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17 Commits

Author SHA1 Message Date
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
21 changed files with 1455 additions and 504 deletions

37
Cargo.lock generated
View File

@@ -252,6 +252,12 @@ version = "1.0.0"
source = "registry+https://github.com/rust-lang/crates.io-index" source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "baf1de4339761588bc0619e3cbc0120ee582ebb74b53b4efbf79117bd2da40fd" checksum = "baf1de4339761588bc0619e3cbc0120ee582ebb74b53b4efbf79117bd2da40fd"
[[package]]
name = "circular-buffer"
version = "1.1.0"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "23bdce1da528cadbac4654b5632bfcd8c6c63e25b1d42cea919a95958790b51d"
[[package]] [[package]]
name = "concurrent-queue" name = "concurrent-queue"
version = "2.5.0" version = "2.5.0"
@@ -316,6 +322,12 @@ dependencies = [
"unicode-xid", "unicode-xid",
] ]
[[package]]
name = "diff"
version = "0.1.13"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "56254986775e3233ffa9c4d7d3faaf6d36a2c09d30b20687e9f88bc8bafc16c8"
[[package]] [[package]]
name = "disqualified" name = "disqualified"
version = "1.0.0" version = "1.0.0"
@@ -559,6 +571,12 @@ dependencies = [
"autocfg", "autocfg",
] ]
[[package]]
name = "num-width"
version = "0.1.0"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "faede9396d7883a8c9c989e0b53c984bf770defb5cb8ed6c345b4c0566cf32b9"
[[package]] [[package]]
name = "once_cell" name = "once_cell"
version = "1.21.3" version = "1.21.3"
@@ -578,14 +596,17 @@ dependencies = [
"anyhow", "anyhow",
"bevy_ecs", "bevy_ecs",
"bitflags 2.9.1", "bitflags 2.9.1",
"circular-buffer",
"glam 0.30.5", "glam 0.30.5",
"lazy_static", "lazy_static",
"libc", "libc",
"micromap", "micromap",
"num-width",
"once_cell", "once_cell",
"parking_lot", "parking_lot",
"pathfinding", "pathfinding",
"phf", "phf",
"pretty_assertions",
"rand", "rand",
"sdl2", "sdl2",
"serde", "serde",
@@ -709,6 +730,16 @@ dependencies = [
"portable-atomic", "portable-atomic",
] ]
[[package]]
name = "pretty_assertions"
version = "1.4.1"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "3ae130e2f271fbc2ac3a40fb1d07180839cdbbe443c7a27e1e3c13c5cac0116d"
dependencies = [
"diff",
"yansi",
]
[[package]] [[package]]
name = "proc-macro2" name = "proc-macro2"
version = "1.0.95" version = "1.0.95"
@@ -1429,3 +1460,9 @@ checksum = "6f42320e61fe2cfd34354ecb597f86f413484a798ba44a8ca1165c58d42da6c1"
dependencies = [ dependencies = [
"bitflags 2.9.1", "bitflags 2.9.1",
] ]
[[package]]
name = "yansi"
version = "1.0.1"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "cfe53a6657fd280eaa890a3bc59152892ffa3e30101319d168b781ed6529b049"

View File

@@ -29,6 +29,9 @@ bitflags = "2.9.1"
parking_lot = "0.12.3" parking_lot = "0.12.3"
micromap = "0.1.0" micromap = "0.1.0"
thousands = "0.2.0" thousands = "0.2.0"
pretty_assertions = "1.4.1"
num-width = "0.1.0"
circular-buffer = "1.1.0"
[profile.release] [profile.release]
lto = true lto = true

View File

@@ -5,19 +5,15 @@ use sdl2::render::TextureCreator;
use sdl2::ttf::Sdl2TtfContext; use sdl2::ttf::Sdl2TtfContext;
use sdl2::video::WindowContext; use sdl2::video::WindowContext;
use sdl2::{AudioSubsystem, EventPump, Sdl, VideoSubsystem}; use sdl2::{AudioSubsystem, EventPump, Sdl, VideoSubsystem};
use thousands::Separable;
use tracing::info;
use crate::error::{GameError, GameResult}; use crate::error::{GameError, GameResult};
use crate::constants::{CANVAS_SIZE, LOOP_TIME, SCALE}; use crate::constants::{CANVAS_SIZE, LOOP_TIME, SCALE};
use crate::game::Game; use crate::game::Game;
use crate::platform::get_platform; use crate::platform::get_platform;
use crate::systems::profiling::SystemTimings;
pub struct App { pub struct App {
pub game: Game, pub game: Game,
last_timings: Instant,
last_tick: Instant, last_tick: Instant,
focused: bool, focused: bool,
_cursor_pos: Vec2, _cursor_pos: Vec2,
@@ -70,7 +66,6 @@ impl App {
game, game,
focused: true, focused: true,
last_tick: Instant::now(), last_tick: Instant::now(),
last_timings: Instant::now() - Duration::from_secs_f32(0.5),
_cursor_pos: Vec2::ZERO, _cursor_pos: Vec2::ZERO,
}) })
} }
@@ -113,28 +108,6 @@ impl App {
return false; return false;
} }
if self.last_timings.elapsed() > Duration::from_secs(1) {
// Show timing statistics over the last 90 frames
if let Some(timings) = self.game.world.get_resource::<SystemTimings>() {
let stats = timings.get_stats();
let (total_avg, total_std) = timings.get_total_stats();
let mut individual_timings = String::new();
for (name, (avg, std_dev)) in stats.iter() {
individual_timings.push_str(&format!("{}={:?} ± {:?} ", name, avg, std_dev));
}
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),
};
info!("({effective_fps}) {total_avg:?} ± {total_std:?} ({individual_timings})");
}
self.last_timings = Instant::now();
}
// Sleep if we still have time left // Sleep if we still have time left
if start.elapsed() < LOOP_TIME { if start.elapsed() < LOOP_TIME {
let time = LOOP_TIME.saturating_sub(start.elapsed()); let time = LOOP_TIME.saturating_sub(start.elapsed());

View File

@@ -223,6 +223,19 @@ impl Graph {
self.nodes.len() 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. /// Finds a specific edge from a source node to a target node.
pub fn find_edge(&self, from: NodeId, to: NodeId) -> Option<Edge> { pub fn find_edge(&self, from: NodeId, to: NodeId) -> Option<Edge> {
self.adjacency_list.get(from)?.edges().find(|edge| edge.target == to) self.adjacency_list.get(from)?.edges().find(|edge| edge.target == to)

View File

@@ -8,23 +8,35 @@ use crate::error::{GameError, GameResult, TextureError};
use crate::events::GameEvent; use crate::events::GameEvent;
use crate::map::builder::Map; use crate::map::builder::Map;
use crate::systems::blinking::Blinking; use crate::systems::blinking::Blinking;
use crate::systems::movement::{Movable, MovementState, Position}; use crate::systems::movement::{BufferedDirection, Position, Velocity};
use crate::systems::player::player_movement_system;
use crate::systems::profiling::SystemId;
use crate::systems::{ use crate::systems::{
audio::{audio_system, AudioEvent, AudioResource},
blinking::blinking_system, blinking::blinking_system,
collision::collision_system, collision::collision_system,
components::{ components::{
Collider, CollisionLayer, DeltaTime, DirectionalAnimated, EntityType, GlobalState, ItemBundle, ItemCollider, AudioState, Collider, DeltaTime, DirectionalAnimated, EntityType, Ghost, GhostBundle, GhostCollider, GlobalState,
PacmanCollider, PlayerBundle, PlayerControlled, RenderDirty, Renderable, Score, ScoreResource, ItemBundle, ItemCollider, PacmanCollider, PlayerBundle, PlayerControlled, RenderDirty, Renderable, ScoreResource,
}, },
control::player_system, debug::{debug_render_system, DebugState, DebugTextureResource},
ghost::ghost_movement_system,
input::input_system, input::input_system,
movement::movement_system, item::item_system,
player::player_control_system,
profiling::{profile, SystemTimings}, profiling::{profile, SystemTimings},
render::{directional_render_system, dirty_render_system, render_system, BackbufferResource, MapTextureResource}, render::{directional_render_system, dirty_render_system, render_system, BackbufferResource, MapTextureResource},
}; };
use crate::texture::animated::AnimatedTexture; use crate::texture::animated::AnimatedTexture;
use bevy_ecs::schedule::IntoScheduleConfigs; use bevy_ecs::schedule::IntoScheduleConfigs;
use bevy_ecs::{event::EventRegistry, observer::Trigger, schedule::Schedule, system::ResMut, world::World}; use bevy_ecs::system::NonSendMut;
use bevy_ecs::{
event::EventRegistry,
observer::Trigger,
schedule::Schedule,
system::{Res, ResMut},
world::World,
};
use sdl2::image::LoadTexture; use sdl2::image::LoadTexture;
use sdl2::render::{Canvas, ScaleMode, TextureCreator}; use sdl2::render::{Canvas, ScaleMode, TextureCreator};
use sdl2::video::{Window, WindowContext}; use sdl2::video::{Window, WindowContext};
@@ -61,6 +73,7 @@ impl Game {
EventRegistry::register_event::<GameError>(&mut world); EventRegistry::register_event::<GameError>(&mut world);
EventRegistry::register_event::<GameEvent>(&mut world); EventRegistry::register_event::<GameEvent>(&mut world);
EventRegistry::register_event::<AudioEvent>(&mut world);
let mut backbuffer = texture_creator let mut backbuffer = texture_creator
.create_texture_target(None, CANVAS_SIZE.x, CANVAS_SIZE.y) .create_texture_target(None, CANVAS_SIZE.x, CANVAS_SIZE.y)
@@ -72,6 +85,16 @@ impl Game {
.map_err(|e| GameError::Sdl(e.to_string()))?; .map_err(|e| GameError::Sdl(e.to_string()))?;
map_texture.set_scale_mode(ScaleMode::Nearest); 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);
// Initialize audio system
let audio = crate::audio::Audio::new();
// Load atlas and create map texture // Load atlas and create map texture
let atlas_bytes = get_asset_bytes(Asset::Atlas)?; let atlas_bytes = get_asset_bytes(Asset::Atlas)?;
let atlas_texture = texture_creator.load_texture_bytes(&atlas_bytes).map_err(|e| { let atlas_texture = texture_creator.load_texture_bytes(&atlas_bytes).map_err(|e| {
@@ -135,16 +158,12 @@ impl Game {
let player = PlayerBundle { let player = PlayerBundle {
player: PlayerControlled, player: PlayerControlled,
position: Position { position: Position::Stopped { node: pacman_start_node },
node: pacman_start_node, velocity: Velocity {
edge_progress: None,
},
movement_state: MovementState::Stopped,
movable: Movable {
speed: 1.15, speed: 1.15,
current_direction: Direction::Left, direction: Direction::Left,
requested_direction: Some(Direction::Left), // Start moving left immediately
}, },
buffered_direction: BufferedDirection::None,
sprite: Renderable { sprite: Renderable {
sprite: SpriteAtlas::get_tile(&atlas, "pacman/full.png") sprite: SpriteAtlas::get_tile(&atlas, "pacman/full.png")
.ok_or_else(|| GameError::Texture(TextureError::AtlasTileNotFound("pacman/full.png".to_string())))?, .ok_or_else(|| GameError::Texture(TextureError::AtlasTileNotFound("pacman/full.png".to_string())))?,
@@ -157,8 +176,7 @@ impl Game {
}, },
entity_type: EntityType::Player, entity_type: EntityType::Player,
collider: Collider { collider: Collider {
size: constants::CELL_SIZE as f32 * 1.25, size: constants::CELL_SIZE as f32 * 1.375,
layer: CollisionLayer::PACMAN,
}, },
pacman_collider: PacmanCollider, pacman_collider: PacmanCollider,
}; };
@@ -168,6 +186,8 @@ impl Game {
world.insert_non_send_resource(canvas); world.insert_non_send_resource(canvas);
world.insert_non_send_resource(BackbufferResource(backbuffer)); world.insert_non_send_resource(BackbufferResource(backbuffer));
world.insert_non_send_resource(MapTextureResource(map_texture)); world.insert_non_send_resource(MapTextureResource(map_texture));
world.insert_non_send_resource(DebugTextureResource(debug_texture));
world.insert_non_send_resource(AudioResource(audio));
world.insert_resource(map); world.insert_resource(map);
world.insert_resource(GlobalState { exit: false }); world.insert_resource(GlobalState { exit: false });
@@ -176,35 +196,57 @@ impl Game {
world.insert_resource(Bindings::default()); world.insert_resource(Bindings::default());
world.insert_resource(DeltaTime(0f32)); world.insert_resource(DeltaTime(0f32));
world.insert_resource(RenderDirty::default()); world.insert_resource(RenderDirty::default());
world.insert_resource(DebugState::default());
world.insert_resource(AudioState::default());
world.add_observer( world.add_observer(
|event: Trigger<GameEvent>, mut state: ResMut<GlobalState>, _score: ResMut<ScoreResource>| match *event { |event: Trigger<GameEvent>, mut state: ResMut<GlobalState>, _score: ResMut<ScoreResource>| {
GameEvent::Command(command) => match command { if matches!(*event, GameEvent::Command(GameCommand::Exit)) {
GameCommand::Exit => {
state.exit = true; state.exit = true;
} }
_ => {}
},
GameEvent::Collision(_a, _b) => {}
}, },
); );
schedule.add_systems( schedule.add_systems(
( (
profile("input", input_system), profile(SystemId::Input, input_system),
profile("player", player_system), profile(SystemId::PlayerControls, player_control_system),
profile("movement", movement_system), profile(SystemId::PlayerMovement, player_movement_system),
profile("collision", collision_system), profile(SystemId::Ghost, ghost_movement_system),
profile("blinking", blinking_system), profile(SystemId::Collision, collision_system),
profile("directional_render", directional_render_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();
}
},
),
) )
.chain(), .chain(),
); );
schedule.add_systems((profile("dirty_render", dirty_render_system), profile("render", render_system)).chain());
// Spawn player // Spawn player
world.spawn(player); world.spawn(player);
// Spawn ghosts
Self::spawn_ghosts(&mut world)?;
// Spawn items // Spawn items
let pellet_sprite = SpriteAtlas::get_tile(world.non_send_resource::<SpriteAtlas>(), "maze/pellet.png") 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())))?; .ok_or_else(|| GameError::Texture(TextureError::AtlasTileNotFound("maze/pellet.png".to_string())))?;
@@ -214,33 +256,23 @@ impl Game {
let nodes: Vec<_> = world.resource::<Map>().iter_nodes().map(|(id, tile)| (*id, *tile)).collect(); let nodes: Vec<_> = world.resource::<Map>().iter_nodes().map(|(id, tile)| (*id, *tile)).collect();
for (node_id, tile) in nodes { for (node_id, tile) in nodes {
let (item_type, score, sprite, size) = match tile { let (item_type, sprite, size) = match tile {
crate::constants::MapTile::Pellet => (EntityType::Pellet, 10, pellet_sprite, constants::CELL_SIZE as f32 * 0.2), crate::constants::MapTile::Pellet => (EntityType::Pellet, pellet_sprite, constants::CELL_SIZE as f32 * 0.4),
crate::constants::MapTile::PowerPellet => ( crate::constants::MapTile::PowerPellet => {
EntityType::PowerPellet, (EntityType::PowerPellet, energizer_sprite, constants::CELL_SIZE as f32 * 0.95)
50, }
energizer_sprite,
constants::CELL_SIZE as f32 * 0.9,
),
_ => continue, _ => continue,
}; };
let mut item = world.spawn(ItemBundle { let mut item = world.spawn(ItemBundle {
position: Position { position: Position::Stopped { node: node_id },
node: node_id,
edge_progress: None,
},
sprite: Renderable { sprite: Renderable {
sprite, sprite,
layer: 1, layer: 1,
visible: true, visible: true,
}, },
entity_type: item_type, entity_type: item_type,
score: Score(score), collider: Collider { size },
collider: Collider {
size,
layer: CollisionLayer::ITEM,
},
item_collider: ItemCollider, item_collider: ItemCollider,
}); });
@@ -255,77 +287,110 @@ impl Game {
Ok(Game { world, schedule }) Ok(Game { world, schedule })
} }
// fn handle_command(&mut self, command: crate::input::commands::GameCommand) { /// Spawns all four ghosts at their starting positions with appropriate textures.
// use crate::input::commands::GameCommand; fn spawn_ghosts(world: &mut World) -> GameResult<()> {
// match command { // Extract the data we need first to avoid borrow conflicts
// GameCommand::MovePlayer(direction) => { let ghost_start_positions = {
// self.state.pacman.set_next_direction(direction); let map = world.resource::<Map>();
// } [
// GameCommand::ToggleDebug => { (Ghost::Blinky, map.start_positions.blinky),
// self.toggle_debug_mode(); (Ghost::Pinky, map.start_positions.pinky),
// } (Ghost::Inky, map.start_positions.inky),
// GameCommand::MuteAudio => { (Ghost::Clyde, map.start_positions.clyde),
// let is_muted = self.state.audio.is_muted(); ]
// self.state.audio.set_mute(!is_muted); };
// }
// GameCommand::ResetLevel => {
// if let Err(e) = self.reset_game_state() {
// tracing::error!("Failed to reset game state: {}", e);
// }
// }
// GameCommand::TogglePause => {
// self.state.paused = !self.state.paused;
// }
// GameCommand::Exit => {}
// }
// }
// fn process_events(&mut self) { for (ghost_type, start_node) in ghost_start_positions {
// while let Some(event) = self.state.event_queue.pop_front() { // Create the ghost bundle in a separate scope to manage borrows
// match event { let ghost = {
// GameEvent::Command(command) => self.handle_command(command), let atlas = world.non_send_resource::<SpriteAtlas>();
// }
// }
// /// Resets the game state, randomizing ghost positions and resetting Pac-Man // Create directional animated textures for the ghost
// fn reset_game_state(&mut self) -> GameResult<()> { let mut textures = [None, None, None, None];
// let pacman_start_node = self.state.map.start_positions.pacman; let mut stopped_textures = [None, None, None, None];
// self.state.pacman = Pacman::new(&self.state.map.graph, pacman_start_node, &self.state.atlas)?;
// // Reset items for direction in Direction::DIRECTIONS {
// self.state.items = self.state.map.generate_items(&self.state.atlas)?; let moving_prefix = match direction {
Direction::Up => "up",
Direction::Down => "down",
Direction::Left => "left",
Direction::Right => "right",
};
// // Randomize ghost positions let moving_tiles = vec![
// let ghost_types = [GhostType::Blinky, GhostType::Pinky, GhostType::Inky, GhostType::Clyde]; SpriteAtlas::get_tile(atlas, &format!("ghost/{}/{}_{}.png", ghost_type.as_str(), moving_prefix, "a"))
// let mut rng = SmallRng::from_os_rng(); .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 stopped_tiles = vec![SpriteAtlas::get_tile(
// let random_node = rng.random_range(0..self.state.map.graph.node_count()); atlas,
// *ghost = Ghost::new(&self.state.map.graph, random_node, ghost_types[i], &self.state.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 textures[direction.as_usize()] = Some(AnimatedTexture::new(moving_tiles, 0.2)?);
// self.state.collision_system = CollisionSystem::default(); stopped_textures[direction.as_usize()] = Some(AnimatedTexture::new(stopped_tiles, 0.1)?);
}
// // Re-register Pac-Man GhostBundle {
// self.state.pacman_id = self.state.collision_system.register_entity(self.state.pacman.position()); 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 world.spawn(ghost);
// self.state.item_ids.clear(); }
// for item in &self.state.items {
// let item_id = self.state.collision_system.register_entity(item.position());
// self.state.item_ids.push(item_id);
// }
// // Re-register ghosts Ok(())
// self.state.ghost_ids.clear(); }
// for ghost in &self.state.ghosts {
// let ghost_id = self.state.collision_system.register_entity(ghost.position());
// self.state.ghost_ids.push(ghost_id);
// }
// Ok(())
// }
/// Ticks the game state. /// Ticks the game state.
/// ///
@@ -341,52 +406,9 @@ impl Game {
.get_resource::<GlobalState>() .get_resource::<GlobalState>()
.expect("GlobalState could not be acquired"); .expect("GlobalState could not be acquired");
return state.exit; state.exit
// // Process any events that have been posted (such as unpausing)
// self.process_events();
// // If the game is paused, we don't need to do anything beyond returning
// if self.state.paused {
// return false;
// }
// self.schedule.run(&mut self.world);
// self.state.pacman.tick(dt, &self.state.map.graph);
// // Update all ghosts
// for ghost in &mut self.state.ghosts {
// ghost.tick(dt, &self.state.map.graph);
// }
// // Update collision system positions
// self.update_collision_positions();
// // Check for collisions
// self.check_collisions();
} }
// /// Toggles the debug mode on and off.
// ///
// /// When debug mode is enabled, the game will render additional information
// /// that is useful for debugging, such as the collision grid and entity paths.
// pub fn toggle_debug_mode(&mut self) {
// self.state.debug_mode = !self.state.debug_mode;
// }
// fn update_collision_positions(&mut self) {
// // Update Pac-Man's position
// self.state
// .collision_system
// .update_position(self.state.pacman_id, self.state.pacman.position());
// // Update ghost positions
// for (ghost, &ghost_id) in self.state.ghosts.iter().zip(&self.state.ghost_ids) {
// self.state.collision_system.update_position(ghost_id, ghost.position());
// }
// }
// fn check_collisions(&mut self) { // fn check_collisions(&mut self) {
// // Check Pac-Man vs Items // // Check Pac-Man vs Items
// let potential_collisions = self // let potential_collisions = self

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
}
}
}
}
}

View File

@@ -19,7 +19,10 @@ pub fn collision_system(
// Check PACMAN × ITEM collisions // Check PACMAN × ITEM collisions
for (pacman_entity, pacman_pos, pacman_collider) in pacman_query.iter() { for (pacman_entity, pacman_pos, pacman_collider) in pacman_query.iter() {
for (item_entity, item_pos, item_collider) in item_query.iter() { for (item_entity, item_pos, item_collider) in item_query.iter() {
match (pacman_pos.get_pixel_pos(&map.graph), item_pos.get_pixel_pos(&map.graph)) { match (
pacman_pos.get_pixel_position(&map.graph),
item_pos.get_pixel_position(&map.graph),
) {
(Ok(pacman_pixel), Ok(item_pixel)) => { (Ok(pacman_pixel), Ok(item_pixel)) => {
// Calculate the distance between the two entities's precise pixel positions // Calculate the distance between the two entities's precise pixel positions
let distance = pacman_pixel.distance(item_pixel); let distance = pacman_pixel.distance(item_pixel);

View File

@@ -3,7 +3,7 @@ use bitflags::bitflags;
use crate::{ use crate::{
entity::graph::TraversalFlags, entity::graph::TraversalFlags,
systems::movement::{Movable, MovementState, Position}, systems::movement::{BufferedDirection, Position, Velocity},
texture::{animated::AnimatedTexture, sprite::AtlasTile}, texture::{animated::AnimatedTexture, sprite::AtlasTile},
}; };
@@ -11,6 +11,46 @@ use crate::{
#[derive(Default, Component)] #[derive(Default, Component)]
pub struct PlayerControlled; 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. /// A tag component denoting the type of entity.
#[derive(Component, Debug, Clone, Copy, PartialEq, Eq, Hash)] #[derive(Component, Debug, Clone, Copy, PartialEq, Eq, Hash)]
pub enum EntityType { pub enum EntityType {
@@ -60,7 +100,6 @@ bitflags! {
#[derive(Component)] #[derive(Component)]
pub struct Collider { pub struct Collider {
pub size: f32, pub size: f32,
pub layer: CollisionLayer,
} }
/// Marker components for collision filtering optimization /// Marker components for collision filtering optimization
@@ -73,15 +112,12 @@ pub struct GhostCollider;
#[derive(Component)] #[derive(Component)]
pub struct ItemCollider; pub struct ItemCollider;
#[derive(Component)]
pub struct Score(pub u32);
#[derive(Bundle)] #[derive(Bundle)]
pub struct PlayerBundle { pub struct PlayerBundle {
pub player: PlayerControlled, pub player: PlayerControlled,
pub position: Position, pub position: Position,
pub movement_state: MovementState, pub velocity: Velocity,
pub movable: Movable, pub buffered_direction: BufferedDirection,
pub sprite: Renderable, pub sprite: Renderable,
pub directional_animated: DirectionalAnimated, pub directional_animated: DirectionalAnimated,
pub entity_type: EntityType, pub entity_type: EntityType,
@@ -94,11 +130,22 @@ pub struct ItemBundle {
pub position: Position, pub position: Position,
pub sprite: Renderable, pub sprite: Renderable,
pub entity_type: EntityType, pub entity_type: EntityType,
pub score: Score,
pub collider: Collider, pub collider: Collider,
pub item_collider: ItemCollider, 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)] #[derive(Resource)]
pub struct GlobalState { pub struct GlobalState {
pub exit: bool, pub exit: bool,
@@ -112,3 +159,12 @@ pub struct DeltaTime(pub f32);
#[derive(Resource, Default)] #[derive(Resource, Default)]
pub struct RenderDirty(pub bool); 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

@@ -1,45 +0,0 @@
use bevy_ecs::{
event::{EventReader, EventWriter},
prelude::ResMut,
query::With,
system::Query,
};
use crate::{
error::GameError,
events::{GameCommand, GameEvent},
systems::components::{GlobalState, PlayerControlled},
systems::movement::Movable,
};
// Handles player input and control
pub fn player_system(
mut events: EventReader<GameEvent>,
mut state: ResMut<GlobalState>,
mut players: Query<&mut Movable, With<PlayerControlled>>,
mut errors: EventWriter<GameError>,
) {
// Get the player's movable component (ensuring there is only one player)
let mut movable = match players.single_mut() {
Ok(movable) => movable,
Err(e) => {
errors.write(GameError::InvalidState(format!("No/multiple entities queried for player system: {}", e)).into());
return;
}
};
// Handle events
for event in events.read() {
if let GameEvent::Command(command) = event {
match command {
GameCommand::MovePlayer(direction) => {
movable.requested_direction = Some(*direction);
}
GameCommand::Exit => {
state.exit = true;
}
_ => {}
}
}
}
}

211
src/systems/debug.rs Normal file
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@@ -0,0 +1,211 @@
//! Debug rendering system
use crate::constants::BOARD_PIXEL_OFFSET;
use crate::map::builder::Map;
use crate::systems::components::Collider;
use crate::systems::movement::Position;
use crate::systems::profiling::SystemTimings;
use crate::systems::render::BackbufferResource;
use bevy_ecs::prelude::*;
use sdl2::pixels::Color;
use sdl2::rect::Rect;
use sdl2::render::{Canvas, Texture, TextureCreator};
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>);
/// Transforms a position from logical canvas coordinates to output canvas coordinates
fn transform_position(pos: (f32, f32), output_size: (u32, u32), logical_size: (u32, u32)) -> (i32, i32) {
let scale_x = output_size.0 as f32 / logical_size.0 as f32;
let scale_y = output_size.1 as f32 / logical_size.1 as f32;
let scale = scale_x.min(scale_y); // Use the smaller scale to maintain aspect ratio
let x = (pos.0 * scale) as i32;
let y = (pos.1 * scale) as i32;
(x, y)
}
/// Transforms a position from logical canvas coordinates to output canvas coordinates (with board offset)
fn transform_position_with_offset(pos: (f32, f32), output_size: (u32, u32), logical_size: (u32, u32)) -> (i32, i32) {
let scale_x = output_size.0 as f32 / logical_size.0 as f32;
let scale_y = output_size.1 as f32 / logical_size.1 as f32;
let scale = scale_x.min(scale_y); // Use the smaller scale to maintain aspect ratio
let x = ((pos.0 + BOARD_PIXEL_OFFSET.x as f32) * scale) as i32;
let y = ((pos.1 + BOARD_PIXEL_OFFSET.y as f32) * scale) as i32;
(x, y)
}
/// Transforms a size from logical canvas coordinates to output canvas coordinates
fn transform_size(size: f32, output_size: (u32, u32), logical_size: (u32, u32)) -> u32 {
let scale_x = output_size.0 as f32 / logical_size.0 as f32;
let scale_y = output_size.1 as f32 / logical_size.1 as f32;
let scale = scale_x.min(scale_y); // Use the smaller scale to maintain aspect ratio
(size * scale) as u32
}
/// 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,
) {
// Get TTF context
let ttf_context = sdl2::ttf::init().unwrap();
// Load font
let font = ttf_context.load_font("assets/site/TerminalVector.ttf", 12).unwrap();
// 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();
}
}
pub fn debug_render_system(
mut canvas: NonSendMut<&mut Canvas<Window>>,
backbuffer: NonSendMut<BackbufferResource>,
mut debug_texture: NonSendMut<DebugTextureResource>,
debug_state: Res<DebugState>,
timings: Res<SystemTimings>,
map: Res<Map>,
colliders: Query<(&Collider, &Position)>,
) {
if *debug_state == DebugState::Off {
return;
}
// Get canvas sizes for coordinate transformation
let output_size = canvas.output_size().unwrap();
let logical_size = canvas.logical_size();
// 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();
// Draw debug info on the high-resolution debug texture
canvas
.with_texture_canvas(&mut debug_texture.0, |debug_canvas| {
match *debug_state {
DebugState::Graph => {
debug_canvas.set_draw_color(Color::RED);
for (start_node, end_node) in map.graph.edges() {
let start_node = map.graph.get_node(start_node).unwrap().position;
let end_node = map.graph.get_node(end_node.target).unwrap().position;
// Transform positions using common method
let (start_x, start_y) =
transform_position_with_offset((start_node.x, start_node.y), output_size, logical_size);
let (end_x, end_y) = transform_position_with_offset((end_node.x, end_node.y), output_size, logical_size);
debug_canvas.draw_line((start_x, start_y), (end_x, end_y)).unwrap();
}
debug_canvas.set_draw_color(Color::BLUE);
for node in map.graph.nodes() {
let pos = node.position;
// Transform position using common method
let (x, y) = transform_position_with_offset((pos.x, pos.y), output_size, logical_size);
let size = transform_size(4.0, output_size, logical_size);
debug_canvas
.fill_rect(Rect::new(x - (size as i32 / 2), y - (size as i32 / 2), size, size))
.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 (x, y) = transform_position((pos.x, pos.y), output_size, logical_size);
let size = transform_size(collider.size, output_size, logical_size);
// Center the collision box on the entity
let rect = Rect::new(x - (size as i32 / 2), y - (size as i32 / 2), 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);
})
.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
View File

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

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

@@ -1,6 +1,10 @@
use std::collections::HashMap; use std::collections::{HashMap, HashSet};
use bevy_ecs::{event::EventWriter, prelude::Res, resource::Resource, system::NonSendMut}; use bevy_ecs::{
event::EventWriter,
resource::Resource,
system::{NonSendMut, ResMut},
};
use sdl2::{event::Event, keyboard::Keycode, EventPump}; use sdl2::{event::Event, keyboard::Keycode, EventPump};
use crate::{ use crate::{
@@ -11,6 +15,8 @@ use crate::{
#[derive(Debug, Clone, Resource)] #[derive(Debug, Clone, Resource)]
pub struct Bindings { pub struct Bindings {
key_bindings: HashMap<Keycode, GameCommand>, key_bindings: HashMap<Keycode, GameCommand>,
movement_keys: HashSet<Keycode>,
last_movement_key: Option<Keycode>,
} }
impl Default for Bindings { impl Default for Bindings {
@@ -35,23 +41,74 @@ impl Default for Bindings {
key_bindings.insert(Keycode::Escape, GameCommand::Exit); key_bindings.insert(Keycode::Escape, GameCommand::Exit);
key_bindings.insert(Keycode::Q, GameCommand::Exit); key_bindings.insert(Keycode::Q, GameCommand::Exit);
Self { key_bindings } let movement_keys = HashSet::from([
Keycode::W,
Keycode::A,
Keycode::S,
Keycode::D,
Keycode::Up,
Keycode::Down,
Keycode::Left,
Keycode::Right,
]);
Self {
key_bindings,
movement_keys,
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(
mut bindings: ResMut<Bindings>,
mut writer: EventWriter<GameEvent>,
mut pump: NonSendMut<&'static mut EventPump>,
) {
let mut movement_key_pressed = false;
for event in pump.poll_iter() { for event in pump.poll_iter() {
match event { match event {
Event::Quit { .. } => { Event::Quit { .. } => {
writer.write(GameEvent::Command(GameCommand::Exit)); writer.write(GameEvent::Command(GameCommand::Exit));
} }
Event::KeyDown { keycode: Some(key), .. } => { 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(); let command = bindings.key_bindings.get(&key).copied();
if let Some(command) = command { if let Some(command) = command {
writer.write(GameEvent::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));
}
}
}
} }

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

@@ -3,11 +3,16 @@
//! This module contains all the ECS-related logic, including components, systems, //! This module contains all the ECS-related logic, including components, systems,
//! and resources. //! and resources.
pub mod audio;
pub mod blinking; pub mod blinking;
pub mod collision; pub mod collision;
pub mod components; pub mod components;
pub mod control; pub mod debug;
pub mod formatting;
pub mod ghost;
pub mod input; pub mod input;
pub mod item;
pub mod movement; pub mod movement;
pub mod player;
pub mod profiling; pub mod profiling;
pub mod render; pub mod render;

View File

@@ -1,46 +1,40 @@
use crate::entity::direction::Direction;
use crate::entity::graph::Graph; use crate::entity::graph::Graph;
use crate::entity::{direction::Direction, graph::Edge}; use crate::error::{EntityError, GameResult};
use crate::error::{EntityError, GameError, GameResult};
use crate::map::builder::Map;
use crate::systems::components::{DeltaTime, EntityType};
use bevy_ecs::component::Component; use bevy_ecs::component::Component;
use bevy_ecs::event::EventWriter;
use bevy_ecs::system::{Query, Res};
use glam::Vec2; use glam::Vec2;
/// A unique identifier for a node, represented by its index in the graph's storage. /// A unique identifier for a node, represented by its index in the graph's storage.
pub type NodeId = usize; pub type NodeId = usize;
/// Progress along an edge between two nodes. /// A component that represents the speed and cardinal direction of an entity.
#[derive(Debug, Clone, Copy, PartialEq)] /// Speed is static, only applied when the entity has an edge to traverse.
pub struct EdgeProgress { /// Direction is dynamic, but is controlled externally.
pub target_node: NodeId, #[derive(Component, Debug, Copy, Clone, PartialEq)]
/// Progress from 0.0 (at source node) to 1.0 (at target node) pub struct Velocity {
pub progress: f32, pub speed: f32,
pub direction: Direction,
}
/// A component that represents a direction change that is only remembered for a period of time.
/// This is used to allow entities to change direction before they reach their current target node (which consumes their buffered direction).
#[derive(Component, Debug, Copy, Clone, PartialEq)]
pub enum BufferedDirection {
None,
Some { direction: Direction, remaining_time: f32 },
} }
/// Pure spatial position component - works for both static and dynamic entities. /// Pure spatial position component - works for both static and dynamic entities.
#[derive(Component, Debug, Copy, Clone, PartialEq)] #[derive(Component, Debug, Copy, Clone, PartialEq)]
pub struct Position { pub enum Position {
/// The current/primary node this entity is at or traveling from Stopped {
pub node: NodeId, node: NodeId,
/// If Some, entity is traveling between nodes. If None, entity is stationary at node. },
pub edge_progress: Option<EdgeProgress>, Moving {
} from: NodeId,
to: NodeId,
/// Explicit movement state - only for entities that can move. remaining_distance: f32,
#[derive(Component, Debug, Clone, Copy, PartialEq)] },
pub enum MovementState {
Stopped,
Moving { direction: Direction },
}
/// Movement capability and parameters - only for entities that can move.
#[derive(Component, Debug, Clone, Copy)]
pub struct Movable {
pub speed: f32,
pub current_direction: Direction,
pub requested_direction: Option<Direction>,
} }
impl Position { impl Position {
@@ -52,26 +46,32 @@ impl Position {
/// # Errors /// # Errors
/// ///
/// Returns an `EntityError` if the node or edge is not found. /// Returns an `EntityError` if the node or edge is not found.
pub fn get_pixel_pos(&self, graph: &Graph) -> GameResult<Vec2> { pub fn get_pixel_position(&self, graph: &Graph) -> GameResult<Vec2> {
let pos = match &self.edge_progress { let pos = match &self {
None => { Position::Stopped { node } => {
// Entity is stationary at a node // Entity is stationary at a node
let node = graph.get_node(self.node).ok_or(EntityError::NodeNotFound(self.node))?; let node = graph.get_node(*node).ok_or(EntityError::NodeNotFound(*node))?;
node.position node.position
} }
Some(edge_progress) => { Position::Moving {
from,
to,
remaining_distance,
} => {
// Entity is traveling between nodes // Entity is traveling between nodes
let from_node = graph.get_node(self.node).ok_or(EntityError::NodeNotFound(self.node))?; let from_node = graph.get_node(*from).ok_or(EntityError::NodeNotFound(*from))?;
let to_node = graph let to_node = graph.get_node(*to).ok_or(EntityError::NodeNotFound(*to))?;
.get_node(edge_progress.target_node) let edge = graph
.ok_or(EntityError::NodeNotFound(edge_progress.target_node))?; .find_edge(*from, *to)
.ok_or(EntityError::EdgeNotFound { from: *from, to: *to })?;
// For zero-distance edges (tunnels), progress >= 1.0 means we're at the target // For zero-distance edges (tunnels), progress >= 1.0 means we're at the target
if edge_progress.progress >= 1.0 { if edge.distance == 0.0 {
to_node.position to_node.position
} else { } else {
// Interpolate position based on progress // Interpolate position based on progress
from_node.position + (to_node.position - from_node.position) * edge_progress.progress let progress = 1.0 - (*remaining_distance / edge.distance);
from_node.position.lerp(to_node.position, progress)
} }
} }
}; };
@@ -81,192 +81,218 @@ impl Position {
pos.y + crate::constants::BOARD_PIXEL_OFFSET.y as f32, pos.y + crate::constants::BOARD_PIXEL_OFFSET.y as f32,
)) ))
} }
}
impl Default for Position { /// Moves the position by a given distance towards it's current target node.
fn default() -> Self { ///
Position { /// Returns the overflow distance, if any.
node: 0, pub fn tick(&mut self, distance: f32) -> Option<f32> {
edge_progress: None, 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!(),
} }
} }
}
#[allow(dead_code)]
impl Position {
/// Returns `true` if the position is exactly at a node (not traveling). /// Returns `true` if the position is exactly at a node (not traveling).
pub fn is_at_node(&self) -> bool { pub fn is_at_node(&self) -> bool {
self.edge_progress.is_none() matches!(self, Position::Stopped { .. })
} }
/// Returns the `NodeId` of the current node (source of travel if moving). /// Returns the `NodeId` of the current node (source of travel if moving).
pub fn current_node(&self) -> NodeId { pub fn current_node(&self) -> NodeId {
self.node match self {
Position::Stopped { node } => *node,
Position::Moving { from, .. } => *from,
}
} }
/// Returns the `NodeId` of the destination node, if currently traveling. /// Returns the `NodeId` of the destination node, if currently traveling.
pub fn target_node(&self) -> Option<NodeId> { pub fn target_node(&self) -> Option<NodeId> {
self.edge_progress.as_ref().map(|ep| ep.target_node) match self {
Position::Stopped { .. } => None,
Position::Moving { to, .. } => Some(*to),
}
} }
/// Returns `true` if the entity is traveling between nodes. /// Returns `true` if the entity is traveling between nodes.
pub fn is_moving(&self) -> bool { pub fn is_moving(&self) -> bool {
self.edge_progress.is_some() matches!(self, Position::Moving { .. })
} }
} }
fn can_traverse(entity_type: EntityType, edge: Edge) -> bool { // pub fn movement_system(
let entity_flags = entity_type.traversal_flags(); // map: Res<Map>,
edge.traversal_flags.contains(entity_flags) // 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;
pub fn movement_system( // match *position {
map: Res<Map>, // Position::Stopped { .. } => {
delta_time: Res<DeltaTime>, // // Check if we have a requested direction to start moving
mut entities: Query<(&mut MovementState, &mut Movable, &mut Position, &EntityType)>, // if let Some(requested_direction) = movable.requested_direction {
mut errors: EventWriter<GameError>, // if let Some(edge) = map.graph.find_edge_in_direction(position.current_node(), requested_direction) {
) { // if can_traverse(*entity_type, edge) {
for (mut movement_state, mut movable, mut position, entity_type) in entities.iter_mut() { // // Start moving in the requested direction
let distance = movable.speed * 60.0 * delta_time.0; // 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
// };
match *movement_state { // *position = Position::Moving {
MovementState::Stopped => { // from: position.current_node(),
// Check if we have a requested direction to start moving // to: edge.target,
if let Some(requested_direction) = movable.requested_direction { // remaining_distance: progress,
if let Some(edge) = map.graph.find_edge_in_direction(position.node, requested_direction) { // };
if can_traverse(*entity_type, edge) { // movable.current_direction = requested_direction;
// Start moving in the requested direction // movable.requested_direction = None;
let progress = if edge.distance > 0.0 { // }
distance / edge.distance // } else {
} else { // errors.write(
// Zero-distance edge (tunnels) - immediately teleport // EntityError::InvalidMovement(format!(
tracing::debug!("Entity entering tunnel from node {} to node {}", position.node, edge.target); // "No edge found in direction {:?} from node {}",
1.0 // 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;
position.edge_progress = Some(EdgeProgress { // // Get the current edge for distance calculation
target_node: edge.target, // let edge = map.graph.find_edge(current_node, target_node);
progress,
});
movable.current_direction = requested_direction;
movable.requested_direction = None;
*movement_state = MovementState::Moving {
direction: requested_direction,
};
}
} else {
errors.write(
EntityError::InvalidMovement(format!(
"No edge found in direction {:?} from node {}",
requested_direction, position.node
))
.into(),
);
}
}
}
MovementState::Moving { direction } => {
// Continue moving or handle node transitions
let current_node = position.node;
if let Some(edge_progress) = &mut position.edge_progress {
// Extract target node before mutable operations
let target_node = edge_progress.target_node;
// Get the current edge for distance calculation // if let Some(edge) = edge {
let edge = map.graph.find_edge(current_node, target_node); // // 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 let Some(edge) = edge { // if *remaining_distance >= 1.0 {
// Update progress along the edge // // Reached the target node
if edge.distance > 0.0 { // let overflow = if edge.distance > 0.0 {
edge_progress.progress += distance / edge.distance; // (*remaining_distance - 1.0) * edge.distance
} else { // } else {
// Zero-distance edge (tunnels) - immediately complete // // Zero-distance edge - use remaining distance for overflow
edge_progress.progress = 1.0; // distance
} // };
// *position = Position::Stopped { node: target_node };
if edge_progress.progress >= 1.0 { // let mut continued_moving = false;
// Reached the target node
let overflow = if edge.distance > 0.0 {
(edge_progress.progress - 1.0) * edge.distance
} else {
// Zero-distance edge - use remaining distance for overflow
distance
};
position.node = target_node;
position.edge_progress = None;
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
// };
// Try to use requested direction first // *position = Position::Moving {
if let Some(requested_direction) = movable.requested_direction { // from: position.current_node(),
if let Some(next_edge) = map.graph.find_edge_in_direction(position.node, requested_direction) { // to: next_edge.target,
if can_traverse(*entity_type, next_edge) { // remaining_distance: next_progress,
let next_progress = if next_edge.distance > 0.0 { // };
overflow / next_edge.distance // movable.current_direction = requested_direction;
} else { // movable.requested_direction = None;
// Zero-distance edge - immediately complete // continued_moving = true;
1.0 // }
}; // }
// }
position.edge_progress = Some(EdgeProgress { // // If no requested direction or it failed, try to continue in current direction
target_node: next_edge.target, // if !continued_moving {
progress: next_progress, // if let Some(next_edge) = map.graph.find_edge_in_direction(position.node, direction) {
}); // if can_traverse(*entity_type, next_edge) {
movable.current_direction = requested_direction; // let next_progress = if next_edge.distance > 0.0 {
movable.requested_direction = None; // overflow / next_edge.distance
*movement_state = MovementState::Moving { // } else {
direction: requested_direction, // // Zero-distance edge - immediately complete
}; // 1.0
continued_moving = true; // };
}
}
}
// If no requested direction or it failed, try to continue in current direction // *position = Position::Moving {
if !continued_moving { // from: position.current_node(),
if let Some(next_edge) = map.graph.find_edge_in_direction(position.node, direction) { // to: next_edge.target,
if can_traverse(*entity_type, next_edge) { // remaining_distance: next_progress,
let next_progress = if next_edge.distance > 0.0 { // };
overflow / next_edge.distance // // Keep current direction and movement state
} else { // continued_moving = true;
// Zero-distance edge - immediately complete // }
1.0 // }
}; // }
position.edge_progress = Some(EdgeProgress { // // If we couldn't continue moving, stop
target_node: next_edge.target, // if !continued_moving {
progress: next_progress, // *movement_state = MovementState::Stopped;
}); // movable.requested_direction = None;
// Keep current direction and movement state // }
continued_moving = true; // }
} // } else {
} // // Edge not found - this is an inconsistent state
} // errors.write(
// EntityError::InvalidMovement(format!(
// If we couldn't continue moving, stop // "Inconsistent state: Moving on non-existent edge from {} to {}",
if !continued_moving { // current_node, target_node
*movement_state = MovementState::Stopped; // ))
movable.requested_direction = None; // .into(),
} // );
} // *movement_state = MovementState::Stopped;
} else { // position.edge_progress = None;
// Edge not found - this is an inconsistent state // }
errors.write( // } else {
EntityError::InvalidMovement(format!( // // Movement state says moving but no edge progress - this shouldn't happen
"Inconsistent state: Moving on non-existent edge from {} to {}", // errors.write(EntityError::InvalidMovement("Entity in Moving state but no edge progress".to_string()).into());
current_node, target_node // *movement_state = MovementState::Stopped;
)) // }
.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;
}
}
}
}
}
}

View File

@@ -1,38 +1,91 @@
use bevy_ecs::prelude::Resource; use bevy_ecs::prelude::Resource;
use bevy_ecs::system::{IntoSystem, System}; use bevy_ecs::system::{IntoSystem, System};
use circular_buffer::CircularBuffer;
use micromap::Map; use micromap::Map;
use parking_lot::Mutex; use parking_lot::{Mutex, RwLock};
use std::collections::VecDeque; use smallvec::SmallVec;
use std::fmt::Display;
use std::time::Duration; use std::time::Duration;
use strum::EnumCount;
use strum_macros::{EnumCount, IntoStaticStr};
use thousands::Separable;
const TIMING_WINDOW_SIZE: usize = 90; // 1.5 seconds at 60 FPS 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)] #[derive(Resource, Default, Debug)]
pub struct SystemTimings { pub struct SystemTimings {
pub timings: Mutex<Map<&'static str, VecDeque<Duration>, 15>>, /// 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 { impl SystemTimings {
pub fn add_timing(&self, name: &'static str, duration: Duration) { pub fn add_timing(&self, id: SystemId, duration: Duration) {
let mut timings = self.timings.lock(); // acquire a upgradable read lock
let queue = timings.entry(name).or_insert_with(VecDeque::new); 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); queue.push_back(duration);
if queue.len() > TIMING_WINDOW_SIZE { return;
queue.pop_front();
}
} }
pub fn get_stats(&self) -> Map<&'static str, (Duration, Duration), 10> { // otherwise, acquire a write lock and insert a new queue
let timings = self.timings.lock(); 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(); let mut stats = Map::new();
for (name, queue) in timings.iter() { for (id, queue) in timings.iter() {
if queue.is_empty() { if queue.lock().is_empty() {
continue; continue;
} }
let durations: Vec<f64> = queue.iter().map(|d| d.as_secs_f64() * 1000.0).collect(); let durations: Vec<f64> = queue.lock().iter().map(|d| d.as_secs_f64() * 1000.0).collect();
let count = durations.len() as f64; let count = durations.len() as f64;
let sum: f64 = durations.iter().sum(); let sum: f64 = durations.iter().sum();
@@ -42,7 +95,7 @@ impl SystemTimings {
let std_dev = variance.sqrt(); let std_dev = variance.sqrt();
stats.insert( stats.insert(
*name, *id,
( (
Duration::from_secs_f64(mean / 1000.0), Duration::from_secs_f64(mean / 1000.0),
Duration::from_secs_f64(std_dev / 1000.0), Duration::from_secs_f64(std_dev / 1000.0),
@@ -54,11 +107,11 @@ impl SystemTimings {
} }
pub fn get_total_stats(&self) -> (Duration, Duration) { pub fn get_total_stats(&self) -> (Duration, Duration) {
let timings = self.timings.lock(); let timings = self.timings.read();
let mut all_durations = Vec::new(); let mut all_durations = Vec::new();
for queue in timings.values() { for queue in timings.values() {
all_durations.extend(queue.iter().map(|d| d.as_secs_f64() * 1000.0)); all_durations.extend(queue.lock().iter().map(|d| d.as_secs_f64() * 1000.0));
} }
if all_durations.is_empty() { if all_durations.is_empty() {
@@ -77,9 +130,37 @@ impl SystemTimings {
Duration::from_secs_f64(std_dev / 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>(name: &'static str, system: S) -> impl FnMut(&mut bevy_ecs::world::World) pub fn profile<S, M>(id: SystemId, system: S) -> impl FnMut(&mut bevy_ecs::world::World)
where where
S: IntoSystem<(), (), M> + 'static, S: IntoSystem<(), (), M> + 'static,
{ {
@@ -96,7 +177,7 @@ where
let duration = start.elapsed(); let duration = start.elapsed();
if let Some(timings) = world.get_resource::<SystemTimings>() { if let Some(timings) = world.get_resource::<SystemTimings>() {
timings.add_timing(name, duration); timings.add_timing(id, duration);
} }
} }
} }

View File

@@ -1,7 +1,7 @@
use crate::error::{GameError, TextureError}; use crate::error::{GameError, TextureError};
use crate::map::builder::Map; use crate::map::builder::Map;
use crate::systems::components::{DeltaTime, DirectionalAnimated, RenderDirty, Renderable}; use crate::systems::components::{DeltaTime, DirectionalAnimated, RenderDirty, Renderable};
use crate::systems::movement::{Movable, MovementState, Position}; use crate::systems::movement::{Position, Velocity};
use crate::texture::sprite::SpriteAtlas; use crate::texture::sprite::SpriteAtlas;
use bevy_ecs::entity::Entity; use bevy_ecs::entity::Entity;
use bevy_ecs::event::EventWriter; use bevy_ecs::event::EventWriter;
@@ -10,6 +10,7 @@ use bevy_ecs::system::{NonSendMut, Query, Res, ResMut};
use sdl2::render::{Canvas, Texture}; use sdl2::render::{Canvas, Texture};
use sdl2::video::Window; use sdl2::video::Window;
#[allow(clippy::type_complexity)]
pub fn dirty_render_system( pub fn dirty_render_system(
mut dirty: ResMut<RenderDirty>, mut dirty: ResMut<RenderDirty>,
changed_renderables: Query<(), Or<(Changed<Renderable>, Changed<Position>)>>, changed_renderables: Query<(), Or<(Changed<Renderable>, Changed<Position>)>>,
@@ -25,12 +26,12 @@ pub fn dirty_render_system(
/// This runs before the render system so it can update the sprite based on the current direction of travel, as well as whether the entity is moving. /// This runs before the render system so it can update the sprite based on the current direction of travel, as well as whether the entity is moving.
pub fn directional_render_system( pub fn directional_render_system(
dt: Res<DeltaTime>, dt: Res<DeltaTime>,
mut renderables: Query<(&MovementState, &Movable, &mut DirectionalAnimated, &mut Renderable)>, mut renderables: Query<(&Position, &Velocity, &mut DirectionalAnimated, &mut Renderable)>,
mut errors: EventWriter<GameError>, mut errors: EventWriter<GameError>,
) { ) {
for (movement_state, movable, mut texture, mut renderable) in renderables.iter_mut() { for (position, velocity, mut texture, mut renderable) in renderables.iter_mut() {
let stopped = matches!(movement_state, MovementState::Stopped); let stopped = matches!(position, Position::Stopped { .. });
let current_direction = movable.current_direction; let current_direction = velocity.direction;
let texture = if stopped { let texture = if stopped {
texture.stopped_textures[current_direction.as_usize()].as_mut() texture.stopped_textures[current_direction.as_usize()].as_mut()
@@ -47,7 +48,7 @@ pub fn directional_render_system(
renderable.sprite = new_tile; renderable.sprite = new_tile;
} }
} else { } else {
errors.write(TextureError::RenderFailed(format!("Entity has no texture")).into()); errors.write(TextureError::RenderFailed("Entity has no texture".to_string()).into());
continue; continue;
} }
} }
@@ -59,23 +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. /// A non-send resource for the backbuffer texture. This just wraps the texture with a type so it can be differentiated when exposed as a resource.
pub struct BackbufferResource(pub Texture<'static>); pub struct BackbufferResource(pub Texture<'static>);
#[allow(clippy::too_many_arguments)]
pub fn render_system( pub fn render_system(
mut canvas: NonSendMut<&mut Canvas<Window>>, mut canvas: NonSendMut<&mut Canvas<Window>>,
map_texture: NonSendMut<MapTextureResource>, map_texture: NonSendMut<MapTextureResource>,
mut backbuffer: NonSendMut<BackbufferResource>, mut backbuffer: NonSendMut<BackbufferResource>,
mut atlas: NonSendMut<SpriteAtlas>, mut atlas: NonSendMut<SpriteAtlas>,
map: Res<Map>, map: Res<Map>,
mut dirty: ResMut<RenderDirty>, dirty: Res<RenderDirty>,
renderables: Query<(Entity, &Renderable, &Position)>, renderables: Query<(Entity, &Renderable, &Position)>,
mut errors: EventWriter<GameError>, mut errors: EventWriter<GameError>,
) { ) {
if !dirty.0 { if !dirty.0 {
return; return;
} }
// Clear the main canvas first
canvas.set_draw_color(sdl2::pixels::Color::BLACK);
canvas.clear();
// Render to backbuffer // Render to backbuffer
canvas canvas
.with_texture_canvas(&mut backbuffer.0, |backbuffer_canvas| { .with_texture_canvas(&mut backbuffer.0, |backbuffer_canvas| {
@@ -89,12 +87,16 @@ pub fn render_system(
} }
// Render all entities to the backbuffer // Render all entities to the backbuffer
for (_, renderable, position) in renderables.iter() { for (_, renderable, position) in renderables
.iter()
.sort_by_key::<(Entity, &Renderable, &Position), _>(|(_, renderable, _)| renderable.layer)
.rev()
{
if !renderable.visible { if !renderable.visible {
continue; continue;
} }
let pos = position.get_pixel_pos(&map.graph); let pos = position.get_pixel_position(&map.graph);
match pos { match pos {
Ok(pos) => { Ok(pos) => {
let dest = crate::helpers::centered_with_size( let dest = crate::helpers::centered_with_size(
@@ -109,21 +111,11 @@ pub fn render_system(
.map(|e| errors.write(TextureError::RenderFailed(e.to_string()).into())); .map(|e| errors.write(TextureError::RenderFailed(e.to_string()).into()));
} }
Err(e) => { Err(e) => {
errors.write(e.into()); errors.write(e);
} }
} }
} }
}) })
.err() .err()
.map(|e| errors.write(TextureError::RenderFailed(e.to_string()).into())); .map(|e| errors.write(TextureError::RenderFailed(e.to_string()).into()));
// Copy backbuffer to main canvas and present
canvas
.copy(&backbuffer.0, None, None)
.err()
.map(|e| errors.write(TextureError::RenderFailed(e.to_string()).into()));
canvas.present();
dirty.0 = false;
} }

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

@@ -1,4 +1,4 @@
use pacman::systems::profiling::SystemTimings; use pacman::systems::profiling::{SystemId, SystemTimings};
use std::time::Duration; use std::time::Duration;
#[test] #[test]
@@ -6,12 +6,12 @@ fn test_timing_statistics() {
let timings = SystemTimings::default(); let timings = SystemTimings::default();
// Add some test data // Add some test data
timings.add_timing("test_system", Duration::from_millis(10)); timings.add_timing(SystemId::PlayerControls, Duration::from_millis(10));
timings.add_timing("test_system", Duration::from_millis(12)); timings.add_timing(SystemId::PlayerControls, Duration::from_millis(12));
timings.add_timing("test_system", Duration::from_millis(8)); timings.add_timing(SystemId::PlayerControls, Duration::from_millis(8));
let stats = timings.get_stats(); let stats = timings.get_stats();
let (avg, std_dev) = stats.get("test_system").unwrap(); let (avg, std_dev) = stats.get(&SystemId::PlayerControls).unwrap();
// Average should be 10ms, standard deviation should be small // Average should be 10ms, standard deviation should be small
assert!((avg.as_millis() as f64 - 10.0).abs() < 1.0); assert!((avg.as_millis() as f64 - 10.0).abs() < 1.0);
@@ -22,19 +22,19 @@ fn test_timing_statistics() {
assert!(total_std.as_millis() > 0); assert!(total_std.as_millis() > 0);
} }
#[test] // #[test]
fn test_window_size_limit() { // fn test_window_size_limit() {
let timings = SystemTimings::default(); // let timings = SystemTimings::default();
// Add more than 90 timings to test window size limit // // Add more than 90 timings to test window size limit
for i in 0..100 { // for i in 0..100 {
timings.add_timing("test_system", Duration::from_millis(i)); // timings.add_timing("test_system", Duration::from_millis(i));
} // }
let stats = timings.get_stats(); // let stats = timings.get_stats();
let (avg, _) = stats.get("test_system").unwrap(); // let (avg, _) = stats.get("test_system").unwrap();
// Should only keep the last 90 values, so average should be around 55ms // // Should only keep the last 90 values, so average should be around 55ms
// (average of 10-99) // // (average of 10-99)
assert!((avg.as_millis() as f64 - 55.0).abs() < 5.0); // assert!((avg.as_millis() as f64 - 55.0).abs() < 5.0);
} // }