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32 Commits

Author SHA1 Message Date
313ca4f3e6 fix: proper font loading, cross platform assets, better platform independent trait implementation, conditional modules 2025-08-16 14:17:28 -05:00
f940f01d9b refactor: optimize debug system, remove redundant code & tests 2025-08-16 13:41:15 -05:00
90adaf9e84 feat: add cursor-based node highlighting for debug 2025-08-16 12:26:24 -05:00
2140fbec1b fix: allow key holddown 2025-08-16 12:00:58 -05:00
78300bdf9c feat: rewrite movement systems separately for player/ghosts 2025-08-16 11:44:10 -05:00
514a447162 refactor: use strum::EnumCount for const compile time system mapping 2025-08-16 11:43:46 -05:00
3d0bc66e40 feat: ghosts system 2025-08-15 20:38:18 -05:00
e0a15c1ca8 feat: implement audio muting functionality 2025-08-15 20:30:41 -05:00
fa12611c69 feat: ecs audio system 2025-08-15 20:28:47 -05:00
342f378860 fix: use renderable layer properly, sorting entities before presenting 2025-08-15 20:10:16 -05:00
e8944598cc chore: fix clippy warnings 2025-08-15 20:10:16 -05:00
6af25af5f3 test: better formatting tests, alignment-based 2025-08-15 19:39:59 -05:00
f1935ad016 refactor: use smallvec instead of collect string, explicit formatting, accumulator fold 2025-08-15 19:15:06 -05:00
4d397bba5f feat: item collection system, score mutations 2025-08-15 18:41:08 -05:00
80930ddd35 fix: use const MAX_SYSTEMS to ensure micromap maps are aligned in size 2025-08-15 18:40:24 -05:00
0133dd5329 feat: add background for text contrast to debug window 2025-08-15 18:39:39 -05:00
635418a4da refactor: use stack allocated circular buffer, use RwLock+Mutex for concurrent system timing access 2025-08-15 18:06:25 -05:00
31193160a9 feat: debug text rendering of statistics, formatting with tests 2025-08-15 17:52:16 -05:00
3086453c7b chore: adjust collider sizes 2025-08-15 16:25:42 -05:00
a8b83b8e2b feat: high resolution debug rendering 2025-08-15 16:20:24 -05:00
8ce2af89c8 fix: add visibility check to rendering implementation 2025-08-15 15:10:09 -05:00
5f0ee87dd9 feat: better profiling statistics, less spammy 2025-08-15 15:06:53 -05:00
b88895e82f feat: separate dirty rendering with flag resource 2025-08-15 14:19:39 -05:00
2f0c734d13 feat: only present/render canvas when renderables change 2025-08-15 14:15:18 -05:00
e96b3159d7 fix: disable vsync 2025-08-15 13:46:57 -05:00
8c95ecc547 feat: add profiling 2025-08-15 13:46:39 -05:00
02a98c9f32 chore: remove unnecessary log, simplify match to if let 2025-08-15 13:05:55 -05:00
7f95c0233e refactor: move position/movement related components into systems/movement 2025-08-15 13:05:03 -05:00
a531228b95 chore: update thiserror & phf crates 2025-08-15 13:04:39 -05:00
de86f383bf refactor: improve representation of movement system 2025-08-15 12:50:07 -05:00
bd811ee783 fix: initial next direction for pacman (mitigation) 2025-08-15 12:30:29 -05:00
57d7f75940 feat: implement generic optimized collision system 2025-08-15 12:21:29 -05:00
38 changed files with 1992 additions and 773 deletions

99
Cargo.lock generated
View File

@@ -252,6 +252,12 @@ version = "1.0.0"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "baf1de4339761588bc0619e3cbc0120ee582ebb74b53b4efbf79117bd2da40fd"
[[package]]
name = "circular-buffer"
version = "1.1.0"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "23bdce1da528cadbac4654b5632bfcd8c6c63e25b1d42cea919a95958790b51d"
[[package]]
name = "concurrent-queue"
version = "2.5.0"
@@ -316,6 +322,12 @@ dependencies = [
"unicode-xid",
]
[[package]]
name = "diff"
version = "0.1.13"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "56254986775e3233ffa9c4d7d3faaf6d36a2c09d30b20687e9f88bc8bafc16c8"
[[package]]
name = "disqualified"
version = "1.0.0"
@@ -528,6 +540,12 @@ version = "2.7.5"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "32a282da65faaf38286cf3be983213fcf1d2e2a58700e808f83f4ea9a4804bc0"
[[package]]
name = "micromap"
version = "0.1.0"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "18c087666f377f857b49564f8791b481260c67825d6b337e1e38ddf54a985a88"
[[package]]
name = "nonmax"
version = "0.5.5"
@@ -553,6 +571,12 @@ dependencies = [
"autocfg",
]
[[package]]
name = "num-width"
version = "0.1.0"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "faede9396d7883a8c9c989e0b53c984bf770defb5cb8ed6c345b4c0566cf32b9"
[[package]]
name = "once_cell"
version = "1.21.3"
@@ -571,13 +595,19 @@ version = "0.2.0"
dependencies = [
"anyhow",
"bevy_ecs",
"bitflags 2.9.1",
"circular-buffer",
"glam 0.30.5",
"lazy_static",
"libc",
"micromap",
"num-width",
"once_cell",
"parking_lot",
"pathfinding",
"phf",
"rand 0.9.2",
"pretty_assertions",
"rand",
"sdl2",
"serde",
"serde_json",
@@ -586,6 +616,7 @@ dependencies = [
"strum",
"strum_macros",
"thiserror",
"thousands",
"tracing",
"tracing-error",
"tracing-subscriber",
@@ -637,29 +668,30 @@ dependencies = [
[[package]]
name = "phf"
version = "0.11.3"
version = "0.12.1"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "1fd6780a80ae0c52cc120a26a1a42c1ae51b247a253e4e06113d23d2c2edd078"
checksum = "913273894cec178f401a31ec4b656318d95473527be05c0752cc41cdc32be8b7"
dependencies = [
"phf_macros",
"phf_shared",
"serde",
]
[[package]]
name = "phf_generator"
version = "0.11.3"
version = "0.12.1"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "3c80231409c20246a13fddb31776fb942c38553c51e871f8cbd687a4cfb5843d"
checksum = "2cbb1126afed61dd6368748dae63b1ee7dc480191c6262a3b4ff1e29d86a6c5b"
dependencies = [
"fastrand",
"phf_shared",
"rand 0.8.5",
]
[[package]]
name = "phf_macros"
version = "0.11.3"
version = "0.12.1"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "f84ac04429c13a7ff43785d75ad27569f2951ce0ffd30a3321230db2fc727216"
checksum = "d713258393a82f091ead52047ca779d37e5766226d009de21696c4e667044368"
dependencies = [
"phf_generator",
"phf_shared",
@@ -670,9 +702,9 @@ dependencies = [
[[package]]
name = "phf_shared"
version = "0.11.3"
version = "0.12.1"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "67eabc2ef2a60eb7faa00097bd1ffdb5bd28e62bf39990626a582201b7a754e5"
checksum = "06005508882fb681fd97892ecff4b7fd0fee13ef1aa569f8695dae7ab9099981"
dependencies = [
"siphasher",
]
@@ -698,6 +730,16 @@ dependencies = [
"portable-atomic",
]
[[package]]
name = "pretty_assertions"
version = "1.4.1"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "3ae130e2f271fbc2ac3a40fb1d07180839cdbbe443c7a27e1e3c13c5cac0116d"
dependencies = [
"diff",
"yansi",
]
[[package]]
name = "proc-macro2"
version = "1.0.95"
@@ -722,30 +764,15 @@ version = "5.3.0"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "69cdb34c158ceb288df11e18b4bd39de994f6657d83847bdffdbd7f346754b0f"
[[package]]
name = "rand"
version = "0.8.5"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "34af8d1a0e25924bc5b7c43c079c942339d8f0a8b57c39049bef581b46327404"
dependencies = [
"rand_core 0.6.4",
]
[[package]]
name = "rand"
version = "0.9.2"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "6db2770f06117d490610c7488547d543617b21bfa07796d7a12f6f1bd53850d1"
dependencies = [
"rand_core 0.9.3",
"rand_core",
]
[[package]]
name = "rand_core"
version = "0.6.4"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "ec0be4795e2f6a28069bec0b5ff3e2ac9bafc99e6a9a7dc3547996c5c816922c"
[[package]]
name = "rand_core"
version = "0.9.3"
@@ -986,24 +1013,30 @@ dependencies = [
[[package]]
name = "thiserror"
version = "2.0.12"
version = "2.0.14"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "567b8a2dae586314f7be2a752ec7474332959c6460e02bde30d702a66d488708"
checksum = "0b0949c3a6c842cbde3f1686d6eea5a010516deb7085f79db747562d4102f41e"
dependencies = [
"thiserror-impl",
]
[[package]]
name = "thiserror-impl"
version = "2.0.12"
version = "2.0.14"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "7f7cf42b4507d8ea322120659672cf1b9dbb93f8f2d4ecfd6e51350ff5b17a1d"
checksum = "cc5b44b4ab9c2fdd0e0512e6bece8388e214c0749f5862b114cc5b7a25daf227"
dependencies = [
"proc-macro2",
"quote",
"syn",
]
[[package]]
name = "thousands"
version = "0.2.0"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "3bf63baf9f5039dadc247375c29eb13706706cfde997d0330d05aa63a77d8820"
[[package]]
name = "thread_local"
version = "1.1.7"
@@ -1427,3 +1460,9 @@ checksum = "6f42320e61fe2cfd34354ecb597f86f413484a798ba44a8ca1165c58d42da6c1"
dependencies = [
"bitflags 2.9.1",
]
[[package]]
name = "yansi"
version = "1.0.1"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "cfe53a6657fd280eaa890a3bc59152892ffa3e30101319d168b781ed6529b049"

View File

@@ -6,7 +6,7 @@ edition = "2021"
# See more keys and their definitions at https://doc.rust-lang.org/cargo/reference/manifest.html
[dependencies]
tracing = { version = "0.1.40", features = ["max_level_debug", "release_max_level_debug"]}
tracing = { version = "0.1.41", features = ["max_level_debug", "release_max_level_debug"]}
tracing-error = "0.2.0"
tracing-subscriber = {version = "0.3.17", features = ["env-filter"]}
lazy_static = "1.5.0"
@@ -15,16 +15,23 @@ spin_sleep = "1.3.2"
rand = { version = "0.9.2", default-features = false, features = ["small_rng", "os_rng"] }
pathfinding = "4.14"
once_cell = "1.21.3"
thiserror = "2.0"
thiserror = "2.0.14"
anyhow = "1.0"
glam = { version = "0.30.5", features = [] }
glam = "0.30.5"
serde = { version = "1.0.219", features = ["derive"] }
serde_json = "1.0.142"
smallvec = "1.15.1"
strum = "0.27.2"
strum_macros = "0.27.2"
phf = { version = "0.11", features = ["macros"] }
phf = { version = "0.12.1", features = ["macros"] }
bevy_ecs = "0.16.1"
bitflags = "2.9.1"
parking_lot = "0.12.3"
micromap = "0.1.0"
thousands = "0.2.0"
pretty_assertions = "1.4.1"
num-width = "0.1.0"
circular-buffer = "1.1.0"
[profile.release]
lto = true
@@ -63,4 +70,4 @@ libc = "0.2.175"
[build-dependencies]
serde = { version = "1.0", features = ["derive"] }
serde_json = "1.0"
phf = { version = "0.11", features = ["macros"] }
phf = { version = "0.12.1", features = ["macros"] }

View File

@@ -5,7 +5,6 @@ use sdl2::render::TextureCreator;
use sdl2::ttf::Sdl2TtfContext;
use sdl2::video::WindowContext;
use sdl2::{AudioSubsystem, EventPump, Sdl, VideoSubsystem};
use tracing::warn;
use crate::error::{GameError, GameResult};
@@ -50,7 +49,6 @@ impl App {
window
.into_canvas()
.accelerated()
.present_vsync()
.build()
.map_err(|e| GameError::Sdl(e.to_string()))?,
));
@@ -64,12 +62,6 @@ impl App {
let game = Game::new(canvas, texture_creator, event_pump)?;
// game.audio.set_mute(cfg!(debug_assertions));
// Initial draw
// game.draw(&mut canvas, &mut backbuffer)
// .map_err(|e| GameError::Sdl(e.to_string()))?;
// game.present_backbuffer(&mut canvas, &backbuffer, glam::Vec2::ZERO)
// .map_err(|e| GameError::Sdl(e.to_string()))?;
Ok(App {
game,
focused: true,
@@ -116,17 +108,12 @@ impl App {
return false;
}
// if let Err(e) = self.game.draw(&mut self.canvas, &mut self.backbuffer) {
// error!("Failed to draw game: {}", e);
// }
// Sleep if we still have time left
if start.elapsed() < LOOP_TIME {
let time = LOOP_TIME.saturating_sub(start.elapsed());
if time != Duration::ZERO {
get_platform().sleep(time, self.focused);
}
} else {
warn!("Game loop behind schedule by: {:?}", start.elapsed() - LOOP_TIME);
}
true

View File

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

View File

@@ -1,17 +1,21 @@
use glam::Vec2;
use crate::systems::components::NodeId;
use crate::systems::movement::NodeId;
use super::direction::Direction;
/// Defines who can traverse a given edge.
#[derive(Debug, Clone, Copy, PartialEq, Eq, Default)]
pub enum EdgePermissions {
/// Anyone can use this edge.
#[default]
All,
/// Only ghosts can use this edge.
GhostsOnly,
use bitflags::bitflags;
bitflags! {
/// Defines who can traverse a given edge using flags for fast checking.
#[derive(Debug, Clone, Copy, PartialEq, Eq, Default)]
pub struct TraversalFlags: u8 {
const PACMAN = 1 << 0;
const GHOST = 1 << 1;
/// Convenience flag for edges that all entities can use
const ALL = Self::PACMAN.bits() | Self::GHOST.bits();
}
}
/// Represents a directed edge from one node to another with a given weight (e.g., distance).
@@ -24,7 +28,7 @@ pub struct Edge {
/// The cardinal direction of this edge.
pub direction: Direction,
/// Defines who is allowed to traverse this edge.
pub permissions: EdgePermissions,
pub traversal_flags: TraversalFlags,
}
/// Represents a node in the graph, defined by its position.
@@ -132,8 +136,8 @@ impl Graph {
return Err("To node does not exist.");
}
let edge_a = self.add_edge(from, to, replace, distance, direction, EdgePermissions::default());
let edge_b = self.add_edge(to, from, replace, distance, direction.opposite(), EdgePermissions::default());
let edge_a = self.add_edge(from, to, replace, distance, direction, TraversalFlags::ALL);
let edge_b = self.add_edge(to, from, replace, distance, direction.opposite(), TraversalFlags::ALL);
if edge_a.is_err() && edge_b.is_err() {
return Err("Failed to connect nodes in both directions.");
@@ -161,7 +165,7 @@ impl Graph {
replace: bool,
distance: Option<f32>,
direction: Direction,
permissions: EdgePermissions,
traversal_flags: TraversalFlags,
) -> Result<(), &'static str> {
let edge = Edge {
target: to,
@@ -180,7 +184,7 @@ impl Graph {
}
},
direction,
permissions,
traversal_flags,
};
if from >= self.adjacency_list.len() {
@@ -214,9 +218,17 @@ impl Graph {
self.nodes.get(id)
}
/// Returns the total number of nodes in the graph.
pub fn node_count(&self) -> usize {
self.nodes.len()
/// Returns an iterator over all nodes in the graph.
pub fn nodes(&self) -> impl Iterator<Item = &Node> {
self.nodes.iter()
}
/// Returns an iterator over all edges in the graph.
pub fn edges(&self) -> impl Iterator<Item = (NodeId, Edge)> + '_ {
self.adjacency_list
.iter()
.enumerate()
.flat_map(|(node_id, intersection)| intersection.edges().map(move |edge| (node_id, edge)))
}
/// Finds a specific edge from a source node to a target node.

View File

@@ -1,10 +1,19 @@
use bevy_ecs::event::Event;
use bevy_ecs::prelude::*;
use crate::systems::input::GameCommand;
#[derive(Clone, Copy, Debug, PartialEq, Eq)]
pub enum GameCommand {
Exit,
MovePlayer(crate::entity::direction::Direction),
ToggleDebug,
MuteAudio,
ResetLevel,
TogglePause,
}
#[derive(Debug, Clone, Copy, Event)]
#[derive(Event, Clone, Copy, Debug, PartialEq, Eq)]
pub enum GameEvent {
Command(GameCommand),
Collision(Entity, Entity),
}
impl From<GameCommand> for GameEvent {

View File

@@ -7,28 +7,44 @@ 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::blinking::Blinking;
use crate::systems::movement::{BufferedDirection, Position, Velocity};
use crate::systems::player::player_movement_system;
use crate::systems::profiling::SystemId;
use crate::systems::{
audio::{audio_system, AudioEvent, AudioResource},
blinking::blinking_system,
collision::collision_system,
components::{
AudioState, Collider, DeltaTime, DirectionalAnimated, EntityType, Ghost, GhostBundle, GhostCollider, GlobalState,
ItemBundle, ItemCollider, PacmanCollider, PlayerBundle, PlayerControlled, RenderDirty, Renderable, ScoreResource,
},
debug::{debug_render_system, DebugFontResource, DebugState, DebugTextureResource},
ghost::ghost_movement_system,
input::input_system,
item::item_system,
player::player_control_system,
profiling::{profile, SystemTimings},
render::{directional_render_system, dirty_render_system, render_system, BackbufferResource, MapTextureResource},
};
use crate::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 bevy_ecs::schedule::Schedule;
use bevy_ecs::system::{NonSendMut, Res, ResMut};
use bevy_ecs::world::World;
use sdl2::image::LoadTexture;
use sdl2::render::{Canvas, ScaleMode, TextureCreator};
use sdl2::rwops::RWops;
use sdl2::video::{Window, WindowContext};
use sdl2::EventPump;
use crate::asset::{get_asset_bytes, Asset};
use crate::map::render::MapRenderer;
use crate::systems::input::{input_system, Bindings, GameCommand};
use crate::{
asset::{get_asset_bytes, Asset},
constants,
events::GameCommand,
map::render::MapRenderer,
systems::input::{Bindings, CursorPosition},
texture::sprite::{AtlasMapper, SpriteAtlas},
};
@@ -51,9 +67,11 @@ impl Game {
) -> GameResult<Game> {
let mut world = World::default();
let mut schedule = Schedule::default();
let ttf_context = Box::leak(Box::new(sdl2::ttf::init().map_err(|e| GameError::Sdl(e.to_string()))?));
EventRegistry::register_event::<GameError>(&mut world);
EventRegistry::register_event::<GameEvent>(&mut world);
EventRegistry::register_event::<AudioEvent>(&mut world);
let mut backbuffer = texture_creator
.create_texture_target(None, CANVAS_SIZE.x, CANVAS_SIZE.y)
@@ -65,8 +83,25 @@ impl Game {
.map_err(|e| GameError::Sdl(e.to_string()))?;
map_texture.set_scale_mode(ScaleMode::Nearest);
// Create debug texture at output resolution for crisp debug rendering
let output_size = canvas.output_size().unwrap();
let mut debug_texture = texture_creator
.create_texture_target(None, output_size.0, output_size.1)
.map_err(|e| GameError::Sdl(e.to_string()))?;
debug_texture.set_scale_mode(ScaleMode::Nearest);
let font_data = get_asset_bytes(Asset::Font)?;
let static_font_data: &'static [u8] = Box::leak(font_data.to_vec().into_boxed_slice());
let font_asset = RWops::from_bytes(static_font_data).map_err(|_| GameError::Sdl("Failed to load font".to_string()))?;
let debug_font = ttf_context
.load_font_from_rwops(font_asset, 12)
.map_err(|e| GameError::Sdl(e.to_string()))?;
// Initialize audio system
let audio = crate::audio::Audio::new();
// Load atlas and create map texture
let atlas_bytes = get_asset_bytes(Asset::Atlas)?;
let atlas_bytes = get_asset_bytes(Asset::AtlasImage)?;
let atlas_texture = texture_creator.load_texture_bytes(&atlas_bytes).map_err(|e| {
if e.to_string().contains("format") || e.to_string().contains("unsupported") {
GameError::Texture(crate::error::TextureError::InvalidFormat(format!(
@@ -93,7 +128,7 @@ impl Game {
// Render map to texture
canvas
.with_texture_canvas(&mut map_texture, |map_canvas| {
MapRenderer::render_map(map_canvas, &mut atlas, &mut map_tiles);
MapRenderer::render_map(map_canvas, &mut atlas, &map_tiles);
})
.map_err(|e| GameError::Sdl(e.to_string()))?;
@@ -128,22 +163,27 @@ impl Game {
let player = PlayerBundle {
player: PlayerControlled,
position: Position::AtNode(pacman_start_node),
position: Position::Stopped { node: pacman_start_node },
velocity: Velocity {
direction: Direction::Up,
next_direction: None,
speed: 1.125,
speed: 1.15,
direction: Direction::Left,
},
buffered_direction: BufferedDirection::None,
sprite: Renderable {
sprite: SpriteAtlas::get_tile(&atlas, "pacman/full.png")
.ok_or_else(|| GameError::Texture(TextureError::AtlasTileNotFound("pacman/full.png".to_string())))?,
layer: 0,
visible: true,
},
directional_animated: DirectionalAnimated {
textures,
stopped_textures,
},
entity_type: EntityType::Player,
collider: Collider {
size: constants::CELL_SIZE as f32 * 1.375,
},
pacman_collider: PacmanCollider,
};
world.insert_non_send_resource(atlas);
@@ -151,110 +191,210 @@ impl Game {
world.insert_non_send_resource(canvas);
world.insert_non_send_resource(BackbufferResource(backbuffer));
world.insert_non_send_resource(MapTextureResource(map_texture));
world.insert_non_send_resource(DebugTextureResource(debug_texture));
world.insert_non_send_resource(DebugFontResource(debug_font));
world.insert_non_send_resource(AudioResource(audio));
world.insert_resource(map);
world.insert_resource(GlobalState { exit: false });
world.insert_resource(ScoreResource(0));
world.insert_resource(SystemTimings::default());
world.insert_resource(Bindings::default());
world.insert_resource(DeltaTime(0f32));
world.insert_resource(RenderDirty::default());
world.insert_resource(DebugState::default());
world.insert_resource(AudioState::default());
world.insert_resource(CursorPosition::default());
world.add_observer(|event: Trigger<GameEvent>, mut state: ResMut<GlobalState>| match *event {
GameEvent::Command(command) => match command {
GameCommand::Exit => {
world.add_observer(
|event: Trigger<GameEvent>, mut state: ResMut<GlobalState>, _score: ResMut<ScoreResource>| {
if matches!(*event, GameEvent::Command(GameCommand::Exit)) {
state.exit = true;
}
_ => {}
},
});
schedule.add_systems(
(
input_system,
player_system,
movement_system,
directional_render_system,
render_system,
)
.chain(),
);
schedule.add_systems((
profile(SystemId::Input, input_system),
profile(SystemId::PlayerControls, player_control_system),
profile(SystemId::PlayerMovement, player_movement_system),
profile(SystemId::Ghost, ghost_movement_system),
profile(SystemId::Collision, collision_system),
profile(SystemId::Item, item_system),
profile(SystemId::Audio, audio_system),
profile(SystemId::Blinking, blinking_system),
profile(SystemId::DirectionalRender, directional_render_system),
profile(SystemId::DirtyRender, dirty_render_system),
profile(SystemId::Render, render_system),
profile(SystemId::DebugRender, debug_render_system),
profile(
SystemId::Present,
|mut canvas: NonSendMut<&mut Canvas<Window>>,
backbuffer: NonSendMut<BackbufferResource>,
debug_state: Res<DebugState>,
mut dirty: ResMut<RenderDirty>| {
if dirty.0 || *debug_state != DebugState::Off {
// Only copy backbuffer to main canvas if debug rendering is off
// (debug rendering draws directly to main canvas)
if *debug_state == DebugState::Off {
canvas.copy(&backbuffer.0, None, None).unwrap();
}
dirty.0 = false;
canvas.present();
}
},
),
));
// Spawn player
world.spawn(player);
// Spawn ghosts
Self::spawn_ghosts(&mut world)?;
// Spawn items
let pellet_sprite = SpriteAtlas::get_tile(world.non_send_resource::<SpriteAtlas>(), "maze/pellet.png")
.ok_or_else(|| GameError::Texture(TextureError::AtlasTileNotFound("maze/pellet.png".to_string())))?;
let energizer_sprite = SpriteAtlas::get_tile(world.non_send_resource::<SpriteAtlas>(), "maze/energizer.png")
.ok_or_else(|| GameError::Texture(TextureError::AtlasTileNotFound("maze/energizer.png".to_string())))?;
let nodes: Vec<_> = world.resource::<Map>().iter_nodes().map(|(id, tile)| (*id, *tile)).collect();
for (node_id, tile) in nodes {
let (item_type, sprite, size) = match tile {
crate::constants::MapTile::Pellet => (EntityType::Pellet, pellet_sprite, constants::CELL_SIZE as f32 * 0.4),
crate::constants::MapTile::PowerPellet => {
(EntityType::PowerPellet, energizer_sprite, constants::CELL_SIZE as f32 * 0.95)
}
_ => continue,
};
let mut item = world.spawn(ItemBundle {
position: Position::Stopped { node: node_id },
sprite: Renderable {
sprite,
layer: 1,
visible: true,
},
entity_type: item_type,
collider: Collider { size },
item_collider: ItemCollider,
});
if item_type == EntityType::PowerPellet {
item.insert(Blinking {
timer: 0.0,
interval: 0.2,
});
}
}
Ok(Game { world, schedule })
}
// fn handle_command(&mut self, command: crate::input::commands::GameCommand) {
// use crate::input::commands::GameCommand;
// match command {
// GameCommand::MovePlayer(direction) => {
// self.state.pacman.set_next_direction(direction);
// }
// GameCommand::ToggleDebug => {
// self.toggle_debug_mode();
// }
// GameCommand::MuteAudio => {
// let is_muted = self.state.audio.is_muted();
// self.state.audio.set_mute(!is_muted);
// }
// GameCommand::ResetLevel => {
// if let Err(e) = self.reset_game_state() {
// tracing::error!("Failed to reset game state: {}", e);
// }
// }
// GameCommand::TogglePause => {
// self.state.paused = !self.state.paused;
// }
// GameCommand::Exit => {}
// }
// }
/// Spowns all four ghosts at their starting positions with appropriate textures.
fn spawn_ghosts(world: &mut World) -> GameResult<()> {
// Extract the data we need first to avoid borrow conflicts
let ghost_start_positions = {
let map = world.resource::<Map>();
[
(Ghost::Blinky, map.start_positions.blinky),
(Ghost::Pinky, map.start_positions.pinky),
(Ghost::Inky, map.start_positions.inky),
(Ghost::Clyde, map.start_positions.clyde),
]
};
// fn process_events(&mut self) {
// while let Some(event) = self.state.event_queue.pop_front() {
// match event {
// GameEvent::Command(command) => self.handle_command(command),
// }
// }
// }
for (ghost_type, start_node) in ghost_start_positions {
// Create the ghost bundle in a separate scope to manage borrows
let ghost = {
let atlas = world.non_send_resource::<SpriteAtlas>();
// /// 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)?;
// Create directional animated textures for the ghost
let mut textures = [None, None, None, None];
let mut stopped_textures = [None, None, None, None];
// // Reset items
// self.state.items = self.state.map.generate_items(&self.state.atlas)?;
for direction in Direction::DIRECTIONS {
let moving_prefix = match direction {
Direction::Up => "up",
Direction::Down => "down",
Direction::Left => "left",
Direction::Right => "right",
};
// // Randomize ghost positions
// let ghost_types = [GhostType::Blinky, GhostType::Pinky, GhostType::Inky, GhostType::Clyde];
// let mut rng = SmallRng::from_os_rng();
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"
)))
})?,
];
// 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)?;
// }
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"
)))
})?];
// // Reset collision system
// self.state.collision_system = CollisionSystem::default();
textures[direction.as_usize()] = Some(AnimatedTexture::new(moving_tiles, 0.2)?);
stopped_textures[direction.as_usize()] = Some(AnimatedTexture::new(stopped_tiles, 0.1)?);
}
// // Re-register Pac-Man
// self.state.pacman_id = self.state.collision_system.register_entity(self.state.pacman.position());
GhostBundle {
ghost: ghost_type,
position: Position::Stopped { node: start_node },
velocity: Velocity {
speed: ghost_type.base_speed(),
direction: Direction::Left,
},
sprite: Renderable {
sprite: SpriteAtlas::get_tile(atlas, &format!("ghost/{}/left_a.png", ghost_type.as_str())).ok_or_else(
|| {
GameError::Texture(TextureError::AtlasTileNotFound(format!(
"ghost/{}/left_a.png",
ghost_type.as_str()
)))
},
)?,
layer: 0,
visible: true,
},
directional_animated: DirectionalAnimated {
textures,
stopped_textures,
},
entity_type: EntityType::Ghost,
collider: Collider {
size: crate::constants::CELL_SIZE as f32 * 1.375,
},
ghost_collider: GhostCollider,
}
};
// // 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);
// }
world.spawn(ghost);
}
// // 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(())
// }
Ok(())
}
/// Ticks the game state.
///
@@ -270,52 +410,9 @@ impl Game {
.get_resource::<GlobalState>()
.expect("GlobalState could not be acquired");
return state.exit;
// // Process any events that have been posted (such as unpausing)
// self.process_events();
// // If the game is paused, we don't need to do anything beyond returning
// if self.state.paused {
// return false;
// }
// self.schedule.run(&mut self.world);
// self.state.pacman.tick(dt, &self.state.map.graph);
// // Update all ghosts
// for ghost in &mut self.state.ghosts {
// ghost.tick(dt, &self.state.map.graph);
// }
// // Update collision system positions
// self.update_collision_positions();
// // Check for collisions
// self.check_collisions();
state.exit
}
// /// Toggles the debug mode on and off.
// ///
// /// When debug mode is enabled, the game will render additional information
// /// that is useful for debugging, such as the collision grid and entity paths.
// pub fn toggle_debug_mode(&mut self) {
// self.state.debug_mode = !self.state.debug_mode;
// }
// fn update_collision_positions(&mut self) {
// // Update Pac-Man's position
// self.state
// .collision_system
// .update_position(self.state.pacman_id, self.state.pacman.position());
// // Update ghost positions
// for (ghost, &ghost_id) in self.state.ghosts.iter().zip(&self.state.ghost_ids) {
// self.state.collision_system.update_position(ghost_id, ghost.position());
// }
// }
// fn check_collisions(&mut self) {
// // Check Pac-Man vs Items
// let potential_collisions = self

View File

@@ -1,15 +1,11 @@
//! Map construction and building functionality.
use crate::constants::{MapTile, BOARD_CELL_SIZE, CELL_SIZE};
use crate::entity::direction::Direction;
use crate::entity::graph::{EdgePermissions, Graph, Node};
use crate::entity::graph::{Graph, Node, TraversalFlags};
use crate::map::parser::MapTileParser;
use crate::map::render::MapRenderer;
use crate::systems::components::NodeId;
use crate::texture::sprite::SpriteAtlas;
use crate::systems::movement::NodeId;
use bevy_ecs::resource::Resource;
use glam::{IVec2, Vec2};
use sdl2::render::{Canvas, RenderTarget};
use std::collections::{HashMap, VecDeque};
use tracing::debug;
@@ -33,6 +29,8 @@ pub struct Map {
pub grid_to_node: HashMap<IVec2, NodeId>,
/// A mapping of the starting positions of the entities.
pub start_positions: NodePositions,
/// The raw tile data for the map.
tiles: [[MapTile; BOARD_CELL_SIZE.y as usize]; BOARD_CELL_SIZE.x as usize],
}
impl Map {
@@ -153,59 +151,15 @@ impl Map {
graph,
grid_to_node,
start_positions,
tiles: map,
})
}
/// Generates Item entities for pellets and energizers from the parsed map.
// pub fn generate_items(&self, atlas: &SpriteAtlas) -> GameResult<Vec<Item>> {
// // Pre-load sprites to avoid repeated texture lookups
// let pellet_sprite = SpriteAtlas::get_tile(atlas, "maze/pellet.png")
// .ok_or_else(|| MapError::InvalidConfig("Pellet texture not found".to_string()))?;
// let energizer_sprite = SpriteAtlas::get_tile(atlas, "maze/energizer.png")
// .ok_or_else(|| MapError::InvalidConfig("Energizer texture not found".to_string()))?;
// // Pre-allocate with estimated capacity (typical Pac-Man maps have ~240 pellets + 4 energizers)
// let mut items = Vec::with_capacity(250);
// // Parse the raw board once
// let parsed_map = MapTileParser::parse_board(RAW_BOARD)?;
// let map = parsed_map.tiles;
// // Iterate through the map and collect items more efficiently
// for (x, row) in map.iter().enumerate() {
// for (y, tile) in row.iter().enumerate() {
// match tile {
// MapTile::Pellet | MapTile::PowerPellet => {
// let grid_pos = IVec2::new(x as i32, y as i32);
// if let Some(&node_id) = self.grid_to_node.get(&grid_pos) {
// let (item_type, sprite) = match tile {
// MapTile::Pellet => (ItemType::Pellet, Sprite::new(pellet_sprite)),
// MapTile::PowerPellet => (ItemType::Energizer, Sprite::new(energizer_sprite)),
// _ => unreachable!(), // We already filtered for these types
// };
// items.push(Item::new(node_id, item_type, sprite));
// }
// }
// _ => {}
// }
// }
// }
// Ok(items)
// }
/// Renders a debug visualization with cursor-based highlighting.
///
/// This function provides interactive debugging by highlighting the nearest node
/// to the cursor, showing its ID, and highlighting its connections.
pub fn debug_render_with_cursor<T: RenderTarget>(
&self,
canvas: &mut Canvas<T>,
text_renderer: &mut crate::texture::text::TextTexture,
atlas: &mut SpriteAtlas,
cursor_pos: glam::Vec2,
) -> GameResult<()> {
MapRenderer::debug_render_with_cursor(&self.graph, canvas, text_renderer, atlas, cursor_pos)
pub fn iter_nodes(&self) -> impl Iterator<Item = (&NodeId, &MapTile)> {
self.grid_to_node.iter().map(move |(pos, node_id)| {
let tile = &self.tiles[pos.x as usize][pos.y as usize];
(node_id, tile)
})
}
/// Builds the house structure in the graph.
@@ -294,7 +248,7 @@ impl Map {
false,
None,
Direction::Down,
EdgePermissions::GhostsOnly,
TraversalFlags::GHOST,
)
.map_err(|e| MapError::InvalidConfig(format!("Failed to create ghost-only entrance to house: {e}")))?;
@@ -305,7 +259,7 @@ impl Map {
false,
None,
Direction::Up,
EdgePermissions::GhostsOnly,
TraversalFlags::GHOST,
)
.map_err(|e| MapError::InvalidConfig(format!("Failed to create ghost-only exit from house: {e}")))?;

View File

@@ -3,14 +3,10 @@
use crate::constants::{BOARD_CELL_OFFSET, CELL_SIZE};
use crate::map::layout::TILE_MAP;
use crate::texture::sprite::{AtlasTile, SpriteAtlas};
use crate::texture::text::TextTexture;
use glam::Vec2;
use sdl2::pixels::Color;
use sdl2::rect::{Point, Rect};
use sdl2::rect::Rect;
use sdl2::render::{Canvas, RenderTarget};
use crate::error::{EntityError, GameError, GameResult};
/// Handles rendering operations for the map.
pub struct MapRenderer;
@@ -19,7 +15,7 @@ impl MapRenderer {
///
/// This function draws the static map texture to the screen at the correct
/// position and scale.
pub fn render_map<T: RenderTarget>(canvas: &mut Canvas<T>, atlas: &mut SpriteAtlas, map_tiles: &mut [AtlasTile]) {
pub fn render_map<T: RenderTarget>(canvas: &mut Canvas<T>, atlas: &mut SpriteAtlas, map_tiles: &[AtlasTile]) {
for (y, row) in TILE_MAP.iter().enumerate() {
for (x, &tile_index) in row.iter().enumerate() {
let mut tile = map_tiles[tile_index];
@@ -37,111 +33,4 @@ impl MapRenderer {
}
}
}
/// Renders a debug visualization with cursor-based highlighting.
///
/// This function provides interactive debugging by highlighting the nearest node
/// to the cursor, showing its ID, and highlighting its connections.
pub fn debug_render_with_cursor<T: RenderTarget>(
graph: &crate::entity::graph::Graph,
canvas: &mut Canvas<T>,
text_renderer: &mut TextTexture,
atlas: &mut SpriteAtlas,
cursor_pos: Vec2,
) -> GameResult<()> {
// Find the nearest node to the cursor
let nearest_node = Self::find_nearest_node(graph, cursor_pos);
// Draw all connections in blue
canvas.set_draw_color(Color::RGB(0, 0, 128)); // Dark blue for regular connections
for i in 0..graph.node_count() {
let node = graph.get_node(i).ok_or(GameError::Entity(EntityError::NodeNotFound(i)))?;
let pos = node.position + crate::constants::BOARD_PIXEL_OFFSET.as_vec2();
for edge in graph.adjacency_list[i].edges() {
let end_pos = graph
.get_node(edge.target)
.ok_or(GameError::Entity(EntityError::NodeNotFound(edge.target)))?
.position
+ crate::constants::BOARD_PIXEL_OFFSET.as_vec2();
canvas
.draw_line((pos.x as i32, pos.y as i32), (end_pos.x as i32, end_pos.y as i32))
.map_err(|e| GameError::Sdl(e.to_string()))?;
}
}
// Draw all nodes in green
canvas.set_draw_color(Color::RGB(0, 128, 0)); // Dark green for regular nodes
for i in 0..graph.node_count() {
let node = graph.get_node(i).ok_or(GameError::Entity(EntityError::NodeNotFound(i)))?;
let pos = node.position + crate::constants::BOARD_PIXEL_OFFSET.as_vec2();
canvas
.fill_rect(Rect::new(0, 0, 3, 3).centered_on(Point::new(pos.x as i32, pos.y as i32)))
.map_err(|e| GameError::Sdl(e.to_string()))?;
}
// Highlight connections from the nearest node in bright blue
if let Some(nearest_id) = nearest_node {
let nearest_pos = graph
.get_node(nearest_id)
.ok_or(GameError::Entity(EntityError::NodeNotFound(nearest_id)))?
.position
+ crate::constants::BOARD_PIXEL_OFFSET.as_vec2();
canvas.set_draw_color(Color::RGB(0, 255, 255)); // Bright cyan for highlighted connections
for edge in graph.adjacency_list[nearest_id].edges() {
let end_pos = graph
.get_node(edge.target)
.ok_or(GameError::Entity(EntityError::NodeNotFound(edge.target)))?
.position
+ crate::constants::BOARD_PIXEL_OFFSET.as_vec2();
canvas
.draw_line(
(nearest_pos.x as i32, nearest_pos.y as i32),
(end_pos.x as i32, end_pos.y as i32),
)
.map_err(|e| GameError::Sdl(e.to_string()))?;
}
// Highlight the nearest node in bright green
canvas.set_draw_color(Color::RGB(0, 255, 0)); // Bright green for highlighted node
canvas
.fill_rect(Rect::new(0, 0, 5, 5).centered_on(Point::new(nearest_pos.x as i32, nearest_pos.y as i32)))
.map_err(|e| GameError::Sdl(e.to_string()))?;
// Draw node ID text (small, offset to top right)
text_renderer.set_scale(0.5); // Small text
let id_text = format!("#{nearest_id}");
let text_pos = glam::UVec2::new(
(nearest_pos.x + 4.0) as u32, // Offset to the right
(nearest_pos.y - 6.0) as u32, // Offset to the top
);
if let Err(e) = text_renderer.render(canvas, atlas, &id_text, text_pos) {
tracing::error!("Failed to render node ID text: {}", e);
}
}
Ok(())
}
/// Finds the nearest node to the given cursor position.
pub fn find_nearest_node(graph: &crate::entity::graph::Graph, cursor_pos: Vec2) -> Option<usize> {
let mut nearest_id = None;
let mut nearest_distance = f32::INFINITY;
for i in 0..graph.node_count() {
if let Some(node) = graph.get_node(i) {
let node_pos = node.position + crate::constants::BOARD_PIXEL_OFFSET.as_vec2();
let distance = cursor_pos.distance(node_pos);
if distance < nearest_distance {
nearest_distance = distance;
nearest_id = Some(i);
}
}
}
nearest_id
}
}

View File

@@ -5,12 +5,12 @@ use std::time::Duration;
use crate::asset::Asset;
use crate::error::{AssetError, PlatformError};
use crate::platform::Platform;
use crate::platform::CommonPlatform;
/// Desktop platform implementation.
pub struct DesktopPlatform;
pub struct Platform;
impl Platform for DesktopPlatform {
impl CommonPlatform for Platform {
fn sleep(&self, duration: Duration, focused: bool) {
if focused {
spin_sleep::sleep(duration);
@@ -75,7 +75,8 @@ impl Platform for DesktopPlatform {
Asset::Wav2 => Ok(Cow::Borrowed(include_bytes!("../../assets/game/sound/waka/2.ogg"))),
Asset::Wav3 => Ok(Cow::Borrowed(include_bytes!("../../assets/game/sound/waka/3.ogg"))),
Asset::Wav4 => Ok(Cow::Borrowed(include_bytes!("../../assets/game/sound/waka/4.ogg"))),
Asset::Atlas => Ok(Cow::Borrowed(include_bytes!("../../assets/game/atlas.png"))),
Asset::AtlasImage => Ok(Cow::Borrowed(include_bytes!("../../assets/game/atlas.png"))),
Asset::Font => Ok(Cow::Borrowed(include_bytes!("../../assets/game/TerminalVector.ttf"))),
}
}
}

View File

@@ -5,12 +5,12 @@ use std::time::Duration;
use crate::asset::Asset;
use crate::error::{AssetError, PlatformError};
use crate::platform::Platform;
use crate::platform::CommonPlatform;
/// Emscripten platform implementation.
pub struct EmscriptenPlatform;
pub struct Platform;
impl Platform for EmscriptenPlatform {
impl CommonPlatform for Platform {
fn sleep(&self, duration: Duration, _focused: bool) {
unsafe {
emscripten_sleep(duration.as_millis() as u32);

View File

@@ -5,11 +5,13 @@ use crate::error::{AssetError, PlatformError};
use std::borrow::Cow;
use std::time::Duration;
pub mod desktop;
pub mod emscripten;
#[cfg(not(target_os = "emscripten"))]
mod desktop;
#[cfg(target_os = "emscripten")]
mod emscripten;
/// Platform abstraction trait that defines cross-platform functionality.
pub trait Platform {
pub trait CommonPlatform {
/// Sleep for the specified duration using platform-appropriate method.
fn sleep(&self, duration: Duration, focused: bool);
@@ -32,17 +34,14 @@ pub trait Platform {
/// Get the current platform implementation.
#[allow(dead_code)]
pub fn get_platform() -> &'static dyn Platform {
static DESKTOP: desktop::DesktopPlatform = desktop::DesktopPlatform;
static EMSCRIPTEN: emscripten::EmscriptenPlatform = emscripten::EmscriptenPlatform;
pub fn get_platform() -> &'static dyn CommonPlatform {
#[cfg(not(target_os = "emscripten"))]
{
&DESKTOP
&desktop::Platform
}
#[cfg(target_os = "emscripten")]
{
&EMSCRIPTEN
&emscripten::Platform
}
}

54
src/systems/audio.rs Normal file
View File

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

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

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

View File

@@ -1,9 +1,9 @@
use bevy_ecs::{bundle::Bundle, component::Component, resource::Resource};
use glam::Vec2;
use bitflags::bitflags;
use crate::{
entity::{direction::Direction, graph::Graph},
error::{EntityError, GameResult},
entity::graph::TraversalFlags,
systems::movement::{BufferedDirection, Position, Velocity},
texture::{animated::AnimatedTexture, sprite::AtlasTile},
};
@@ -11,6 +11,46 @@ use crate::{
#[derive(Default, Component)]
pub struct PlayerControlled;
#[derive(Component, Debug, Clone, Copy, PartialEq, Eq)]
pub enum Ghost {
Blinky,
Pinky,
Inky,
Clyde,
}
impl Ghost {
/// Returns the ghost type name for atlas lookups.
pub fn as_str(self) -> &'static str {
match self {
Ghost::Blinky => "blinky",
Ghost::Pinky => "pinky",
Ghost::Inky => "inky",
Ghost::Clyde => "clyde",
}
}
/// Returns the base movement speed for this ghost type.
pub fn base_speed(self) -> f32 {
match self {
Ghost::Blinky => 1.0,
Ghost::Pinky => 0.95,
Ghost::Inky => 0.9,
Ghost::Clyde => 0.85,
}
}
/// Returns the ghost's color for debug rendering.
pub fn debug_color(&self) -> sdl2::pixels::Color {
match self {
Ghost::Blinky => sdl2::pixels::Color::RGB(255, 0, 0), // Red
Ghost::Pinky => sdl2::pixels::Color::RGB(255, 182, 255), // Pink
Ghost::Inky => sdl2::pixels::Color::RGB(0, 255, 255), // Cyan
Ghost::Clyde => sdl2::pixels::Color::RGB(255, 182, 85), // Orange
}
}
}
/// A tag component denoting the type of entity.
#[derive(Component, Debug, Clone, Copy, PartialEq, Eq, Hash)]
pub enum EntityType {
@@ -18,7 +58,17 @@ pub enum EntityType {
Ghost,
Pellet,
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
}
}
}
/// A component for entities that have a sprite, with a layer for ordering.
@@ -28,6 +78,7 @@ pub enum EntityType {
pub struct Renderable {
pub sprite: AtlasTile,
pub layer: u8,
pub visible: bool,
}
/// A component for entities that have a directional animated texture.
@@ -37,107 +88,62 @@ pub struct DirectionalAnimated {
pub stopped_textures: [Option<AnimatedTexture>; 4],
}
/// A unique identifier for a node, represented by its index in the graph's storage.
pub type NodeId = usize;
/// Represents the current position of an entity traversing the graph.
///
/// This enum allows for precise tracking of whether an entity is exactly at a node
/// or moving along an edge between two nodes.
#[derive(Component, Debug, Copy, Clone, PartialEq)]
pub enum Position {
/// The traverser is located exactly at a node.
AtNode(NodeId),
/// The traverser is on an edge between two nodes.
BetweenNodes {
from: NodeId,
to: NodeId,
/// The floating-point distance traversed along the edge from the `from` node.
traversed: f32,
},
}
impl Position {
/// Calculates the current pixel position in the game world.
///
/// Converts the graph position to screen coordinates, accounting for
/// the board offset and centering the sprite.
pub fn get_pixel_pos(&self, graph: &Graph) -> GameResult<Vec2> {
let pos = match self {
Position::AtNode(node_id) => {
let node = graph.get_node(*node_id).ok_or(EntityError::NodeNotFound(*node_id))?;
node.position
}
Position::BetweenNodes { from, to, traversed } => {
let from_node = graph.get_node(*from).ok_or(EntityError::NodeNotFound(*from))?;
let to_node = graph.get_node(*to).ok_or(EntityError::NodeNotFound(*to))?;
let edge = graph
.find_edge(*from, *to)
.ok_or(EntityError::EdgeNotFound { from: *from, to: *to })?;
from_node.position + (to_node.position - from_node.position) * (traversed / edge.distance)
}
};
Ok(Vec2::new(
pos.x + crate::constants::BOARD_PIXEL_OFFSET.x as f32,
pos.y + crate::constants::BOARD_PIXEL_OFFSET.y as f32,
))
bitflags! {
#[derive(Component, Default, Clone, Copy, Debug, PartialEq, Eq, PartialOrd, Ord, Hash)]
pub struct CollisionLayer: u8 {
const PACMAN = 1 << 0;
const GHOST = 1 << 1;
const ITEM = 1 << 2;
}
}
impl Default for Position {
fn default() -> Self {
Position::AtNode(0)
}
#[derive(Component)]
pub struct Collider {
pub size: f32,
}
#[allow(dead_code)]
impl Position {
/// Returns `true` if the position is exactly at a node.
pub fn is_at_node(&self) -> bool {
matches!(self, Position::AtNode(_))
}
/// Marker components for collision filtering optimization
#[derive(Component)]
pub struct PacmanCollider;
/// 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,
}
}
#[derive(Component)]
pub struct GhostCollider;
/// Returns the `NodeId` of the destination node, if currently on an edge.
#[allow(clippy::wrong_self_convention)]
pub fn to_node_id(&self) -> Option<NodeId> {
match self {
Position::AtNode(_) => None,
Position::BetweenNodes { to, .. } => Some(*to),
}
}
/// Returns `true` if the traverser is stopped at a node.
pub fn is_stopped(&self) -> bool {
matches!(self, Position::AtNode(_))
}
}
/// A component for entities that have a velocity, with a direction and speed.
#[derive(Default, Component)]
pub struct Velocity {
pub direction: Direction,
pub next_direction: Option<(Direction, u8)>,
pub speed: f32,
}
#[derive(Component)]
pub struct ItemCollider;
#[derive(Bundle)]
pub struct PlayerBundle {
pub player: PlayerControlled,
pub position: Position,
pub velocity: Velocity,
pub buffered_direction: BufferedDirection,
pub sprite: Renderable,
pub directional_animated: DirectionalAnimated,
pub entity_type: EntityType,
pub collider: Collider,
pub pacman_collider: PacmanCollider,
}
#[derive(Bundle)]
pub struct ItemBundle {
pub position: Position,
pub sprite: Renderable,
pub entity_type: EntityType,
pub collider: Collider,
pub item_collider: ItemCollider,
}
#[derive(Bundle)]
pub struct GhostBundle {
pub ghost: Ghost,
pub position: Position,
pub velocity: Velocity,
pub sprite: Renderable,
pub directional_animated: DirectionalAnimated,
pub entity_type: EntityType,
pub collider: Collider,
pub ghost_collider: GhostCollider,
}
#[derive(Resource)]
@@ -145,5 +151,20 @@ pub struct GlobalState {
pub exit: bool,
}
#[derive(Resource)]
pub struct ScoreResource(pub u32);
#[derive(Resource)]
pub struct DeltaTime(pub f32);
#[derive(Resource, Default)]
pub struct RenderDirty(pub bool);
/// Resource for tracking audio state
#[derive(Resource, Debug, Clone, Default)]
pub struct AudioState {
/// Whether audio is currently muted
pub muted: bool,
/// Current sound index for cycling through eat sounds
pub sound_index: usize,
}

View File

@@ -1,46 +0,0 @@
use bevy_ecs::{
event::{EventReader, EventWriter},
query::With,
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<&mut Velocity, With<PlayerControlled>>,
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!("No/multiple entities queried for player system: {}", 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;
}
_ => {}
},
}
}
}

225
src/systems/debug.rs Normal file
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@@ -0,0 +1,225 @@
//! Debug rendering system
use std::cmp::Ordering;
use crate::constants::BOARD_PIXEL_OFFSET;
use crate::map::builder::Map;
use crate::systems::components::Collider;
use crate::systems::input::CursorPosition;
use crate::systems::movement::Position;
use crate::systems::profiling::SystemTimings;
use crate::systems::render::BackbufferResource;
use bevy_ecs::prelude::*;
use glam::{IVec2, UVec2, Vec2};
use sdl2::pixels::Color;
use sdl2::rect::{Point, Rect};
use sdl2::render::{Canvas, Texture, TextureCreator};
use sdl2::ttf::Font;
use sdl2::video::{Window, WindowContext};
#[derive(Resource, Default, Debug, Copy, Clone, PartialEq)]
pub enum DebugState {
#[default]
Off,
Graph,
Collision,
}
impl DebugState {
pub fn next(&self) -> Self {
match self {
DebugState::Off => DebugState::Graph,
DebugState::Graph => DebugState::Collision,
DebugState::Collision => DebugState::Off,
}
}
}
/// Resource to hold the debug texture for persistent rendering
pub struct DebugTextureResource(pub Texture<'static>);
/// Resource to hold the debug font
pub struct DebugFontResource(pub Font<'static, 'static>);
/// Transforms a position from logical canvas coordinates to output canvas coordinates (with board offset)
fn transform_position_with_offset(pos: Vec2, scale: f32) -> IVec2 {
((pos + BOARD_PIXEL_OFFSET.as_vec2()) * scale).as_ivec2()
}
/// Renders timing information in the top-left corner of the screen
fn render_timing_display(
canvas: &mut Canvas<Window>,
texture_creator: &mut TextureCreator<WindowContext>,
timings: &SystemTimings,
font: &Font,
) {
// Format timing information using the formatting module
let lines = timings.format_timing_display();
let line_height = 14; // Approximate line height for 12pt font
let padding = 10;
// Calculate background dimensions
let max_width = lines
.iter()
.filter(|l| !l.is_empty()) // Don't consider empty lines for width
.map(|line| font.size_of(line).unwrap().0)
.max()
.unwrap_or(0);
// Only draw background if there is text to display
if max_width > 0 {
let total_height = (lines.len() as u32) * line_height as u32;
let bg_padding = 5;
// Draw background
let bg_rect = Rect::new(
padding - bg_padding,
padding - bg_padding,
max_width + (bg_padding * 2) as u32,
total_height + bg_padding as u32,
);
canvas.set_blend_mode(sdl2::render::BlendMode::Blend);
canvas.set_draw_color(Color::RGBA(40, 40, 40, 180));
canvas.fill_rect(bg_rect).unwrap();
}
for (i, line) in lines.iter().enumerate() {
if line.is_empty() {
continue;
}
// Render each line
let surface = font.render(line).blended(Color::RGBA(255, 255, 255, 200)).unwrap();
let texture = texture_creator.create_texture_from_surface(&surface).unwrap();
// Position each line below the previous one
let y_pos = padding + (i * line_height) as i32;
let dest = Rect::new(padding, y_pos, texture.query().width, texture.query().height);
canvas.copy(&texture, None, dest).unwrap();
}
}
#[allow(clippy::too_many_arguments)]
pub fn debug_render_system(
mut canvas: NonSendMut<&mut Canvas<Window>>,
backbuffer: NonSendMut<BackbufferResource>,
mut debug_texture: NonSendMut<DebugTextureResource>,
debug_font: NonSendMut<DebugFontResource>,
debug_state: Res<DebugState>,
timings: Res<SystemTimings>,
map: Res<Map>,
colliders: Query<(&Collider, &Position)>,
cursor: Res<CursorPosition>,
) {
if *debug_state == DebugState::Off {
return;
}
let scale =
(UVec2::from(canvas.output_size().unwrap()).as_vec2() / UVec2::from(canvas.logical_size()).as_vec2()).min_element();
// Copy the current backbuffer to the debug texture
canvas
.with_texture_canvas(&mut debug_texture.0, |debug_canvas| {
// Clear the debug canvas
debug_canvas.set_draw_color(Color::BLACK);
debug_canvas.clear();
// Copy the backbuffer to the debug canvas
debug_canvas.copy(&backbuffer.0, None, None).unwrap();
})
.unwrap();
// Get texture creator before entering the closure to avoid borrowing conflicts
let mut texture_creator = canvas.texture_creator();
let font = &debug_font.0;
let cursor_world_pos = match *cursor {
CursorPosition::None => None,
CursorPosition::Some { position, .. } => Some(position - BOARD_PIXEL_OFFSET.as_vec2()),
};
// Draw debug info on the high-resolution debug texture
canvas
.with_texture_canvas(&mut debug_texture.0, |debug_canvas| {
match *debug_state {
DebugState::Graph => {
// Find the closest node to the cursor
let closest_node = if let Some(cursor_world_pos) = cursor_world_pos {
map.graph
.nodes()
.map(|node| node.position.distance(cursor_world_pos))
.enumerate()
.min_by(|(_, a), (_, b)| a.partial_cmp(b).unwrap_or(Ordering::Less))
.map(|(id, _)| id)
} else {
None
};
debug_canvas.set_draw_color(Color::RED);
for (start_node, end_node) in map.graph.edges() {
let start_node_model = map.graph.get_node(start_node).unwrap();
let end_node = map.graph.get_node(end_node.target).unwrap().position;
// Transform positions using common method
let start = transform_position_with_offset(start_node_model.position, scale);
let end = transform_position_with_offset(end_node, scale);
debug_canvas
.draw_line(Point::from((start.x, start.y)), Point::from((end.x, end.y)))
.unwrap();
}
for (id, node) in map.graph.nodes().enumerate() {
let pos = node.position;
// Set color based on whether the node is the closest to the cursor
debug_canvas.set_draw_color(if Some(id) == closest_node {
Color::YELLOW
} else {
Color::BLUE
});
// Transform position using common method
let pos = transform_position_with_offset(pos, scale);
let size = (3.0 * scale) as u32;
debug_canvas
.fill_rect(Rect::new(pos.x - (size as i32 / 2), pos.y - (size as i32 / 2), size, size))
.unwrap();
}
// Render node ID if a node is highlighted
if let Some(closest_node_id) = closest_node {
let node = map.graph.get_node(closest_node_id).unwrap();
let pos = transform_position_with_offset(node.position, scale);
let surface = font.render(&closest_node_id.to_string()).blended(Color::WHITE).unwrap();
let texture = texture_creator.create_texture_from_surface(&surface).unwrap();
let dest = Rect::new(pos.x + 10, pos.y - 5, texture.query().width, texture.query().height);
debug_canvas.copy(&texture, None, dest).unwrap();
}
}
DebugState::Collision => {
debug_canvas.set_draw_color(Color::GREEN);
for (collider, position) in colliders.iter() {
let pos = position.get_pixel_position(&map.graph).unwrap();
// Transform position and size using common methods
let pos = (pos * scale).as_ivec2();
let size = (collider.size * scale) as u32;
let rect = Rect::from_center(Point::from((pos.x, pos.y)), size, size);
debug_canvas.draw_rect(rect).unwrap();
}
}
_ => {}
}
// Render timing information in the top-left corner
render_timing_display(debug_canvas, &mut texture_creator, &timings, font);
})
.unwrap();
// Draw the debug texture directly onto the main canvas at full resolution
canvas.copy(&debug_texture.0, None, None).unwrap();
}

107
src/systems/formatting.rs Normal file
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@@ -0,0 +1,107 @@
use num_width::NumberWidth;
use smallvec::SmallVec;
use std::time::Duration;
use strum::EnumCount;
use crate::systems::profiling::SystemId;
// Helper to split a duration into a integer, decimal, and unit
fn get_value(duration: &Duration) -> (u64, u32, &'static str) {
let (int, decimal, unit) = match duration {
// if greater than 1 second, return as seconds
n if n >= &Duration::from_secs(1) => {
let secs = n.as_secs();
let decimal = n.as_millis() as u64 % 1000;
(secs, decimal as u32, "s")
}
// if greater than 1 millisecond, return as milliseconds
n if n >= &Duration::from_millis(1) => {
let ms = n.as_millis() as u64;
let decimal = n.as_micros() as u64 % 1000;
(ms, decimal as u32, "ms")
}
// if greater than 1 microsecond, return as microseconds
n if n >= &Duration::from_micros(1) => {
let us = n.as_micros() as u64;
let decimal = n.as_nanos() as u64 % 1000;
(us, decimal as u32, "µs")
}
// otherwise, return as nanoseconds
n => {
let ns = n.as_nanos() as u64;
(ns, 0, "ns")
}
};
(int, decimal, unit)
}
/// Formats timing data into a vector of strings with proper alignment
pub fn format_timing_display(
timing_data: impl IntoIterator<Item = (String, Duration, Duration)>,
) -> SmallVec<[String; SystemId::COUNT]> {
let mut iter = timing_data.into_iter().peekable();
if iter.peek().is_none() {
return SmallVec::new();
}
struct Entry {
name: String,
avg_int: u64,
avg_decimal: u32,
avg_unit: &'static str,
std_int: u64,
std_decimal: u32,
std_unit: &'static str,
}
let entries = iter
.map(|(name, avg, std_dev)| {
let (avg_int, avg_decimal, avg_unit) = get_value(&avg);
let (std_int, std_decimal, std_unit) = get_value(&std_dev);
Entry {
name: name.clone(),
avg_int,
avg_decimal,
avg_unit,
std_int,
std_decimal,
std_unit,
}
})
.collect::<SmallVec<[Entry; 12]>>();
let (max_name_width, max_avg_int_width, max_avg_decimal_width, max_std_int_width, max_std_decimal_width) = entries
.iter()
.fold((0, 0, 3, 0, 3), |(name_w, avg_int_w, avg_dec_w, std_int_w, std_dec_w), e| {
(
name_w.max(e.name.len()),
avg_int_w.max(e.avg_int.width() as usize),
avg_dec_w.max(e.avg_decimal.width() as usize),
std_int_w.max(e.std_int.width() as usize),
std_dec_w.max(e.std_decimal.width() as usize),
)
});
entries.iter().map(|e| {
format!(
"{name:max_name_width$} : {avg_int:max_avg_int_width$}.{avg_decimal:<max_avg_decimal_width$}{avg_unit} ± {std_int:max_std_int_width$}.{std_decimal:<max_std_decimal_width$}{std_unit}",
// Content
name = e.name,
avg_int = e.avg_int,
avg_decimal = e.avg_decimal,
std_int = e.std_int,
std_decimal = e.std_decimal,
// Units
avg_unit = e.avg_unit,
std_unit = e.std_unit,
// Padding
max_name_width = max_name_width,
max_avg_int_width = max_avg_int_width,
max_avg_decimal_width = max_avg_decimal_width,
max_std_int_width = max_std_int_width,
max_std_decimal_width = max_std_decimal_width
)
}).collect::<SmallVec<[String; SystemId::COUNT]>>()
}

69
src/systems/ghost.rs Normal file
View File

@@ -0,0 +1,69 @@
use bevy_ecs::system::{Query, Res};
use rand::prelude::*;
use smallvec::SmallVec;
use crate::{
entity::{direction::Direction, graph::Edge},
map::builder::Map,
systems::{
components::{DeltaTime, Ghost},
movement::{Position, Velocity},
},
};
/// Ghost AI system that handles randomized movement decisions.
///
/// This system runs on all ghosts and makes periodic decisions about
/// which direction to move in when they reach intersections.
pub fn ghost_movement_system(
map: Res<Map>,
delta_time: Res<DeltaTime>,
mut ghosts: Query<(&Ghost, &mut Velocity, &mut Position)>,
) {
for (_ghost, mut velocity, mut position) in ghosts.iter_mut() {
let mut distance = velocity.speed * 60.0 * delta_time.0;
loop {
match *position {
Position::Stopped { node: current_node } => {
let intersection = &map.graph.adjacency_list[current_node];
let opposite = velocity.direction.opposite();
let mut non_opposite_options: SmallVec<[Edge; 3]> = SmallVec::new();
// Collect all available directions that ghosts can traverse
for edge in Direction::DIRECTIONS.iter().flat_map(|d| intersection.get(*d)) {
if edge.traversal_flags.contains(crate::entity::graph::TraversalFlags::GHOST)
&& edge.direction != opposite
{
non_opposite_options.push(edge);
}
}
let new_edge: Edge = if non_opposite_options.is_empty() {
if let Some(edge) = intersection.get(opposite) {
edge
} else {
break;
}
} else {
*non_opposite_options.choose(&mut SmallRng::from_os_rng()).unwrap()
};
velocity.direction = new_edge.direction;
*position = Position::Moving {
from: current_node,
to: new_edge.target,
remaining_distance: new_edge.distance,
};
}
Position::Moving { .. } => {
if let Some(overflow) = position.tick(distance) {
distance = overflow;
} else {
break;
}
}
}
}
}
}

View File

@@ -1,27 +1,34 @@
use std::collections::HashMap;
use std::collections::{HashMap, HashSet};
use bevy_ecs::{
event::EventWriter,
resource::Resource,
system::{NonSendMut, Res},
system::{NonSendMut, Res, ResMut},
};
use glam::Vec2;
use sdl2::{event::Event, keyboard::Keycode, EventPump};
use crate::{entity::direction::Direction, events::GameEvent};
use crate::systems::components::DeltaTime;
use crate::{
entity::direction::Direction,
events::{GameCommand, GameEvent},
};
#[derive(Debug, Clone, Copy)]
pub enum GameCommand {
MovePlayer(Direction),
Exit,
TogglePause,
ToggleDebug,
MuteAudio,
ResetLevel,
#[derive(Resource, Default, Debug, Copy, Clone)]
pub enum CursorPosition {
#[default]
None,
Some {
position: Vec2,
remaining_time: f32,
},
}
#[derive(Debug, Clone, Resource)]
#[derive(Resource, Debug, Clone)]
pub struct Bindings {
key_bindings: HashMap<Keycode, GameCommand>,
movement_keys: HashSet<Keycode>,
last_movement_key: Option<Keycode>,
}
impl Default for Bindings {
@@ -46,24 +53,91 @@ impl Default for Bindings {
key_bindings.insert(Keycode::Escape, 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,
last_movement_key: None,
}
}
}
pub fn input_system(bindings: Res<Bindings>, mut writer: EventWriter<GameEvent>, mut pump: NonSendMut<&'static mut EventPump>) {
pub fn input_system(
delta_time: Res<DeltaTime>,
mut bindings: ResMut<Bindings>,
mut writer: EventWriter<GameEvent>,
mut pump: NonSendMut<&'static mut EventPump>,
mut cursor: ResMut<CursorPosition>,
) {
let mut movement_key_pressed = false;
let mut cursor_seen = false;
for event in pump.poll_iter() {
match event {
Event::Quit { .. } => {
writer.write(GameEvent::Command(GameCommand::Exit));
}
Event::KeyDown { keycode: Some(key), .. } => {
Event::MouseMotion { x, y, .. } => {
*cursor = CursorPosition::Some {
position: Vec2::new(x as f32, y as f32),
remaining_time: 0.20,
};
cursor_seen = true;
}
Event::KeyUp {
repeat: false,
keycode: Some(key),
..
} => {
// If the last movement key was released, then forget it.
if let Some(last_movement_key) = bindings.last_movement_key {
if last_movement_key == key {
bindings.last_movement_key = None;
}
}
}
Event::KeyDown {
keycode: Some(key),
repeat: false,
..
} => {
let command = bindings.key_bindings.get(&key).copied();
if let Some(command) = command {
tracing::info!("triggering command: {:?}", command);
writer.write(GameEvent::Command(command));
}
if bindings.movement_keys.contains(&key) {
movement_key_pressed = true;
bindings.last_movement_key = Some(key);
}
}
_ => {}
}
}
if let Some(last_movement_key) = bindings.last_movement_key {
if !movement_key_pressed {
let command = bindings.key_bindings.get(&last_movement_key).copied();
if let Some(command) = command {
writer.write(GameEvent::Command(command));
}
}
}
if let (false, CursorPosition::Some { remaining_time, .. }) = (cursor_seen, &mut *cursor) {
*remaining_time -= delta_time.0;
if *remaining_time <= 0.0 {
*cursor = CursorPosition::None;
}
}
}

49
src/systems/item.rs Normal file
View File

@@ -0,0 +1,49 @@
use bevy_ecs::{event::EventReader, prelude::*, query::With, system::Query};
use crate::{
events::GameEvent,
systems::{
audio::AudioEvent,
components::{EntityType, ItemCollider, PacmanCollider, ScoreResource},
},
};
pub fn item_system(
mut commands: Commands,
mut collision_events: EventReader<GameEvent>,
mut score: ResMut<ScoreResource>,
pacman_query: Query<Entity, With<PacmanCollider>>,
item_query: Query<(Entity, &EntityType), With<ItemCollider>>,
mut events: EventWriter<AudioEvent>,
) {
for event in collision_events.read() {
if let GameEvent::Collision(entity1, entity2) = event {
// Check if one is Pacman and the other is an item
let (_pacman_entity, item_entity) = if pacman_query.get(*entity1).is_ok() && item_query.get(*entity2).is_ok() {
(*entity1, *entity2)
} else if pacman_query.get(*entity2).is_ok() && item_query.get(*entity1).is_ok() {
(*entity2, *entity1)
} else {
continue;
};
// Get the item type and update score
if let Ok((item_ent, entity_type)) = item_query.get(item_entity) {
match entity_type {
EntityType::Pellet => {
score.0 += 10;
}
EntityType::PowerPellet => {
score.0 += 50;
}
_ => continue,
}
// Remove the collected item
commands.entity(item_ent).despawn();
events.write(AudioEvent::PlayEat);
}
}
}
}

View File

@@ -3,8 +3,16 @@
//! This module contains all the ECS-related logic, including components, systems,
//! and resources.
pub mod audio;
pub mod blinking;
pub mod collision;
pub mod components;
pub mod control;
pub mod debug;
pub mod formatting;
pub mod ghost;
pub mod input;
pub mod item;
pub mod movement;
pub mod player;
pub mod profiling;
pub mod render;

View File

@@ -1,133 +1,285 @@
use crate::entity::graph::{Edge, EdgePermissions, Graph};
use crate::error::{EntityError, GameError};
use crate::map::builder::Map;
use crate::systems::components::{DeltaTime, EntityType, Position, Velocity};
use bevy_ecs::event::EventWriter;
use bevy_ecs::system::{Query, Res};
use crate::entity::direction::Direction;
use crate::entity::graph::Graph;
use crate::error::{EntityError, GameResult};
use bevy_ecs::component::Component;
use glam::Vec2;
fn can_traverse(entity_type: EntityType, edge: Edge) -> bool {
match entity_type {
EntityType::Player => matches!(edge.permissions, EdgePermissions::All),
EntityType::Ghost => matches!(edge.permissions, EdgePermissions::All | EdgePermissions::GhostsOnly),
_ => matches!(edge.permissions, EdgePermissions::All),
}
/// A unique identifier for a node, represented by its index in the graph's storage.
pub type NodeId = usize;
/// A component that represents the speed and cardinal direction of an entity.
/// Speed is static, only applied when the entity has an edge to traverse.
/// Direction is dynamic, but is controlled externally.
#[derive(Component, Debug, Copy, Clone, PartialEq)]
pub struct Velocity {
pub speed: f32,
pub direction: Direction,
}
pub fn movement_system(
map: Res<Map>,
delta_time: Res<DeltaTime>,
mut entities: Query<(&mut Velocity, &mut Position, &EntityType)>,
mut errors: EventWriter<GameError>,
) {
for (mut velocity, mut position, entity_type) in entities.iter_mut() {
let distance = velocity.speed * 60.0 * delta_time.0;
/// A component that represents a direction change that is only remembered for a period of time.
/// This is used to allow entities to change direction before they reach their current target node (which consumes their buffered direction).
#[derive(Component, Debug, Copy, Clone, PartialEq)]
pub enum BufferedDirection {
None,
Some { direction: Direction, remaining_time: f32 },
}
// Decrement the remaining frames for the next direction
if let Some((direction, remaining)) = velocity.next_direction {
if remaining > 0 {
velocity.next_direction = Some((direction, remaining - 1));
} else {
velocity.next_direction = None;
/// Pure spatial position component - works for both static and dynamic entities.
#[derive(Component, Debug, Copy, Clone, PartialEq)]
pub enum Position {
Stopped {
node: NodeId,
},
Moving {
from: NodeId,
to: NodeId,
remaining_distance: f32,
},
}
impl Position {
/// Calculates the current pixel position in the game world.
///
/// Converts the graph position to screen coordinates, accounting for
/// the board offset and centering the sprite.
///
/// # Errors
///
/// Returns an `EntityError` if the node or edge is not found.
pub fn get_pixel_position(&self, graph: &Graph) -> GameResult<Vec2> {
let pos = match &self {
Position::Stopped { node } => {
// Entity is stationary at a node
let node = graph.get_node(*node).ok_or(EntityError::NodeNotFound(*node))?;
node.position
}
}
Position::Moving {
from,
to,
remaining_distance,
} => {
// Entity is traveling between nodes
let from_node = graph.get_node(*from).ok_or(EntityError::NodeNotFound(*from))?;
let to_node = graph.get_node(*to).ok_or(EntityError::NodeNotFound(*to))?;
let edge = graph
.find_edge(*from, *to)
.ok_or(EntityError::EdgeNotFound { from: *from, to: *to })?;
match *position {
Position::AtNode(node_id) => {
// We're not moving, but a buffered direction is available.
if let Some((next_direction, _)) = velocity.next_direction {
if let Some(edge) = map.graph.find_edge_in_direction(node_id, next_direction) {
if can_traverse(*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,
};
// For zero-distance edges (tunnels), progress >= 1.0 means we're at the target
if edge.distance == 0.0 {
to_node.position
} else {
let overflow = new_traversed - edge.distance;
let mut moved = false;
// If we buffered a direction, try to find an edge in that direction
if let Some((next_dir, _)) = velocity.next_direction {
if let Some(edge) = map.graph.find_edge_in_direction(to, next_dir) {
if can_traverse(*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;
}
}
// Interpolate position based on progress
let progress = 1.0 - (*remaining_distance / edge.distance);
from_node.position.lerp(to_node.position, progress)
}
}
};
Ok(Vec2::new(
pos.x + crate::constants::BOARD_PIXEL_OFFSET.x as f32,
pos.y + crate::constants::BOARD_PIXEL_OFFSET.y as f32,
))
}
/// Moves the position by a given distance towards it's current target node.
///
/// Returns the overflow distance, if any.
pub fn tick(&mut self, distance: f32) -> Option<f32> {
if distance <= 0.0 || self.is_at_node() {
return None;
}
match self {
Position::Moving {
to, remaining_distance, ..
} => {
// If the remaining distance is less than or equal the distance, we'll reach the target
if *remaining_distance <= distance {
let overflow: Option<f32> = if *remaining_distance != distance {
Some(distance - *remaining_distance)
} else {
None
};
*self = Position::Stopped { node: *to };
return overflow;
}
*remaining_distance -= distance;
None
}
_ => unreachable!(),
}
}
/// Returns `true` if the position is exactly at a node (not traveling).
pub fn is_at_node(&self) -> bool {
matches!(self, Position::Stopped { .. })
}
/// Returns the `NodeId` of the current node (source of travel if moving).
pub fn current_node(&self) -> NodeId {
match self {
Position::Stopped { node } => *node,
Position::Moving { from, .. } => *from,
}
}
}
// pub fn movement_system(
// map: Res<Map>,
// delta_time: Res<DeltaTime>,
// mut entities: Query<(&mut Position, &mut Movable, &EntityType)>,
// mut errors: EventWriter<GameError>,
// ) {
// for (mut position, mut movable, entity_type) in entities.iter_mut() {
// let distance = movable.speed * 60.0 * delta_time.0;
// match *position {
// Position::Stopped { .. } => {
// // Check if we have a requested direction to start moving
// if let Some(requested_direction) = movable.requested_direction {
// if let Some(edge) = map.graph.find_edge_in_direction(position.current_node(), requested_direction) {
// if can_traverse(*entity_type, edge) {
// // Start moving in the requested direction
// let progress = if edge.distance > 0.0 {
// distance / edge.distance
// } else {
// // Zero-distance edge (tunnels) - immediately teleport
// tracing::debug!(
// "Entity entering tunnel from node {} to node {}",
// position.current_node(),
// edge.target
// );
// 1.0
// };
// *position = Position::Moving {
// from: position.current_node(),
// to: edge.target,
// remaining_distance: progress,
// };
// movable.current_direction = requested_direction;
// movable.requested_direction = None;
// }
// } else {
// errors.write(
// EntityError::InvalidMovement(format!(
// "No edge found in direction {:?} from node {}",
// requested_direction,
// position.current_node()
// ))
// .into(),
// );
// }
// }
// }
// Position::Moving {
// from,
// to,
// remaining_distance,
// } => {
// // Continue moving or handle node transitions
// let current_node = *from;
// if let Some(edge) = map.graph.find_edge(current_node, *to) {
// // Extract target node before mutable operations
// let target_node = *to;
// // Get the current edge for distance calculation
// let edge = map.graph.find_edge(current_node, target_node);
// if let Some(edge) = edge {
// // Update progress along the edge
// if edge.distance > 0.0 {
// *remaining_distance += distance / edge.distance;
// } else {
// // Zero-distance edge (tunnels) - immediately complete
// *remaining_distance = 1.0;
// }
// if *remaining_distance >= 1.0 {
// // Reached the target node
// let overflow = if edge.distance > 0.0 {
// (*remaining_distance - 1.0) * edge.distance
// } else {
// // Zero-distance edge - use remaining distance for overflow
// distance
// };
// *position = Position::Stopped { node: target_node };
// let mut continued_moving = false;
// // Try to use requested direction first
// if let Some(requested_direction) = movable.requested_direction {
// if let Some(next_edge) = map.graph.find_edge_in_direction(position.node, requested_direction) {
// if can_traverse(*entity_type, next_edge) {
// let next_progress = if next_edge.distance > 0.0 {
// overflow / next_edge.distance
// } else {
// // Zero-distance edge - immediately complete
// 1.0
// };
// *position = Position::Moving {
// from: position.current_node(),
// to: next_edge.target,
// remaining_distance: next_progress,
// };
// movable.current_direction = requested_direction;
// movable.requested_direction = None;
// continued_moving = true;
// }
// }
// }
// // If no requested direction or it failed, try to continue in current direction
// if !continued_moving {
// if let Some(next_edge) = map.graph.find_edge_in_direction(position.node, direction) {
// if can_traverse(*entity_type, next_edge) {
// let next_progress = if next_edge.distance > 0.0 {
// overflow / next_edge.distance
// } else {
// // Zero-distance edge - immediately complete
// 1.0
// };
// *position = Position::Moving {
// from: position.current_node(),
// to: next_edge.target,
// remaining_distance: next_progress,
// };
// // Keep current direction and movement state
// continued_moving = true;
// }
// }
// }
// // If we couldn't continue moving, stop
// if !continued_moving {
// *movement_state = MovementState::Stopped;
// movable.requested_direction = None;
// }
// }
// } else {
// // Edge not found - this is an inconsistent state
// errors.write(
// EntityError::InvalidMovement(format!(
// "Inconsistent state: Moving on non-existent edge from {} to {}",
// current_node, target_node
// ))
// .into(),
// );
// *movement_state = MovementState::Stopped;
// position.edge_progress = None;
// }
// } else {
// // Movement state says moving but no edge progress - this shouldn't happen
// errors.write(EntityError::InvalidMovement("Entity in Moving state but no edge progress".to_string()).into());
// *movement_state = MovementState::Stopped;
// }
// }
// }
// }
// }

143
src/systems/player.rs Normal file
View File

@@ -0,0 +1,143 @@
use bevy_ecs::{
event::{EventReader, EventWriter},
prelude::ResMut,
query::With,
system::{Query, Res},
};
use crate::{
entity::graph::Edge,
error::GameError,
events::{GameCommand, GameEvent},
map::builder::Map,
systems::{
components::{AudioState, DeltaTime, EntityType, GlobalState, PlayerControlled},
debug::DebugState,
movement::{BufferedDirection, Position, Velocity},
},
};
// Handles player input and control
pub fn player_control_system(
mut events: EventReader<GameEvent>,
mut state: ResMut<GlobalState>,
mut debug_state: ResMut<DebugState>,
mut audio_state: ResMut<AudioState>,
mut players: Query<&mut BufferedDirection, With<PlayerControlled>>,
mut errors: EventWriter<GameError>,
) {
// Get the player's movable component (ensuring there is only one player)
let mut buffered_direction = match players.single_mut() {
Ok(buffered_direction) => buffered_direction,
Err(e) => {
errors.write(GameError::InvalidState(format!(
"No/multiple entities queried for player system: {}",
e
)));
return;
}
};
// Handle events
for event in events.read() {
if let GameEvent::Command(command) = event {
match command {
GameCommand::MovePlayer(direction) => {
*buffered_direction = BufferedDirection::Some {
direction: *direction,
remaining_time: 0.25,
};
}
GameCommand::Exit => {
state.exit = true;
}
GameCommand::ToggleDebug => {
*debug_state = debug_state.next();
}
GameCommand::MuteAudio => {
audio_state.muted = !audio_state.muted;
tracing::info!("Audio {}", if audio_state.muted { "muted" } else { "unmuted" });
}
_ => {}
}
}
}
}
fn can_traverse(entity_type: EntityType, edge: Edge) -> bool {
let entity_flags = entity_type.traversal_flags();
edge.traversal_flags.contains(entity_flags)
}
pub fn player_movement_system(
map: Res<Map>,
delta_time: Res<DeltaTime>,
mut entities: Query<(&mut Position, &mut Velocity, &mut BufferedDirection), With<PlayerControlled>>,
// mut errors: EventWriter<GameError>,
) {
for (mut position, mut velocity, mut buffered_direction) in entities.iter_mut() {
// Decrement the buffered direction remaining time
if let BufferedDirection::Some {
direction,
remaining_time,
} = *buffered_direction
{
if remaining_time <= 0.0 {
*buffered_direction = BufferedDirection::None;
} else {
*buffered_direction = BufferedDirection::Some {
direction,
remaining_time: remaining_time - delta_time.0,
};
}
}
let mut distance = velocity.speed * 60.0 * delta_time.0;
loop {
match *position {
Position::Stopped { .. } => {
// If there is a buffered direction, travel it's edge first if available.
if let BufferedDirection::Some { direction, .. } = *buffered_direction {
// If there's no edge in that direction, ignore the buffered direction.
if let Some(edge) = map.graph.find_edge_in_direction(position.current_node(), direction) {
// If there is an edge in that direction (and it's traversable), start moving towards it and consume the buffered direction.
if can_traverse(EntityType::Player, edge) {
velocity.direction = edge.direction;
*position = Position::Moving {
from: position.current_node(),
to: edge.target,
remaining_distance: edge.distance,
};
*buffered_direction = BufferedDirection::None;
}
}
}
// If there is no buffered direction (or it's not yet valid), continue in the current direction.
if let Some(edge) = map.graph.find_edge_in_direction(position.current_node(), velocity.direction) {
if can_traverse(EntityType::Player, edge) {
velocity.direction = edge.direction;
*position = Position::Moving {
from: position.current_node(),
to: edge.target,
remaining_distance: edge.distance,
};
}
} else {
// No edge in our current direction either, erase the buffered direction and stop.
*buffered_direction = BufferedDirection::None;
break;
}
}
Position::Moving { .. } => {
if let Some(overflow) = position.tick(distance) {
distance = overflow;
} else {
break;
}
}
}
}
}
}

183
src/systems/profiling.rs Normal file
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@@ -0,0 +1,183 @@
use bevy_ecs::prelude::Resource;
use bevy_ecs::system::{IntoSystem, System};
use circular_buffer::CircularBuffer;
use micromap::Map;
use parking_lot::{Mutex, RwLock};
use smallvec::SmallVec;
use std::fmt::Display;
use std::time::Duration;
use strum::EnumCount;
use strum_macros::{EnumCount, IntoStaticStr};
use thousands::Separable;
use crate::systems::formatting;
/// The maximum number of systems that can be profiled. Must not be exceeded, or it will panic.
const MAX_SYSTEMS: usize = SystemId::COUNT;
/// The number of durations to keep in the circular buffer.
const TIMING_WINDOW_SIZE: usize = 30;
#[derive(EnumCount, IntoStaticStr, Debug, PartialEq, Eq, Hash, Copy, Clone)]
pub enum SystemId {
Input,
PlayerControls,
Ghost,
Movement,
Audio,
Blinking,
DirectionalRender,
DirtyRender,
Render,
DebugRender,
Present,
Collision,
Item,
PlayerMovement,
}
impl Display for SystemId {
fn fmt(&self, f: &mut std::fmt::Formatter<'_>) -> std::fmt::Result {
write!(f, "{}", Into::<&'static str>::into(self).to_ascii_lowercase())
}
}
#[derive(Resource, Default, Debug)]
pub struct SystemTimings {
/// Map of system names to a queue of durations, using a circular buffer.
///
/// Uses a RwLock to allow multiple readers for the HashMap, and a Mutex on the circular buffer for exclusive access.
/// This is probably overkill, but it's fun to play with.
///
/// Also, we use a micromap::Map as the number of systems is generally quite small.
/// Just make sure to set the capacity appropriately, or it will panic.
pub timings: RwLock<Map<SystemId, Mutex<CircularBuffer<TIMING_WINDOW_SIZE, Duration>>, MAX_SYSTEMS>>,
}
impl SystemTimings {
pub fn add_timing(&self, id: SystemId, duration: Duration) {
// acquire a upgradable read lock
let mut timings = self.timings.upgradable_read();
// happy path, the name is already in the map (no need to mutate the hashmap)
if timings.contains_key(&id) {
let queue = timings
.get(&id)
.expect("System name not found in map after contains_key check");
let mut queue = queue.lock();
queue.push_back(duration);
return;
}
// otherwise, acquire a write lock and insert a new queue
timings.with_upgraded(|timings| {
let queue = timings.entry(id).or_insert_with(|| Mutex::new(CircularBuffer::new()));
queue.lock().push_back(duration);
});
}
pub fn get_stats(&self) -> Map<SystemId, (Duration, Duration), MAX_SYSTEMS> {
let timings = self.timings.read();
let mut stats = Map::new();
for (id, queue) in timings.iter() {
if queue.lock().is_empty() {
continue;
}
let durations: Vec<f64> = queue.lock().iter().map(|d| d.as_secs_f64() * 1000.0).collect();
let count = durations.len() as f64;
let sum: f64 = durations.iter().sum();
let mean = sum / count;
let variance = durations.iter().map(|x| (x - mean).powi(2)).sum::<f64>() / count;
let std_dev = variance.sqrt();
stats.insert(
*id,
(
Duration::from_secs_f64(mean / 1000.0),
Duration::from_secs_f64(std_dev / 1000.0),
),
);
}
stats
}
pub fn get_total_stats(&self) -> (Duration, Duration) {
let timings = self.timings.read();
let mut all_durations = Vec::new();
for queue in timings.values() {
all_durations.extend(queue.lock().iter().map(|d| d.as_secs_f64() * 1000.0));
}
if all_durations.is_empty() {
return (Duration::ZERO, Duration::ZERO);
}
let count = all_durations.len() as f64;
let sum: f64 = all_durations.iter().sum();
let mean = sum / count;
let variance = all_durations.iter().map(|x| (x - mean).powi(2)).sum::<f64>() / count;
let std_dev = variance.sqrt();
(
Duration::from_secs_f64(mean / 1000.0),
Duration::from_secs_f64(std_dev / 1000.0),
)
}
pub fn format_timing_display(&self) -> SmallVec<[String; SystemId::COUNT]> {
let stats = self.get_stats();
let (total_avg, total_std) = self.get_total_stats();
let effective_fps = match 1.0 / total_avg.as_secs_f64() {
f if f > 100.0 => (f as u32).separate_with_commas(),
f if f < 10.0 => format!("{:.1} FPS", f),
f => format!("{:.0} FPS", f),
};
// Collect timing data for formatting
let mut timing_data = Vec::new();
// Add total stats
timing_data.push((effective_fps, total_avg, total_std));
// Add top 5 most expensive systems
let mut sorted_stats: Vec<_> = stats.iter().collect();
sorted_stats.sort_by(|a, b| b.1 .0.cmp(&a.1 .0));
for (name, (avg, std_dev)) in sorted_stats.iter().take(5) {
timing_data.push((name.to_string(), *avg, *std_dev));
}
// Use the formatting module to format the data
formatting::format_timing_display(timing_data)
}
}
pub fn profile<S, M>(id: SystemId, system: S) -> impl FnMut(&mut bevy_ecs::world::World)
where
S: IntoSystem<(), (), M> + 'static,
{
let mut system: S::System = IntoSystem::into_system(system);
let mut is_initialized = false;
move |world: &mut bevy_ecs::world::World| {
if !is_initialized {
system.initialize(world);
is_initialized = true;
}
let start = std::time::Instant::now();
system.run((), world);
let duration = start.elapsed();
if let Some(timings) = world.get_resource::<SystemTimings>() {
timings.add_timing(id, duration);
}
}
}

View File

@@ -1,36 +1,54 @@
use crate::error::{GameError, TextureError};
use crate::map::builder::Map;
use crate::systems::components::{DeltaTime, DirectionalAnimated, Position, Renderable, Velocity};
use crate::systems::components::{DeltaTime, DirectionalAnimated, RenderDirty, Renderable};
use crate::systems::movement::{Position, Velocity};
use crate::texture::sprite::SpriteAtlas;
use bevy_ecs::entity::Entity;
use bevy_ecs::event::EventWriter;
use bevy_ecs::system::{NonSendMut, Query, Res};
use bevy_ecs::prelude::{Changed, Or, RemovedComponents};
use bevy_ecs::system::{NonSendMut, Query, Res, ResMut};
use sdl2::render::{Canvas, Texture};
use sdl2::video::Window;
#[allow(clippy::type_complexity)]
pub fn dirty_render_system(
mut dirty: ResMut<RenderDirty>,
changed_renderables: Query<(), Or<(Changed<Renderable>, Changed<Position>)>>,
removed_renderables: RemovedComponents<Renderable>,
) {
if !changed_renderables.is_empty() || !removed_renderables.is_empty() {
dirty.0 = true;
}
}
/// Updates the directional animated texture of an entity.
///
/// This runs before the render system so it can update the sprite based on the current direction of travel, as well as whether the entity is moving.
pub fn directional_render_system(
dt: Res<DeltaTime>,
mut renderables: Query<(&Velocity, &mut DirectionalAnimated, &mut Renderable, &Position)>,
mut renderables: Query<(&Position, &Velocity, &mut DirectionalAnimated, &mut Renderable)>,
mut errors: EventWriter<GameError>,
) {
for (velocity, mut texture, mut renderable, position) in renderables.iter_mut() {
let stopped = matches!(position, Position::AtNode(_));
for (position, velocity, mut texture, mut renderable) in renderables.iter_mut() {
let stopped = matches!(position, Position::Stopped { .. });
let current_direction = velocity.direction;
let texture = if stopped {
texture.stopped_textures[velocity.direction.as_usize()].as_mut()
texture.stopped_textures[current_direction.as_usize()].as_mut()
} else {
texture.textures[velocity.direction.as_usize()].as_mut()
texture.textures[current_direction.as_usize()].as_mut()
};
if let Some(texture) = texture {
if !stopped {
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 {
errors.write(TextureError::RenderFailed(format!("Entity has no texture")).into());
errors.write(TextureError::RenderFailed("Entity has no texture".to_string()).into());
continue;
}
}
@@ -42,19 +60,20 @@ pub struct MapTextureResource(pub Texture<'static>);
/// A non-send resource for the backbuffer texture. This just wraps the texture with a type so it can be differentiated when exposed as a resource.
pub struct BackbufferResource(pub Texture<'static>);
#[allow(clippy::too_many_arguments)]
pub fn render_system(
mut canvas: NonSendMut<&mut Canvas<Window>>,
map_texture: NonSendMut<MapTextureResource>,
mut backbuffer: NonSendMut<BackbufferResource>,
mut atlas: NonSendMut<SpriteAtlas>,
map: Res<Map>,
renderables: Query<(Entity, &mut Renderable, &Position)>,
dirty: Res<RenderDirty>,
renderables: Query<(Entity, &Renderable, &Position)>,
mut errors: EventWriter<GameError>,
) {
// Clear the main canvas first
canvas.set_draw_color(sdl2::pixels::Color::BLACK);
canvas.clear();
if !dirty.0 {
return;
}
// Render to backbuffer
canvas
.with_texture_canvas(&mut backbuffer.0, |backbuffer_canvas| {
@@ -63,18 +82,21 @@ pub fn render_system(
backbuffer_canvas.clear();
// Copy the pre-rendered map texture to the backbuffer
backbuffer_canvas
.copy(&map_texture.0, None, None)
.err()
.map(|e| errors.write(TextureError::RenderFailed(e.to_string()).into()));
if let Err(e) = backbuffer_canvas.copy(&map_texture.0, None, None) {
errors.write(TextureError::RenderFailed(e.to_string()).into());
}
// Render all entities to the backbuffer
for (_, mut renderable, position) in renderables
// .iter_mut()
// .sort_by_key::<&mut Renderable, _, _>(|(renderable, renderable, renderable)| renderable.layer)
// .collect()
for (_, renderable, position) in renderables
.iter()
.sort_by_key::<(Entity, &Renderable, &Position), _>(|(_, renderable, _)| renderable.layer)
.rev()
{
let pos = position.get_pixel_pos(&map.graph);
if !renderable.visible {
continue;
}
let pos = position.get_pixel_position(&map.graph);
match pos {
Ok(pos) => {
let dest = crate::helpers::centered_with_size(
@@ -89,19 +111,11 @@ pub fn render_system(
.map(|e| errors.write(TextureError::RenderFailed(e.to_string()).into()));
}
Err(e) => {
errors.write(e.into());
errors.write(e);
}
}
}
})
.err()
.map(|e| errors.write(TextureError::RenderFailed(e.to_string()).into()));
// Copy backbuffer to main canvas and present
canvas
.copy(&backbuffer.0, None, None)
.err()
.map(|e| errors.write(TextureError::RenderFailed(e.to_string()).into()));
canvas.present();
}

View File

@@ -21,7 +21,7 @@ pub struct MapperFrame {
pub height: u16,
}
#[derive(Copy, Clone, Debug)]
#[derive(Copy, Clone, Debug, PartialEq)]
pub struct AtlasTile {
pub pos: U16Vec2,
pub size: U16Vec2,
@@ -30,7 +30,7 @@ pub struct AtlasTile {
impl AtlasTile {
pub fn render<C: RenderTarget>(
&mut self,
&self,
canvas: &mut Canvas<C>,
atlas: &mut SpriteAtlas,
dest: Rect,
@@ -41,7 +41,7 @@ impl AtlasTile {
}
pub fn render_with_color<C: RenderTarget>(
&mut self,
&self,
canvas: &mut Canvas<C>,
atlas: &mut SpriteAtlas,
dest: Rect,

View File

@@ -103,9 +103,9 @@ impl TextTexture {
&self.char_map
}
pub fn get_tile(&mut self, c: char, atlas: &mut SpriteAtlas) -> Result<Option<&mut AtlasTile>> {
pub fn get_tile(&mut self, c: char, atlas: &mut SpriteAtlas) -> Result<Option<&AtlasTile>> {
if self.char_map.contains_key(&c) {
return Ok(self.char_map.get_mut(&c));
return Ok(self.char_map.get(&c));
}
if let Some(tile_name) = char_to_tile_name(c) {
@@ -113,7 +113,7 @@ impl TextTexture {
.get_tile(&tile_name)
.ok_or(GameError::Texture(TextureError::AtlasTileNotFound(tile_name)))?;
self.char_map.insert(c, tile);
Ok(self.char_map.get_mut(&c))
Ok(self.char_map.get(&c))
} else {
Ok(None)
}

View File

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

View File

@@ -1,34 +0,0 @@
use glam::Vec2;
use pacman::entity::graph::{Graph, Node};
use pacman::map::render::MapRenderer;
#[test]
fn test_find_nearest_node() {
let mut graph = Graph::new();
// Add some test nodes
let node1 = graph.add_node(Node {
position: Vec2::new(10.0, 10.0),
});
let node2 = graph.add_node(Node {
position: Vec2::new(50.0, 50.0),
});
let node3 = graph.add_node(Node {
position: Vec2::new(100.0, 100.0),
});
// Test cursor near node1
let cursor_pos = Vec2::new(12.0, 8.0);
let nearest = MapRenderer::find_nearest_node(&graph, cursor_pos);
assert_eq!(nearest, Some(node1));
// Test cursor near node2
let cursor_pos = Vec2::new(45.0, 55.0);
let nearest = MapRenderer::find_nearest_node(&graph, cursor_pos);
assert_eq!(nearest, Some(node2));
// Test cursor near node3
let cursor_pos = Vec2::new(98.0, 102.0);
let nearest = MapRenderer::find_nearest_node(&graph, cursor_pos);
assert_eq!(nearest, Some(node3));
}

95
tests/formatting.rs Normal file
View File

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

View File

@@ -1,12 +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());
}

View File

@@ -1,5 +1,5 @@
use pacman::entity::direction::Direction;
use pacman::entity::graph::{EdgePermissions, Graph, Node};
use pacman::entity::graph::{Graph, Node, TraversalFlags};
fn create_test_graph() -> Graph {
let mut graph = Graph::new();
@@ -29,7 +29,7 @@ fn test_graph_basic_operations() {
position: glam::Vec2::new(16.0, 0.0),
});
assert_eq!(graph.node_count(), 2);
assert_eq!(graph.nodes().count(), 2);
assert!(graph.get_node(node1).is_some());
assert!(graph.get_node(node2).is_some());
assert!(graph.get_node(999).is_none());
@@ -78,11 +78,11 @@ fn test_graph_edge_permissions() {
});
graph
.add_edge(node1, node2, false, None, Direction::Right, EdgePermissions::GhostsOnly)
.add_edge(node1, node2, false, None, Direction::Right, TraversalFlags::GHOST)
.unwrap();
let edge = graph.find_edge_in_direction(node1, Direction::Right).unwrap();
assert_eq!(edge.permissions, EdgePermissions::GhostsOnly);
assert_eq!(edge.traversal_flags, TraversalFlags::GHOST);
}
#[test]
@@ -102,7 +102,7 @@ fn should_add_connected_node() {
)
.unwrap();
assert_eq!(graph.node_count(), 2);
assert_eq!(graph.nodes().count(), 2);
let edge = graph.find_edge(node1, node2);
assert!(edge.is_some());
assert_eq!(edge.unwrap().direction, Direction::Right);
@@ -118,21 +118,21 @@ fn should_error_on_negative_edge_distance() {
position: glam::Vec2::new(16.0, 0.0),
});
let result = graph.add_edge(node1, node2, false, Some(-1.0), Direction::Right, EdgePermissions::All);
let result = graph.add_edge(node1, node2, false, Some(-1.0), Direction::Right, TraversalFlags::ALL);
assert!(result.is_err());
}
#[test]
fn should_error_on_duplicate_edge_without_replace() {
let mut graph = create_test_graph();
let result = graph.add_edge(0, 1, false, None, Direction::Right, EdgePermissions::All);
let result = graph.add_edge(0, 1, false, None, Direction::Right, TraversalFlags::ALL);
assert!(result.is_err());
}
#[test]
fn should_allow_replacing_an_edge() {
let mut graph = create_test_graph();
let result = graph.add_edge(0, 1, true, Some(42.0), Direction::Right, EdgePermissions::All);
let result = graph.add_edge(0, 1, true, Some(42.0), Direction::Right, TraversalFlags::ALL);
assert!(result.is_ok());
let edge = graph.find_edge(0, 1).unwrap();

View File

@@ -6,7 +6,7 @@ use pacman::map::builder::Map;
fn test_map_creation() {
let map = Map::new(RAW_BOARD).unwrap();
assert!(map.graph.node_count() > 0);
assert!(map.graph.nodes().count() > 0);
assert!(!map.grid_to_node.is_empty());
// Check that some connections were made

40
tests/profiling.rs Normal file
View File

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

View File

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