entity.
|
/// A tag component denoting the type of entity.
|
||||||
#[derive(Component, Debug, Clone, Copy, PartialEq, Eq, Hash)]
|
#[derive(Component, Debug, Clone, Copy, PartialEq, Eq, Hash)]
|
||||||
pub enum EntityType {
|
pub enum EntityType {
|
||||||
@@ -18,7 +63,28 @@ pub enum EntityType {
|
|||||||
Ghost,
|
Ghost,
|
||||||
Pellet,
|
Pellet,
|
||||||
PowerPellet,
|
PowerPellet,
|
||||||
Wall,
|
}
|
||||||
|
|
||||||
|
impl EntityType {
|
||||||
|
/// Returns the traversal flags for this entity type.
|
||||||
|
pub fn traversal_flags(&self) -> TraversalFlags {
|
||||||
|
match self {
|
||||||
|
EntityType::Player => TraversalFlags::PACMAN,
|
||||||
|
EntityType::Ghost => TraversalFlags::GHOST,
|
||||||
|
_ => TraversalFlags::empty(), // Static entities don't traverse
|
||||||
|
}
|
||||||
|
}
|
||||||
|
pub fn score_value(&self) -> Option<u32> {
|
||||||
|
match self {
|
||||||
|
EntityType::Pellet => Some(10),
|
||||||
|
EntityType::PowerPellet => Some(50),
|
||||||
|
_ => None,
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
pub fn is_collectible(&self) -> bool {
|
||||||
|
matches!(self, EntityType::Pellet | EntityType::PowerPellet)
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
/// A component for entities that have a sprite, with a layer for ordering.
|
/// A component for entities that have a sprite, with a layer for ordering.
|
||||||
@@ -31,113 +97,40 @@ pub struct Renderable {
|
|||||||
}
|
}
|
||||||
|
|
||||||
/// A component for entities that have a directional animated texture.
|
/// A component for entities that have a directional animated texture.
|
||||||
#[derive(Component)]
|
#[derive(Component, Clone, Default)]
|
||||||
pub struct DirectionalAnimated {
|
pub struct DirectionalAnimated {
|
||||||
pub textures: [Option<AnimatedTexture>; 4],
|
pub textures: [Option<AnimatedTexture>; 4],
|
||||||
pub stopped_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.
|
impl DirectionalAnimated {
|
||||||
pub type NodeId = usize;
|
pub fn from_animation(animation: AnimatedTexture) -> Self {
|
||||||
|
// Create 4 copies of the animation - necessary for independent state per direction
|
||||||
/// Represents the current position of an entity traversing the graph.
|
// This is initialization-time only, so the cloning cost is acceptable
|
||||||
///
|
Self {
|
||||||
/// This enum allows for precise tracking of whether an entity is exactly at a node
|
textures: [
|
||||||
/// or moving along an edge between two nodes.
|
Some(animation.clone()),
|
||||||
#[derive(Component, Debug, Copy, Clone, PartialEq)]
|
Some(animation.clone()),
|
||||||
pub enum Position {
|
Some(animation.clone()),
|
||||||
/// The traverser is located exactly at a node.
|
Some(animation.clone()),
|
||||||
AtNode(NodeId),
|
],
|
||||||
/// The traverser is on an edge between two nodes.
|
stopped_textures: [
|
||||||
BetweenNodes {
|
Some(animation.clone()),
|
||||||
from: NodeId,
|
Some(animation.clone()),
|
||||||
to: NodeId,
|
Some(animation.clone()),
|
||||||
/// The floating-point distance traversed along the edge from the `from` node.
|
Some(animation),
|
||||||
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.
|
bitflags! {
|
||||||
#[derive(Default, Component)]
|
#[derive(Component, Default, Clone, Copy, Debug, PartialEq, Eq, PartialOrd, Ord, Hash)]
|
||||||
pub struct Velocity {
|
pub struct CollisionLayer: u8 {
|
||||||
pub direction: Direction,
|
const PACMAN = 1 << 0;
|
||||||
pub next_direction: Option<(Direction, u8)>,
|
const GHOST = 1 << 1;
|
||||||
pub speed: f32,
|
const ITEM = 1 << 2;
|
||||||
}
|
}
|
||||||
|
|
||||||
#[derive(Bundle)]
|
|
||||||
pub struct PlayerBundle {
|
|
||||||
pub player: PlayerControlled,
|
|
||||||
pub position: Position,
|
|
||||||
pub velocity: Velocity,
|
|
||||||
pub sprite: Renderable,
|
|
||||||
pub directional_animated: DirectionalAnimated,
|
|
||||||
pub entity_type: EntityType,
|
|
||||||
}
|
}
|
||||||
|
|
||||||
#[derive(Resource)]
|
#[derive(Resource)]
|
||||||
@@ -145,5 +138,151 @@ pub struct GlobalState {
|
|||||||
pub exit: bool,
|
pub exit: bool,
|
||||||
}
|
}
|
||||||
|
|
||||||
|
#[derive(Resource)]
|
||||||
|
pub struct ScoreResource(pub u32);
|
||||||
|
|
||||||
#[derive(Resource)]
|
#[derive(Resource)]
|
||||||
pub struct DeltaTime(pub f32);
|
pub struct DeltaTime(pub f32);
|
||||||
|
|
||||||
|
/// Movement modifiers that can affect Pac-Man's speed or handling.
|
||||||
|
#[derive(Component, Debug, Clone, Copy)]
|
||||||
|
pub struct MovementModifiers {
|
||||||
|
/// Multiplier applied to base speed (e.g., tunnels)
|
||||||
|
pub speed_multiplier: f32,
|
||||||
|
/// True when currently in a tunnel slowdown region
|
||||||
|
pub tunnel_slowdown_active: bool,
|
||||||
|
}
|
||||||
|
|
||||||
|
impl Default for MovementModifiers {
|
||||||
|
fn default() -> Self {
|
||||||
|
Self {
|
||||||
|
speed_multiplier: 1.0,
|
||||||
|
tunnel_slowdown_active: false,
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
/// Tag component for entities that should be frozen during startup
|
||||||
|
#[derive(Component, Debug, Clone, Copy)]
|
||||||
|
pub struct Frozen;
|
||||||
|
|
||||||
|
/// Tag component for eaten ghosts
|
||||||
|
#[derive(Component, Debug, Clone, Copy)]
|
||||||
|
pub struct Eaten;
|
||||||
|
|
||||||
|
/// Component for ghosts that are vulnerable to Pac-Man
|
||||||
|
#[derive(Component, Debug, Clone, Copy)]
|
||||||
|
pub struct Vulnerable {
|
||||||
|
pub remaining_ticks: u32,
|
||||||
|
}
|
||||||
|
|
||||||
|
/// Enumeration of different ghost animation states.
|
||||||
|
/// Note that this is used in micromap which has a fixed size based on the number of variants,
|
||||||
|
/// so extending this should be done with caution, and will require updating the micromap's capacity.
|
||||||
|
#[derive(Debug, Clone, Copy, PartialEq, Eq, Hash)]
|
||||||
|
pub enum GhostAnimation {
|
||||||
|
/// Normal ghost appearance with directional movement animations
|
||||||
|
Normal,
|
||||||
|
/// Blue ghost appearance when vulnerable (power pellet active)
|
||||||
|
Frightened { flash: bool },
|
||||||
|
/// Eyes-only animation when ghost has been consumed by Pac-Man (Eaten state)
|
||||||
|
Eyes,
|
||||||
|
}
|
||||||
|
|
||||||
|
/// A complete set of animations for a ghost in different behavioral states.
|
||||||
|
///
|
||||||
|
/// Each ghost maintains animations mapped by their current gameplay state.
|
||||||
|
/// The animation system automatically switches between these states based on
|
||||||
|
/// the presence of `Vulnerable` and `Eaten` components on the ghost entity.
|
||||||
|
#[derive(Component, Clone)]
|
||||||
|
pub struct GhostAnimationSet {
|
||||||
|
pub animations: Map<GhostAnimation, DirectionalAnimated, 4>,
|
||||||
|
}
|
||||||
|
|
||||||
|
impl GhostAnimationSet {
|
||||||
|
/// Creates a new GhostAnimationSet with the provided animations.
|
||||||
|
pub fn new(
|
||||||
|
normal: DirectionalAnimated,
|
||||||
|
frightened: DirectionalAnimated,
|
||||||
|
frightened_flashing: DirectionalAnimated,
|
||||||
|
eyes: DirectionalAnimated,
|
||||||
|
) -> Self {
|
||||||
|
let mut animations = Map::new();
|
||||||
|
animations.insert(GhostAnimation::Normal, normal);
|
||||||
|
animations.insert(GhostAnimation::Frightened { flash: false }, frightened);
|
||||||
|
animations.insert(GhostAnimation::Frightened { flash: true }, frightened_flashing);
|
||||||
|
animations.insert(GhostAnimation::Eyes, eyes);
|
||||||
|
Self { animations }
|
||||||
|
}
|
||||||
|
|
||||||
|
/// Gets the animation for the specified ghost animation state.
|
||||||
|
pub fn get(&self, animation: GhostAnimation) -> Option<&DirectionalAnimated> {
|
||||||
|
self.animations.get(&animation)
|
||||||
|
}
|
||||||
|
|
||||||
|
/// Gets the normal animation state.
|
||||||
|
pub fn normal(&self) -> Option<&DirectionalAnimated> {
|
||||||
|
self.get(GhostAnimation::Normal)
|
||||||
|
}
|
||||||
|
|
||||||
|
/// Gets the frightened animation state (non-flashing).
|
||||||
|
pub fn frightened(&self) -> Option<&DirectionalAnimated> {
|
||||||
|
self.get(GhostAnimation::Frightened { flash: false })
|
||||||
|
}
|
||||||
|
|
||||||
|
/// Gets the frightened flashing animation state.
|
||||||
|
pub fn frightened_flashing(&self) -> Option<&DirectionalAnimated> {
|
||||||
|
self.get(GhostAnimation::Frightened { flash: true })
|
||||||
|
}
|
||||||
|
|
||||||
|
/// Gets the eyes animation state (for eaten ghosts).
|
||||||
|
pub fn eyes(&self) -> Option<&DirectionalAnimated> {
|
||||||
|
self.get(GhostAnimation::Eyes)
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
/// Global resource containing pre-loaded animation sets for all ghost types.
|
||||||
|
///
|
||||||
|
/// This resource is initialized once during game startup and provides O(1) access
|
||||||
|
/// to animation sets for each ghost type. The animation system uses this resource
|
||||||
|
/// to efficiently switch between different ghost states without runtime asset loading.
|
||||||
|
///
|
||||||
|
/// The HashMap is keyed by `Ghost` enum variants (Blinky, Pinky, Inky, Clyde) and
|
||||||
|
/// contains complete animation sets mapped by GhostAnimation states.
|
||||||
|
#[derive(Resource)]
|
||||||
|
pub struct GhostAnimations(pub std::collections::HashMap<Ghost, GhostAnimationSet>);
|
||||||
|
|
||||||
|
#[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 movement_modifiers: MovementModifiers,
|
||||||
|
pub pacman_collider: PacmanCollider,
|
||||||
|
}
|
||||||
|
|
||||||
|
#[derive(Bundle)]
|
||||||
|
pub struct ItemBundle {
|
||||||
|
pub position: Position,
|
||||||
|
pub sprite: Renderable,
|
||||||
|
pub entity_type: EntityType,
|
||||||
|
pub collider: Collider,
|
||||||
|
pub item_collider: ItemCollider,
|
||||||
|
}
|
||||||
|
|
||||||
|
#[derive(Bundle)]
|
||||||
|
pub struct GhostBundle {
|
||||||
|
pub ghost: Ghost,
|
||||||
|
pub position: Position,
|
||||||
|
pub velocity: Velocity,
|
||||||
|
pub sprite: Renderable,
|
||||||
|
pub directional_animated: DirectionalAnimated,
|
||||||
|
pub entity_type: EntityType,
|
||||||
|
pub collider: Collider,
|
||||||
|
pub ghost_collider: GhostCollider,
|
||||||
|
}
|
||||||
|
|||||||
@@ -1,45 +0,0 @@
|
|||||||
use bevy_ecs::{
|
|
||||||
event::{EventReader, EventWriter},
|
|
||||||
system::{Query, ResMut},
|
|
||||||
};
|
|
||||||
|
|
||||||
use crate::{
|
|
||||||
error::GameError,
|
|
||||||
events::GameEvent,
|
|
||||||
systems::{
|
|
||||||
components::{GlobalState, PlayerControlled, Velocity},
|
|
||||||
input::GameCommand,
|
|
||||||
},
|
|
||||||
};
|
|
||||||
|
|
||||||
// Handles
|
|
||||||
pub fn player_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;
|
|
||||||
}
|
|
||||||
_ => {}
|
|
||||||
},
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
207
src/systems/debug.rs
Normal file
207
src/systems/debug.rs
Normal file
@@ -0,0 +1,207 @@
|
|||||||
|
//! Debug rendering system
|
||||||
|
use std::cmp::Ordering;
|
||||||
|
|
||||||
|
use crate::constants::BOARD_PIXEL_OFFSET;
|
||||||
|
use crate::map::builder::Map;
|
||||||
|
use crate::systems::{Collider, CursorPosition, NodeId, Position, SystemTimings};
|
||||||
|
use bevy_ecs::resource::Resource;
|
||||||
|
use bevy_ecs::system::{NonSendMut, Query, Res};
|
||||||
|
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)]
|
||||||
|
pub struct DebugState {
|
||||||
|
pub enabled: bool,
|
||||||
|
}
|
||||||
|
|
||||||
|
fn f32_to_u8(value: f32) -> u8 {
|
||||||
|
(value * 255.0) as u8
|
||||||
|
}
|
||||||
|
|
||||||
|
/// Resource to hold the debug texture for persistent rendering
|
||||||
|
pub struct DebugTextureResource(pub Texture<'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
|
||||||
|
let total_height = (lines.len() as u32) * line_height as u32;
|
||||||
|
if max_width > 0 && total_height > 0 {
|
||||||
|
let bg_padding = 5;
|
||||||
|
|
||||||
|
// Draw background
|
||||||
|
let bg_rect = Rect::new(
|
||||||
|
padding - bg_padding,
|
||||||
|
padding - bg_padding,
|
||||||
|
max_width + (bg_padding * 2) as u32,
|
||||||
|
total_height + bg_padding as u32,
|
||||||
|
);
|
||||||
|
canvas.set_blend_mode(sdl2::render::BlendMode::Blend);
|
||||||
|
canvas.set_draw_color(Color::RGBA(40, 40, 40, 180));
|
||||||
|
canvas.fill_rect(bg_rect).unwrap();
|
||||||
|
}
|
||||||
|
|
||||||
|
for (i, line) in lines.iter().enumerate() {
|
||||||
|
if line.is_empty() {
|
||||||
|
continue;
|
||||||
|
}
|
||||||
|
|
||||||
|
// 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>>,
|
||||||
|
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.enabled {
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
let scale =
|
||||||
|
(UVec2::from(canvas.output_size().unwrap()).as_vec2() / UVec2::from(canvas.logical_size()).as_vec2()).min_element();
|
||||||
|
|
||||||
|
// 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| {
|
||||||
|
// Clear the debug canvas
|
||||||
|
debug_canvas.set_draw_color(Color::RGBA(0, 0, 0, 0));
|
||||||
|
debug_canvas.clear();
|
||||||
|
|
||||||
|
// Find the closest node to the cursor
|
||||||
|
let closest_node = if let Some(cursor_world_pos) = cursor_world_pos {
|
||||||
|
map.graph
|
||||||
|
.nodes()
|
||||||
|
.map(|node| node.position.distance(cursor_world_pos))
|
||||||
|
.enumerate()
|
||||||
|
.min_by(|(_, a), (_, b)| a.partial_cmp(b).unwrap_or(Ordering::Less))
|
||||||
|
.map(|(id, _)| id)
|
||||||
|
} else {
|
||||||
|
None
|
||||||
|
};
|
||||||
|
|
||||||
|
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();
|
||||||
|
}
|
||||||
|
|
||||||
|
debug_canvas.set_draw_color(Color {
|
||||||
|
a: f32_to_u8(0.4),
|
||||||
|
..Color::RED
|
||||||
|
});
|
||||||
|
debug_canvas.set_blend_mode(sdl2::render::BlendMode::Blend);
|
||||||
|
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(Color {
|
||||||
|
a: f32_to_u8(if Some(id) == closest_node { 0.75 } else { 0.6 }),
|
||||||
|
..(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 = (2.0 * 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 as NodeId).unwrap();
|
||||||
|
let pos = transform_position_with_offset(node.position, scale);
|
||||||
|
|
||||||
|
let surface = font
|
||||||
|
.render(&closest_node_id.to_string())
|
||||||
|
.blended(Color {
|
||||||
|
a: f32_to_u8(0.4),
|
||||||
|
..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();
|
||||||
|
}
|
||||||
|
|
||||||
|
// Render timing information in the top-left corner
|
||||||
|
render_timing_display(debug_canvas, &mut texture_creator, &timings, font);
|
||||||
|
})
|
||||||
|
.unwrap();
|
||||||
|
}
|
||||||
242
src/systems/ghost.rs
Normal file
242
src/systems/ghost.rs
Normal file
@@ -0,0 +1,242 @@
|
|||||||
|
use crate::systems::components::Frozen;
|
||||||
|
use crate::{
|
||||||
|
map::{
|
||||||
|
builder::Map,
|
||||||
|
direction::Direction,
|
||||||
|
graph::{Edge, TraversalFlags},
|
||||||
|
},
|
||||||
|
systems::{
|
||||||
|
components::{DeltaTime, Ghost},
|
||||||
|
movement::{Position, Velocity},
|
||||||
|
},
|
||||||
|
};
|
||||||
|
|
||||||
|
use bevy_ecs::{
|
||||||
|
query::Added,
|
||||||
|
removal_detection::RemovedComponents,
|
||||||
|
system::{Commands, Query, Res},
|
||||||
|
};
|
||||||
|
|
||||||
|
use crate::systems::{Eaten, GhostAnimations, Vulnerable};
|
||||||
|
|
||||||
|
use bevy_ecs::query::{With, Without};
|
||||||
|
use rand::rngs::SmallRng;
|
||||||
|
use rand::seq::IndexedRandom;
|
||||||
|
use rand::SeedableRng;
|
||||||
|
use smallvec::SmallVec;
|
||||||
|
|
||||||
|
/// Autonomous ghost AI system implementing randomized movement with backtracking avoidance.
|
||||||
|
pub fn ghost_movement_system(
|
||||||
|
map: Res<Map>,
|
||||||
|
delta_time: Res<DeltaTime>,
|
||||||
|
mut ghosts: Query<(&Ghost, &mut Velocity, &mut Position), Without<Frozen>>,
|
||||||
|
) {
|
||||||
|
for (_ghost, mut velocity, mut position) in ghosts.iter_mut() {
|
||||||
|
let mut distance = velocity.speed * 60.0 * delta_time.0;
|
||||||
|
loop {
|
||||||
|
match *position {
|
||||||
|
Position::Stopped { node: current_node } => {
|
||||||
|
let intersection = &map.graph.adjacency_list[current_node as usize];
|
||||||
|
let opposite = velocity.direction.opposite();
|
||||||
|
|
||||||
|
let mut non_opposite_options: SmallVec<[Edge; 3]> = SmallVec::new();
|
||||||
|
|
||||||
|
// Collect all available directions that ghosts can traverse
|
||||||
|
for edge in Direction::DIRECTIONS.iter().flat_map(|d| intersection.get(*d)) {
|
||||||
|
if edge.traversal_flags.contains(TraversalFlags::GHOST) && edge.direction != opposite {
|
||||||
|
non_opposite_options.push(edge);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
let new_edge: Edge = if non_opposite_options.is_empty() {
|
||||||
|
if let Some(edge) = intersection.get(opposite) {
|
||||||
|
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;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
/// System that manages ghost animation state transitions based on ghost behavior.
|
||||||
|
///
|
||||||
|
/// This system handles the following animation state changes:
|
||||||
|
/// - When a ghost becomes vulnerable (power pellet eaten): switches to frightened animation
|
||||||
|
/// - When a ghost is eaten by Pac-Man: switches to eaten (eyes) animation
|
||||||
|
/// - When vulnerability ends: switches back to normal animation
|
||||||
|
///
|
||||||
|
/// The system uses ECS change detection to efficiently track state transitions:
|
||||||
|
/// - `Added<Vulnerable>` detects when ghosts become frightened
|
||||||
|
/// - `Added<Eaten>` detects when ghosts are consumed
|
||||||
|
/// - `RemovedComponents<Vulnerable>` detects when fright period ends
|
||||||
|
///
|
||||||
|
/// This ensures smooth visual feedback for gameplay state changes while maintaining
|
||||||
|
/// separation between game logic and animation state.
|
||||||
|
pub fn ghost_state_animation_system(
|
||||||
|
mut commands: Commands,
|
||||||
|
animations: Res<GhostAnimations>,
|
||||||
|
mut vulnerable_added: Query<(bevy_ecs::entity::Entity, &Ghost), Added<Vulnerable>>,
|
||||||
|
mut eaten_added: Query<(bevy_ecs::entity::Entity, &Ghost), Added<Eaten>>,
|
||||||
|
mut vulnerable_removed: RemovedComponents<Vulnerable>,
|
||||||
|
ghosts: Query<&Ghost>,
|
||||||
|
) {
|
||||||
|
// When a ghost becomes vulnerable, switch to the frightened animation
|
||||||
|
for (entity, ghost_type) in vulnerable_added.iter_mut() {
|
||||||
|
if let Some(animation_set) = animations.0.get(ghost_type) {
|
||||||
|
if let Some(animation) = animation_set.frightened() {
|
||||||
|
commands.entity(entity).insert(animation.clone());
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// When a ghost is eaten, switch to the eaten animation
|
||||||
|
for (entity, ghost_type) in eaten_added.iter_mut() {
|
||||||
|
if let Some(animation_set) = animations.0.get(ghost_type) {
|
||||||
|
if let Some(animation) = animation_set.eyes() {
|
||||||
|
commands.entity(entity).insert(animation.clone());
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// When a ghost is no longer vulnerable, switch back to the normal animation
|
||||||
|
for entity in vulnerable_removed.read() {
|
||||||
|
if let Ok(ghost_type) = ghosts.get(entity) {
|
||||||
|
if let Some(animation_set) = animations.0.get(ghost_type) {
|
||||||
|
if let Some(animation) = animation_set.normal() {
|
||||||
|
commands.entity(entity).insert(animation.clone());
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
/// System that handles eaten ghost behavior and respawn logic.
|
||||||
|
///
|
||||||
|
/// When a ghost is eaten by Pac-Man, it enters an "eaten" state where:
|
||||||
|
/// 1. It displays eyes-only animation
|
||||||
|
/// 2. It moves directly back to the ghost house at increased speed
|
||||||
|
/// 3. Once it reaches the ghost house center, it respawns as a normal ghost
|
||||||
|
///
|
||||||
|
/// This system runs after the main movement system to override eaten ghost movement.
|
||||||
|
pub fn eaten_ghost_system(
|
||||||
|
map: Res<Map>,
|
||||||
|
delta_time: Res<DeltaTime>,
|
||||||
|
animations: Res<GhostAnimations>,
|
||||||
|
mut commands: Commands,
|
||||||
|
mut eaten_ghosts: Query<(bevy_ecs::entity::Entity, &Ghost, &mut Position, &mut Velocity), With<Eaten>>,
|
||||||
|
) {
|
||||||
|
for (entity, ghost_type, mut position, mut velocity) in eaten_ghosts.iter_mut() {
|
||||||
|
// Set higher speed for eaten ghosts returning to ghost house
|
||||||
|
let original_speed = velocity.speed;
|
||||||
|
velocity.speed = ghost_type.base_speed() * 2.0; // Move twice as fast when eaten
|
||||||
|
|
||||||
|
// Calculate direction towards ghost house center (using Clyde's start position)
|
||||||
|
let ghost_house_center = map.start_positions.clyde;
|
||||||
|
|
||||||
|
match *position {
|
||||||
|
Position::Stopped { node: current_node } => {
|
||||||
|
// Find path to ghost house center and start moving
|
||||||
|
if let Some(direction) = find_direction_to_target(&map, current_node, ghost_house_center) {
|
||||||
|
velocity.direction = direction;
|
||||||
|
*position = Position::Moving {
|
||||||
|
from: current_node,
|
||||||
|
to: map.graph.adjacency_list[current_node as usize].get(direction).unwrap().target,
|
||||||
|
remaining_distance: map.graph.adjacency_list[current_node as usize]
|
||||||
|
.get(direction)
|
||||||
|
.unwrap()
|
||||||
|
.distance,
|
||||||
|
};
|
||||||
|
}
|
||||||
|
}
|
||||||
|
Position::Moving { to, .. } => {
|
||||||
|
let distance = velocity.speed * 60.0 * delta_time.0;
|
||||||
|
if let Some(_overflow) = position.tick(distance) {
|
||||||
|
// Reached target node, check if we're at ghost house center
|
||||||
|
if to == ghost_house_center {
|
||||||
|
// Respawn the ghost - remove Eaten component and switch to normal animation
|
||||||
|
commands.entity(entity).remove::<Eaten>();
|
||||||
|
if let Some(animation_set) = animations.0.get(ghost_type) {
|
||||||
|
if let Some(animation) = animation_set.normal() {
|
||||||
|
commands.entity(entity).insert(animation.clone());
|
||||||
|
}
|
||||||
|
}
|
||||||
|
// Reset to stopped at ghost house center
|
||||||
|
*position = Position::Stopped {
|
||||||
|
node: ghost_house_center,
|
||||||
|
};
|
||||||
|
} else {
|
||||||
|
// Continue pathfinding to ghost house
|
||||||
|
if let Some(next_direction) = find_direction_to_target(&map, to, ghost_house_center) {
|
||||||
|
velocity.direction = next_direction;
|
||||||
|
*position = Position::Moving {
|
||||||
|
from: to,
|
||||||
|
to: map.graph.adjacency_list[to as usize].get(next_direction).unwrap().target,
|
||||||
|
remaining_distance: map.graph.adjacency_list[to as usize].get(next_direction).unwrap().distance,
|
||||||
|
};
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// Restore original speed
|
||||||
|
velocity.speed = original_speed;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
/// Helper function to find the direction from a node towards a target node.
|
||||||
|
/// Uses simple greedy pathfinding - prefers straight lines when possible.
|
||||||
|
fn find_direction_to_target(
|
||||||
|
map: &Map,
|
||||||
|
from_node: crate::systems::movement::NodeId,
|
||||||
|
target_node: crate::systems::movement::NodeId,
|
||||||
|
) -> Option<Direction> {
|
||||||
|
let from_pos = map.graph.get_node(from_node).unwrap().position;
|
||||||
|
let target_pos = map.graph.get_node(target_node).unwrap().position;
|
||||||
|
|
||||||
|
let dx = target_pos.x as i32 - from_pos.x as i32;
|
||||||
|
let dy = target_pos.y as i32 - from_pos.y as i32;
|
||||||
|
|
||||||
|
// Prefer horizontal movement first, then vertical
|
||||||
|
let preferred_dirs = if dx.abs() > dy.abs() {
|
||||||
|
if dx > 0 {
|
||||||
|
[Direction::Right, Direction::Up, Direction::Down, Direction::Left]
|
||||||
|
} else {
|
||||||
|
[Direction::Left, Direction::Up, Direction::Down, Direction::Right]
|
||||||
|
}
|
||||||
|
} else if dy > 0 {
|
||||||
|
[Direction::Down, Direction::Left, Direction::Right, Direction::Up]
|
||||||
|
} else {
|
||||||
|
[Direction::Up, Direction::Left, Direction::Right, Direction::Down]
|
||||||
|
};
|
||||||
|
|
||||||
|
// Return first available direction towards target
|
||||||
|
for direction in preferred_dirs {
|
||||||
|
if let Some(edge) = map.graph.adjacency_list[from_node as usize].get(direction) {
|
||||||
|
if edge.traversal_flags.contains(TraversalFlags::GHOST) {
|
||||||
|
return Some(direction);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
None
|
||||||
|
}
|
||||||
@@ -1,27 +1,34 @@
|
|||||||
use std::collections::HashMap;
|
use std::collections::{HashMap, HashSet};
|
||||||
|
|
||||||
use bevy_ecs::{
|
use bevy_ecs::{
|
||||||
event::EventWriter,
|
event::EventWriter,
|
||||||
resource::Resource,
|
resource::Resource,
|
||||||
system::{NonSendMut, Res},
|
system::{NonSendMut, Res, ResMut},
|
||||||
};
|
};
|
||||||
|
use glam::Vec2;
|
||||||
use sdl2::{event::Event, keyboard::Keycode, EventPump};
|
use sdl2::{event::Event, keyboard::Keycode, EventPump};
|
||||||
|
|
||||||
use crate::{entity::direction::Direction, events::GameEvent};
|
use crate::systems::components::DeltaTime;
|
||||||
|
use crate::{
|
||||||
|
events::{GameCommand, GameEvent},
|
||||||
|
map::direction::Direction,
|
||||||
|
};
|
||||||
|
|
||||||
#[derive(Debug, Clone, Copy)]
|
#[derive(Resource, Default, Debug, Copy, Clone)]
|
||||||
pub enum GameCommand {
|
pub enum CursorPosition {
|
||||||
MovePlayer(Direction),
|
#[default]
|
||||||
Exit,
|
None,
|
||||||
TogglePause,
|
Some {
|
||||||
ToggleDebug,
|
position: Vec2,
|
||||||
MuteAudio,
|
remaining_time: f32,
|
||||||
ResetLevel,
|
},
|
||||||
}
|
}
|
||||||
|
|
||||||
#[derive(Debug, Clone, Resource)]
|
#[derive(Resource, Debug, Clone)]
|
||||||
pub struct Bindings {
|
pub struct Bindings {
|
||||||
key_bindings: HashMap<Keycode, GameCommand>,
|
key_bindings: HashMap<Keycode, GameCommand>,
|
||||||
|
movement_keys: HashSet<Keycode>,
|
||||||
|
pressed_movement_keys: Vec<Keycode>,
|
||||||
}
|
}
|
||||||
|
|
||||||
impl Default for Bindings {
|
impl Default for Bindings {
|
||||||
@@ -46,24 +53,130 @@ impl Default for Bindings {
|
|||||||
key_bindings.insert(Keycode::Escape, GameCommand::Exit);
|
key_bindings.insert(Keycode::Escape, GameCommand::Exit);
|
||||||
key_bindings.insert(Keycode::Q, GameCommand::Exit);
|
key_bindings.insert(Keycode::Q, GameCommand::Exit);
|
||||||
|
|
||||||
Self { key_bindings }
|
let movement_keys = HashSet::from([
|
||||||
|
Keycode::W,
|
||||||
|
Keycode::A,
|
||||||
|
Keycode::S,
|
||||||
|
Keycode::D,
|
||||||
|
Keycode::Up,
|
||||||
|
Keycode::Down,
|
||||||
|
Keycode::Left,
|
||||||
|
Keycode::Right,
|
||||||
|
]);
|
||||||
|
|
||||||
|
Self {
|
||||||
|
key_bindings,
|
||||||
|
movement_keys,
|
||||||
|
pressed_movement_keys: Vec::new(),
|
||||||
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
pub fn input_system(bindings: Res<Bindings>, mut writer: EventWriter<GameEvent>, mut pump: NonSendMut<&'static mut EventPump>) {
|
/// A simplified input event used for deterministic testing and logic reuse
|
||||||
for event in pump.poll_iter() {
|
/// without depending on SDL's event pump.
|
||||||
match event {
|
#[derive(Debug, Clone, Copy, PartialEq, Eq)]
|
||||||
|
pub enum SimpleKeyEvent {
|
||||||
|
KeyDown(Keycode),
|
||||||
|
KeyUp(Keycode),
|
||||||
|
}
|
||||||
|
|
||||||
|
/// Processes a frame's worth of simplified key events and returns the resulting
|
||||||
|
/// `GameEvent`s that would be emitted by the input system for that frame.
|
||||||
|
///
|
||||||
|
/// This mirrors the behavior of `input_system` for keyboard-related logic:
|
||||||
|
/// - KeyDown emits the bound command immediately (movement or otherwise)
|
||||||
|
/// - Tracks pressed movement keys in order to continue movement on subsequent frames
|
||||||
|
/// - KeyUp removes movement keys; if another movement key remains, it resumes
|
||||||
|
pub fn process_simple_key_events(bindings: &mut Bindings, frame_events: &[SimpleKeyEvent]) -> Vec<GameEvent> {
|
||||||
|
let mut emitted_events = Vec::new();
|
||||||
|
let mut movement_key_pressed = false;
|
||||||
|
|
||||||
|
for event in frame_events {
|
||||||
|
match *event {
|
||||||
|
SimpleKeyEvent::KeyDown(key) => {
|
||||||
|
if let Some(command) = bindings.key_bindings.get(&key).copied() {
|
||||||
|
emitted_events.push(GameEvent::Command(command));
|
||||||
|
}
|
||||||
|
|
||||||
|
if bindings.movement_keys.contains(&key) {
|
||||||
|
movement_key_pressed = true;
|
||||||
|
if !bindings.pressed_movement_keys.contains(&key) {
|
||||||
|
bindings.pressed_movement_keys.push(key);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
SimpleKeyEvent::KeyUp(key) => {
|
||||||
|
if bindings.movement_keys.contains(&key) {
|
||||||
|
bindings.pressed_movement_keys.retain(|&k| k != key);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
if !movement_key_pressed {
|
||||||
|
if let Some(&last_movement_key) = bindings.pressed_movement_keys.last() {
|
||||||
|
if let Some(command) = bindings.key_bindings.get(&last_movement_key).copied() {
|
||||||
|
emitted_events.push(GameEvent::Command(command));
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
emitted_events
|
||||||
|
}
|
||||||
|
|
||||||
|
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 cursor_seen = false;
|
||||||
|
// Collect all events for this frame.
|
||||||
|
let frame_events: Vec<Event> = pump.poll_iter().collect();
|
||||||
|
|
||||||
|
// Handle non-keyboard events inline and build a simplified keyboard event stream.
|
||||||
|
let mut simple_key_events = Vec::new();
|
||||||
|
for event in &frame_events {
|
||||||
|
match *event {
|
||||||
Event::Quit { .. } => {
|
Event::Quit { .. } => {
|
||||||
writer.write(GameEvent::Command(GameCommand::Exit));
|
writer.write(GameEvent::Command(GameCommand::Exit));
|
||||||
}
|
}
|
||||||
Event::KeyDown { keycode: Some(key), .. } => {
|
Event::MouseMotion { x, y, .. } => {
|
||||||
let command = bindings.key_bindings.get(&key).copied();
|
*cursor = CursorPosition::Some {
|
||||||
if let Some(command) = command {
|
position: Vec2::new(x as f32, y as f32),
|
||||||
tracing::info!("triggering command: {:?}", command);
|
remaining_time: 0.20,
|
||||||
writer.write(GameEvent::Command(command));
|
};
|
||||||
}
|
cursor_seen = true;
|
||||||
|
}
|
||||||
|
Event::KeyDown {
|
||||||
|
keycode: Some(key),
|
||||||
|
repeat: false,
|
||||||
|
..
|
||||||
|
} => {
|
||||||
|
simple_key_events.push(SimpleKeyEvent::KeyDown(key));
|
||||||
|
}
|
||||||
|
Event::KeyUp {
|
||||||
|
keycode: Some(key),
|
||||||
|
repeat: false,
|
||||||
|
..
|
||||||
|
} => {
|
||||||
|
simple_key_events.push(SimpleKeyEvent::KeyUp(key));
|
||||||
}
|
}
|
||||||
_ => {}
|
_ => {}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// Delegate keyboard handling to shared logic used by tests and production.
|
||||||
|
let emitted = process_simple_key_events(&mut bindings, &simple_key_events);
|
||||||
|
for event in emitted {
|
||||||
|
writer.write(event);
|
||||||
|
}
|
||||||
|
|
||||||
|
if let (false, CursorPosition::Some { remaining_time, .. }) = (cursor_seen, &mut *cursor) {
|
||||||
|
*remaining_time -= delta_time.0;
|
||||||
|
if *remaining_time <= 0.0 {
|
||||||
|
*cursor = CursorPosition::None;
|
||||||
|
}
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
73
src/systems/item.rs
Normal file
73
src/systems/item.rs
Normal file
@@ -0,0 +1,73 @@
|
|||||||
|
use bevy_ecs::{
|
||||||
|
entity::Entity,
|
||||||
|
event::{EventReader, EventWriter},
|
||||||
|
query::With,
|
||||||
|
system::{Commands, Query, ResMut},
|
||||||
|
};
|
||||||
|
|
||||||
|
use crate::{
|
||||||
|
events::GameEvent,
|
||||||
|
systems::{AudioEvent, EntityType, GhostCollider, ItemCollider, PacmanCollider, ScoreResource, Vulnerable},
|
||||||
|
};
|
||||||
|
|
||||||
|
/// Determines if a collision between two entity types should be handled by the item system.
|
||||||
|
///
|
||||||
|
/// Returns `true` if one entity is a player and the other is a collectible item.
|
||||||
|
#[allow(dead_code)]
|
||||||
|
pub fn is_valid_item_collision(entity1: EntityType, entity2: EntityType) -> bool {
|
||||||
|
match (entity1, entity2) {
|
||||||
|
(EntityType::Player, entity) | (entity, EntityType::Player) => entity.is_collectible(),
|
||||||
|
_ => false,
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
pub fn item_system(
|
||||||
|
mut commands: Commands,
|
||||||
|
mut collision_events: EventReader<GameEvent>,
|
||||||
|
mut score: ResMut<ScoreResource>,
|
||||||
|
pacman_query: Query<Entity, With<PacmanCollider>>,
|
||||||
|
item_query: Query<(Entity, &EntityType), With<ItemCollider>>,
|
||||||
|
ghost_query: Query<Entity, With<GhostCollider>>,
|
||||||
|
mut events: EventWriter<AudioEvent>,
|
||||||
|
) {
|
||||||
|
for event in collision_events.read() {
|
||||||
|
if let GameEvent::Collision(entity1, entity2) = event {
|
||||||
|
// Check if one is Pacman and the other is an item
|
||||||
|
let (_pacman_entity, item_entity) = if pacman_query.get(*entity1).is_ok() && item_query.get(*entity2).is_ok() {
|
||||||
|
(*entity1, *entity2)
|
||||||
|
} else if pacman_query.get(*entity2).is_ok() && item_query.get(*entity1).is_ok() {
|
||||||
|
(*entity2, *entity1)
|
||||||
|
} else {
|
||||||
|
continue;
|
||||||
|
};
|
||||||
|
|
||||||
|
// Get the item type and update score
|
||||||
|
if let Ok((item_ent, entity_type)) = item_query.get(item_entity) {
|
||||||
|
if let Some(score_value) = entity_type.score_value() {
|
||||||
|
score.0 += score_value;
|
||||||
|
|
||||||
|
// Remove the collected item
|
||||||
|
commands.entity(item_ent).despawn();
|
||||||
|
|
||||||
|
// Trigger audio if appropriate
|
||||||
|
if entity_type.is_collectible() {
|
||||||
|
events.write(AudioEvent::PlayEat);
|
||||||
|
}
|
||||||
|
|
||||||
|
// Make ghosts vulnerable when power pellet is collected
|
||||||
|
if *entity_type == EntityType::PowerPellet {
|
||||||
|
// Convert seconds to frames (assumes 60 FPS)
|
||||||
|
let total_ticks = 60 * 5;
|
||||||
|
|
||||||
|
// Add Vulnerable component to all ghosts
|
||||||
|
for ghost_entity in ghost_query.iter() {
|
||||||
|
commands.entity(ghost_entity).insert(Vulnerable {
|
||||||
|
remaining_ticks: total_ticks,
|
||||||
|
});
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
@@ -3,8 +3,32 @@
|
|||||||
//! This module contains all the ECS-related logic, including components, systems,
|
//! This module contains all the ECS-related logic, including components, systems,
|
||||||
//! and resources.
|
//! and resources.
|
||||||
|
|
||||||
|
pub mod audio;
|
||||||
|
pub mod blinking;
|
||||||
|
pub mod collision;
|
||||||
pub mod components;
|
pub mod components;
|
||||||
pub mod control;
|
pub mod debug;
|
||||||
|
pub mod ghost;
|
||||||
pub mod input;
|
pub mod input;
|
||||||
|
pub mod item;
|
||||||
pub mod movement;
|
pub mod movement;
|
||||||
|
pub mod player;
|
||||||
|
pub mod profiling;
|
||||||
pub mod render;
|
pub mod render;
|
||||||
|
pub mod stage;
|
||||||
|
pub mod vulnerable;
|
||||||
|
|
||||||
|
pub use self::audio::*;
|
||||||
|
pub use self::blinking::*;
|
||||||
|
pub use self::collision::*;
|
||||||
|
pub use self::components::*;
|
||||||
|
pub use self::debug::*;
|
||||||
|
pub use self::ghost::*;
|
||||||
|
pub use self::input::*;
|
||||||
|
pub use self::item::*;
|
||||||
|
pub use self::movement::*;
|
||||||
|
pub use self::player::*;
|
||||||
|
pub use self::profiling::*;
|
||||||
|
pub use self::render::*;
|
||||||
|
pub use self::stage::*;
|
||||||
|
pub use self::vulnerable::*;
|
||||||
|
|||||||
@@ -1,133 +1,149 @@
|
|||||||
use crate::entity::graph::{Edge, EdgePermissions, Graph};
|
use crate::error::{EntityError, GameResult};
|
||||||
use crate::error::{EntityError, GameError};
|
use crate::map::direction::Direction;
|
||||||
use crate::map::builder::Map;
|
use crate::map::graph::Graph;
|
||||||
use crate::systems::components::{DeltaTime, EntityType, Position, Velocity};
|
use bevy_ecs::component::Component;
|
||||||
use bevy_ecs::event::EventWriter;
|
use glam::Vec2;
|
||||||
use bevy_ecs::system::{Query, Res};
|
|
||||||
|
|
||||||
fn can_traverse(entity_type: EntityType, edge: Edge) -> bool {
|
/// Zero-based index identifying a specific node in the navigation graph.
|
||||||
match entity_type {
|
///
|
||||||
EntityType::Player => matches!(edge.permissions, EdgePermissions::All),
|
/// Nodes represent discrete movement targets in the maze. The index directly corresponds to the node's position in the
|
||||||
EntityType::Ghost => matches!(edge.permissions, EdgePermissions::All | EdgePermissions::GhostsOnly),
|
/// graph's internal storage arrays.
|
||||||
_ => matches!(edge.permissions, EdgePermissions::All),
|
pub type NodeId = u16;
|
||||||
}
|
|
||||||
|
/// A component that represents the speed and cardinal direction of an entity.
|
||||||
|
/// Speed is static, only applied when the entity has an edge to traverse.
|
||||||
|
/// Direction is dynamic, but is controlled externally.
|
||||||
|
#[derive(Component, Debug, Copy, Clone, PartialEq)]
|
||||||
|
pub struct Velocity {
|
||||||
|
pub speed: f32,
|
||||||
|
pub direction: Direction,
|
||||||
}
|
}
|
||||||
|
|
||||||
pub fn movement_system(
|
/// A component that represents a direction change that is only remembered for a period of time.
|
||||||
map: Res<Map>,
|
/// This is used to allow entities to change direction before they reach their current target node (which consumes their buffered direction).
|
||||||
delta_time: Res<DeltaTime>,
|
#[derive(Component, Debug, Copy, Clone, PartialEq)]
|
||||||
mut entities: Query<(&mut Velocity, &mut Position, &EntityType)>,
|
pub enum BufferedDirection {
|
||||||
mut errors: EventWriter<GameError>,
|
None,
|
||||||
) {
|
Some { direction: Direction, remaining_time: f32 },
|
||||||
for (mut velocity, mut position, entity_type) in entities.iter_mut() {
|
}
|
||||||
let distance = velocity.speed * 60.0 * delta_time.0;
|
|
||||||
|
|
||||||
// Decrement the remaining frames for the next direction
|
/// Entity position state that handles both stationary entities and moving entities.
|
||||||
if let Some((direction, remaining)) = velocity.next_direction {
|
///
|
||||||
if remaining > 0 {
|
/// Supports precise positioning during movement between discrete navigation nodes.
|
||||||
velocity.next_direction = Some((direction, remaining - 1));
|
/// When moving, entities smoothly interpolate along edges while tracking exact distance remaining to the target node.
|
||||||
} else {
|
#[derive(Component, Debug, Copy, Clone, PartialEq)]
|
||||||
velocity.next_direction = None;
|
pub enum Position {
|
||||||
|
/// Entity is stationary at a specific graph node.
|
||||||
|
Stopped { node: NodeId },
|
||||||
|
/// Entity is traveling between two nodes.
|
||||||
|
Moving {
|
||||||
|
from: NodeId,
|
||||||
|
to: NodeId,
|
||||||
|
/// Distance remaining to reach the target node.
|
||||||
|
remaining_distance: f32,
|
||||||
|
},
|
||||||
|
}
|
||||||
|
|
||||||
|
impl Position {
|
||||||
|
/// Calculates the current pixel position in the game world.
|
||||||
|
///
|
||||||
|
/// Converts the graph position to screen coordinates, accounting for
|
||||||
|
/// the board offset and centering the sprite.
|
||||||
|
///
|
||||||
|
/// # Errors
|
||||||
|
///
|
||||||
|
/// Returns an `EntityError` if the node or edge is not found.
|
||||||
|
pub fn get_pixel_position(&self, graph: &Graph) -> GameResult<Vec2> {
|
||||||
|
let pos = match &self {
|
||||||
|
Position::Stopped { node } => {
|
||||||
|
// Entity is stationary at a node
|
||||||
|
let node = graph.get_node(*node).ok_or(EntityError::NodeNotFound(*node as usize))?;
|
||||||
|
node.position
|
||||||
}
|
}
|
||||||
}
|
Position::Moving {
|
||||||
|
from,
|
||||||
|
to,
|
||||||
|
remaining_distance,
|
||||||
|
} => {
|
||||||
|
// Entity is traveling between nodes
|
||||||
|
let from_node = graph.get_node(*from).ok_or(EntityError::NodeNotFound(*from as usize))?;
|
||||||
|
let to_node = graph.get_node(*to).ok_or(EntityError::NodeNotFound(*to as usize))?;
|
||||||
|
let edge = graph.find_edge(*from, *to).ok_or(EntityError::EdgeNotFound {
|
||||||
|
from: *from as usize,
|
||||||
|
to: *to as usize,
|
||||||
|
})?;
|
||||||
|
|
||||||
match *position {
|
// For zero-distance edges (tunnels), progress >= 1.0 means we're at the target
|
||||||
Position::AtNode(node_id) => {
|
if edge.distance == 0.0 {
|
||||||
// We're not moving, but a buffered direction is available.
|
to_node.position
|
||||||
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(*entity_type, 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 {
|
} else {
|
||||||
let overflow = new_traversed - edge.distance;
|
// Interpolate position based on progress
|
||||||
let mut moved = false;
|
let progress = 1.0 - (*remaining_distance / edge.distance);
|
||||||
|
from_node.position.lerp(to_node.position, progress)
|
||||||
// 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(*entity_type, 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(*entity_type, 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;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
};
|
||||||
|
|
||||||
|
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,
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
168
src/systems/player.rs
Normal file
168
src/systems/player.rs
Normal file
@@ -0,0 +1,168 @@
|
|||||||
|
use bevy_ecs::{
|
||||||
|
event::{EventReader, EventWriter},
|
||||||
|
query::{With, Without},
|
||||||
|
system::{Query, Res, ResMut},
|
||||||
|
};
|
||||||
|
|
||||||
|
use crate::{
|
||||||
|
error::GameError,
|
||||||
|
events::{GameCommand, GameEvent},
|
||||||
|
map::{builder::Map, graph::Edge},
|
||||||
|
systems::{
|
||||||
|
components::{DeltaTime, EntityType, Frozen, GlobalState, MovementModifiers, PlayerControlled},
|
||||||
|
debug::DebugState,
|
||||||
|
movement::{BufferedDirection, Position, Velocity},
|
||||||
|
AudioState,
|
||||||
|
},
|
||||||
|
};
|
||||||
|
|
||||||
|
pub fn can_traverse(entity_type: EntityType, edge: Edge) -> bool {
|
||||||
|
let entity_flags = entity_type.traversal_flags();
|
||||||
|
edge.traversal_flags.contains(entity_flags)
|
||||||
|
}
|
||||||
|
|
||||||
|
/// Processes player input commands and updates game state accordingly.
|
||||||
|
///
|
||||||
|
/// Handles keyboard-driven commands like movement direction changes, debug mode
|
||||||
|
/// toggling, audio muting, and game exit requests. Movement commands are buffered
|
||||||
|
/// to allow direction changes before reaching intersections, improving gameplay
|
||||||
|
/// responsiveness. Non-movement commands immediately modify global game state.
|
||||||
|
pub fn player_control_system(
|
||||||
|
mut events: EventReader<GameEvent>,
|
||||||
|
mut state: ResMut<GlobalState>,
|
||||||
|
mut debug_state: ResMut<DebugState>,
|
||||||
|
mut audio_state: ResMut<AudioState>,
|
||||||
|
mut players: Query<&mut BufferedDirection, (With<PlayerControlled>, Without<Frozen>)>,
|
||||||
|
mut errors: EventWriter<GameError>,
|
||||||
|
) {
|
||||||
|
// Handle events
|
||||||
|
for event in events.read() {
|
||||||
|
if let GameEvent::Command(command) = event {
|
||||||
|
match command {
|
||||||
|
GameCommand::MovePlayer(direction) => {
|
||||||
|
// Get the player's movable component (ensuring there is only one player)
|
||||||
|
let mut buffered_direction = match players.single_mut() {
|
||||||
|
Ok(tuple) => tuple,
|
||||||
|
Err(e) => {
|
||||||
|
errors.write(GameError::InvalidState(format!(
|
||||||
|
"No/multiple entities queried for player system: {}",
|
||||||
|
e
|
||||||
|
)));
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
};
|
||||||
|
|
||||||
|
*buffered_direction = BufferedDirection::Some {
|
||||||
|
direction: *direction,
|
||||||
|
remaining_time: 0.25,
|
||||||
|
};
|
||||||
|
}
|
||||||
|
GameCommand::Exit => {
|
||||||
|
state.exit = true;
|
||||||
|
}
|
||||||
|
GameCommand::ToggleDebug => {
|
||||||
|
debug_state.enabled = !debug_state.enabled;
|
||||||
|
}
|
||||||
|
GameCommand::MuteAudio => {
|
||||||
|
audio_state.muted = !audio_state.muted;
|
||||||
|
tracing::info!("Audio {}", if audio_state.muted { "muted" } else { "unmuted" });
|
||||||
|
}
|
||||||
|
_ => {}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
/// Executes frame-by-frame movement for Pac-Man.
|
||||||
|
///
|
||||||
|
/// Handles movement logic including buffered direction changes, edge traversal validation, and continuous movement between nodes.
|
||||||
|
/// When stopped, prioritizes buffered directions for responsive controls, falling back to current direction.
|
||||||
|
/// Supports movement chaining within a single frame when traveling at high speeds.
|
||||||
|
#[allow(clippy::type_complexity)]
|
||||||
|
pub fn player_movement_system(
|
||||||
|
map: Res<Map>,
|
||||||
|
delta_time: Res<DeltaTime>,
|
||||||
|
mut entities: Query<
|
||||||
|
(&MovementModifiers, &mut Position, &mut Velocity, &mut BufferedDirection),
|
||||||
|
(With<PlayerControlled>, Without<Frozen>),
|
||||||
|
>,
|
||||||
|
) {
|
||||||
|
for (modifiers, mut position, mut velocity, mut buffered_direction) in entities.iter_mut() {
|
||||||
|
// Decrement the buffered direction remaining time
|
||||||
|
if let BufferedDirection::Some {
|
||||||
|
direction,
|
||||||
|
remaining_time,
|
||||||
|
} = *buffered_direction
|
||||||
|
{
|
||||||
|
if remaining_time <= 0.0 {
|
||||||
|
*buffered_direction = BufferedDirection::None;
|
||||||
|
} else {
|
||||||
|
*buffered_direction = BufferedDirection::Some {
|
||||||
|
direction,
|
||||||
|
remaining_time: remaining_time - delta_time.0,
|
||||||
|
};
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
let mut distance = velocity.speed * modifiers.speed_multiplier * 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;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
/// Applies tunnel slowdown based on the current node tile
|
||||||
|
pub fn player_tunnel_slowdown_system(map: Res<Map>, mut q: Query<(&Position, &mut MovementModifiers), With<PlayerControlled>>) {
|
||||||
|
if let Ok((position, mut modifiers)) = q.single_mut() {
|
||||||
|
let node = position.current_node();
|
||||||
|
let in_tunnel = map
|
||||||
|
.tile_at_node(node)
|
||||||
|
.map(|t| t == crate::constants::MapTile::Tunnel)
|
||||||
|
.unwrap_or(false);
|
||||||
|
modifiers.tunnel_slowdown_active = in_tunnel;
|
||||||
|
modifiers.speed_multiplier = if in_tunnel { 0.6 } else { 1.0 };
|
||||||
|
}
|
||||||
|
}
|
||||||
284
src/systems/profiling.rs
Normal file
284
src/systems/profiling.rs
Normal file
@@ -0,0 +1,284 @@
|
|||||||
|
use bevy_ecs::system::IntoSystem;
|
||||||
|
use bevy_ecs::{resource::Resource, system::System};
|
||||||
|
use circular_buffer::CircularBuffer;
|
||||||
|
use micromap::Map;
|
||||||
|
use num_width::NumberWidth;
|
||||||
|
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;
|
||||||
|
|
||||||
|
/// 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,
|
||||||
|
HudRender,
|
||||||
|
Render,
|
||||||
|
DebugRender,
|
||||||
|
Present,
|
||||||
|
Collision,
|
||||||
|
Item,
|
||||||
|
PlayerMovement,
|
||||||
|
GhostCollision,
|
||||||
|
Stage,
|
||||||
|
GhostStateAnimation,
|
||||||
|
EatenGhost,
|
||||||
|
}
|
||||||
|
|
||||||
|
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 duration_sums = {
|
||||||
|
let timings = self.timings.read();
|
||||||
|
timings
|
||||||
|
.iter()
|
||||||
|
.map(|(_, queue)| queue.lock().iter().sum::<Duration>())
|
||||||
|
.collect::<Vec<_>>()
|
||||||
|
};
|
||||||
|
|
||||||
|
let mean = duration_sums.iter().sum::<Duration>() / duration_sums.len() as u32;
|
||||||
|
let variance = duration_sums
|
||||||
|
.iter()
|
||||||
|
.map(|x| {
|
||||||
|
let diff_secs = x.as_secs_f64() - mean.as_secs_f64();
|
||||||
|
diff_secs * diff_secs
|
||||||
|
})
|
||||||
|
.sum::<f64>()
|
||||||
|
/ duration_sums.len() as f64;
|
||||||
|
let std_dev_secs = variance.sqrt();
|
||||||
|
|
||||||
|
(mean, Duration::from_secs_f64(std_dev_secs))
|
||||||
|
}
|
||||||
|
|
||||||
|
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![(effective_fps, total_avg, total_std)];
|
||||||
|
|
||||||
|
// Sort the stats by average duration
|
||||||
|
let mut sorted_stats: Vec<_> = stats.iter().collect();
|
||||||
|
sorted_stats.sort_by(|a, b| b.1 .0.cmp(&a.1 .0));
|
||||||
|
|
||||||
|
// Add the top 5 most expensive systems
|
||||||
|
for (name, (avg, std_dev)) in sorted_stats.iter().take(7) {
|
||||||
|
timing_data.push((name.to_string(), *avg, *std_dev));
|
||||||
|
}
|
||||||
|
|
||||||
|
// Use the formatting module to format the data
|
||||||
|
format_timing_display(timing_data)
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
pub fn profile<S, M>(id: SystemId, system: S) -> impl FnMut(&mut bevy_ecs::world::World)
|
||||||
|
where
|
||||||
|
S: IntoSystem<(), (), M> + 'static,
|
||||||
|
{
|
||||||
|
let mut system: S::System = IntoSystem::into_system(system);
|
||||||
|
let mut is_initialized = false;
|
||||||
|
move |world: &mut bevy_ecs::world::World| {
|
||||||
|
if !is_initialized {
|
||||||
|
system.initialize(world);
|
||||||
|
is_initialized = true;
|
||||||
|
}
|
||||||
|
|
||||||
|
let start = std::time::Instant::now();
|
||||||
|
system.run((), world);
|
||||||
|
let duration = start.elapsed();
|
||||||
|
|
||||||
|
if let Some(timings) = world.get_resource::<SystemTimings>() {
|
||||||
|
timings.add_timing(id, duration);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// Helper to split a duration into a integer, decimal, and unit
|
||||||
|
fn get_value(duration: &Duration) -> (u64, u32, &'static str) {
|
||||||
|
let (int, decimal, unit) = match duration {
|
||||||
|
// if greater than 1 second, return as seconds
|
||||||
|
n if n >= &Duration::from_secs(1) => {
|
||||||
|
let secs = n.as_secs();
|
||||||
|
let decimal = n.as_millis() as u64 % 1000;
|
||||||
|
(secs, decimal as u32, "s")
|
||||||
|
}
|
||||||
|
// if greater than 1 millisecond, return as milliseconds
|
||||||
|
n if n >= &Duration::from_millis(1) => {
|
||||||
|
let ms = n.as_millis() as u64;
|
||||||
|
let decimal = n.as_micros() as u64 % 1000;
|
||||||
|
(ms, decimal as u32, "ms")
|
||||||
|
}
|
||||||
|
// if greater than 1 microsecond, return as microseconds
|
||||||
|
n if n >= &Duration::from_micros(1) => {
|
||||||
|
let us = n.as_micros() as u64;
|
||||||
|
let decimal = n.as_nanos() as u64 % 1000;
|
||||||
|
(us, decimal as u32, "µs")
|
||||||
|
}
|
||||||
|
// otherwise, return as nanoseconds
|
||||||
|
n => {
|
||||||
|
let ns = n.as_nanos() as u64;
|
||||||
|
(ns, 0, "ns")
|
||||||
|
}
|
||||||
|
};
|
||||||
|
|
||||||
|
(int, decimal, unit)
|
||||||
|
}
|
||||||
|
|
||||||
|
/// Formats timing data into a vector of strings with proper alignment
|
||||||
|
pub fn format_timing_display(
|
||||||
|
timing_data: impl IntoIterator<Item = (String, Duration, Duration)>,
|
||||||
|
) -> SmallVec<[String; 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]>>()
|
||||||
|
}
|
||||||
@@ -1,36 +1,70 @@
|
|||||||
|
use crate::constants::CANVAS_SIZE;
|
||||||
use crate::error::{GameError, TextureError};
|
use crate::error::{GameError, TextureError};
|
||||||
use crate::map::builder::Map;
|
use crate::map::builder::Map;
|
||||||
use crate::systems::components::{DeltaTime, DirectionalAnimated, Position, Renderable, Velocity};
|
use crate::systems::{
|
||||||
|
DebugState, DebugTextureResource, DeltaTime, DirectionalAnimated, Position, Renderable, ScoreResource, StartupSequence,
|
||||||
|
Velocity,
|
||||||
|
};
|
||||||
use crate::texture::sprite::SpriteAtlas;
|
use crate::texture::sprite::SpriteAtlas;
|
||||||
|
use crate::texture::text::TextTexture;
|
||||||
|
use bevy_ecs::component::Component;
|
||||||
use bevy_ecs::entity::Entity;
|
use bevy_ecs::entity::Entity;
|
||||||
use bevy_ecs::event::EventWriter;
|
use bevy_ecs::event::EventWriter;
|
||||||
use bevy_ecs::system::{NonSendMut, Query, Res};
|
use bevy_ecs::query::{Changed, Or, Without};
|
||||||
use sdl2::render::{Canvas, Texture};
|
use bevy_ecs::removal_detection::RemovedComponents;
|
||||||
|
use bevy_ecs::resource::Resource;
|
||||||
|
use bevy_ecs::system::{NonSendMut, Query, Res, ResMut};
|
||||||
|
use sdl2::pixels::Color;
|
||||||
|
use sdl2::rect::{Point, Rect};
|
||||||
|
use sdl2::render::{BlendMode, Canvas, Texture};
|
||||||
use sdl2::video::Window;
|
use sdl2::video::Window;
|
||||||
|
|
||||||
|
#[derive(Resource, Default)]
|
||||||
|
pub struct RenderDirty(pub bool);
|
||||||
|
|
||||||
|
#[derive(Component)]
|
||||||
|
pub struct Hidden;
|
||||||
|
|
||||||
|
#[allow(clippy::type_complexity)]
|
||||||
|
pub fn dirty_render_system(
|
||||||
|
mut dirty: ResMut<RenderDirty>,
|
||||||
|
changed: Query<(), Or<(Changed<Renderable>, Changed<Position>)>>,
|
||||||
|
removed_hidden: RemovedComponents<Hidden>,
|
||||||
|
removed_renderables: RemovedComponents<Renderable>,
|
||||||
|
) {
|
||||||
|
if !changed.is_empty() || !removed_hidden.is_empty() || !removed_renderables.is_empty() {
|
||||||
|
dirty.0 = true;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
/// Updates the directional animated texture of an entity.
|
/// 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.
|
/// 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(
|
pub fn directional_render_system(
|
||||||
dt: Res<DeltaTime>,
|
dt: Res<DeltaTime>,
|
||||||
mut renderables: Query<(&Velocity, &mut DirectionalAnimated, &mut Renderable, &Position)>,
|
mut renderables: Query<(&Position, &Velocity, &mut DirectionalAnimated, &mut Renderable)>,
|
||||||
mut errors: EventWriter<GameError>,
|
mut errors: EventWriter<GameError>,
|
||||||
) {
|
) {
|
||||||
for (velocity, mut texture, mut renderable, position) in renderables.iter_mut() {
|
for (position, velocity, mut texture, mut renderable) in renderables.iter_mut() {
|
||||||
let stopped = matches!(position, Position::AtNode(_));
|
let stopped = matches!(position, Position::Stopped { .. });
|
||||||
|
let current_direction = velocity.direction;
|
||||||
|
|
||||||
let texture = if stopped {
|
let texture = if stopped {
|
||||||
texture.stopped_textures[velocity.direction.as_usize()].as_mut()
|
texture.stopped_textures[current_direction.as_usize()].as_mut()
|
||||||
} else {
|
} else {
|
||||||
texture.textures[velocity.direction.as_usize()].as_mut()
|
texture.textures[current_direction.as_usize()].as_mut()
|
||||||
};
|
};
|
||||||
|
|
||||||
if let Some(texture) = texture {
|
if let Some(texture) = texture {
|
||||||
if !stopped {
|
if !stopped {
|
||||||
texture.tick(dt.0);
|
texture.tick(dt.0);
|
||||||
}
|
}
|
||||||
renderable.sprite = *texture.current_tile();
|
let new_tile = *texture.current_tile();
|
||||||
|
if renderable.sprite != new_tile {
|
||||||
|
renderable.sprite = new_tile;
|
||||||
|
}
|
||||||
} else {
|
} else {
|
||||||
errors.write(TextureError::RenderFailed(format!("Entity has no texture")).into());
|
errors.write(TextureError::RenderFailed("Entity has no texture".to_string()).into());
|
||||||
continue;
|
continue;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
@@ -42,19 +76,85 @@ 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.
|
/// 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>);
|
pub struct BackbufferResource(pub Texture<'static>);
|
||||||
|
|
||||||
|
/// Renders the HUD (score, lives, etc.) on top of the game.
|
||||||
|
pub fn hud_render_system(
|
||||||
|
mut backbuffer: NonSendMut<BackbufferResource>,
|
||||||
|
mut canvas: NonSendMut<&mut Canvas<Window>>,
|
||||||
|
mut atlas: NonSendMut<SpriteAtlas>,
|
||||||
|
score: Res<ScoreResource>,
|
||||||
|
startup: Res<StartupSequence>,
|
||||||
|
mut errors: EventWriter<GameError>,
|
||||||
|
) {
|
||||||
|
let _ = canvas.with_texture_canvas(&mut backbuffer.0, |canvas| {
|
||||||
|
let mut text_renderer = TextTexture::new(1.0);
|
||||||
|
|
||||||
|
// Render lives and high score text in white
|
||||||
|
let lives = 3; // TODO: Get from actual lives resource
|
||||||
|
let lives_text = format!("{lives}UP HIGH SCORE ");
|
||||||
|
let lives_position = glam::UVec2::new(4 + 8 * 3, 2); // x_offset + lives_offset * 8, y_offset
|
||||||
|
|
||||||
|
if let Err(e) = text_renderer.render(canvas, &mut atlas, &lives_text, lives_position) {
|
||||||
|
errors.write(TextureError::RenderFailed(format!("Failed to render lives text: {}", e)).into());
|
||||||
|
}
|
||||||
|
|
||||||
|
// Render score text
|
||||||
|
let score_text = format!("{:02}", score.0);
|
||||||
|
let score_offset = 7 - (score_text.len() as i32);
|
||||||
|
let score_position = glam::UVec2::new(4 + 8 * score_offset as u32, 10); // x_offset + score_offset * 8, 8 + y_offset
|
||||||
|
|
||||||
|
if let Err(e) = text_renderer.render(canvas, &mut atlas, &score_text, score_position) {
|
||||||
|
errors.write(TextureError::RenderFailed(format!("Failed to render score text: {}", e)).into());
|
||||||
|
}
|
||||||
|
|
||||||
|
// Render high score text
|
||||||
|
let high_score_text = format!("{:02}", score.0);
|
||||||
|
let high_score_offset = 17 - (high_score_text.len() as i32);
|
||||||
|
let high_score_position = glam::UVec2::new(4 + 8 * high_score_offset as u32, 10); // x_offset + score_offset * 8, 8 + y_offset
|
||||||
|
if let Err(e) = text_renderer.render(canvas, &mut atlas, &high_score_text, high_score_position) {
|
||||||
|
errors.write(TextureError::RenderFailed(format!("Failed to render high score text: {}", e)).into());
|
||||||
|
}
|
||||||
|
|
||||||
|
// Render text based on StartupSequence stage
|
||||||
|
if matches!(
|
||||||
|
*startup,
|
||||||
|
StartupSequence::TextOnly { .. } | StartupSequence::CharactersVisible { .. }
|
||||||
|
) {
|
||||||
|
let ready_text = "READY!";
|
||||||
|
let ready_width = text_renderer.text_width(ready_text);
|
||||||
|
let ready_position = glam::UVec2::new((CANVAS_SIZE.x - ready_width) / 2, 160);
|
||||||
|
if let Err(e) = text_renderer.render_with_color(canvas, &mut atlas, ready_text, ready_position, Color::YELLOW) {
|
||||||
|
errors.write(TextureError::RenderFailed(format!("Failed to render READY text: {}", e)).into());
|
||||||
|
}
|
||||||
|
|
||||||
|
if matches!(*startup, StartupSequence::TextOnly { .. }) {
|
||||||
|
let player_one_text = "PLAYER ONE";
|
||||||
|
let player_one_width = text_renderer.text_width(player_one_text);
|
||||||
|
let player_one_position = glam::UVec2::new((CANVAS_SIZE.x - player_one_width) / 2, 113);
|
||||||
|
|
||||||
|
if let Err(e) =
|
||||||
|
text_renderer.render_with_color(canvas, &mut atlas, player_one_text, player_one_position, Color::CYAN)
|
||||||
|
{
|
||||||
|
errors.write(TextureError::RenderFailed(format!("Failed to render PLAYER ONE text: {}", e)).into());
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
});
|
||||||
|
}
|
||||||
|
|
||||||
|
#[allow(clippy::too_many_arguments)]
|
||||||
pub fn render_system(
|
pub fn render_system(
|
||||||
mut canvas: NonSendMut<&mut Canvas<Window>>,
|
mut canvas: NonSendMut<&mut Canvas<Window>>,
|
||||||
map_texture: NonSendMut<MapTextureResource>,
|
map_texture: NonSendMut<MapTextureResource>,
|
||||||
mut backbuffer: NonSendMut<BackbufferResource>,
|
mut backbuffer: NonSendMut<BackbufferResource>,
|
||||||
mut atlas: NonSendMut<SpriteAtlas>,
|
mut atlas: NonSendMut<SpriteAtlas>,
|
||||||
map: Res<Map>,
|
map: Res<Map>,
|
||||||
renderables: Query<(Entity, &mut Renderable, &Position)>,
|
dirty: Res<RenderDirty>,
|
||||||
|
renderables: Query<(Entity, &Renderable, &Position), Without<Hidden>>,
|
||||||
mut errors: EventWriter<GameError>,
|
mut errors: EventWriter<GameError>,
|
||||||
) {
|
) {
|
||||||
// Clear the main canvas first
|
if !dirty.0 {
|
||||||
canvas.set_draw_color(sdl2::pixels::Color::BLACK);
|
return;
|
||||||
canvas.clear();
|
}
|
||||||
|
|
||||||
// Render to backbuffer
|
// Render to backbuffer
|
||||||
canvas
|
canvas
|
||||||
.with_texture_canvas(&mut backbuffer.0, |backbuffer_canvas| {
|
.with_texture_canvas(&mut backbuffer.0, |backbuffer_canvas| {
|
||||||
@@ -63,23 +163,23 @@ pub fn render_system(
|
|||||||
backbuffer_canvas.clear();
|
backbuffer_canvas.clear();
|
||||||
|
|
||||||
// Copy the pre-rendered map texture to the backbuffer
|
// Copy the pre-rendered map texture to the backbuffer
|
||||||
backbuffer_canvas
|
if let Err(e) = backbuffer_canvas.copy(&map_texture.0, None, None) {
|
||||||
.copy(&map_texture.0, None, None)
|
errors.write(TextureError::RenderFailed(e.to_string()).into());
|
||||||
.err()
|
}
|
||||||
.map(|e| errors.write(TextureError::RenderFailed(e.to_string()).into()));
|
|
||||||
|
|
||||||
// Render all entities to the backbuffer
|
// Render all entities to the backbuffer
|
||||||
for (_, mut renderable, position) in renderables
|
for (_, renderable, position) in renderables
|
||||||
// .iter_mut()
|
.iter()
|
||||||
// .sort_by_key::<&mut Renderable, _, _>(|(renderable, renderable, renderable)| renderable.layer)
|
.sort_by_key::<(Entity, &Renderable, &Position), _>(|(_, renderable, _)| renderable.layer)
|
||||||
// .collect()
|
.rev()
|
||||||
{
|
{
|
||||||
let pos = position.get_pixel_pos(&map.graph);
|
let pos = position.get_pixel_position(&map.graph);
|
||||||
match pos {
|
match pos {
|
||||||
Ok(pos) => {
|
Ok(pos) => {
|
||||||
let dest = crate::helpers::centered_with_size(
|
let dest = Rect::from_center(
|
||||||
glam::IVec2::new(pos.x as i32, pos.y as i32),
|
Point::from((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.size.x as u32,
|
||||||
|
renderable.sprite.size.y as u32,
|
||||||
);
|
);
|
||||||
|
|
||||||
renderable
|
renderable
|
||||||
@@ -89,7 +189,7 @@ pub fn render_system(
|
|||||||
.map(|e| errors.write(TextureError::RenderFailed(e.to_string()).into()));
|
.map(|e| errors.write(TextureError::RenderFailed(e.to_string()).into()));
|
||||||
}
|
}
|
||||||
Err(e) => {
|
Err(e) => {
|
||||||
errors.write(e.into());
|
errors.write(e);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
@@ -97,11 +197,27 @@ pub fn render_system(
|
|||||||
.err()
|
.err()
|
||||||
.map(|e| errors.write(TextureError::RenderFailed(e.to_string()).into()));
|
.map(|e| errors.write(TextureError::RenderFailed(e.to_string()).into()));
|
||||||
|
|
||||||
// Copy backbuffer to main canvas and present
|
canvas.copy(&backbuffer.0, None, None).unwrap();
|
||||||
canvas
|
}
|
||||||
.copy(&backbuffer.0, None, None)
|
|
||||||
.err()
|
pub fn present_system(
|
||||||
.map(|e| errors.write(TextureError::RenderFailed(e.to_string()).into()));
|
mut canvas: NonSendMut<&mut Canvas<Window>>,
|
||||||
|
mut dirty: ResMut<RenderDirty>,
|
||||||
canvas.present();
|
backbuffer: NonSendMut<BackbufferResource>,
|
||||||
|
debug_texture: NonSendMut<DebugTextureResource>,
|
||||||
|
debug_state: Res<DebugState>,
|
||||||
|
) {
|
||||||
|
if dirty.0 {
|
||||||
|
// Copy the backbuffer to the main canvas
|
||||||
|
canvas.copy(&backbuffer.0, None, None).unwrap();
|
||||||
|
|
||||||
|
// Copy the debug texture to the canvas
|
||||||
|
if debug_state.enabled {
|
||||||
|
canvas.set_blend_mode(BlendMode::Blend);
|
||||||
|
canvas.copy(&debug_texture.0, None, None).unwrap();
|
||||||
|
}
|
||||||
|
|
||||||
|
canvas.present();
|
||||||
|
dirty.0 = false;
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
101
src/systems/stage.rs
Normal file
101
src/systems/stage.rs
Normal file
@@ -0,0 +1,101 @@
|
|||||||
|
use bevy_ecs::{
|
||||||
|
entity::Entity,
|
||||||
|
query::With,
|
||||||
|
resource::Resource,
|
||||||
|
system::{Commands, Query, ResMut},
|
||||||
|
};
|
||||||
|
use tracing::debug;
|
||||||
|
|
||||||
|
use crate::systems::{Blinking, Frozen, GhostCollider, Hidden, PlayerControlled};
|
||||||
|
|
||||||
|
#[derive(Resource, Debug, Clone, Copy)]
|
||||||
|
pub enum StartupSequence {
|
||||||
|
/// Stage 1: Text-only stage
|
||||||
|
/// - Player & ghosts are hidden
|
||||||
|
/// - READY! and PLAYER ONE text are shown
|
||||||
|
/// - Energizers do not blink
|
||||||
|
TextOnly {
|
||||||
|
/// Remaining ticks in this stage
|
||||||
|
remaining_ticks: u32,
|
||||||
|
},
|
||||||
|
/// Stage 2: Characters visible stage
|
||||||
|
/// - PLAYER ONE text is hidden, READY! text remains
|
||||||
|
/// - Ghosts and Pac-Man are now shown
|
||||||
|
CharactersVisible {
|
||||||
|
/// Remaining ticks in this stage
|
||||||
|
remaining_ticks: u32,
|
||||||
|
},
|
||||||
|
/// Stage 3: Game begins
|
||||||
|
/// - Final state, game is fully active
|
||||||
|
GameActive,
|
||||||
|
}
|
||||||
|
|
||||||
|
impl StartupSequence {
|
||||||
|
/// Creates a new StartupSequence with the specified duration in ticks
|
||||||
|
pub fn new(text_only_ticks: u32, _characters_visible_ticks: u32) -> Self {
|
||||||
|
Self::TextOnly {
|
||||||
|
remaining_ticks: text_only_ticks,
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
/// Ticks the timer by one frame, returning transition information if state changes
|
||||||
|
pub fn tick(&mut self) -> Option<(StartupSequence, StartupSequence)> {
|
||||||
|
match self {
|
||||||
|
StartupSequence::TextOnly { remaining_ticks } => {
|
||||||
|
if *remaining_ticks > 0 {
|
||||||
|
*remaining_ticks -= 1;
|
||||||
|
None
|
||||||
|
} else {
|
||||||
|
let from = *self;
|
||||||
|
*self = StartupSequence::CharactersVisible {
|
||||||
|
remaining_ticks: 60, // 1 second at 60 FPS
|
||||||
|
};
|
||||||
|
Some((from, *self))
|
||||||
|
}
|
||||||
|
}
|
||||||
|
StartupSequence::CharactersVisible { remaining_ticks } => {
|
||||||
|
if *remaining_ticks > 0 {
|
||||||
|
*remaining_ticks -= 1;
|
||||||
|
None
|
||||||
|
} else {
|
||||||
|
let from = *self;
|
||||||
|
*self = StartupSequence::GameActive;
|
||||||
|
Some((from, *self))
|
||||||
|
}
|
||||||
|
}
|
||||||
|
StartupSequence::GameActive => None,
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
/// Handles startup sequence transitions and component management
|
||||||
|
pub fn startup_stage_system(
|
||||||
|
mut startup: ResMut<StartupSequence>,
|
||||||
|
mut commands: Commands,
|
||||||
|
mut blinking_query: Query<Entity, With<Blinking>>,
|
||||||
|
mut player_query: Query<Entity, With<PlayerControlled>>,
|
||||||
|
mut ghost_query: Query<Entity, With<GhostCollider>>,
|
||||||
|
) {
|
||||||
|
if let Some((from, to)) = startup.tick() {
|
||||||
|
debug!("StartupSequence transition from {from:?} to {to:?}");
|
||||||
|
match (from, to) {
|
||||||
|
(StartupSequence::TextOnly { .. }, StartupSequence::CharactersVisible { .. }) => {
|
||||||
|
// Unhide the player & ghosts
|
||||||
|
for entity in player_query.iter_mut().chain(ghost_query.iter_mut()) {
|
||||||
|
commands.entity(entity).remove::<Hidden>();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
(StartupSequence::CharactersVisible { .. }, StartupSequence::GameActive) => {
|
||||||
|
// Unfreeze the player & ghosts & pellet blinking
|
||||||
|
for entity in player_query
|
||||||
|
.iter_mut()
|
||||||
|
.chain(ghost_query.iter_mut())
|
||||||
|
.chain(blinking_query.iter_mut())
|
||||||
|
{
|
||||||
|
commands.entity(entity).remove::<Frozen>();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
_ => {}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
33
src/systems/vulnerable.rs
Normal file
33
src/systems/vulnerable.rs
Normal file
@@ -0,0 +1,33 @@
|
|||||||
|
use bevy_ecs::{
|
||||||
|
query::With,
|
||||||
|
system::{Commands, Query, Res},
|
||||||
|
};
|
||||||
|
|
||||||
|
use crate::constants::animation::FRIGHTENED_FLASH_START_TICKS;
|
||||||
|
use crate::systems::{Ghost, GhostAnimations, GhostCollider, Vulnerable};
|
||||||
|
|
||||||
|
/// System that decrements the remaining_ticks on Vulnerable components and removes them when they reach zero
|
||||||
|
pub fn vulnerable_tick_system(
|
||||||
|
mut commands: Commands,
|
||||||
|
animations: Res<GhostAnimations>,
|
||||||
|
mut vulnerable_query: Query<(bevy_ecs::entity::Entity, &mut Vulnerable, &Ghost), With<GhostCollider>>,
|
||||||
|
) {
|
||||||
|
for (entity, mut vulnerable, ghost_type) in vulnerable_query.iter_mut() {
|
||||||
|
if vulnerable.remaining_ticks > 0 {
|
||||||
|
vulnerable.remaining_ticks -= 1;
|
||||||
|
}
|
||||||
|
|
||||||
|
// When 2 seconds are remaining, start flashing
|
||||||
|
if vulnerable.remaining_ticks == FRIGHTENED_FLASH_START_TICKS {
|
||||||
|
if let Some(animation_set) = animations.0.get(ghost_type) {
|
||||||
|
if let Some(animation) = animation_set.frightened_flashing() {
|
||||||
|
commands.entity(entity).insert(animation.clone());
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
if vulnerable.remaining_ticks == 0 {
|
||||||
|
commands.entity(entity).remove::<Vulnerable>();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
@@ -1,16 +1,26 @@
|
|||||||
|
use smallvec::SmallVec;
|
||||||
|
|
||||||
use crate::error::{AnimatedTextureError, GameError, GameResult, TextureError};
|
use crate::error::{AnimatedTextureError, GameError, GameResult, TextureError};
|
||||||
use crate::texture::sprite::AtlasTile;
|
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)]
|
#[derive(Debug, Clone)]
|
||||||
pub struct AnimatedTexture {
|
pub struct AnimatedTexture {
|
||||||
tiles: Vec<AtlasTile>,
|
/// Sequence of sprite tiles that make up the animation frames
|
||||||
|
tiles: SmallVec<[AtlasTile; 4]>,
|
||||||
|
/// Duration each frame should be displayed (in seconds)
|
||||||
frame_duration: f32,
|
frame_duration: f32,
|
||||||
|
/// Index of the currently active frame in the tiles vector
|
||||||
current_frame: usize,
|
current_frame: usize,
|
||||||
|
/// Accumulated time since the last frame change (for smooth timing)
|
||||||
time_bank: f32,
|
time_bank: f32,
|
||||||
}
|
}
|
||||||
|
|
||||||
impl AnimatedTexture {
|
impl AnimatedTexture {
|
||||||
pub fn new(tiles: Vec<AtlasTile>, frame_duration: f32) -> GameResult<Self> {
|
pub fn new(tiles: SmallVec<[AtlasTile; 4]>, frame_duration: f32) -> GameResult<Self> {
|
||||||
if frame_duration <= 0.0 {
|
if frame_duration <= 0.0 {
|
||||||
return Err(GameError::Texture(TextureError::Animated(
|
return Err(GameError::Texture(TextureError::Animated(
|
||||||
AnimatedTextureError::InvalidFrameDuration(frame_duration),
|
AnimatedTextureError::InvalidFrameDuration(frame_duration),
|
||||||
@@ -25,6 +35,16 @@ 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) {
|
pub fn tick(&mut self, dt: f32) {
|
||||||
self.time_bank += dt;
|
self.time_bank += dt;
|
||||||
while self.time_bank >= self.frame_duration {
|
while self.time_bank >= self.frame_duration {
|
||||||
|
|||||||
@@ -3,25 +3,24 @@ use glam::U16Vec2;
|
|||||||
use sdl2::pixels::Color;
|
use sdl2::pixels::Color;
|
||||||
use sdl2::rect::Rect;
|
use sdl2::rect::Rect;
|
||||||
use sdl2::render::{Canvas, RenderTarget, Texture};
|
use sdl2::render::{Canvas, RenderTarget, Texture};
|
||||||
use serde::Deserialize;
|
|
||||||
use std::collections::HashMap;
|
use std::collections::HashMap;
|
||||||
|
|
||||||
use crate::error::TextureError;
|
use crate::error::TextureError;
|
||||||
|
|
||||||
#[derive(Clone, Debug, Deserialize)]
|
/// Atlas frame mapping data loaded from JSON metadata files.
|
||||||
|
#[derive(Clone, Debug)]
|
||||||
pub struct AtlasMapper {
|
pub struct AtlasMapper {
|
||||||
|
/// Mapping from sprite name to frame bounds within the atlas texture
|
||||||
pub frames: HashMap<String, MapperFrame>,
|
pub frames: HashMap<String, MapperFrame>,
|
||||||
}
|
}
|
||||||
|
|
||||||
#[derive(Copy, Clone, Debug, Deserialize)]
|
#[derive(Copy, Clone, Debug)]
|
||||||
pub struct MapperFrame {
|
pub struct MapperFrame {
|
||||||
pub x: u16,
|
pub pos: U16Vec2,
|
||||||
pub y: u16,
|
pub size: U16Vec2,
|
||||||
pub width: u16,
|
|
||||||
pub height: u16,
|
|
||||||
}
|
}
|
||||||
|
|
||||||
#[derive(Copy, Clone, Debug)]
|
#[derive(Copy, Clone, Debug, PartialEq)]
|
||||||
pub struct AtlasTile {
|
pub struct AtlasTile {
|
||||||
pub pos: U16Vec2,
|
pub pos: U16Vec2,
|
||||||
pub size: U16Vec2,
|
pub size: U16Vec2,
|
||||||
@@ -30,7 +29,7 @@ pub struct AtlasTile {
|
|||||||
|
|
||||||
impl AtlasTile {
|
impl AtlasTile {
|
||||||
pub fn render<C: RenderTarget>(
|
pub fn render<C: RenderTarget>(
|
||||||
&mut self,
|
&self,
|
||||||
canvas: &mut Canvas<C>,
|
canvas: &mut Canvas<C>,
|
||||||
atlas: &mut SpriteAtlas,
|
atlas: &mut SpriteAtlas,
|
||||||
dest: Rect,
|
dest: Rect,
|
||||||
@@ -41,7 +40,7 @@ impl AtlasTile {
|
|||||||
}
|
}
|
||||||
|
|
||||||
pub fn render_with_color<C: RenderTarget>(
|
pub fn render_with_color<C: RenderTarget>(
|
||||||
&mut self,
|
&self,
|
||||||
canvas: &mut Canvas<C>,
|
canvas: &mut Canvas<C>,
|
||||||
atlas: &mut SpriteAtlas,
|
atlas: &mut SpriteAtlas,
|
||||||
dest: Rect,
|
dest: Rect,
|
||||||
@@ -72,10 +71,19 @@ 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 {
|
pub struct SpriteAtlas {
|
||||||
|
/// The combined texture containing all sprite frames
|
||||||
texture: Texture<'static>,
|
texture: Texture<'static>,
|
||||||
|
/// Mapping from sprite names to their pixel coordinates within the texture
|
||||||
tiles: HashMap<String, MapperFrame>,
|
tiles: HashMap<String, MapperFrame>,
|
||||||
default_color: Option<Color>,
|
default_color: Option<Color>,
|
||||||
|
/// Cached color modulation state to avoid redundant SDL2 calls
|
||||||
last_modulation: Option<Color>,
|
last_modulation: Option<Color>,
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -89,10 +97,16 @@ 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> {
|
pub fn get_tile(&self, name: &str) -> Option<AtlasTile> {
|
||||||
self.tiles.get(name).map(|frame| AtlasTile {
|
self.tiles.get(name).map(|frame| AtlasTile {
|
||||||
pos: U16Vec2::new(frame.x, frame.y),
|
pos: frame.pos,
|
||||||
size: U16Vec2::new(frame.width, frame.height),
|
size: frame.size,
|
||||||
color: None,
|
color: None,
|
||||||
})
|
})
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -10,10 +10,20 @@
|
|||||||
//!
|
//!
|
||||||
//! ```rust
|
//! ```rust
|
||||||
//! use pacman::texture::text::TextTexture;
|
//! use pacman::texture::text::TextTexture;
|
||||||
|
//! use sdl2::pixels::Color;
|
||||||
//!
|
//!
|
||||||
//! // Create a text texture with 1.0 scale (8x8 pixels per character)
|
//! // Create a text texture with 1.0 scale (8x8 pixels per character)
|
||||||
//! let mut text_renderer = TextTexture::new(1.0);
|
//! let mut text_renderer = TextTexture::new(1.0);
|
||||||
//!
|
//!
|
||||||
|
//! // Set default color for all text
|
||||||
|
//! text_renderer.set_color(Color::WHITE);
|
||||||
|
//!
|
||||||
|
//! // Render text with default color
|
||||||
|
//! text_renderer.render(&mut canvas, &mut atlas, "Hello", position)?;
|
||||||
|
//!
|
||||||
|
//! // Render text with specific color
|
||||||
|
//! text_renderer.render_with_color(&mut canvas, &mut atlas, "World", position, Color::YELLOW)?;
|
||||||
|
//!
|
||||||
//! // Set scale for larger text
|
//! // Set scale for larger text
|
||||||
//! text_renderer.set_scale(2.0);
|
//! text_renderer.set_scale(2.0);
|
||||||
//!
|
//!
|
||||||
@@ -46,6 +56,7 @@
|
|||||||
use anyhow::Result;
|
use anyhow::Result;
|
||||||
use glam::UVec2;
|
use glam::UVec2;
|
||||||
|
|
||||||
|
use sdl2::pixels::Color;
|
||||||
use sdl2::render::{Canvas, RenderTarget};
|
use sdl2::render::{Canvas, RenderTarget};
|
||||||
use std::collections::HashMap;
|
use std::collections::HashMap;
|
||||||
|
|
||||||
@@ -79,6 +90,7 @@ fn char_to_tile_name(c: char) -> Option<String> {
|
|||||||
pub struct TextTexture {
|
pub struct TextTexture {
|
||||||
char_map: HashMap<char, AtlasTile>,
|
char_map: HashMap<char, AtlasTile>,
|
||||||
scale: f32,
|
scale: f32,
|
||||||
|
default_color: Option<Color>,
|
||||||
}
|
}
|
||||||
|
|
||||||
impl Default for TextTexture {
|
impl Default for TextTexture {
|
||||||
@@ -86,6 +98,7 @@ impl Default for TextTexture {
|
|||||||
Self {
|
Self {
|
||||||
scale: 1.0,
|
scale: 1.0,
|
||||||
char_map: Default::default(),
|
char_map: Default::default(),
|
||||||
|
default_color: None,
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
@@ -103,9 +116,9 @@ impl TextTexture {
|
|||||||
&self.char_map
|
&self.char_map
|
||||||
}
|
}
|
||||||
|
|
||||||
pub fn get_tile(&mut self, c: char, atlas: &mut SpriteAtlas) -> Result<Option<&mut AtlasTile>> {
|
pub fn get_tile(&mut self, c: char, atlas: &mut SpriteAtlas) -> Result<Option<&AtlasTile>> {
|
||||||
if self.char_map.contains_key(&c) {
|
if self.char_map.contains_key(&c) {
|
||||||
return Ok(self.char_map.get_mut(&c));
|
return Ok(self.char_map.get(&c));
|
||||||
}
|
}
|
||||||
|
|
||||||
if let Some(tile_name) = char_to_tile_name(c) {
|
if let Some(tile_name) = char_to_tile_name(c) {
|
||||||
@@ -113,19 +126,32 @@ impl TextTexture {
|
|||||||
.get_tile(&tile_name)
|
.get_tile(&tile_name)
|
||||||
.ok_or(GameError::Texture(TextureError::AtlasTileNotFound(tile_name)))?;
|
.ok_or(GameError::Texture(TextureError::AtlasTileNotFound(tile_name)))?;
|
||||||
self.char_map.insert(c, tile);
|
self.char_map.insert(c, tile);
|
||||||
Ok(self.char_map.get_mut(&c))
|
Ok(self.char_map.get(&c))
|
||||||
} else {
|
} else {
|
||||||
Ok(None)
|
Ok(None)
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
/// Renders a string of text at the given position.
|
/// Renders a string of text at the given position using the default color.
|
||||||
pub fn render<C: RenderTarget>(
|
pub fn render<C: RenderTarget>(
|
||||||
&mut self,
|
&mut self,
|
||||||
canvas: &mut Canvas<C>,
|
canvas: &mut Canvas<C>,
|
||||||
atlas: &mut SpriteAtlas,
|
atlas: &mut SpriteAtlas,
|
||||||
text: &str,
|
text: &str,
|
||||||
position: UVec2,
|
position: UVec2,
|
||||||
|
) -> Result<()> {
|
||||||
|
let color = self.default_color.unwrap_or(Color::WHITE);
|
||||||
|
self.render_with_color(canvas, atlas, text, position, color)
|
||||||
|
}
|
||||||
|
|
||||||
|
/// Renders a string of text at the given position with a specific color.
|
||||||
|
pub fn render_with_color<C: RenderTarget>(
|
||||||
|
&mut self,
|
||||||
|
canvas: &mut Canvas<C>,
|
||||||
|
atlas: &mut SpriteAtlas,
|
||||||
|
text: &str,
|
||||||
|
position: UVec2,
|
||||||
|
color: Color,
|
||||||
) -> Result<()> {
|
) -> Result<()> {
|
||||||
let mut x_offset = 0;
|
let mut x_offset = 0;
|
||||||
let char_width = (8.0 * self.scale) as u32;
|
let char_width = (8.0 * self.scale) as u32;
|
||||||
@@ -134,9 +160,9 @@ impl TextTexture {
|
|||||||
for c in text.chars() {
|
for c in text.chars() {
|
||||||
// Get the tile from the char_map, or insert it if it doesn't exist
|
// Get the tile from the char_map, or insert it if it doesn't exist
|
||||||
if let Some(tile) = self.get_tile(c, atlas)? {
|
if let Some(tile) = self.get_tile(c, atlas)? {
|
||||||
// Render the tile if it exists
|
// Render the tile with the specified color
|
||||||
let dest = sdl2::rect::Rect::new((position.x + x_offset) as i32, position.y as i32, char_width, char_height);
|
let dest = sdl2::rect::Rect::new((position.x + x_offset) as i32, position.y as i32, char_width, char_height);
|
||||||
tile.render(canvas, atlas, dest)?;
|
tile.render_with_color(canvas, atlas, dest, color)?;
|
||||||
}
|
}
|
||||||
|
|
||||||
// Always advance x_offset for all characters (including spaces)
|
// Always advance x_offset for all characters (including spaces)
|
||||||
@@ -146,6 +172,16 @@ impl TextTexture {
|
|||||||
Ok(())
|
Ok(())
|
||||||
}
|
}
|
||||||
|
|
||||||
|
/// Sets the default color for text rendering.
|
||||||
|
pub fn set_color(&mut self, color: Color) {
|
||||||
|
self.default_color = Some(color);
|
||||||
|
}
|
||||||
|
|
||||||
|
/// Gets the current default color.
|
||||||
|
pub fn color(&self) -> Option<Color> {
|
||||||
|
self.default_color
|
||||||
|
}
|
||||||
|
|
||||||
/// Sets the scale for text rendering.
|
/// Sets the scale for text rendering.
|
||||||
pub fn set_scale(&mut self, scale: f32) {
|
pub fn set_scale(&mut self, scale: f32) {
|
||||||
self.scale = scale;
|
self.scale = scale;
|
||||||
|
|||||||
@@ -3,6 +3,7 @@ use pacman::error::{AnimatedTextureError, GameError, TextureError};
|
|||||||
use pacman::texture::animated::AnimatedTexture;
|
use pacman::texture::animated::AnimatedTexture;
|
||||||
use pacman::texture::sprite::AtlasTile;
|
use pacman::texture::sprite::AtlasTile;
|
||||||
use sdl2::pixels::Color;
|
use sdl2::pixels::Color;
|
||||||
|
use smallvec::smallvec;
|
||||||
|
|
||||||
fn mock_atlas_tile(id: u32) -> AtlasTile {
|
fn mock_atlas_tile(id: u32) -> AtlasTile {
|
||||||
AtlasTile {
|
AtlasTile {
|
||||||
@@ -14,7 +15,7 @@ fn mock_atlas_tile(id: u32) -> AtlasTile {
|
|||||||
|
|
||||||
#[test]
|
#[test]
|
||||||
fn test_animated_texture_creation_errors() {
|
fn test_animated_texture_creation_errors() {
|
||||||
let tiles = vec![mock_atlas_tile(1), mock_atlas_tile(2)];
|
let tiles = smallvec![mock_atlas_tile(1), mock_atlas_tile(2)];
|
||||||
|
|
||||||
assert!(matches!(
|
assert!(matches!(
|
||||||
AnimatedTexture::new(tiles.clone(), 0.0).unwrap_err(),
|
AnimatedTexture::new(tiles.clone(), 0.0).unwrap_err(),
|
||||||
@@ -29,7 +30,7 @@ fn test_animated_texture_creation_errors() {
|
|||||||
|
|
||||||
#[test]
|
#[test]
|
||||||
fn test_animated_texture_advancement() {
|
fn test_animated_texture_advancement() {
|
||||||
let tiles = vec![mock_atlas_tile(1), mock_atlas_tile(2), mock_atlas_tile(3)];
|
let tiles = smallvec![mock_atlas_tile(1), mock_atlas_tile(2), mock_atlas_tile(3)];
|
||||||
let mut texture = AnimatedTexture::new(tiles, 0.1).unwrap();
|
let mut texture = AnimatedTexture::new(tiles, 0.1).unwrap();
|
||||||
|
|
||||||
assert_eq!(texture.current_frame(), 0);
|
assert_eq!(texture.current_frame(), 0);
|
||||||
@@ -41,7 +42,7 @@ fn test_animated_texture_advancement() {
|
|||||||
|
|
||||||
#[test]
|
#[test]
|
||||||
fn test_animated_texture_wrap_around() {
|
fn test_animated_texture_wrap_around() {
|
||||||
let tiles = vec![mock_atlas_tile(1), mock_atlas_tile(2)];
|
let tiles = smallvec![mock_atlas_tile(1), mock_atlas_tile(2)];
|
||||||
let mut texture = AnimatedTexture::new(tiles, 0.1).unwrap();
|
let mut texture = AnimatedTexture::new(tiles, 0.1).unwrap();
|
||||||
|
|
||||||
texture.tick(0.1);
|
texture.tick(0.1);
|
||||||
@@ -53,7 +54,7 @@ fn test_animated_texture_wrap_around() {
|
|||||||
|
|
||||||
#[test]
|
#[test]
|
||||||
fn test_animated_texture_single_frame() {
|
fn test_animated_texture_single_frame() {
|
||||||
let tiles = vec![mock_atlas_tile(1)];
|
let tiles = smallvec![mock_atlas_tile(1)];
|
||||||
let mut texture = AnimatedTexture::new(tiles, 0.1).unwrap();
|
let mut texture = AnimatedTexture::new(tiles, 0.1).unwrap();
|
||||||
|
|
||||||
texture.tick(0.1);
|
texture.tick(0.1);
|
||||||
|
|||||||
@@ -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);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
149
tests/collision.rs
Normal file
149
tests/collision.rs
Normal file
@@ -0,0 +1,149 @@
|
|||||||
|
use bevy_ecs::{entity::Entity, event::Events, system::RunSystemOnce, world::World};
|
||||||
|
|
||||||
|
use pacman::{
|
||||||
|
error::GameError,
|
||||||
|
events::GameEvent,
|
||||||
|
map::builder::Map,
|
||||||
|
systems::{
|
||||||
|
check_collision, collision_system, Collider, EntityType, Ghost, GhostCollider, ItemCollider, NodeId, PacmanCollider,
|
||||||
|
Position,
|
||||||
|
},
|
||||||
|
};
|
||||||
|
|
||||||
|
fn create_test_world() -> World {
|
||||||
|
let mut world = World::new();
|
||||||
|
|
||||||
|
// Add required resources
|
||||||
|
world.insert_resource(Events::<GameEvent>::default());
|
||||||
|
world.insert_resource(Events::<GameError>::default());
|
||||||
|
|
||||||
|
// Add a minimal test map
|
||||||
|
world.insert_resource(create_test_map());
|
||||||
|
|
||||||
|
world
|
||||||
|
}
|
||||||
|
|
||||||
|
fn create_test_map() -> Map {
|
||||||
|
use pacman::constants::RAW_BOARD;
|
||||||
|
Map::new(RAW_BOARD).expect("Failed to create test map")
|
||||||
|
}
|
||||||
|
|
||||||
|
fn spawn_test_pacman(world: &mut World) -> Entity {
|
||||||
|
world
|
||||||
|
.spawn((Position::Stopped { node: 0 }, Collider { size: 10.0 }, PacmanCollider))
|
||||||
|
.id()
|
||||||
|
}
|
||||||
|
|
||||||
|
fn spawn_test_item(world: &mut World) -> Entity {
|
||||||
|
world
|
||||||
|
.spawn((
|
||||||
|
Position::Stopped { node: 0 },
|
||||||
|
Collider { size: 8.0 },
|
||||||
|
ItemCollider,
|
||||||
|
EntityType::Pellet,
|
||||||
|
))
|
||||||
|
.id()
|
||||||
|
}
|
||||||
|
|
||||||
|
fn spawn_test_ghost(world: &mut World) -> Entity {
|
||||||
|
world
|
||||||
|
.spawn((
|
||||||
|
Position::Stopped { node: 0 },
|
||||||
|
Collider { size: 12.0 },
|
||||||
|
GhostCollider,
|
||||||
|
Ghost::Blinky,
|
||||||
|
EntityType::Ghost,
|
||||||
|
))
|
||||||
|
.id()
|
||||||
|
}
|
||||||
|
|
||||||
|
fn spawn_test_ghost_at_node(world: &mut World, node: usize) -> Entity {
|
||||||
|
world
|
||||||
|
.spawn((
|
||||||
|
Position::Stopped { node: node as NodeId },
|
||||||
|
Collider { size: 12.0 },
|
||||||
|
GhostCollider,
|
||||||
|
Ghost::Blinky,
|
||||||
|
EntityType::Ghost,
|
||||||
|
))
|
||||||
|
.id()
|
||||||
|
}
|
||||||
|
|
||||||
|
#[test]
|
||||||
|
fn test_collider_collision_detection() {
|
||||||
|
let collider1 = Collider { size: 10.0 };
|
||||||
|
let collider2 = Collider { size: 8.0 };
|
||||||
|
|
||||||
|
// Test collision detection
|
||||||
|
assert!(collider1.collides_with(collider2.size, 5.0)); // Should collide (distance < 9.0)
|
||||||
|
assert!(!collider1.collides_with(collider2.size, 15.0)); // Should not collide (distance > 9.0)
|
||||||
|
}
|
||||||
|
|
||||||
|
#[test]
|
||||||
|
fn test_check_collision_helper() {
|
||||||
|
let map = create_test_map();
|
||||||
|
let pos1 = Position::Stopped { node: 0 };
|
||||||
|
let pos2 = Position::Stopped { node: 0 }; // Same position
|
||||||
|
let collider1 = Collider { size: 10.0 };
|
||||||
|
let collider2 = Collider { size: 8.0 };
|
||||||
|
|
||||||
|
// Test collision at same position
|
||||||
|
let result = check_collision(&pos1, &collider1, &pos2, &collider2, &map);
|
||||||
|
assert!(result.is_ok());
|
||||||
|
assert!(result.unwrap()); // Should collide at same position
|
||||||
|
|
||||||
|
// Test collision at different positions
|
||||||
|
let pos3 = Position::Stopped { node: 1 }; // Different position
|
||||||
|
let result = check_collision(&pos1, &collider1, &pos3, &collider2, &map);
|
||||||
|
assert!(result.is_ok());
|
||||||
|
// May or may not collide depending on actual node positions
|
||||||
|
}
|
||||||
|
|
||||||
|
#[test]
|
||||||
|
fn test_collision_system_pacman_item() {
|
||||||
|
let mut world = create_test_world();
|
||||||
|
let _pacman = spawn_test_pacman(&mut world);
|
||||||
|
let _item = spawn_test_item(&mut world);
|
||||||
|
|
||||||
|
// Run collision system - should not panic
|
||||||
|
world
|
||||||
|
.run_system_once(collision_system)
|
||||||
|
.expect("System should run successfully");
|
||||||
|
}
|
||||||
|
|
||||||
|
#[test]
|
||||||
|
fn test_collision_system_pacman_ghost() {
|
||||||
|
let mut world = create_test_world();
|
||||||
|
let _pacman = spawn_test_pacman(&mut world);
|
||||||
|
let _ghost = spawn_test_ghost(&mut world);
|
||||||
|
|
||||||
|
// Run collision system - should not panic
|
||||||
|
world
|
||||||
|
.run_system_once(collision_system)
|
||||||
|
.expect("System should run successfully");
|
||||||
|
}
|
||||||
|
|
||||||
|
#[test]
|
||||||
|
fn test_collision_system_no_collision() {
|
||||||
|
let mut world = create_test_world();
|
||||||
|
let _pacman = spawn_test_pacman(&mut world);
|
||||||
|
let _ghost = spawn_test_ghost_at_node(&mut world, 1); // Different node
|
||||||
|
|
||||||
|
// Run collision system - should not panic
|
||||||
|
world
|
||||||
|
.run_system_once(collision_system)
|
||||||
|
.expect("System should run successfully");
|
||||||
|
}
|
||||||
|
|
||||||
|
#[test]
|
||||||
|
fn test_collision_system_multiple_entities() {
|
||||||
|
let mut world = create_test_world();
|
||||||
|
let _pacman = spawn_test_pacman(&mut world);
|
||||||
|
let _item = spawn_test_item(&mut world);
|
||||||
|
let _ghost = spawn_test_ghost(&mut world);
|
||||||
|
|
||||||
|
// Run collision system - should not panic
|
||||||
|
world
|
||||||
|
.run_system_once(collision_system)
|
||||||
|
.expect("System should run successfully");
|
||||||
|
}
|
||||||
@@ -28,7 +28,7 @@ pub fn setup_sdl() -> Result<(Canvas<Window>, TextureCreator<WindowContext>, Sdl
|
|||||||
|
|
||||||
pub fn create_atlas(canvas: &mut sdl2::render::Canvas<sdl2::video::Window>) -> SpriteAtlas {
|
pub fn create_atlas(canvas: &mut sdl2::render::Canvas<sdl2::video::Window>) -> SpriteAtlas {
|
||||||
let texture_creator = canvas.texture_creator();
|
let texture_creator = canvas.texture_creator();
|
||||||
let atlas_bytes = get_asset_bytes(Asset::Atlas).unwrap();
|
let atlas_bytes = get_asset_bytes(Asset::AtlasImage).unwrap();
|
||||||
|
|
||||||
let texture = texture_creator.load_texture_bytes(&atlas_bytes).unwrap();
|
let texture = texture_creator.load_texture_bytes(&atlas_bytes).unwrap();
|
||||||
let texture: Texture<'static> = unsafe { std::mem::transmute(texture) };
|
let texture: Texture<'static> = unsafe { std::mem::transmute(texture) };
|
||||||
|
|||||||
@@ -2,27 +2,34 @@ use pacman::constants::*;
|
|||||||
|
|
||||||
#[test]
|
#[test]
|
||||||
fn test_raw_board_structure() {
|
fn test_raw_board_structure() {
|
||||||
|
// Test board dimensions match expected size
|
||||||
assert_eq!(RAW_BOARD.len(), BOARD_CELL_SIZE.y as usize);
|
assert_eq!(RAW_BOARD.len(), BOARD_CELL_SIZE.y as usize);
|
||||||
|
|
||||||
for row in RAW_BOARD.iter() {
|
for row in RAW_BOARD.iter() {
|
||||||
assert_eq!(row.len(), BOARD_CELL_SIZE.x as usize);
|
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[0].chars().all(|c| c == '#'));
|
||||||
assert!(RAW_BOARD[RAW_BOARD.len() - 1].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]
|
#[test]
|
||||||
fn test_raw_board_content() {
|
fn test_raw_board_contains_required_elements() {
|
||||||
let power_pellet_count = RAW_BOARD.iter().flat_map(|row| row.chars()).filter(|&c| c == 'o').count();
|
// Test that essential game elements are present
|
||||||
assert_eq!(power_pellet_count, 4);
|
assert!(
|
||||||
|
RAW_BOARD.iter().any(|row| row.contains('X')),
|
||||||
assert!(RAW_BOARD.iter().any(|row| row.contains('X')));
|
"Board should contain Pac-Man start position"
|
||||||
assert!(RAW_BOARD.iter().any(|row| row.contains("==")));
|
);
|
||||||
|
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 glam::I8Vec2;
|
||||||
use pacman::entity::direction::*;
|
use pacman::map::direction::*;
|
||||||
|
|
||||||
#[test]
|
#[test]
|
||||||
fn test_direction_opposite() {
|
fn test_direction_opposite() {
|
||||||
@@ -18,14 +18,14 @@ fn test_direction_opposite() {
|
|||||||
#[test]
|
#[test]
|
||||||
fn test_direction_as_ivec2() {
|
fn test_direction_as_ivec2() {
|
||||||
let test_cases = [
|
let test_cases = [
|
||||||
(Direction::Up, -IVec2::Y),
|
(Direction::Up, -I8Vec2::Y),
|
||||||
(Direction::Down, IVec2::Y),
|
(Direction::Down, I8Vec2::Y),
|
||||||
(Direction::Left, -IVec2::X),
|
(Direction::Left, -I8Vec2::X),
|
||||||
(Direction::Right, IVec2::X),
|
(Direction::Right, I8Vec2::X),
|
||||||
];
|
];
|
||||||
|
|
||||||
for (dir, expected) in test_cases {
|
for (dir, expected) in test_cases {
|
||||||
assert_eq!(dir.as_ivec2(), expected);
|
assert_eq!(dir.as_ivec2(), expected);
|
||||||
assert_eq!(IVec2::from(dir), expected);
|
assert_eq!(I8Vec2::from(dir), expected);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
158
tests/error.rs
Normal file
158
tests/error.rs
Normal file
@@ -0,0 +1,158 @@
|
|||||||
|
use pacman::error::{
|
||||||
|
AnimatedTextureError, AssetError, EntityError, GameError, GameResult, IntoGameError, MapError, OptionExt, ParseError,
|
||||||
|
ResultExt, TextureError,
|
||||||
|
};
|
||||||
|
use std::io;
|
||||||
|
|
||||||
|
#[test]
|
||||||
|
fn test_game_error_from_asset_error() {
|
||||||
|
let asset_error = AssetError::NotFound("test.png".to_string());
|
||||||
|
let game_error: GameError = asset_error.into();
|
||||||
|
assert!(matches!(game_error, GameError::Asset(_)));
|
||||||
|
}
|
||||||
|
|
||||||
|
#[test]
|
||||||
|
fn test_game_error_from_parse_error() {
|
||||||
|
let parse_error = ParseError::UnknownCharacter('Z');
|
||||||
|
let game_error: GameError = parse_error.into();
|
||||||
|
assert!(matches!(game_error, GameError::MapParse(_)));
|
||||||
|
}
|
||||||
|
|
||||||
|
#[test]
|
||||||
|
fn test_game_error_from_map_error() {
|
||||||
|
let map_error = MapError::NodeNotFound(42);
|
||||||
|
let game_error: GameError = map_error.into();
|
||||||
|
assert!(matches!(game_error, GameError::Map(_)));
|
||||||
|
}
|
||||||
|
|
||||||
|
#[test]
|
||||||
|
fn test_game_error_from_texture_error() {
|
||||||
|
let texture_error = TextureError::LoadFailed("Failed to load".to_string());
|
||||||
|
let game_error: GameError = texture_error.into();
|
||||||
|
assert!(matches!(game_error, GameError::Texture(_)));
|
||||||
|
}
|
||||||
|
|
||||||
|
#[test]
|
||||||
|
fn test_game_error_from_entity_error() {
|
||||||
|
let entity_error = EntityError::NodeNotFound(10);
|
||||||
|
let game_error: GameError = entity_error.into();
|
||||||
|
assert!(matches!(game_error, GameError::Entity(_)));
|
||||||
|
}
|
||||||
|
|
||||||
|
#[test]
|
||||||
|
fn test_game_error_from_io_error() {
|
||||||
|
let io_error = io::Error::new(io::ErrorKind::NotFound, "File not found");
|
||||||
|
let game_error: GameError = io_error.into();
|
||||||
|
assert!(matches!(game_error, GameError::Io(_)));
|
||||||
|
}
|
||||||
|
|
||||||
|
#[test]
|
||||||
|
fn test_texture_error_from_animated_error() {
|
||||||
|
let animated_error = AnimatedTextureError::InvalidFrameDuration(-1.0);
|
||||||
|
let texture_error: TextureError = animated_error.into();
|
||||||
|
assert!(matches!(texture_error, TextureError::Animated(_)));
|
||||||
|
}
|
||||||
|
|
||||||
|
#[test]
|
||||||
|
fn test_asset_error_from_io_error() {
|
||||||
|
let io_error = io::Error::new(io::ErrorKind::PermissionDenied, "Permission denied");
|
||||||
|
let asset_error: AssetError = io_error.into();
|
||||||
|
assert!(matches!(asset_error, AssetError::Io(_)));
|
||||||
|
}
|
||||||
|
|
||||||
|
#[test]
|
||||||
|
fn test_parse_error_display() {
|
||||||
|
let error = ParseError::UnknownCharacter('!');
|
||||||
|
assert_eq!(error.to_string(), "Unknown character in board: !");
|
||||||
|
|
||||||
|
let error = ParseError::InvalidHouseDoorCount(3);
|
||||||
|
assert_eq!(error.to_string(), "House door must have exactly 2 positions, found 3");
|
||||||
|
}
|
||||||
|
|
||||||
|
#[test]
|
||||||
|
fn test_entity_error_display() {
|
||||||
|
let error = EntityError::NodeNotFound(42);
|
||||||
|
assert_eq!(error.to_string(), "Node not found in graph: 42");
|
||||||
|
|
||||||
|
let error = EntityError::EdgeNotFound { from: 1, to: 2 };
|
||||||
|
assert_eq!(error.to_string(), "Edge not found: from 1 to 2");
|
||||||
|
}
|
||||||
|
|
||||||
|
#[test]
|
||||||
|
fn test_animated_texture_error_display() {
|
||||||
|
let error = AnimatedTextureError::InvalidFrameDuration(0.0);
|
||||||
|
assert_eq!(error.to_string(), "Frame duration must be positive, got 0");
|
||||||
|
}
|
||||||
|
|
||||||
|
#[test]
|
||||||
|
fn test_into_game_error_trait() {
|
||||||
|
let result: Result<i32, io::Error> = Err(io::Error::new(io::ErrorKind::Other, "test error"));
|
||||||
|
let game_result: GameResult<i32> = result.into_game_error();
|
||||||
|
|
||||||
|
assert!(game_result.is_err());
|
||||||
|
if let Err(GameError::InvalidState(msg)) = game_result {
|
||||||
|
assert!(msg.contains("test error"));
|
||||||
|
} else {
|
||||||
|
panic!("Expected InvalidState error");
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
#[test]
|
||||||
|
fn test_into_game_error_trait_success() {
|
||||||
|
let result: Result<i32, io::Error> = Ok(42);
|
||||||
|
let game_result: GameResult<i32> = result.into_game_error();
|
||||||
|
|
||||||
|
assert_eq!(game_result.unwrap(), 42);
|
||||||
|
}
|
||||||
|
|
||||||
|
#[test]
|
||||||
|
fn test_option_ext_some() {
|
||||||
|
let option: Option<i32> = Some(42);
|
||||||
|
let result: GameResult<i32> = option.ok_or_game_error(|| GameError::InvalidState("Not found".to_string()));
|
||||||
|
|
||||||
|
assert_eq!(result.unwrap(), 42);
|
||||||
|
}
|
||||||
|
|
||||||
|
#[test]
|
||||||
|
fn test_option_ext_none() {
|
||||||
|
let option: Option<i32> = None;
|
||||||
|
let result: GameResult<i32> = option.ok_or_game_error(|| GameError::InvalidState("Not found".to_string()));
|
||||||
|
|
||||||
|
assert!(result.is_err());
|
||||||
|
if let Err(GameError::InvalidState(msg)) = result {
|
||||||
|
assert_eq!(msg, "Not found");
|
||||||
|
} else {
|
||||||
|
panic!("Expected InvalidState error");
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
#[test]
|
||||||
|
fn test_result_ext_success() {
|
||||||
|
let result: Result<i32, io::Error> = Ok(42);
|
||||||
|
let game_result: GameResult<i32> = result.with_context(|_| GameError::InvalidState("Context".to_string()));
|
||||||
|
|
||||||
|
assert_eq!(game_result.unwrap(), 42);
|
||||||
|
}
|
||||||
|
|
||||||
|
#[test]
|
||||||
|
fn test_result_ext_error() {
|
||||||
|
let result: Result<i32, io::Error> = Err(io::Error::new(io::ErrorKind::Other, "original error"));
|
||||||
|
let game_result: GameResult<i32> = result.with_context(|_| GameError::InvalidState("Context error".to_string()));
|
||||||
|
|
||||||
|
assert!(game_result.is_err());
|
||||||
|
if let Err(GameError::InvalidState(msg)) = game_result {
|
||||||
|
assert_eq!(msg, "Context error");
|
||||||
|
} else {
|
||||||
|
panic!("Expected InvalidState error");
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
#[test]
|
||||||
|
fn test_error_chain_conversions() {
|
||||||
|
// Test that we can convert through multiple levels
|
||||||
|
let animated_error = AnimatedTextureError::InvalidFrameDuration(-5.0);
|
||||||
|
let texture_error: TextureError = animated_error.into();
|
||||||
|
let game_error: GameError = texture_error.into();
|
||||||
|
|
||||||
|
assert!(matches!(game_error, GameError::Texture(TextureError::Animated(_))));
|
||||||
|
}
|
||||||
19
tests/events.rs
Normal file
19
tests/events.rs
Normal file
@@ -0,0 +1,19 @@
|
|||||||
|
use pacman::events::{GameCommand, GameEvent};
|
||||||
|
use pacman::map::direction::Direction;
|
||||||
|
|
||||||
|
#[test]
|
||||||
|
fn test_game_command_to_game_event_conversion_all_variants() {
|
||||||
|
let commands = vec![
|
||||||
|
GameCommand::Exit,
|
||||||
|
GameCommand::MovePlayer(Direction::Up),
|
||||||
|
GameCommand::ToggleDebug,
|
||||||
|
GameCommand::MuteAudio,
|
||||||
|
GameCommand::ResetLevel,
|
||||||
|
GameCommand::TogglePause,
|
||||||
|
];
|
||||||
|
|
||||||
|
for command in commands {
|
||||||
|
let event: GameEvent = command.into();
|
||||||
|
assert_eq!(event, GameEvent::Command(command));
|
||||||
|
}
|
||||||
|
}
|
||||||
165
tests/formatting.rs
Normal file
165
tests/formatting.rs
Normal file
@@ -0,0 +1,165 @@
|
|||||||
|
use pacman::systems::profiling::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_complex_formatting_alignment() {
|
||||||
|
let mut colon_positions = vec![];
|
||||||
|
let mut first_decimal_positions = vec![];
|
||||||
|
let mut second_decimal_positions = vec![];
|
||||||
|
let mut first_unit_positions = vec![];
|
||||||
|
let mut second_unit_positions = vec![];
|
||||||
|
|
||||||
|
get_formatted_output().into_iter().for_each(|line| {
|
||||||
|
let (mut got_decimal, mut got_unit) = (false, false);
|
||||||
|
for (i, char) in line.chars().enumerate() {
|
||||||
|
match char {
|
||||||
|
':' => colon_positions.push(i),
|
||||||
|
'.' => {
|
||||||
|
if got_decimal {
|
||||||
|
second_decimal_positions.push(i);
|
||||||
|
} else {
|
||||||
|
first_decimal_positions.push(i);
|
||||||
|
}
|
||||||
|
got_decimal = true;
|
||||||
|
}
|
||||||
|
's' => {
|
||||||
|
if got_unit {
|
||||||
|
first_unit_positions.push(i);
|
||||||
|
} else {
|
||||||
|
second_unit_positions.push(i);
|
||||||
|
got_unit = true;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
_ => {}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
});
|
||||||
|
|
||||||
|
// Assert that all positions were found
|
||||||
|
assert_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
|
||||||
|
);
|
||||||
|
}
|
||||||
|
|
||||||
|
#[test]
|
||||||
|
fn test_format_timing_display_basic() {
|
||||||
|
let timing_data = vec![
|
||||||
|
("render".to_string(), Duration::from_micros(1500), Duration::from_micros(200)),
|
||||||
|
("input".to_string(), Duration::from_micros(300), Duration::from_micros(50)),
|
||||||
|
("physics".to_string(), Duration::from_nanos(750), Duration::from_nanos(100)),
|
||||||
|
];
|
||||||
|
|
||||||
|
let formatted = format_timing_display(timing_data);
|
||||||
|
|
||||||
|
// Should have 3 lines (one for each system)
|
||||||
|
assert_eq!(formatted.len(), 3);
|
||||||
|
|
||||||
|
// Each line should contain the system name
|
||||||
|
assert!(formatted.iter().any(|line| line.contains("render")));
|
||||||
|
assert!(formatted.iter().any(|line| line.contains("input")));
|
||||||
|
assert!(formatted.iter().any(|line| line.contains("physics")));
|
||||||
|
|
||||||
|
// Each line should contain timing information with proper units
|
||||||
|
for line in formatted.iter() {
|
||||||
|
assert!(line.contains(":"), "Line should contain colon separator: {}", line);
|
||||||
|
assert!(line.contains("±"), "Line should contain ± symbol: {}", line);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
#[test]
|
||||||
|
fn test_format_timing_display_units() {
|
||||||
|
let timing_data = vec![
|
||||||
|
("seconds".to_string(), Duration::from_secs(2), Duration::from_millis(100)),
|
||||||
|
("millis".to_string(), Duration::from_millis(15), Duration::from_micros(200)),
|
||||||
|
("micros".to_string(), Duration::from_micros(500), Duration::from_nanos(50)),
|
||||||
|
("nanos".to_string(), Duration::from_nanos(250), Duration::from_nanos(25)),
|
||||||
|
];
|
||||||
|
|
||||||
|
let formatted = format_timing_display(timing_data);
|
||||||
|
|
||||||
|
// Check that appropriate units are used
|
||||||
|
let all_lines = formatted.join(" ");
|
||||||
|
assert!(all_lines.contains("s"), "Should contain seconds unit");
|
||||||
|
assert!(all_lines.contains("ms"), "Should contain milliseconds unit");
|
||||||
|
assert!(all_lines.contains("µs"), "Should contain microseconds unit");
|
||||||
|
assert!(all_lines.contains("ns"), "Should contain nanoseconds unit");
|
||||||
|
}
|
||||||
|
|
||||||
|
#[test]
|
||||||
|
fn test_format_timing_display_alignment() {
|
||||||
|
let timing_data = vec![
|
||||||
|
("short".to_string(), Duration::from_micros(100), Duration::from_micros(10)),
|
||||||
|
(
|
||||||
|
"very_long_name".to_string(),
|
||||||
|
Duration::from_micros(200),
|
||||||
|
Duration::from_micros(20),
|
||||||
|
),
|
||||||
|
];
|
||||||
|
|
||||||
|
let formatted = format_timing_display(timing_data);
|
||||||
|
|
||||||
|
// Find colon positions - they should be aligned
|
||||||
|
let colon_positions: Vec<usize> = formatted.iter().map(|line| line.find(':').unwrap_or(0)).collect();
|
||||||
|
|
||||||
|
// All colons should be at the same position (aligned)
|
||||||
|
if colon_positions.len() > 1 {
|
||||||
|
let first_pos = colon_positions[0];
|
||||||
|
assert!(
|
||||||
|
colon_positions.iter().all(|&pos| pos == first_pos),
|
||||||
|
"Colons should be aligned at the same position"
|
||||||
|
);
|
||||||
|
}
|
||||||
|
}
|
||||||
@@ -1,12 +0,0 @@
|
|||||||
use pacman::constants::RAW_BOARD;
|
|
||||||
use pacman::map::builder::Map;
|
|
||||||
|
|
||||||
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());
|
|
||||||
}
|
|
||||||
@@ -1,5 +1,5 @@
|
|||||||
use pacman::entity::direction::Direction;
|
use pacman::map::direction::Direction;
|
||||||
use pacman::entity::graph::{EdgePermissions, Graph, Node};
|
use pacman::map::graph::{Graph, Node, TraversalFlags};
|
||||||
|
|
||||||
fn create_test_graph() -> Graph {
|
fn create_test_graph() -> Graph {
|
||||||
let mut graph = Graph::new();
|
let mut graph = Graph::new();
|
||||||
@@ -29,7 +29,7 @@ fn test_graph_basic_operations() {
|
|||||||
position: glam::Vec2::new(16.0, 0.0),
|
position: glam::Vec2::new(16.0, 0.0),
|
||||||
});
|
});
|
||||||
|
|
||||||
assert_eq!(graph.node_count(), 2);
|
assert_eq!(graph.nodes().count(), 2);
|
||||||
assert!(graph.get_node(node1).is_some());
|
assert!(graph.get_node(node1).is_some());
|
||||||
assert!(graph.get_node(node2).is_some());
|
assert!(graph.get_node(node2).is_some());
|
||||||
assert!(graph.get_node(999).is_none());
|
assert!(graph.get_node(999).is_none());
|
||||||
@@ -78,11 +78,11 @@ fn test_graph_edge_permissions() {
|
|||||||
});
|
});
|
||||||
|
|
||||||
graph
|
graph
|
||||||
.add_edge(node1, node2, false, None, Direction::Right, EdgePermissions::GhostsOnly)
|
.add_edge(node1, node2, false, None, Direction::Right, TraversalFlags::GHOST)
|
||||||
.unwrap();
|
.unwrap();
|
||||||
|
|
||||||
let edge = graph.find_edge_in_direction(node1, Direction::Right).unwrap();
|
let edge = graph.find_edge_in_direction(node1, Direction::Right).unwrap();
|
||||||
assert_eq!(edge.permissions, EdgePermissions::GhostsOnly);
|
assert_eq!(edge.traversal_flags, TraversalFlags::GHOST);
|
||||||
}
|
}
|
||||||
|
|
||||||
#[test]
|
#[test]
|
||||||
@@ -102,7 +102,7 @@ fn should_add_connected_node() {
|
|||||||
)
|
)
|
||||||
.unwrap();
|
.unwrap();
|
||||||
|
|
||||||
assert_eq!(graph.node_count(), 2);
|
assert_eq!(graph.nodes().count(), 2);
|
||||||
let edge = graph.find_edge(node1, node2);
|
let edge = graph.find_edge(node1, node2);
|
||||||
assert!(edge.is_some());
|
assert!(edge.is_some());
|
||||||
assert_eq!(edge.unwrap().direction, Direction::Right);
|
assert_eq!(edge.unwrap().direction, Direction::Right);
|
||||||
@@ -118,21 +118,21 @@ fn should_error_on_negative_edge_distance() {
|
|||||||
position: glam::Vec2::new(16.0, 0.0),
|
position: glam::Vec2::new(16.0, 0.0),
|
||||||
});
|
});
|
||||||
|
|
||||||
let result = graph.add_edge(node1, node2, false, Some(-1.0), Direction::Right, EdgePermissions::All);
|
let result = graph.add_edge(node1, node2, false, Some(-1.0), Direction::Right, TraversalFlags::ALL);
|
||||||
assert!(result.is_err());
|
assert!(result.is_err());
|
||||||
}
|
}
|
||||||
|
|
||||||
#[test]
|
#[test]
|
||||||
fn should_error_on_duplicate_edge_without_replace() {
|
fn should_error_on_duplicate_edge_without_replace() {
|
||||||
let mut graph = create_test_graph();
|
let mut graph = create_test_graph();
|
||||||
let result = graph.add_edge(0, 1, false, None, Direction::Right, EdgePermissions::All);
|
let result = graph.add_edge(0, 1, false, None, Direction::Right, TraversalFlags::ALL);
|
||||||
assert!(result.is_err());
|
assert!(result.is_err());
|
||||||
}
|
}
|
||||||
|
|
||||||
#[test]
|
#[test]
|
||||||
fn should_allow_replacing_an_edge() {
|
fn should_allow_replacing_an_edge() {
|
||||||
let mut graph = create_test_graph();
|
let mut graph = create_test_graph();
|
||||||
let result = graph.add_edge(0, 1, true, Some(42.0), Direction::Right, EdgePermissions::All);
|
let result = graph.add_edge(0, 1, true, Some(42.0), Direction::Right, TraversalFlags::ALL);
|
||||||
assert!(result.is_ok());
|
assert!(result.is_ok());
|
||||||
|
|
||||||
let edge = graph.find_edge(0, 1).unwrap();
|
let edge = graph.find_edge(0, 1).unwrap();
|
||||||
|
|||||||
@@ -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));
|
|
||||||
}
|
|
||||||
}
|
|
||||||
26
tests/hud.rs
Normal file
26
tests/hud.rs
Normal file
@@ -0,0 +1,26 @@
|
|||||||
|
use bevy_ecs::{event::Events, world::World};
|
||||||
|
|
||||||
|
use pacman::{error::GameError, systems::components::ScoreResource};
|
||||||
|
|
||||||
|
fn create_test_world() -> World {
|
||||||
|
let mut world = World::new();
|
||||||
|
|
||||||
|
// Add required resources
|
||||||
|
world.insert_resource(Events::<GameError>::default());
|
||||||
|
world.insert_resource(ScoreResource(1230)); // Test score
|
||||||
|
|
||||||
|
world
|
||||||
|
}
|
||||||
|
|
||||||
|
#[test]
|
||||||
|
fn test_hud_render_system_runs_without_error() {
|
||||||
|
let world = create_test_world();
|
||||||
|
|
||||||
|
// The HUD render system requires SDL2 resources that aren't available in tests,
|
||||||
|
// but we can at least verify it doesn't panic when called
|
||||||
|
// In a real test environment, we'd need to mock the SDL2 canvas and atlas
|
||||||
|
|
||||||
|
// For now, just verify the score resource is accessible
|
||||||
|
let score = world.resource::<ScoreResource>();
|
||||||
|
assert_eq!(score.0, 1230);
|
||||||
|
}
|
||||||
38
tests/input.rs
Normal file
38
tests/input.rs
Normal file
@@ -0,0 +1,38 @@
|
|||||||
|
use pacman::events::{GameCommand, GameEvent};
|
||||||
|
use pacman::map::direction::Direction;
|
||||||
|
use pacman::systems::input::{process_simple_key_events, Bindings, SimpleKeyEvent};
|
||||||
|
use sdl2::keyboard::Keycode;
|
||||||
|
|
||||||
|
#[test]
|
||||||
|
fn resumes_previous_direction_when_secondary_key_released() {
|
||||||
|
let mut bindings = Bindings::default();
|
||||||
|
|
||||||
|
// Frame 1: Press W (Up) => emits Move Up
|
||||||
|
let events = process_simple_key_events(&mut bindings, &[SimpleKeyEvent::KeyDown(Keycode::W)]);
|
||||||
|
assert!(events.contains(&GameEvent::Command(GameCommand::MovePlayer(Direction::Up))));
|
||||||
|
|
||||||
|
// Frame 2: Press D (Right) => emits Move Right
|
||||||
|
let events = process_simple_key_events(&mut bindings, &[SimpleKeyEvent::KeyDown(Keycode::D)]);
|
||||||
|
assert!(events.contains(&GameEvent::Command(GameCommand::MovePlayer(Direction::Right))));
|
||||||
|
|
||||||
|
// Frame 3: Release D, no new key this frame => should continue previous key W (Up)
|
||||||
|
let events = process_simple_key_events(&mut bindings, &[SimpleKeyEvent::KeyUp(Keycode::D)]);
|
||||||
|
assert!(events.contains(&GameEvent::Command(GameCommand::MovePlayer(Direction::Up))));
|
||||||
|
}
|
||||||
|
|
||||||
|
#[test]
|
||||||
|
fn holds_last_pressed_key_across_frames_when_no_new_input() {
|
||||||
|
let mut bindings = Bindings::default();
|
||||||
|
|
||||||
|
// Frame 1: Press Left
|
||||||
|
let events = process_simple_key_events(&mut bindings, &[SimpleKeyEvent::KeyDown(Keycode::Left)]);
|
||||||
|
assert!(events.contains(&GameEvent::Command(GameCommand::MovePlayer(Direction::Left))));
|
||||||
|
|
||||||
|
// Frame 2: No input => continues Left
|
||||||
|
let events = process_simple_key_events(&mut bindings, &[]);
|
||||||
|
assert!(events.contains(&GameEvent::Command(GameCommand::MovePlayer(Direction::Left))));
|
||||||
|
|
||||||
|
// Frame 3: Release Left, no input remains => nothing emitted
|
||||||
|
let events = process_simple_key_events(&mut bindings, &[SimpleKeyEvent::KeyUp(Keycode::Left)]);
|
||||||
|
assert!(events.is_empty());
|
||||||
|
}
|
||||||
283
tests/item.rs
283
tests/item.rs
@@ -1,46 +1,253 @@
|
|||||||
// use glam::U16Vec2;
|
use bevy_ecs::{entity::Entity, event::Events, system::RunSystemOnce, world::World};
|
||||||
// use pacman::texture::sprite::{AtlasTile, Sprite};
|
|
||||||
|
|
||||||
// #[test]
|
use pacman::{
|
||||||
// fn test_item_type_get_score() {
|
events::GameEvent,
|
||||||
// assert_eq!(ItemType::Pellet.get_score(), 10);
|
map::builder::Map,
|
||||||
// assert_eq!(ItemType::Energizer.get_score(), 50);
|
systems::{
|
||||||
|
is_valid_item_collision, item_system, AudioEvent, AudioState, EntityType, ItemCollider, PacmanCollider, Position,
|
||||||
|
ScoreResource,
|
||||||
|
},
|
||||||
|
};
|
||||||
|
|
||||||
// let fruit = ItemType::Fruit { kind: FruitKind::Apple };
|
#[test]
|
||||||
// assert_eq!(fruit.get_score(), 100);
|
fn test_calculate_score_for_item() {
|
||||||
// }
|
assert!(EntityType::Pellet.score_value() < EntityType::PowerPellet.score_value());
|
||||||
|
assert!(EntityType::Pellet.score_value().is_some());
|
||||||
|
assert!(EntityType::PowerPellet.score_value().is_some());
|
||||||
|
assert!(EntityType::Player.score_value().is_none());
|
||||||
|
assert!(EntityType::Ghost.score_value().is_none());
|
||||||
|
}
|
||||||
|
|
||||||
// #[test]
|
#[test]
|
||||||
// fn test_fruit_kind_increasing_score() {
|
fn test_is_collectible_item() {
|
||||||
// // Build a list of fruit kinds, sorted by their index
|
// Collectible
|
||||||
// let mut kinds = FruitKind::iter()
|
assert!(EntityType::Pellet.is_collectible());
|
||||||
// .map(|kind| (kind.index(), kind.get_score()))
|
assert!(EntityType::PowerPellet.is_collectible());
|
||||||
// .collect::<Vec<_>>();
|
|
||||||
// kinds.sort_unstable_by_key(|(index, _)| *index);
|
|
||||||
|
|
||||||
// assert_eq!(kinds.len(), FruitKind::COUNT);
|
// Non-collectible
|
||||||
|
assert!(!EntityType::Player.is_collectible());
|
||||||
|
assert!(!EntityType::Ghost.is_collectible());
|
||||||
|
}
|
||||||
|
|
||||||
// // Check that the score increases as expected
|
#[test]
|
||||||
// for window in kinds.windows(2) {
|
fn test_is_valid_item_collision() {
|
||||||
// let ((_, prev), (_, next)) = (window[0], window[1]);
|
// Player-item collisions should be valid
|
||||||
// assert!(prev < next, "Fruits should have increasing scores, but {prev:?} < {next:?}");
|
assert!(is_valid_item_collision(EntityType::Player, EntityType::Pellet));
|
||||||
// }
|
assert!(is_valid_item_collision(EntityType::Player, EntityType::PowerPellet));
|
||||||
// }
|
assert!(is_valid_item_collision(EntityType::Pellet, EntityType::Player));
|
||||||
|
assert!(is_valid_item_collision(EntityType::PowerPellet, EntityType::Player));
|
||||||
|
|
||||||
// #[test]
|
// Non-player-item collisions should be invalid
|
||||||
// fn test_item_creation_and_collection() {
|
assert!(!is_valid_item_collision(EntityType::Player, EntityType::Ghost));
|
||||||
// let atlas_tile = AtlasTile {
|
assert!(!is_valid_item_collision(EntityType::Ghost, EntityType::Pellet));
|
||||||
// pos: U16Vec2::new(0, 0),
|
assert!(!is_valid_item_collision(EntityType::Pellet, EntityType::PowerPellet));
|
||||||
// size: U16Vec2::new(16, 16),
|
assert!(!is_valid_item_collision(EntityType::Player, EntityType::Player));
|
||||||
// color: None,
|
}
|
||||||
// };
|
|
||||||
// let sprite = Sprite::new(atlas_tile);
|
|
||||||
// let mut item = Item::new(0, ItemType::Pellet, sprite);
|
|
||||||
|
|
||||||
// assert!(!item.is_collected());
|
fn create_test_world() -> World {
|
||||||
// assert_eq!(item.get_score(), 10);
|
let mut world = World::new();
|
||||||
// assert_eq!(item.position().from_node_id(), 0);
|
|
||||||
|
|
||||||
// item.collect();
|
// Add required resources
|
||||||
// assert!(item.is_collected());
|
world.insert_resource(ScoreResource(0));
|
||||||
// }
|
world.insert_resource(AudioState::default());
|
||||||
|
world.insert_resource(Events::<GameEvent>::default());
|
||||||
|
world.insert_resource(Events::<AudioEvent>::default());
|
||||||
|
world.insert_resource(Events::<pacman::error::GameError>::default());
|
||||||
|
|
||||||
|
// Add a minimal test map
|
||||||
|
world.insert_resource(create_test_map());
|
||||||
|
|
||||||
|
world
|
||||||
|
}
|
||||||
|
|
||||||
|
fn create_test_map() -> Map {
|
||||||
|
use pacman::constants::RAW_BOARD;
|
||||||
|
Map::new(RAW_BOARD).expect("Failed to create test map")
|
||||||
|
}
|
||||||
|
|
||||||
|
fn spawn_test_pacman(world: &mut World) -> Entity {
|
||||||
|
world
|
||||||
|
.spawn((Position::Stopped { node: 0 }, EntityType::Player, PacmanCollider))
|
||||||
|
.id()
|
||||||
|
}
|
||||||
|
|
||||||
|
fn spawn_test_item(world: &mut World, item_type: EntityType) -> Entity {
|
||||||
|
world.spawn((Position::Stopped { node: 1 }, item_type, ItemCollider)).id()
|
||||||
|
}
|
||||||
|
|
||||||
|
fn send_collision_event(world: &mut World, entity1: Entity, entity2: Entity) {
|
||||||
|
let mut events = world.resource_mut::<Events<GameEvent>>();
|
||||||
|
events.send(GameEvent::Collision(entity1, entity2));
|
||||||
|
}
|
||||||
|
|
||||||
|
#[test]
|
||||||
|
fn test_item_system_pellet_collection() {
|
||||||
|
let mut world = create_test_world();
|
||||||
|
let pacman = spawn_test_pacman(&mut world);
|
||||||
|
let pellet = spawn_test_item(&mut world, EntityType::Pellet);
|
||||||
|
|
||||||
|
// Send collision event
|
||||||
|
send_collision_event(&mut world, pacman, pellet);
|
||||||
|
|
||||||
|
// Run the item system
|
||||||
|
world.run_system_once(item_system).expect("System should run successfully");
|
||||||
|
|
||||||
|
// Check that score was updated
|
||||||
|
let score = world.resource::<ScoreResource>();
|
||||||
|
assert_eq!(score.0, 10);
|
||||||
|
|
||||||
|
// Check that the pellet was despawned (query should return empty)
|
||||||
|
let item_count = world
|
||||||
|
.query::<&EntityType>()
|
||||||
|
.iter(&world)
|
||||||
|
.filter(|&entity_type| matches!(entity_type, EntityType::Pellet))
|
||||||
|
.count();
|
||||||
|
assert_eq!(item_count, 0);
|
||||||
|
}
|
||||||
|
|
||||||
|
#[test]
|
||||||
|
fn test_item_system_power_pellet_collection() {
|
||||||
|
let mut world = create_test_world();
|
||||||
|
let pacman = spawn_test_pacman(&mut world);
|
||||||
|
let power_pellet = spawn_test_item(&mut world, EntityType::PowerPellet);
|
||||||
|
|
||||||
|
send_collision_event(&mut world, pacman, power_pellet);
|
||||||
|
|
||||||
|
world.run_system_once(item_system).expect("System should run successfully");
|
||||||
|
|
||||||
|
// Check that score was updated with power pellet value
|
||||||
|
let score = world.resource::<ScoreResource>();
|
||||||
|
assert_eq!(score.0, 50);
|
||||||
|
|
||||||
|
// Check that the power pellet was despawned (query should return empty)
|
||||||
|
let item_count = world
|
||||||
|
.query::<&EntityType>()
|
||||||
|
.iter(&world)
|
||||||
|
.filter(|&entity_type| matches!(entity_type, EntityType::PowerPellet))
|
||||||
|
.count();
|
||||||
|
assert_eq!(item_count, 0);
|
||||||
|
}
|
||||||
|
|
||||||
|
#[test]
|
||||||
|
fn test_item_system_multiple_collections() {
|
||||||
|
let mut world = create_test_world();
|
||||||
|
let pacman = spawn_test_pacman(&mut world);
|
||||||
|
let pellet1 = spawn_test_item(&mut world, EntityType::Pellet);
|
||||||
|
let pellet2 = spawn_test_item(&mut world, EntityType::Pellet);
|
||||||
|
let power_pellet = spawn_test_item(&mut world, EntityType::PowerPellet);
|
||||||
|
|
||||||
|
// Send multiple collision events
|
||||||
|
send_collision_event(&mut world, pacman, pellet1);
|
||||||
|
send_collision_event(&mut world, pacman, pellet2);
|
||||||
|
send_collision_event(&mut world, pacman, power_pellet);
|
||||||
|
|
||||||
|
world.run_system_once(item_system).expect("System should run successfully");
|
||||||
|
|
||||||
|
// Check final score: 2 pellets (20) + 1 power pellet (50) = 70
|
||||||
|
let score = world.resource::<ScoreResource>();
|
||||||
|
assert_eq!(score.0, 70);
|
||||||
|
|
||||||
|
// Check that all items were despawned
|
||||||
|
let pellet_count = world
|
||||||
|
.query::<&EntityType>()
|
||||||
|
.iter(&world)
|
||||||
|
.filter(|&entity_type| matches!(entity_type, EntityType::Pellet))
|
||||||
|
.count();
|
||||||
|
let power_pellet_count = world
|
||||||
|
.query::<&EntityType>()
|
||||||
|
.iter(&world)
|
||||||
|
.filter(|&entity_type| matches!(entity_type, EntityType::PowerPellet))
|
||||||
|
.count();
|
||||||
|
assert_eq!(pellet_count, 0);
|
||||||
|
assert_eq!(power_pellet_count, 0);
|
||||||
|
}
|
||||||
|
|
||||||
|
#[test]
|
||||||
|
fn test_item_system_ignores_non_item_collisions() {
|
||||||
|
let mut world = create_test_world();
|
||||||
|
let pacman = spawn_test_pacman(&mut world);
|
||||||
|
|
||||||
|
// Create a ghost entity (not an item)
|
||||||
|
let ghost = world.spawn((Position::Stopped { node: 2 }, EntityType::Ghost)).id();
|
||||||
|
|
||||||
|
// Initial score
|
||||||
|
let initial_score = world.resource::<ScoreResource>().0;
|
||||||
|
|
||||||
|
// Send collision event between pacman and ghost
|
||||||
|
send_collision_event(&mut world, pacman, ghost);
|
||||||
|
|
||||||
|
world.run_system_once(item_system).expect("System should run successfully");
|
||||||
|
|
||||||
|
// Score should remain unchanged
|
||||||
|
let score = world.resource::<ScoreResource>();
|
||||||
|
assert_eq!(score.0, initial_score);
|
||||||
|
|
||||||
|
// Ghost should still exist (not despawned)
|
||||||
|
let ghost_count = world
|
||||||
|
.query::<&EntityType>()
|
||||||
|
.iter(&world)
|
||||||
|
.filter(|&entity_type| matches!(entity_type, EntityType::Ghost))
|
||||||
|
.count();
|
||||||
|
assert_eq!(ghost_count, 1);
|
||||||
|
}
|
||||||
|
|
||||||
|
#[test]
|
||||||
|
fn test_item_system_no_collision_events() {
|
||||||
|
let mut world = create_test_world();
|
||||||
|
let _pacman = spawn_test_pacman(&mut world);
|
||||||
|
let _pellet = spawn_test_item(&mut world, EntityType::Pellet);
|
||||||
|
|
||||||
|
let initial_score = world.resource::<ScoreResource>().0;
|
||||||
|
|
||||||
|
// Run system without any collision events
|
||||||
|
world.run_system_once(item_system).expect("System should run successfully");
|
||||||
|
|
||||||
|
// Nothing should change
|
||||||
|
let score = world.resource::<ScoreResource>();
|
||||||
|
assert_eq!(score.0, initial_score);
|
||||||
|
let pellet_count = world
|
||||||
|
.query::<&EntityType>()
|
||||||
|
.iter(&world)
|
||||||
|
.filter(|&entity_type| matches!(entity_type, EntityType::Pellet))
|
||||||
|
.count();
|
||||||
|
assert_eq!(pellet_count, 1);
|
||||||
|
}
|
||||||
|
|
||||||
|
#[test]
|
||||||
|
fn test_item_system_collision_with_missing_entity() {
|
||||||
|
let mut world = create_test_world();
|
||||||
|
let pacman = spawn_test_pacman(&mut world);
|
||||||
|
|
||||||
|
// Create a fake entity ID that doesn't exist
|
||||||
|
let fake_entity = Entity::from_raw(999);
|
||||||
|
|
||||||
|
send_collision_event(&mut world, pacman, fake_entity);
|
||||||
|
|
||||||
|
// System should handle gracefully and not crash
|
||||||
|
world
|
||||||
|
.run_system_once(item_system)
|
||||||
|
.expect("System should handle missing entities gracefully");
|
||||||
|
|
||||||
|
// Score should remain unchanged
|
||||||
|
let score = world.resource::<ScoreResource>();
|
||||||
|
assert_eq!(score.0, 0);
|
||||||
|
}
|
||||||
|
|
||||||
|
#[test]
|
||||||
|
fn test_item_system_preserves_existing_score() {
|
||||||
|
let mut world = create_test_world();
|
||||||
|
|
||||||
|
// Set initial score
|
||||||
|
world.insert_resource(ScoreResource(100));
|
||||||
|
|
||||||
|
let pacman = spawn_test_pacman(&mut world);
|
||||||
|
let pellet = spawn_test_item(&mut world, EntityType::Pellet);
|
||||||
|
|
||||||
|
send_collision_event(&mut world, pacman, pellet);
|
||||||
|
|
||||||
|
world.run_system_once(item_system).expect("System should run successfully");
|
||||||
|
|
||||||
|
// Score should be initial + pellet value
|
||||||
|
let score = world.resource::<ScoreResource>();
|
||||||
|
assert_eq!(score.0, 110);
|
||||||
|
}
|
||||||
|
|||||||
@@ -6,7 +6,7 @@ use pacman::map::builder::Map;
|
|||||||
fn test_map_creation() {
|
fn test_map_creation() {
|
||||||
let map = Map::new(RAW_BOARD).unwrap();
|
let map = Map::new(RAW_BOARD).unwrap();
|
||||||
|
|
||||||
assert!(map.graph.node_count() > 0);
|
assert!(map.graph.nodes().count() > 0);
|
||||||
assert!(!map.grid_to_node.is_empty());
|
assert!(!map.grid_to_node.is_empty());
|
||||||
|
|
||||||
// Check that some connections were made
|
// Check that some connections were made
|
||||||
@@ -26,8 +26,10 @@ fn test_map_node_positions() {
|
|||||||
|
|
||||||
for (grid_pos, &node_id) in &map.grid_to_node {
|
for (grid_pos, &node_id) in &map.grid_to_node {
|
||||||
let node = map.graph.get_node(node_id).unwrap();
|
let node = map.graph.get_node(node_id).unwrap();
|
||||||
let expected_pos = Vec2::new((grid_pos.x * CELL_SIZE as i32) as f32, (grid_pos.y * CELL_SIZE as i32) as f32)
|
let expected_pos = Vec2::new(
|
||||||
+ Vec2::splat(CELL_SIZE as f32 / 2.0);
|
(grid_pos.x as i32 * CELL_SIZE as i32) as f32,
|
||||||
|
(grid_pos.y as i32 * CELL_SIZE as i32) as f32,
|
||||||
|
) + Vec2::splat(CELL_SIZE as f32 / 2.0);
|
||||||
|
|
||||||
assert_eq!(node.position, expected_pos);
|
assert_eq!(node.position, expected_pos);
|
||||||
}
|
}
|
||||||
|
|||||||
195
tests/movement.rs
Normal file
195
tests/movement.rs
Normal file
@@ -0,0 +1,195 @@
|
|||||||
|
use glam::Vec2;
|
||||||
|
use pacman::map::direction::Direction;
|
||||||
|
use pacman::map::graph::{Graph, Node};
|
||||||
|
use pacman::systems::movement::{BufferedDirection, Position, Velocity};
|
||||||
|
|
||||||
|
fn create_test_graph() -> Graph {
|
||||||
|
let mut graph = Graph::new();
|
||||||
|
|
||||||
|
// Add a few test nodes
|
||||||
|
let node0 = graph.add_node(Node {
|
||||||
|
position: Vec2::new(0.0, 0.0),
|
||||||
|
});
|
||||||
|
let node1 = graph.add_node(Node {
|
||||||
|
position: Vec2::new(16.0, 0.0),
|
||||||
|
});
|
||||||
|
let node2 = graph.add_node(Node {
|
||||||
|
position: Vec2::new(0.0, 16.0),
|
||||||
|
});
|
||||||
|
|
||||||
|
// Connect them
|
||||||
|
graph.connect(node0, node1, false, None, Direction::Right).unwrap();
|
||||||
|
graph.connect(node0, node2, false, None, Direction::Down).unwrap();
|
||||||
|
|
||||||
|
graph
|
||||||
|
}
|
||||||
|
|
||||||
|
#[test]
|
||||||
|
fn test_position_is_at_node() {
|
||||||
|
let stopped_pos = Position::Stopped { node: 0 };
|
||||||
|
let moving_pos = Position::Moving {
|
||||||
|
from: 0,
|
||||||
|
to: 1,
|
||||||
|
remaining_distance: 8.0,
|
||||||
|
};
|
||||||
|
|
||||||
|
assert!(stopped_pos.is_at_node());
|
||||||
|
assert!(!moving_pos.is_at_node());
|
||||||
|
}
|
||||||
|
|
||||||
|
#[test]
|
||||||
|
fn test_position_current_node() {
|
||||||
|
let stopped_pos = Position::Stopped { node: 5 };
|
||||||
|
let moving_pos = Position::Moving {
|
||||||
|
from: 3,
|
||||||
|
to: 7,
|
||||||
|
remaining_distance: 12.0,
|
||||||
|
};
|
||||||
|
|
||||||
|
assert_eq!(stopped_pos.current_node(), 5);
|
||||||
|
assert_eq!(moving_pos.current_node(), 3);
|
||||||
|
}
|
||||||
|
|
||||||
|
#[test]
|
||||||
|
fn test_position_tick_no_movement_when_stopped() {
|
||||||
|
let mut pos = Position::Stopped { node: 0 };
|
||||||
|
let result = pos.tick(5.0);
|
||||||
|
|
||||||
|
assert!(result.is_none());
|
||||||
|
assert_eq!(pos, Position::Stopped { node: 0 });
|
||||||
|
}
|
||||||
|
|
||||||
|
#[test]
|
||||||
|
fn test_position_tick_no_movement_when_zero_distance() {
|
||||||
|
let mut pos = Position::Moving {
|
||||||
|
from: 0,
|
||||||
|
to: 1,
|
||||||
|
remaining_distance: 10.0,
|
||||||
|
};
|
||||||
|
let result = pos.tick(0.0);
|
||||||
|
|
||||||
|
assert!(result.is_none());
|
||||||
|
assert_eq!(
|
||||||
|
pos,
|
||||||
|
Position::Moving {
|
||||||
|
from: 0,
|
||||||
|
to: 1,
|
||||||
|
remaining_distance: 10.0,
|
||||||
|
}
|
||||||
|
);
|
||||||
|
}
|
||||||
|
|
||||||
|
#[test]
|
||||||
|
fn test_position_tick_partial_movement() {
|
||||||
|
let mut pos = Position::Moving {
|
||||||
|
from: 0,
|
||||||
|
to: 1,
|
||||||
|
remaining_distance: 10.0,
|
||||||
|
};
|
||||||
|
let result = pos.tick(3.0);
|
||||||
|
|
||||||
|
assert!(result.is_none());
|
||||||
|
assert_eq!(
|
||||||
|
pos,
|
||||||
|
Position::Moving {
|
||||||
|
from: 0,
|
||||||
|
to: 1,
|
||||||
|
remaining_distance: 7.0,
|
||||||
|
}
|
||||||
|
);
|
||||||
|
}
|
||||||
|
|
||||||
|
#[test]
|
||||||
|
fn test_position_tick_exact_arrival() {
|
||||||
|
let mut pos = Position::Moving {
|
||||||
|
from: 0,
|
||||||
|
to: 1,
|
||||||
|
remaining_distance: 5.0,
|
||||||
|
};
|
||||||
|
let result = pos.tick(5.0);
|
||||||
|
|
||||||
|
assert!(result.is_none());
|
||||||
|
assert_eq!(pos, Position::Stopped { node: 1 });
|
||||||
|
}
|
||||||
|
|
||||||
|
#[test]
|
||||||
|
fn test_position_tick_overshoot_with_overflow() {
|
||||||
|
let mut pos = Position::Moving {
|
||||||
|
from: 0,
|
||||||
|
to: 1,
|
||||||
|
remaining_distance: 3.0,
|
||||||
|
};
|
||||||
|
let result = pos.tick(8.0);
|
||||||
|
|
||||||
|
assert_eq!(result, Some(5.0));
|
||||||
|
assert_eq!(pos, Position::Stopped { node: 1 });
|
||||||
|
}
|
||||||
|
|
||||||
|
#[test]
|
||||||
|
fn test_position_get_pixel_position_stopped() {
|
||||||
|
let graph = create_test_graph();
|
||||||
|
let pos = Position::Stopped { node: 0 };
|
||||||
|
|
||||||
|
let pixel_pos = pos.get_pixel_position(&graph).unwrap();
|
||||||
|
let expected = Vec2::new(
|
||||||
|
0.0 + pacman::constants::BOARD_PIXEL_OFFSET.x as f32,
|
||||||
|
0.0 + pacman::constants::BOARD_PIXEL_OFFSET.y as f32,
|
||||||
|
);
|
||||||
|
|
||||||
|
assert_eq!(pixel_pos, expected);
|
||||||
|
}
|
||||||
|
|
||||||
|
#[test]
|
||||||
|
fn test_position_get_pixel_position_moving() {
|
||||||
|
let graph = create_test_graph();
|
||||||
|
let pos = Position::Moving {
|
||||||
|
from: 0,
|
||||||
|
to: 1,
|
||||||
|
remaining_distance: 8.0, // Halfway through a 16-unit edge
|
||||||
|
};
|
||||||
|
|
||||||
|
let pixel_pos = pos.get_pixel_position(&graph).unwrap();
|
||||||
|
// Should be halfway between (0,0) and (16,0), so at (8,0) plus offset
|
||||||
|
let expected = Vec2::new(
|
||||||
|
8.0 + pacman::constants::BOARD_PIXEL_OFFSET.x as f32,
|
||||||
|
0.0 + pacman::constants::BOARD_PIXEL_OFFSET.y as f32,
|
||||||
|
);
|
||||||
|
|
||||||
|
assert_eq!(pixel_pos, expected);
|
||||||
|
}
|
||||||
|
|
||||||
|
#[test]
|
||||||
|
fn test_velocity_basic_properties() {
|
||||||
|
let velocity = Velocity {
|
||||||
|
speed: 2.5,
|
||||||
|
direction: Direction::Up,
|
||||||
|
};
|
||||||
|
|
||||||
|
assert_eq!(velocity.speed, 2.5);
|
||||||
|
assert_eq!(velocity.direction, Direction::Up);
|
||||||
|
}
|
||||||
|
|
||||||
|
#[test]
|
||||||
|
fn test_buffered_direction_none() {
|
||||||
|
let buffered = BufferedDirection::None;
|
||||||
|
assert_eq!(buffered, BufferedDirection::None);
|
||||||
|
}
|
||||||
|
|
||||||
|
#[test]
|
||||||
|
fn test_buffered_direction_some() {
|
||||||
|
let buffered = BufferedDirection::Some {
|
||||||
|
direction: Direction::Left,
|
||||||
|
remaining_time: 0.5,
|
||||||
|
};
|
||||||
|
|
||||||
|
if let BufferedDirection::Some {
|
||||||
|
direction,
|
||||||
|
remaining_time,
|
||||||
|
} = buffered
|
||||||
|
{
|
||||||
|
assert_eq!(direction, Direction::Left);
|
||||||
|
assert_eq!(remaining_time, 0.5);
|
||||||
|
} else {
|
||||||
|
panic!("Expected BufferedDirection::Some");
|
||||||
|
}
|
||||||
|
}
|
||||||
575
tests/player.rs
Normal file
575
tests/player.rs
Normal file
@@ -0,0 +1,575 @@
|
|||||||
|
use bevy_ecs::{entity::Entity, event::Events, system::RunSystemOnce, world::World};
|
||||||
|
|
||||||
|
use pacman::{
|
||||||
|
events::{GameCommand, GameEvent},
|
||||||
|
map::{
|
||||||
|
builder::Map,
|
||||||
|
direction::Direction,
|
||||||
|
graph::{Edge, TraversalFlags},
|
||||||
|
},
|
||||||
|
systems::{
|
||||||
|
can_traverse, player_control_system, player_movement_system, AudioState, BufferedDirection, DebugState, DeltaTime,
|
||||||
|
EntityType, GlobalState, MovementModifiers, PlayerControlled, Position, Velocity,
|
||||||
|
},
|
||||||
|
};
|
||||||
|
|
||||||
|
// Test helper functions for ECS setup
|
||||||
|
fn create_test_world() -> World {
|
||||||
|
let mut world = World::new();
|
||||||
|
|
||||||
|
// Add resources
|
||||||
|
world.insert_resource(GlobalState { exit: false });
|
||||||
|
world.insert_resource(DebugState::default());
|
||||||
|
world.insert_resource(AudioState::default());
|
||||||
|
world.insert_resource(DeltaTime(1.0 / 60.0)); // 60 FPS
|
||||||
|
world.insert_resource(Events::<GameEvent>::default());
|
||||||
|
world.insert_resource(Events::<pacman::error::GameError>::default());
|
||||||
|
|
||||||
|
// Create a simple test map with nodes and edges
|
||||||
|
let test_map = create_test_map();
|
||||||
|
world.insert_resource(test_map);
|
||||||
|
|
||||||
|
world
|
||||||
|
}
|
||||||
|
|
||||||
|
fn create_test_map() -> Map {
|
||||||
|
// Use the actual RAW_BOARD from constants.rs
|
||||||
|
use pacman::constants::RAW_BOARD;
|
||||||
|
Map::new(RAW_BOARD).expect("Failed to create test map")
|
||||||
|
}
|
||||||
|
|
||||||
|
fn spawn_test_player(world: &mut World) -> Entity {
|
||||||
|
world
|
||||||
|
.spawn((
|
||||||
|
PlayerControlled,
|
||||||
|
Position::Stopped { node: 0 },
|
||||||
|
Velocity {
|
||||||
|
speed: 1.0,
|
||||||
|
direction: Direction::Right,
|
||||||
|
},
|
||||||
|
BufferedDirection::None,
|
||||||
|
EntityType::Player,
|
||||||
|
MovementModifiers::default(),
|
||||||
|
))
|
||||||
|
.id()
|
||||||
|
}
|
||||||
|
|
||||||
|
fn send_game_event(world: &mut World, command: GameCommand) {
|
||||||
|
let mut events = world.resource_mut::<Events<GameEvent>>();
|
||||||
|
events.send(GameEvent::Command(command));
|
||||||
|
}
|
||||||
|
|
||||||
|
#[test]
|
||||||
|
fn test_can_traverse_player_on_all_edges() {
|
||||||
|
let edge = Edge {
|
||||||
|
target: 1,
|
||||||
|
distance: 10.0,
|
||||||
|
direction: Direction::Up,
|
||||||
|
traversal_flags: TraversalFlags::ALL,
|
||||||
|
};
|
||||||
|
|
||||||
|
assert!(can_traverse(EntityType::Player, edge));
|
||||||
|
}
|
||||||
|
|
||||||
|
#[test]
|
||||||
|
fn test_can_traverse_player_on_pacman_only_edges() {
|
||||||
|
let edge = Edge {
|
||||||
|
target: 1,
|
||||||
|
distance: 10.0,
|
||||||
|
direction: Direction::Right,
|
||||||
|
traversal_flags: TraversalFlags::PACMAN,
|
||||||
|
};
|
||||||
|
|
||||||
|
assert!(can_traverse(EntityType::Player, edge));
|
||||||
|
}
|
||||||
|
|
||||||
|
#[test]
|
||||||
|
fn test_can_traverse_player_blocked_on_ghost_only_edges() {
|
||||||
|
let edge = Edge {
|
||||||
|
target: 1,
|
||||||
|
distance: 10.0,
|
||||||
|
direction: Direction::Left,
|
||||||
|
traversal_flags: TraversalFlags::GHOST,
|
||||||
|
};
|
||||||
|
|
||||||
|
assert!(!can_traverse(EntityType::Player, edge));
|
||||||
|
}
|
||||||
|
|
||||||
|
#[test]
|
||||||
|
fn test_can_traverse_ghost_on_all_edges() {
|
||||||
|
let edge = Edge {
|
||||||
|
target: 2,
|
||||||
|
distance: 15.0,
|
||||||
|
direction: Direction::Down,
|
||||||
|
traversal_flags: TraversalFlags::ALL,
|
||||||
|
};
|
||||||
|
|
||||||
|
assert!(can_traverse(EntityType::Ghost, edge));
|
||||||
|
}
|
||||||
|
|
||||||
|
#[test]
|
||||||
|
fn test_can_traverse_ghost_on_ghost_only_edges() {
|
||||||
|
let edge = Edge {
|
||||||
|
target: 2,
|
||||||
|
distance: 15.0,
|
||||||
|
direction: Direction::Up,
|
||||||
|
traversal_flags: TraversalFlags::GHOST,
|
||||||
|
};
|
||||||
|
|
||||||
|
assert!(can_traverse(EntityType::Ghost, edge));
|
||||||
|
}
|
||||||
|
|
||||||
|
#[test]
|
||||||
|
fn test_can_traverse_ghost_blocked_on_pacman_only_edges() {
|
||||||
|
let edge = Edge {
|
||||||
|
target: 2,
|
||||||
|
distance: 15.0,
|
||||||
|
direction: Direction::Right,
|
||||||
|
traversal_flags: TraversalFlags::PACMAN,
|
||||||
|
};
|
||||||
|
|
||||||
|
assert!(!can_traverse(EntityType::Ghost, edge));
|
||||||
|
}
|
||||||
|
|
||||||
|
#[test]
|
||||||
|
fn test_can_traverse_static_entities_flags() {
|
||||||
|
let edge = Edge {
|
||||||
|
target: 3,
|
||||||
|
distance: 8.0,
|
||||||
|
direction: Direction::Left,
|
||||||
|
traversal_flags: TraversalFlags::ALL,
|
||||||
|
};
|
||||||
|
|
||||||
|
// Static entities have empty traversal flags but can still "traverse"
|
||||||
|
// in the sense that empty flags are contained in any flag set
|
||||||
|
// This is the expected behavior since empty ⊆ any set
|
||||||
|
assert!(can_traverse(EntityType::Pellet, edge));
|
||||||
|
assert!(can_traverse(EntityType::PowerPellet, edge));
|
||||||
|
}
|
||||||
|
|
||||||
|
#[test]
|
||||||
|
fn test_entity_type_traversal_flags() {
|
||||||
|
assert_eq!(EntityType::Player.traversal_flags(), TraversalFlags::PACMAN);
|
||||||
|
assert_eq!(EntityType::Ghost.traversal_flags(), TraversalFlags::GHOST);
|
||||||
|
assert_eq!(EntityType::Pellet.traversal_flags(), TraversalFlags::empty());
|
||||||
|
assert_eq!(EntityType::PowerPellet.traversal_flags(), TraversalFlags::empty());
|
||||||
|
}
|
||||||
|
|
||||||
|
// ============================================================================
|
||||||
|
// ECS System Tests
|
||||||
|
// ============================================================================
|
||||||
|
|
||||||
|
#[test]
|
||||||
|
fn test_player_control_system_move_command() {
|
||||||
|
let mut world = create_test_world();
|
||||||
|
let _player = spawn_test_player(&mut world);
|
||||||
|
|
||||||
|
// Send move command
|
||||||
|
send_game_event(&mut world, GameCommand::MovePlayer(Direction::Up));
|
||||||
|
|
||||||
|
// Run the system
|
||||||
|
world
|
||||||
|
.run_system_once(player_control_system)
|
||||||
|
.expect("System should run successfully");
|
||||||
|
|
||||||
|
// Check that buffered direction was updated
|
||||||
|
let mut query = world.query::<&BufferedDirection>();
|
||||||
|
let buffered_direction = query.single(&world).expect("Player should exist");
|
||||||
|
|
||||||
|
match *buffered_direction {
|
||||||
|
BufferedDirection::Some {
|
||||||
|
direction,
|
||||||
|
remaining_time,
|
||||||
|
} => {
|
||||||
|
assert_eq!(direction, Direction::Up);
|
||||||
|
assert_eq!(remaining_time, 0.25);
|
||||||
|
}
|
||||||
|
BufferedDirection::None => panic!("Expected buffered direction to be set"),
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
#[test]
|
||||||
|
fn test_player_control_system_exit_command() {
|
||||||
|
let mut world = create_test_world();
|
||||||
|
let _player = spawn_test_player(&mut world);
|
||||||
|
|
||||||
|
// Send exit command
|
||||||
|
send_game_event(&mut world, GameCommand::Exit);
|
||||||
|
|
||||||
|
// Run the system
|
||||||
|
world
|
||||||
|
.run_system_once(player_control_system)
|
||||||
|
.expect("System should run successfully");
|
||||||
|
|
||||||
|
// Check that exit flag was set
|
||||||
|
let state = world.resource::<GlobalState>();
|
||||||
|
assert!(state.exit);
|
||||||
|
}
|
||||||
|
|
||||||
|
#[test]
|
||||||
|
fn test_player_control_system_toggle_debug() {
|
||||||
|
let mut world = create_test_world();
|
||||||
|
let _player = spawn_test_player(&mut world);
|
||||||
|
|
||||||
|
// Send toggle debug command
|
||||||
|
send_game_event(&mut world, GameCommand::ToggleDebug);
|
||||||
|
|
||||||
|
// Run the system
|
||||||
|
world
|
||||||
|
.run_system_once(player_control_system)
|
||||||
|
.expect("System should run successfully");
|
||||||
|
|
||||||
|
// Check that debug state changed
|
||||||
|
let debug_state = world.resource::<DebugState>();
|
||||||
|
assert!(debug_state.enabled);
|
||||||
|
}
|
||||||
|
|
||||||
|
#[test]
|
||||||
|
fn test_player_control_system_mute_audio() {
|
||||||
|
let mut world = create_test_world();
|
||||||
|
let _player = spawn_test_player(&mut world);
|
||||||
|
|
||||||
|
// Send mute audio command
|
||||||
|
send_game_event(&mut world, GameCommand::MuteAudio);
|
||||||
|
|
||||||
|
// Run the system
|
||||||
|
world
|
||||||
|
.run_system_once(player_control_system)
|
||||||
|
.expect("System should run successfully");
|
||||||
|
|
||||||
|
// Check that audio was muted
|
||||||
|
let audio_state = world.resource::<AudioState>();
|
||||||
|
assert!(audio_state.muted);
|
||||||
|
|
||||||
|
// Send mute audio command again to unmute - need fresh events
|
||||||
|
world.resource_mut::<Events<GameEvent>>().clear(); // Clear previous events
|
||||||
|
send_game_event(&mut world, GameCommand::MuteAudio);
|
||||||
|
world
|
||||||
|
.run_system_once(player_control_system)
|
||||||
|
.expect("System should run successfully");
|
||||||
|
|
||||||
|
// Check that audio was unmuted
|
||||||
|
let audio_state = world.resource::<AudioState>();
|
||||||
|
assert!(!audio_state.muted, "Audio should be unmuted after second toggle");
|
||||||
|
}
|
||||||
|
|
||||||
|
#[test]
|
||||||
|
fn test_player_control_system_no_player_entity() {
|
||||||
|
let mut world = create_test_world();
|
||||||
|
// Don't spawn a player entity
|
||||||
|
|
||||||
|
send_game_event(&mut world, GameCommand::MovePlayer(Direction::Up));
|
||||||
|
|
||||||
|
// Run the system - should write an error
|
||||||
|
world
|
||||||
|
.run_system_once(player_control_system)
|
||||||
|
.expect("System should run successfully");
|
||||||
|
|
||||||
|
// Check that an error was written (we can't easily check Events without manual management,
|
||||||
|
// so for this test we just verify the system ran without panicking)
|
||||||
|
// In a real implementation, you might expose error checking through the ECS world
|
||||||
|
}
|
||||||
|
|
||||||
|
#[test]
|
||||||
|
fn test_player_movement_system_buffered_direction_expires() {
|
||||||
|
let mut world = create_test_world();
|
||||||
|
let player = spawn_test_player(&mut world);
|
||||||
|
|
||||||
|
// Set a buffered direction with short time
|
||||||
|
world.entity_mut(player).insert(BufferedDirection::Some {
|
||||||
|
direction: Direction::Up,
|
||||||
|
remaining_time: 0.01, // Very short time
|
||||||
|
});
|
||||||
|
|
||||||
|
// Set delta time to expire the buffered direction
|
||||||
|
world.insert_resource(DeltaTime(0.02));
|
||||||
|
|
||||||
|
// Run the system
|
||||||
|
world
|
||||||
|
.run_system_once(player_movement_system)
|
||||||
|
.expect("System should run successfully");
|
||||||
|
|
||||||
|
// Check that buffered direction expired or remaining time decreased significantly
|
||||||
|
let mut query = world.query::<&BufferedDirection>();
|
||||||
|
let buffered_direction = query.single(&world).expect("Player should exist");
|
||||||
|
match *buffered_direction {
|
||||||
|
BufferedDirection::None => {} // Expected - fully expired
|
||||||
|
BufferedDirection::Some { remaining_time, .. } => {
|
||||||
|
assert!(
|
||||||
|
remaining_time <= 0.0,
|
||||||
|
"Buffered direction should be expired or have non-positive time"
|
||||||
|
);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
#[test]
|
||||||
|
fn test_player_movement_system_start_moving_from_stopped() {
|
||||||
|
let mut world = create_test_world();
|
||||||
|
let _player = spawn_test_player(&mut world);
|
||||||
|
|
||||||
|
// Player starts at node 0, facing right (towards node 1)
|
||||||
|
// Should start moving when system runs
|
||||||
|
|
||||||
|
world
|
||||||
|
.run_system_once(player_movement_system)
|
||||||
|
.expect("System should run successfully");
|
||||||
|
|
||||||
|
// Check that player started moving
|
||||||
|
let mut query = world.query::<&Position>();
|
||||||
|
let position = query.single(&world).expect("Player should exist");
|
||||||
|
|
||||||
|
match *position {
|
||||||
|
Position::Moving { from, .. } => {
|
||||||
|
assert_eq!(from, 0, "Player should start from node 0");
|
||||||
|
// Don't assert exact target node since the real map has different connectivity
|
||||||
|
}
|
||||||
|
Position::Stopped { .. } => {} // May stay stopped if no valid edge in current direction
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
#[test]
|
||||||
|
fn test_player_movement_system_buffered_direction_change() {
|
||||||
|
let mut world = create_test_world();
|
||||||
|
let player = spawn_test_player(&mut world);
|
||||||
|
|
||||||
|
// Set a buffered direction to go down (towards node 2)
|
||||||
|
world.entity_mut(player).insert(BufferedDirection::Some {
|
||||||
|
direction: Direction::Down,
|
||||||
|
remaining_time: 1.0,
|
||||||
|
});
|
||||||
|
|
||||||
|
world
|
||||||
|
.run_system_once(player_movement_system)
|
||||||
|
.expect("System should run successfully");
|
||||||
|
|
||||||
|
// Check that player started moving down instead of right
|
||||||
|
let mut query = world.query::<(&Position, &Velocity, &BufferedDirection)>();
|
||||||
|
let (position, _velocity, _buffered_direction) = query.single(&world).expect("Player should exist");
|
||||||
|
|
||||||
|
match *position {
|
||||||
|
Position::Moving { from, to, .. } => {
|
||||||
|
assert_eq!(from, 0);
|
||||||
|
assert_eq!(to, 2); // Should be moving to node 2 (down)
|
||||||
|
}
|
||||||
|
Position::Stopped { .. } => panic!("Player should have started moving"),
|
||||||
|
}
|
||||||
|
|
||||||
|
// Check if the movement actually happened based on the real map connectivity
|
||||||
|
// The buffered direction might not be consumed if there's no valid edge in that direction
|
||||||
|
}
|
||||||
|
|
||||||
|
#[test]
|
||||||
|
fn test_player_movement_system_no_valid_edge() {
|
||||||
|
let mut world = create_test_world();
|
||||||
|
let player = spawn_test_player(&mut world);
|
||||||
|
|
||||||
|
// Set velocity to direction with no edge
|
||||||
|
world.entity_mut(player).insert(Velocity {
|
||||||
|
speed: 1.0,
|
||||||
|
direction: Direction::Up, // No edge up from node 0
|
||||||
|
});
|
||||||
|
|
||||||
|
world
|
||||||
|
.run_system_once(player_movement_system)
|
||||||
|
.expect("System should run successfully");
|
||||||
|
|
||||||
|
// Player should remain stopped
|
||||||
|
let mut query = world.query::<&Position>();
|
||||||
|
let position = query.single(&world).expect("Player should exist");
|
||||||
|
|
||||||
|
match *position {
|
||||||
|
Position::Stopped { node } => assert_eq!(node, 0),
|
||||||
|
Position::Moving { .. } => panic!("Player shouldn't be able to move without valid edge"),
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
#[test]
|
||||||
|
fn test_player_movement_system_continue_moving() {
|
||||||
|
let mut world = create_test_world();
|
||||||
|
let player = spawn_test_player(&mut world);
|
||||||
|
|
||||||
|
// Set player to already be moving
|
||||||
|
world.entity_mut(player).insert(Position::Moving {
|
||||||
|
from: 0,
|
||||||
|
to: 1,
|
||||||
|
remaining_distance: 50.0,
|
||||||
|
});
|
||||||
|
|
||||||
|
world
|
||||||
|
.run_system_once(player_movement_system)
|
||||||
|
.expect("System should run successfully");
|
||||||
|
|
||||||
|
// Check that player continued moving and distance decreased
|
||||||
|
let mut query = world.query::<&Position>();
|
||||||
|
let position = query.single(&world).expect("Player should exist");
|
||||||
|
|
||||||
|
match *position {
|
||||||
|
Position::Moving { remaining_distance, .. } => {
|
||||||
|
assert!(remaining_distance < 50.0); // Should have moved
|
||||||
|
}
|
||||||
|
Position::Stopped { .. } => {
|
||||||
|
// If player reached destination, that's also valid
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// ============================================================================
|
||||||
|
// Integration Tests
|
||||||
|
// ============================================================================
|
||||||
|
|
||||||
|
#[test]
|
||||||
|
fn test_full_player_input_to_movement_flow() {
|
||||||
|
let mut world = create_test_world();
|
||||||
|
let _player = spawn_test_player(&mut world);
|
||||||
|
|
||||||
|
// Send move command
|
||||||
|
send_game_event(&mut world, GameCommand::MovePlayer(Direction::Down));
|
||||||
|
|
||||||
|
// Run control system to process input
|
||||||
|
world
|
||||||
|
.run_system_once(player_control_system)
|
||||||
|
.expect("System should run successfully");
|
||||||
|
|
||||||
|
// Run movement system to execute movement
|
||||||
|
world
|
||||||
|
.run_system_once(player_movement_system)
|
||||||
|
.expect("System should run successfully");
|
||||||
|
|
||||||
|
// Check final state - player should be moving down
|
||||||
|
let mut query = world.query::<(&Position, &Velocity, &BufferedDirection)>();
|
||||||
|
let (position, _velocity, _buffered_direction) = query.single(&world).expect("Player should exist");
|
||||||
|
|
||||||
|
match *position {
|
||||||
|
Position::Moving { from, to, .. } => {
|
||||||
|
assert_eq!(from, 0);
|
||||||
|
assert_eq!(to, 2); // Moving to node 2 (down)
|
||||||
|
}
|
||||||
|
Position::Stopped { .. } => panic!("Player should be moving"),
|
||||||
|
}
|
||||||
|
|
||||||
|
// Check that player moved in the buffered direction if possible
|
||||||
|
// In the real map, the buffered direction may not be consumable if there's no valid edge
|
||||||
|
}
|
||||||
|
|
||||||
|
#[test]
|
||||||
|
fn test_buffered_direction_timing() {
|
||||||
|
let mut world = create_test_world();
|
||||||
|
let _player = spawn_test_player(&mut world);
|
||||||
|
|
||||||
|
// Send move command
|
||||||
|
send_game_event(&mut world, GameCommand::MovePlayer(Direction::Up));
|
||||||
|
world
|
||||||
|
.run_system_once(player_control_system)
|
||||||
|
.expect("System should run successfully");
|
||||||
|
|
||||||
|
// Run movement system multiple times with small delta times
|
||||||
|
world.insert_resource(DeltaTime(0.1)); // 0.1 seconds
|
||||||
|
|
||||||
|
// First run - buffered direction should still be active
|
||||||
|
world
|
||||||
|
.run_system_once(player_movement_system)
|
||||||
|
.expect("System should run successfully");
|
||||||
|
let mut query = world.query::<&BufferedDirection>();
|
||||||
|
let buffered_direction = query.single(&world).expect("Player should exist");
|
||||||
|
|
||||||
|
match *buffered_direction {
|
||||||
|
BufferedDirection::Some { remaining_time, .. } => {
|
||||||
|
assert!(remaining_time > 0.0);
|
||||||
|
assert!(remaining_time < 0.25);
|
||||||
|
}
|
||||||
|
BufferedDirection::None => panic!("Buffered direction should still be active"),
|
||||||
|
}
|
||||||
|
|
||||||
|
// Run again to fully expire the buffered direction
|
||||||
|
world.insert_resource(DeltaTime(0.2)); // Total 0.3 seconds, should expire
|
||||||
|
world
|
||||||
|
.run_system_once(player_movement_system)
|
||||||
|
.expect("System should run successfully");
|
||||||
|
|
||||||
|
let buffered_direction = query.single(&world).expect("Player should exist");
|
||||||
|
assert_eq!(*buffered_direction, BufferedDirection::None);
|
||||||
|
}
|
||||||
|
|
||||||
|
#[test]
|
||||||
|
fn test_multiple_rapid_direction_changes() {
|
||||||
|
let mut world = create_test_world();
|
||||||
|
let _player = spawn_test_player(&mut world);
|
||||||
|
|
||||||
|
// Send multiple rapid direction changes
|
||||||
|
send_game_event(&mut world, GameCommand::MovePlayer(Direction::Up));
|
||||||
|
world
|
||||||
|
.run_system_once(player_control_system)
|
||||||
|
.expect("System should run successfully");
|
||||||
|
|
||||||
|
send_game_event(&mut world, GameCommand::MovePlayer(Direction::Down));
|
||||||
|
world
|
||||||
|
.run_system_once(player_control_system)
|
||||||
|
.expect("System should run successfully");
|
||||||
|
|
||||||
|
send_game_event(&mut world, GameCommand::MovePlayer(Direction::Left));
|
||||||
|
world
|
||||||
|
.run_system_once(player_control_system)
|
||||||
|
.expect("System should run successfully");
|
||||||
|
|
||||||
|
// Only the last direction should be buffered
|
||||||
|
let mut query = world.query::<&BufferedDirection>();
|
||||||
|
let buffered_direction = query.single(&world).expect("Player should exist");
|
||||||
|
|
||||||
|
match *buffered_direction {
|
||||||
|
BufferedDirection::Some { direction, .. } => {
|
||||||
|
assert_eq!(direction, Direction::Left);
|
||||||
|
}
|
||||||
|
BufferedDirection::None => panic!("Expected buffered direction"),
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
#[test]
|
||||||
|
fn test_player_state_persistence_across_systems() {
|
||||||
|
let mut world = create_test_world();
|
||||||
|
let _player = spawn_test_player(&mut world);
|
||||||
|
|
||||||
|
// Test that multiple commands can be processed - but need to handle events properly
|
||||||
|
// Clear any existing events first
|
||||||
|
world.resource_mut::<Events<GameEvent>>().clear();
|
||||||
|
|
||||||
|
// Toggle debug mode
|
||||||
|
send_game_event(&mut world, GameCommand::ToggleDebug);
|
||||||
|
world
|
||||||
|
.run_system_once(player_control_system)
|
||||||
|
.expect("System should run successfully");
|
||||||
|
let debug_state_after_toggle = *world.resource::<DebugState>();
|
||||||
|
|
||||||
|
// Clear events and mute audio
|
||||||
|
world.resource_mut::<Events<GameEvent>>().clear();
|
||||||
|
send_game_event(&mut world, GameCommand::MuteAudio);
|
||||||
|
world
|
||||||
|
.run_system_once(player_control_system)
|
||||||
|
.expect("System should run successfully");
|
||||||
|
let audio_muted_after_toggle = world.resource::<AudioState>().muted;
|
||||||
|
|
||||||
|
// Clear events and move player
|
||||||
|
world.resource_mut::<Events<GameEvent>>().clear();
|
||||||
|
send_game_event(&mut world, GameCommand::MovePlayer(Direction::Down));
|
||||||
|
world
|
||||||
|
.run_system_once(player_control_system)
|
||||||
|
.expect("System should run successfully");
|
||||||
|
world
|
||||||
|
.run_system_once(player_movement_system)
|
||||||
|
.expect("System should run successfully");
|
||||||
|
|
||||||
|
// Check that all state changes persisted
|
||||||
|
// Variables already captured above during individual tests
|
||||||
|
let mut query = world.query::<&Position>();
|
||||||
|
let position = *query.single(&world).expect("Player should exist");
|
||||||
|
|
||||||
|
// Check that the state changes persisted individually
|
||||||
|
assert!(debug_state_after_toggle.enabled, "Debug state should have toggled");
|
||||||
|
assert!(audio_muted_after_toggle, "Audio should be muted");
|
||||||
|
|
||||||
|
// Player position depends on actual map connectivity
|
||||||
|
match position {
|
||||||
|
Position::Moving { .. } => {} // Good - player is moving
|
||||||
|
Position::Stopped { .. } => {} // Also ok - might not have valid edge in that direction
|
||||||
|
}
|
||||||
|
}
|
||||||
60
tests/profiling.rs
Normal file
60
tests/profiling.rs
Normal file
@@ -0,0 +1,60 @@
|
|||||||
|
use pacman::systems::profiling::{SystemId, SystemTimings};
|
||||||
|
use std::time::Duration;
|
||||||
|
|
||||||
|
#[test]
|
||||||
|
fn test_timing_statistics() {
|
||||||
|
let timings = SystemTimings::default();
|
||||||
|
|
||||||
|
// 10ms average, 2ms std dev
|
||||||
|
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));
|
||||||
|
|
||||||
|
// 2ms average, 1ms std dev
|
||||||
|
timings.add_timing(SystemId::Blinking, Duration::from_millis(3));
|
||||||
|
timings.add_timing(SystemId::Blinking, Duration::from_millis(2));
|
||||||
|
timings.add_timing(SystemId::Blinking, Duration::from_millis(1));
|
||||||
|
fn close_enough(a: Duration, b: Duration) -> bool {
|
||||||
|
if a > b {
|
||||||
|
a - b < Duration::from_micros(500) // 0.1ms
|
||||||
|
} else {
|
||||||
|
b - a < Duration::from_micros(500)
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
let stats = timings.get_stats();
|
||||||
|
let (avg, std_dev) = stats.get(&SystemId::PlayerControls).unwrap();
|
||||||
|
|
||||||
|
// Average should be 10ms, standard deviation should be small
|
||||||
|
assert!(close_enough(*avg, Duration::from_millis(10)), "avg: {:?}", avg);
|
||||||
|
assert!(close_enough(*std_dev, Duration::from_millis(2)), "std_dev: {:?}", std_dev);
|
||||||
|
|
||||||
|
let (total_avg, total_std) = timings.get_total_stats();
|
||||||
|
assert!(
|
||||||
|
close_enough(total_avg, Duration::from_millis(18)),
|
||||||
|
"total_avg: {:?}",
|
||||||
|
total_avg
|
||||||
|
);
|
||||||
|
assert!(
|
||||||
|
close_enough(total_std, Duration::from_millis(12)),
|
||||||
|
"total_std: {:?}",
|
||||||
|
total_std
|
||||||
|
);
|
||||||
|
}
|
||||||
|
|
||||||
|
// #[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);
|
||||||
|
// }
|
||||||
@@ -13,10 +13,8 @@ fn test_sprite_atlas_basic() {
|
|||||||
frames.insert(
|
frames.insert(
|
||||||
"test".to_string(),
|
"test".to_string(),
|
||||||
MapperFrame {
|
MapperFrame {
|
||||||
x: 10,
|
pos: U16Vec2::new(10, 20),
|
||||||
y: 20,
|
size: U16Vec2::new(32, 64),
|
||||||
width: 32,
|
|
||||||
height: 64,
|
|
||||||
},
|
},
|
||||||
);
|
);
|
||||||
|
|
||||||
@@ -38,19 +36,15 @@ fn test_sprite_atlas_multiple_tiles() {
|
|||||||
frames.insert(
|
frames.insert(
|
||||||
"tile1".to_string(),
|
"tile1".to_string(),
|
||||||
MapperFrame {
|
MapperFrame {
|
||||||
x: 0,
|
pos: U16Vec2::new(0, 0),
|
||||||
y: 0,
|
size: U16Vec2::new(32, 32),
|
||||||
width: 32,
|
|
||||||
height: 32,
|
|
||||||
},
|
},
|
||||||
);
|
);
|
||||||
frames.insert(
|
frames.insert(
|
||||||
"tile2".to_string(),
|
"tile2".to_string(),
|
||||||
MapperFrame {
|
MapperFrame {
|
||||||
x: 32,
|
pos: U16Vec2::new(32, 0),
|
||||||
y: 0,
|
size: U16Vec2::new(64, 64),
|
||||||
width: 64,
|
|
||||||
height: 64,
|
|
||||||
},
|
},
|
||||||
);
|
);
|
||||||
|
|
||||||
|
|||||||
@@ -107,3 +107,23 @@ fn test_text_scale() -> Result<(), String> {
|
|||||||
|
|
||||||
Ok(())
|
Ok(())
|
||||||
}
|
}
|
||||||
|
|
||||||
|
#[test]
|
||||||
|
fn test_text_color() -> Result<(), String> {
|
||||||
|
let mut text_texture = TextTexture::new(1.0);
|
||||||
|
|
||||||
|
// Test default color (should be None initially)
|
||||||
|
assert_eq!(text_texture.color(), None);
|
||||||
|
|
||||||
|
// Test setting color
|
||||||
|
let test_color = sdl2::pixels::Color::YELLOW;
|
||||||
|
text_texture.set_color(test_color);
|
||||||
|
assert_eq!(text_texture.color(), Some(test_color));
|
||||||
|
|
||||||
|
// Test changing color
|
||||||
|
let new_color = sdl2::pixels::Color::RED;
|
||||||
|
text_texture.set_color(new_color);
|
||||||
|
assert_eq!(text_texture.color(), Some(new_color));
|
||||||
|
|
||||||
|
Ok(())
|
||||||
|
}
|
||||||
|
|||||||
21
web.build.ts
21
web.build.ts
@@ -1,7 +1,7 @@
|
|||||||
import { $ } from "bun";
|
import { $ } from "bun";
|
||||||
import { existsSync, promises as fs } from "fs";
|
import { existsSync, promises as fs } from "fs";
|
||||||
import { platform } from "os";
|
import { platform } from "os";
|
||||||
import { dirname, join, relative, resolve } from "path";
|
import { basename, dirname, join, relative, resolve } from "path";
|
||||||
import { match, P } from "ts-pattern";
|
import { match, P } from "ts-pattern";
|
||||||
import { configure, getConsoleSink, getLogger } from "@logtape/logtape";
|
import { configure, getConsoleSink, getLogger } from "@logtape/logtape";
|
||||||
|
|
||||||
@@ -79,16 +79,19 @@ async function build(release: boolean, env: Record<string, string> | null) {
|
|||||||
|
|
||||||
// The files to copy into 'dist'
|
// The files to copy into 'dist'
|
||||||
const files = [
|
const files = [
|
||||||
...["index.html", "favicon.ico", "build.css", "TerminalVector.ttf"].map(
|
...[
|
||||||
(file) => ({
|
"index.html",
|
||||||
src: join(siteFolder, file),
|
"favicon.ico",
|
||||||
dest: join(dist, file),
|
"build.css",
|
||||||
optional: false,
|
"../game/TerminalVector.ttf",
|
||||||
})
|
].map((file) => ({
|
||||||
),
|
src: resolve(join(siteFolder, file)),
|
||||||
|
dest: join(dist, basename(file)),
|
||||||
|
optional: false,
|
||||||
|
})),
|
||||||
...["pacman.wasm", "pacman.js", "deps/pacman.data"].map((file) => ({
|
...["pacman.wasm", "pacman.js", "deps/pacman.data"].map((file) => ({
|
||||||
src: join(outputFolder, file),
|
src: join(outputFolder, file),
|
||||||
dest: join(dist, file.split("/").pop() || file),
|
dest: join(dist, basename(file)),
|
||||||
optional: false,
|
optional: false,
|
||||||
})),
|
})),
|
||||||
{
|
{
|
||||||
|
|||||||
Reference in New Issue
Block a user