mirror of
https://github.com/Xevion/Pac-Man.git
synced 2025-12-06 11:15:46 -06:00
Compare commits
9 Commits
| Author | SHA1 | Date | |
|---|---|---|---|
| 78300bdf9c | |||
| 514a447162 | |||
| 3d0bc66e40 | |||
| e0a15c1ca8 | |||
| fa12611c69 | |||
| 342f378860 | |||
| e8944598cc | |||
| 6af25af5f3 | |||
| f1935ad016 |
298
src/game/mod.rs
298
src/game/mod.rs
@@ -8,19 +8,22 @@ use crate::error::{GameError, GameResult, TextureError};
|
||||
use crate::events::GameEvent;
|
||||
use crate::map::builder::Map;
|
||||
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::{
|
||||
audio::{audio_system, AudioEvent, AudioResource},
|
||||
blinking::blinking_system,
|
||||
collision::collision_system,
|
||||
components::{
|
||||
Collider, CollisionLayer, DeltaTime, DirectionalAnimated, EntityType, GlobalState, ItemBundle, ItemCollider,
|
||||
PacmanCollider, PlayerBundle, PlayerControlled, RenderDirty, Renderable, Score, ScoreResource,
|
||||
AudioState, Collider, DeltaTime, DirectionalAnimated, EntityType, Ghost, GhostBundle, GhostCollider, GlobalState,
|
||||
ItemBundle, ItemCollider, PacmanCollider, PlayerBundle, PlayerControlled, RenderDirty, Renderable, ScoreResource,
|
||||
},
|
||||
control::player_system,
|
||||
debug::{debug_render_system, DebugState, DebugTextureResource},
|
||||
ghost::ghost_movement_system,
|
||||
input::input_system,
|
||||
item::item_system,
|
||||
movement::movement_system,
|
||||
player::player_control_system,
|
||||
profiling::{profile, SystemTimings},
|
||||
render::{directional_render_system, dirty_render_system, render_system, BackbufferResource, MapTextureResource},
|
||||
};
|
||||
@@ -70,6 +73,7 @@ impl Game {
|
||||
|
||||
EventRegistry::register_event::<GameError>(&mut world);
|
||||
EventRegistry::register_event::<GameEvent>(&mut world);
|
||||
EventRegistry::register_event::<AudioEvent>(&mut world);
|
||||
|
||||
let mut backbuffer = texture_creator
|
||||
.create_texture_target(None, CANVAS_SIZE.x, CANVAS_SIZE.y)
|
||||
@@ -88,6 +92,9 @@ impl Game {
|
||||
.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
|
||||
let atlas_bytes = get_asset_bytes(Asset::Atlas)?;
|
||||
let atlas_texture = texture_creator.load_texture_bytes(&atlas_bytes).map_err(|e| {
|
||||
@@ -151,16 +158,12 @@ impl Game {
|
||||
|
||||
let player = PlayerBundle {
|
||||
player: PlayerControlled,
|
||||
position: Position {
|
||||
node: pacman_start_node,
|
||||
edge_progress: None,
|
||||
},
|
||||
movement_state: MovementState::Stopped,
|
||||
movable: Movable {
|
||||
position: Position::Stopped { node: pacman_start_node },
|
||||
velocity: Velocity {
|
||||
speed: 1.15,
|
||||
current_direction: Direction::Left,
|
||||
requested_direction: Some(Direction::Left), // Start moving left immediately
|
||||
direction: Direction::Left,
|
||||
},
|
||||
buffered_direction: BufferedDirection::None,
|
||||
sprite: Renderable {
|
||||
sprite: SpriteAtlas::get_tile(&atlas, "pacman/full.png")
|
||||
.ok_or_else(|| GameError::Texture(TextureError::AtlasTileNotFound("pacman/full.png".to_string())))?,
|
||||
@@ -174,7 +177,6 @@ impl Game {
|
||||
entity_type: EntityType::Player,
|
||||
collider: Collider {
|
||||
size: constants::CELL_SIZE as f32 * 1.375,
|
||||
layer: CollisionLayer::PACMAN,
|
||||
},
|
||||
pacman_collider: PacmanCollider,
|
||||
};
|
||||
@@ -185,6 +187,7 @@ impl Game {
|
||||
world.insert_non_send_resource(BackbufferResource(backbuffer));
|
||||
world.insert_non_send_resource(MapTextureResource(map_texture));
|
||||
world.insert_non_send_resource(DebugTextureResource(debug_texture));
|
||||
world.insert_non_send_resource(AudioResource(audio));
|
||||
|
||||
world.insert_resource(map);
|
||||
world.insert_resource(GlobalState { exit: false });
|
||||
@@ -194,32 +197,31 @@ impl Game {
|
||||
world.insert_resource(DeltaTime(0f32));
|
||||
world.insert_resource(RenderDirty::default());
|
||||
world.insert_resource(DebugState::default());
|
||||
world.insert_resource(AudioState::default());
|
||||
|
||||
world.add_observer(
|
||||
|event: Trigger<GameEvent>, mut state: ResMut<GlobalState>, _score: ResMut<ScoreResource>| match *event {
|
||||
GameEvent::Command(command) => match command {
|
||||
GameCommand::Exit => {
|
||||
state.exit = true;
|
||||
}
|
||||
_ => {}
|
||||
},
|
||||
GameEvent::Collision(_a, _b) => {}
|
||||
|event: Trigger<GameEvent>, mut state: ResMut<GlobalState>, _score: ResMut<ScoreResource>| {
|
||||
if matches!(*event, GameEvent::Command(GameCommand::Exit)) {
|
||||
state.exit = true;
|
||||
}
|
||||
},
|
||||
);
|
||||
schedule.add_systems(
|
||||
(
|
||||
profile("input", input_system),
|
||||
profile("player", player_system),
|
||||
profile("movement", movement_system),
|
||||
profile("collision", collision_system),
|
||||
profile("item", item_system),
|
||||
profile("blinking", blinking_system),
|
||||
profile("directional_render", directional_render_system),
|
||||
profile("dirty_render", dirty_render_system),
|
||||
profile("render", render_system),
|
||||
profile("debug_render", debug_render_system),
|
||||
profile(SystemId::Input, input_system),
|
||||
profile(SystemId::PlayerControls, player_control_system),
|
||||
profile(SystemId::PlayerMovement, player_movement_system),
|
||||
profile(SystemId::Ghost, ghost_movement_system),
|
||||
profile(SystemId::Collision, collision_system),
|
||||
profile(SystemId::Item, item_system),
|
||||
profile(SystemId::Audio, audio_system),
|
||||
profile(SystemId::Blinking, blinking_system),
|
||||
profile(SystemId::DirectionalRender, directional_render_system),
|
||||
profile(SystemId::DirtyRender, dirty_render_system),
|
||||
profile(SystemId::Render, render_system),
|
||||
profile(SystemId::DebugRender, debug_render_system),
|
||||
profile(
|
||||
"present",
|
||||
SystemId::Present,
|
||||
|mut canvas: NonSendMut<&mut Canvas<Window>>,
|
||||
backbuffer: NonSendMut<BackbufferResource>,
|
||||
debug_state: Res<DebugState>,
|
||||
@@ -238,9 +240,13 @@ impl Game {
|
||||
)
|
||||
.chain(),
|
||||
);
|
||||
|
||||
// Spawn player
|
||||
world.spawn(player);
|
||||
|
||||
// Spawn ghosts
|
||||
Self::spawn_ghosts(&mut world)?;
|
||||
|
||||
// Spawn items
|
||||
let pellet_sprite = SpriteAtlas::get_tile(world.non_send_resource::<SpriteAtlas>(), "maze/pellet.png")
|
||||
.ok_or_else(|| GameError::Texture(TextureError::AtlasTileNotFound("maze/pellet.png".to_string())))?;
|
||||
@@ -250,33 +256,23 @@ impl Game {
|
||||
let nodes: Vec<_> = world.resource::<Map>().iter_nodes().map(|(id, tile)| (*id, *tile)).collect();
|
||||
|
||||
for (node_id, tile) in nodes {
|
||||
let (item_type, score, sprite, size) = match tile {
|
||||
crate::constants::MapTile::Pellet => (EntityType::Pellet, 10, pellet_sprite, constants::CELL_SIZE as f32 * 0.4),
|
||||
crate::constants::MapTile::PowerPellet => (
|
||||
EntityType::PowerPellet,
|
||||
50,
|
||||
energizer_sprite,
|
||||
constants::CELL_SIZE as f32 * 0.95,
|
||||
),
|
||||
let (item_type, sprite, size) = match tile {
|
||||
crate::constants::MapTile::Pellet => (EntityType::Pellet, pellet_sprite, constants::CELL_SIZE as f32 * 0.4),
|
||||
crate::constants::MapTile::PowerPellet => {
|
||||
(EntityType::PowerPellet, energizer_sprite, constants::CELL_SIZE as f32 * 0.95)
|
||||
}
|
||||
_ => continue,
|
||||
};
|
||||
|
||||
let mut item = world.spawn(ItemBundle {
|
||||
position: Position {
|
||||
node: node_id,
|
||||
edge_progress: None,
|
||||
},
|
||||
position: Position::Stopped { node: node_id },
|
||||
sprite: Renderable {
|
||||
sprite,
|
||||
layer: 1,
|
||||
visible: true,
|
||||
},
|
||||
entity_type: item_type,
|
||||
score: Score(score),
|
||||
collider: Collider {
|
||||
size,
|
||||
layer: CollisionLayer::ITEM,
|
||||
},
|
||||
collider: Collider { size },
|
||||
item_collider: ItemCollider,
|
||||
});
|
||||
|
||||
@@ -291,77 +287,110 @@ impl Game {
|
||||
Ok(Game { world, schedule })
|
||||
}
|
||||
|
||||
// fn handle_command(&mut self, command: crate::input::commands::GameCommand) {
|
||||
// use crate::input::commands::GameCommand;
|
||||
// match command {
|
||||
// GameCommand::MovePlayer(direction) => {
|
||||
// self.state.pacman.set_next_direction(direction);
|
||||
// }
|
||||
// GameCommand::ToggleDebug => {
|
||||
// self.toggle_debug_mode();
|
||||
// }
|
||||
// GameCommand::MuteAudio => {
|
||||
// let is_muted = self.state.audio.is_muted();
|
||||
// self.state.audio.set_mute(!is_muted);
|
||||
// }
|
||||
// GameCommand::ResetLevel => {
|
||||
// if let Err(e) = self.reset_game_state() {
|
||||
// tracing::error!("Failed to reset game state: {}", e);
|
||||
// }
|
||||
// }
|
||||
// GameCommand::TogglePause => {
|
||||
// self.state.paused = !self.state.paused;
|
||||
// }
|
||||
// GameCommand::Exit => {}
|
||||
// }
|
||||
// }
|
||||
/// Spawns all four ghosts at their starting positions with appropriate textures.
|
||||
fn spawn_ghosts(world: &mut World) -> GameResult<()> {
|
||||
// Extract the data we need first to avoid borrow conflicts
|
||||
let ghost_start_positions = {
|
||||
let map = world.resource::<Map>();
|
||||
[
|
||||
(Ghost::Blinky, map.start_positions.blinky),
|
||||
(Ghost::Pinky, map.start_positions.pinky),
|
||||
(Ghost::Inky, map.start_positions.inky),
|
||||
(Ghost::Clyde, map.start_positions.clyde),
|
||||
]
|
||||
};
|
||||
|
||||
// fn process_events(&mut self) {
|
||||
// while let Some(event) = self.state.event_queue.pop_front() {
|
||||
// match event {
|
||||
// GameEvent::Command(command) => self.handle_command(command),
|
||||
// }
|
||||
// }
|
||||
for (ghost_type, start_node) in ghost_start_positions {
|
||||
// Create the ghost bundle in a separate scope to manage borrows
|
||||
let ghost = {
|
||||
let atlas = world.non_send_resource::<SpriteAtlas>();
|
||||
|
||||
// /// Resets the game state, randomizing ghost positions and resetting Pac-Man
|
||||
// fn reset_game_state(&mut self) -> GameResult<()> {
|
||||
// let pacman_start_node = self.state.map.start_positions.pacman;
|
||||
// self.state.pacman = Pacman::new(&self.state.map.graph, pacman_start_node, &self.state.atlas)?;
|
||||
// Create directional animated textures for the ghost
|
||||
let mut textures = [None, None, None, None];
|
||||
let mut stopped_textures = [None, None, None, None];
|
||||
|
||||
// // Reset items
|
||||
// self.state.items = self.state.map.generate_items(&self.state.atlas)?;
|
||||
for direction in Direction::DIRECTIONS {
|
||||
let moving_prefix = match direction {
|
||||
Direction::Up => "up",
|
||||
Direction::Down => "down",
|
||||
Direction::Left => "left",
|
||||
Direction::Right => "right",
|
||||
};
|
||||
|
||||
// // Randomize ghost positions
|
||||
// let ghost_types = [GhostType::Blinky, GhostType::Pinky, GhostType::Inky, GhostType::Clyde];
|
||||
// let mut rng = SmallRng::from_os_rng();
|
||||
let moving_tiles = vec![
|
||||
SpriteAtlas::get_tile(atlas, &format!("ghost/{}/{}_{}.png", ghost_type.as_str(), moving_prefix, "a"))
|
||||
.ok_or_else(|| {
|
||||
GameError::Texture(TextureError::AtlasTileNotFound(format!(
|
||||
"ghost/{}/{}_{}.png",
|
||||
ghost_type.as_str(),
|
||||
moving_prefix,
|
||||
"a"
|
||||
)))
|
||||
})?,
|
||||
SpriteAtlas::get_tile(atlas, &format!("ghost/{}/{}_{}.png", ghost_type.as_str(), moving_prefix, "b"))
|
||||
.ok_or_else(|| {
|
||||
GameError::Texture(TextureError::AtlasTileNotFound(format!(
|
||||
"ghost/{}/{}_{}.png",
|
||||
ghost_type.as_str(),
|
||||
moving_prefix,
|
||||
"b"
|
||||
)))
|
||||
})?,
|
||||
];
|
||||
|
||||
// for (i, ghost) in self.state.ghosts.iter_mut().enumerate() {
|
||||
// let random_node = rng.random_range(0..self.state.map.graph.node_count());
|
||||
// *ghost = Ghost::new(&self.state.map.graph, random_node, ghost_types[i], &self.state.atlas)?;
|
||||
// }
|
||||
let stopped_tiles = vec![SpriteAtlas::get_tile(
|
||||
atlas,
|
||||
&format!("ghost/{}/{}_{}.png", ghost_type.as_str(), moving_prefix, "a"),
|
||||
)
|
||||
.ok_or_else(|| {
|
||||
GameError::Texture(TextureError::AtlasTileNotFound(format!(
|
||||
"ghost/{}/{}_{}.png",
|
||||
ghost_type.as_str(),
|
||||
moving_prefix,
|
||||
"a"
|
||||
)))
|
||||
})?];
|
||||
|
||||
// // Reset collision system
|
||||
// self.state.collision_system = CollisionSystem::default();
|
||||
textures[direction.as_usize()] = Some(AnimatedTexture::new(moving_tiles, 0.2)?);
|
||||
stopped_textures[direction.as_usize()] = Some(AnimatedTexture::new(stopped_tiles, 0.1)?);
|
||||
}
|
||||
|
||||
// // Re-register Pac-Man
|
||||
// self.state.pacman_id = self.state.collision_system.register_entity(self.state.pacman.position());
|
||||
GhostBundle {
|
||||
ghost: ghost_type,
|
||||
position: Position::Stopped { node: start_node },
|
||||
velocity: Velocity {
|
||||
speed: ghost_type.base_speed(),
|
||||
direction: Direction::Left,
|
||||
},
|
||||
sprite: Renderable {
|
||||
sprite: SpriteAtlas::get_tile(atlas, &format!("ghost/{}/left_a.png", ghost_type.as_str())).ok_or_else(
|
||||
|| {
|
||||
GameError::Texture(TextureError::AtlasTileNotFound(format!(
|
||||
"ghost/{}/left_a.png",
|
||||
ghost_type.as_str()
|
||||
)))
|
||||
},
|
||||
)?,
|
||||
layer: 0,
|
||||
visible: true,
|
||||
},
|
||||
directional_animated: DirectionalAnimated {
|
||||
textures,
|
||||
stopped_textures,
|
||||
},
|
||||
entity_type: EntityType::Ghost,
|
||||
collider: Collider {
|
||||
size: crate::constants::CELL_SIZE as f32 * 1.375,
|
||||
},
|
||||
ghost_collider: GhostCollider,
|
||||
}
|
||||
};
|
||||
|
||||
// // Re-register items
|
||||
// self.state.item_ids.clear();
|
||||
// for item in &self.state.items {
|
||||
// let item_id = self.state.collision_system.register_entity(item.position());
|
||||
// self.state.item_ids.push(item_id);
|
||||
// }
|
||||
world.spawn(ghost);
|
||||
}
|
||||
|
||||
// // Re-register ghosts
|
||||
// self.state.ghost_ids.clear();
|
||||
// for ghost in &self.state.ghosts {
|
||||
// let ghost_id = self.state.collision_system.register_entity(ghost.position());
|
||||
// self.state.ghost_ids.push(ghost_id);
|
||||
// }
|
||||
|
||||
// Ok(())
|
||||
// }
|
||||
Ok(())
|
||||
}
|
||||
|
||||
/// Ticks the game state.
|
||||
///
|
||||
@@ -377,52 +406,9 @@ impl Game {
|
||||
.get_resource::<GlobalState>()
|
||||
.expect("GlobalState could not be acquired");
|
||||
|
||||
return state.exit;
|
||||
|
||||
// // Process any events that have been posted (such as unpausing)
|
||||
// self.process_events();
|
||||
|
||||
// // If the game is paused, we don't need to do anything beyond returning
|
||||
// if self.state.paused {
|
||||
// return false;
|
||||
// }
|
||||
|
||||
// self.schedule.run(&mut self.world);
|
||||
|
||||
// self.state.pacman.tick(dt, &self.state.map.graph);
|
||||
|
||||
// // Update all ghosts
|
||||
// for ghost in &mut self.state.ghosts {
|
||||
// ghost.tick(dt, &self.state.map.graph);
|
||||
// }
|
||||
|
||||
// // Update collision system positions
|
||||
// self.update_collision_positions();
|
||||
|
||||
// // Check for collisions
|
||||
// self.check_collisions();
|
||||
state.exit
|
||||
}
|
||||
|
||||
// /// Toggles the debug mode on and off.
|
||||
// ///
|
||||
// /// When debug mode is enabled, the game will render additional information
|
||||
// /// that is useful for debugging, such as the collision grid and entity paths.
|
||||
// pub fn toggle_debug_mode(&mut self) {
|
||||
// self.state.debug_mode = !self.state.debug_mode;
|
||||
// }
|
||||
|
||||
// fn update_collision_positions(&mut self) {
|
||||
// // Update Pac-Man's position
|
||||
// self.state
|
||||
// .collision_system
|
||||
// .update_position(self.state.pacman_id, self.state.pacman.position());
|
||||
|
||||
// // Update ghost positions
|
||||
// for (ghost, &ghost_id) in self.state.ghosts.iter().zip(&self.state.ghost_ids) {
|
||||
// self.state.collision_system.update_position(ghost_id, ghost.position());
|
||||
// }
|
||||
// }
|
||||
|
||||
// fn check_collisions(&mut self) {
|
||||
// // Check Pac-Man vs Items
|
||||
// let potential_collisions = self
|
||||
|
||||
54
src/systems/audio.rs
Normal file
54
src/systems/audio.rs
Normal 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
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -19,7 +19,10 @@ pub fn collision_system(
|
||||
// Check PACMAN × ITEM collisions
|
||||
for (pacman_entity, pacman_pos, pacman_collider) in pacman_query.iter() {
|
||||
for (item_entity, item_pos, item_collider) in item_query.iter() {
|
||||
match (pacman_pos.get_pixel_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)) => {
|
||||
// Calculate the distance between the two entities's precise pixel positions
|
||||
let distance = pacman_pixel.distance(item_pixel);
|
||||
|
||||
@@ -3,7 +3,7 @@ use bitflags::bitflags;
|
||||
|
||||
use crate::{
|
||||
entity::graph::TraversalFlags,
|
||||
systems::movement::{Movable, MovementState, Position},
|
||||
systems::movement::{BufferedDirection, Position, Velocity},
|
||||
texture::{animated::AnimatedTexture, sprite::AtlasTile},
|
||||
};
|
||||
|
||||
@@ -11,6 +11,46 @@ use crate::{
|
||||
#[derive(Default, Component)]
|
||||
pub struct PlayerControlled;
|
||||
|
||||
#[derive(Component, Debug, Clone, Copy, PartialEq, Eq)]
|
||||
pub enum Ghost {
|
||||
Blinky,
|
||||
Pinky,
|
||||
Inky,
|
||||
Clyde,
|
||||
}
|
||||
|
||||
impl Ghost {
|
||||
/// Returns the ghost type name for atlas lookups.
|
||||
pub fn as_str(self) -> &'static str {
|
||||
match self {
|
||||
Ghost::Blinky => "blinky",
|
||||
Ghost::Pinky => "pinky",
|
||||
Ghost::Inky => "inky",
|
||||
Ghost::Clyde => "clyde",
|
||||
}
|
||||
}
|
||||
|
||||
/// Returns the base movement speed for this ghost type.
|
||||
pub fn base_speed(self) -> f32 {
|
||||
match self {
|
||||
Ghost::Blinky => 1.0,
|
||||
Ghost::Pinky => 0.95,
|
||||
Ghost::Inky => 0.9,
|
||||
Ghost::Clyde => 0.85,
|
||||
}
|
||||
}
|
||||
|
||||
/// Returns the ghost's color for debug rendering.
|
||||
pub fn debug_color(&self) -> sdl2::pixels::Color {
|
||||
match self {
|
||||
Ghost::Blinky => sdl2::pixels::Color::RGB(255, 0, 0), // Red
|
||||
Ghost::Pinky => sdl2::pixels::Color::RGB(255, 182, 255), // Pink
|
||||
Ghost::Inky => sdl2::pixels::Color::RGB(0, 255, 255), // Cyan
|
||||
Ghost::Clyde => sdl2::pixels::Color::RGB(255, 182, 85), // Orange
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// A tag component denoting the type of entity.
|
||||
#[derive(Component, Debug, Clone, Copy, PartialEq, Eq, Hash)]
|
||||
pub enum EntityType {
|
||||
@@ -60,7 +100,6 @@ bitflags! {
|
||||
#[derive(Component)]
|
||||
pub struct Collider {
|
||||
pub size: f32,
|
||||
pub layer: CollisionLayer,
|
||||
}
|
||||
|
||||
/// Marker components for collision filtering optimization
|
||||
@@ -73,15 +112,12 @@ pub struct GhostCollider;
|
||||
#[derive(Component)]
|
||||
pub struct ItemCollider;
|
||||
|
||||
#[derive(Component)]
|
||||
pub struct Score(pub u32);
|
||||
|
||||
#[derive(Bundle)]
|
||||
pub struct PlayerBundle {
|
||||
pub player: PlayerControlled,
|
||||
pub position: Position,
|
||||
pub movement_state: MovementState,
|
||||
pub movable: Movable,
|
||||
pub velocity: Velocity,
|
||||
pub buffered_direction: BufferedDirection,
|
||||
pub sprite: Renderable,
|
||||
pub directional_animated: DirectionalAnimated,
|
||||
pub entity_type: EntityType,
|
||||
@@ -94,11 +130,22 @@ pub struct ItemBundle {
|
||||
pub position: Position,
|
||||
pub sprite: Renderable,
|
||||
pub entity_type: EntityType,
|
||||
pub score: Score,
|
||||
pub collider: Collider,
|
||||
pub item_collider: ItemCollider,
|
||||
}
|
||||
|
||||
#[derive(Bundle)]
|
||||
pub struct GhostBundle {
|
||||
pub ghost: Ghost,
|
||||
pub position: Position,
|
||||
pub velocity: Velocity,
|
||||
pub sprite: Renderable,
|
||||
pub directional_animated: DirectionalAnimated,
|
||||
pub entity_type: EntityType,
|
||||
pub collider: Collider,
|
||||
pub ghost_collider: GhostCollider,
|
||||
}
|
||||
|
||||
#[derive(Resource)]
|
||||
pub struct GlobalState {
|
||||
pub exit: bool,
|
||||
@@ -112,3 +159,12 @@ pub struct DeltaTime(pub f32);
|
||||
|
||||
#[derive(Resource, Default)]
|
||||
pub struct RenderDirty(pub bool);
|
||||
|
||||
/// Resource for tracking audio state
|
||||
#[derive(Resource, Debug, Clone, Default)]
|
||||
pub struct AudioState {
|
||||
/// Whether audio is currently muted
|
||||
pub muted: bool,
|
||||
/// Current sound index for cycling through eat sounds
|
||||
pub sound_index: usize,
|
||||
}
|
||||
|
||||
@@ -1,50 +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::debug::DebugState,
|
||||
systems::movement::Movable,
|
||||
};
|
||||
|
||||
// Handles player input and control
|
||||
pub fn player_system(
|
||||
mut events: EventReader<GameEvent>,
|
||||
mut state: ResMut<GlobalState>,
|
||||
mut debug_state: ResMut<DebugState>,
|
||||
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;
|
||||
}
|
||||
GameCommand::ToggleDebug => {
|
||||
*debug_state = debug_state.next();
|
||||
}
|
||||
_ => {}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -76,20 +76,14 @@ fn render_timing_display(
|
||||
let font = ttf_context.load_font("assets/site/TerminalVector.ttf", 12).unwrap();
|
||||
|
||||
// Format timing information using the formatting module
|
||||
let timing_text = timings.format_timing_display();
|
||||
|
||||
// Split text by newlines and render each line separately
|
||||
let lines: Vec<&str> = timing_text.lines().collect();
|
||||
if lines.is_empty() {
|
||||
return;
|
||||
}
|
||||
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
|
||||
.filter(|l| !l.is_empty()) // Don't consider empty lines for width
|
||||
.map(|line| font.size_of(line).unwrap().0)
|
||||
.max()
|
||||
.unwrap_or(0);
|
||||
@@ -193,7 +187,7 @@ pub fn debug_render_system(
|
||||
DebugState::Collision => {
|
||||
debug_canvas.set_draw_color(Color::GREEN);
|
||||
for (collider, position) in colliders.iter() {
|
||||
let pos = position.get_pixel_pos(&map.graph).unwrap();
|
||||
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);
|
||||
|
||||
@@ -1,41 +1,48 @@
|
||||
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: Vec<(String, Duration, Duration)>) -> String {
|
||||
if timing_data.is_empty() {
|
||||
return String::new();
|
||||
}
|
||||
|
||||
// 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)
|
||||
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 {
|
||||
@@ -48,8 +55,7 @@ pub fn format_timing_display(timing_data: Vec<(String, Duration, Duration)>) ->
|
||||
std_unit: &'static str,
|
||||
}
|
||||
|
||||
let entries = timing_data
|
||||
.iter()
|
||||
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);
|
||||
@@ -64,84 +70,38 @@ pub fn format_timing_display(timing_data: Vec<(String, Duration, Duration)>) ->
|
||||
std_unit,
|
||||
}
|
||||
})
|
||||
.collect::<Vec<_>>();
|
||||
.collect::<SmallVec<[Entry; 12]>>();
|
||||
|
||||
let max_name_width = entries.iter().map(|e| e.name.len() as usize).max().unwrap_or(0);
|
||||
let max_avg_int_width = entries.iter().map(|e| e.avg_int.width() as usize).max().unwrap_or(0);
|
||||
let max_avg_decimal_width = entries
|
||||
let (max_name_width, max_avg_int_width, max_avg_decimal_width, max_std_int_width, max_std_decimal_width) = entries
|
||||
.iter()
|
||||
.map(|e| e.avg_decimal.width() as usize)
|
||||
.max()
|
||||
.unwrap_or(0)
|
||||
.max(3);
|
||||
let max_std_int_width = entries.iter().map(|e| e.std_int.width() as usize).max().unwrap_or(0);
|
||||
let max_std_decimal_width = entries
|
||||
.iter()
|
||||
.map(|e| e.std_decimal.width() as usize)
|
||||
.max()
|
||||
.unwrap_or(0)
|
||||
.max(3);
|
||||
.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),
|
||||
)
|
||||
});
|
||||
|
||||
let mut output_lines = Vec::new();
|
||||
|
||||
// Format each line using the calculated max widths for alignment
|
||||
for Entry {
|
||||
name,
|
||||
avg_int,
|
||||
avg_decimal,
|
||||
avg_unit,
|
||||
std_int,
|
||||
std_decimal,
|
||||
std_unit,
|
||||
} in entries.iter()
|
||||
{
|
||||
output_lines.push(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$}{std_unit}"
|
||||
));
|
||||
}
|
||||
|
||||
output_lines.join("\n")
|
||||
}
|
||||
|
||||
#[cfg(test)]
|
||||
mod tests {
|
||||
use super::*;
|
||||
use pretty_assertions::assert_eq;
|
||||
use std::time::Duration;
|
||||
|
||||
#[test]
|
||||
fn test_format_timing_display() {
|
||||
let timing_data = vec![
|
||||
("total".to_string(), Duration::from_micros(1234), Duration::from_micros(570)),
|
||||
("input".to_string(), Duration::from_micros(120), Duration::from_micros(45)),
|
||||
("player".to_string(), Duration::from_micros(456), Duration::from_micros(123)),
|
||||
("movement".to_string(), Duration::from_micros(789), Duration::from_micros(234)),
|
||||
("render".to_string(), Duration::from_micros(12), Duration::from_micros(3)),
|
||||
("debug".to_string(), Duration::from_nanos(460), Duration::from_nanos(557)),
|
||||
];
|
||||
|
||||
let result = format_timing_display(timing_data);
|
||||
let lines: Vec<&str> = result.lines().collect();
|
||||
|
||||
// Verify we have the expected number of lines
|
||||
assert_eq!(lines.len(), 6);
|
||||
|
||||
let expected = r#"
|
||||
total : 1.234ms ± 570.0 µs
|
||||
input : 120.0 µs ± 45.0 µs
|
||||
player : 456.0 µs ± 123.0 µs
|
||||
movement : 789.0 µs ± 234.0 µs
|
||||
render : 12.0 µs ± 3.0 µs
|
||||
debug : 460.0 ns ± 557.0 ns
|
||||
"#
|
||||
.trim();
|
||||
|
||||
for (line, expected_line) in lines.iter().zip(expected.lines()) {
|
||||
assert_eq!(*line, expected_line);
|
||||
}
|
||||
|
||||
// Print the result for manual inspection
|
||||
println!("Formatted output:");
|
||||
println!("{}", result);
|
||||
}
|
||||
entries.iter().map(|e| {
|
||||
format!(
|
||||
"{name:max_name_width$} : {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]>>()
|
||||
}
|
||||
|
||||
105
src/systems/ghost.rs
Normal file
105
src/systems/ghost.rs
Normal file
@@ -0,0 +1,105 @@
|
||||
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<(&mut Ghost, &mut Velocity, &mut Position)>,
|
||||
) {
|
||||
for (mut 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) {
|
||||
if 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;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// Chooses a random available direction for a ghost at an intersection.
|
||||
///
|
||||
/// This function mirrors the behavior from the old ghost implementation,
|
||||
/// preferring not to reverse direction unless it's the only option.
|
||||
fn choose_random_direction(map: &Map, velocity: &mut Velocity, position: &Position) {
|
||||
let current_node = position.current_node();
|
||||
let intersection = &map.graph.adjacency_list[current_node];
|
||||
|
||||
// Collect all available directions that ghosts can traverse
|
||||
let mut available_directions = SmallVec::<[Direction; 4]>::new();
|
||||
for direction in Direction::DIRECTIONS {
|
||||
if let Some(edge) = intersection.get(direction) {
|
||||
// Check if ghosts can traverse this edge
|
||||
if edge.traversal_flags.contains(crate::entity::graph::TraversalFlags::GHOST) {
|
||||
available_directions.push(direction);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Choose a random direction (avoid reversing unless necessary)
|
||||
if !available_directions.is_empty() {
|
||||
let mut rng = SmallRng::from_os_rng();
|
||||
|
||||
// Filter out the opposite direction if possible, but allow it if we have limited options
|
||||
let opposite = velocity.direction.opposite();
|
||||
let filtered_directions: Vec<_> = available_directions
|
||||
.iter()
|
||||
.filter(|&&dir| dir != opposite || available_directions.len() <= 2)
|
||||
.collect();
|
||||
|
||||
if let Some(&random_direction) = filtered_directions.choose(&mut rng) {
|
||||
velocity.direction = *random_direction;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -2,7 +2,10 @@ use bevy_ecs::{event::EventReader, prelude::*, query::With, system::Query};
|
||||
|
||||
use crate::{
|
||||
events::GameEvent,
|
||||
systems::components::{EntityType, ItemCollider, PacmanCollider, ScoreResource},
|
||||
systems::{
|
||||
audio::AudioEvent,
|
||||
components::{EntityType, ItemCollider, PacmanCollider, ScoreResource},
|
||||
},
|
||||
};
|
||||
|
||||
pub fn item_system(
|
||||
@@ -11,6 +14,7 @@ pub fn item_system(
|
||||
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 {
|
||||
@@ -37,6 +41,8 @@ pub fn item_system(
|
||||
|
||||
// Remove the collected item
|
||||
commands.entity(item_ent).despawn();
|
||||
|
||||
events.write(AudioEvent::PlayEat);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -3,14 +3,16 @@
|
||||
//! This module contains all the ECS-related logic, including components, systems,
|
||||
//! and resources.
|
||||
|
||||
pub mod audio;
|
||||
pub mod blinking;
|
||||
pub mod collision;
|
||||
pub mod components;
|
||||
pub mod control;
|
||||
pub mod debug;
|
||||
pub mod formatting;
|
||||
pub mod ghost;
|
||||
pub mod input;
|
||||
pub mod item;
|
||||
pub mod movement;
|
||||
pub mod player;
|
||||
pub mod profiling;
|
||||
pub mod render;
|
||||
|
||||
@@ -2,45 +2,44 @@ use crate::entity::graph::Graph;
|
||||
use crate::entity::{direction::Direction, graph::Edge};
|
||||
use crate::error::{EntityError, GameError, GameResult};
|
||||
use crate::map::builder::Map;
|
||||
use crate::systems::components::{DeltaTime, EntityType};
|
||||
use crate::systems::components::{DeltaTime, EntityType, PlayerControlled};
|
||||
use bevy_ecs::component::Component;
|
||||
use bevy_ecs::event::EventWriter;
|
||||
use bevy_ecs::query::With;
|
||||
use bevy_ecs::system::{Query, Res};
|
||||
use glam::Vec2;
|
||||
|
||||
/// A unique identifier for a node, represented by its index in the graph's storage.
|
||||
pub type NodeId = usize;
|
||||
|
||||
/// Progress along an edge between two nodes.
|
||||
#[derive(Debug, Clone, Copy, PartialEq)]
|
||||
pub struct EdgeProgress {
|
||||
pub target_node: NodeId,
|
||||
/// Progress from 0.0 (at source node) to 1.0 (at target node)
|
||||
pub progress: f32,
|
||||
/// A component that represents the speed and cardinal direction of an entity.
|
||||
/// Speed is static, only applied when the entity has an edge to traverse.
|
||||
/// Direction is dynamic, but is controlled externally.
|
||||
#[derive(Component, Debug, Copy, Clone, PartialEq)]
|
||||
pub struct Velocity {
|
||||
pub speed: f32,
|
||||
pub direction: Direction,
|
||||
}
|
||||
|
||||
/// 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.
|
||||
#[derive(Component, Debug, Copy, Clone, PartialEq)]
|
||||
pub struct Position {
|
||||
/// The current/primary node this entity is at or traveling from
|
||||
pub node: NodeId,
|
||||
/// If Some, entity is traveling between nodes. If None, entity is stationary at node.
|
||||
pub edge_progress: Option<EdgeProgress>,
|
||||
}
|
||||
|
||||
/// Explicit movement state - only for entities that can move.
|
||||
#[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>,
|
||||
pub enum Position {
|
||||
Stopped {
|
||||
node: NodeId,
|
||||
},
|
||||
Moving {
|
||||
from: NodeId,
|
||||
to: NodeId,
|
||||
remaining_distance: f32,
|
||||
},
|
||||
}
|
||||
|
||||
impl Position {
|
||||
@@ -52,26 +51,32 @@ impl Position {
|
||||
/// # Errors
|
||||
///
|
||||
/// Returns an `EntityError` if the node or edge is not found.
|
||||
pub fn get_pixel_pos(&self, graph: &Graph) -> GameResult<Vec2> {
|
||||
let pos = match &self.edge_progress {
|
||||
None => {
|
||||
pub fn get_pixel_position(&self, graph: &Graph) -> GameResult<Vec2> {
|
||||
let pos = match &self {
|
||||
Position::Stopped { node } => {
|
||||
// Entity is stationary at a node
|
||||
let node = graph.get_node(self.node).ok_or(EntityError::NodeNotFound(self.node))?;
|
||||
let node = graph.get_node(*node).ok_or(EntityError::NodeNotFound(*node))?;
|
||||
node.position
|
||||
}
|
||||
Some(edge_progress) => {
|
||||
Position::Moving {
|
||||
from,
|
||||
to,
|
||||
remaining_distance,
|
||||
} => {
|
||||
// Entity is traveling between nodes
|
||||
let from_node = graph.get_node(self.node).ok_or(EntityError::NodeNotFound(self.node))?;
|
||||
let to_node = graph
|
||||
.get_node(edge_progress.target_node)
|
||||
.ok_or(EntityError::NodeNotFound(edge_progress.target_node))?;
|
||||
let from_node = graph.get_node(*from).ok_or(EntityError::NodeNotFound(*from))?;
|
||||
let to_node = graph.get_node(*to).ok_or(EntityError::NodeNotFound(*to))?;
|
||||
let edge = graph
|
||||
.find_edge(*from, *to)
|
||||
.ok_or(EntityError::EdgeNotFound { from: *from, to: *to })?;
|
||||
|
||||
// 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
|
||||
} else {
|
||||
// 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 +86,218 @@ impl Position {
|
||||
pos.y + crate::constants::BOARD_PIXEL_OFFSET.y as f32,
|
||||
))
|
||||
}
|
||||
}
|
||||
|
||||
impl Default for Position {
|
||||
fn default() -> Self {
|
||||
Position {
|
||||
node: 0,
|
||||
edge_progress: None,
|
||||
/// Moves the position by a given distance towards it's current target node.
|
||||
///
|
||||
/// Returns the overflow distance, if any.
|
||||
pub fn tick(&mut self, distance: f32) -> Option<f32> {
|
||||
if distance <= 0.0 || self.is_at_node() {
|
||||
return None;
|
||||
}
|
||||
|
||||
match self {
|
||||
Position::Moving {
|
||||
to, remaining_distance, ..
|
||||
} => {
|
||||
// If the remaining distance is less than or equal the distance, we'll reach the target
|
||||
if *remaining_distance <= distance {
|
||||
let overflow: Option<f32> = if *remaining_distance != distance {
|
||||
Some(distance - *remaining_distance)
|
||||
} else {
|
||||
None
|
||||
};
|
||||
*self = Position::Stopped { node: *to };
|
||||
|
||||
return overflow;
|
||||
}
|
||||
|
||||
*remaining_distance -= distance;
|
||||
|
||||
None
|
||||
}
|
||||
_ => unreachable!(),
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
#[allow(dead_code)]
|
||||
impl Position {
|
||||
/// Returns `true` if the position is exactly at a node (not traveling).
|
||||
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).
|
||||
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.
|
||||
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.
|
||||
pub fn is_moving(&self) -> bool {
|
||||
self.edge_progress.is_some()
|
||||
matches!(self, Position::Moving { .. })
|
||||
}
|
||||
}
|
||||
|
||||
fn can_traverse(entity_type: EntityType, edge: Edge) -> bool {
|
||||
let entity_flags = entity_type.traversal_flags();
|
||||
edge.traversal_flags.contains(entity_flags)
|
||||
}
|
||||
// pub fn movement_system(
|
||||
// map: Res<Map>,
|
||||
// delta_time: Res<DeltaTime>,
|
||||
// mut entities: Query<(&mut Position, &mut Movable, &EntityType)>,
|
||||
// mut errors: EventWriter<GameError>,
|
||||
// ) {
|
||||
// for (mut position, mut movable, entity_type) in entities.iter_mut() {
|
||||
// let distance = movable.speed * 60.0 * delta_time.0;
|
||||
|
||||
pub fn movement_system(
|
||||
map: Res<Map>,
|
||||
delta_time: Res<DeltaTime>,
|
||||
mut entities: Query<(&mut MovementState, &mut Movable, &mut Position, &EntityType)>,
|
||||
mut errors: EventWriter<GameError>,
|
||||
) {
|
||||
for (mut movement_state, mut movable, mut position, entity_type) in entities.iter_mut() {
|
||||
let distance = movable.speed * 60.0 * delta_time.0;
|
||||
// match *position {
|
||||
// Position::Stopped { .. } => {
|
||||
// // Check if we have a requested direction to start moving
|
||||
// if let Some(requested_direction) = movable.requested_direction {
|
||||
// if let Some(edge) = map.graph.find_edge_in_direction(position.current_node(), requested_direction) {
|
||||
// if can_traverse(*entity_type, edge) {
|
||||
// // Start moving in the requested direction
|
||||
// let progress = if edge.distance > 0.0 {
|
||||
// distance / edge.distance
|
||||
// } else {
|
||||
// // Zero-distance edge (tunnels) - immediately teleport
|
||||
// tracing::debug!(
|
||||
// "Entity entering tunnel from node {} to node {}",
|
||||
// position.current_node(),
|
||||
// edge.target
|
||||
// );
|
||||
// 1.0
|
||||
// };
|
||||
|
||||
match *movement_state {
|
||||
MovementState::Stopped => {
|
||||
// Check if we have a requested direction to start moving
|
||||
if let Some(requested_direction) = movable.requested_direction {
|
||||
if let Some(edge) = map.graph.find_edge_in_direction(position.node, requested_direction) {
|
||||
if can_traverse(*entity_type, edge) {
|
||||
// Start moving in the requested direction
|
||||
let progress = if edge.distance > 0.0 {
|
||||
distance / edge.distance
|
||||
} else {
|
||||
// Zero-distance edge (tunnels) - immediately teleport
|
||||
tracing::debug!("Entity entering tunnel from node {} to node {}", position.node, edge.target);
|
||||
1.0
|
||||
};
|
||||
// *position = Position::Moving {
|
||||
// from: position.current_node(),
|
||||
// to: edge.target,
|
||||
// remaining_distance: progress,
|
||||
// };
|
||||
// movable.current_direction = requested_direction;
|
||||
// movable.requested_direction = None;
|
||||
// }
|
||||
// } else {
|
||||
// errors.write(
|
||||
// EntityError::InvalidMovement(format!(
|
||||
// "No edge found in direction {:?} from node {}",
|
||||
// requested_direction,
|
||||
// position.current_node()
|
||||
// ))
|
||||
// .into(),
|
||||
// );
|
||||
// }
|
||||
// }
|
||||
// }
|
||||
// Position::Moving {
|
||||
// from,
|
||||
// to,
|
||||
// remaining_distance,
|
||||
// } => {
|
||||
// // Continue moving or handle node transitions
|
||||
// let current_node = *from;
|
||||
// if let Some(edge) = map.graph.find_edge(current_node, *to) {
|
||||
// // Extract target node before mutable operations
|
||||
// let target_node = *to;
|
||||
|
||||
position.edge_progress = Some(EdgeProgress {
|
||||
target_node: edge.target,
|
||||
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
|
||||
// let edge = map.graph.find_edge(current_node, target_node);
|
||||
|
||||
// Get the current edge for distance calculation
|
||||
let edge = map.graph.find_edge(current_node, target_node);
|
||||
// if let Some(edge) = edge {
|
||||
// // Update progress along the edge
|
||||
// if edge.distance > 0.0 {
|
||||
// *remaining_distance += distance / edge.distance;
|
||||
// } else {
|
||||
// // Zero-distance edge (tunnels) - immediately complete
|
||||
// *remaining_distance = 1.0;
|
||||
// }
|
||||
|
||||
if let Some(edge) = edge {
|
||||
// Update progress along the edge
|
||||
if edge.distance > 0.0 {
|
||||
edge_progress.progress += distance / edge.distance;
|
||||
} else {
|
||||
// Zero-distance edge (tunnels) - immediately complete
|
||||
edge_progress.progress = 1.0;
|
||||
}
|
||||
// if *remaining_distance >= 1.0 {
|
||||
// // Reached the target node
|
||||
// let overflow = if edge.distance > 0.0 {
|
||||
// (*remaining_distance - 1.0) * edge.distance
|
||||
// } else {
|
||||
// // Zero-distance edge - use remaining distance for overflow
|
||||
// distance
|
||||
// };
|
||||
// *position = Position::Stopped { node: target_node };
|
||||
|
||||
if edge_progress.progress >= 1.0 {
|
||||
// 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;
|
||||
|
||||
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
|
||||
if let Some(requested_direction) = movable.requested_direction {
|
||||
if let Some(next_edge) = map.graph.find_edge_in_direction(position.node, requested_direction) {
|
||||
if can_traverse(*entity_type, next_edge) {
|
||||
let next_progress = if next_edge.distance > 0.0 {
|
||||
overflow / next_edge.distance
|
||||
} else {
|
||||
// Zero-distance edge - immediately complete
|
||||
1.0
|
||||
};
|
||||
// *position = Position::Moving {
|
||||
// from: position.current_node(),
|
||||
// to: next_edge.target,
|
||||
// remaining_distance: next_progress,
|
||||
// };
|
||||
// movable.current_direction = requested_direction;
|
||||
// movable.requested_direction = None;
|
||||
// continued_moving = true;
|
||||
// }
|
||||
// }
|
||||
// }
|
||||
|
||||
position.edge_progress = Some(EdgeProgress {
|
||||
target_node: next_edge.target,
|
||||
progress: next_progress,
|
||||
});
|
||||
movable.current_direction = requested_direction;
|
||||
movable.requested_direction = None;
|
||||
*movement_state = MovementState::Moving {
|
||||
direction: requested_direction,
|
||||
};
|
||||
continued_moving = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
// // If no requested direction or it failed, try to continue in current direction
|
||||
// if !continued_moving {
|
||||
// if let Some(next_edge) = map.graph.find_edge_in_direction(position.node, direction) {
|
||||
// if can_traverse(*entity_type, next_edge) {
|
||||
// let next_progress = if next_edge.distance > 0.0 {
|
||||
// overflow / next_edge.distance
|
||||
// } else {
|
||||
// // Zero-distance edge - immediately complete
|
||||
// 1.0
|
||||
// };
|
||||
|
||||
// If no requested direction or it failed, try to continue in current direction
|
||||
if !continued_moving {
|
||||
if let Some(next_edge) = map.graph.find_edge_in_direction(position.node, direction) {
|
||||
if can_traverse(*entity_type, next_edge) {
|
||||
let next_progress = if next_edge.distance > 0.0 {
|
||||
overflow / next_edge.distance
|
||||
} else {
|
||||
// Zero-distance edge - immediately complete
|
||||
1.0
|
||||
};
|
||||
// *position = Position::Moving {
|
||||
// from: position.current_node(),
|
||||
// to: next_edge.target,
|
||||
// remaining_distance: next_progress,
|
||||
// };
|
||||
// // Keep current direction and movement state
|
||||
// continued_moving = true;
|
||||
// }
|
||||
// }
|
||||
// }
|
||||
|
||||
position.edge_progress = Some(EdgeProgress {
|
||||
target_node: next_edge.target,
|
||||
progress: next_progress,
|
||||
});
|
||||
// Keep current direction and movement state
|
||||
continued_moving = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// If we couldn't continue moving, stop
|
||||
if !continued_moving {
|
||||
*movement_state = MovementState::Stopped;
|
||||
movable.requested_direction = None;
|
||||
}
|
||||
}
|
||||
} else {
|
||||
// Edge not found - this is an inconsistent state
|
||||
errors.write(
|
||||
EntityError::InvalidMovement(format!(
|
||||
"Inconsistent state: Moving on non-existent edge from {} to {}",
|
||||
current_node, target_node
|
||||
))
|
||||
.into(),
|
||||
);
|
||||
*movement_state = MovementState::Stopped;
|
||||
position.edge_progress = None;
|
||||
}
|
||||
} else {
|
||||
// Movement state says moving but no edge progress - this shouldn't happen
|
||||
errors.write(EntityError::InvalidMovement("Entity in Moving state but no edge progress".to_string()).into());
|
||||
*movement_state = MovementState::Stopped;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
// // If we couldn't continue moving, stop
|
||||
// if !continued_moving {
|
||||
// *movement_state = MovementState::Stopped;
|
||||
// movable.requested_direction = None;
|
||||
// }
|
||||
// }
|
||||
// } else {
|
||||
// // Edge not found - this is an inconsistent state
|
||||
// errors.write(
|
||||
// EntityError::InvalidMovement(format!(
|
||||
// "Inconsistent state: Moving on non-existent edge from {} to {}",
|
||||
// current_node, target_node
|
||||
// ))
|
||||
// .into(),
|
||||
// );
|
||||
// *movement_state = MovementState::Stopped;
|
||||
// position.edge_progress = None;
|
||||
// }
|
||||
// } else {
|
||||
// // Movement state says moving but no edge progress - this shouldn't happen
|
||||
// errors.write(EntityError::InvalidMovement("Entity in Moving state but no edge progress".to_string()).into());
|
||||
// *movement_state = MovementState::Stopped;
|
||||
// }
|
||||
// }
|
||||
// }
|
||||
// }
|
||||
// }
|
||||
|
||||
143
src/systems/player.rs
Normal file
143
src/systems/player.rs
Normal 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;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -3,14 +3,44 @@ use bevy_ecs::system::{IntoSystem, System};
|
||||
use circular_buffer::CircularBuffer;
|
||||
use micromap::Map;
|
||||
use parking_lot::{Mutex, RwLock};
|
||||
use smallvec::SmallVec;
|
||||
use std::fmt::Display;
|
||||
use std::time::Duration;
|
||||
use strum::EnumCount;
|
||||
use strum_macros::{EnumCount, IntoStaticStr};
|
||||
use thousands::Separable;
|
||||
|
||||
use crate::systems::formatting;
|
||||
|
||||
/// The maximum number of systems that can be profiled. Must not be exceeded, or it will panic.
|
||||
const MAX_SYSTEMS: usize = 11;
|
||||
const MAX_SYSTEMS: usize = SystemId::COUNT;
|
||||
/// The number of durations to keep in the circular buffer.
|
||||
const TIMING_WINDOW_SIZE: usize = 30;
|
||||
|
||||
#[derive(EnumCount, IntoStaticStr, Debug, PartialEq, Eq, Hash, Copy, Clone)]
|
||||
pub enum SystemId {
|
||||
Input,
|
||||
PlayerControls,
|
||||
Ghost,
|
||||
Movement,
|
||||
Audio,
|
||||
Blinking,
|
||||
DirectionalRender,
|
||||
DirtyRender,
|
||||
Render,
|
||||
DebugRender,
|
||||
Present,
|
||||
Collision,
|
||||
Item,
|
||||
PlayerMovement,
|
||||
}
|
||||
|
||||
impl Display for SystemId {
|
||||
fn fmt(&self, f: &mut std::fmt::Formatter<'_>) -> std::fmt::Result {
|
||||
write!(f, "{}", Into::<&'static str>::into(self).to_ascii_lowercase())
|
||||
}
|
||||
}
|
||||
|
||||
#[derive(Resource, Default, Debug)]
|
||||
pub struct SystemTimings {
|
||||
/// Map of system names to a queue of durations, using a circular buffer.
|
||||
@@ -20,18 +50,18 @@ pub struct SystemTimings {
|
||||
///
|
||||
/// 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<&'static str, Mutex<CircularBuffer<TIMING_WINDOW_SIZE, Duration>>, MAX_SYSTEMS>>,
|
||||
pub timings: RwLock<Map<SystemId, Mutex<CircularBuffer<TIMING_WINDOW_SIZE, Duration>>, MAX_SYSTEMS>>,
|
||||
}
|
||||
|
||||
impl SystemTimings {
|
||||
pub fn add_timing(&self, name: &'static str, duration: Duration) {
|
||||
pub fn add_timing(&self, id: SystemId, duration: Duration) {
|
||||
// acquire a upgradable read lock
|
||||
let mut timings = self.timings.upgradable_read();
|
||||
|
||||
// happy path, the name is already in the map (no need to mutate the hashmap)
|
||||
if timings.contains_key(name) {
|
||||
if timings.contains_key(&id) {
|
||||
let queue = timings
|
||||
.get(name)
|
||||
.get(&id)
|
||||
.expect("System name not found in map after contains_key check");
|
||||
let mut queue = queue.lock();
|
||||
|
||||
@@ -41,16 +71,16 @@ impl SystemTimings {
|
||||
|
||||
// otherwise, acquire a write lock and insert a new queue
|
||||
timings.with_upgraded(|timings| {
|
||||
let queue = timings.entry(name).or_insert_with(|| Mutex::new(CircularBuffer::new()));
|
||||
let queue = timings.entry(id).or_insert_with(|| Mutex::new(CircularBuffer::new()));
|
||||
queue.lock().push_back(duration);
|
||||
});
|
||||
}
|
||||
|
||||
pub fn get_stats(&self) -> Map<&'static str, (Duration, Duration), MAX_SYSTEMS> {
|
||||
pub fn get_stats(&self) -> Map<SystemId, (Duration, Duration), MAX_SYSTEMS> {
|
||||
let timings = self.timings.read();
|
||||
let mut stats = Map::new();
|
||||
|
||||
for (name, queue) in timings.iter() {
|
||||
for (id, queue) in timings.iter() {
|
||||
if queue.lock().is_empty() {
|
||||
continue;
|
||||
}
|
||||
@@ -65,7 +95,7 @@ impl SystemTimings {
|
||||
let std_dev = variance.sqrt();
|
||||
|
||||
stats.insert(
|
||||
*name,
|
||||
*id,
|
||||
(
|
||||
Duration::from_secs_f64(mean / 1000.0),
|
||||
Duration::from_secs_f64(std_dev / 1000.0),
|
||||
@@ -101,7 +131,7 @@ impl SystemTimings {
|
||||
)
|
||||
}
|
||||
|
||||
pub fn format_timing_display(&self) -> String {
|
||||
pub fn format_timing_display(&self) -> SmallVec<[String; SystemId::COUNT]> {
|
||||
let stats = self.get_stats();
|
||||
let (total_avg, total_std) = self.get_total_stats();
|
||||
|
||||
@@ -126,11 +156,11 @@ impl SystemTimings {
|
||||
}
|
||||
|
||||
// Use the formatting module to format the data
|
||||
crate::systems::formatting::format_timing_display(timing_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
|
||||
S: IntoSystem<(), (), M> + 'static,
|
||||
{
|
||||
@@ -147,7 +177,7 @@ where
|
||||
let duration = start.elapsed();
|
||||
|
||||
if let Some(timings) = world.get_resource::<SystemTimings>() {
|
||||
timings.add_timing(name, duration);
|
||||
timings.add_timing(id, duration);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,7 +1,7 @@
|
||||
use crate::error::{GameError, TextureError};
|
||||
use crate::map::builder::Map;
|
||||
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 bevy_ecs::entity::Entity;
|
||||
use bevy_ecs::event::EventWriter;
|
||||
@@ -10,6 +10,7 @@ use bevy_ecs::system::{NonSendMut, Query, Res, ResMut};
|
||||
use sdl2::render::{Canvas, Texture};
|
||||
use sdl2::video::Window;
|
||||
|
||||
#[allow(clippy::type_complexity)]
|
||||
pub fn dirty_render_system(
|
||||
mut dirty: ResMut<RenderDirty>,
|
||||
changed_renderables: Query<(), Or<(Changed<Renderable>, Changed<Position>)>>,
|
||||
@@ -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.
|
||||
pub fn directional_render_system(
|
||||
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>,
|
||||
) {
|
||||
for (movement_state, movable, mut texture, mut renderable) in renderables.iter_mut() {
|
||||
let stopped = matches!(movement_state, MovementState::Stopped);
|
||||
let current_direction = movable.current_direction;
|
||||
for (position, velocity, mut texture, mut renderable) in renderables.iter_mut() {
|
||||
let stopped = matches!(position, Position::Stopped { .. });
|
||||
let current_direction = velocity.direction;
|
||||
|
||||
let texture = if stopped {
|
||||
texture.stopped_textures[current_direction.as_usize()].as_mut()
|
||||
@@ -47,7 +48,7 @@ pub fn directional_render_system(
|
||||
renderable.sprite = new_tile;
|
||||
}
|
||||
} else {
|
||||
errors.write(TextureError::RenderFailed(format!("Entity has no texture")).into());
|
||||
errors.write(TextureError::RenderFailed("Entity has no texture".to_string()).into());
|
||||
continue;
|
||||
}
|
||||
}
|
||||
@@ -59,6 +60,7 @@ pub struct MapTextureResource(pub Texture<'static>);
|
||||
/// A non-send resource for the backbuffer texture. This just wraps the texture with a type so it can be differentiated when exposed as a resource.
|
||||
pub struct BackbufferResource(pub Texture<'static>);
|
||||
|
||||
#[allow(clippy::too_many_arguments)]
|
||||
pub fn render_system(
|
||||
mut canvas: NonSendMut<&mut Canvas<Window>>,
|
||||
map_texture: NonSendMut<MapTextureResource>,
|
||||
@@ -85,12 +87,16 @@ pub fn render_system(
|
||||
}
|
||||
|
||||
// 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 {
|
||||
continue;
|
||||
}
|
||||
|
||||
let pos = position.get_pixel_pos(&map.graph);
|
||||
let pos = position.get_pixel_position(&map.graph);
|
||||
match pos {
|
||||
Ok(pos) => {
|
||||
let dest = crate::helpers::centered_with_size(
|
||||
@@ -105,7 +111,7 @@ pub fn render_system(
|
||||
.map(|e| errors.write(TextureError::RenderFailed(e.to_string()).into()));
|
||||
}
|
||||
Err(e) => {
|
||||
errors.write(e.into());
|
||||
errors.write(e);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,135 +1,95 @@
|
||||
use pacman::systems::formatting::format_timing_display;
|
||||
use std::time::Duration;
|
||||
|
||||
#[test]
|
||||
fn test_basic_formatting() {
|
||||
let timing_data = vec![
|
||||
("60 FPS".to_string(), Duration::from_micros(1234), Duration::from_micros(567)),
|
||||
("input".to_string(), Duration::from_micros(123), Duration::from_micros(45)),
|
||||
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(1000000), Duration::from_nanos(1000)),
|
||||
];
|
||||
("debug".to_string(), Duration::from_nanos(460), Duration::from_nanos(557)),
|
||||
]
|
||||
}
|
||||
|
||||
let result = format_timing_display(timing_data);
|
||||
println!("Basic formatting test:");
|
||||
println!("{}", result);
|
||||
println!();
|
||||
fn get_formatted_output() -> impl IntoIterator<Item = String> {
|
||||
format_timing_display(get_timing_data())
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn test_desired_format() {
|
||||
// This test represents the exact format you want to achieve
|
||||
let timing_data = vec![
|
||||
("total".to_string(), Duration::from_micros(1230), Duration::from_micros(570)),
|
||||
("input".to_string(), Duration::from_micros(120), Duration::from_micros(50)),
|
||||
("player".to_string(), Duration::from_micros(460), Duration::from_micros(120)),
|
||||
("movement".to_string(), Duration::from_micros(790), Duration::from_micros(230)),
|
||||
("render".to_string(), Duration::from_micros(10), Duration::from_micros(3)),
|
||||
("debug".to_string(), Duration::from_nanos(1000000), Duration::from_nanos(1000)),
|
||||
];
|
||||
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![];
|
||||
|
||||
let result = format_timing_display(timing_data);
|
||||
println!("Desired format test:");
|
||||
println!("{}", result);
|
||||
println!();
|
||||
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;
|
||||
}
|
||||
}
|
||||
_ => {}
|
||||
}
|
||||
}
|
||||
});
|
||||
|
||||
// Expected output should look like:
|
||||
// total : 1.23 ms ± 0.57 ms
|
||||
// input : 0.12 ms ± 0.05 ms
|
||||
// player : 0.46 ms ± 0.12 ms
|
||||
// movement : 0.79 ms ± 0.23 ms
|
||||
// render : 0.01 ms ± 0.003ms
|
||||
// debug : 0.001ms ± 0.000ms
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn test_mixed_units() {
|
||||
let timing_data = vec![
|
||||
("60 FPS".to_string(), Duration::from_millis(16), Duration::from_micros(500)),
|
||||
(
|
||||
"fast_system".to_string(),
|
||||
Duration::from_nanos(500000),
|
||||
Duration::from_nanos(100000),
|
||||
),
|
||||
(
|
||||
"medium_system".to_string(),
|
||||
Duration::from_micros(2500),
|
||||
Duration::from_micros(500),
|
||||
),
|
||||
("slow_system".to_string(), Duration::from_millis(5), Duration::from_millis(1)),
|
||||
];
|
||||
|
||||
let result = format_timing_display(timing_data);
|
||||
println!("Mixed units test:");
|
||||
println!("{}", result);
|
||||
println!();
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn test_trailing_zeros() {
|
||||
let timing_data = vec![
|
||||
("60 FPS".to_string(), Duration::from_micros(1000), Duration::from_micros(500)),
|
||||
("exact_ms".to_string(), Duration::from_millis(1), Duration::from_micros(100)),
|
||||
("exact_us".to_string(), Duration::from_micros(1), Duration::from_nanos(100000)),
|
||||
("exact_ns".to_string(), Duration::from_nanos(1000), Duration::from_nanos(100)),
|
||||
];
|
||||
|
||||
let result = format_timing_display(timing_data);
|
||||
println!("Trailing zeros test:");
|
||||
println!("{}", result);
|
||||
println!();
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn test_edge_cases() {
|
||||
let timing_data = vec![
|
||||
("60 FPS".to_string(), Duration::from_nanos(1), Duration::from_nanos(1)),
|
||||
("very_small".to_string(), Duration::from_nanos(100), Duration::from_nanos(50)),
|
||||
("very_large".to_string(), Duration::from_secs(1), Duration::from_millis(100)),
|
||||
("zero_time".to_string(), Duration::ZERO, Duration::ZERO),
|
||||
];
|
||||
|
||||
let result = format_timing_display(timing_data);
|
||||
println!("Edge cases test:");
|
||||
println!("{}", result);
|
||||
println!();
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn test_variable_name_lengths() {
|
||||
let timing_data = vec![
|
||||
("60 FPS".to_string(), Duration::from_micros(1234), Duration::from_micros(567)),
|
||||
("a".to_string(), Duration::from_micros(123), Duration::from_micros(45)),
|
||||
(
|
||||
"very_long_system_name".to_string(),
|
||||
Duration::from_micros(456),
|
||||
Duration::from_micros(123),
|
||||
),
|
||||
("medium".to_string(), Duration::from_micros(789), Duration::from_micros(234)),
|
||||
];
|
||||
|
||||
let result = format_timing_display(timing_data);
|
||||
println!("Variable name lengths test:");
|
||||
println!("{}", result);
|
||||
println!();
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn test_empty_input() {
|
||||
let timing_data = vec![];
|
||||
let result = format_timing_display(timing_data);
|
||||
assert_eq!(result, "");
|
||||
println!("Empty input test: PASS");
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn test_single_entry() {
|
||||
let timing_data = vec![("60 FPS".to_string(), Duration::from_micros(1234), Duration::from_micros(567))];
|
||||
|
||||
let result = format_timing_display(timing_data);
|
||||
println!("Single entry test:");
|
||||
println!("{}", result);
|
||||
println!();
|
||||
// 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
|
||||
);
|
||||
}
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
use pacman::systems::profiling::SystemTimings;
|
||||
use pacman::systems::profiling::{SystemId, SystemTimings};
|
||||
use std::time::Duration;
|
||||
|
||||
#[test]
|
||||
@@ -6,12 +6,12 @@ fn test_timing_statistics() {
|
||||
let timings = SystemTimings::default();
|
||||
|
||||
// Add some test data
|
||||
timings.add_timing("test_system", Duration::from_millis(10));
|
||||
timings.add_timing("test_system", Duration::from_millis(12));
|
||||
timings.add_timing("test_system", Duration::from_millis(8));
|
||||
timings.add_timing(SystemId::PlayerControls, Duration::from_millis(10));
|
||||
timings.add_timing(SystemId::PlayerControls, Duration::from_millis(12));
|
||||
timings.add_timing(SystemId::PlayerControls, Duration::from_millis(8));
|
||||
|
||||
let stats = timings.get_stats();
|
||||
let (avg, std_dev) = stats.get("test_system").unwrap();
|
||||
let (avg, std_dev) = stats.get(&SystemId::PlayerControls).unwrap();
|
||||
|
||||
// Average should be 10ms, standard deviation should be small
|
||||
assert!((avg.as_millis() as f64 - 10.0).abs() < 1.0);
|
||||
|
||||
Reference in New Issue
Block a user