mirror of
https://github.com/Xevion/Pac-Man.git
synced 2025-12-06 05:15:49 -06:00
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2 Commits
| Author | SHA1 | Date | |
|---|---|---|---|
| a8b83b8e2b | |||
| 8ce2af89c8 |
@@ -223,6 +223,19 @@ impl Graph {
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self.nodes.len()
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}
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/// Returns an iterator over all nodes in the graph.
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pub fn nodes(&self) -> impl Iterator<Item = &Node> {
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self.nodes.iter()
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}
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/// Returns an iterator over all edges in the graph.
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pub fn edges(&self) -> impl Iterator<Item = (NodeId, Edge)> + '_ {
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self.adjacency_list
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.iter()
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.enumerate()
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.flat_map(|(node_id, intersection)| intersection.edges().map(move |edge| (node_id, edge)))
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}
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/// Finds a specific edge from a source node to a target node.
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pub fn find_edge(&self, from: NodeId, to: NodeId) -> Option<Edge> {
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self.adjacency_list.get(from)?.edges().find(|edge| edge.target == to)
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@@ -17,6 +17,7 @@ use crate::systems::{
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PacmanCollider, PlayerBundle, PlayerControlled, RenderDirty, Renderable, Score, ScoreResource,
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},
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control::player_system,
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debug::{debug_render_system, DebugState, DebugTextureResource},
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input::input_system,
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movement::movement_system,
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profiling::{profile, SystemTimings},
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@@ -24,7 +25,14 @@ use crate::systems::{
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};
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use crate::texture::animated::AnimatedTexture;
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use bevy_ecs::schedule::IntoScheduleConfigs;
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use bevy_ecs::{event::EventRegistry, observer::Trigger, schedule::Schedule, system::ResMut, world::World};
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use bevy_ecs::system::NonSendMut;
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use bevy_ecs::{
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event::EventRegistry,
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observer::Trigger,
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schedule::Schedule,
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system::{Res, ResMut},
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world::World,
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};
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use sdl2::image::LoadTexture;
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use sdl2::render::{Canvas, ScaleMode, TextureCreator};
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use sdl2::video::{Window, WindowContext};
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@@ -72,6 +80,13 @@ impl Game {
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.map_err(|e| GameError::Sdl(e.to_string()))?;
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map_texture.set_scale_mode(ScaleMode::Nearest);
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// Create debug texture at output resolution for crisp debug rendering
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let output_size = canvas.output_size().unwrap();
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let mut debug_texture = texture_creator
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.create_texture_target(None, output_size.0, output_size.1)
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.map_err(|e| GameError::Sdl(e.to_string()))?;
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debug_texture.set_scale_mode(ScaleMode::Nearest);
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// Load atlas and create map texture
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let atlas_bytes = get_asset_bytes(Asset::Atlas)?;
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let atlas_texture = texture_creator.load_texture_bytes(&atlas_bytes).map_err(|e| {
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@@ -157,7 +172,7 @@ impl Game {
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},
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entity_type: EntityType::Player,
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collider: Collider {
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size: constants::CELL_SIZE as f32 * 1.25,
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size: constants::CELL_SIZE as f32 * 1.1,
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layer: CollisionLayer::PACMAN,
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},
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pacman_collider: PacmanCollider,
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@@ -168,6 +183,7 @@ impl Game {
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world.insert_non_send_resource(canvas);
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world.insert_non_send_resource(BackbufferResource(backbuffer));
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world.insert_non_send_resource(MapTextureResource(map_texture));
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world.insert_non_send_resource(DebugTextureResource(debug_texture));
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world.insert_resource(map);
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world.insert_resource(GlobalState { exit: false });
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@@ -176,6 +192,7 @@ impl Game {
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world.insert_resource(Bindings::default());
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world.insert_resource(DeltaTime(0f32));
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world.insert_resource(RenderDirty::default());
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world.insert_resource(DebugState::default());
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world.add_observer(
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|event: Trigger<GameEvent>, mut state: ResMut<GlobalState>, _score: ResMut<ScoreResource>| match *event {
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@@ -188,7 +205,6 @@ impl Game {
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GameEvent::Collision(_a, _b) => {}
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},
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);
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schedule.add_systems(
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(
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profile("input", input_system),
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@@ -197,11 +213,29 @@ impl Game {
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profile("collision", collision_system),
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profile("blinking", blinking_system),
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profile("directional_render", directional_render_system),
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profile("dirty_render", dirty_render_system),
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profile("render", render_system),
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profile("debug_render", debug_render_system),
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profile(
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"present",
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|mut canvas: NonSendMut<&mut Canvas<Window>>,
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backbuffer: NonSendMut<BackbufferResource>,
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debug_state: Res<DebugState>,
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mut dirty: ResMut<RenderDirty>| {
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if dirty.0 {
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// Only copy backbuffer to main canvas if debug rendering is off
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// (debug rendering draws directly to main canvas)
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if *debug_state == DebugState::Off {
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canvas.copy(&backbuffer.0, None, None).unwrap();
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}
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dirty.0 = false;
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canvas.present();
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}
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},
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),
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)
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.chain(),
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);
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schedule.add_systems((profile("dirty_render", dirty_render_system), profile("render", render_system)).chain());
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// Spawn player
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world.spawn(player);
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@@ -9,6 +9,7 @@ use crate::{
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error::GameError,
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events::{GameCommand, GameEvent},
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systems::components::{GlobalState, PlayerControlled},
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systems::debug::DebugState,
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systems::movement::Movable,
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};
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@@ -16,6 +17,7 @@ use crate::{
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pub fn player_system(
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mut events: EventReader<GameEvent>,
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mut state: ResMut<GlobalState>,
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mut debug_state: ResMut<DebugState>,
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mut players: Query<&mut Movable, With<PlayerControlled>>,
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mut errors: EventWriter<GameError>,
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) {
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@@ -38,6 +40,9 @@ pub fn player_system(
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GameCommand::Exit => {
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state.exit = true;
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}
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GameCommand::ToggleDebug => {
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*debug_state = debug_state.next();
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}
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_ => {}
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}
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}
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143
src/systems/debug.rs
Normal file
143
src/systems/debug.rs
Normal file
@@ -0,0 +1,143 @@
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//! Debug rendering system
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use crate::constants::BOARD_PIXEL_OFFSET;
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use crate::map::builder::Map;
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use crate::systems::components::Collider;
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use crate::systems::movement::Position;
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use crate::systems::render::BackbufferResource;
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use bevy_ecs::prelude::*;
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use sdl2::pixels::Color;
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use sdl2::rect::Rect;
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use sdl2::render::{Canvas, Texture};
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use sdl2::video::Window;
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#[derive(Resource, Default, Debug, Copy, Clone, PartialEq)]
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pub enum DebugState {
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#[default]
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Off,
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Graph,
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Collision,
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}
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impl DebugState {
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pub fn next(&self) -> Self {
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match self {
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DebugState::Off => DebugState::Graph,
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DebugState::Graph => DebugState::Collision,
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DebugState::Collision => DebugState::Off,
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}
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}
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}
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/// Resource to hold the debug texture for persistent rendering
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pub struct DebugTextureResource(pub Texture<'static>);
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/// Transforms a position from logical canvas coordinates to output canvas coordinates
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fn transform_position(pos: (f32, f32), output_size: (u32, u32), logical_size: (u32, u32)) -> (i32, i32) {
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let scale_x = output_size.0 as f32 / logical_size.0 as f32;
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let scale_y = output_size.1 as f32 / logical_size.1 as f32;
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let scale = scale_x.min(scale_y); // Use the smaller scale to maintain aspect ratio
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let x = (pos.0 * scale) as i32;
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let y = (pos.1 * scale) as i32;
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(x, y)
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}
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/// Transforms a position from logical canvas coordinates to output canvas coordinates (with board offset)
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fn transform_position_with_offset(pos: (f32, f32), output_size: (u32, u32), logical_size: (u32, u32)) -> (i32, i32) {
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let scale_x = output_size.0 as f32 / logical_size.0 as f32;
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let scale_y = output_size.1 as f32 / logical_size.1 as f32;
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let scale = scale_x.min(scale_y); // Use the smaller scale to maintain aspect ratio
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let x = ((pos.0 + BOARD_PIXEL_OFFSET.x as f32) * scale) as i32;
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let y = ((pos.1 + BOARD_PIXEL_OFFSET.y as f32) * scale) as i32;
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(x, y)
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}
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/// Transforms a size from logical canvas coordinates to output canvas coordinates
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fn transform_size(size: f32, output_size: (u32, u32), logical_size: (u32, u32)) -> u32 {
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let scale_x = output_size.0 as f32 / logical_size.0 as f32;
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let scale_y = output_size.1 as f32 / logical_size.1 as f32;
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let scale = scale_x.min(scale_y); // Use the smaller scale to maintain aspect ratio
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(size * scale) as u32
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}
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pub fn debug_render_system(
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mut canvas: NonSendMut<&mut Canvas<Window>>,
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backbuffer: NonSendMut<BackbufferResource>,
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mut debug_texture: NonSendMut<DebugTextureResource>,
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debug_state: Res<DebugState>,
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map: Res<Map>,
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colliders: Query<(&Collider, &Position)>,
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) {
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if *debug_state == DebugState::Off {
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return;
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}
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// Get canvas sizes for coordinate transformation
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let output_size = canvas.output_size().unwrap();
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let logical_size = canvas.logical_size();
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// Copy the current backbuffer to the debug texture
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canvas
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.with_texture_canvas(&mut debug_texture.0, |debug_canvas| {
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// Clear the debug canvas
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debug_canvas.set_draw_color(Color::BLACK);
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debug_canvas.clear();
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// Copy the backbuffer to the debug canvas
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debug_canvas.copy(&backbuffer.0, None, None).unwrap();
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})
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.unwrap();
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// Draw debug info on the high-resolution debug texture
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canvas
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.with_texture_canvas(&mut debug_texture.0, |debug_canvas| match *debug_state {
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DebugState::Graph => {
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debug_canvas.set_draw_color(Color::RED);
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for (start_node, end_node) in map.graph.edges() {
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let start_node = map.graph.get_node(start_node).unwrap().position;
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let end_node = map.graph.get_node(end_node.target).unwrap().position;
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// Transform positions using common method
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let (start_x, start_y) =
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transform_position_with_offset((start_node.x, start_node.y), output_size, logical_size);
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let (end_x, end_y) = transform_position_with_offset((end_node.x, end_node.y), output_size, logical_size);
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debug_canvas.draw_line((start_x, start_y), (end_x, end_y)).unwrap();
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}
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debug_canvas.set_draw_color(Color::BLUE);
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for node in map.graph.nodes() {
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let pos = node.position;
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// Transform position using common method
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let (x, y) = transform_position_with_offset((pos.x, pos.y), output_size, logical_size);
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let size = transform_size(4.0, output_size, logical_size);
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debug_canvas
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.fill_rect(Rect::new(x - (size as i32 / 2), y - (size as i32 / 2), size, size))
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.unwrap();
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}
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}
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DebugState::Collision => {
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debug_canvas.set_draw_color(Color::GREEN);
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for (collider, position) in colliders.iter() {
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let pos = position.get_pixel_pos(&map.graph).unwrap();
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// Transform position and size using common methods
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let (x, y) = transform_position((pos.x, pos.y), output_size, logical_size);
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let size = transform_size(collider.size, output_size, logical_size);
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// Center the collision box on the entity
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let rect = Rect::new(x - (size as i32 / 2), y - (size as i32 / 2), size, size);
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debug_canvas.draw_rect(rect).unwrap();
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}
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}
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_ => {}
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})
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.unwrap();
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// Draw the debug texture directly onto the main canvas at full resolution
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canvas.copy(&debug_texture.0, None, None).unwrap();
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}
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@@ -48,7 +48,6 @@ pub fn input_system(bindings: Res<Bindings>, mut writer: EventWriter<GameEvent>,
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Event::KeyDown { keycode: Some(key), .. } => {
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let command = bindings.key_bindings.get(&key).copied();
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if let Some(command) = command {
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tracing::info!("triggering command: {:?}", command);
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writer.write(GameEvent::Command(command));
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}
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}
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@@ -7,6 +7,7 @@ pub mod blinking;
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pub mod collision;
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pub mod components;
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pub mod control;
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pub mod debug;
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pub mod input;
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pub mod movement;
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pub mod profiling;
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@@ -65,17 +65,13 @@ pub fn render_system(
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mut backbuffer: NonSendMut<BackbufferResource>,
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mut atlas: NonSendMut<SpriteAtlas>,
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map: Res<Map>,
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mut dirty: ResMut<RenderDirty>,
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dirty: Res<RenderDirty>,
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renderables: Query<(Entity, &Renderable, &Position)>,
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mut errors: EventWriter<GameError>,
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) {
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if !dirty.0 {
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return;
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}
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// Clear the main canvas first
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canvas.set_draw_color(sdl2::pixels::Color::BLACK);
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canvas.clear();
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// Render to backbuffer
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canvas
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.with_texture_canvas(&mut backbuffer.0, |backbuffer_canvas| {
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@@ -90,6 +86,10 @@ pub fn render_system(
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// Render all entities to the backbuffer
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for (_, renderable, position) in renderables.iter() {
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if !renderable.visible {
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continue;
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}
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let pos = position.get_pixel_pos(&map.graph);
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match pos {
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Ok(pos) => {
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@@ -112,14 +112,4 @@ pub fn render_system(
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})
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.err()
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.map(|e| errors.write(TextureError::RenderFailed(e.to_string()).into()));
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// Copy backbuffer to main canvas and present
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canvas
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.copy(&backbuffer.0, None, None)
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.err()
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.map(|e| errors.write(TextureError::RenderFailed(e.to_string()).into()));
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canvas.present();
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dirty.0 = false;
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}
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