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37 Commits
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| 514a447162 |
@@ -20,3 +20,15 @@ repos:
|
|||||||
language: system
|
language: system
|
||||||
types: [rust]
|
types: [rust]
|
||||||
pass_filenames: false
|
pass_filenames: false
|
||||||
|
- id: cargo-check
|
||||||
|
name: cargo check
|
||||||
|
entry: cargo check --all-targets
|
||||||
|
language: system
|
||||||
|
types_or: [rust, cargo, cargo-lock]
|
||||||
|
pass_filenames: false
|
||||||
|
- id: cargo-check-wasm
|
||||||
|
name: cargo check for wasm32-unknown-emscripten
|
||||||
|
entry: cargo check --all-targets --target=wasm32-unknown-emscripten
|
||||||
|
language: system
|
||||||
|
types_or: [rust, cargo, cargo-lock]
|
||||||
|
pass_filenames: false
|
||||||
|
|||||||
28
src/app.rs
28
src/app.rs
@@ -1,6 +1,5 @@
|
|||||||
use std::time::{Duration, Instant};
|
use std::time::{Duration, Instant};
|
||||||
|
|
||||||
use glam::Vec2;
|
|
||||||
use sdl2::render::TextureCreator;
|
use sdl2::render::TextureCreator;
|
||||||
use sdl2::ttf::Sdl2TtfContext;
|
use sdl2::ttf::Sdl2TtfContext;
|
||||||
use sdl2::video::WindowContext;
|
use sdl2::video::WindowContext;
|
||||||
@@ -12,14 +11,28 @@ use crate::constants::{CANVAS_SIZE, LOOP_TIME, SCALE};
|
|||||||
use crate::game::Game;
|
use crate::game::Game;
|
||||||
use crate::platform::get_platform;
|
use crate::platform::get_platform;
|
||||||
|
|
||||||
|
/// Main application wrapper that manages SDL initialization, window lifecycle, and the game loop.
|
||||||
|
///
|
||||||
|
/// Handles platform-specific setup, maintains consistent frame timing, and delegates
|
||||||
|
/// game logic to the contained `Game` instance. The app manages focus state to
|
||||||
|
/// optimize CPU usage when the window loses focus.
|
||||||
pub struct App {
|
pub struct App {
|
||||||
pub game: Game,
|
pub game: Game,
|
||||||
last_tick: Instant,
|
last_tick: Instant,
|
||||||
focused: bool,
|
focused: bool,
|
||||||
_cursor_pos: Vec2,
|
|
||||||
}
|
}
|
||||||
|
|
||||||
impl App {
|
impl App {
|
||||||
|
/// Initializes SDL subsystems, creates the game window, and sets up the game state.
|
||||||
|
///
|
||||||
|
/// Performs comprehensive initialization including video/audio subsystems, platform-specific
|
||||||
|
/// console setup, window creation with proper scaling, and canvas configuration. All SDL
|
||||||
|
/// resources are leaked to maintain 'static lifetimes required by the game architecture.
|
||||||
|
///
|
||||||
|
/// # Errors
|
||||||
|
///
|
||||||
|
/// Returns `GameError::Sdl` if any SDL initialization step fails, or propagates
|
||||||
|
/// errors from `Game::new()` during game state setup.
|
||||||
pub fn new() -> GameResult<Self> {
|
pub fn new() -> GameResult<Self> {
|
||||||
let sdl_context: &'static Sdl = Box::leak(Box::new(sdl2::init().map_err(|e| GameError::Sdl(e.to_string()))?));
|
let sdl_context: &'static Sdl = Box::leak(Box::new(sdl2::init().map_err(|e| GameError::Sdl(e.to_string()))?));
|
||||||
let video_subsystem: &'static VideoSubsystem =
|
let video_subsystem: &'static VideoSubsystem =
|
||||||
@@ -66,10 +79,19 @@ impl App {
|
|||||||
game,
|
game,
|
||||||
focused: true,
|
focused: true,
|
||||||
last_tick: Instant::now(),
|
last_tick: Instant::now(),
|
||||||
_cursor_pos: Vec2::ZERO,
|
|
||||||
})
|
})
|
||||||
}
|
}
|
||||||
|
|
||||||
|
/// Executes a single frame of the game loop with consistent timing and optional sleep.
|
||||||
|
///
|
||||||
|
/// Calculates delta time since the last frame, runs game logic via `game.tick()`,
|
||||||
|
/// and implements frame rate limiting by sleeping for remaining time if the frame
|
||||||
|
/// completed faster than the target `LOOP_TIME`. Sleep behavior varies based on
|
||||||
|
/// window focus to conserve CPU when the game is not active.
|
||||||
|
///
|
||||||
|
/// # Returns
|
||||||
|
///
|
||||||
|
/// `true` if the game should continue running, `false` if the game requested exit.
|
||||||
pub fn run(&mut self) -> bool {
|
pub fn run(&mut self) -> bool {
|
||||||
{
|
{
|
||||||
let start = Instant::now();
|
let start = Instant::now();
|
||||||
|
|||||||
29
src/asset.rs
29
src/asset.rs
@@ -5,16 +5,28 @@
|
|||||||
use std::borrow::Cow;
|
use std::borrow::Cow;
|
||||||
use strum_macros::EnumIter;
|
use strum_macros::EnumIter;
|
||||||
|
|
||||||
|
/// Enumeration of all game assets with cross-platform loading support.
|
||||||
|
///
|
||||||
|
/// Each variant corresponds to a specific file that can be loaded either from
|
||||||
|
/// binary-embedded data or embedded filesystem (Emscripten).
|
||||||
#[derive(Debug, Clone, Copy, PartialEq, Eq, Hash, EnumIter)]
|
#[derive(Debug, Clone, Copy, PartialEq, Eq, Hash, EnumIter)]
|
||||||
pub enum Asset {
|
pub enum Asset {
|
||||||
Wav1,
|
Wav1,
|
||||||
Wav2,
|
Wav2,
|
||||||
Wav3,
|
Wav3,
|
||||||
Wav4,
|
Wav4,
|
||||||
Atlas,
|
/// Main sprite atlas containing all game graphics (atlas.png)
|
||||||
|
AtlasImage,
|
||||||
|
/// Terminal Vector font for text rendering (TerminalVector.ttf)
|
||||||
|
Font,
|
||||||
}
|
}
|
||||||
|
|
||||||
impl Asset {
|
impl Asset {
|
||||||
|
/// Returns the relative file path for this asset within the game's asset directory.
|
||||||
|
///
|
||||||
|
/// Paths are consistent across platforms and used by the Emscripten backend
|
||||||
|
/// for filesystem loading. Desktop builds embed assets directly and don't
|
||||||
|
/// use these paths at runtime.
|
||||||
#[allow(dead_code)]
|
#[allow(dead_code)]
|
||||||
pub fn path(&self) -> &str {
|
pub fn path(&self) -> &str {
|
||||||
use Asset::*;
|
use Asset::*;
|
||||||
@@ -23,7 +35,8 @@ impl Asset {
|
|||||||
Wav2 => "sound/waka/2.ogg",
|
Wav2 => "sound/waka/2.ogg",
|
||||||
Wav3 => "sound/waka/3.ogg",
|
Wav3 => "sound/waka/3.ogg",
|
||||||
Wav4 => "sound/waka/4.ogg",
|
Wav4 => "sound/waka/4.ogg",
|
||||||
Atlas => "atlas.png",
|
AtlasImage => "atlas.png",
|
||||||
|
Font => "TerminalVector.ttf",
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
@@ -33,7 +46,17 @@ mod imp {
|
|||||||
use crate::error::AssetError;
|
use crate::error::AssetError;
|
||||||
use crate::platform::get_platform;
|
use crate::platform::get_platform;
|
||||||
|
|
||||||
/// Returns the raw bytes of the given asset.
|
/// Loads asset bytes using the appropriate platform-specific method.
|
||||||
|
///
|
||||||
|
/// On desktop platforms, returns embedded compile-time data via `include_bytes!`.
|
||||||
|
/// On Emscripten, loads from the filesystem using the asset's path. The returned
|
||||||
|
/// `Cow` allows zero-copy access to embedded data while supporting owned data
|
||||||
|
/// when loaded from disk.
|
||||||
|
///
|
||||||
|
/// # Errors
|
||||||
|
///
|
||||||
|
/// Returns `AssetError::NotFound` if the asset file cannot be located (Emscripten only),
|
||||||
|
/// or `AssetError::Io` for filesystem I/O failures.
|
||||||
pub fn get_asset_bytes(asset: Asset) -> Result<Cow<'static, [u8]>, AssetError> {
|
pub fn get_asset_bytes(asset: Asset) -> Result<Cow<'static, [u8]>, AssetError> {
|
||||||
get_platform().get_asset_bytes(asset)
|
get_platform().get_asset_bytes(asset)
|
||||||
}
|
}
|
||||||
|
|||||||
23
src/audio.rs
23
src/audio.rs
@@ -114,9 +114,11 @@ impl Audio {
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
/// Plays the "eat" sound effect.
|
/// Plays the next waka eating sound in the cycle of four variants.
|
||||||
///
|
///
|
||||||
/// If audio is disabled or muted, this function does nothing.
|
/// Automatically rotates through the four eating sound assets. The sound plays on channel 0 and the internal sound index
|
||||||
|
/// advances to the next variant. Silently returns if audio is disabled, muted,
|
||||||
|
/// or no sounds were loaded successfully.
|
||||||
#[allow(dead_code)]
|
#[allow(dead_code)]
|
||||||
pub fn eat(&mut self) {
|
pub fn eat(&mut self) {
|
||||||
if self.disabled || self.muted || self.sounds.is_empty() {
|
if self.disabled || self.muted || self.sounds.is_empty() {
|
||||||
@@ -136,9 +138,11 @@ impl Audio {
|
|||||||
self.next_sound_index = (self.next_sound_index + 1) % self.sounds.len();
|
self.next_sound_index = (self.next_sound_index + 1) % self.sounds.len();
|
||||||
}
|
}
|
||||||
|
|
||||||
/// Instantly mute or unmute all channels.
|
/// Instantly mutes or unmutes all audio channels by adjusting their volume.
|
||||||
///
|
///
|
||||||
/// If audio is disabled, this function does nothing.
|
/// Sets all 4 mixer channels to zero volume when muting, or restores them to
|
||||||
|
/// their default volume (32) when unmuting. The mute state is tracked internally
|
||||||
|
/// regardless of whether audio is disabled, allowing the state to be preserved.
|
||||||
pub fn set_mute(&mut self, mute: bool) {
|
pub fn set_mute(&mut self, mute: bool) {
|
||||||
if !self.disabled {
|
if !self.disabled {
|
||||||
let channels = 4;
|
let channels = 4;
|
||||||
@@ -151,12 +155,19 @@ impl Audio {
|
|||||||
self.muted = mute;
|
self.muted = mute;
|
||||||
}
|
}
|
||||||
|
|
||||||
/// Returns `true` if the audio is muted.
|
/// Returns the current mute state regardless of whether audio is functional.
|
||||||
|
///
|
||||||
|
/// This tracks the user's mute preference and will return `true` if muted
|
||||||
|
/// even when the audio system is disabled due to initialization failures.
|
||||||
pub fn is_muted(&self) -> bool {
|
pub fn is_muted(&self) -> bool {
|
||||||
self.muted
|
self.muted
|
||||||
}
|
}
|
||||||
|
|
||||||
/// Returns `true` if the audio system is disabled.
|
/// Returns whether the audio system failed to initialize and is non-functional.
|
||||||
|
///
|
||||||
|
/// Audio can be disabled due to SDL2_mixer initialization failures, missing
|
||||||
|
/// audio device, or failure to load any sound assets. When disabled, all
|
||||||
|
/// audio operations become no-ops.
|
||||||
#[allow(dead_code)]
|
#[allow(dead_code)]
|
||||||
pub fn is_disabled(&self) -> bool {
|
pub fn is_disabled(&self) -> bool {
|
||||||
self.disabled
|
self.disabled
|
||||||
|
|||||||
@@ -4,6 +4,11 @@ use std::time::Duration;
|
|||||||
|
|
||||||
use glam::UVec2;
|
use glam::UVec2;
|
||||||
|
|
||||||
|
/// Target frame duration for 60 FPS game loop timing.
|
||||||
|
///
|
||||||
|
/// Calculated as 1/60th of a second (≈16.67ms).
|
||||||
|
///
|
||||||
|
/// Written out explicitly to satisfy const-eval constraints.
|
||||||
pub const LOOP_TIME: Duration = Duration::from_nanos((1_000_000_000.0 / 60.0) as u64);
|
pub const LOOP_TIME: Duration = Duration::from_nanos((1_000_000_000.0 / 60.0) as u64);
|
||||||
|
|
||||||
/// The size of each cell, in pixels.
|
/// The size of each cell, in pixels.
|
||||||
@@ -14,9 +19,16 @@ pub const BOARD_CELL_SIZE: UVec2 = UVec2::new(28, 31);
|
|||||||
/// The scale factor for the window (integer zoom)
|
/// The scale factor for the window (integer zoom)
|
||||||
pub const SCALE: f32 = 2.6;
|
pub const SCALE: f32 = 2.6;
|
||||||
|
|
||||||
/// The offset of the game board from the top-left corner of the window, in cells.
|
/// Game board offset from window origin to reserve space for HUD elements.
|
||||||
|
///
|
||||||
|
/// The 3-cell vertical offset (24 pixels) provides space at the top of the
|
||||||
|
/// screen for score display, player lives, and other UI elements.
|
||||||
pub const BOARD_CELL_OFFSET: UVec2 = UVec2::new(0, 3);
|
pub const BOARD_CELL_OFFSET: UVec2 = UVec2::new(0, 3);
|
||||||
/// The offset of the game board from the top-left corner of the window, in pixels.
|
|
||||||
|
/// Pixel-space equivalent of `BOARD_CELL_OFFSET` for rendering calculations.
|
||||||
|
///
|
||||||
|
/// Automatically calculated from the cell offset to maintain consistency
|
||||||
|
/// when the cell size changes. Used for positioning sprites and debug overlays.
|
||||||
pub const BOARD_PIXEL_OFFSET: UVec2 = UVec2::new(BOARD_CELL_OFFSET.x * CELL_SIZE, BOARD_CELL_OFFSET.y * CELL_SIZE);
|
pub const BOARD_PIXEL_OFFSET: UVec2 = UVec2::new(BOARD_CELL_OFFSET.x * CELL_SIZE, BOARD_CELL_OFFSET.y * CELL_SIZE);
|
||||||
/// The size of the canvas, in pixels.
|
/// The size of the canvas, in pixels.
|
||||||
pub const CANVAS_SIZE: UVec2 = UVec2::new(
|
pub const CANVAS_SIZE: UVec2 = UVec2::new(
|
||||||
@@ -24,22 +36,24 @@ pub const CANVAS_SIZE: UVec2 = UVec2::new(
|
|||||||
(BOARD_CELL_SIZE.y + BOARD_CELL_OFFSET.y) * CELL_SIZE,
|
(BOARD_CELL_SIZE.y + BOARD_CELL_OFFSET.y) * CELL_SIZE,
|
||||||
);
|
);
|
||||||
|
|
||||||
/// An enum representing the different types of tiles on the map.
|
/// Map tile types that define gameplay behavior and collision properties.
|
||||||
#[derive(Debug, Clone, Copy, PartialEq)]
|
#[derive(Debug, Clone, Copy, PartialEq)]
|
||||||
pub enum MapTile {
|
pub enum MapTile {
|
||||||
/// An empty tile.
|
/// Traversable space with no collectible items
|
||||||
Empty,
|
Empty,
|
||||||
/// A wall tile.
|
|
||||||
Wall,
|
Wall,
|
||||||
/// A regular pellet.
|
/// Small collectible. Implicitly a traversable tile.
|
||||||
Pellet,
|
Pellet,
|
||||||
/// A power pellet.
|
/// Large collectible. Implicitly a traversable tile.
|
||||||
PowerPellet,
|
PowerPellet,
|
||||||
/// A tunnel tile.
|
/// Special traversable tile that connects to tunnel portals.
|
||||||
Tunnel,
|
Tunnel,
|
||||||
}
|
}
|
||||||
|
|
||||||
/// The raw layout of the game board, as a 2D array of characters.
|
/// ASCII art representation of the classic Pac-Man maze layout.
|
||||||
|
///
|
||||||
|
/// Uses character symbols to define the game world. This layout is parsed by `MapTileParser`
|
||||||
|
/// to generate the navigable graph and collision geometry.
|
||||||
pub const RAW_BOARD: [&str; BOARD_CELL_SIZE.y as usize] = [
|
pub const RAW_BOARD: [&str; BOARD_CELL_SIZE.y as usize] = [
|
||||||
"############################",
|
"############################",
|
||||||
"#............##............#",
|
"#............##............#",
|
||||||
|
|||||||
@@ -1,128 +0,0 @@
|
|||||||
// use smallvec::SmallVec;
|
|
||||||
// use std::collections::HashMap;
|
|
||||||
|
|
||||||
// use crate::entity::{graph::NodeId, traversal::Position};
|
|
||||||
|
|
||||||
// /// Trait for entities that can participate in collision detection.
|
|
||||||
// pub trait Collidable {
|
|
||||||
// /// Returns the current position of this entity.
|
|
||||||
// fn position(&self) -> Position;
|
|
||||||
|
|
||||||
// /// Checks if this entity is colliding with another entity.
|
|
||||||
// #[allow(dead_code)]
|
|
||||||
// fn is_colliding_with(&self, other: &dyn Collidable) -> bool {
|
|
||||||
// positions_overlap(&self.position(), &other.position())
|
|
||||||
// }
|
|
||||||
// }
|
|
||||||
|
|
||||||
// /// System for tracking entities by their positions for efficient collision detection.
|
|
||||||
// #[derive(Default)]
|
|
||||||
// pub struct CollisionSystem {
|
|
||||||
// /// Maps node IDs to lists of entity IDs that are at that node
|
|
||||||
// node_entities: HashMap<NodeId, Vec<EntityId>>,
|
|
||||||
// /// Maps entity IDs to their current positions
|
|
||||||
// entity_positions: HashMap<EntityId, Position>,
|
|
||||||
// /// Next available entity ID
|
|
||||||
// next_id: EntityId,
|
|
||||||
// }
|
|
||||||
|
|
||||||
// /// Unique identifier for an entity in the collision system
|
|
||||||
// pub type EntityId = u32;
|
|
||||||
|
|
||||||
// impl CollisionSystem {
|
|
||||||
// /// Registers an entity with the collision system and returns its ID
|
|
||||||
// pub fn register_entity(&mut self, position: Position) -> EntityId {
|
|
||||||
// let id = self.next_id;
|
|
||||||
// self.next_id += 1;
|
|
||||||
|
|
||||||
// self.entity_positions.insert(id, position);
|
|
||||||
// self.update_node_entities(id, position);
|
|
||||||
|
|
||||||
// id
|
|
||||||
// }
|
|
||||||
|
|
||||||
// /// Updates an entity's position
|
|
||||||
// pub fn update_position(&mut self, entity_id: EntityId, new_position: Position) {
|
|
||||||
// if let Some(old_position) = self.entity_positions.get(&entity_id) {
|
|
||||||
// // Remove from old nodes
|
|
||||||
// self.remove_from_nodes(entity_id, *old_position);
|
|
||||||
// }
|
|
||||||
|
|
||||||
// // Update position and add to new nodes
|
|
||||||
// self.entity_positions.insert(entity_id, new_position);
|
|
||||||
// self.update_node_entities(entity_id, new_position);
|
|
||||||
// }
|
|
||||||
|
|
||||||
// /// Removes an entity from the collision system
|
|
||||||
// #[allow(dead_code)]
|
|
||||||
// pub fn remove_entity(&mut self, entity_id: EntityId) {
|
|
||||||
// if let Some(position) = self.entity_positions.remove(&entity_id) {
|
|
||||||
// self.remove_from_nodes(entity_id, position);
|
|
||||||
// }
|
|
||||||
// }
|
|
||||||
|
|
||||||
// /// Gets all entity IDs at a specific node
|
|
||||||
// pub fn entities_at_node(&self, node: NodeId) -> &[EntityId] {
|
|
||||||
// self.node_entities.get(&node).map(|v| v.as_slice()).unwrap_or(&[])
|
|
||||||
// }
|
|
||||||
|
|
||||||
// /// Gets all entity IDs that could collide with an entity at the given position
|
|
||||||
// pub fn potential_collisions(&self, position: &Position) -> Vec<EntityId> {
|
|
||||||
// let mut collisions = Vec::new();
|
|
||||||
// let nodes = get_nodes(position);
|
|
||||||
|
|
||||||
// for node in nodes {
|
|
||||||
// collisions.extend(self.entities_at_node(node));
|
|
||||||
// }
|
|
||||||
|
|
||||||
// // Remove duplicates
|
|
||||||
// collisions.sort_unstable();
|
|
||||||
// collisions.dedup();
|
|
||||||
// collisions
|
|
||||||
// }
|
|
||||||
|
|
||||||
// /// Updates the node_entities map when an entity's position changes
|
|
||||||
// fn update_node_entities(&mut self, entity_id: EntityId, position: Position) {
|
|
||||||
// let nodes = get_nodes(&position);
|
|
||||||
// for node in nodes {
|
|
||||||
// self.node_entities.entry(node).or_default().push(entity_id);
|
|
||||||
// }
|
|
||||||
// }
|
|
||||||
|
|
||||||
// /// Removes an entity from all nodes it was previously at
|
|
||||||
// fn remove_from_nodes(&mut self, entity_id: EntityId, position: Position) {
|
|
||||||
// let nodes = get_nodes(&position);
|
|
||||||
// for node in nodes {
|
|
||||||
// if let Some(entities) = self.node_entities.get_mut(&node) {
|
|
||||||
// entities.retain(|&id| id != entity_id);
|
|
||||||
// if entities.is_empty() {
|
|
||||||
// self.node_entities.remove(&node);
|
|
||||||
// }
|
|
||||||
// }
|
|
||||||
// }
|
|
||||||
// }
|
|
||||||
// }
|
|
||||||
|
|
||||||
// /// Checks if two positions overlap (entities are at the same location).
|
|
||||||
// fn positions_overlap(a: &Position, b: &Position) -> bool {
|
|
||||||
// let a_nodes = get_nodes(a);
|
|
||||||
// let b_nodes = get_nodes(b);
|
|
||||||
|
|
||||||
// // Check if any nodes overlap
|
|
||||||
// a_nodes.iter().any(|a_node| b_nodes.contains(a_node))
|
|
||||||
|
|
||||||
// // TODO: More complex overlap detection, the above is a simple check, but it could become an early filter for more precise calculations later
|
|
||||||
// }
|
|
||||||
|
|
||||||
// /// Gets all nodes that an entity is currently at or between.
|
|
||||||
// fn get_nodes(pos: &Position) -> SmallVec<[NodeId; 2]> {
|
|
||||||
// let mut nodes = SmallVec::new();
|
|
||||||
// match pos {
|
|
||||||
// Position::AtNode(node) => nodes.push(*node),
|
|
||||||
// Position::BetweenNodes { from, to, .. } => {
|
|
||||||
// nodes.push(*from);
|
|
||||||
// nodes.push(*to);
|
|
||||||
// }
|
|
||||||
// }
|
|
||||||
// nodes
|
|
||||||
// }
|
|
||||||
@@ -1,254 +0,0 @@
|
|||||||
// //! Ghost entity implementation.
|
|
||||||
// //!
|
|
||||||
// //! This module contains the ghost character logic, including movement,
|
|
||||||
// //! animation, and rendering. Ghosts move through the game graph using
|
|
||||||
// //! a traverser and display directional animated textures.
|
|
||||||
|
|
||||||
// use pathfinding::prelude::dijkstra;
|
|
||||||
// use rand::prelude::*;
|
|
||||||
// use smallvec::SmallVec;
|
|
||||||
// use tracing::error;
|
|
||||||
|
|
||||||
// use crate::entity::{
|
|
||||||
// collision::Collidable,
|
|
||||||
// direction::Direction,
|
|
||||||
// graph::{Edge, EdgePermissions, Graph, NodeId},
|
|
||||||
// r#trait::Entity,
|
|
||||||
// traversal::Traverser,
|
|
||||||
// };
|
|
||||||
// use crate::texture::animated::AnimatedTexture;
|
|
||||||
// use crate::texture::directional::DirectionalAnimatedTexture;
|
|
||||||
// use crate::texture::sprite::SpriteAtlas;
|
|
||||||
|
|
||||||
// use crate::error::{EntityError, GameError, GameResult, TextureError};
|
|
||||||
|
|
||||||
// /// Determines if a ghost can traverse a given edge.
|
|
||||||
// ///
|
|
||||||
// /// Ghosts can move through edges that allow all entities or ghost-only edges.
|
|
||||||
// fn can_ghost_traverse(edge: Edge) -> bool {
|
|
||||||
// matches!(edge.permissions, EdgePermissions::All | EdgePermissions::GhostsOnly)
|
|
||||||
// }
|
|
||||||
|
|
||||||
// /// The four classic ghost types.
|
|
||||||
// #[derive(Debug, Clone, Copy, PartialEq, Eq)]
|
|
||||||
// pub enum GhostType {
|
|
||||||
// Blinky,
|
|
||||||
// Pinky,
|
|
||||||
// Inky,
|
|
||||||
// Clyde,
|
|
||||||
// }
|
|
||||||
|
|
||||||
// impl GhostType {
|
|
||||||
// /// Returns the ghost type name for atlas lookups.
|
|
||||||
// pub fn as_str(self) -> &'static str {
|
|
||||||
// match self {
|
|
||||||
// GhostType::Blinky => "blinky",
|
|
||||||
// GhostType::Pinky => "pinky",
|
|
||||||
// GhostType::Inky => "inky",
|
|
||||||
// GhostType::Clyde => "clyde",
|
|
||||||
// }
|
|
||||||
// }
|
|
||||||
|
|
||||||
// /// Returns the base movement speed for this ghost type.
|
|
||||||
// pub fn base_speed(self) -> f32 {
|
|
||||||
// match self {
|
|
||||||
// GhostType::Blinky => 1.0,
|
|
||||||
// GhostType::Pinky => 0.95,
|
|
||||||
// GhostType::Inky => 0.9,
|
|
||||||
// GhostType::Clyde => 0.85,
|
|
||||||
// }
|
|
||||||
// }
|
|
||||||
// }
|
|
||||||
|
|
||||||
// /// A ghost entity that roams the game world.
|
|
||||||
// ///
|
|
||||||
// /// Ghosts move through the game world using a graph-based navigation system
|
|
||||||
// /// and display directional animated sprites. They randomly choose directions
|
|
||||||
// /// at each intersection.
|
|
||||||
// pub struct Ghost {
|
|
||||||
// /// Handles movement through the game graph
|
|
||||||
// pub traverser: Traverser,
|
|
||||||
// /// The type of ghost (affects appearance and speed)
|
|
||||||
// pub ghost_type: GhostType,
|
|
||||||
// /// Manages directional animated textures for different movement states
|
|
||||||
// texture: DirectionalAnimatedTexture,
|
|
||||||
// /// Current movement speed
|
|
||||||
// speed: f32,
|
|
||||||
// }
|
|
||||||
|
|
||||||
// impl Entity for Ghost {
|
|
||||||
// fn traverser(&self) -> &Traverser {
|
|
||||||
// &self.traverser
|
|
||||||
// }
|
|
||||||
|
|
||||||
// fn traverser_mut(&mut self) -> &mut Traverser {
|
|
||||||
// &mut self.traverser
|
|
||||||
// }
|
|
||||||
|
|
||||||
// fn texture(&self) -> &DirectionalAnimatedTexture {
|
|
||||||
// &self.texture
|
|
||||||
// }
|
|
||||||
|
|
||||||
// fn texture_mut(&mut self) -> &mut DirectionalAnimatedTexture {
|
|
||||||
// &mut self.texture
|
|
||||||
// }
|
|
||||||
|
|
||||||
// fn speed(&self) -> f32 {
|
|
||||||
// self.speed
|
|
||||||
// }
|
|
||||||
|
|
||||||
// fn can_traverse(&self, edge: Edge) -> bool {
|
|
||||||
// can_ghost_traverse(edge)
|
|
||||||
// }
|
|
||||||
|
|
||||||
// fn tick(&mut self, dt: f32, graph: &Graph) {
|
|
||||||
// // Choose random direction when at a node
|
|
||||||
// if self.traverser.position.is_at_node() {
|
|
||||||
// self.choose_random_direction(graph);
|
|
||||||
// }
|
|
||||||
|
|
||||||
// if let Err(e) = self.traverser.advance(graph, dt * 60.0 * self.speed, &can_ghost_traverse) {
|
|
||||||
// error!("Ghost movement error: {}", e);
|
|
||||||
// }
|
|
||||||
// self.texture.tick(dt);
|
|
||||||
// }
|
|
||||||
// }
|
|
||||||
|
|
||||||
// impl Ghost {
|
|
||||||
// /// Creates a new ghost instance at the specified starting node.
|
|
||||||
// ///
|
|
||||||
// /// Sets up animated textures for all four directions with moving and stopped states.
|
|
||||||
// /// The moving animation cycles through two sprite variants.
|
|
||||||
// pub fn new(graph: &Graph, start_node: NodeId, ghost_type: GhostType, atlas: &SpriteAtlas) -> GameResult<Self> {
|
|
||||||
// let mut textures = [None, None, None, None];
|
|
||||||
// let mut stopped_textures = [None, None, None, None];
|
|
||||||
|
|
||||||
// for direction in Direction::DIRECTIONS {
|
|
||||||
// let moving_prefix = match direction {
|
|
||||||
// Direction::Up => "up",
|
|
||||||
// Direction::Down => "down",
|
|
||||||
// Direction::Left => "left",
|
|
||||||
// Direction::Right => "right",
|
|
||||||
// };
|
|
||||||
// let moving_tiles = vec![
|
|
||||||
// SpriteAtlas::get_tile(atlas, &format!("ghost/{}/{}_{}.png", ghost_type.as_str(), moving_prefix, "a"))
|
|
||||||
// .ok_or_else(|| {
|
|
||||||
// GameError::Texture(TextureError::AtlasTileNotFound(format!(
|
|
||||||
// "ghost/{}/{}_{}.png",
|
|
||||||
// ghost_type.as_str(),
|
|
||||||
// moving_prefix,
|
|
||||||
// "a"
|
|
||||||
// )))
|
|
||||||
// })?,
|
|
||||||
// SpriteAtlas::get_tile(atlas, &format!("ghost/{}/{}_{}.png", ghost_type.as_str(), moving_prefix, "b"))
|
|
||||||
// .ok_or_else(|| {
|
|
||||||
// GameError::Texture(TextureError::AtlasTileNotFound(format!(
|
|
||||||
// "ghost/{}/{}_{}.png",
|
|
||||||
// ghost_type.as_str(),
|
|
||||||
// moving_prefix,
|
|
||||||
// "b"
|
|
||||||
// )))
|
|
||||||
// })?,
|
|
||||||
// ];
|
|
||||||
|
|
||||||
// let stopped_tiles =
|
|
||||||
// vec![
|
|
||||||
// SpriteAtlas::get_tile(atlas, &format!("ghost/{}/{}_{}.png", ghost_type.as_str(), moving_prefix, "a"))
|
|
||||||
// .ok_or_else(|| {
|
|
||||||
// GameError::Texture(TextureError::AtlasTileNotFound(format!(
|
|
||||||
// "ghost/{}/{}_{}.png",
|
|
||||||
// ghost_type.as_str(),
|
|
||||||
// moving_prefix,
|
|
||||||
// "a"
|
|
||||||
// )))
|
|
||||||
// })?,
|
|
||||||
// ];
|
|
||||||
|
|
||||||
// textures[direction.as_usize()] = Some(AnimatedTexture::new(moving_tiles, 0.2)?);
|
|
||||||
// stopped_textures[direction.as_usize()] = Some(AnimatedTexture::new(stopped_tiles, 0.1)?);
|
|
||||||
// }
|
|
||||||
|
|
||||||
// Ok(Self {
|
|
||||||
// traverser: Traverser::new(graph, start_node, Direction::Left, &can_ghost_traverse),
|
|
||||||
// ghost_type,
|
|
||||||
// texture: DirectionalAnimatedTexture::new(textures, stopped_textures),
|
|
||||||
// speed: ghost_type.base_speed(),
|
|
||||||
// })
|
|
||||||
// }
|
|
||||||
|
|
||||||
// /// Chooses a random available direction at the current intersection.
|
|
||||||
// fn choose_random_direction(&mut self, graph: &Graph) {
|
|
||||||
// let current_node = self.traverser.position.from_node_id();
|
|
||||||
// let intersection = &graph.adjacency_list[current_node];
|
|
||||||
|
|
||||||
// // Collect all available directions
|
|
||||||
// let mut available_directions = SmallVec::<[_; 4]>::new();
|
|
||||||
// for direction in Direction::DIRECTIONS {
|
|
||||||
// if let Some(edge) = intersection.get(direction) {
|
|
||||||
// if can_ghost_traverse(edge) {
|
|
||||||
// available_directions.push(direction);
|
|
||||||
// }
|
|
||||||
// }
|
|
||||||
// }
|
|
||||||
// // Choose a random direction (avoid reversing unless necessary)
|
|
||||||
// if !available_directions.is_empty() {
|
|
||||||
// let mut rng = SmallRng::from_os_rng();
|
|
||||||
|
|
||||||
// // Filter out the opposite direction if possible, but allow it if we have limited options
|
|
||||||
// let opposite = self.traverser.direction.opposite();
|
|
||||||
// let filtered_directions: Vec<_> = available_directions
|
|
||||||
// .iter()
|
|
||||||
// .filter(|&&dir| dir != opposite || available_directions.len() <= 2)
|
|
||||||
// .collect();
|
|
||||||
|
|
||||||
// if let Some(&random_direction) = filtered_directions.choose(&mut rng) {
|
|
||||||
// self.traverser.set_next_direction(*random_direction);
|
|
||||||
// }
|
|
||||||
// }
|
|
||||||
// }
|
|
||||||
|
|
||||||
// /// Calculates the shortest path from the ghost's current position to a target node using Dijkstra's algorithm.
|
|
||||||
// ///
|
|
||||||
// /// Returns a vector of NodeIds representing the path, or an error if pathfinding fails.
|
|
||||||
// /// The path includes the current node and the target node.
|
|
||||||
// pub fn calculate_path_to_target(&self, graph: &Graph, target: NodeId) -> GameResult<Vec<NodeId>> {
|
|
||||||
// let start_node = self.traverser.position.from_node_id();
|
|
||||||
|
|
||||||
// // Use Dijkstra's algorithm to find the shortest path
|
|
||||||
// let result = dijkstra(
|
|
||||||
// &start_node,
|
|
||||||
// |&node_id| {
|
|
||||||
// // Get all edges from the current node
|
|
||||||
// graph.adjacency_list[node_id]
|
|
||||||
// .edges()
|
|
||||||
// .filter(|edge| can_ghost_traverse(*edge))
|
|
||||||
// .map(|edge| (edge.target, (edge.distance * 100.0) as u32))
|
|
||||||
// .collect::<Vec<_>>()
|
|
||||||
// },
|
|
||||||
// |&node_id| node_id == target,
|
|
||||||
// );
|
|
||||||
|
|
||||||
// result.map(|(path, _cost)| path).ok_or_else(|| {
|
|
||||||
// GameError::Entity(EntityError::PathfindingFailed(format!(
|
|
||||||
// "No path found from node {} to target {}",
|
|
||||||
// start_node, target
|
|
||||||
// )))
|
|
||||||
// })
|
|
||||||
// }
|
|
||||||
|
|
||||||
// /// Returns the ghost's color for debug rendering.
|
|
||||||
// pub fn debug_color(&self) -> sdl2::pixels::Color {
|
|
||||||
// match self.ghost_type {
|
|
||||||
// GhostType::Blinky => sdl2::pixels::Color::RGB(255, 0, 0), // Red
|
|
||||||
// GhostType::Pinky => sdl2::pixels::Color::RGB(255, 182, 255), // Pink
|
|
||||||
// GhostType::Inky => sdl2::pixels::Color::RGB(0, 255, 255), // Cyan
|
|
||||||
// GhostType::Clyde => sdl2::pixels::Color::RGB(255, 182, 85), // Orange
|
|
||||||
// }
|
|
||||||
// }
|
|
||||||
// }
|
|
||||||
|
|
||||||
// impl Collidable for Ghost {
|
|
||||||
// fn position(&self) -> crate::entity::traversal::Position {
|
|
||||||
// self.traverser.position
|
|
||||||
// }
|
|
||||||
// }
|
|
||||||
@@ -1,117 +0,0 @@
|
|||||||
// use crate::{
|
|
||||||
// constants,
|
|
||||||
// entity::{collision::Collidable, graph::Graph},
|
|
||||||
// error::{EntityError, GameResult},
|
|
||||||
// texture::sprite::{Sprite, SpriteAtlas},
|
|
||||||
// };
|
|
||||||
// use sdl2::render::{Canvas, RenderTarget};
|
|
||||||
// use strum_macros::{EnumCount, EnumIter};
|
|
||||||
|
|
||||||
// #[derive(Debug, Clone, Copy, PartialEq, Eq)]
|
|
||||||
// pub enum ItemType {
|
|
||||||
// Pellet,
|
|
||||||
// Energizer,
|
|
||||||
// #[allow(dead_code)]
|
|
||||||
// Fruit {
|
|
||||||
// kind: FruitKind,
|
|
||||||
// },
|
|
||||||
// }
|
|
||||||
|
|
||||||
// impl ItemType {
|
|
||||||
// pub fn get_score(self) -> u32 {
|
|
||||||
// match self {
|
|
||||||
// ItemType::Pellet => 10,
|
|
||||||
// ItemType::Energizer => 50,
|
|
||||||
// ItemType::Fruit { kind } => kind.get_score(),
|
|
||||||
// }
|
|
||||||
// }
|
|
||||||
// }
|
|
||||||
|
|
||||||
// #[derive(Debug, Clone, Copy, PartialEq, Eq, EnumIter, EnumCount)]
|
|
||||||
// #[allow(dead_code)]
|
|
||||||
// pub enum FruitKind {
|
|
||||||
// Apple,
|
|
||||||
// Strawberry,
|
|
||||||
// Orange,
|
|
||||||
// Melon,
|
|
||||||
// Bell,
|
|
||||||
// Key,
|
|
||||||
// Galaxian,
|
|
||||||
// }
|
|
||||||
|
|
||||||
// impl FruitKind {
|
|
||||||
// #[allow(dead_code)]
|
|
||||||
// pub fn index(self) -> u8 {
|
|
||||||
// match self {
|
|
||||||
// FruitKind::Apple => 0,
|
|
||||||
// FruitKind::Strawberry => 1,
|
|
||||||
// FruitKind::Orange => 2,
|
|
||||||
// FruitKind::Melon => 3,
|
|
||||||
// FruitKind::Bell => 4,
|
|
||||||
// FruitKind::Key => 5,
|
|
||||||
// FruitKind::Galaxian => 6,
|
|
||||||
// }
|
|
||||||
// }
|
|
||||||
|
|
||||||
// pub fn get_score(self) -> u32 {
|
|
||||||
// match self {
|
|
||||||
// FruitKind::Apple => 100,
|
|
||||||
// FruitKind::Strawberry => 300,
|
|
||||||
// FruitKind::Orange => 500,
|
|
||||||
// FruitKind::Melon => 700,
|
|
||||||
// FruitKind::Bell => 1000,
|
|
||||||
// FruitKind::Key => 2000,
|
|
||||||
// FruitKind::Galaxian => 3000,
|
|
||||||
// }
|
|
||||||
// }
|
|
||||||
// }
|
|
||||||
|
|
||||||
// pub struct Item {
|
|
||||||
// pub node_index: usize,
|
|
||||||
// pub item_type: ItemType,
|
|
||||||
// pub sprite: Sprite,
|
|
||||||
// pub collected: bool,
|
|
||||||
// }
|
|
||||||
|
|
||||||
// impl Item {
|
|
||||||
// pub fn new(node_index: usize, item_type: ItemType, sprite: Sprite) -> Self {
|
|
||||||
// Self {
|
|
||||||
// node_index,
|
|
||||||
// item_type,
|
|
||||||
// sprite,
|
|
||||||
// collected: false,
|
|
||||||
// }
|
|
||||||
// }
|
|
||||||
|
|
||||||
// pub fn is_collected(&self) -> bool {
|
|
||||||
// self.collected
|
|
||||||
// }
|
|
||||||
|
|
||||||
// pub fn collect(&mut self) {
|
|
||||||
// self.collected = true;
|
|
||||||
// }
|
|
||||||
|
|
||||||
// pub fn get_score(&self) -> u32 {
|
|
||||||
// self.item_type.get_score()
|
|
||||||
// }
|
|
||||||
|
|
||||||
// pub fn render<T: RenderTarget>(&self, canvas: &mut Canvas<T>, atlas: &mut SpriteAtlas, graph: &Graph) -> GameResult<()> {
|
|
||||||
// if self.collected {
|
|
||||||
// return Ok(());
|
|
||||||
// }
|
|
||||||
|
|
||||||
// let node = graph
|
|
||||||
// .get_node(self.node_index)
|
|
||||||
// .ok_or(EntityError::NodeNotFound(self.node_index))?;
|
|
||||||
// let position = node.position + constants::BOARD_PIXEL_OFFSET.as_vec2();
|
|
||||||
|
|
||||||
// self.sprite.render(canvas, atlas, position)?;
|
|
||||||
// Ok(())
|
|
||||||
// }
|
|
||||||
// }
|
|
||||||
|
|
||||||
// impl Collidable for Item {
|
|
||||||
// fn position(&self) -> crate::entity::traversal::Position {
|
|
||||||
// crate::entity::traversal::Position::AtNode(self.node_index)
|
|
||||||
// }
|
|
||||||
// }
|
|
||||||
@@ -1,7 +0,0 @@
|
|||||||
pub mod collision;
|
|
||||||
pub mod direction;
|
|
||||||
pub mod ghost;
|
|
||||||
pub mod graph;
|
|
||||||
pub mod item;
|
|
||||||
pub mod pacman;
|
|
||||||
pub mod r#trait;
|
|
||||||
@@ -1,115 +0,0 @@
|
|||||||
// //! Pac-Man entity implementation.
|
|
||||||
// //!
|
|
||||||
// //! This module contains the main player character logic, including movement,
|
|
||||||
// //! animation, and rendering. Pac-Man moves through the game graph using
|
|
||||||
// //! a traverser and displays directional animated textures.
|
|
||||||
|
|
||||||
// use crate::entity::{
|
|
||||||
// collision::Collidable,
|
|
||||||
// direction::Direction,
|
|
||||||
// graph::{Edge, EdgePermissions, Graph, NodeId},
|
|
||||||
// r#trait::Entity,
|
|
||||||
// traversal::Traverser,
|
|
||||||
// };
|
|
||||||
// use crate::texture::animated::AnimatedTexture;
|
|
||||||
// use crate::texture::directional::DirectionalAnimatedTexture;
|
|
||||||
// use crate::texture::sprite::SpriteAtlas;
|
|
||||||
// use tracing::error;
|
|
||||||
|
|
||||||
// use crate::error::{GameError, GameResult, TextureError};
|
|
||||||
|
|
||||||
// /// Determines if Pac-Man can traverse a given edge.
|
|
||||||
// ///
|
|
||||||
// /// Pac-Man can only move through edges that allow all entities.
|
|
||||||
// fn can_pacman_traverse(edge: Edge) -> bool {
|
|
||||||
// matches!(edge.permissions, EdgePermissions::All)
|
|
||||||
// }
|
|
||||||
|
|
||||||
// /// The main player character entity.
|
|
||||||
// ///
|
|
||||||
// /// Pac-Man moves through the game world using a graph-based navigation system
|
|
||||||
// /// and displays directional animated sprites based on movement state.
|
|
||||||
// pub struct Pacman {
|
|
||||||
// /// Handles movement through the game graph
|
|
||||||
// pub traverser: Traverser,
|
|
||||||
// /// Manages directional animated textures for different movement states
|
|
||||||
// texture: DirectionalAnimatedTexture,
|
|
||||||
// }
|
|
||||||
|
|
||||||
// impl Entity for Pacman {
|
|
||||||
// fn traverser(&self) -> &Traverser {
|
|
||||||
// &self.traverser
|
|
||||||
// }
|
|
||||||
|
|
||||||
// fn traverser_mut(&mut self) -> &mut Traverser {
|
|
||||||
// &mut self.traverser
|
|
||||||
// }
|
|
||||||
|
|
||||||
// fn texture(&self) -> &DirectionalAnimatedTexture {
|
|
||||||
// &self.texture
|
|
||||||
// }
|
|
||||||
|
|
||||||
// fn texture_mut(&mut self) -> &mut DirectionalAnimatedTexture {
|
|
||||||
// &mut self.texture
|
|
||||||
// }
|
|
||||||
|
|
||||||
// fn speed(&self) -> f32 {
|
|
||||||
// 1.125
|
|
||||||
// }
|
|
||||||
|
|
||||||
// fn can_traverse(&self, edge: Edge) -> bool {
|
|
||||||
// can_pacman_traverse(edge)
|
|
||||||
// }
|
|
||||||
|
|
||||||
// fn tick(&mut self, dt: f32, graph: &Graph) {
|
|
||||||
// if let Err(e) = self.traverser.advance(graph, dt * 60.0 * 1.125, &can_pacman_traverse) {
|
|
||||||
// error!("Pac-Man movement error: {}", e);
|
|
||||||
// }
|
|
||||||
// self.texture.tick(dt);
|
|
||||||
// }
|
|
||||||
// }
|
|
||||||
|
|
||||||
// impl Pacman {
|
|
||||||
// /// Creates a new Pac-Man instance at the specified starting node.
|
|
||||||
// ///
|
|
||||||
// /// Sets up animated textures for all four directions with moving and stopped states.
|
|
||||||
// /// The moving animation cycles through open mouth, closed mouth, and full sprites.
|
|
||||||
// pub fn new(graph: &Graph, start_node: NodeId, atlas: &SpriteAtlas) -> GameResult<Self> {
|
|
||||||
// let mut textures = [None, None, None, None];
|
|
||||||
// let mut stopped_textures = [None, None, None, None];
|
|
||||||
|
|
||||||
// for direction in Direction::DIRECTIONS {
|
|
||||||
// let moving_prefix = match direction {
|
|
||||||
// Direction::Up => "pacman/up",
|
|
||||||
// Direction::Down => "pacman/down",
|
|
||||||
// Direction::Left => "pacman/left",
|
|
||||||
// Direction::Right => "pacman/right",
|
|
||||||
// };
|
|
||||||
// let moving_tiles = vec![
|
|
||||||
// SpriteAtlas::get_tile(atlas, &format!("{moving_prefix}_a.png"))
|
|
||||||
// .ok_or_else(|| GameError::Texture(TextureError::AtlasTileNotFound(format!("{moving_prefix}_a.png"))))?,
|
|
||||||
// SpriteAtlas::get_tile(atlas, &format!("{moving_prefix}_b.png"))
|
|
||||||
// .ok_or_else(|| GameError::Texture(TextureError::AtlasTileNotFound(format!("{moving_prefix}_b.png"))))?,
|
|
||||||
// SpriteAtlas::get_tile(atlas, "pacman/full.png")
|
|
||||||
// .ok_or_else(|| GameError::Texture(TextureError::AtlasTileNotFound("pacman/full.png".to_string())))?,
|
|
||||||
// ];
|
|
||||||
|
|
||||||
// let stopped_tiles = vec![SpriteAtlas::get_tile(atlas, &format!("{moving_prefix}_b.png"))
|
|
||||||
// .ok_or_else(|| GameError::Texture(TextureError::AtlasTileNotFound(format!("{moving_prefix}_b.png"))))?];
|
|
||||||
|
|
||||||
// textures[direction.as_usize()] = Some(AnimatedTexture::new(moving_tiles, 0.08)?);
|
|
||||||
// stopped_textures[direction.as_usize()] = Some(AnimatedTexture::new(stopped_tiles, 0.1)?);
|
|
||||||
// }
|
|
||||||
|
|
||||||
// Ok(Self {
|
|
||||||
// traverser: Traverser::new(graph, start_node, Direction::Left, &can_pacman_traverse),
|
|
||||||
// texture: DirectionalAnimatedTexture::new(textures, stopped_textures),
|
|
||||||
// })
|
|
||||||
// }
|
|
||||||
// }
|
|
||||||
|
|
||||||
// impl Collidable for Pacman {
|
|
||||||
// fn position(&self) -> crate::entity::traversal::Position {
|
|
||||||
// self.traverser.position
|
|
||||||
// }
|
|
||||||
// }
|
|
||||||
@@ -1,114 +0,0 @@
|
|||||||
// //! Entity trait for common movement and rendering functionality.
|
|
||||||
// //!
|
|
||||||
// //! This module defines a trait that captures the shared behavior between
|
|
||||||
// //! different game entities like Ghosts and Pac-Man, including movement,
|
|
||||||
// //! rendering, and position calculations.
|
|
||||||
|
|
||||||
// use glam::Vec2;
|
|
||||||
// use sdl2::render::{Canvas, RenderTarget};
|
|
||||||
|
|
||||||
// use crate::entity::direction::Direction;
|
|
||||||
// use crate::entity::graph::{Edge, Graph, NodeId};
|
|
||||||
// use crate::entity::traversal::{Position, Traverser};
|
|
||||||
// use crate::error::{EntityError, GameError, GameResult, TextureError};
|
|
||||||
// use crate::texture::directional::DirectionalAnimatedTexture;
|
|
||||||
// use crate::texture::sprite::SpriteAtlas;
|
|
||||||
|
|
||||||
// /// Trait defining common functionality for game entities that move through the graph.
|
|
||||||
// ///
|
|
||||||
// /// This trait provides a unified interface for entities that:
|
|
||||||
// /// - Move through the game graph using a traverser
|
|
||||||
// /// - Render using directional animated textures
|
|
||||||
// /// - Have position calculations and movement speed
|
|
||||||
// #[allow(dead_code)]
|
|
||||||
// pub trait Entity {
|
|
||||||
// /// Returns a reference to the entity's traverser for movement control.
|
|
||||||
// fn traverser(&self) -> &Traverser;
|
|
||||||
|
|
||||||
// /// Returns a mutable reference to the entity's traverser for movement control.
|
|
||||||
// fn traverser_mut(&mut self) -> &mut Traverser;
|
|
||||||
|
|
||||||
// /// Returns a reference to the entity's directional animated texture.
|
|
||||||
// fn texture(&self) -> &DirectionalAnimatedTexture;
|
|
||||||
|
|
||||||
// /// Returns a mutable reference to the entity's directional animated texture.
|
|
||||||
// fn texture_mut(&mut self) -> &mut DirectionalAnimatedTexture;
|
|
||||||
|
|
||||||
// /// Returns the movement speed multiplier for this entity.
|
|
||||||
// fn speed(&self) -> f32;
|
|
||||||
|
|
||||||
// /// Determines if this entity can traverse a given edge.
|
|
||||||
// fn can_traverse(&self, edge: Edge) -> bool;
|
|
||||||
|
|
||||||
// /// Updates the entity's position and animation state.
|
|
||||||
// ///
|
|
||||||
// /// This method advances movement through the graph and updates texture animation.
|
|
||||||
// fn tick(&mut self, dt: f32, graph: &Graph);
|
|
||||||
|
|
||||||
// /// Calculates the current pixel position in the game world.
|
|
||||||
// ///
|
|
||||||
// /// Converts the graph position to screen coordinates, accounting for
|
|
||||||
// /// the board offset and centering the sprite.
|
|
||||||
// fn get_pixel_pos(&self, graph: &Graph) -> GameResult<Vec2> {
|
|
||||||
// let pos = match self.traverser().position {
|
|
||||||
// Position::AtNode(node_id) => {
|
|
||||||
// let node = graph.get_node(node_id).ok_or(EntityError::NodeNotFound(node_id))?;
|
|
||||||
// node.position
|
|
||||||
// }
|
|
||||||
// Position::BetweenNodes { from, to, traversed } => {
|
|
||||||
// let from_node = graph.get_node(from).ok_or(EntityError::NodeNotFound(from))?;
|
|
||||||
// let to_node = graph.get_node(to).ok_or(EntityError::NodeNotFound(to))?;
|
|
||||||
// let edge = graph.find_edge(from, to).ok_or(EntityError::EdgeNotFound { from, to })?;
|
|
||||||
// from_node.position + (to_node.position - from_node.position) * (traversed / edge.distance)
|
|
||||||
// }
|
|
||||||
// };
|
|
||||||
|
|
||||||
// Ok(Vec2::new(
|
|
||||||
// pos.x + crate::constants::BOARD_PIXEL_OFFSET.x as f32,
|
|
||||||
// pos.y + crate::constants::BOARD_PIXEL_OFFSET.y as f32,
|
|
||||||
// ))
|
|
||||||
// }
|
|
||||||
|
|
||||||
// /// Returns the current node ID that the entity is at or moving towards.
|
|
||||||
// ///
|
|
||||||
// /// If the entity is at a node, returns that node ID.
|
|
||||||
// /// If the entity is between nodes, returns the node it's moving towards.
|
|
||||||
// fn current_node_id(&self) -> NodeId {
|
|
||||||
// match self.traverser().position {
|
|
||||||
// Position::AtNode(node_id) => node_id,
|
|
||||||
// Position::BetweenNodes { to, .. } => to,
|
|
||||||
// }
|
|
||||||
// }
|
|
||||||
|
|
||||||
// /// Sets the next direction for the entity to take.
|
|
||||||
// ///
|
|
||||||
// /// The direction is buffered and will be applied at the next opportunity,
|
|
||||||
// /// typically when the entity reaches a new node.
|
|
||||||
// fn set_next_direction(&mut self, direction: Direction) {
|
|
||||||
// self.traverser_mut().set_next_direction(direction);
|
|
||||||
// }
|
|
||||||
|
|
||||||
// /// Renders the entity at its current position.
|
|
||||||
// ///
|
|
||||||
// /// Draws the appropriate directional sprite based on the entity's
|
|
||||||
// /// current movement state and direction.
|
|
||||||
// fn render<T: RenderTarget>(&self, canvas: &mut Canvas<T>, atlas: &mut SpriteAtlas, graph: &Graph) -> GameResult<()> {
|
|
||||||
// let pixel_pos = self.get_pixel_pos(graph)?;
|
|
||||||
// let dest = crate::helpers::centered_with_size(
|
|
||||||
// glam::IVec2::new(pixel_pos.x as i32, pixel_pos.y as i32),
|
|
||||||
// glam::UVec2::new(16, 16),
|
|
||||||
// );
|
|
||||||
|
|
||||||
// if self.traverser().position.is_stopped() {
|
|
||||||
// self.texture()
|
|
||||||
// .render_stopped(canvas, atlas, dest, self.traverser().direction)
|
|
||||||
// .map_err(|e| GameError::Texture(TextureError::RenderFailed(e.to_string())))?;
|
|
||||||
// } else {
|
|
||||||
// self.texture()
|
|
||||||
// .render(canvas, atlas, dest, self.traverser().direction)
|
|
||||||
// .map_err(|e| GameError::Texture(TextureError::RenderFailed(e.to_string())))?;
|
|
||||||
// }
|
|
||||||
|
|
||||||
// Ok(())
|
|
||||||
// }
|
|
||||||
// }
|
|
||||||
15
src/error.rs
15
src/error.rs
@@ -31,9 +31,6 @@ pub enum GameError {
|
|||||||
#[error("Entity error: {0}")]
|
#[error("Entity error: {0}")]
|
||||||
Entity(#[from] EntityError),
|
Entity(#[from] EntityError),
|
||||||
|
|
||||||
#[error("Game state error: {0}")]
|
|
||||||
GameState(#[from] GameStateError),
|
|
||||||
|
|
||||||
#[error("SDL error: {0}")]
|
#[error("SDL error: {0}")]
|
||||||
Sdl(String),
|
Sdl(String),
|
||||||
|
|
||||||
@@ -51,6 +48,8 @@ pub enum GameError {
|
|||||||
pub enum AssetError {
|
pub enum AssetError {
|
||||||
#[error("IO error: {0}")]
|
#[error("IO error: {0}")]
|
||||||
Io(#[from] io::Error),
|
Io(#[from] io::Error),
|
||||||
|
|
||||||
|
#[allow(dead_code)]
|
||||||
#[error("Asset not found: {0}")]
|
#[error("Asset not found: {0}")]
|
||||||
NotFound(String),
|
NotFound(String),
|
||||||
}
|
}
|
||||||
@@ -109,18 +108,8 @@ pub enum EntityError {
|
|||||||
|
|
||||||
#[error("Edge not found: from {from} to {to}")]
|
#[error("Edge not found: from {from} to {to}")]
|
||||||
EdgeNotFound { from: usize, to: usize },
|
EdgeNotFound { from: usize, to: usize },
|
||||||
|
|
||||||
#[error("Invalid movement: {0}")]
|
|
||||||
InvalidMovement(String),
|
|
||||||
|
|
||||||
#[error("Pathfinding failed: {0}")]
|
|
||||||
PathfindingFailed(String),
|
|
||||||
}
|
}
|
||||||
|
|
||||||
/// Errors related to game state operations.
|
|
||||||
#[derive(thiserror::Error, Debug)]
|
|
||||||
pub enum GameStateError {}
|
|
||||||
|
|
||||||
/// Errors related to map operations.
|
/// Errors related to map operations.
|
||||||
#[derive(thiserror::Error, Debug)]
|
#[derive(thiserror::Error, Debug)]
|
||||||
pub enum MapError {
|
pub enum MapError {
|
||||||
|
|||||||
@@ -1,18 +1,37 @@
|
|||||||
use bevy_ecs::prelude::*;
|
use bevy_ecs::{entity::Entity, event::Event};
|
||||||
|
|
||||||
|
use crate::map::direction::Direction;
|
||||||
|
|
||||||
|
/// Player input commands that trigger specific game actions.
|
||||||
|
///
|
||||||
|
/// Commands are generated by the input system in response to keyboard events
|
||||||
|
/// and processed by appropriate game systems to modify state or behavior.
|
||||||
#[derive(Clone, Copy, Debug, PartialEq, Eq)]
|
#[derive(Clone, Copy, Debug, PartialEq, Eq)]
|
||||||
pub enum GameCommand {
|
pub enum GameCommand {
|
||||||
|
/// Request immediate game shutdown
|
||||||
Exit,
|
Exit,
|
||||||
MovePlayer(crate::entity::direction::Direction),
|
/// Set Pac-Man's movement direction
|
||||||
|
MovePlayer(Direction),
|
||||||
|
/// Cycle through debug visualization modes
|
||||||
ToggleDebug,
|
ToggleDebug,
|
||||||
|
/// Toggle audio mute state
|
||||||
MuteAudio,
|
MuteAudio,
|
||||||
|
/// Restart the current level with fresh entity positions and items
|
||||||
ResetLevel,
|
ResetLevel,
|
||||||
|
/// Pause or resume game ticking logic
|
||||||
TogglePause,
|
TogglePause,
|
||||||
}
|
}
|
||||||
|
|
||||||
|
/// Global events that flow through the ECS event system to coordinate game behavior.
|
||||||
|
///
|
||||||
|
/// Events enable loose coupling between systems - input generates commands, collision
|
||||||
|
/// detection reports overlaps, and various systems respond appropriately without
|
||||||
|
/// direct dependencies.
|
||||||
#[derive(Event, Clone, Copy, Debug, PartialEq, Eq)]
|
#[derive(Event, Clone, Copy, Debug, PartialEq, Eq)]
|
||||||
pub enum GameEvent {
|
pub enum GameEvent {
|
||||||
|
/// Player input command to be processed by relevant game systems
|
||||||
Command(GameCommand),
|
Command(GameCommand),
|
||||||
|
/// Physical overlap detected between two entities requiring gameplay response
|
||||||
Collision(Entity, Entity),
|
Collision(Entity, Entity),
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|||||||
@@ -3,42 +3,32 @@
|
|||||||
include!(concat!(env!("OUT_DIR"), "/atlas_data.rs"));
|
include!(concat!(env!("OUT_DIR"), "/atlas_data.rs"));
|
||||||
|
|
||||||
use crate::constants::CANVAS_SIZE;
|
use crate::constants::CANVAS_SIZE;
|
||||||
use crate::entity::direction::Direction;
|
|
||||||
use crate::error::{GameError, GameResult, TextureError};
|
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::map::direction::Direction;
|
||||||
use crate::systems::blinking::Blinking;
|
use crate::systems::blinking::Blinking;
|
||||||
use crate::systems::movement::{Movable, MovementState, Position};
|
use crate::systems::{self, ghost_collision_system, present_system, MovementModifiers};
|
||||||
|
|
||||||
|
use crate::systems::movement::{BufferedDirection, Position, Velocity};
|
||||||
|
use crate::systems::profiling::SystemId;
|
||||||
|
use crate::systems::render::RenderDirty;
|
||||||
use crate::systems::{
|
use crate::systems::{
|
||||||
audio::{audio_system, AudioEvent, AudioResource},
|
audio_system, blinking_system, collision_system, debug_render_system, directional_render_system, dirty_render_system,
|
||||||
blinking::blinking_system,
|
ghost_movement_system, hud_render_system, item_system, profile, render_system, AudioEvent, AudioResource, AudioState,
|
||||||
collision::collision_system,
|
BackbufferResource, Collider, DebugFontResource, DebugState, DebugTextureResource, DeltaTime, DirectionalAnimated,
|
||||||
components::{
|
EntityType, Frozen, Ghost, GhostBundle, GhostCollider, GlobalState, ItemBundle, ItemCollider, MapTextureResource,
|
||||||
AudioState, Collider, DeltaTime, DirectionalAnimated, EntityType, GhostBehavior, GhostBundle, GhostCollider, GhostType,
|
PacmanCollider, PlayerBundle, PlayerControlled, Renderable, ScoreResource, StartupSequence, SystemTimings,
|
||||||
GlobalState, ItemBundle, ItemCollider, PacmanCollider, PlayerBundle, PlayerControlled, RenderDirty, Renderable,
|
|
||||||
ScoreResource,
|
|
||||||
},
|
|
||||||
control::player_system,
|
|
||||||
debug::{debug_render_system, DebugState, DebugTextureResource},
|
|
||||||
ghost::ghost_ai_system,
|
|
||||||
input::input_system,
|
|
||||||
item::item_system,
|
|
||||||
movement::movement_system,
|
|
||||||
profiling::{profile, SystemTimings},
|
|
||||||
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::event::EventRegistry;
|
||||||
use bevy_ecs::system::NonSendMut;
|
use bevy_ecs::observer::Trigger;
|
||||||
use bevy_ecs::{
|
use bevy_ecs::schedule::{IntoScheduleConfigs, Schedule, SystemSet};
|
||||||
event::EventRegistry,
|
use bevy_ecs::system::ResMut;
|
||||||
observer::Trigger,
|
use bevy_ecs::world::World;
|
||||||
schedule::Schedule,
|
|
||||||
system::{Res, ResMut},
|
|
||||||
world::World,
|
|
||||||
};
|
|
||||||
use sdl2::image::LoadTexture;
|
use sdl2::image::LoadTexture;
|
||||||
use sdl2::render::{Canvas, ScaleMode, TextureCreator};
|
use sdl2::render::{BlendMode, Canvas, ScaleMode, TextureCreator};
|
||||||
|
use sdl2::rwops::RWops;
|
||||||
use sdl2::video::{Window, WindowContext};
|
use sdl2::video::{Window, WindowContext};
|
||||||
use sdl2::EventPump;
|
use sdl2::EventPump;
|
||||||
|
|
||||||
@@ -47,22 +37,45 @@ use crate::{
|
|||||||
constants,
|
constants,
|
||||||
events::GameCommand,
|
events::GameCommand,
|
||||||
map::render::MapRenderer,
|
map::render::MapRenderer,
|
||||||
systems::input::Bindings,
|
systems::input::{Bindings, CursorPosition},
|
||||||
texture::sprite::{AtlasMapper, SpriteAtlas},
|
texture::sprite::{AtlasMapper, SpriteAtlas},
|
||||||
};
|
};
|
||||||
|
|
||||||
pub mod state;
|
/// System set for all rendering systems to ensure they run after gameplay logic
|
||||||
|
#[derive(SystemSet, Debug, Hash, PartialEq, Eq, Clone)]
|
||||||
|
pub struct RenderSet;
|
||||||
|
|
||||||
/// The `Game` struct is the main entry point for the game.
|
/// Core game state manager built on the Bevy ECS architecture.
|
||||||
///
|
///
|
||||||
/// It contains the game's state and logic, and is responsible for
|
/// Orchestrates all game systems through a centralized `World` containing entities,
|
||||||
/// handling user input, updating the game state, and rendering the game.
|
/// components, and resources, while a `Schedule` defines system execution order.
|
||||||
|
/// Handles initialization of graphics resources, entity spawning, and per-frame
|
||||||
|
/// game logic coordination. SDL2 resources are stored as `NonSend` to respect
|
||||||
|
/// thread safety requirements while integrating with the ECS.
|
||||||
pub struct Game {
|
pub struct Game {
|
||||||
pub world: World,
|
pub world: World,
|
||||||
pub schedule: Schedule,
|
pub schedule: Schedule,
|
||||||
}
|
}
|
||||||
|
|
||||||
impl Game {
|
impl Game {
|
||||||
|
/// Initializes the complete game state including ECS world, graphics, and entity spawning.
|
||||||
|
///
|
||||||
|
/// Performs extensive setup: creates render targets and debug textures, loads and parses
|
||||||
|
/// the sprite atlas, renders the static map to a cached texture, builds the navigation
|
||||||
|
/// graph from the board layout, spawns Pac-Man with directional animations, creates
|
||||||
|
/// all four ghosts with their AI behavior, and places collectible items throughout
|
||||||
|
/// the maze. Registers event types and configures the system execution schedule.
|
||||||
|
///
|
||||||
|
/// # Arguments
|
||||||
|
///
|
||||||
|
/// * `canvas` - SDL2 rendering context with static lifetime for ECS storage
|
||||||
|
/// * `texture_creator` - SDL2 texture factory for creating render targets
|
||||||
|
/// * `event_pump` - SDL2 event polling interface for input handling
|
||||||
|
///
|
||||||
|
/// # Errors
|
||||||
|
///
|
||||||
|
/// Returns `GameError` for SDL2 failures, asset loading problems, atlas parsing
|
||||||
|
/// errors, or entity initialization issues.
|
||||||
pub fn new(
|
pub fn new(
|
||||||
canvas: &'static mut Canvas<Window>,
|
canvas: &'static mut Canvas<Window>,
|
||||||
texture_creator: &'static mut TextureCreator<WindowContext>,
|
texture_creator: &'static mut TextureCreator<WindowContext>,
|
||||||
@@ -70,6 +83,7 @@ impl Game {
|
|||||||
) -> GameResult<Game> {
|
) -> GameResult<Game> {
|
||||||
let mut world = World::default();
|
let mut world = World::default();
|
||||||
let mut schedule = Schedule::default();
|
let mut schedule = Schedule::default();
|
||||||
|
let ttf_context = Box::leak(Box::new(sdl2::ttf::init().map_err(|e| GameError::Sdl(e.to_string()))?));
|
||||||
|
|
||||||
EventRegistry::register_event::<GameError>(&mut world);
|
EventRegistry::register_event::<GameError>(&mut world);
|
||||||
EventRegistry::register_event::<GameEvent>(&mut world);
|
EventRegistry::register_event::<GameEvent>(&mut world);
|
||||||
@@ -90,13 +104,22 @@ impl Game {
|
|||||||
let mut debug_texture = texture_creator
|
let mut debug_texture = texture_creator
|
||||||
.create_texture_target(None, output_size.0, output_size.1)
|
.create_texture_target(None, output_size.0, output_size.1)
|
||||||
.map_err(|e| GameError::Sdl(e.to_string()))?;
|
.map_err(|e| GameError::Sdl(e.to_string()))?;
|
||||||
|
|
||||||
|
debug_texture.set_blend_mode(BlendMode::Blend);
|
||||||
debug_texture.set_scale_mode(ScaleMode::Nearest);
|
debug_texture.set_scale_mode(ScaleMode::Nearest);
|
||||||
|
|
||||||
|
let font_data = get_asset_bytes(Asset::Font)?;
|
||||||
|
let static_font_data: &'static [u8] = Box::leak(font_data.to_vec().into_boxed_slice());
|
||||||
|
let font_asset = RWops::from_bytes(static_font_data).map_err(|_| GameError::Sdl("Failed to load font".to_string()))?;
|
||||||
|
let debug_font = ttf_context
|
||||||
|
.load_font_from_rwops(font_asset, 12)
|
||||||
|
.map_err(|e| GameError::Sdl(e.to_string()))?;
|
||||||
|
|
||||||
// Initialize audio system
|
// Initialize audio system
|
||||||
let audio = crate::audio::Audio::new();
|
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::AtlasImage)?;
|
||||||
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| {
|
||||||
if e.to_string().contains("format") || e.to_string().contains("unsupported") {
|
if e.to_string().contains("format") || e.to_string().contains("unsupported") {
|
||||||
GameError::Texture(crate::error::TextureError::InvalidFormat(format!(
|
GameError::Texture(crate::error::TextureError::InvalidFormat(format!(
|
||||||
@@ -158,21 +181,17 @@ 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
|
|
||||||
},
|
},
|
||||||
|
movement_modifiers: MovementModifiers::default(),
|
||||||
|
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())))?,
|
||||||
layer: 0,
|
layer: 0,
|
||||||
visible: true,
|
|
||||||
},
|
},
|
||||||
directional_animated: DirectionalAnimated {
|
directional_animated: DirectionalAnimated {
|
||||||
textures,
|
textures,
|
||||||
@@ -185,12 +204,17 @@ impl Game {
|
|||||||
pacman_collider: PacmanCollider,
|
pacman_collider: PacmanCollider,
|
||||||
};
|
};
|
||||||
|
|
||||||
|
// Spawn player and attach initial state bundle
|
||||||
|
let player_entity = world.spawn(player).id();
|
||||||
|
world.entity_mut(player_entity).insert(Frozen);
|
||||||
|
|
||||||
world.insert_non_send_resource(atlas);
|
world.insert_non_send_resource(atlas);
|
||||||
world.insert_non_send_resource(event_pump);
|
world.insert_non_send_resource(event_pump);
|
||||||
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(DebugTextureResource(debug_texture));
|
||||||
|
world.insert_non_send_resource(DebugFontResource(debug_font));
|
||||||
world.insert_non_send_resource(AudioResource(audio));
|
world.insert_non_send_resource(AudioResource(audio));
|
||||||
|
|
||||||
world.insert_resource(map);
|
world.insert_resource(map);
|
||||||
@@ -202,6 +226,7 @@ impl Game {
|
|||||||
world.insert_resource(RenderDirty::default());
|
world.insert_resource(RenderDirty::default());
|
||||||
world.insert_resource(DebugState::default());
|
world.insert_resource(DebugState::default());
|
||||||
world.insert_resource(AudioState::default());
|
world.insert_resource(AudioState::default());
|
||||||
|
world.insert_resource(CursorPosition::default());
|
||||||
|
|
||||||
world.add_observer(
|
world.add_observer(
|
||||||
|event: Trigger<GameEvent>, mut state: ResMut<GlobalState>, _score: ResMut<ScoreResource>| {
|
|event: Trigger<GameEvent>, mut state: ResMut<GlobalState>, _score: ResMut<ScoreResource>| {
|
||||||
@@ -210,43 +235,52 @@ impl Game {
|
|||||||
}
|
}
|
||||||
},
|
},
|
||||||
);
|
);
|
||||||
schedule.add_systems(
|
|
||||||
|
let input_system = profile(SystemId::Input, systems::input::input_system);
|
||||||
|
let player_control_system = profile(SystemId::PlayerControls, systems::player_control_system);
|
||||||
|
let player_movement_system = profile(SystemId::PlayerMovement, systems::player_movement_system);
|
||||||
|
let startup_stage_system = profile(SystemId::Stage, systems::startup_stage_system);
|
||||||
|
let player_tunnel_slowdown_system = profile(SystemId::PlayerMovement, systems::player::player_tunnel_slowdown_system);
|
||||||
|
let ghost_movement_system = profile(SystemId::Ghost, ghost_movement_system);
|
||||||
|
let collision_system = profile(SystemId::Collision, collision_system);
|
||||||
|
let ghost_collision_system = profile(SystemId::GhostCollision, ghost_collision_system);
|
||||||
|
let vulnerable_tick_system = profile(SystemId::Ghost, systems::vulnerable_tick_system);
|
||||||
|
let item_system = profile(SystemId::Item, item_system);
|
||||||
|
let audio_system = profile(SystemId::Audio, audio_system);
|
||||||
|
let blinking_system = profile(SystemId::Blinking, blinking_system);
|
||||||
|
let directional_render_system = profile(SystemId::DirectionalRender, directional_render_system);
|
||||||
|
let dirty_render_system = profile(SystemId::DirtyRender, dirty_render_system);
|
||||||
|
let render_system = profile(SystemId::Render, render_system);
|
||||||
|
let hud_render_system = profile(SystemId::HudRender, hud_render_system);
|
||||||
|
let debug_render_system = profile(SystemId::DebugRender, debug_render_system);
|
||||||
|
let present_system = profile(SystemId::Present, present_system);
|
||||||
|
|
||||||
|
schedule.add_systems((
|
||||||
(
|
(
|
||||||
profile("input", input_system),
|
input_system,
|
||||||
profile("player", player_system),
|
player_control_system,
|
||||||
profile("ghost_ai", ghost_ai_system),
|
player_movement_system,
|
||||||
profile("movement", movement_system),
|
startup_stage_system,
|
||||||
profile("collision", collision_system),
|
|
||||||
profile("item", item_system),
|
|
||||||
profile("audio", audio_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(
|
|
||||||
"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(),
|
||||||
);
|
player_tunnel_slowdown_system,
|
||||||
|
ghost_movement_system,
|
||||||
|
vulnerable_tick_system,
|
||||||
|
(collision_system, ghost_collision_system, item_system).chain(),
|
||||||
|
audio_system,
|
||||||
|
blinking_system,
|
||||||
|
(
|
||||||
|
directional_render_system,
|
||||||
|
dirty_render_system,
|
||||||
|
render_system,
|
||||||
|
hud_render_system,
|
||||||
|
debug_render_system,
|
||||||
|
present_system,
|
||||||
|
)
|
||||||
|
.chain(),
|
||||||
|
));
|
||||||
|
|
||||||
// Spawn player
|
world.insert_resource(StartupSequence::new(60 * 3, 60));
|
||||||
world.spawn(player);
|
|
||||||
|
|
||||||
// Spawn ghosts
|
// Spawn ghosts
|
||||||
Self::spawn_ghosts(&mut world)?;
|
Self::spawn_ghosts(&mut world)?;
|
||||||
@@ -269,15 +303,8 @@ impl Game {
|
|||||||
};
|
};
|
||||||
|
|
||||||
let mut item = world.spawn(ItemBundle {
|
let mut item = world.spawn(ItemBundle {
|
||||||
position: Position {
|
position: Position::Stopped { node: node_id },
|
||||||
node: node_id,
|
sprite: Renderable { sprite, layer: 1 },
|
||||||
edge_progress: None,
|
|
||||||
},
|
|
||||||
sprite: Renderable {
|
|
||||||
sprite,
|
|
||||||
layer: 1,
|
|
||||||
visible: true,
|
|
||||||
},
|
|
||||||
entity_type: item_type,
|
entity_type: item_type,
|
||||||
collider: Collider { size },
|
collider: Collider { size },
|
||||||
item_collider: ItemCollider,
|
item_collider: ItemCollider,
|
||||||
@@ -294,16 +321,21 @@ impl Game {
|
|||||||
Ok(Game { world, schedule })
|
Ok(Game { world, schedule })
|
||||||
}
|
}
|
||||||
|
|
||||||
/// Spawns all four ghosts at their starting positions with appropriate textures.
|
/// Creates and spawns all four ghosts with unique AI personalities and directional animations.
|
||||||
|
///
|
||||||
|
/// # Errors
|
||||||
|
///
|
||||||
|
/// Returns `GameError::Texture` if any ghost sprite cannot be found in the atlas,
|
||||||
|
/// typically indicating missing or misnamed sprite files.
|
||||||
fn spawn_ghosts(world: &mut World) -> GameResult<()> {
|
fn spawn_ghosts(world: &mut World) -> GameResult<()> {
|
||||||
// Extract the data we need first to avoid borrow conflicts
|
// Extract the data we need first to avoid borrow conflicts
|
||||||
let ghost_start_positions = {
|
let ghost_start_positions = {
|
||||||
let map = world.resource::<Map>();
|
let map = world.resource::<Map>();
|
||||||
[
|
[
|
||||||
(GhostType::Blinky, map.start_positions.blinky),
|
(Ghost::Blinky, map.start_positions.blinky),
|
||||||
(GhostType::Pinky, map.start_positions.pinky),
|
(Ghost::Pinky, map.start_positions.pinky),
|
||||||
(GhostType::Inky, map.start_positions.inky),
|
(Ghost::Inky, map.start_positions.inky),
|
||||||
(GhostType::Clyde, map.start_positions.clyde),
|
(Ghost::Clyde, map.start_positions.clyde),
|
||||||
]
|
]
|
||||||
};
|
};
|
||||||
|
|
||||||
@@ -363,17 +395,11 @@ impl Game {
|
|||||||
}
|
}
|
||||||
|
|
||||||
GhostBundle {
|
GhostBundle {
|
||||||
ghost_type,
|
ghost: ghost_type,
|
||||||
ghost_behavior: GhostBehavior::default(),
|
position: Position::Stopped { node: start_node },
|
||||||
position: Position {
|
velocity: Velocity {
|
||||||
node: start_node,
|
|
||||||
edge_progress: None,
|
|
||||||
},
|
|
||||||
movement_state: MovementState::Stopped,
|
|
||||||
movable: Movable {
|
|
||||||
speed: ghost_type.base_speed(),
|
speed: ghost_type.base_speed(),
|
||||||
current_direction: Direction::Left,
|
direction: Direction::Left,
|
||||||
requested_direction: Some(Direction::Left), // Start with some movement
|
|
||||||
},
|
},
|
||||||
sprite: Renderable {
|
sprite: Renderable {
|
||||||
sprite: SpriteAtlas::get_tile(atlas, &format!("ghost/{}/left_a.png", ghost_type.as_str())).ok_or_else(
|
sprite: SpriteAtlas::get_tile(atlas, &format!("ghost/{}/left_a.png", ghost_type.as_str())).ok_or_else(
|
||||||
@@ -385,7 +411,6 @@ impl Game {
|
|||||||
},
|
},
|
||||||
)?,
|
)?,
|
||||||
layer: 0,
|
layer: 0,
|
||||||
visible: true,
|
|
||||||
},
|
},
|
||||||
directional_animated: DirectionalAnimated {
|
directional_animated: DirectionalAnimated {
|
||||||
textures,
|
textures,
|
||||||
@@ -399,15 +424,27 @@ impl Game {
|
|||||||
}
|
}
|
||||||
};
|
};
|
||||||
|
|
||||||
world.spawn(ghost);
|
world.spawn(ghost).insert(Frozen);
|
||||||
}
|
}
|
||||||
|
|
||||||
Ok(())
|
Ok(())
|
||||||
}
|
}
|
||||||
|
|
||||||
/// Ticks the game state.
|
/// Executes one frame of game logic by running all scheduled ECS systems.
|
||||||
///
|
///
|
||||||
/// Returns true if the game should exit.
|
/// Updates the world's delta time resource and runs the complete system pipeline:
|
||||||
|
/// input processing, entity movement, collision detection, item collection,
|
||||||
|
/// audio playback, animation updates, and rendering. Each system operates on
|
||||||
|
/// relevant entities and modifies world state, with the schedule ensuring
|
||||||
|
/// proper execution order and data dependencies.
|
||||||
|
///
|
||||||
|
/// # Arguments
|
||||||
|
///
|
||||||
|
/// * `dt` - Frame delta time in seconds for time-based animations and movement
|
||||||
|
///
|
||||||
|
/// # Returns
|
||||||
|
///
|
||||||
|
/// `true` if the game should terminate (exit command received), `false` to continue
|
||||||
pub fn tick(&mut self, dt: f32) -> bool {
|
pub fn tick(&mut self, dt: f32) -> bool {
|
||||||
self.world.insert_resource(DeltaTime(dt));
|
self.world.insert_resource(DeltaTime(dt));
|
||||||
|
|
||||||
@@ -422,112 +459,6 @@ impl Game {
|
|||||||
state.exit
|
state.exit
|
||||||
}
|
}
|
||||||
|
|
||||||
// fn check_collisions(&mut self) {
|
|
||||||
// // Check Pac-Man vs Items
|
|
||||||
// let potential_collisions = self
|
|
||||||
// .state
|
|
||||||
// .collision_system
|
|
||||||
// .potential_collisions(&self.state.pacman.position());
|
|
||||||
|
|
||||||
// for entity_id in potential_collisions {
|
|
||||||
// if entity_id != self.state.pacman_id {
|
|
||||||
// // Check if this is an item collision
|
|
||||||
// if let Some(item_index) = self.find_item_by_id(entity_id) {
|
|
||||||
// let item = &mut self.state.items[item_index];
|
|
||||||
// if !item.is_collected() {
|
|
||||||
// item.collect();
|
|
||||||
// self.state.score += item.get_score();
|
|
||||||
// self.state.audio.eat();
|
|
||||||
|
|
||||||
// // Handle energizer effects
|
|
||||||
// if matches!(item.item_type, crate::entity::item::ItemType::Energizer) {
|
|
||||||
// // TODO: Make ghosts frightened
|
|
||||||
// tracing::info!("Energizer collected! Ghosts should become frightened.");
|
|
||||||
// }
|
|
||||||
// }
|
|
||||||
// }
|
|
||||||
|
|
||||||
// // Check if this is a ghost collision
|
|
||||||
// if let Some(_ghost_index) = self.find_ghost_by_id(entity_id) {
|
|
||||||
// // TODO: Handle Pac-Man being eaten by ghost
|
|
||||||
// tracing::info!("Pac-Man collided with ghost!");
|
|
||||||
// }
|
|
||||||
// }
|
|
||||||
// }
|
|
||||||
// }
|
|
||||||
|
|
||||||
// fn find_item_by_id(&self, entity_id: EntityId) -> Option<usize> {
|
|
||||||
// self.state.item_ids.iter().position(|&id| id == entity_id)
|
|
||||||
// }
|
|
||||||
|
|
||||||
// fn find_ghost_by_id(&self, entity_id: EntityId) -> Option<usize> {
|
|
||||||
// self.state.ghost_ids.iter().position(|&id| id == entity_id)
|
|
||||||
// }
|
|
||||||
|
|
||||||
// pub fn draw<T: sdl2::render::RenderTarget>(&mut self, canvas: &mut Canvas<T>, backbuffer: &mut Texture) -> GameResult<()> {
|
|
||||||
// // Only render the map texture once and cache it
|
|
||||||
// if !self.state.map_rendered {
|
|
||||||
// let mut map_texture = self
|
|
||||||
// .state
|
|
||||||
// .texture_creator
|
|
||||||
// .create_texture_target(None, constants::CANVAS_SIZE.x, constants::CANVAS_SIZE.y)
|
|
||||||
// .map_err(|e| crate::error::GameError::Sdl(e.to_string()))?;
|
|
||||||
|
|
||||||
// canvas
|
|
||||||
// .with_texture_canvas(&mut map_texture, |map_canvas| {
|
|
||||||
// let mut map_tiles = Vec::with_capacity(35);
|
|
||||||
// for i in 0..35 {
|
|
||||||
// let tile_name = format!("maze/tiles/{}.png", i);
|
|
||||||
// let tile = SpriteAtlas::get_tile(&self.state.atlas, &tile_name).unwrap();
|
|
||||||
// map_tiles.push(tile);
|
|
||||||
// }
|
|
||||||
// MapRenderer::render_map(map_canvas, &mut self.state.atlas, &mut map_tiles);
|
|
||||||
// })
|
|
||||||
// .map_err(|e| crate::error::GameError::Sdl(e.to_string()))?;
|
|
||||||
// self.state.map_texture = Some(map_texture);
|
|
||||||
// self.state.map_rendered = true;
|
|
||||||
// }
|
|
||||||
|
|
||||||
// canvas.set_draw_color(Color::BLACK);
|
|
||||||
// canvas.clear();
|
|
||||||
// if let Some(ref map_texture) = self.state.map_texture {
|
|
||||||
// canvas.copy(map_texture, None, None).unwrap();
|
|
||||||
// }
|
|
||||||
|
|
||||||
// // Render all items
|
|
||||||
// for item in &self.state.items {
|
|
||||||
// if let Err(e) = item.render(canvas, &mut self.state.atlas, &self.state.map.graph) {
|
|
||||||
// tracing::error!("Failed to render item: {}", e);
|
|
||||||
// }
|
|
||||||
// }
|
|
||||||
|
|
||||||
// // Render all ghosts
|
|
||||||
// for ghost in &self.state.ghosts {
|
|
||||||
// if let Err(e) = ghost.render(canvas, &mut self.state.atlas, &self.state.map.graph) {
|
|
||||||
// tracing::error!("Failed to render ghost: {}", e);
|
|
||||||
// }
|
|
||||||
// }
|
|
||||||
|
|
||||||
// if let Err(e) = self.state.pacman.render(canvas, &mut self.state.atlas, &self.state.map.graph) {
|
|
||||||
// tracing::error!("Failed to render pacman: {}", e);
|
|
||||||
// }
|
|
||||||
|
|
||||||
// if self.state.debug_mode {
|
|
||||||
// if let Err(e) =
|
|
||||||
// self.state
|
|
||||||
// .map
|
|
||||||
// .debug_render_with_cursor(canvas, &mut self.state.text_texture, &mut self.state.atlas, cursor_pos)
|
|
||||||
// {
|
|
||||||
// tracing::error!("Failed to render debug cursor: {}", e);
|
|
||||||
// }
|
|
||||||
// self.render_pathfinding_debug(canvas)?;
|
|
||||||
// }
|
|
||||||
// self.draw_hud(canvas)?;
|
|
||||||
// canvas.present();
|
|
||||||
|
|
||||||
// Ok(())
|
|
||||||
// }
|
|
||||||
|
|
||||||
// /// Renders pathfinding debug lines from each ghost to Pac-Man.
|
// /// Renders pathfinding debug lines from each ghost to Pac-Man.
|
||||||
// ///
|
// ///
|
||||||
// /// Each ghost's path is drawn in its respective color with a small offset
|
// /// Each ghost's path is drawn in its respective color with a small offset
|
||||||
@@ -591,42 +522,4 @@ impl Game {
|
|||||||
|
|
||||||
// Ok(())
|
// Ok(())
|
||||||
// }
|
// }
|
||||||
|
|
||||||
// fn draw_hud<T: sdl2::render::RenderTarget>(&mut self, canvas: &mut Canvas<T>) -> GameResult<()> {
|
|
||||||
// let lives = 3;
|
|
||||||
// let score_text = format!("{:02}", self.state.score);
|
|
||||||
// let x_offset = 4;
|
|
||||||
// let y_offset = 2;
|
|
||||||
// let lives_offset = 3;
|
|
||||||
// let score_offset = 7 - (score_text.len() as i32);
|
|
||||||
// self.state.text_texture.set_scale(1.0);
|
|
||||||
// if let Err(e) = self.state.text_texture.render(
|
|
||||||
// canvas,
|
|
||||||
// &mut self.state.atlas,
|
|
||||||
// &format!("{lives}UP HIGH SCORE "),
|
|
||||||
// glam::UVec2::new(8 * lives_offset as u32 + x_offset, y_offset),
|
|
||||||
// ) {
|
|
||||||
// tracing::error!("Failed to render HUD text: {}", e);
|
|
||||||
// }
|
|
||||||
// if let Err(e) = self.state.text_texture.render(
|
|
||||||
// canvas,
|
|
||||||
// &mut self.state.atlas,
|
|
||||||
// &score_text,
|
|
||||||
// glam::UVec2::new(8 * score_offset as u32 + x_offset, 8 + y_offset),
|
|
||||||
// ) {
|
|
||||||
// tracing::error!("Failed to render score text: {}", e);
|
|
||||||
// }
|
|
||||||
|
|
||||||
// // Display FPS information in top-left corner
|
|
||||||
// // let fps_text = format!("FPS: {:.1} (1s) / {:.1} (10s)", self.fps_1s, self.fps_10s);
|
|
||||||
// // self.render_text_on(
|
|
||||||
// // canvas,
|
|
||||||
// // &*texture_creator,
|
|
||||||
// // &fps_text,
|
|
||||||
// // IVec2::new(10, 10),
|
|
||||||
// // Color::RGB(255, 255, 0), // Yellow color for FPS display
|
|
||||||
// // );
|
|
||||||
|
|
||||||
// Ok(())
|
|
||||||
// }
|
|
||||||
}
|
}
|
||||||
@@ -1,153 +0,0 @@
|
|||||||
// use std::collections::VecDeque;
|
|
||||||
|
|
||||||
// use sdl2::{
|
|
||||||
// image::LoadTexture,
|
|
||||||
// render::{Texture, TextureCreator},
|
|
||||||
// video::WindowContext,
|
|
||||||
// };
|
|
||||||
// use smallvec::SmallVec;
|
|
||||||
|
|
||||||
// use crate::{
|
|
||||||
// asset::{get_asset_bytes, Asset},
|
|
||||||
// audio::Audio,
|
|
||||||
// constants::RAW_BOARD,
|
|
||||||
// entity::{
|
|
||||||
// collision::{Collidable, CollisionSystem, EntityId},
|
|
||||||
// ghost::{Ghost, GhostType},
|
|
||||||
// item::Item,
|
|
||||||
// pacman::Pacman,
|
|
||||||
// },
|
|
||||||
// error::{GameError, GameResult, TextureError},
|
|
||||||
// game::events::GameEvent,
|
|
||||||
// map::builder::Map,
|
|
||||||
// texture::{
|
|
||||||
// sprite::{AtlasMapper, SpriteAtlas},
|
|
||||||
// text::TextTexture,
|
|
||||||
// },
|
|
||||||
// };
|
|
||||||
|
|
||||||
// include!(concat!(env!("OUT_DIR"), "/atlas_data.rs"));
|
|
||||||
|
|
||||||
// /// The `GameState` struct holds all the essential data for the game.
|
|
||||||
// ///
|
|
||||||
// /// This includes the score, map, entities (Pac-Man, ghosts, items),
|
|
||||||
// /// collision system, and rendering resources. By centralizing the game's state,
|
|
||||||
// /// we can cleanly separate it from the game's logic, making it easier to manage
|
|
||||||
// /// and reason about.
|
|
||||||
// pub struct GameState {
|
|
||||||
// pub paused: bool,
|
|
||||||
|
|
||||||
// pub score: u32,
|
|
||||||
// pub map: Map,
|
|
||||||
// pub pacman: Pacman,
|
|
||||||
// pub pacman_id: EntityId,
|
|
||||||
// pub ghosts: SmallVec<[Ghost; 4]>,
|
|
||||||
// pub ghost_ids: SmallVec<[EntityId; 4]>,
|
|
||||||
// pub items: Vec<Item>,
|
|
||||||
// pub item_ids: Vec<EntityId>,
|
|
||||||
// pub debug_mode: bool,
|
|
||||||
// pub event_queue: VecDeque<GameEvent>,
|
|
||||||
|
|
||||||
// // Collision system
|
|
||||||
// pub(crate) collision_system: CollisionSystem,
|
|
||||||
|
|
||||||
// // Rendering resources
|
|
||||||
// pub(crate) atlas: SpriteAtlas,
|
|
||||||
// pub(crate) text_texture: TextTexture,
|
|
||||||
|
|
||||||
// // Audio
|
|
||||||
// pub audio: Audio,
|
|
||||||
|
|
||||||
// // Map texture pre-rendering
|
|
||||||
// pub(crate) map_texture: Option<Texture<'static>>,
|
|
||||||
// pub(crate) map_rendered: bool,
|
|
||||||
// pub(crate) texture_creator: &'static TextureCreator<WindowContext>,
|
|
||||||
// }
|
|
||||||
|
|
||||||
// impl GameState {
|
|
||||||
// /// Creates a new `GameState` by initializing all the game's data.
|
|
||||||
// ///
|
|
||||||
// /// This function sets up the map, Pac-Man, ghosts, items, collision system,
|
|
||||||
// /// and all rendering resources required to start the game. It returns a `GameResult`
|
|
||||||
// /// to handle any potential errors during initialization.
|
|
||||||
// pub fn new(texture_creator: &'static TextureCreator<WindowContext>) -> GameResult<Self> {
|
|
||||||
// let map = Map::new(RAW_BOARD)?;
|
|
||||||
|
|
||||||
// let start_node = map.start_positions.pacman;
|
|
||||||
|
|
||||||
// let atlas_bytes = get_asset_bytes(Asset::Atlas)?;
|
|
||||||
// let atlas_texture = texture_creator.load_texture_bytes(&atlas_bytes).map_err(|e| {
|
|
||||||
// if e.to_string().contains("format") || e.to_string().contains("unsupported") {
|
|
||||||
// GameError::Texture(TextureError::InvalidFormat(format!("Unsupported texture format: {e}")))
|
|
||||||
// } else {
|
|
||||||
// GameError::Texture(TextureError::LoadFailed(e.to_string()))
|
|
||||||
// }
|
|
||||||
// })?;
|
|
||||||
|
|
||||||
// let atlas_mapper = AtlasMapper {
|
|
||||||
// frames: ATLAS_FRAMES.into_iter().map(|(k, v)| (k.to_string(), *v)).collect(),
|
|
||||||
// };
|
|
||||||
// let atlas = SpriteAtlas::new(atlas_texture, atlas_mapper);
|
|
||||||
|
|
||||||
// let text_texture = TextTexture::new(1.0);
|
|
||||||
// let audio = Audio::new();
|
|
||||||
// let pacman = Pacman::new(&map.graph, start_node, &atlas)?;
|
|
||||||
|
|
||||||
// // Generate items (pellets and energizers)
|
|
||||||
// let items = map.generate_items(&atlas)?;
|
|
||||||
|
|
||||||
// // Initialize collision system
|
|
||||||
// let mut collision_system = CollisionSystem::default();
|
|
||||||
|
|
||||||
// // Register Pac-Man
|
|
||||||
// let pacman_id = collision_system.register_entity(pacman.position());
|
|
||||||
|
|
||||||
// // Register items
|
|
||||||
// let item_ids = items
|
|
||||||
// .iter()
|
|
||||||
// .map(|item| collision_system.register_entity(item.position()))
|
|
||||||
// .collect();
|
|
||||||
|
|
||||||
// // Create and register ghosts
|
|
||||||
// let ghosts = [GhostType::Blinky, GhostType::Pinky, GhostType::Inky, GhostType::Clyde]
|
|
||||||
// .iter()
|
|
||||||
// .zip(
|
|
||||||
// [
|
|
||||||
// map.start_positions.blinky,
|
|
||||||
// map.start_positions.pinky,
|
|
||||||
// map.start_positions.inky,
|
|
||||||
// map.start_positions.clyde,
|
|
||||||
// ]
|
|
||||||
// .iter(),
|
|
||||||
// )
|
|
||||||
// .map(|(ghost_type, start_node)| Ghost::new(&map.graph, *start_node, *ghost_type, &atlas))
|
|
||||||
// .collect::<GameResult<SmallVec<[_; 4]>>>()?;
|
|
||||||
|
|
||||||
// // Register ghosts
|
|
||||||
// let ghost_ids = ghosts
|
|
||||||
// .iter()
|
|
||||||
// .map(|ghost| collision_system.register_entity(ghost.position()))
|
|
||||||
// .collect();
|
|
||||||
|
|
||||||
// Ok(Self {
|
|
||||||
// paused: false,
|
|
||||||
// map,
|
|
||||||
// atlas,
|
|
||||||
// pacman,
|
|
||||||
// pacman_id,
|
|
||||||
// ghosts,
|
|
||||||
// ghost_ids,
|
|
||||||
// items,
|
|
||||||
// item_ids,
|
|
||||||
// text_texture,
|
|
||||||
// audio,
|
|
||||||
// score: 0,
|
|
||||||
// debug_mode: false,
|
|
||||||
// collision_system,
|
|
||||||
// map_texture: None,
|
|
||||||
// map_rendered: false,
|
|
||||||
// texture_creator,
|
|
||||||
// event_queue: VecDeque::new(),
|
|
||||||
// })
|
|
||||||
// }
|
|
||||||
// }
|
|
||||||
@@ -1,10 +0,0 @@
|
|||||||
use glam::{IVec2, UVec2};
|
|
||||||
use sdl2::rect::Rect;
|
|
||||||
|
|
||||||
pub fn centered_with_size(pixel_pos: IVec2, size: UVec2) -> Rect {
|
|
||||||
// Ensure the position doesn't cause integer overflow when centering
|
|
||||||
let x = pixel_pos.x.saturating_sub(size.x as i32 / 2);
|
|
||||||
let y = pixel_pos.y.saturating_sub(size.y as i32 / 2);
|
|
||||||
|
|
||||||
Rect::new(x, y, size.x, size.y)
|
|
||||||
}
|
|
||||||
@@ -4,11 +4,9 @@ pub mod app;
|
|||||||
pub mod asset;
|
pub mod asset;
|
||||||
pub mod audio;
|
pub mod audio;
|
||||||
pub mod constants;
|
pub mod constants;
|
||||||
pub mod entity;
|
|
||||||
pub mod error;
|
pub mod error;
|
||||||
pub mod events;
|
pub mod events;
|
||||||
pub mod game;
|
pub mod game;
|
||||||
pub mod helpers;
|
|
||||||
pub mod map;
|
pub mod map;
|
||||||
pub mod platform;
|
pub mod platform;
|
||||||
pub mod systems;
|
pub mod systems;
|
||||||
|
|||||||
@@ -10,11 +10,9 @@ mod asset;
|
|||||||
mod audio;
|
mod audio;
|
||||||
mod constants;
|
mod constants;
|
||||||
|
|
||||||
mod entity;
|
|
||||||
mod error;
|
mod error;
|
||||||
mod events;
|
mod events;
|
||||||
mod game;
|
mod game;
|
||||||
mod helpers;
|
|
||||||
mod map;
|
mod map;
|
||||||
mod platform;
|
mod platform;
|
||||||
mod systems;
|
mod systems;
|
||||||
|
|||||||
@@ -1,38 +1,47 @@
|
|||||||
//! Map construction and building functionality.
|
//! Map construction and building functionality.
|
||||||
use crate::constants::{MapTile, BOARD_CELL_SIZE, CELL_SIZE};
|
use crate::constants::{MapTile, BOARD_CELL_SIZE, CELL_SIZE};
|
||||||
use crate::entity::direction::Direction;
|
use crate::map::direction::Direction;
|
||||||
use crate::entity::graph::{Graph, Node, TraversalFlags};
|
use crate::map::graph::{Graph, Node, TraversalFlags};
|
||||||
use crate::map::parser::MapTileParser;
|
use crate::map::parser::MapTileParser;
|
||||||
use crate::map::render::MapRenderer;
|
|
||||||
use crate::systems::movement::NodeId;
|
use crate::systems::movement::NodeId;
|
||||||
use crate::texture::sprite::SpriteAtlas;
|
|
||||||
use bevy_ecs::resource::Resource;
|
use bevy_ecs::resource::Resource;
|
||||||
use glam::{IVec2, Vec2};
|
use glam::{IVec2, Vec2};
|
||||||
use sdl2::render::{Canvas, RenderTarget};
|
|
||||||
use std::collections::{HashMap, VecDeque};
|
use std::collections::{HashMap, VecDeque};
|
||||||
use tracing::debug;
|
use tracing::debug;
|
||||||
|
|
||||||
use crate::error::{GameResult, MapError};
|
use crate::error::{GameResult, MapError};
|
||||||
|
|
||||||
/// The starting positions of the entities in the game.
|
/// Predefined spawn locations for all game entities within the navigation graph.
|
||||||
|
///
|
||||||
|
/// These positions are determined during map parsing and graph construction.
|
||||||
pub struct NodePositions {
|
pub struct NodePositions {
|
||||||
|
/// Pac-Man's starting position in the lower section of the maze
|
||||||
pub pacman: NodeId,
|
pub pacman: NodeId,
|
||||||
|
/// Blinky starts at the ghost house entrance
|
||||||
pub blinky: NodeId,
|
pub blinky: NodeId,
|
||||||
|
/// Pinky starts in the left area of the ghost house
|
||||||
pub pinky: NodeId,
|
pub pinky: NodeId,
|
||||||
|
/// Inky starts in the right area of the ghost house
|
||||||
pub inky: NodeId,
|
pub inky: NodeId,
|
||||||
|
/// Clyde starts in the center of the ghost house
|
||||||
pub clyde: NodeId,
|
pub clyde: NodeId,
|
||||||
}
|
}
|
||||||
|
|
||||||
/// The main map structure containing the game board and navigation graph.
|
/// Complete maze representation combining visual layout with navigation pathfinding.
|
||||||
|
///
|
||||||
|
/// Transforms the ASCII board layout into a fully connected navigation graph
|
||||||
|
/// while preserving tile-based collision and rendering data. The graph enables
|
||||||
|
/// smooth entity movement with proper pathfinding, while the grid mapping allows
|
||||||
|
/// efficient spatial queries and debug visualization.
|
||||||
#[derive(Resource)]
|
#[derive(Resource)]
|
||||||
pub struct Map {
|
pub struct Map {
|
||||||
/// The node map for entity movement.
|
/// Connected graph of navigable positions.
|
||||||
pub graph: Graph,
|
pub graph: Graph,
|
||||||
/// A mapping from grid positions to node IDs.
|
/// Bidirectional mapping between 2D grid coordinates and graph node indices.
|
||||||
pub grid_to_node: HashMap<IVec2, NodeId>,
|
pub grid_to_node: HashMap<IVec2, NodeId>,
|
||||||
/// A mapping of the starting positions of the entities.
|
/// Predetermined spawn locations for all game entities
|
||||||
pub start_positions: NodePositions,
|
pub start_positions: NodePositions,
|
||||||
/// The raw tile data for the map.
|
/// 2D array of tile types for collision detection and rendering
|
||||||
tiles: [[MapTile; BOARD_CELL_SIZE.y as usize]; BOARD_CELL_SIZE.x as usize],
|
tiles: [[MapTile; BOARD_CELL_SIZE.y as usize]; BOARD_CELL_SIZE.x as usize],
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -165,21 +174,29 @@ impl Map {
|
|||||||
})
|
})
|
||||||
}
|
}
|
||||||
|
|
||||||
/// Renders a debug visualization with cursor-based highlighting.
|
/// Returns the `MapTile` at a given node id.
|
||||||
///
|
pub fn tile_at_node(&self, node_id: NodeId) -> Option<MapTile> {
|
||||||
/// This function provides interactive debugging by highlighting the nearest node
|
// reverse lookup: node -> grid
|
||||||
/// to the cursor, showing its ID, and highlighting its connections.
|
for (grid_pos, id) in &self.grid_to_node {
|
||||||
pub fn debug_render_with_cursor<T: RenderTarget>(
|
if *id == node_id {
|
||||||
&self,
|
return Some(self.tiles[grid_pos.x as usize][grid_pos.y as usize]);
|
||||||
canvas: &mut Canvas<T>,
|
}
|
||||||
text_renderer: &mut crate::texture::text::TextTexture,
|
}
|
||||||
atlas: &mut SpriteAtlas,
|
None
|
||||||
cursor_pos: glam::Vec2,
|
|
||||||
) -> GameResult<()> {
|
|
||||||
MapRenderer::debug_render_with_cursor(&self.graph, canvas, text_renderer, atlas, cursor_pos)
|
|
||||||
}
|
}
|
||||||
|
|
||||||
/// Builds the house structure in the graph.
|
/// Constructs the ghost house area with restricted access and internal navigation.
|
||||||
|
///
|
||||||
|
/// Creates a multi-level ghost house with entrance control, internal movement
|
||||||
|
/// areas, and starting positions for each ghost. The house entrance uses
|
||||||
|
/// ghost-only traversal flags to prevent Pac-Man from entering while allowing
|
||||||
|
/// ghosts to exit. Internal nodes are arranged in vertical lines to provide
|
||||||
|
/// distinct starting areas for each ghost character.
|
||||||
|
///
|
||||||
|
/// # Returns
|
||||||
|
///
|
||||||
|
/// Tuple of node IDs: (house_entrance, left_center, center_center, right_center)
|
||||||
|
/// representing the four key positions within the ghost house structure.
|
||||||
fn build_house(
|
fn build_house(
|
||||||
graph: &mut Graph,
|
graph: &mut Graph,
|
||||||
grid_to_node: &HashMap<IVec2, NodeId>,
|
grid_to_node: &HashMap<IVec2, NodeId>,
|
||||||
@@ -313,7 +330,10 @@ impl Map {
|
|||||||
))
|
))
|
||||||
}
|
}
|
||||||
|
|
||||||
/// Builds the tunnel connections in the graph.
|
/// Creates horizontal tunnel portals for instant teleportation across the maze.
|
||||||
|
///
|
||||||
|
/// Establishes the tunnel system that allows entities to instantly travel from the left edge of the maze to the right edge.
|
||||||
|
/// Creates hidden intermediate nodes beyond the visible tunnel entrances and connects them with zero-distance edges for instantaneous traversal.
|
||||||
fn build_tunnels(
|
fn build_tunnels(
|
||||||
graph: &mut Graph,
|
graph: &mut Graph,
|
||||||
grid_to_node: &HashMap<IVec2, NodeId>,
|
grid_to_node: &HashMap<IVec2, NodeId>,
|
||||||
|
|||||||
@@ -218,11 +218,6 @@ impl Graph {
|
|||||||
self.nodes.get(id)
|
self.nodes.get(id)
|
||||||
}
|
}
|
||||||
|
|
||||||
/// Returns the total number of nodes in the graph.
|
|
||||||
pub fn node_count(&self) -> usize {
|
|
||||||
self.nodes.len()
|
|
||||||
}
|
|
||||||
|
|
||||||
/// Returns an iterator over all nodes in the graph.
|
/// Returns an iterator over all nodes in the graph.
|
||||||
pub fn nodes(&self) -> impl Iterator<Item = &Node> {
|
pub fn nodes(&self) -> impl Iterator<Item = &Node> {
|
||||||
self.nodes.iter()
|
self.nodes.iter()
|
||||||
@@ -1,6 +1,8 @@
|
|||||||
//! This module defines the game map and provides functions for interacting with it.
|
//! This module defines the game map and provides functions for interacting with it.
|
||||||
|
|
||||||
pub mod builder;
|
pub mod builder;
|
||||||
|
pub mod direction;
|
||||||
|
pub mod graph;
|
||||||
pub mod layout;
|
pub mod layout;
|
||||||
pub mod parser;
|
pub mod parser;
|
||||||
pub mod render;
|
pub mod render;
|
||||||
|
|||||||
@@ -4,16 +4,21 @@ use crate::constants::{MapTile, BOARD_CELL_SIZE};
|
|||||||
use crate::error::ParseError;
|
use crate::error::ParseError;
|
||||||
use glam::IVec2;
|
use glam::IVec2;
|
||||||
|
|
||||||
/// Represents the parsed data from a raw board layout.
|
/// Structured representation of parsed ASCII board layout with extracted special positions.
|
||||||
|
///
|
||||||
|
/// Contains the complete board state after character-to-tile conversion, along with
|
||||||
|
/// the locations of special gameplay elements that require additional processing
|
||||||
|
/// during graph construction. Special positions are extracted during parsing to
|
||||||
|
/// enable proper map builder initialization.
|
||||||
#[derive(Debug)]
|
#[derive(Debug)]
|
||||||
pub struct ParsedMap {
|
pub struct ParsedMap {
|
||||||
/// The parsed tile layout.
|
/// 2D array of tiles converted from ASCII characters
|
||||||
pub tiles: [[MapTile; BOARD_CELL_SIZE.y as usize]; BOARD_CELL_SIZE.x as usize],
|
pub tiles: [[MapTile; BOARD_CELL_SIZE.y as usize]; BOARD_CELL_SIZE.x as usize],
|
||||||
/// The positions of the house door tiles.
|
/// Two positions marking the ghost house entrance (represented by '=' characters)
|
||||||
pub house_door: [Option<IVec2>; 2],
|
pub house_door: [Option<IVec2>; 2],
|
||||||
/// The positions of the tunnel end tiles.
|
/// Two positions marking tunnel portals for wraparound teleportation ('T' characters)
|
||||||
pub tunnel_ends: [Option<IVec2>; 2],
|
pub tunnel_ends: [Option<IVec2>; 2],
|
||||||
/// Pac-Man's starting position.
|
/// Starting position for Pac-Man (marked by 'X' character in the layout)
|
||||||
pub pacman_start: Option<IVec2>,
|
pub pacman_start: Option<IVec2>,
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -21,15 +26,18 @@ pub struct ParsedMap {
|
|||||||
pub struct MapTileParser;
|
pub struct MapTileParser;
|
||||||
|
|
||||||
impl MapTileParser {
|
impl MapTileParser {
|
||||||
/// Parses a single character into a map tile.
|
/// Converts ASCII characters from the board layout into corresponding tile types.
|
||||||
///
|
///
|
||||||
/// # Arguments
|
/// Interprets the character-based maze representation: walls (`#`), collectible
|
||||||
|
/// pellets (`.` and `o`), traversable spaces (` `), tunnel entrances (`T`),
|
||||||
|
/// ghost house doors (`=`), and entity spawn markers (`X`). Special characters
|
||||||
|
/// that don't represent tiles in the final map (like spawn markers) are
|
||||||
|
/// converted to `Empty` tiles while their positions are tracked separately.
|
||||||
///
|
///
|
||||||
/// * `c` - The character to parse
|
/// # Errors
|
||||||
///
|
///
|
||||||
/// # Returns
|
/// Returns `ParseError::UnknownCharacter` for any character not defined
|
||||||
///
|
/// in the game's ASCII art vocabulary.
|
||||||
/// The parsed map tile, or an error if the character is unknown.
|
|
||||||
pub fn parse_character(c: char) -> Result<MapTile, ParseError> {
|
pub fn parse_character(c: char) -> Result<MapTile, ParseError> {
|
||||||
match c {
|
match c {
|
||||||
'#' => Ok(MapTile::Wall),
|
'#' => Ok(MapTile::Wall),
|
||||||
|
|||||||
@@ -3,14 +3,10 @@
|
|||||||
use crate::constants::{BOARD_CELL_OFFSET, CELL_SIZE};
|
use crate::constants::{BOARD_CELL_OFFSET, CELL_SIZE};
|
||||||
use crate::map::layout::TILE_MAP;
|
use crate::map::layout::TILE_MAP;
|
||||||
use crate::texture::sprite::{AtlasTile, SpriteAtlas};
|
use crate::texture::sprite::{AtlasTile, SpriteAtlas};
|
||||||
use crate::texture::text::TextTexture;
|
|
||||||
use glam::Vec2;
|
|
||||||
use sdl2::pixels::Color;
|
use sdl2::pixels::Color;
|
||||||
use sdl2::rect::{Point, Rect};
|
use sdl2::rect::Rect;
|
||||||
use sdl2::render::{Canvas, RenderTarget};
|
use sdl2::render::{Canvas, RenderTarget};
|
||||||
|
|
||||||
use crate::error::{EntityError, GameError, GameResult};
|
|
||||||
|
|
||||||
/// Handles rendering operations for the map.
|
/// Handles rendering operations for the map.
|
||||||
pub struct MapRenderer;
|
pub struct MapRenderer;
|
||||||
|
|
||||||
@@ -37,111 +33,4 @@ impl MapRenderer {
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
/// Renders a debug visualization with cursor-based highlighting.
|
|
||||||
///
|
|
||||||
/// This function provides interactive debugging by highlighting the nearest node
|
|
||||||
/// to the cursor, showing its ID, and highlighting its connections.
|
|
||||||
pub fn debug_render_with_cursor<T: RenderTarget>(
|
|
||||||
graph: &crate::entity::graph::Graph,
|
|
||||||
canvas: &mut Canvas<T>,
|
|
||||||
text_renderer: &mut TextTexture,
|
|
||||||
atlas: &mut SpriteAtlas,
|
|
||||||
cursor_pos: Vec2,
|
|
||||||
) -> GameResult<()> {
|
|
||||||
// Find the nearest node to the cursor
|
|
||||||
let nearest_node = Self::find_nearest_node(graph, cursor_pos);
|
|
||||||
|
|
||||||
// Draw all connections in blue
|
|
||||||
canvas.set_draw_color(Color::RGB(0, 0, 128)); // Dark blue for regular connections
|
|
||||||
for i in 0..graph.node_count() {
|
|
||||||
let node = graph.get_node(i).ok_or(GameError::Entity(EntityError::NodeNotFound(i)))?;
|
|
||||||
let pos = node.position + crate::constants::BOARD_PIXEL_OFFSET.as_vec2();
|
|
||||||
|
|
||||||
for edge in graph.adjacency_list[i].edges() {
|
|
||||||
let end_pos = graph
|
|
||||||
.get_node(edge.target)
|
|
||||||
.ok_or(GameError::Entity(EntityError::NodeNotFound(edge.target)))?
|
|
||||||
.position
|
|
||||||
+ crate::constants::BOARD_PIXEL_OFFSET.as_vec2();
|
|
||||||
canvas
|
|
||||||
.draw_line((pos.x as i32, pos.y as i32), (end_pos.x as i32, end_pos.y as i32))
|
|
||||||
.map_err(|e| GameError::Sdl(e.to_string()))?;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
// Draw all nodes in green
|
|
||||||
canvas.set_draw_color(Color::RGB(0, 128, 0)); // Dark green for regular nodes
|
|
||||||
for i in 0..graph.node_count() {
|
|
||||||
let node = graph.get_node(i).ok_or(GameError::Entity(EntityError::NodeNotFound(i)))?;
|
|
||||||
let pos = node.position + crate::constants::BOARD_PIXEL_OFFSET.as_vec2();
|
|
||||||
|
|
||||||
canvas
|
|
||||||
.fill_rect(Rect::new(0, 0, 3, 3).centered_on(Point::new(pos.x as i32, pos.y as i32)))
|
|
||||||
.map_err(|e| GameError::Sdl(e.to_string()))?;
|
|
||||||
}
|
|
||||||
|
|
||||||
// Highlight connections from the nearest node in bright blue
|
|
||||||
if let Some(nearest_id) = nearest_node {
|
|
||||||
let nearest_pos = graph
|
|
||||||
.get_node(nearest_id)
|
|
||||||
.ok_or(GameError::Entity(EntityError::NodeNotFound(nearest_id)))?
|
|
||||||
.position
|
|
||||||
+ crate::constants::BOARD_PIXEL_OFFSET.as_vec2();
|
|
||||||
|
|
||||||
canvas.set_draw_color(Color::RGB(0, 255, 255)); // Bright cyan for highlighted connections
|
|
||||||
for edge in graph.adjacency_list[nearest_id].edges() {
|
|
||||||
let end_pos = graph
|
|
||||||
.get_node(edge.target)
|
|
||||||
.ok_or(GameError::Entity(EntityError::NodeNotFound(edge.target)))?
|
|
||||||
.position
|
|
||||||
+ crate::constants::BOARD_PIXEL_OFFSET.as_vec2();
|
|
||||||
canvas
|
|
||||||
.draw_line(
|
|
||||||
(nearest_pos.x as i32, nearest_pos.y as i32),
|
|
||||||
(end_pos.x as i32, end_pos.y as i32),
|
|
||||||
)
|
|
||||||
.map_err(|e| GameError::Sdl(e.to_string()))?;
|
|
||||||
}
|
|
||||||
|
|
||||||
// Highlight the nearest node in bright green
|
|
||||||
canvas.set_draw_color(Color::RGB(0, 255, 0)); // Bright green for highlighted node
|
|
||||||
canvas
|
|
||||||
.fill_rect(Rect::new(0, 0, 5, 5).centered_on(Point::new(nearest_pos.x as i32, nearest_pos.y as i32)))
|
|
||||||
.map_err(|e| GameError::Sdl(e.to_string()))?;
|
|
||||||
|
|
||||||
// Draw node ID text (small, offset to top right)
|
|
||||||
text_renderer.set_scale(0.5); // Small text
|
|
||||||
let id_text = format!("#{nearest_id}");
|
|
||||||
let text_pos = glam::UVec2::new(
|
|
||||||
(nearest_pos.x + 4.0) as u32, // Offset to the right
|
|
||||||
(nearest_pos.y - 6.0) as u32, // Offset to the top
|
|
||||||
);
|
|
||||||
if let Err(e) = text_renderer.render(canvas, atlas, &id_text, text_pos) {
|
|
||||||
tracing::error!("Failed to render node ID text: {}", e);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
Ok(())
|
|
||||||
}
|
|
||||||
|
|
||||||
/// Finds the nearest node to the given cursor position.
|
|
||||||
pub fn find_nearest_node(graph: &crate::entity::graph::Graph, cursor_pos: Vec2) -> Option<usize> {
|
|
||||||
let mut nearest_id = None;
|
|
||||||
let mut nearest_distance = f32::INFINITY;
|
|
||||||
|
|
||||||
for i in 0..graph.node_count() {
|
|
||||||
if let Some(node) = graph.get_node(i) {
|
|
||||||
let node_pos = node.position + crate::constants::BOARD_PIXEL_OFFSET.as_vec2();
|
|
||||||
let distance = cursor_pos.distance(node_pos);
|
|
||||||
|
|
||||||
if distance < nearest_distance {
|
|
||||||
nearest_distance = distance;
|
|
||||||
nearest_id = Some(i);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
nearest_id
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -5,12 +5,12 @@ use std::time::Duration;
|
|||||||
|
|
||||||
use crate::asset::Asset;
|
use crate::asset::Asset;
|
||||||
use crate::error::{AssetError, PlatformError};
|
use crate::error::{AssetError, PlatformError};
|
||||||
use crate::platform::Platform;
|
use crate::platform::CommonPlatform;
|
||||||
|
|
||||||
/// Desktop platform implementation.
|
/// Desktop platform implementation.
|
||||||
pub struct DesktopPlatform;
|
pub struct Platform;
|
||||||
|
|
||||||
impl Platform for DesktopPlatform {
|
impl CommonPlatform for Platform {
|
||||||
fn sleep(&self, duration: Duration, focused: bool) {
|
fn sleep(&self, duration: Duration, focused: bool) {
|
||||||
if focused {
|
if focused {
|
||||||
spin_sleep::sleep(duration);
|
spin_sleep::sleep(duration);
|
||||||
@@ -75,7 +75,8 @@ impl Platform for DesktopPlatform {
|
|||||||
Asset::Wav2 => Ok(Cow::Borrowed(include_bytes!("../../assets/game/sound/waka/2.ogg"))),
|
Asset::Wav2 => Ok(Cow::Borrowed(include_bytes!("../../assets/game/sound/waka/2.ogg"))),
|
||||||
Asset::Wav3 => Ok(Cow::Borrowed(include_bytes!("../../assets/game/sound/waka/3.ogg"))),
|
Asset::Wav3 => Ok(Cow::Borrowed(include_bytes!("../../assets/game/sound/waka/3.ogg"))),
|
||||||
Asset::Wav4 => Ok(Cow::Borrowed(include_bytes!("../../assets/game/sound/waka/4.ogg"))),
|
Asset::Wav4 => Ok(Cow::Borrowed(include_bytes!("../../assets/game/sound/waka/4.ogg"))),
|
||||||
Asset::Atlas => Ok(Cow::Borrowed(include_bytes!("../../assets/game/atlas.png"))),
|
Asset::AtlasImage => Ok(Cow::Borrowed(include_bytes!("../../assets/game/atlas.png"))),
|
||||||
|
Asset::Font => Ok(Cow::Borrowed(include_bytes!("../../assets/game/TerminalVector.ttf"))),
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -5,12 +5,12 @@ use std::time::Duration;
|
|||||||
|
|
||||||
use crate::asset::Asset;
|
use crate::asset::Asset;
|
||||||
use crate::error::{AssetError, PlatformError};
|
use crate::error::{AssetError, PlatformError};
|
||||||
use crate::platform::Platform;
|
use crate::platform::CommonPlatform;
|
||||||
|
|
||||||
/// Emscripten platform implementation.
|
/// Emscripten platform implementation.
|
||||||
pub struct EmscriptenPlatform;
|
pub struct Platform;
|
||||||
|
|
||||||
impl Platform for EmscriptenPlatform {
|
impl CommonPlatform for Platform {
|
||||||
fn sleep(&self, duration: Duration, _focused: bool) {
|
fn sleep(&self, duration: Duration, _focused: bool) {
|
||||||
unsafe {
|
unsafe {
|
||||||
emscripten_sleep(duration.as_millis() as u32);
|
emscripten_sleep(duration.as_millis() as u32);
|
||||||
|
|||||||
@@ -5,44 +5,42 @@ use crate::error::{AssetError, PlatformError};
|
|||||||
use std::borrow::Cow;
|
use std::borrow::Cow;
|
||||||
use std::time::Duration;
|
use std::time::Duration;
|
||||||
|
|
||||||
pub mod desktop;
|
#[cfg(not(target_os = "emscripten"))]
|
||||||
pub mod emscripten;
|
mod desktop;
|
||||||
|
#[cfg(target_os = "emscripten")]
|
||||||
|
mod emscripten;
|
||||||
|
|
||||||
/// Platform abstraction trait that defines cross-platform functionality.
|
/// Cross-platform abstraction layer providing unified APIs for platform-specific operations.
|
||||||
pub trait Platform {
|
pub trait CommonPlatform {
|
||||||
/// Sleep for the specified duration using platform-appropriate method.
|
/// Platform-specific sleep function (required due to Emscripten's non-standard sleep requirements).
|
||||||
|
///
|
||||||
|
/// Provides access to current window focus state, useful for changing sleep algorithm conditionally.
|
||||||
fn sleep(&self, duration: Duration, focused: bool);
|
fn sleep(&self, duration: Duration, focused: bool);
|
||||||
|
|
||||||
/// Get the current time in seconds since some reference point.
|
|
||||||
/// This is available for future use in timing and performance monitoring.
|
|
||||||
#[allow(dead_code)]
|
#[allow(dead_code)]
|
||||||
fn get_time(&self) -> f64;
|
fn get_time(&self) -> f64;
|
||||||
|
|
||||||
/// Initialize platform-specific console functionality.
|
/// Configures platform-specific console and debugging output capabilities.
|
||||||
fn init_console(&self) -> Result<(), PlatformError>;
|
fn init_console(&self) -> Result<(), PlatformError>;
|
||||||
|
|
||||||
/// Get canvas size for platforms that need it (e.g., Emscripten).
|
/// Retrieves the actual display canvas dimensions.
|
||||||
/// This is available for future use in responsive design.
|
|
||||||
#[allow(dead_code)]
|
#[allow(dead_code)]
|
||||||
fn get_canvas_size(&self) -> Option<(u32, u32)>;
|
fn get_canvas_size(&self) -> Option<(u32, u32)>;
|
||||||
|
|
||||||
/// Load asset bytes using platform-appropriate method.
|
/// Loads raw asset data using the appropriate platform-specific method.
|
||||||
fn get_asset_bytes(&self, asset: Asset) -> Result<Cow<'static, [u8]>, AssetError>;
|
fn get_asset_bytes(&self, asset: Asset) -> Result<Cow<'static, [u8]>, AssetError>;
|
||||||
}
|
}
|
||||||
|
|
||||||
/// Get the current platform implementation.
|
/// Returns the appropriate platform implementation based on compile-time target.
|
||||||
#[allow(dead_code)]
|
#[allow(dead_code)]
|
||||||
pub fn get_platform() -> &'static dyn Platform {
|
pub fn get_platform() -> &'static dyn CommonPlatform {
|
||||||
static DESKTOP: desktop::DesktopPlatform = desktop::DesktopPlatform;
|
|
||||||
static EMSCRIPTEN: emscripten::EmscriptenPlatform = emscripten::EmscriptenPlatform;
|
|
||||||
|
|
||||||
#[cfg(not(target_os = "emscripten"))]
|
#[cfg(not(target_os = "emscripten"))]
|
||||||
{
|
{
|
||||||
&DESKTOP
|
&desktop::Platform
|
||||||
}
|
}
|
||||||
|
|
||||||
#[cfg(target_os = "emscripten")]
|
#[cfg(target_os = "emscripten")]
|
||||||
{
|
{
|
||||||
&EMSCRIPTEN
|
&emscripten::Platform
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -6,10 +6,20 @@
|
|||||||
|
|
||||||
use bevy_ecs::{
|
use bevy_ecs::{
|
||||||
event::{Event, EventReader, EventWriter},
|
event::{Event, EventReader, EventWriter},
|
||||||
|
resource::Resource,
|
||||||
system::{NonSendMut, ResMut},
|
system::{NonSendMut, ResMut},
|
||||||
};
|
};
|
||||||
|
|
||||||
use crate::{audio::Audio, error::GameError, systems::components::AudioState};
|
use crate::{audio::Audio, error::GameError};
|
||||||
|
|
||||||
|
/// Resource for tracking audio state
|
||||||
|
#[derive(Resource, Debug, Clone, Default)]
|
||||||
|
pub struct AudioState {
|
||||||
|
/// Whether audio is currently muted
|
||||||
|
pub muted: bool,
|
||||||
|
/// Current sound index for cycling through eat sounds
|
||||||
|
pub sound_index: usize,
|
||||||
|
}
|
||||||
|
|
||||||
/// Events for triggering audio playback
|
/// Events for triggering audio playback
|
||||||
#[derive(Event, Debug, Clone, Copy, PartialEq, Eq)]
|
#[derive(Event, Debug, Clone, Copy, PartialEq, Eq)]
|
||||||
|
|||||||
@@ -1,9 +1,14 @@
|
|||||||
use bevy_ecs::{
|
use bevy_ecs::{
|
||||||
component::Component,
|
component::Component,
|
||||||
system::{Query, Res},
|
entity::Entity,
|
||||||
|
query::{Has, With},
|
||||||
|
system::{Commands, Query, Res},
|
||||||
};
|
};
|
||||||
|
|
||||||
use crate::systems::components::{DeltaTime, Renderable};
|
use crate::systems::{
|
||||||
|
components::{DeltaTime, Renderable},
|
||||||
|
Hidden,
|
||||||
|
};
|
||||||
|
|
||||||
#[derive(Component)]
|
#[derive(Component)]
|
||||||
pub struct Blinking {
|
pub struct Blinking {
|
||||||
@@ -15,13 +20,23 @@ pub struct Blinking {
|
|||||||
///
|
///
|
||||||
/// This system manages entities that have both `Blinking` and `Renderable` components,
|
/// This system manages entities that have both `Blinking` and `Renderable` components,
|
||||||
/// accumulating time and toggling visibility when the specified interval is reached.
|
/// accumulating time and toggling visibility when the specified interval is reached.
|
||||||
pub fn blinking_system(time: Res<DeltaTime>, mut query: Query<(&mut Blinking, &mut Renderable)>) {
|
pub fn blinking_system(
|
||||||
for (mut blinking, mut renderable) in query.iter_mut() {
|
mut commands: Commands,
|
||||||
|
time: Res<DeltaTime>,
|
||||||
|
mut query: Query<(Entity, &mut Blinking, Has<Hidden>), With<Renderable>>,
|
||||||
|
) {
|
||||||
|
for (entity, mut blinking, hidden) in query.iter_mut() {
|
||||||
blinking.timer += time.0;
|
blinking.timer += time.0;
|
||||||
|
|
||||||
if blinking.timer >= blinking.interval {
|
if blinking.timer >= blinking.interval {
|
||||||
blinking.timer = 0.0;
|
blinking.timer = 0.0;
|
||||||
renderable.visible = !renderable.visible;
|
|
||||||
|
// Add or remove the Visible component based on whether it is currently in the query
|
||||||
|
if hidden {
|
||||||
|
commands.entity(entity).remove::<Hidden>();
|
||||||
|
} else {
|
||||||
|
commands.entity(entity).insert(Hidden);
|
||||||
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -1,47 +1,150 @@
|
|||||||
|
use bevy_ecs::component::Component;
|
||||||
use bevy_ecs::entity::Entity;
|
use bevy_ecs::entity::Entity;
|
||||||
use bevy_ecs::event::EventWriter;
|
use bevy_ecs::event::{EventReader, EventWriter};
|
||||||
use bevy_ecs::query::With;
|
use bevy_ecs::query::With;
|
||||||
use bevy_ecs::system::{Query, Res};
|
use bevy_ecs::system::{Commands, Query, Res, ResMut};
|
||||||
|
|
||||||
use crate::error::GameError;
|
use crate::error::GameError;
|
||||||
use crate::events::GameEvent;
|
use crate::events::GameEvent;
|
||||||
use crate::map::builder::Map;
|
use crate::map::builder::Map;
|
||||||
use crate::systems::components::{Collider, ItemCollider, PacmanCollider};
|
|
||||||
use crate::systems::movement::Position;
|
use crate::systems::movement::Position;
|
||||||
|
use crate::systems::{AudioEvent, Ghost, PlayerControlled, ScoreResource, Vulnerable};
|
||||||
|
|
||||||
|
#[derive(Component)]
|
||||||
|
pub struct Collider {
|
||||||
|
pub size: f32,
|
||||||
|
}
|
||||||
|
|
||||||
|
impl Collider {
|
||||||
|
/// Checks if this collider collides with another collider at the given distance.
|
||||||
|
pub fn collides_with(&self, other_size: f32, distance: f32) -> bool {
|
||||||
|
let collision_distance = (self.size + other_size) / 2.0;
|
||||||
|
distance < collision_distance
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
/// Marker components for collision filtering optimization
|
||||||
|
#[derive(Component)]
|
||||||
|
pub struct PacmanCollider;
|
||||||
|
|
||||||
|
#[derive(Component)]
|
||||||
|
pub struct GhostCollider;
|
||||||
|
|
||||||
|
#[derive(Component)]
|
||||||
|
pub struct ItemCollider;
|
||||||
|
|
||||||
|
/// Helper function to check collision between two entities with colliders.
|
||||||
|
pub fn check_collision(
|
||||||
|
pos1: &Position,
|
||||||
|
collider1: &Collider,
|
||||||
|
pos2: &Position,
|
||||||
|
collider2: &Collider,
|
||||||
|
map: &Map,
|
||||||
|
) -> Result<bool, GameError> {
|
||||||
|
let pixel1 = pos1
|
||||||
|
.get_pixel_position(&map.graph)
|
||||||
|
.map_err(|e| GameError::InvalidState(format!("Failed to get pixel position for entity 1: {}", e)))?;
|
||||||
|
let pixel2 = pos2
|
||||||
|
.get_pixel_position(&map.graph)
|
||||||
|
.map_err(|e| GameError::InvalidState(format!("Failed to get pixel position for entity 2: {}", e)))?;
|
||||||
|
|
||||||
|
let distance = pixel1.distance(pixel2);
|
||||||
|
Ok(collider1.collides_with(collider2.size, distance))
|
||||||
|
}
|
||||||
|
|
||||||
|
/// Detects overlapping entities and generates collision events for gameplay systems.
|
||||||
|
///
|
||||||
|
/// Performs distance-based collision detection between Pac-Man and collectible items
|
||||||
|
/// using each entity's position and collision radius. When entities overlap, emits
|
||||||
|
/// a `GameEvent::Collision` for the item system to handle scoring and removal.
|
||||||
|
/// Collision detection accounts for both entities being in motion and supports
|
||||||
|
/// circular collision boundaries for accurate gameplay feel.
|
||||||
|
///
|
||||||
|
/// Also detects collisions between Pac-Man and ghosts for gameplay mechanics like
|
||||||
|
/// power pellet effects, ghost eating, and player death.
|
||||||
pub fn collision_system(
|
pub fn collision_system(
|
||||||
map: Res<Map>,
|
map: Res<Map>,
|
||||||
pacman_query: Query<(Entity, &Position, &Collider), With<PacmanCollider>>,
|
pacman_query: Query<(Entity, &Position, &Collider), With<PacmanCollider>>,
|
||||||
item_query: Query<(Entity, &Position, &Collider), With<ItemCollider>>,
|
item_query: Query<(Entity, &Position, &Collider), With<ItemCollider>>,
|
||||||
|
ghost_query: Query<(Entity, &Position, &Collider), With<GhostCollider>>,
|
||||||
mut events: EventWriter<GameEvent>,
|
mut events: EventWriter<GameEvent>,
|
||||||
mut errors: EventWriter<GameError>,
|
mut errors: EventWriter<GameError>,
|
||||||
) {
|
) {
|
||||||
// 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 check_collision(pacman_pos, pacman_collider, item_pos, item_collider, &map) {
|
||||||
(Ok(pacman_pixel), Ok(item_pixel)) => {
|
Ok(colliding) => {
|
||||||
// Calculate the distance between the two entities's precise pixel positions
|
if colliding {
|
||||||
let distance = pacman_pixel.distance(item_pixel);
|
|
||||||
// Calculate the distance at which the two entities will collide
|
|
||||||
let collision_distance = (pacman_collider.size + item_collider.size) / 2.0;
|
|
||||||
|
|
||||||
// If the distance between the two entities is less than the collision distance, then the two entities are colliding
|
|
||||||
if distance < collision_distance {
|
|
||||||
events.write(GameEvent::Collision(pacman_entity, item_entity));
|
events.write(GameEvent::Collision(pacman_entity, item_entity));
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
// Either or both of the pixel positions failed to get, so we need to report the error
|
Err(e) => {
|
||||||
(result_a, result_b) => {
|
errors.write(GameError::InvalidState(format!(
|
||||||
for result in [result_a, result_b] {
|
"Collision system failed to check collision between entities {:?} and {:?}: {}",
|
||||||
if let Err(e) = result {
|
pacman_entity, item_entity, e
|
||||||
errors.write(GameError::InvalidState(format!(
|
)));
|
||||||
"Collision system failed to get pixel positions for entities {:?} and {:?}: {}",
|
}
|
||||||
pacman_entity, item_entity, e
|
}
|
||||||
)));
|
}
|
||||||
}
|
|
||||||
|
// Check PACMAN × GHOST collisions
|
||||||
|
for (ghost_entity, ghost_pos, ghost_collider) in ghost_query.iter() {
|
||||||
|
match check_collision(pacman_pos, pacman_collider, ghost_pos, ghost_collider, &map) {
|
||||||
|
Ok(colliding) => {
|
||||||
|
if colliding {
|
||||||
|
events.write(GameEvent::Collision(pacman_entity, ghost_entity));
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
Err(e) => {
|
||||||
|
errors.write(GameError::InvalidState(format!(
|
||||||
|
"Collision system failed to check collision between entities {:?} and {:?}: {}",
|
||||||
|
pacman_entity, ghost_entity, e
|
||||||
|
)));
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
pub fn ghost_collision_system(
|
||||||
|
mut commands: Commands,
|
||||||
|
mut collision_events: EventReader<GameEvent>,
|
||||||
|
mut score: ResMut<ScoreResource>,
|
||||||
|
pacman_query: Query<(), With<PlayerControlled>>,
|
||||||
|
ghost_query: Query<(Entity, &Ghost), With<GhostCollider>>,
|
||||||
|
vulnerable_query: Query<Entity, With<Vulnerable>>,
|
||||||
|
mut events: EventWriter<AudioEvent>,
|
||||||
|
) {
|
||||||
|
for event in collision_events.read() {
|
||||||
|
if let GameEvent::Collision(entity1, entity2) = event {
|
||||||
|
// Check if one is Pacman and the other is a ghost
|
||||||
|
let (_pacman_entity, ghost_entity) = if pacman_query.get(*entity1).is_ok() && ghost_query.get(*entity2).is_ok() {
|
||||||
|
(*entity1, *entity2)
|
||||||
|
} else if pacman_query.get(*entity2).is_ok() && ghost_query.get(*entity1).is_ok() {
|
||||||
|
(*entity2, *entity1)
|
||||||
|
} else {
|
||||||
|
continue;
|
||||||
|
};
|
||||||
|
|
||||||
|
// Check if the ghost is vulnerable
|
||||||
|
if let Ok((ghost_ent, _ghost_type)) = ghost_query.get(ghost_entity) {
|
||||||
|
// Check if ghost has Vulnerable component
|
||||||
|
if vulnerable_query.get(ghost_ent).is_ok() {
|
||||||
|
// Pac-Man eats the ghost
|
||||||
|
// Add score (200 points per ghost eaten)
|
||||||
|
score.0 += 200;
|
||||||
|
|
||||||
|
// Remove the ghost
|
||||||
|
commands.entity(ghost_ent).despawn();
|
||||||
|
|
||||||
|
// Play eat sound
|
||||||
|
events.write(AudioEvent::PlayEat);
|
||||||
|
} else {
|
||||||
|
// Pac-Man dies (this would need a death system)
|
||||||
|
// For now, just log it
|
||||||
|
tracing::warn!("Pac-Man collided with ghost while not vulnerable!");
|
||||||
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -2,8 +2,11 @@ use bevy_ecs::{bundle::Bundle, component::Component, resource::Resource};
|
|||||||
use bitflags::bitflags;
|
use bitflags::bitflags;
|
||||||
|
|
||||||
use crate::{
|
use crate::{
|
||||||
entity::graph::TraversalFlags,
|
map::graph::TraversalFlags,
|
||||||
systems::movement::{Movable, MovementState, Position},
|
systems::{
|
||||||
|
movement::{BufferedDirection, Position, Velocity},
|
||||||
|
Collider, GhostCollider, ItemCollider, PacmanCollider,
|
||||||
|
},
|
||||||
texture::{animated::AnimatedTexture, sprite::AtlasTile},
|
texture::{animated::AnimatedTexture, sprite::AtlasTile},
|
||||||
};
|
};
|
||||||
|
|
||||||
@@ -11,61 +14,43 @@ use crate::{
|
|||||||
#[derive(Default, Component)]
|
#[derive(Default, Component)]
|
||||||
pub struct PlayerControlled;
|
pub struct PlayerControlled;
|
||||||
|
|
||||||
/// The four classic ghost types.
|
|
||||||
#[derive(Component, Debug, Clone, Copy, PartialEq, Eq)]
|
#[derive(Component, Debug, Clone, Copy, PartialEq, Eq)]
|
||||||
pub enum GhostType {
|
pub enum Ghost {
|
||||||
Blinky,
|
Blinky,
|
||||||
Pinky,
|
Pinky,
|
||||||
Inky,
|
Inky,
|
||||||
Clyde,
|
Clyde,
|
||||||
}
|
}
|
||||||
|
|
||||||
impl GhostType {
|
impl Ghost {
|
||||||
/// Returns the ghost type name for atlas lookups.
|
/// Returns the ghost type name for atlas lookups.
|
||||||
pub fn as_str(self) -> &'static str {
|
pub fn as_str(self) -> &'static str {
|
||||||
match self {
|
match self {
|
||||||
GhostType::Blinky => "blinky",
|
Ghost::Blinky => "blinky",
|
||||||
GhostType::Pinky => "pinky",
|
Ghost::Pinky => "pinky",
|
||||||
GhostType::Inky => "inky",
|
Ghost::Inky => "inky",
|
||||||
GhostType::Clyde => "clyde",
|
Ghost::Clyde => "clyde",
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
/// Returns the base movement speed for this ghost type.
|
/// Returns the base movement speed for this ghost type.
|
||||||
pub fn base_speed(self) -> f32 {
|
pub fn base_speed(self) -> f32 {
|
||||||
match self {
|
match self {
|
||||||
GhostType::Blinky => 1.0,
|
Ghost::Blinky => 1.0,
|
||||||
GhostType::Pinky => 0.95,
|
Ghost::Pinky => 0.95,
|
||||||
GhostType::Inky => 0.9,
|
Ghost::Inky => 0.9,
|
||||||
GhostType::Clyde => 0.85,
|
Ghost::Clyde => 0.85,
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
/// Returns the ghost's color for debug rendering.
|
/// Returns the ghost's color for debug rendering.
|
||||||
|
#[allow(dead_code)]
|
||||||
pub fn debug_color(&self) -> sdl2::pixels::Color {
|
pub fn debug_color(&self) -> sdl2::pixels::Color {
|
||||||
match self {
|
match self {
|
||||||
GhostType::Blinky => sdl2::pixels::Color::RGB(255, 0, 0), // Red
|
Ghost::Blinky => sdl2::pixels::Color::RGB(255, 0, 0), // Red
|
||||||
GhostType::Pinky => sdl2::pixels::Color::RGB(255, 182, 255), // Pink
|
Ghost::Pinky => sdl2::pixels::Color::RGB(255, 182, 255), // Pink
|
||||||
GhostType::Inky => sdl2::pixels::Color::RGB(0, 255, 255), // Cyan
|
Ghost::Inky => sdl2::pixels::Color::RGB(0, 255, 255), // Cyan
|
||||||
GhostType::Clyde => sdl2::pixels::Color::RGB(255, 182, 85), // Orange
|
Ghost::Clyde => sdl2::pixels::Color::RGB(255, 182, 85), // Orange
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
/// Ghost AI behavior component - controls randomized movement decisions.
|
|
||||||
#[derive(Component)]
|
|
||||||
pub struct GhostBehavior {
|
|
||||||
/// Timer for making new direction decisions
|
|
||||||
pub decision_timer: f32,
|
|
||||||
/// Interval between direction decisions (in seconds)
|
|
||||||
pub decision_interval: f32,
|
|
||||||
}
|
|
||||||
|
|
||||||
impl Default for GhostBehavior {
|
|
||||||
fn default() -> Self {
|
|
||||||
Self {
|
|
||||||
decision_timer: 0.0,
|
|
||||||
decision_interval: 0.5, // Make decisions every half second
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
@@ -88,6 +73,17 @@ impl EntityType {
|
|||||||
_ => TraversalFlags::empty(), // Static entities don't traverse
|
_ => TraversalFlags::empty(), // Static entities don't traverse
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
pub fn score_value(&self) -> Option<u32> {
|
||||||
|
match self {
|
||||||
|
EntityType::Pellet => Some(10),
|
||||||
|
EntityType::PowerPellet => Some(50),
|
||||||
|
_ => None,
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
pub fn is_collectible(&self) -> bool {
|
||||||
|
matches!(self, EntityType::Pellet | EntityType::PowerPellet)
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
/// A component for entities that have a sprite, with a layer for ordering.
|
/// A component for entities that have a sprite, with a layer for ordering.
|
||||||
@@ -97,7 +93,6 @@ impl EntityType {
|
|||||||
pub struct Renderable {
|
pub struct Renderable {
|
||||||
pub sprite: AtlasTile,
|
pub sprite: AtlasTile,
|
||||||
pub layer: u8,
|
pub layer: u8,
|
||||||
pub visible: bool,
|
|
||||||
}
|
}
|
||||||
|
|
||||||
/// A component for entities that have a directional animated texture.
|
/// A component for entities that have a directional animated texture.
|
||||||
@@ -116,31 +111,56 @@ bitflags! {
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
#[derive(Component)]
|
#[derive(Resource)]
|
||||||
pub struct Collider {
|
pub struct GlobalState {
|
||||||
pub size: f32,
|
pub exit: bool,
|
||||||
}
|
}
|
||||||
|
|
||||||
/// Marker components for collision filtering optimization
|
#[derive(Resource)]
|
||||||
#[derive(Component)]
|
pub struct ScoreResource(pub u32);
|
||||||
pub struct PacmanCollider;
|
|
||||||
|
|
||||||
#[derive(Component)]
|
#[derive(Resource)]
|
||||||
pub struct GhostCollider;
|
pub struct DeltaTime(pub f32);
|
||||||
|
|
||||||
#[derive(Component)]
|
/// Movement modifiers that can affect Pac-Man's speed or handling.
|
||||||
pub struct ItemCollider;
|
#[derive(Component, Debug, Clone, Copy)]
|
||||||
|
pub struct MovementModifiers {
|
||||||
|
/// Multiplier applied to base speed (e.g., tunnels)
|
||||||
|
pub speed_multiplier: f32,
|
||||||
|
/// True when currently in a tunnel slowdown region
|
||||||
|
pub tunnel_slowdown_active: bool,
|
||||||
|
}
|
||||||
|
|
||||||
|
impl Default for MovementModifiers {
|
||||||
|
fn default() -> Self {
|
||||||
|
Self {
|
||||||
|
speed_multiplier: 1.0,
|
||||||
|
tunnel_slowdown_active: false,
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
/// Tag component for entities that should be frozen during startup
|
||||||
|
#[derive(Component, Debug, Clone, Copy)]
|
||||||
|
pub struct Frozen;
|
||||||
|
|
||||||
|
/// Component for ghosts that are vulnerable to Pac-Man
|
||||||
|
#[derive(Component, Debug, Clone, Copy)]
|
||||||
|
pub struct Vulnerable {
|
||||||
|
pub remaining_ticks: 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,
|
||||||
pub collider: Collider,
|
pub collider: Collider,
|
||||||
|
pub movement_modifiers: MovementModifiers,
|
||||||
pub pacman_collider: PacmanCollider,
|
pub pacman_collider: PacmanCollider,
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -155,37 +175,12 @@ pub struct ItemBundle {
|
|||||||
|
|
||||||
#[derive(Bundle)]
|
#[derive(Bundle)]
|
||||||
pub struct GhostBundle {
|
pub struct GhostBundle {
|
||||||
pub ghost_type: GhostType,
|
pub ghost: Ghost,
|
||||||
pub ghost_behavior: GhostBehavior,
|
|
||||||
pub position: Position,
|
pub position: Position,
|
||||||
pub movement_state: MovementState,
|
pub velocity: Velocity,
|
||||||
pub movable: Movable,
|
|
||||||
pub sprite: Renderable,
|
pub sprite: Renderable,
|
||||||
pub directional_animated: DirectionalAnimated,
|
pub directional_animated: DirectionalAnimated,
|
||||||
pub entity_type: EntityType,
|
pub entity_type: EntityType,
|
||||||
pub collider: Collider,
|
pub collider: Collider,
|
||||||
pub ghost_collider: GhostCollider,
|
pub ghost_collider: GhostCollider,
|
||||||
}
|
}
|
||||||
|
|
||||||
#[derive(Resource)]
|
|
||||||
pub struct GlobalState {
|
|
||||||
pub exit: bool,
|
|
||||||
}
|
|
||||||
|
|
||||||
#[derive(Resource)]
|
|
||||||
pub struct ScoreResource(pub u32);
|
|
||||||
|
|
||||||
#[derive(Resource)]
|
|
||||||
pub struct DeltaTime(pub f32);
|
|
||||||
|
|
||||||
#[derive(Resource, Default)]
|
|
||||||
pub struct RenderDirty(pub bool);
|
|
||||||
|
|
||||||
/// Resource for tracking audio state
|
|
||||||
#[derive(Resource, Debug, Clone, Default)]
|
|
||||||
pub struct AudioState {
|
|
||||||
/// Whether audio is currently muted
|
|
||||||
pub muted: bool,
|
|
||||||
/// Current sound index for cycling through eat sounds
|
|
||||||
pub sound_index: usize,
|
|
||||||
}
|
|
||||||
|
|||||||
@@ -1,58 +0,0 @@
|
|||||||
use bevy_ecs::{
|
|
||||||
event::{EventReader, EventWriter},
|
|
||||||
prelude::ResMut,
|
|
||||||
query::With,
|
|
||||||
system::Query,
|
|
||||||
};
|
|
||||||
|
|
||||||
use crate::{
|
|
||||||
error::GameError,
|
|
||||||
events::{GameCommand, GameEvent},
|
|
||||||
systems::components::{AudioState, 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 audio_state: ResMut<AudioState>,
|
|
||||||
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
|
|
||||||
)));
|
|
||||||
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();
|
|
||||||
}
|
|
||||||
GameCommand::MuteAudio => {
|
|
||||||
audio_state.muted = !audio_state.muted;
|
|
||||||
tracing::info!("Audio {}", if audio_state.muted { "muted" } else { "unmuted" });
|
|
||||||
}
|
|
||||||
_ => {}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
@@ -1,66 +1,36 @@
|
|||||||
//! Debug rendering system
|
//! Debug rendering system
|
||||||
|
use std::cmp::Ordering;
|
||||||
|
|
||||||
use crate::constants::BOARD_PIXEL_OFFSET;
|
use crate::constants::BOARD_PIXEL_OFFSET;
|
||||||
use crate::map::builder::Map;
|
use crate::map::builder::Map;
|
||||||
use crate::systems::components::Collider;
|
use crate::systems::{Collider, CursorPosition, Position, SystemTimings};
|
||||||
use crate::systems::movement::Position;
|
use bevy_ecs::resource::Resource;
|
||||||
use crate::systems::profiling::SystemTimings;
|
use bevy_ecs::system::{NonSendMut, Query, Res};
|
||||||
use crate::systems::render::BackbufferResource;
|
use glam::{IVec2, UVec2, Vec2};
|
||||||
use bevy_ecs::prelude::*;
|
|
||||||
use sdl2::pixels::Color;
|
use sdl2::pixels::Color;
|
||||||
use sdl2::rect::Rect;
|
use sdl2::rect::{Point, Rect};
|
||||||
use sdl2::render::{Canvas, Texture, TextureCreator};
|
use sdl2::render::{Canvas, Texture, TextureCreator};
|
||||||
|
use sdl2::ttf::Font;
|
||||||
use sdl2::video::{Window, WindowContext};
|
use sdl2::video::{Window, WindowContext};
|
||||||
|
|
||||||
#[derive(Resource, Default, Debug, Copy, Clone, PartialEq)]
|
#[derive(Resource, Default, Debug, Copy, Clone)]
|
||||||
pub enum DebugState {
|
pub struct DebugState {
|
||||||
#[default]
|
pub enabled: bool,
|
||||||
Off,
|
|
||||||
Graph,
|
|
||||||
Collision,
|
|
||||||
}
|
}
|
||||||
|
|
||||||
impl DebugState {
|
fn f32_to_u8(value: f32) -> u8 {
|
||||||
pub fn next(&self) -> Self {
|
(value * 255.0) as u8
|
||||||
match self {
|
|
||||||
DebugState::Off => DebugState::Graph,
|
|
||||||
DebugState::Graph => DebugState::Collision,
|
|
||||||
DebugState::Collision => DebugState::Off,
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
|
|
||||||
/// Resource to hold the debug texture for persistent rendering
|
/// Resource to hold the debug texture for persistent rendering
|
||||||
pub struct DebugTextureResource(pub Texture<'static>);
|
pub struct DebugTextureResource(pub Texture<'static>);
|
||||||
|
|
||||||
/// Transforms a position from logical canvas coordinates to output canvas coordinates
|
/// Resource to hold the debug font
|
||||||
fn transform_position(pos: (f32, f32), output_size: (u32, u32), logical_size: (u32, u32)) -> (i32, i32) {
|
pub struct DebugFontResource(pub Font<'static, 'static>);
|
||||||
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)
|
/// 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) {
|
fn transform_position_with_offset(pos: Vec2, scale: f32) -> IVec2 {
|
||||||
let scale_x = output_size.0 as f32 / logical_size.0 as f32;
|
((pos + BOARD_PIXEL_OFFSET.as_vec2()) * scale).as_ivec2()
|
||||||
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
|
/// Renders timing information in the top-left corner of the screen
|
||||||
@@ -68,28 +38,17 @@ fn render_timing_display(
|
|||||||
canvas: &mut Canvas<Window>,
|
canvas: &mut Canvas<Window>,
|
||||||
texture_creator: &mut TextureCreator<WindowContext>,
|
texture_creator: &mut TextureCreator<WindowContext>,
|
||||||
timings: &SystemTimings,
|
timings: &SystemTimings,
|
||||||
|
font: &Font,
|
||||||
) {
|
) {
|
||||||
// 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
|
// Format timing information using the formatting module
|
||||||
let timing_text = timings.format_timing_display();
|
let lines = 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 line_height = 14; // Approximate line height for 12pt font
|
let line_height = 14; // Approximate line height for 12pt font
|
||||||
let padding = 10;
|
let padding = 10;
|
||||||
|
|
||||||
// Calculate background dimensions
|
// Calculate background dimensions
|
||||||
let max_width = lines
|
let max_width = lines
|
||||||
.iter()
|
.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)
|
.map(|line| font.size_of(line).unwrap().0)
|
||||||
.max()
|
.max()
|
||||||
.unwrap_or(0);
|
.unwrap_or(0);
|
||||||
@@ -127,91 +86,122 @@ fn render_timing_display(
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
#[allow(clippy::too_many_arguments)]
|
||||||
pub fn debug_render_system(
|
pub fn debug_render_system(
|
||||||
mut canvas: NonSendMut<&mut Canvas<Window>>,
|
mut canvas: NonSendMut<&mut Canvas<Window>>,
|
||||||
backbuffer: NonSendMut<BackbufferResource>,
|
|
||||||
mut debug_texture: NonSendMut<DebugTextureResource>,
|
mut debug_texture: NonSendMut<DebugTextureResource>,
|
||||||
|
debug_font: NonSendMut<DebugFontResource>,
|
||||||
debug_state: Res<DebugState>,
|
debug_state: Res<DebugState>,
|
||||||
timings: Res<SystemTimings>,
|
timings: Res<SystemTimings>,
|
||||||
map: Res<Map>,
|
map: Res<Map>,
|
||||||
colliders: Query<(&Collider, &Position)>,
|
colliders: Query<(&Collider, &Position)>,
|
||||||
|
cursor: Res<CursorPosition>,
|
||||||
) {
|
) {
|
||||||
if *debug_state == DebugState::Off {
|
if !debug_state.enabled {
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
|
let scale =
|
||||||
// Get canvas sizes for coordinate transformation
|
(UVec2::from(canvas.output_size().unwrap()).as_vec2() / UVec2::from(canvas.logical_size()).as_vec2()).min_element();
|
||||||
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
|
// Get texture creator before entering the closure to avoid borrowing conflicts
|
||||||
let mut texture_creator = canvas.texture_creator();
|
let mut texture_creator = canvas.texture_creator();
|
||||||
|
let font = &debug_font.0;
|
||||||
|
|
||||||
|
let cursor_world_pos = match *cursor {
|
||||||
|
CursorPosition::None => None,
|
||||||
|
CursorPosition::Some { position, .. } => Some(position - BOARD_PIXEL_OFFSET.as_vec2()),
|
||||||
|
};
|
||||||
|
|
||||||
// Draw debug info on the high-resolution debug texture
|
// Draw debug info on the high-resolution debug texture
|
||||||
canvas
|
canvas
|
||||||
.with_texture_canvas(&mut debug_texture.0, |debug_canvas| {
|
.with_texture_canvas(&mut debug_texture.0, |debug_canvas| {
|
||||||
match *debug_state {
|
// Clear the debug canvas
|
||||||
DebugState::Graph => {
|
debug_canvas.set_draw_color(Color::RGBA(0, 0, 0, 0));
|
||||||
debug_canvas.set_draw_color(Color::RED);
|
debug_canvas.clear();
|
||||||
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
|
// Find the closest node to the cursor
|
||||||
let (start_x, start_y) =
|
let closest_node = if let Some(cursor_world_pos) = cursor_world_pos {
|
||||||
transform_position_with_offset((start_node.x, start_node.y), output_size, logical_size);
|
map.graph
|
||||||
let (end_x, end_y) = transform_position_with_offset((end_node.x, end_node.y), output_size, logical_size);
|
.nodes()
|
||||||
|
.map(|node| node.position.distance(cursor_world_pos))
|
||||||
|
.enumerate()
|
||||||
|
.min_by(|(_, a), (_, b)| a.partial_cmp(b).unwrap_or(Ordering::Less))
|
||||||
|
.map(|(id, _)| id)
|
||||||
|
} else {
|
||||||
|
None
|
||||||
|
};
|
||||||
|
|
||||||
debug_canvas.draw_line((start_x, start_y), (end_x, end_y)).unwrap();
|
debug_canvas.set_draw_color(Color::GREEN);
|
||||||
}
|
for (collider, position) in colliders.iter() {
|
||||||
|
let pos = position.get_pixel_position(&map.graph).unwrap();
|
||||||
|
|
||||||
debug_canvas.set_draw_color(Color::BLUE);
|
// Transform position and size using common methods
|
||||||
for node in map.graph.nodes() {
|
let pos = (pos * scale).as_ivec2();
|
||||||
let pos = node.position;
|
let size = (collider.size * scale) as u32;
|
||||||
|
|
||||||
// Transform position using common method
|
let rect = Rect::from_center(Point::from((pos.x, pos.y)), size, size);
|
||||||
let (x, y) = transform_position_with_offset((pos.x, pos.y), output_size, logical_size);
|
debug_canvas.draw_rect(rect).unwrap();
|
||||||
let size = transform_size(4.0, output_size, logical_size);
|
}
|
||||||
|
|
||||||
debug_canvas
|
debug_canvas.set_draw_color(Color {
|
||||||
.fill_rect(Rect::new(x - (size as i32 / 2), y - (size as i32 / 2), size, size))
|
a: f32_to_u8(0.4),
|
||||||
.unwrap();
|
..Color::RED
|
||||||
}
|
});
|
||||||
}
|
debug_canvas.set_blend_mode(sdl2::render::BlendMode::Blend);
|
||||||
DebugState::Collision => {
|
for (start_node, end_node) in map.graph.edges() {
|
||||||
debug_canvas.set_draw_color(Color::GREEN);
|
let start_node_model = map.graph.get_node(start_node).unwrap();
|
||||||
for (collider, position) in colliders.iter() {
|
let end_node = map.graph.get_node(end_node.target).unwrap().position;
|
||||||
let pos = position.get_pixel_pos(&map.graph).unwrap();
|
|
||||||
|
|
||||||
// Transform position and size using common methods
|
// Transform positions using common method
|
||||||
let (x, y) = transform_position((pos.x, pos.y), output_size, logical_size);
|
let start = transform_position_with_offset(start_node_model.position, scale);
|
||||||
let size = transform_size(collider.size, output_size, logical_size);
|
let end = transform_position_with_offset(end_node, scale);
|
||||||
|
|
||||||
// Center the collision box on the entity
|
debug_canvas
|
||||||
let rect = Rect::new(x - (size as i32 / 2), y - (size as i32 / 2), size, size);
|
.draw_line(Point::from((start.x, start.y)), Point::from((end.x, end.y)))
|
||||||
debug_canvas.draw_rect(rect).unwrap();
|
.unwrap();
|
||||||
}
|
}
|
||||||
}
|
|
||||||
_ => {}
|
for (id, node) in map.graph.nodes().enumerate() {
|
||||||
|
let pos = node.position;
|
||||||
|
|
||||||
|
// Set color based on whether the node is the closest to the cursor
|
||||||
|
debug_canvas.set_draw_color(Color {
|
||||||
|
a: f32_to_u8(if Some(id) == closest_node { 0.75 } else { 0.6 }),
|
||||||
|
..(if Some(id) == closest_node {
|
||||||
|
Color::YELLOW
|
||||||
|
} else {
|
||||||
|
Color::BLUE
|
||||||
|
})
|
||||||
|
});
|
||||||
|
|
||||||
|
// Transform position using common method
|
||||||
|
let pos = transform_position_with_offset(pos, scale);
|
||||||
|
let size = (2.0 * scale) as u32;
|
||||||
|
|
||||||
|
debug_canvas
|
||||||
|
.fill_rect(Rect::new(pos.x - (size as i32 / 2), pos.y - (size as i32 / 2), size, size))
|
||||||
|
.unwrap();
|
||||||
|
}
|
||||||
|
|
||||||
|
// Render node ID if a node is highlighted
|
||||||
|
if let Some(closest_node_id) = closest_node {
|
||||||
|
let node = map.graph.get_node(closest_node_id).unwrap();
|
||||||
|
let pos = transform_position_with_offset(node.position, scale);
|
||||||
|
|
||||||
|
let surface = font
|
||||||
|
.render(&closest_node_id.to_string())
|
||||||
|
.blended(Color {
|
||||||
|
a: f32_to_u8(0.4),
|
||||||
|
..Color::WHITE
|
||||||
|
})
|
||||||
|
.unwrap();
|
||||||
|
let texture = texture_creator.create_texture_from_surface(&surface).unwrap();
|
||||||
|
let dest = Rect::new(pos.x + 10, pos.y - 5, texture.query().width, texture.query().height);
|
||||||
|
debug_canvas.copy(&texture, None, dest).unwrap();
|
||||||
}
|
}
|
||||||
|
|
||||||
// Render timing information in the top-left corner
|
// Render timing information in the top-left corner
|
||||||
render_timing_display(debug_canvas, &mut texture_creator, &timings);
|
render_timing_display(debug_canvas, &mut texture_creator, &timings, font);
|
||||||
})
|
})
|
||||||
.unwrap();
|
.unwrap();
|
||||||
|
|
||||||
// Draw the debug texture directly onto the main canvas at full resolution
|
|
||||||
canvas.copy(&debug_texture.0, None, None).unwrap();
|
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -1,102 +0,0 @@
|
|||||||
use num_width::NumberWidth;
|
|
||||||
use smallvec::SmallVec;
|
|
||||||
use std::time::Duration;
|
|
||||||
|
|
||||||
// Helper to split a duration into a integer, decimal, and unit
|
|
||||||
fn get_value(duration: &Duration) -> (u64, u32, &'static str) {
|
|
||||||
let (int, decimal, unit) = match duration {
|
|
||||||
// if greater than 1 second, return as seconds
|
|
||||||
n if n >= &Duration::from_secs(1) => {
|
|
||||||
let secs = n.as_secs();
|
|
||||||
let decimal = n.as_millis() as u64 % 1000;
|
|
||||||
(secs, decimal as u32, "s")
|
|
||||||
}
|
|
||||||
// if greater than 1 millisecond, return as milliseconds
|
|
||||||
n if n >= &Duration::from_millis(1) => {
|
|
||||||
let ms = n.as_millis() as u64;
|
|
||||||
let decimal = n.as_micros() as u64 % 1000;
|
|
||||||
(ms, decimal as u32, "ms")
|
|
||||||
}
|
|
||||||
// if greater than 1 microsecond, return as microseconds
|
|
||||||
n if n >= &Duration::from_micros(1) => {
|
|
||||||
let us = n.as_micros() as u64;
|
|
||||||
let decimal = n.as_nanos() as u64 % 1000;
|
|
||||||
(us, decimal as u32, "µs")
|
|
||||||
}
|
|
||||||
// otherwise, return as nanoseconds
|
|
||||||
n => {
|
|
||||||
let ns = n.as_nanos() as u64;
|
|
||||||
(ns, 0, "ns")
|
|
||||||
}
|
|
||||||
};
|
|
||||||
|
|
||||||
(int, decimal, unit)
|
|
||||||
}
|
|
||||||
|
|
||||||
/// Formats timing data into a vector of strings with proper alignment
|
|
||||||
pub fn format_timing_display(timing_data: impl IntoIterator<Item = (String, Duration, Duration)>) -> SmallVec<[String; 12]> {
|
|
||||||
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; 12]>>()
|
|
||||||
}
|
|
||||||
@@ -1,77 +1,70 @@
|
|||||||
use bevy_ecs::system::{Query, Res};
|
use crate::systems::components::Frozen;
|
||||||
use rand::prelude::*;
|
|
||||||
use smallvec::SmallVec;
|
|
||||||
|
|
||||||
use crate::{
|
use crate::{
|
||||||
entity::direction::Direction,
|
map::{
|
||||||
map::builder::Map,
|
builder::Map,
|
||||||
|
direction::Direction,
|
||||||
|
graph::{Edge, TraversalFlags},
|
||||||
|
},
|
||||||
systems::{
|
systems::{
|
||||||
components::{DeltaTime, EntityType, GhostBehavior, GhostType},
|
components::{DeltaTime, Ghost},
|
||||||
movement::{Movable, Position},
|
movement::{Position, Velocity},
|
||||||
},
|
},
|
||||||
};
|
};
|
||||||
|
use bevy_ecs::query::Without;
|
||||||
|
use bevy_ecs::system::{Query, Res};
|
||||||
|
use rand::rngs::SmallRng;
|
||||||
|
use rand::seq::IndexedRandom;
|
||||||
|
use rand::SeedableRng;
|
||||||
|
use smallvec::SmallVec;
|
||||||
|
|
||||||
/// Ghost AI system that handles randomized movement decisions.
|
/// Autonomous ghost AI system implementing randomized movement with backtracking avoidance.
|
||||||
///
|
pub fn ghost_movement_system(
|
||||||
/// This system runs on all ghosts and makes periodic decisions about
|
|
||||||
/// which direction to move in when they reach intersections.
|
|
||||||
pub fn ghost_ai_system(
|
|
||||||
map: Res<Map>,
|
map: Res<Map>,
|
||||||
delta_time: Res<DeltaTime>,
|
delta_time: Res<DeltaTime>,
|
||||||
mut ghosts: Query<(&mut GhostBehavior, &mut Movable, &Position, &EntityType, &GhostType)>,
|
mut ghosts: Query<(&Ghost, &mut Velocity, &mut Position), Without<Frozen>>,
|
||||||
) {
|
) {
|
||||||
for (mut ghost_behavior, mut movable, position, entity_type, _ghost_type) in ghosts.iter_mut() {
|
for (_ghost, mut velocity, mut position) in ghosts.iter_mut() {
|
||||||
// Only process ghosts
|
let mut distance = velocity.speed * 60.0 * delta_time.0;
|
||||||
if *entity_type != EntityType::Ghost {
|
loop {
|
||||||
continue;
|
match *position {
|
||||||
}
|
Position::Stopped { node: current_node } => {
|
||||||
|
let intersection = &map.graph.adjacency_list[current_node];
|
||||||
|
let opposite = velocity.direction.opposite();
|
||||||
|
|
||||||
// Update decision timer
|
let mut non_opposite_options: SmallVec<[Edge; 3]> = SmallVec::new();
|
||||||
ghost_behavior.decision_timer += delta_time.0;
|
|
||||||
|
|
||||||
// Check if we should make a new direction decision
|
// Collect all available directions that ghosts can traverse
|
||||||
let should_decide = ghost_behavior.decision_timer >= ghost_behavior.decision_interval;
|
for edge in Direction::DIRECTIONS.iter().flat_map(|d| intersection.get(*d)) {
|
||||||
let at_intersection = position.is_at_node();
|
if edge.traversal_flags.contains(TraversalFlags::GHOST) && edge.direction != opposite {
|
||||||
|
non_opposite_options.push(edge);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
if should_decide && at_intersection {
|
let new_edge: Edge = if non_opposite_options.is_empty() {
|
||||||
choose_random_direction(&map, &mut movable, position);
|
if let Some(edge) = intersection.get(opposite) {
|
||||||
ghost_behavior.decision_timer = 0.0;
|
edge
|
||||||
}
|
} else {
|
||||||
}
|
break;
|
||||||
}
|
}
|
||||||
|
} else {
|
||||||
|
*non_opposite_options.choose(&mut SmallRng::from_os_rng()).unwrap()
|
||||||
|
};
|
||||||
|
|
||||||
/// Chooses a random available direction for a ghost at an intersection.
|
velocity.direction = new_edge.direction;
|
||||||
///
|
*position = Position::Moving {
|
||||||
/// This function mirrors the behavior from the old ghost implementation,
|
from: current_node,
|
||||||
/// preferring not to reverse direction unless it's the only option.
|
to: new_edge.target,
|
||||||
fn choose_random_direction(map: &Map, movable: &mut Movable, position: &Position) {
|
remaining_distance: new_edge.distance,
|
||||||
let current_node = position.current_node();
|
};
|
||||||
let intersection = &map.graph.adjacency_list[current_node];
|
}
|
||||||
|
Position::Moving { .. } => {
|
||||||
// Collect all available directions that ghosts can traverse
|
if let Some(overflow) = position.tick(distance) {
|
||||||
let mut available_directions = SmallVec::<[Direction; 4]>::new();
|
distance = overflow;
|
||||||
for direction in Direction::DIRECTIONS {
|
} else {
|
||||||
if let Some(edge) = intersection.get(direction) {
|
break;
|
||||||
// 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 = movable.current_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) {
|
|
||||||
movable.requested_direction = Some(*random_direction);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -1,16 +1,34 @@
|
|||||||
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, Res, ResMut},
|
||||||
|
};
|
||||||
|
use glam::Vec2;
|
||||||
use sdl2::{event::Event, keyboard::Keycode, EventPump};
|
use sdl2::{event::Event, keyboard::Keycode, EventPump};
|
||||||
|
|
||||||
|
use crate::systems::components::DeltaTime;
|
||||||
use crate::{
|
use crate::{
|
||||||
entity::direction::Direction,
|
|
||||||
events::{GameCommand, GameEvent},
|
events::{GameCommand, GameEvent},
|
||||||
|
map::direction::Direction,
|
||||||
};
|
};
|
||||||
|
|
||||||
#[derive(Debug, Clone, Resource)]
|
#[derive(Resource, Default, Debug, Copy, Clone)]
|
||||||
|
pub enum CursorPosition {
|
||||||
|
#[default]
|
||||||
|
None,
|
||||||
|
Some {
|
||||||
|
position: Vec2,
|
||||||
|
remaining_time: f32,
|
||||||
|
},
|
||||||
|
}
|
||||||
|
|
||||||
|
#[derive(Resource, Debug, Clone)]
|
||||||
pub struct Bindings {
|
pub struct Bindings {
|
||||||
key_bindings: HashMap<Keycode, GameCommand>,
|
key_bindings: HashMap<Keycode, GameCommand>,
|
||||||
|
movement_keys: HashSet<Keycode>,
|
||||||
|
pressed_movement_keys: Vec<Keycode>,
|
||||||
}
|
}
|
||||||
|
|
||||||
impl Default for Bindings {
|
impl Default for Bindings {
|
||||||
@@ -35,23 +53,130 @@ impl Default for Bindings {
|
|||||||
key_bindings.insert(Keycode::Escape, GameCommand::Exit);
|
key_bindings.insert(Keycode::Escape, GameCommand::Exit);
|
||||||
key_bindings.insert(Keycode::Q, GameCommand::Exit);
|
key_bindings.insert(Keycode::Q, GameCommand::Exit);
|
||||||
|
|
||||||
Self { key_bindings }
|
let movement_keys = HashSet::from([
|
||||||
|
Keycode::W,
|
||||||
|
Keycode::A,
|
||||||
|
Keycode::S,
|
||||||
|
Keycode::D,
|
||||||
|
Keycode::Up,
|
||||||
|
Keycode::Down,
|
||||||
|
Keycode::Left,
|
||||||
|
Keycode::Right,
|
||||||
|
]);
|
||||||
|
|
||||||
|
Self {
|
||||||
|
key_bindings,
|
||||||
|
movement_keys,
|
||||||
|
pressed_movement_keys: Vec::new(),
|
||||||
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
pub fn input_system(bindings: Res<Bindings>, mut writer: EventWriter<GameEvent>, mut pump: NonSendMut<&'static mut EventPump>) {
|
/// A simplified input event used for deterministic testing and logic reuse
|
||||||
for event in pump.poll_iter() {
|
/// without depending on SDL's event pump.
|
||||||
match event {
|
#[derive(Debug, Clone, Copy, PartialEq, Eq)]
|
||||||
|
pub enum SimpleKeyEvent {
|
||||||
|
KeyDown(Keycode),
|
||||||
|
KeyUp(Keycode),
|
||||||
|
}
|
||||||
|
|
||||||
|
/// Processes a frame's worth of simplified key events and returns the resulting
|
||||||
|
/// `GameEvent`s that would be emitted by the input system for that frame.
|
||||||
|
///
|
||||||
|
/// This mirrors the behavior of `input_system` for keyboard-related logic:
|
||||||
|
/// - KeyDown emits the bound command immediately (movement or otherwise)
|
||||||
|
/// - Tracks pressed movement keys in order to continue movement on subsequent frames
|
||||||
|
/// - KeyUp removes movement keys; if another movement key remains, it resumes
|
||||||
|
pub fn process_simple_key_events(bindings: &mut Bindings, frame_events: &[SimpleKeyEvent]) -> Vec<GameEvent> {
|
||||||
|
let mut emitted_events = Vec::new();
|
||||||
|
let mut movement_key_pressed = false;
|
||||||
|
|
||||||
|
for event in frame_events {
|
||||||
|
match *event {
|
||||||
|
SimpleKeyEvent::KeyDown(key) => {
|
||||||
|
if let Some(command) = bindings.key_bindings.get(&key).copied() {
|
||||||
|
emitted_events.push(GameEvent::Command(command));
|
||||||
|
}
|
||||||
|
|
||||||
|
if bindings.movement_keys.contains(&key) {
|
||||||
|
movement_key_pressed = true;
|
||||||
|
if !bindings.pressed_movement_keys.contains(&key) {
|
||||||
|
bindings.pressed_movement_keys.push(key);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
SimpleKeyEvent::KeyUp(key) => {
|
||||||
|
if bindings.movement_keys.contains(&key) {
|
||||||
|
bindings.pressed_movement_keys.retain(|&k| k != key);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
if !movement_key_pressed {
|
||||||
|
if let Some(&last_movement_key) = bindings.pressed_movement_keys.last() {
|
||||||
|
if let Some(command) = bindings.key_bindings.get(&last_movement_key).copied() {
|
||||||
|
emitted_events.push(GameEvent::Command(command));
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
emitted_events
|
||||||
|
}
|
||||||
|
|
||||||
|
pub fn input_system(
|
||||||
|
delta_time: Res<DeltaTime>,
|
||||||
|
mut bindings: ResMut<Bindings>,
|
||||||
|
mut writer: EventWriter<GameEvent>,
|
||||||
|
mut pump: NonSendMut<&'static mut EventPump>,
|
||||||
|
mut cursor: ResMut<CursorPosition>,
|
||||||
|
) {
|
||||||
|
let mut cursor_seen = false;
|
||||||
|
// Collect all events for this frame.
|
||||||
|
let frame_events: Vec<Event> = pump.poll_iter().collect();
|
||||||
|
|
||||||
|
// Handle non-keyboard events inline and build a simplified keyboard event stream.
|
||||||
|
let mut simple_key_events = Vec::new();
|
||||||
|
for event in &frame_events {
|
||||||
|
match *event {
|
||||||
Event::Quit { .. } => {
|
Event::Quit { .. } => {
|
||||||
writer.write(GameEvent::Command(GameCommand::Exit));
|
writer.write(GameEvent::Command(GameCommand::Exit));
|
||||||
}
|
}
|
||||||
Event::KeyDown { keycode: Some(key), .. } => {
|
Event::MouseMotion { x, y, .. } => {
|
||||||
let command = bindings.key_bindings.get(&key).copied();
|
*cursor = CursorPosition::Some {
|
||||||
if let Some(command) = command {
|
position: Vec2::new(x as f32, y as f32),
|
||||||
writer.write(GameEvent::Command(command));
|
remaining_time: 0.20,
|
||||||
}
|
};
|
||||||
|
cursor_seen = true;
|
||||||
|
}
|
||||||
|
Event::KeyDown {
|
||||||
|
keycode: Some(key),
|
||||||
|
repeat: false,
|
||||||
|
..
|
||||||
|
} => {
|
||||||
|
simple_key_events.push(SimpleKeyEvent::KeyDown(key));
|
||||||
|
}
|
||||||
|
Event::KeyUp {
|
||||||
|
keycode: Some(key),
|
||||||
|
repeat: false,
|
||||||
|
..
|
||||||
|
} => {
|
||||||
|
simple_key_events.push(SimpleKeyEvent::KeyUp(key));
|
||||||
}
|
}
|
||||||
_ => {}
|
_ => {}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// Delegate keyboard handling to shared logic used by tests and production.
|
||||||
|
let emitted = process_simple_key_events(&mut bindings, &simple_key_events);
|
||||||
|
for event in emitted {
|
||||||
|
writer.write(event);
|
||||||
|
}
|
||||||
|
|
||||||
|
if let (false, CursorPosition::Some { remaining_time, .. }) = (cursor_seen, &mut *cursor) {
|
||||||
|
*remaining_time -= delta_time.0;
|
||||||
|
if *remaining_time <= 0.0 {
|
||||||
|
*cursor = CursorPosition::None;
|
||||||
|
}
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -1,19 +1,33 @@
|
|||||||
use bevy_ecs::{event::EventReader, prelude::*, query::With, system::Query};
|
use bevy_ecs::{
|
||||||
|
entity::Entity,
|
||||||
|
event::{EventReader, EventWriter},
|
||||||
|
query::With,
|
||||||
|
system::{Commands, Query, ResMut},
|
||||||
|
};
|
||||||
|
|
||||||
use crate::{
|
use crate::{
|
||||||
events::GameEvent,
|
events::GameEvent,
|
||||||
systems::{
|
systems::{AudioEvent, EntityType, GhostCollider, ItemCollider, PacmanCollider, ScoreResource, Vulnerable},
|
||||||
audio::AudioEvent,
|
|
||||||
components::{EntityType, ItemCollider, PacmanCollider, ScoreResource},
|
|
||||||
},
|
|
||||||
};
|
};
|
||||||
|
|
||||||
|
/// Determines if a collision between two entity types should be handled by the item system.
|
||||||
|
///
|
||||||
|
/// Returns `true` if one entity is a player and the other is a collectible item.
|
||||||
|
#[allow(dead_code)]
|
||||||
|
pub fn is_valid_item_collision(entity1: EntityType, entity2: EntityType) -> bool {
|
||||||
|
match (entity1, entity2) {
|
||||||
|
(EntityType::Player, entity) | (entity, EntityType::Player) => entity.is_collectible(),
|
||||||
|
_ => false,
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
pub fn item_system(
|
pub fn item_system(
|
||||||
mut commands: Commands,
|
mut commands: Commands,
|
||||||
mut collision_events: EventReader<GameEvent>,
|
mut collision_events: EventReader<GameEvent>,
|
||||||
mut score: ResMut<ScoreResource>,
|
mut score: ResMut<ScoreResource>,
|
||||||
pacman_query: Query<Entity, With<PacmanCollider>>,
|
pacman_query: Query<Entity, With<PacmanCollider>>,
|
||||||
item_query: Query<(Entity, &EntityType), With<ItemCollider>>,
|
item_query: Query<(Entity, &EntityType), With<ItemCollider>>,
|
||||||
|
ghost_query: Query<Entity, With<GhostCollider>>,
|
||||||
mut events: EventWriter<AudioEvent>,
|
mut events: EventWriter<AudioEvent>,
|
||||||
) {
|
) {
|
||||||
for event in collision_events.read() {
|
for event in collision_events.read() {
|
||||||
@@ -29,20 +43,30 @@ pub fn item_system(
|
|||||||
|
|
||||||
// Get the item type and update score
|
// Get the item type and update score
|
||||||
if let Ok((item_ent, entity_type)) = item_query.get(item_entity) {
|
if let Ok((item_ent, entity_type)) = item_query.get(item_entity) {
|
||||||
match entity_type {
|
if let Some(score_value) = entity_type.score_value() {
|
||||||
EntityType::Pellet => {
|
score.0 += score_value;
|
||||||
score.0 += 10;
|
|
||||||
|
// Remove the collected item
|
||||||
|
commands.entity(item_ent).despawn();
|
||||||
|
|
||||||
|
// Trigger audio if appropriate
|
||||||
|
if entity_type.is_collectible() {
|
||||||
|
events.write(AudioEvent::PlayEat);
|
||||||
}
|
}
|
||||||
EntityType::PowerPellet => {
|
|
||||||
score.0 += 50;
|
// Make ghosts vulnerable when power pellet is collected
|
||||||
|
if *entity_type == EntityType::PowerPellet {
|
||||||
|
// Convert seconds to frames (assumes 60 FPS)
|
||||||
|
let total_ticks = 60 * 5;
|
||||||
|
|
||||||
|
// Add Vulnerable component to all ghosts
|
||||||
|
for ghost_entity in ghost_query.iter() {
|
||||||
|
commands.entity(ghost_entity).insert(Vulnerable {
|
||||||
|
remaining_ticks: total_ticks,
|
||||||
|
});
|
||||||
|
}
|
||||||
}
|
}
|
||||||
_ => continue,
|
|
||||||
}
|
}
|
||||||
|
|
||||||
// Remove the collected item
|
|
||||||
commands.entity(item_ent).despawn();
|
|
||||||
|
|
||||||
events.write(AudioEvent::PlayEat);
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -7,12 +7,28 @@ 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 debug;
|
||||||
pub mod formatting;
|
|
||||||
pub mod ghost;
|
pub mod ghost;
|
||||||
pub mod input;
|
pub mod input;
|
||||||
pub mod item;
|
pub mod item;
|
||||||
pub mod movement;
|
pub mod movement;
|
||||||
|
pub mod player;
|
||||||
pub mod profiling;
|
pub mod profiling;
|
||||||
pub mod render;
|
pub mod render;
|
||||||
|
pub mod stage;
|
||||||
|
pub mod vulnerable;
|
||||||
|
|
||||||
|
pub use self::audio::*;
|
||||||
|
pub use self::blinking::*;
|
||||||
|
pub use self::collision::*;
|
||||||
|
pub use self::components::*;
|
||||||
|
pub use self::debug::*;
|
||||||
|
pub use self::ghost::*;
|
||||||
|
pub use self::input::*;
|
||||||
|
pub use self::item::*;
|
||||||
|
pub use self::movement::*;
|
||||||
|
pub use self::player::*;
|
||||||
|
pub use self::profiling::*;
|
||||||
|
pub use self::render::*;
|
||||||
|
pub use self::stage::*;
|
||||||
|
pub use self::vulnerable::*;
|
||||||
|
|||||||
@@ -1,49 +1,47 @@
|
|||||||
use crate::entity::graph::Graph;
|
use crate::error::{EntityError, GameResult};
|
||||||
use crate::entity::{direction::Direction, graph::Edge};
|
use crate::map::direction::Direction;
|
||||||
use crate::error::{EntityError, GameError, GameResult};
|
use crate::map::graph::Graph;
|
||||||
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.
|
/// Zero-based index identifying a specific node in the navigation graph.
|
||||||
|
///
|
||||||
|
/// Nodes represent discrete movement targets in the maze. The index directly corresponds to the node's position in the
|
||||||
|
/// graph's internal storage arrays.
|
||||||
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,
|
|
||||||
}
|
|
||||||
|
|
||||||
/// Pure spatial position component - works for both static and dynamic entities.
|
|
||||||
#[derive(Component, Debug, Copy, Clone, PartialEq, Default)]
|
|
||||||
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, Default)]
|
|
||||||
pub enum MovementState {
|
|
||||||
#[default]
|
|
||||||
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 speed: f32,
|
||||||
pub current_direction: Direction,
|
pub direction: Direction,
|
||||||
pub requested_direction: Option<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 },
|
||||||
|
}
|
||||||
|
|
||||||
|
/// Entity position state that handles both stationary entities and moving entities.
|
||||||
|
///
|
||||||
|
/// Supports precise positioning during movement between discrete navigation nodes.
|
||||||
|
/// When moving, entities smoothly interpolate along edges while tracking exact distance remaining to the target node.
|
||||||
|
#[derive(Component, Debug, Copy, Clone, PartialEq)]
|
||||||
|
pub enum Position {
|
||||||
|
/// Entity is stationary at a specific graph node.
|
||||||
|
Stopped { node: NodeId },
|
||||||
|
/// Entity is traveling between two nodes.
|
||||||
|
Moving {
|
||||||
|
from: NodeId,
|
||||||
|
to: NodeId,
|
||||||
|
/// Distance remaining to reach the target node.
|
||||||
|
remaining_distance: f32,
|
||||||
|
},
|
||||||
}
|
}
|
||||||
|
|
||||||
impl Position {
|
impl Position {
|
||||||
@@ -55,26 +53,32 @@ 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)
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
};
|
};
|
||||||
@@ -84,183 +88,61 @@ impl Position {
|
|||||||
pos.y + crate::constants::BOARD_PIXEL_OFFSET.y as f32,
|
pos.y + crate::constants::BOARD_PIXEL_OFFSET.y as f32,
|
||||||
))
|
))
|
||||||
}
|
}
|
||||||
}
|
|
||||||
|
|
||||||
#[allow(dead_code)]
|
/// Advances movement progress by the specified distance with overflow handling.
|
||||||
impl Position {
|
///
|
||||||
|
/// For moving entities, decreases the remaining distance to the target node.
|
||||||
|
/// If the distance would overshoot the target, the entity transitions to
|
||||||
|
/// `Stopped` state and returns the excess distance for chaining movement
|
||||||
|
/// to the next edge in the same frame.
|
||||||
|
///
|
||||||
|
/// # Arguments
|
||||||
|
///
|
||||||
|
/// * `distance` - Distance to travel this frame (typically speed × delta_time)
|
||||||
|
///
|
||||||
|
/// # Returns
|
||||||
|
///
|
||||||
|
/// `Some(overflow)` if the target was reached with distance remaining,
|
||||||
|
/// `None` if still moving or already stopped.
|
||||||
|
pub fn tick(&mut self, distance: f32) -> Option<f32> {
|
||||||
|
if distance <= 0.0 || self.is_at_node() {
|
||||||
|
return None;
|
||||||
|
}
|
||||||
|
|
||||||
|
match self {
|
||||||
|
Position::Moving {
|
||||||
|
to, remaining_distance, ..
|
||||||
|
} => {
|
||||||
|
// If the remaining distance is less than or equal the distance, we'll reach the target
|
||||||
|
if *remaining_distance <= distance {
|
||||||
|
let overflow: Option<f32> = if *remaining_distance != distance {
|
||||||
|
Some(distance - *remaining_distance)
|
||||||
|
} else {
|
||||||
|
None
|
||||||
|
};
|
||||||
|
*self = Position::Stopped { node: *to };
|
||||||
|
|
||||||
|
return overflow;
|
||||||
|
}
|
||||||
|
|
||||||
|
*remaining_distance -= distance;
|
||||||
|
|
||||||
|
None
|
||||||
|
}
|
||||||
|
_ => unreachable!(),
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
/// Returns `true` if the position is exactly at a node (not traveling).
|
/// 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.
|
|
||||||
pub fn target_node(&self) -> Option<NodeId> {
|
|
||||||
self.edge_progress.as_ref().map(|ep| ep.target_node)
|
|
||||||
}
|
|
||||||
|
|
||||||
/// Returns `true` if the entity is traveling between nodes.
|
|
||||||
pub fn is_moving(&self) -> bool {
|
|
||||||
self.edge_progress.is_some()
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
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 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 *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.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);
|
|
||||||
|
|
||||||
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 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;
|
|
||||||
|
|
||||||
// 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.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
|
|
||||||
};
|
|
||||||
|
|
||||||
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;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
168
src/systems/player.rs
Normal file
168
src/systems/player.rs
Normal file
@@ -0,0 +1,168 @@
|
|||||||
|
use bevy_ecs::{
|
||||||
|
event::{EventReader, EventWriter},
|
||||||
|
query::{With, Without},
|
||||||
|
system::{Query, Res, ResMut},
|
||||||
|
};
|
||||||
|
|
||||||
|
use crate::{
|
||||||
|
error::GameError,
|
||||||
|
events::{GameCommand, GameEvent},
|
||||||
|
map::{builder::Map, graph::Edge},
|
||||||
|
systems::{
|
||||||
|
components::{DeltaTime, EntityType, Frozen, GlobalState, MovementModifiers, PlayerControlled},
|
||||||
|
debug::DebugState,
|
||||||
|
movement::{BufferedDirection, Position, Velocity},
|
||||||
|
AudioState,
|
||||||
|
},
|
||||||
|
};
|
||||||
|
|
||||||
|
pub fn can_traverse(entity_type: EntityType, edge: Edge) -> bool {
|
||||||
|
let entity_flags = entity_type.traversal_flags();
|
||||||
|
edge.traversal_flags.contains(entity_flags)
|
||||||
|
}
|
||||||
|
|
||||||
|
/// Processes player input commands and updates game state accordingly.
|
||||||
|
///
|
||||||
|
/// Handles keyboard-driven commands like movement direction changes, debug mode
|
||||||
|
/// toggling, audio muting, and game exit requests. Movement commands are buffered
|
||||||
|
/// to allow direction changes before reaching intersections, improving gameplay
|
||||||
|
/// responsiveness. Non-movement commands immediately modify global game state.
|
||||||
|
pub fn player_control_system(
|
||||||
|
mut events: EventReader<GameEvent>,
|
||||||
|
mut state: ResMut<GlobalState>,
|
||||||
|
mut debug_state: ResMut<DebugState>,
|
||||||
|
mut audio_state: ResMut<AudioState>,
|
||||||
|
mut players: Query<&mut BufferedDirection, (With<PlayerControlled>, Without<Frozen>)>,
|
||||||
|
mut errors: EventWriter<GameError>,
|
||||||
|
) {
|
||||||
|
// Handle events
|
||||||
|
for event in events.read() {
|
||||||
|
if let GameEvent::Command(command) = event {
|
||||||
|
match command {
|
||||||
|
GameCommand::MovePlayer(direction) => {
|
||||||
|
// Get the player's movable component (ensuring there is only one player)
|
||||||
|
let mut buffered_direction = match players.single_mut() {
|
||||||
|
Ok(tuple) => tuple,
|
||||||
|
Err(e) => {
|
||||||
|
errors.write(GameError::InvalidState(format!(
|
||||||
|
"No/multiple entities queried for player system: {}",
|
||||||
|
e
|
||||||
|
)));
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
};
|
||||||
|
|
||||||
|
*buffered_direction = BufferedDirection::Some {
|
||||||
|
direction: *direction,
|
||||||
|
remaining_time: 0.25,
|
||||||
|
};
|
||||||
|
}
|
||||||
|
GameCommand::Exit => {
|
||||||
|
state.exit = true;
|
||||||
|
}
|
||||||
|
GameCommand::ToggleDebug => {
|
||||||
|
debug_state.enabled = !debug_state.enabled;
|
||||||
|
}
|
||||||
|
GameCommand::MuteAudio => {
|
||||||
|
audio_state.muted = !audio_state.muted;
|
||||||
|
tracing::info!("Audio {}", if audio_state.muted { "muted" } else { "unmuted" });
|
||||||
|
}
|
||||||
|
_ => {}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
/// Executes frame-by-frame movement for Pac-Man.
|
||||||
|
///
|
||||||
|
/// Handles movement logic including buffered direction changes, edge traversal validation, and continuous movement between nodes.
|
||||||
|
/// When stopped, prioritizes buffered directions for responsive controls, falling back to current direction.
|
||||||
|
/// Supports movement chaining within a single frame when traveling at high speeds.
|
||||||
|
#[allow(clippy::type_complexity)]
|
||||||
|
pub fn player_movement_system(
|
||||||
|
map: Res<Map>,
|
||||||
|
delta_time: Res<DeltaTime>,
|
||||||
|
mut entities: Query<
|
||||||
|
(&MovementModifiers, &mut Position, &mut Velocity, &mut BufferedDirection),
|
||||||
|
(With<PlayerControlled>, Without<Frozen>),
|
||||||
|
>,
|
||||||
|
) {
|
||||||
|
for (modifiers, mut position, mut velocity, mut buffered_direction) in entities.iter_mut() {
|
||||||
|
// Decrement the buffered direction remaining time
|
||||||
|
if let BufferedDirection::Some {
|
||||||
|
direction,
|
||||||
|
remaining_time,
|
||||||
|
} = *buffered_direction
|
||||||
|
{
|
||||||
|
if remaining_time <= 0.0 {
|
||||||
|
*buffered_direction = BufferedDirection::None;
|
||||||
|
} else {
|
||||||
|
*buffered_direction = BufferedDirection::Some {
|
||||||
|
direction,
|
||||||
|
remaining_time: remaining_time - delta_time.0,
|
||||||
|
};
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
let mut distance = velocity.speed * modifiers.speed_multiplier * 60.0 * delta_time.0;
|
||||||
|
|
||||||
|
loop {
|
||||||
|
match *position {
|
||||||
|
Position::Stopped { .. } => {
|
||||||
|
// If there is a buffered direction, travel it's edge first if available.
|
||||||
|
if let BufferedDirection::Some { direction, .. } = *buffered_direction {
|
||||||
|
// If there's no edge in that direction, ignore the buffered direction.
|
||||||
|
if let Some(edge) = map.graph.find_edge_in_direction(position.current_node(), direction) {
|
||||||
|
// If there is an edge in that direction (and it's traversable), start moving towards it and consume the buffered direction.
|
||||||
|
if can_traverse(EntityType::Player, edge) {
|
||||||
|
velocity.direction = edge.direction;
|
||||||
|
*position = Position::Moving {
|
||||||
|
from: position.current_node(),
|
||||||
|
to: edge.target,
|
||||||
|
remaining_distance: edge.distance,
|
||||||
|
};
|
||||||
|
*buffered_direction = BufferedDirection::None;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// If there is no buffered direction (or it's not yet valid), continue in the current direction.
|
||||||
|
if let Some(edge) = map.graph.find_edge_in_direction(position.current_node(), velocity.direction) {
|
||||||
|
if can_traverse(EntityType::Player, edge) {
|
||||||
|
velocity.direction = edge.direction;
|
||||||
|
*position = Position::Moving {
|
||||||
|
from: position.current_node(),
|
||||||
|
to: edge.target,
|
||||||
|
remaining_distance: edge.distance,
|
||||||
|
};
|
||||||
|
}
|
||||||
|
} else {
|
||||||
|
// No edge in our current direction either, erase the buffered direction and stop.
|
||||||
|
*buffered_direction = BufferedDirection::None;
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
Position::Moving { .. } => {
|
||||||
|
if let Some(overflow) = position.tick(distance) {
|
||||||
|
distance = overflow;
|
||||||
|
} else {
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
/// Applies tunnel slowdown based on the current node tile
|
||||||
|
pub fn player_tunnel_slowdown_system(map: Res<Map>, mut q: Query<(&Position, &mut MovementModifiers), With<PlayerControlled>>) {
|
||||||
|
if let Ok((position, mut modifiers)) = q.single_mut() {
|
||||||
|
let node = position.current_node();
|
||||||
|
let in_tunnel = map
|
||||||
|
.tile_at_node(node)
|
||||||
|
.map(|t| t == crate::constants::MapTile::Tunnel)
|
||||||
|
.unwrap_or(false);
|
||||||
|
modifiers.tunnel_slowdown_active = in_tunnel;
|
||||||
|
modifiers.speed_multiplier = if in_tunnel { 0.6 } else { 1.0 };
|
||||||
|
}
|
||||||
|
}
|
||||||
@@ -1,16 +1,48 @@
|
|||||||
use bevy_ecs::prelude::Resource;
|
use bevy_ecs::system::IntoSystem;
|
||||||
use bevy_ecs::system::{IntoSystem, System};
|
use bevy_ecs::{resource::Resource, system::System};
|
||||||
use circular_buffer::CircularBuffer;
|
use circular_buffer::CircularBuffer;
|
||||||
use micromap::Map;
|
use micromap::Map;
|
||||||
|
use num_width::NumberWidth;
|
||||||
use parking_lot::{Mutex, RwLock};
|
use parking_lot::{Mutex, RwLock};
|
||||||
|
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;
|
use thousands::Separable;
|
||||||
|
|
||||||
/// The maximum number of systems that can be profiled. Must not be exceeded, or it will panic.
|
/// The maximum number of systems that can be profiled. Must not be exceeded, or it will panic.
|
||||||
const MAX_SYSTEMS: usize = 13;
|
const MAX_SYSTEMS: usize = SystemId::COUNT;
|
||||||
/// The number of durations to keep in the circular buffer.
|
/// The number of durations to keep in the circular buffer.
|
||||||
const TIMING_WINDOW_SIZE: usize = 30;
|
const TIMING_WINDOW_SIZE: usize = 30;
|
||||||
|
|
||||||
|
#[derive(EnumCount, IntoStaticStr, Debug, PartialEq, Eq, Hash, Copy, Clone)]
|
||||||
|
pub enum SystemId {
|
||||||
|
Input,
|
||||||
|
PlayerControls,
|
||||||
|
Ghost,
|
||||||
|
Movement,
|
||||||
|
Audio,
|
||||||
|
Blinking,
|
||||||
|
DirectionalRender,
|
||||||
|
DirtyRender,
|
||||||
|
HudRender,
|
||||||
|
Render,
|
||||||
|
DebugRender,
|
||||||
|
Present,
|
||||||
|
Collision,
|
||||||
|
Item,
|
||||||
|
PlayerMovement,
|
||||||
|
GhostCollision,
|
||||||
|
Stage,
|
||||||
|
}
|
||||||
|
|
||||||
|
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 {
|
||||||
/// Map of system names to a queue of durations, using a circular buffer.
|
/// Map of system names to a queue of durations, using a circular buffer.
|
||||||
@@ -20,18 +52,18 @@ pub struct SystemTimings {
|
|||||||
///
|
///
|
||||||
/// Also, we use a micromap::Map as the number of systems is generally quite small.
|
/// 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.
|
/// 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 {
|
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
|
// acquire a upgradable read lock
|
||||||
let mut timings = self.timings.upgradable_read();
|
let mut timings = self.timings.upgradable_read();
|
||||||
|
|
||||||
// happy path, the name is already in the map (no need to mutate the hashmap)
|
// 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
|
let queue = timings
|
||||||
.get(name)
|
.get(&id)
|
||||||
.expect("System name not found in map after contains_key check");
|
.expect("System name not found in map after contains_key check");
|
||||||
let mut queue = queue.lock();
|
let mut queue = queue.lock();
|
||||||
|
|
||||||
@@ -41,16 +73,16 @@ impl SystemTimings {
|
|||||||
|
|
||||||
// otherwise, acquire a write lock and insert a new queue
|
// otherwise, acquire a write lock and insert a new queue
|
||||||
timings.with_upgraded(|timings| {
|
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);
|
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 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.lock().is_empty() {
|
if queue.lock().is_empty() {
|
||||||
continue;
|
continue;
|
||||||
}
|
}
|
||||||
@@ -65,7 +97,7 @@ 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),
|
||||||
@@ -101,7 +133,7 @@ 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 stats = self.get_stats();
|
||||||
let (total_avg, total_std) = self.get_total_stats();
|
let (total_avg, total_std) = self.get_total_stats();
|
||||||
|
|
||||||
@@ -126,11 +158,11 @@ impl SystemTimings {
|
|||||||
}
|
}
|
||||||
|
|
||||||
// Use the formatting module to format the data
|
// Use the formatting module to format the data
|
||||||
crate::systems::formatting::format_timing_display(timing_data).join("\n")
|
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,
|
||||||
{
|
{
|
||||||
@@ -147,7 +179,108 @@ 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);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// Helper to split a duration into a integer, decimal, and unit
|
||||||
|
fn get_value(duration: &Duration) -> (u64, u32, &'static str) {
|
||||||
|
let (int, decimal, unit) = match duration {
|
||||||
|
// if greater than 1 second, return as seconds
|
||||||
|
n if n >= &Duration::from_secs(1) => {
|
||||||
|
let secs = n.as_secs();
|
||||||
|
let decimal = n.as_millis() as u64 % 1000;
|
||||||
|
(secs, decimal as u32, "s")
|
||||||
|
}
|
||||||
|
// if greater than 1 millisecond, return as milliseconds
|
||||||
|
n if n >= &Duration::from_millis(1) => {
|
||||||
|
let ms = n.as_millis() as u64;
|
||||||
|
let decimal = n.as_micros() as u64 % 1000;
|
||||||
|
(ms, decimal as u32, "ms")
|
||||||
|
}
|
||||||
|
// if greater than 1 microsecond, return as microseconds
|
||||||
|
n if n >= &Duration::from_micros(1) => {
|
||||||
|
let us = n.as_micros() as u64;
|
||||||
|
let decimal = n.as_nanos() as u64 % 1000;
|
||||||
|
(us, decimal as u32, "µs")
|
||||||
|
}
|
||||||
|
// otherwise, return as nanoseconds
|
||||||
|
n => {
|
||||||
|
let ns = n.as_nanos() as u64;
|
||||||
|
(ns, 0, "ns")
|
||||||
|
}
|
||||||
|
};
|
||||||
|
|
||||||
|
(int, decimal, unit)
|
||||||
|
}
|
||||||
|
|
||||||
|
/// Formats timing data into a vector of strings with proper alignment
|
||||||
|
pub fn format_timing_display(
|
||||||
|
timing_data: impl IntoIterator<Item = (String, Duration, Duration)>,
|
||||||
|
) -> SmallVec<[String; SystemId::COUNT]> {
|
||||||
|
let mut iter = timing_data.into_iter().peekable();
|
||||||
|
if iter.peek().is_none() {
|
||||||
|
return SmallVec::new();
|
||||||
|
}
|
||||||
|
|
||||||
|
struct Entry {
|
||||||
|
name: String,
|
||||||
|
avg_int: u64,
|
||||||
|
avg_decimal: u32,
|
||||||
|
avg_unit: &'static str,
|
||||||
|
std_int: u64,
|
||||||
|
std_decimal: u32,
|
||||||
|
std_unit: &'static str,
|
||||||
|
}
|
||||||
|
|
||||||
|
let entries = iter
|
||||||
|
.map(|(name, avg, std_dev)| {
|
||||||
|
let (avg_int, avg_decimal, avg_unit) = get_value(&avg);
|
||||||
|
let (std_int, std_decimal, std_unit) = get_value(&std_dev);
|
||||||
|
|
||||||
|
Entry {
|
||||||
|
name: name.clone(),
|
||||||
|
avg_int,
|
||||||
|
avg_decimal,
|
||||||
|
avg_unit,
|
||||||
|
std_int,
|
||||||
|
std_decimal,
|
||||||
|
std_unit,
|
||||||
|
}
|
||||||
|
})
|
||||||
|
.collect::<SmallVec<[Entry; 12]>>();
|
||||||
|
|
||||||
|
let (max_name_width, max_avg_int_width, max_avg_decimal_width, max_std_int_width, max_std_decimal_width) = entries
|
||||||
|
.iter()
|
||||||
|
.fold((0, 0, 3, 0, 3), |(name_w, avg_int_w, avg_dec_w, std_int_w, std_dec_w), e| {
|
||||||
|
(
|
||||||
|
name_w.max(e.name.len()),
|
||||||
|
avg_int_w.max(e.avg_int.width() as usize),
|
||||||
|
avg_dec_w.max(e.avg_decimal.width() as usize),
|
||||||
|
std_int_w.max(e.std_int.width() as usize),
|
||||||
|
std_dec_w.max(e.std_decimal.width() as usize),
|
||||||
|
)
|
||||||
|
});
|
||||||
|
|
||||||
|
entries.iter().map(|e| {
|
||||||
|
format!(
|
||||||
|
"{name:max_name_width$} : {avg_int:max_avg_int_width$}.{avg_decimal:<max_avg_decimal_width$}{avg_unit} ± {std_int:max_std_int_width$}.{std_decimal:<max_std_decimal_width$}{std_unit}",
|
||||||
|
// Content
|
||||||
|
name = e.name,
|
||||||
|
avg_int = e.avg_int,
|
||||||
|
avg_decimal = e.avg_decimal,
|
||||||
|
std_int = e.std_int,
|
||||||
|
std_decimal = e.std_decimal,
|
||||||
|
// Units
|
||||||
|
avg_unit = e.avg_unit,
|
||||||
|
std_unit = e.std_unit,
|
||||||
|
// Padding
|
||||||
|
max_name_width = max_name_width,
|
||||||
|
max_avg_int_width = max_avg_int_width,
|
||||||
|
max_avg_decimal_width = max_avg_decimal_width,
|
||||||
|
max_std_int_width = max_std_int_width,
|
||||||
|
max_std_decimal_width = max_std_decimal_width
|
||||||
|
)
|
||||||
|
}).collect::<SmallVec<[String; SystemId::COUNT]>>()
|
||||||
|
}
|
||||||
|
|||||||
@@ -1,22 +1,38 @@
|
|||||||
|
use crate::constants::CANVAS_SIZE;
|
||||||
use crate::error::{GameError, TextureError};
|
use crate::error::{GameError, TextureError};
|
||||||
use crate::map::builder::Map;
|
use crate::map::builder::Map;
|
||||||
use crate::systems::components::{DeltaTime, DirectionalAnimated, RenderDirty, Renderable};
|
use crate::systems::{
|
||||||
use crate::systems::movement::{Movable, MovementState, Position};
|
DebugState, DebugTextureResource, DeltaTime, DirectionalAnimated, Position, Renderable, ScoreResource, StartupSequence,
|
||||||
|
Velocity,
|
||||||
|
};
|
||||||
use crate::texture::sprite::SpriteAtlas;
|
use crate::texture::sprite::SpriteAtlas;
|
||||||
|
use crate::texture::text::TextTexture;
|
||||||
|
use bevy_ecs::component::Component;
|
||||||
use bevy_ecs::entity::Entity;
|
use bevy_ecs::entity::Entity;
|
||||||
use bevy_ecs::event::EventWriter;
|
use bevy_ecs::event::EventWriter;
|
||||||
use bevy_ecs::prelude::{Changed, Or, RemovedComponents};
|
use bevy_ecs::query::{Changed, Or, Without};
|
||||||
|
use bevy_ecs::removal_detection::RemovedComponents;
|
||||||
|
use bevy_ecs::resource::Resource;
|
||||||
use bevy_ecs::system::{NonSendMut, Query, Res, ResMut};
|
use bevy_ecs::system::{NonSendMut, Query, Res, ResMut};
|
||||||
use sdl2::render::{Canvas, Texture};
|
use sdl2::pixels::Color;
|
||||||
|
use sdl2::rect::{Point, Rect};
|
||||||
|
use sdl2::render::{BlendMode, Canvas, Texture};
|
||||||
use sdl2::video::Window;
|
use sdl2::video::Window;
|
||||||
|
|
||||||
|
#[derive(Resource, Default)]
|
||||||
|
pub struct RenderDirty(pub bool);
|
||||||
|
|
||||||
|
#[derive(Component)]
|
||||||
|
pub struct Hidden;
|
||||||
|
|
||||||
#[allow(clippy::type_complexity)]
|
#[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: Query<(), Or<(Changed<Renderable>, Changed<Position>)>>,
|
||||||
|
removed_hidden: RemovedComponents<Hidden>,
|
||||||
removed_renderables: RemovedComponents<Renderable>,
|
removed_renderables: RemovedComponents<Renderable>,
|
||||||
) {
|
) {
|
||||||
if !changed_renderables.is_empty() || !removed_renderables.is_empty() {
|
if !changed.is_empty() || !removed_hidden.is_empty() || !removed_renderables.is_empty() {
|
||||||
dirty.0 = true;
|
dirty.0 = true;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
@@ -26,12 +42,12 @@ 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()
|
||||||
@@ -60,6 +76,63 @@ pub struct MapTextureResource(pub Texture<'static>);
|
|||||||
/// A non-send resource for the backbuffer texture. This just wraps the texture with a type so it can be differentiated when exposed as a resource.
|
/// A non-send resource for the backbuffer texture. This just wraps the texture with a type so it can be differentiated when exposed as a resource.
|
||||||
pub struct BackbufferResource(pub Texture<'static>);
|
pub struct BackbufferResource(pub Texture<'static>);
|
||||||
|
|
||||||
|
/// Renders the HUD (score, lives, etc.) on top of the game.
|
||||||
|
pub fn hud_render_system(
|
||||||
|
mut backbuffer: NonSendMut<BackbufferResource>,
|
||||||
|
mut canvas: NonSendMut<&mut Canvas<Window>>,
|
||||||
|
mut atlas: NonSendMut<SpriteAtlas>,
|
||||||
|
score: Res<ScoreResource>,
|
||||||
|
startup: Res<StartupSequence>,
|
||||||
|
mut errors: EventWriter<GameError>,
|
||||||
|
) {
|
||||||
|
let _ = canvas.with_texture_canvas(&mut backbuffer.0, |canvas| {
|
||||||
|
let mut text_renderer = TextTexture::new(1.0);
|
||||||
|
|
||||||
|
// Render lives and high score text in white
|
||||||
|
let lives = 3; // TODO: Get from actual lives resource
|
||||||
|
let lives_text = format!("{lives}UP HIGH SCORE ");
|
||||||
|
let lives_position = glam::UVec2::new(4 + 8 * 3, 2); // x_offset + lives_offset * 8, y_offset
|
||||||
|
|
||||||
|
if let Err(e) = text_renderer.render(canvas, &mut atlas, &lives_text, lives_position) {
|
||||||
|
errors.write(TextureError::RenderFailed(format!("Failed to render lives text: {}", e)).into());
|
||||||
|
}
|
||||||
|
|
||||||
|
// Render score text in yellow (Pac-Man's color)
|
||||||
|
let score_text = format!("{:02}", score.0);
|
||||||
|
let score_offset = 7 - (score_text.len() as i32);
|
||||||
|
let score_position = glam::UVec2::new(4 + 8 * score_offset as u32, 10); // x_offset + score_offset * 8, 8 + y_offset
|
||||||
|
|
||||||
|
if let Err(e) = text_renderer.render(canvas, &mut atlas, &score_text, score_position) {
|
||||||
|
errors.write(TextureError::RenderFailed(format!("Failed to render score text: {}", e)).into());
|
||||||
|
}
|
||||||
|
|
||||||
|
// Render text based on StartupSequence stage
|
||||||
|
if matches!(
|
||||||
|
*startup,
|
||||||
|
StartupSequence::TextOnly { .. } | StartupSequence::CharactersVisible { .. }
|
||||||
|
) {
|
||||||
|
let ready_text = "READY!";
|
||||||
|
let ready_width = text_renderer.text_width(ready_text);
|
||||||
|
let ready_position = glam::UVec2::new((CANVAS_SIZE.x - ready_width) / 2, 160);
|
||||||
|
if let Err(e) = text_renderer.render_with_color(canvas, &mut atlas, ready_text, ready_position, Color::YELLOW) {
|
||||||
|
errors.write(TextureError::RenderFailed(format!("Failed to render READY text: {}", e)).into());
|
||||||
|
}
|
||||||
|
|
||||||
|
if matches!(*startup, StartupSequence::TextOnly { .. }) {
|
||||||
|
let player_one_text = "PLAYER ONE";
|
||||||
|
let player_one_width = text_renderer.text_width(player_one_text);
|
||||||
|
let player_one_position = glam::UVec2::new((CANVAS_SIZE.x - player_one_width) / 2, 113);
|
||||||
|
|
||||||
|
if let Err(e) =
|
||||||
|
text_renderer.render_with_color(canvas, &mut atlas, player_one_text, player_one_position, Color::CYAN)
|
||||||
|
{
|
||||||
|
errors.write(TextureError::RenderFailed(format!("Failed to render PLAYER ONE text: {}", e)).into());
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
});
|
||||||
|
}
|
||||||
|
|
||||||
#[allow(clippy::too_many_arguments)]
|
#[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>>,
|
||||||
@@ -68,7 +141,7 @@ pub fn render_system(
|
|||||||
mut atlas: NonSendMut<SpriteAtlas>,
|
mut atlas: NonSendMut<SpriteAtlas>,
|
||||||
map: Res<Map>,
|
map: Res<Map>,
|
||||||
dirty: Res<RenderDirty>,
|
dirty: Res<RenderDirty>,
|
||||||
renderables: Query<(Entity, &Renderable, &Position)>,
|
renderables: Query<(Entity, &Renderable, &Position), Without<Hidden>>,
|
||||||
mut errors: EventWriter<GameError>,
|
mut errors: EventWriter<GameError>,
|
||||||
) {
|
) {
|
||||||
if !dirty.0 {
|
if !dirty.0 {
|
||||||
@@ -92,16 +165,13 @@ pub fn render_system(
|
|||||||
.sort_by_key::<(Entity, &Renderable, &Position), _>(|(_, renderable, _)| renderable.layer)
|
.sort_by_key::<(Entity, &Renderable, &Position), _>(|(_, renderable, _)| renderable.layer)
|
||||||
.rev()
|
.rev()
|
||||||
{
|
{
|
||||||
if !renderable.visible {
|
let pos = position.get_pixel_position(&map.graph);
|
||||||
continue;
|
|
||||||
}
|
|
||||||
|
|
||||||
let pos = position.get_pixel_pos(&map.graph);
|
|
||||||
match pos {
|
match pos {
|
||||||
Ok(pos) => {
|
Ok(pos) => {
|
||||||
let dest = crate::helpers::centered_with_size(
|
let dest = Rect::from_center(
|
||||||
glam::IVec2::new(pos.x as i32, pos.y as i32),
|
Point::from((pos.x as i32, pos.y as i32)),
|
||||||
glam::UVec2::new(renderable.sprite.size.x as u32, renderable.sprite.size.y as u32),
|
renderable.sprite.size.x as u32,
|
||||||
|
renderable.sprite.size.y as u32,
|
||||||
);
|
);
|
||||||
|
|
||||||
renderable
|
renderable
|
||||||
@@ -118,4 +188,28 @@ pub fn render_system(
|
|||||||
})
|
})
|
||||||
.err()
|
.err()
|
||||||
.map(|e| errors.write(TextureError::RenderFailed(e.to_string()).into()));
|
.map(|e| errors.write(TextureError::RenderFailed(e.to_string()).into()));
|
||||||
|
|
||||||
|
canvas.copy(&backbuffer.0, None, None).unwrap();
|
||||||
|
}
|
||||||
|
|
||||||
|
pub fn present_system(
|
||||||
|
mut canvas: NonSendMut<&mut Canvas<Window>>,
|
||||||
|
mut dirty: ResMut<RenderDirty>,
|
||||||
|
backbuffer: NonSendMut<BackbufferResource>,
|
||||||
|
debug_texture: NonSendMut<DebugTextureResource>,
|
||||||
|
debug_state: Res<DebugState>,
|
||||||
|
) {
|
||||||
|
if dirty.0 {
|
||||||
|
// Copy the backbuffer to the main canvas
|
||||||
|
canvas.copy(&backbuffer.0, None, None).unwrap();
|
||||||
|
|
||||||
|
// Copy the debug texture to the canvas
|
||||||
|
if debug_state.enabled {
|
||||||
|
canvas.set_blend_mode(BlendMode::Blend);
|
||||||
|
canvas.copy(&debug_texture.0, None, None).unwrap();
|
||||||
|
}
|
||||||
|
|
||||||
|
canvas.present();
|
||||||
|
dirty.0 = false;
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
91
src/systems/stage.rs
Normal file
91
src/systems/stage.rs
Normal file
@@ -0,0 +1,91 @@
|
|||||||
|
use bevy_ecs::{
|
||||||
|
entity::Entity,
|
||||||
|
query::With,
|
||||||
|
resource::Resource,
|
||||||
|
system::{Commands, Query, ResMut},
|
||||||
|
};
|
||||||
|
use tracing::debug;
|
||||||
|
|
||||||
|
use crate::systems::{Frozen, GhostCollider, Hidden, PlayerControlled};
|
||||||
|
|
||||||
|
#[derive(Resource, Debug, Clone, Copy)]
|
||||||
|
pub enum StartupSequence {
|
||||||
|
/// Stage 1: Text-only stage
|
||||||
|
/// - Player & ghosts are hidden
|
||||||
|
/// - READY! and PLAYER ONE text are shown
|
||||||
|
/// - Energizers do not blink
|
||||||
|
TextOnly {
|
||||||
|
/// Remaining ticks in this stage
|
||||||
|
remaining_ticks: u32,
|
||||||
|
},
|
||||||
|
/// Stage 2: Characters visible stage
|
||||||
|
/// - PLAYER ONE text is hidden, READY! text remains
|
||||||
|
/// - Ghosts and Pac-Man are now shown
|
||||||
|
CharactersVisible {
|
||||||
|
/// Remaining ticks in this stage
|
||||||
|
remaining_ticks: u32,
|
||||||
|
},
|
||||||
|
/// Stage 3: Game begins
|
||||||
|
/// - Final state, game is fully active
|
||||||
|
GameActive,
|
||||||
|
}
|
||||||
|
|
||||||
|
impl StartupSequence {
|
||||||
|
/// Creates a new StartupSequence with the specified duration in ticks
|
||||||
|
pub fn new(text_only_ticks: u32, _characters_visible_ticks: u32) -> Self {
|
||||||
|
Self::TextOnly {
|
||||||
|
remaining_ticks: text_only_ticks,
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
/// Ticks the timer by one frame, returning transition information if state changes
|
||||||
|
pub fn tick(&mut self) -> Option<(StartupSequence, StartupSequence)> {
|
||||||
|
match self {
|
||||||
|
StartupSequence::TextOnly { remaining_ticks } => {
|
||||||
|
if *remaining_ticks > 0 {
|
||||||
|
*remaining_ticks -= 1;
|
||||||
|
None
|
||||||
|
} else {
|
||||||
|
let from = *self;
|
||||||
|
*self = StartupSequence::CharactersVisible {
|
||||||
|
remaining_ticks: 60, // 1 second at 60 FPS
|
||||||
|
};
|
||||||
|
Some((from, *self))
|
||||||
|
}
|
||||||
|
}
|
||||||
|
StartupSequence::CharactersVisible { remaining_ticks } => {
|
||||||
|
if *remaining_ticks > 0 {
|
||||||
|
*remaining_ticks -= 1;
|
||||||
|
None
|
||||||
|
} else {
|
||||||
|
let from = *self;
|
||||||
|
*self = StartupSequence::GameActive;
|
||||||
|
Some((from, *self))
|
||||||
|
}
|
||||||
|
}
|
||||||
|
StartupSequence::GameActive => None,
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
/// Handles startup sequence transitions and component management
|
||||||
|
pub fn startup_stage_system(
|
||||||
|
mut startup: ResMut<StartupSequence>,
|
||||||
|
mut commands: Commands,
|
||||||
|
mut player_query: Query<Entity, With<PlayerControlled>>,
|
||||||
|
mut ghost_query: Query<Entity, With<GhostCollider>>,
|
||||||
|
) {
|
||||||
|
if let Some((from, to)) = startup.tick() {
|
||||||
|
debug!("StartupSequence transition from {from:?} to {to:?}");
|
||||||
|
match (from, to) {
|
||||||
|
// (StartupSequence::TextOnly { .. }, StartupSequence::CharactersVisible { .. }) => {}
|
||||||
|
(StartupSequence::CharactersVisible { .. }, StartupSequence::GameActive) => {
|
||||||
|
// Remove Frozen/Hidden tags from all entities and enable player input
|
||||||
|
for entity in player_query.iter_mut().chain(ghost_query.iter_mut()) {
|
||||||
|
commands.entity(entity).remove::<(Frozen, Hidden)>();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
_ => {}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
20
src/systems/vulnerable.rs
Normal file
20
src/systems/vulnerable.rs
Normal file
@@ -0,0 +1,20 @@
|
|||||||
|
use bevy_ecs::query::With;
|
||||||
|
use bevy_ecs::system::{Commands, Query};
|
||||||
|
|
||||||
|
use crate::systems::{GhostCollider, Vulnerable};
|
||||||
|
|
||||||
|
/// System that decrements the remaining_ticks on Vulnerable components and removes them when they reach zero
|
||||||
|
pub fn vulnerable_tick_system(
|
||||||
|
mut commands: Commands,
|
||||||
|
mut vulnerable_query: Query<(bevy_ecs::entity::Entity, &mut Vulnerable), With<GhostCollider>>,
|
||||||
|
) {
|
||||||
|
for (entity, mut vulnerable) in vulnerable_query.iter_mut() {
|
||||||
|
if vulnerable.remaining_ticks > 0 {
|
||||||
|
vulnerable.remaining_ticks -= 1;
|
||||||
|
}
|
||||||
|
|
||||||
|
if vulnerable.remaining_ticks == 0 {
|
||||||
|
commands.entity(entity).remove::<Vulnerable>();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
@@ -1,11 +1,19 @@
|
|||||||
use crate::error::{AnimatedTextureError, GameError, GameResult, TextureError};
|
use crate::error::{AnimatedTextureError, GameError, GameResult, TextureError};
|
||||||
use crate::texture::sprite::AtlasTile;
|
use crate::texture::sprite::AtlasTile;
|
||||||
|
|
||||||
|
/// Frame-based animation system for cycling through multiple sprite tiles.
|
||||||
|
///
|
||||||
|
/// Manages automatic frame progression based on elapsed time.
|
||||||
|
/// Uses a time banking system to ensure consistent animation speed regardless of frame rate variations.
|
||||||
#[derive(Debug, Clone)]
|
#[derive(Debug, Clone)]
|
||||||
pub struct AnimatedTexture {
|
pub struct AnimatedTexture {
|
||||||
|
/// Sequence of sprite tiles that make up the animation frames
|
||||||
tiles: Vec<AtlasTile>,
|
tiles: Vec<AtlasTile>,
|
||||||
|
/// Duration each frame should be displayed (in seconds)
|
||||||
frame_duration: f32,
|
frame_duration: f32,
|
||||||
|
/// Index of the currently active frame in the tiles vector
|
||||||
current_frame: usize,
|
current_frame: usize,
|
||||||
|
/// Accumulated time since the last frame change (for smooth timing)
|
||||||
time_bank: f32,
|
time_bank: f32,
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -25,6 +33,16 @@ impl AnimatedTexture {
|
|||||||
})
|
})
|
||||||
}
|
}
|
||||||
|
|
||||||
|
/// Advances the animation by the specified time delta with automatic frame cycling.
|
||||||
|
///
|
||||||
|
/// Accumulates time in the time bank and progresses through frames when enough
|
||||||
|
/// time has elapsed. Supports frame rates independent of game frame rate by
|
||||||
|
/// potentially advancing multiple frames in a single call if `dt` is large.
|
||||||
|
/// Animation loops automatically when reaching the final frame.
|
||||||
|
///
|
||||||
|
/// # Arguments
|
||||||
|
///
|
||||||
|
/// * `dt` - Time elapsed since the last tick (typically frame delta time)
|
||||||
pub fn tick(&mut self, dt: f32) {
|
pub fn tick(&mut self, dt: f32) {
|
||||||
self.time_bank += dt;
|
self.time_bank += dt;
|
||||||
while self.time_bank >= self.frame_duration {
|
while self.time_bank >= self.frame_duration {
|
||||||
|
|||||||
@@ -8,8 +8,10 @@ use std::collections::HashMap;
|
|||||||
|
|
||||||
use crate::error::TextureError;
|
use crate::error::TextureError;
|
||||||
|
|
||||||
|
/// Atlas frame mapping data loaded from JSON metadata files.
|
||||||
#[derive(Clone, Debug, Deserialize)]
|
#[derive(Clone, Debug, Deserialize)]
|
||||||
pub struct AtlasMapper {
|
pub struct AtlasMapper {
|
||||||
|
/// Mapping from sprite name to frame bounds within the atlas texture
|
||||||
pub frames: HashMap<String, MapperFrame>,
|
pub frames: HashMap<String, MapperFrame>,
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -72,10 +74,19 @@ impl AtlasTile {
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
/// High-performance sprite atlas providing fast texture region lookups and rendering.
|
||||||
|
///
|
||||||
|
/// Combines a single large texture with metadata mapping to enable efficient
|
||||||
|
/// sprite rendering without texture switching. Caches color modulation state
|
||||||
|
/// to minimize redundant SDL2 calls and supports both named sprite lookups
|
||||||
|
/// and optional default color modulation configuration.
|
||||||
pub struct SpriteAtlas {
|
pub struct SpriteAtlas {
|
||||||
|
/// The combined texture containing all sprite frames
|
||||||
texture: Texture<'static>,
|
texture: Texture<'static>,
|
||||||
|
/// Mapping from sprite names to their pixel coordinates within the texture
|
||||||
tiles: HashMap<String, MapperFrame>,
|
tiles: HashMap<String, MapperFrame>,
|
||||||
default_color: Option<Color>,
|
default_color: Option<Color>,
|
||||||
|
/// Cached color modulation state to avoid redundant SDL2 calls
|
||||||
last_modulation: Option<Color>,
|
last_modulation: Option<Color>,
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -89,6 +100,12 @@ impl SpriteAtlas {
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
/// Retrieves a sprite tile by name from the atlas with fast HashMap lookup.
|
||||||
|
///
|
||||||
|
/// Returns an `AtlasTile` containing the texture coordinates and dimensions
|
||||||
|
/// for the named sprite, or `None` if the sprite name is not found in the
|
||||||
|
/// atlas. The returned tile can be used for immediate rendering or stored
|
||||||
|
/// for repeated use in animations and entity sprites.
|
||||||
pub fn get_tile(&self, name: &str) -> Option<AtlasTile> {
|
pub fn get_tile(&self, name: &str) -> Option<AtlasTile> {
|
||||||
self.tiles.get(name).map(|frame| AtlasTile {
|
self.tiles.get(name).map(|frame| AtlasTile {
|
||||||
pos: U16Vec2::new(frame.x, frame.y),
|
pos: U16Vec2::new(frame.x, frame.y),
|
||||||
|
|||||||
@@ -10,10 +10,20 @@
|
|||||||
//!
|
//!
|
||||||
//! ```rust
|
//! ```rust
|
||||||
//! use pacman::texture::text::TextTexture;
|
//! use pacman::texture::text::TextTexture;
|
||||||
|
//! use sdl2::pixels::Color;
|
||||||
//!
|
//!
|
||||||
//! // Create a text texture with 1.0 scale (8x8 pixels per character)
|
//! // Create a text texture with 1.0 scale (8x8 pixels per character)
|
||||||
//! let mut text_renderer = TextTexture::new(1.0);
|
//! let mut text_renderer = TextTexture::new(1.0);
|
||||||
//!
|
//!
|
||||||
|
//! // Set default color for all text
|
||||||
|
//! text_renderer.set_color(Color::WHITE);
|
||||||
|
//!
|
||||||
|
//! // Render text with default color
|
||||||
|
//! text_renderer.render(&mut canvas, &mut atlas, "Hello", position)?;
|
||||||
|
//!
|
||||||
|
//! // Render text with specific color
|
||||||
|
//! text_renderer.render_with_color(&mut canvas, &mut atlas, "World", position, Color::YELLOW)?;
|
||||||
|
//!
|
||||||
//! // Set scale for larger text
|
//! // Set scale for larger text
|
||||||
//! text_renderer.set_scale(2.0);
|
//! text_renderer.set_scale(2.0);
|
||||||
//!
|
//!
|
||||||
@@ -46,6 +56,7 @@
|
|||||||
use anyhow::Result;
|
use anyhow::Result;
|
||||||
use glam::UVec2;
|
use glam::UVec2;
|
||||||
|
|
||||||
|
use sdl2::pixels::Color;
|
||||||
use sdl2::render::{Canvas, RenderTarget};
|
use sdl2::render::{Canvas, RenderTarget};
|
||||||
use std::collections::HashMap;
|
use std::collections::HashMap;
|
||||||
|
|
||||||
@@ -79,6 +90,7 @@ fn char_to_tile_name(c: char) -> Option<String> {
|
|||||||
pub struct TextTexture {
|
pub struct TextTexture {
|
||||||
char_map: HashMap<char, AtlasTile>,
|
char_map: HashMap<char, AtlasTile>,
|
||||||
scale: f32,
|
scale: f32,
|
||||||
|
default_color: Option<Color>,
|
||||||
}
|
}
|
||||||
|
|
||||||
impl Default for TextTexture {
|
impl Default for TextTexture {
|
||||||
@@ -86,6 +98,7 @@ impl Default for TextTexture {
|
|||||||
Self {
|
Self {
|
||||||
scale: 1.0,
|
scale: 1.0,
|
||||||
char_map: Default::default(),
|
char_map: Default::default(),
|
||||||
|
default_color: None,
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
@@ -119,13 +132,26 @@ impl TextTexture {
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
/// Renders a string of text at the given position.
|
/// Renders a string of text at the given position using the default color.
|
||||||
pub fn render<C: RenderTarget>(
|
pub fn render<C: RenderTarget>(
|
||||||
&mut self,
|
&mut self,
|
||||||
canvas: &mut Canvas<C>,
|
canvas: &mut Canvas<C>,
|
||||||
atlas: &mut SpriteAtlas,
|
atlas: &mut SpriteAtlas,
|
||||||
text: &str,
|
text: &str,
|
||||||
position: UVec2,
|
position: UVec2,
|
||||||
|
) -> Result<()> {
|
||||||
|
let color = self.default_color.unwrap_or(Color::WHITE);
|
||||||
|
self.render_with_color(canvas, atlas, text, position, color)
|
||||||
|
}
|
||||||
|
|
||||||
|
/// Renders a string of text at the given position with a specific color.
|
||||||
|
pub fn render_with_color<C: RenderTarget>(
|
||||||
|
&mut self,
|
||||||
|
canvas: &mut Canvas<C>,
|
||||||
|
atlas: &mut SpriteAtlas,
|
||||||
|
text: &str,
|
||||||
|
position: UVec2,
|
||||||
|
color: Color,
|
||||||
) -> Result<()> {
|
) -> Result<()> {
|
||||||
let mut x_offset = 0;
|
let mut x_offset = 0;
|
||||||
let char_width = (8.0 * self.scale) as u32;
|
let char_width = (8.0 * self.scale) as u32;
|
||||||
@@ -134,9 +160,9 @@ impl TextTexture {
|
|||||||
for c in text.chars() {
|
for c in text.chars() {
|
||||||
// Get the tile from the char_map, or insert it if it doesn't exist
|
// Get the tile from the char_map, or insert it if it doesn't exist
|
||||||
if let Some(tile) = self.get_tile(c, atlas)? {
|
if let Some(tile) = self.get_tile(c, atlas)? {
|
||||||
// Render the tile if it exists
|
// Render the tile with the specified color
|
||||||
let dest = sdl2::rect::Rect::new((position.x + x_offset) as i32, position.y as i32, char_width, char_height);
|
let dest = sdl2::rect::Rect::new((position.x + x_offset) as i32, position.y as i32, char_width, char_height);
|
||||||
tile.render(canvas, atlas, dest)?;
|
tile.render_with_color(canvas, atlas, dest, color)?;
|
||||||
}
|
}
|
||||||
|
|
||||||
// Always advance x_offset for all characters (including spaces)
|
// Always advance x_offset for all characters (including spaces)
|
||||||
@@ -146,6 +172,16 @@ impl TextTexture {
|
|||||||
Ok(())
|
Ok(())
|
||||||
}
|
}
|
||||||
|
|
||||||
|
/// Sets the default color for text rendering.
|
||||||
|
pub fn set_color(&mut self, color: Color) {
|
||||||
|
self.default_color = Some(color);
|
||||||
|
}
|
||||||
|
|
||||||
|
/// Gets the current default color.
|
||||||
|
pub fn color(&self) -> Option<Color> {
|
||||||
|
self.default_color
|
||||||
|
}
|
||||||
|
|
||||||
/// Sets the scale for text rendering.
|
/// Sets the scale for text rendering.
|
||||||
pub fn set_scale(&mut self, scale: f32) {
|
pub fn set_scale(&mut self, scale: f32) {
|
||||||
self.scale = scale;
|
self.scale = scale;
|
||||||
|
|||||||
@@ -1,14 +0,0 @@
|
|||||||
use pacman::asset::Asset;
|
|
||||||
use std::path::Path;
|
|
||||||
use strum::IntoEnumIterator;
|
|
||||||
|
|
||||||
#[test]
|
|
||||||
fn test_asset_paths_valid() {
|
|
||||||
let base_path = Path::new("assets/game/");
|
|
||||||
|
|
||||||
for asset in Asset::iter() {
|
|
||||||
let path = base_path.join(asset.path());
|
|
||||||
assert!(path.exists(), "Asset path does not exist: {:?}", path);
|
|
||||||
assert!(path.is_file(), "Asset path is not a file: {:?}", path);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
148
tests/collision.rs
Normal file
148
tests/collision.rs
Normal file
@@ -0,0 +1,148 @@
|
|||||||
|
use bevy_ecs::{entity::Entity, event::Events, system::RunSystemOnce, world::World};
|
||||||
|
|
||||||
|
use pacman::{
|
||||||
|
error::GameError,
|
||||||
|
events::GameEvent,
|
||||||
|
map::builder::Map,
|
||||||
|
systems::{
|
||||||
|
check_collision, collision_system, Collider, EntityType, Ghost, GhostCollider, ItemCollider, PacmanCollider, Position,
|
||||||
|
},
|
||||||
|
};
|
||||||
|
|
||||||
|
fn create_test_world() -> World {
|
||||||
|
let mut world = World::new();
|
||||||
|
|
||||||
|
// Add required resources
|
||||||
|
world.insert_resource(Events::<GameEvent>::default());
|
||||||
|
world.insert_resource(Events::<GameError>::default());
|
||||||
|
|
||||||
|
// Add a minimal test map
|
||||||
|
world.insert_resource(create_test_map());
|
||||||
|
|
||||||
|
world
|
||||||
|
}
|
||||||
|
|
||||||
|
fn create_test_map() -> Map {
|
||||||
|
use pacman::constants::RAW_BOARD;
|
||||||
|
Map::new(RAW_BOARD).expect("Failed to create test map")
|
||||||
|
}
|
||||||
|
|
||||||
|
fn spawn_test_pacman(world: &mut World) -> Entity {
|
||||||
|
world
|
||||||
|
.spawn((Position::Stopped { node: 0 }, Collider { size: 10.0 }, PacmanCollider))
|
||||||
|
.id()
|
||||||
|
}
|
||||||
|
|
||||||
|
fn spawn_test_item(world: &mut World) -> Entity {
|
||||||
|
world
|
||||||
|
.spawn((
|
||||||
|
Position::Stopped { node: 0 },
|
||||||
|
Collider { size: 8.0 },
|
||||||
|
ItemCollider,
|
||||||
|
EntityType::Pellet,
|
||||||
|
))
|
||||||
|
.id()
|
||||||
|
}
|
||||||
|
|
||||||
|
fn spawn_test_ghost(world: &mut World) -> Entity {
|
||||||
|
world
|
||||||
|
.spawn((
|
||||||
|
Position::Stopped { node: 0 },
|
||||||
|
Collider { size: 12.0 },
|
||||||
|
GhostCollider,
|
||||||
|
Ghost::Blinky,
|
||||||
|
EntityType::Ghost,
|
||||||
|
))
|
||||||
|
.id()
|
||||||
|
}
|
||||||
|
|
||||||
|
fn spawn_test_ghost_at_node(world: &mut World, node: usize) -> Entity {
|
||||||
|
world
|
||||||
|
.spawn((
|
||||||
|
Position::Stopped { node },
|
||||||
|
Collider { size: 12.0 },
|
||||||
|
GhostCollider,
|
||||||
|
Ghost::Blinky,
|
||||||
|
EntityType::Ghost,
|
||||||
|
))
|
||||||
|
.id()
|
||||||
|
}
|
||||||
|
|
||||||
|
#[test]
|
||||||
|
fn test_collider_collision_detection() {
|
||||||
|
let collider1 = Collider { size: 10.0 };
|
||||||
|
let collider2 = Collider { size: 8.0 };
|
||||||
|
|
||||||
|
// Test collision detection
|
||||||
|
assert!(collider1.collides_with(collider2.size, 5.0)); // Should collide (distance < 9.0)
|
||||||
|
assert!(!collider1.collides_with(collider2.size, 15.0)); // Should not collide (distance > 9.0)
|
||||||
|
}
|
||||||
|
|
||||||
|
#[test]
|
||||||
|
fn test_check_collision_helper() {
|
||||||
|
let map = create_test_map();
|
||||||
|
let pos1 = Position::Stopped { node: 0 };
|
||||||
|
let pos2 = Position::Stopped { node: 0 }; // Same position
|
||||||
|
let collider1 = Collider { size: 10.0 };
|
||||||
|
let collider2 = Collider { size: 8.0 };
|
||||||
|
|
||||||
|
// Test collision at same position
|
||||||
|
let result = check_collision(&pos1, &collider1, &pos2, &collider2, &map);
|
||||||
|
assert!(result.is_ok());
|
||||||
|
assert!(result.unwrap()); // Should collide at same position
|
||||||
|
|
||||||
|
// Test collision at different positions
|
||||||
|
let pos3 = Position::Stopped { node: 1 }; // Different position
|
||||||
|
let result = check_collision(&pos1, &collider1, &pos3, &collider2, &map);
|
||||||
|
assert!(result.is_ok());
|
||||||
|
// May or may not collide depending on actual node positions
|
||||||
|
}
|
||||||
|
|
||||||
|
#[test]
|
||||||
|
fn test_collision_system_pacman_item() {
|
||||||
|
let mut world = create_test_world();
|
||||||
|
let _pacman = spawn_test_pacman(&mut world);
|
||||||
|
let _item = spawn_test_item(&mut world);
|
||||||
|
|
||||||
|
// Run collision system - should not panic
|
||||||
|
world
|
||||||
|
.run_system_once(collision_system)
|
||||||
|
.expect("System should run successfully");
|
||||||
|
}
|
||||||
|
|
||||||
|
#[test]
|
||||||
|
fn test_collision_system_pacman_ghost() {
|
||||||
|
let mut world = create_test_world();
|
||||||
|
let _pacman = spawn_test_pacman(&mut world);
|
||||||
|
let _ghost = spawn_test_ghost(&mut world);
|
||||||
|
|
||||||
|
// Run collision system - should not panic
|
||||||
|
world
|
||||||
|
.run_system_once(collision_system)
|
||||||
|
.expect("System should run successfully");
|
||||||
|
}
|
||||||
|
|
||||||
|
#[test]
|
||||||
|
fn test_collision_system_no_collision() {
|
||||||
|
let mut world = create_test_world();
|
||||||
|
let _pacman = spawn_test_pacman(&mut world);
|
||||||
|
let _ghost = spawn_test_ghost_at_node(&mut world, 1); // Different node
|
||||||
|
|
||||||
|
// Run collision system - should not panic
|
||||||
|
world
|
||||||
|
.run_system_once(collision_system)
|
||||||
|
.expect("System should run successfully");
|
||||||
|
}
|
||||||
|
|
||||||
|
#[test]
|
||||||
|
fn test_collision_system_multiple_entities() {
|
||||||
|
let mut world = create_test_world();
|
||||||
|
let _pacman = spawn_test_pacman(&mut world);
|
||||||
|
let _item = spawn_test_item(&mut world);
|
||||||
|
let _ghost = spawn_test_ghost(&mut world);
|
||||||
|
|
||||||
|
// Run collision system - should not panic
|
||||||
|
world
|
||||||
|
.run_system_once(collision_system)
|
||||||
|
.expect("System should run successfully");
|
||||||
|
}
|
||||||
@@ -28,7 +28,7 @@ pub fn setup_sdl() -> Result<(Canvas<Window>, TextureCreator<WindowContext>, Sdl
|
|||||||
|
|
||||||
pub fn create_atlas(canvas: &mut sdl2::render::Canvas<sdl2::video::Window>) -> SpriteAtlas {
|
pub fn create_atlas(canvas: &mut sdl2::render::Canvas<sdl2::video::Window>) -> SpriteAtlas {
|
||||||
let texture_creator = canvas.texture_creator();
|
let texture_creator = canvas.texture_creator();
|
||||||
let atlas_bytes = get_asset_bytes(Asset::Atlas).unwrap();
|
let atlas_bytes = get_asset_bytes(Asset::AtlasImage).unwrap();
|
||||||
|
|
||||||
let texture = texture_creator.load_texture_bytes(&atlas_bytes).unwrap();
|
let texture = texture_creator.load_texture_bytes(&atlas_bytes).unwrap();
|
||||||
let texture: Texture<'static> = unsafe { std::mem::transmute(texture) };
|
let texture: Texture<'static> = unsafe { std::mem::transmute(texture) };
|
||||||
|
|||||||
@@ -2,27 +2,34 @@ use pacman::constants::*;
|
|||||||
|
|
||||||
#[test]
|
#[test]
|
||||||
fn test_raw_board_structure() {
|
fn test_raw_board_structure() {
|
||||||
|
// Test board dimensions match expected size
|
||||||
assert_eq!(RAW_BOARD.len(), BOARD_CELL_SIZE.y as usize);
|
assert_eq!(RAW_BOARD.len(), BOARD_CELL_SIZE.y as usize);
|
||||||
|
|
||||||
for row in RAW_BOARD.iter() {
|
for row in RAW_BOARD.iter() {
|
||||||
assert_eq!(row.len(), BOARD_CELL_SIZE.x as usize);
|
assert_eq!(row.len(), BOARD_CELL_SIZE.x as usize);
|
||||||
}
|
}
|
||||||
|
|
||||||
// Test boundaries
|
// Test boundaries are properly walled
|
||||||
assert!(RAW_BOARD[0].chars().all(|c| c == '#'));
|
assert!(RAW_BOARD[0].chars().all(|c| c == '#'));
|
||||||
assert!(RAW_BOARD[RAW_BOARD.len() - 1].chars().all(|c| c == '#'));
|
assert!(RAW_BOARD[RAW_BOARD.len() - 1].chars().all(|c| c == '#'));
|
||||||
|
|
||||||
// Test tunnel row
|
|
||||||
let tunnel_row = RAW_BOARD[14];
|
|
||||||
assert_eq!(tunnel_row.chars().next().unwrap(), 'T');
|
|
||||||
assert_eq!(tunnel_row.chars().last().unwrap(), 'T');
|
|
||||||
}
|
}
|
||||||
|
|
||||||
#[test]
|
#[test]
|
||||||
fn test_raw_board_content() {
|
fn test_raw_board_contains_required_elements() {
|
||||||
let power_pellet_count = RAW_BOARD.iter().flat_map(|row| row.chars()).filter(|&c| c == 'o').count();
|
// Test that essential game elements are present
|
||||||
assert_eq!(power_pellet_count, 4);
|
assert!(
|
||||||
|
RAW_BOARD.iter().any(|row| row.contains('X')),
|
||||||
assert!(RAW_BOARD.iter().any(|row| row.contains('X')));
|
"Board should contain Pac-Man start position"
|
||||||
assert!(RAW_BOARD.iter().any(|row| row.contains("==")));
|
);
|
||||||
|
assert!(
|
||||||
|
RAW_BOARD.iter().any(|row| row.contains("==")),
|
||||||
|
"Board should contain ghost house door"
|
||||||
|
);
|
||||||
|
assert!(
|
||||||
|
RAW_BOARD.iter().any(|row| row.chars().any(|c| c == 'T')),
|
||||||
|
"Board should contain tunnel entrances"
|
||||||
|
);
|
||||||
|
assert!(
|
||||||
|
RAW_BOARD.iter().any(|row| row.chars().any(|c| c == 'o')),
|
||||||
|
"Board should contain power pellets"
|
||||||
|
);
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -1,34 +0,0 @@
|
|||||||
use glam::Vec2;
|
|
||||||
use pacman::entity::graph::{Graph, Node};
|
|
||||||
use pacman::map::render::MapRenderer;
|
|
||||||
|
|
||||||
#[test]
|
|
||||||
fn test_find_nearest_node() {
|
|
||||||
let mut graph = Graph::new();
|
|
||||||
|
|
||||||
// Add some test nodes
|
|
||||||
let node1 = graph.add_node(Node {
|
|
||||||
position: Vec2::new(10.0, 10.0),
|
|
||||||
});
|
|
||||||
let node2 = graph.add_node(Node {
|
|
||||||
position: Vec2::new(50.0, 50.0),
|
|
||||||
});
|
|
||||||
let node3 = graph.add_node(Node {
|
|
||||||
position: Vec2::new(100.0, 100.0),
|
|
||||||
});
|
|
||||||
|
|
||||||
// Test cursor near node1
|
|
||||||
let cursor_pos = Vec2::new(12.0, 8.0);
|
|
||||||
let nearest = MapRenderer::find_nearest_node(&graph, cursor_pos);
|
|
||||||
assert_eq!(nearest, Some(node1));
|
|
||||||
|
|
||||||
// Test cursor near node2
|
|
||||||
let cursor_pos = Vec2::new(45.0, 55.0);
|
|
||||||
let nearest = MapRenderer::find_nearest_node(&graph, cursor_pos);
|
|
||||||
assert_eq!(nearest, Some(node2));
|
|
||||||
|
|
||||||
// Test cursor near node3
|
|
||||||
let cursor_pos = Vec2::new(98.0, 102.0);
|
|
||||||
let nearest = MapRenderer::find_nearest_node(&graph, cursor_pos);
|
|
||||||
assert_eq!(nearest, Some(node3));
|
|
||||||
}
|
|
||||||
@@ -1,5 +1,5 @@
|
|||||||
use glam::IVec2;
|
use glam::IVec2;
|
||||||
use pacman::entity::direction::*;
|
use pacman::map::direction::*;
|
||||||
|
|
||||||
#[test]
|
#[test]
|
||||||
fn test_direction_opposite() {
|
fn test_direction_opposite() {
|
||||||
|
|||||||
158
tests/error.rs
Normal file
158
tests/error.rs
Normal file
@@ -0,0 +1,158 @@
|
|||||||
|
use pacman::error::{
|
||||||
|
AnimatedTextureError, AssetError, EntityError, GameError, GameResult, IntoGameError, MapError, OptionExt, ParseError,
|
||||||
|
ResultExt, TextureError,
|
||||||
|
};
|
||||||
|
use std::io;
|
||||||
|
|
||||||
|
#[test]
|
||||||
|
fn test_game_error_from_asset_error() {
|
||||||
|
let asset_error = AssetError::NotFound("test.png".to_string());
|
||||||
|
let game_error: GameError = asset_error.into();
|
||||||
|
assert!(matches!(game_error, GameError::Asset(_)));
|
||||||
|
}
|
||||||
|
|
||||||
|
#[test]
|
||||||
|
fn test_game_error_from_parse_error() {
|
||||||
|
let parse_error = ParseError::UnknownCharacter('Z');
|
||||||
|
let game_error: GameError = parse_error.into();
|
||||||
|
assert!(matches!(game_error, GameError::MapParse(_)));
|
||||||
|
}
|
||||||
|
|
||||||
|
#[test]
|
||||||
|
fn test_game_error_from_map_error() {
|
||||||
|
let map_error = MapError::NodeNotFound(42);
|
||||||
|
let game_error: GameError = map_error.into();
|
||||||
|
assert!(matches!(game_error, GameError::Map(_)));
|
||||||
|
}
|
||||||
|
|
||||||
|
#[test]
|
||||||
|
fn test_game_error_from_texture_error() {
|
||||||
|
let texture_error = TextureError::LoadFailed("Failed to load".to_string());
|
||||||
|
let game_error: GameError = texture_error.into();
|
||||||
|
assert!(matches!(game_error, GameError::Texture(_)));
|
||||||
|
}
|
||||||
|
|
||||||
|
#[test]
|
||||||
|
fn test_game_error_from_entity_error() {
|
||||||
|
let entity_error = EntityError::NodeNotFound(10);
|
||||||
|
let game_error: GameError = entity_error.into();
|
||||||
|
assert!(matches!(game_error, GameError::Entity(_)));
|
||||||
|
}
|
||||||
|
|
||||||
|
#[test]
|
||||||
|
fn test_game_error_from_io_error() {
|
||||||
|
let io_error = io::Error::new(io::ErrorKind::NotFound, "File not found");
|
||||||
|
let game_error: GameError = io_error.into();
|
||||||
|
assert!(matches!(game_error, GameError::Io(_)));
|
||||||
|
}
|
||||||
|
|
||||||
|
#[test]
|
||||||
|
fn test_texture_error_from_animated_error() {
|
||||||
|
let animated_error = AnimatedTextureError::InvalidFrameDuration(-1.0);
|
||||||
|
let texture_error: TextureError = animated_error.into();
|
||||||
|
assert!(matches!(texture_error, TextureError::Animated(_)));
|
||||||
|
}
|
||||||
|
|
||||||
|
#[test]
|
||||||
|
fn test_asset_error_from_io_error() {
|
||||||
|
let io_error = io::Error::new(io::ErrorKind::PermissionDenied, "Permission denied");
|
||||||
|
let asset_error: AssetError = io_error.into();
|
||||||
|
assert!(matches!(asset_error, AssetError::Io(_)));
|
||||||
|
}
|
||||||
|
|
||||||
|
#[test]
|
||||||
|
fn test_parse_error_display() {
|
||||||
|
let error = ParseError::UnknownCharacter('!');
|
||||||
|
assert_eq!(error.to_string(), "Unknown character in board: !");
|
||||||
|
|
||||||
|
let error = ParseError::InvalidHouseDoorCount(3);
|
||||||
|
assert_eq!(error.to_string(), "House door must have exactly 2 positions, found 3");
|
||||||
|
}
|
||||||
|
|
||||||
|
#[test]
|
||||||
|
fn test_entity_error_display() {
|
||||||
|
let error = EntityError::NodeNotFound(42);
|
||||||
|
assert_eq!(error.to_string(), "Node not found in graph: 42");
|
||||||
|
|
||||||
|
let error = EntityError::EdgeNotFound { from: 1, to: 2 };
|
||||||
|
assert_eq!(error.to_string(), "Edge not found: from 1 to 2");
|
||||||
|
}
|
||||||
|
|
||||||
|
#[test]
|
||||||
|
fn test_animated_texture_error_display() {
|
||||||
|
let error = AnimatedTextureError::InvalidFrameDuration(0.0);
|
||||||
|
assert_eq!(error.to_string(), "Frame duration must be positive, got 0");
|
||||||
|
}
|
||||||
|
|
||||||
|
#[test]
|
||||||
|
fn test_into_game_error_trait() {
|
||||||
|
let result: Result<i32, io::Error> = Err(io::Error::new(io::ErrorKind::Other, "test error"));
|
||||||
|
let game_result: GameResult<i32> = result.into_game_error();
|
||||||
|
|
||||||
|
assert!(game_result.is_err());
|
||||||
|
if let Err(GameError::InvalidState(msg)) = game_result {
|
||||||
|
assert!(msg.contains("test error"));
|
||||||
|
} else {
|
||||||
|
panic!("Expected InvalidState error");
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
#[test]
|
||||||
|
fn test_into_game_error_trait_success() {
|
||||||
|
let result: Result<i32, io::Error> = Ok(42);
|
||||||
|
let game_result: GameResult<i32> = result.into_game_error();
|
||||||
|
|
||||||
|
assert_eq!(game_result.unwrap(), 42);
|
||||||
|
}
|
||||||
|
|
||||||
|
#[test]
|
||||||
|
fn test_option_ext_some() {
|
||||||
|
let option: Option<i32> = Some(42);
|
||||||
|
let result: GameResult<i32> = option.ok_or_game_error(|| GameError::InvalidState("Not found".to_string()));
|
||||||
|
|
||||||
|
assert_eq!(result.unwrap(), 42);
|
||||||
|
}
|
||||||
|
|
||||||
|
#[test]
|
||||||
|
fn test_option_ext_none() {
|
||||||
|
let option: Option<i32> = None;
|
||||||
|
let result: GameResult<i32> = option.ok_or_game_error(|| GameError::InvalidState("Not found".to_string()));
|
||||||
|
|
||||||
|
assert!(result.is_err());
|
||||||
|
if let Err(GameError::InvalidState(msg)) = result {
|
||||||
|
assert_eq!(msg, "Not found");
|
||||||
|
} else {
|
||||||
|
panic!("Expected InvalidState error");
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
#[test]
|
||||||
|
fn test_result_ext_success() {
|
||||||
|
let result: Result<i32, io::Error> = Ok(42);
|
||||||
|
let game_result: GameResult<i32> = result.with_context(|_| GameError::InvalidState("Context".to_string()));
|
||||||
|
|
||||||
|
assert_eq!(game_result.unwrap(), 42);
|
||||||
|
}
|
||||||
|
|
||||||
|
#[test]
|
||||||
|
fn test_result_ext_error() {
|
||||||
|
let result: Result<i32, io::Error> = Err(io::Error::new(io::ErrorKind::Other, "original error"));
|
||||||
|
let game_result: GameResult<i32> = result.with_context(|_| GameError::InvalidState("Context error".to_string()));
|
||||||
|
|
||||||
|
assert!(game_result.is_err());
|
||||||
|
if let Err(GameError::InvalidState(msg)) = game_result {
|
||||||
|
assert_eq!(msg, "Context error");
|
||||||
|
} else {
|
||||||
|
panic!("Expected InvalidState error");
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
#[test]
|
||||||
|
fn test_error_chain_conversions() {
|
||||||
|
// Test that we can convert through multiple levels
|
||||||
|
let animated_error = AnimatedTextureError::InvalidFrameDuration(-5.0);
|
||||||
|
let texture_error: TextureError = animated_error.into();
|
||||||
|
let game_error: GameError = texture_error.into();
|
||||||
|
|
||||||
|
assert!(matches!(game_error, GameError::Texture(TextureError::Animated(_))));
|
||||||
|
}
|
||||||
19
tests/events.rs
Normal file
19
tests/events.rs
Normal file
@@ -0,0 +1,19 @@
|
|||||||
|
use pacman::events::{GameCommand, GameEvent};
|
||||||
|
use pacman::map::direction::Direction;
|
||||||
|
|
||||||
|
#[test]
|
||||||
|
fn test_game_command_to_game_event_conversion_all_variants() {
|
||||||
|
let commands = vec![
|
||||||
|
GameCommand::Exit,
|
||||||
|
GameCommand::MovePlayer(Direction::Up),
|
||||||
|
GameCommand::ToggleDebug,
|
||||||
|
GameCommand::MuteAudio,
|
||||||
|
GameCommand::ResetLevel,
|
||||||
|
GameCommand::TogglePause,
|
||||||
|
];
|
||||||
|
|
||||||
|
for command in commands {
|
||||||
|
let event: GameEvent = command.into();
|
||||||
|
assert_eq!(event, GameEvent::Command(command));
|
||||||
|
}
|
||||||
|
}
|
||||||
@@ -1,4 +1,4 @@
|
|||||||
use pacman::systems::formatting::format_timing_display;
|
use pacman::systems::profiling::format_timing_display;
|
||||||
use std::time::Duration;
|
use std::time::Duration;
|
||||||
|
|
||||||
use pretty_assertions::assert_eq;
|
use pretty_assertions::assert_eq;
|
||||||
@@ -19,7 +19,7 @@ fn get_formatted_output() -> impl IntoIterator<Item = String> {
|
|||||||
}
|
}
|
||||||
|
|
||||||
#[test]
|
#[test]
|
||||||
fn test_formatting_alignment() {
|
fn test_complex_formatting_alignment() {
|
||||||
let mut colon_positions = vec![];
|
let mut colon_positions = vec![];
|
||||||
let mut first_decimal_positions = vec![];
|
let mut first_decimal_positions = vec![];
|
||||||
let mut second_decimal_positions = vec![];
|
let mut second_decimal_positions = vec![];
|
||||||
@@ -93,3 +93,73 @@ fn test_formatting_alignment() {
|
|||||||
second_unit_positions
|
second_unit_positions
|
||||||
);
|
);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
#[test]
|
||||||
|
fn test_format_timing_display_basic() {
|
||||||
|
let timing_data = vec![
|
||||||
|
("render".to_string(), Duration::from_micros(1500), Duration::from_micros(200)),
|
||||||
|
("input".to_string(), Duration::from_micros(300), Duration::from_micros(50)),
|
||||||
|
("physics".to_string(), Duration::from_nanos(750), Duration::from_nanos(100)),
|
||||||
|
];
|
||||||
|
|
||||||
|
let formatted = format_timing_display(timing_data);
|
||||||
|
|
||||||
|
// Should have 3 lines (one for each system)
|
||||||
|
assert_eq!(formatted.len(), 3);
|
||||||
|
|
||||||
|
// Each line should contain the system name
|
||||||
|
assert!(formatted.iter().any(|line| line.contains("render")));
|
||||||
|
assert!(formatted.iter().any(|line| line.contains("input")));
|
||||||
|
assert!(formatted.iter().any(|line| line.contains("physics")));
|
||||||
|
|
||||||
|
// Each line should contain timing information with proper units
|
||||||
|
for line in formatted.iter() {
|
||||||
|
assert!(line.contains(":"), "Line should contain colon separator: {}", line);
|
||||||
|
assert!(line.contains("±"), "Line should contain ± symbol: {}", line);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
#[test]
|
||||||
|
fn test_format_timing_display_units() {
|
||||||
|
let timing_data = vec![
|
||||||
|
("seconds".to_string(), Duration::from_secs(2), Duration::from_millis(100)),
|
||||||
|
("millis".to_string(), Duration::from_millis(15), Duration::from_micros(200)),
|
||||||
|
("micros".to_string(), Duration::from_micros(500), Duration::from_nanos(50)),
|
||||||
|
("nanos".to_string(), Duration::from_nanos(250), Duration::from_nanos(25)),
|
||||||
|
];
|
||||||
|
|
||||||
|
let formatted = format_timing_display(timing_data);
|
||||||
|
|
||||||
|
// Check that appropriate units are used
|
||||||
|
let all_lines = formatted.join(" ");
|
||||||
|
assert!(all_lines.contains("s"), "Should contain seconds unit");
|
||||||
|
assert!(all_lines.contains("ms"), "Should contain milliseconds unit");
|
||||||
|
assert!(all_lines.contains("µs"), "Should contain microseconds unit");
|
||||||
|
assert!(all_lines.contains("ns"), "Should contain nanoseconds unit");
|
||||||
|
}
|
||||||
|
|
||||||
|
#[test]
|
||||||
|
fn test_format_timing_display_alignment() {
|
||||||
|
let timing_data = vec![
|
||||||
|
("short".to_string(), Duration::from_micros(100), Duration::from_micros(10)),
|
||||||
|
(
|
||||||
|
"very_long_name".to_string(),
|
||||||
|
Duration::from_micros(200),
|
||||||
|
Duration::from_micros(20),
|
||||||
|
),
|
||||||
|
];
|
||||||
|
|
||||||
|
let formatted = format_timing_display(timing_data);
|
||||||
|
|
||||||
|
// Find colon positions - they should be aligned
|
||||||
|
let colon_positions: Vec<usize> = formatted.iter().map(|line| line.find(':').unwrap_or(0)).collect();
|
||||||
|
|
||||||
|
// All colons should be at the same position (aligned)
|
||||||
|
if colon_positions.len() > 1 {
|
||||||
|
let first_pos = colon_positions[0];
|
||||||
|
assert!(
|
||||||
|
colon_positions.iter().all(|&pos| pos == first_pos),
|
||||||
|
"Colons should be aligned at the same position"
|
||||||
|
);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|||||||
@@ -1,12 +0,0 @@
|
|||||||
use pacman::constants::RAW_BOARD;
|
|
||||||
use pacman::map::builder::Map;
|
|
||||||
|
|
||||||
mod item;
|
|
||||||
|
|
||||||
#[test]
|
|
||||||
fn test_game_map_creation() {
|
|
||||||
let map = Map::new(RAW_BOARD).unwrap();
|
|
||||||
|
|
||||||
assert!(map.graph.node_count() > 0);
|
|
||||||
assert!(!map.grid_to_node.is_empty());
|
|
||||||
}
|
|
||||||
@@ -1,5 +1,5 @@
|
|||||||
use pacman::entity::direction::Direction;
|
use pacman::map::direction::Direction;
|
||||||
use pacman::entity::graph::{Graph, Node, TraversalFlags};
|
use pacman::map::graph::{Graph, Node, TraversalFlags};
|
||||||
|
|
||||||
fn create_test_graph() -> Graph {
|
fn create_test_graph() -> Graph {
|
||||||
let mut graph = Graph::new();
|
let mut graph = Graph::new();
|
||||||
@@ -29,7 +29,7 @@ fn test_graph_basic_operations() {
|
|||||||
position: glam::Vec2::new(16.0, 0.0),
|
position: glam::Vec2::new(16.0, 0.0),
|
||||||
});
|
});
|
||||||
|
|
||||||
assert_eq!(graph.node_count(), 2);
|
assert_eq!(graph.nodes().count(), 2);
|
||||||
assert!(graph.get_node(node1).is_some());
|
assert!(graph.get_node(node1).is_some());
|
||||||
assert!(graph.get_node(node2).is_some());
|
assert!(graph.get_node(node2).is_some());
|
||||||
assert!(graph.get_node(999).is_none());
|
assert!(graph.get_node(999).is_none());
|
||||||
@@ -102,7 +102,7 @@ fn should_add_connected_node() {
|
|||||||
)
|
)
|
||||||
.unwrap();
|
.unwrap();
|
||||||
|
|
||||||
assert_eq!(graph.node_count(), 2);
|
assert_eq!(graph.nodes().count(), 2);
|
||||||
let edge = graph.find_edge(node1, node2);
|
let edge = graph.find_edge(node1, node2);
|
||||||
assert!(edge.is_some());
|
assert!(edge.is_some());
|
||||||
assert_eq!(edge.unwrap().direction, Direction::Right);
|
assert_eq!(edge.unwrap().direction, Direction::Right);
|
||||||
|
|||||||
@@ -1,19 +0,0 @@
|
|||||||
use glam::{IVec2, UVec2};
|
|
||||||
use pacman::helpers::centered_with_size;
|
|
||||||
|
|
||||||
#[test]
|
|
||||||
fn test_centered_with_size() {
|
|
||||||
let test_cases = [
|
|
||||||
((100, 100), (50, 30), (75, 85)),
|
|
||||||
((50, 50), (51, 31), (25, 35)),
|
|
||||||
((0, 0), (100, 100), (-50, -50)),
|
|
||||||
((-100, -50), (80, 40), (-140, -70)),
|
|
||||||
((1000, 1000), (1000, 1000), (500, 500)),
|
|
||||||
];
|
|
||||||
|
|
||||||
for ((pos_x, pos_y), (size_x, size_y), (expected_x, expected_y)) in test_cases {
|
|
||||||
let rect = centered_with_size(IVec2::new(pos_x, pos_y), UVec2::new(size_x, size_y));
|
|
||||||
assert_eq!(rect.origin(), (expected_x, expected_y));
|
|
||||||
assert_eq!(rect.size(), (size_x, size_y));
|
|
||||||
}
|
|
||||||
}
|
|
||||||
26
tests/hud.rs
Normal file
26
tests/hud.rs
Normal file
@@ -0,0 +1,26 @@
|
|||||||
|
use bevy_ecs::{event::Events, world::World};
|
||||||
|
|
||||||
|
use pacman::{error::GameError, systems::components::ScoreResource};
|
||||||
|
|
||||||
|
fn create_test_world() -> World {
|
||||||
|
let mut world = World::new();
|
||||||
|
|
||||||
|
// Add required resources
|
||||||
|
world.insert_resource(Events::<GameError>::default());
|
||||||
|
world.insert_resource(ScoreResource(1230)); // Test score
|
||||||
|
|
||||||
|
world
|
||||||
|
}
|
||||||
|
|
||||||
|
#[test]
|
||||||
|
fn test_hud_render_system_runs_without_error() {
|
||||||
|
let world = create_test_world();
|
||||||
|
|
||||||
|
// The HUD render system requires SDL2 resources that aren't available in tests,
|
||||||
|
// but we can at least verify it doesn't panic when called
|
||||||
|
// In a real test environment, we'd need to mock the SDL2 canvas and atlas
|
||||||
|
|
||||||
|
// For now, just verify the score resource is accessible
|
||||||
|
let score = world.resource::<ScoreResource>();
|
||||||
|
assert_eq!(score.0, 1230);
|
||||||
|
}
|
||||||
38
tests/input.rs
Normal file
38
tests/input.rs
Normal file
@@ -0,0 +1,38 @@
|
|||||||
|
use pacman::events::{GameCommand, GameEvent};
|
||||||
|
use pacman::map::direction::Direction;
|
||||||
|
use pacman::systems::input::{process_simple_key_events, Bindings, SimpleKeyEvent};
|
||||||
|
use sdl2::keyboard::Keycode;
|
||||||
|
|
||||||
|
#[test]
|
||||||
|
fn resumes_previous_direction_when_secondary_key_released() {
|
||||||
|
let mut bindings = Bindings::default();
|
||||||
|
|
||||||
|
// Frame 1: Press W (Up) => emits Move Up
|
||||||
|
let events = process_simple_key_events(&mut bindings, &[SimpleKeyEvent::KeyDown(Keycode::W)]);
|
||||||
|
assert!(events.contains(&GameEvent::Command(GameCommand::MovePlayer(Direction::Up))));
|
||||||
|
|
||||||
|
// Frame 2: Press D (Right) => emits Move Right
|
||||||
|
let events = process_simple_key_events(&mut bindings, &[SimpleKeyEvent::KeyDown(Keycode::D)]);
|
||||||
|
assert!(events.contains(&GameEvent::Command(GameCommand::MovePlayer(Direction::Right))));
|
||||||
|
|
||||||
|
// Frame 3: Release D, no new key this frame => should continue previous key W (Up)
|
||||||
|
let events = process_simple_key_events(&mut bindings, &[SimpleKeyEvent::KeyUp(Keycode::D)]);
|
||||||
|
assert!(events.contains(&GameEvent::Command(GameCommand::MovePlayer(Direction::Up))));
|
||||||
|
}
|
||||||
|
|
||||||
|
#[test]
|
||||||
|
fn holds_last_pressed_key_across_frames_when_no_new_input() {
|
||||||
|
let mut bindings = Bindings::default();
|
||||||
|
|
||||||
|
// Frame 1: Press Left
|
||||||
|
let events = process_simple_key_events(&mut bindings, &[SimpleKeyEvent::KeyDown(Keycode::Left)]);
|
||||||
|
assert!(events.contains(&GameEvent::Command(GameCommand::MovePlayer(Direction::Left))));
|
||||||
|
|
||||||
|
// Frame 2: No input => continues Left
|
||||||
|
let events = process_simple_key_events(&mut bindings, &[]);
|
||||||
|
assert!(events.contains(&GameEvent::Command(GameCommand::MovePlayer(Direction::Left))));
|
||||||
|
|
||||||
|
// Frame 3: Release Left, no input remains => nothing emitted
|
||||||
|
let events = process_simple_key_events(&mut bindings, &[SimpleKeyEvent::KeyUp(Keycode::Left)]);
|
||||||
|
assert!(events.is_empty());
|
||||||
|
}
|
||||||
283
tests/item.rs
283
tests/item.rs
@@ -1,46 +1,253 @@
|
|||||||
// use glam::U16Vec2;
|
use bevy_ecs::{entity::Entity, event::Events, system::RunSystemOnce, world::World};
|
||||||
// use pacman::texture::sprite::{AtlasTile, Sprite};
|
|
||||||
|
|
||||||
// #[test]
|
use pacman::{
|
||||||
// fn test_item_type_get_score() {
|
events::GameEvent,
|
||||||
// assert_eq!(ItemType::Pellet.get_score(), 10);
|
map::builder::Map,
|
||||||
// assert_eq!(ItemType::Energizer.get_score(), 50);
|
systems::{
|
||||||
|
is_valid_item_collision, item_system, AudioEvent, AudioState, EntityType, ItemCollider, PacmanCollider, Position,
|
||||||
|
ScoreResource,
|
||||||
|
},
|
||||||
|
};
|
||||||
|
|
||||||
// let fruit = ItemType::Fruit { kind: FruitKind::Apple };
|
#[test]
|
||||||
// assert_eq!(fruit.get_score(), 100);
|
fn test_calculate_score_for_item() {
|
||||||
// }
|
assert!(EntityType::Pellet.score_value() < EntityType::PowerPellet.score_value());
|
||||||
|
assert!(EntityType::Pellet.score_value().is_some());
|
||||||
|
assert!(EntityType::PowerPellet.score_value().is_some());
|
||||||
|
assert!(EntityType::Player.score_value().is_none());
|
||||||
|
assert!(EntityType::Ghost.score_value().is_none());
|
||||||
|
}
|
||||||
|
|
||||||
// #[test]
|
#[test]
|
||||||
// fn test_fruit_kind_increasing_score() {
|
fn test_is_collectible_item() {
|
||||||
// // Build a list of fruit kinds, sorted by their index
|
// Collectible
|
||||||
// let mut kinds = FruitKind::iter()
|
assert!(EntityType::Pellet.is_collectible());
|
||||||
// .map(|kind| (kind.index(), kind.get_score()))
|
assert!(EntityType::PowerPellet.is_collectible());
|
||||||
// .collect::<Vec<_>>();
|
|
||||||
// kinds.sort_unstable_by_key(|(index, _)| *index);
|
|
||||||
|
|
||||||
// assert_eq!(kinds.len(), FruitKind::COUNT);
|
// Non-collectible
|
||||||
|
assert!(!EntityType::Player.is_collectible());
|
||||||
|
assert!(!EntityType::Ghost.is_collectible());
|
||||||
|
}
|
||||||
|
|
||||||
// // Check that the score increases as expected
|
#[test]
|
||||||
// for window in kinds.windows(2) {
|
fn test_is_valid_item_collision() {
|
||||||
// let ((_, prev), (_, next)) = (window[0], window[1]);
|
// Player-item collisions should be valid
|
||||||
// assert!(prev < next, "Fruits should have increasing scores, but {prev:?} < {next:?}");
|
assert!(is_valid_item_collision(EntityType::Player, EntityType::Pellet));
|
||||||
// }
|
assert!(is_valid_item_collision(EntityType::Player, EntityType::PowerPellet));
|
||||||
// }
|
assert!(is_valid_item_collision(EntityType::Pellet, EntityType::Player));
|
||||||
|
assert!(is_valid_item_collision(EntityType::PowerPellet, EntityType::Player));
|
||||||
|
|
||||||
// #[test]
|
// Non-player-item collisions should be invalid
|
||||||
// fn test_item_creation_and_collection() {
|
assert!(!is_valid_item_collision(EntityType::Player, EntityType::Ghost));
|
||||||
// let atlas_tile = AtlasTile {
|
assert!(!is_valid_item_collision(EntityType::Ghost, EntityType::Pellet));
|
||||||
// pos: U16Vec2::new(0, 0),
|
assert!(!is_valid_item_collision(EntityType::Pellet, EntityType::PowerPellet));
|
||||||
// size: U16Vec2::new(16, 16),
|
assert!(!is_valid_item_collision(EntityType::Player, EntityType::Player));
|
||||||
// color: None,
|
}
|
||||||
// };
|
|
||||||
// let sprite = Sprite::new(atlas_tile);
|
|
||||||
// let mut item = Item::new(0, ItemType::Pellet, sprite);
|
|
||||||
|
|
||||||
// assert!(!item.is_collected());
|
fn create_test_world() -> World {
|
||||||
// assert_eq!(item.get_score(), 10);
|
let mut world = World::new();
|
||||||
// assert_eq!(item.position().from_node_id(), 0);
|
|
||||||
|
|
||||||
// item.collect();
|
// Add required resources
|
||||||
// assert!(item.is_collected());
|
world.insert_resource(ScoreResource(0));
|
||||||
// }
|
world.insert_resource(AudioState::default());
|
||||||
|
world.insert_resource(Events::<GameEvent>::default());
|
||||||
|
world.insert_resource(Events::<AudioEvent>::default());
|
||||||
|
world.insert_resource(Events::<pacman::error::GameError>::default());
|
||||||
|
|
||||||
|
// Add a minimal test map
|
||||||
|
world.insert_resource(create_test_map());
|
||||||
|
|
||||||
|
world
|
||||||
|
}
|
||||||
|
|
||||||
|
fn create_test_map() -> Map {
|
||||||
|
use pacman::constants::RAW_BOARD;
|
||||||
|
Map::new(RAW_BOARD).expect("Failed to create test map")
|
||||||
|
}
|
||||||
|
|
||||||
|
fn spawn_test_pacman(world: &mut World) -> Entity {
|
||||||
|
world
|
||||||
|
.spawn((Position::Stopped { node: 0 }, EntityType::Player, PacmanCollider))
|
||||||
|
.id()
|
||||||
|
}
|
||||||
|
|
||||||
|
fn spawn_test_item(world: &mut World, item_type: EntityType) -> Entity {
|
||||||
|
world.spawn((Position::Stopped { node: 1 }, item_type, ItemCollider)).id()
|
||||||
|
}
|
||||||
|
|
||||||
|
fn send_collision_event(world: &mut World, entity1: Entity, entity2: Entity) {
|
||||||
|
let mut events = world.resource_mut::<Events<GameEvent>>();
|
||||||
|
events.send(GameEvent::Collision(entity1, entity2));
|
||||||
|
}
|
||||||
|
|
||||||
|
#[test]
|
||||||
|
fn test_item_system_pellet_collection() {
|
||||||
|
let mut world = create_test_world();
|
||||||
|
let pacman = spawn_test_pacman(&mut world);
|
||||||
|
let pellet = spawn_test_item(&mut world, EntityType::Pellet);
|
||||||
|
|
||||||
|
// Send collision event
|
||||||
|
send_collision_event(&mut world, pacman, pellet);
|
||||||
|
|
||||||
|
// Run the item system
|
||||||
|
world.run_system_once(item_system).expect("System should run successfully");
|
||||||
|
|
||||||
|
// Check that score was updated
|
||||||
|
let score = world.resource::<ScoreResource>();
|
||||||
|
assert_eq!(score.0, 10);
|
||||||
|
|
||||||
|
// Check that the pellet was despawned (query should return empty)
|
||||||
|
let item_count = world
|
||||||
|
.query::<&EntityType>()
|
||||||
|
.iter(&world)
|
||||||
|
.filter(|&entity_type| matches!(entity_type, EntityType::Pellet))
|
||||||
|
.count();
|
||||||
|
assert_eq!(item_count, 0);
|
||||||
|
}
|
||||||
|
|
||||||
|
#[test]
|
||||||
|
fn test_item_system_power_pellet_collection() {
|
||||||
|
let mut world = create_test_world();
|
||||||
|
let pacman = spawn_test_pacman(&mut world);
|
||||||
|
let power_pellet = spawn_test_item(&mut world, EntityType::PowerPellet);
|
||||||
|
|
||||||
|
send_collision_event(&mut world, pacman, power_pellet);
|
||||||
|
|
||||||
|
world.run_system_once(item_system).expect("System should run successfully");
|
||||||
|
|
||||||
|
// Check that score was updated with power pellet value
|
||||||
|
let score = world.resource::<ScoreResource>();
|
||||||
|
assert_eq!(score.0, 50);
|
||||||
|
|
||||||
|
// Check that the power pellet was despawned (query should return empty)
|
||||||
|
let item_count = world
|
||||||
|
.query::<&EntityType>()
|
||||||
|
.iter(&world)
|
||||||
|
.filter(|&entity_type| matches!(entity_type, EntityType::PowerPellet))
|
||||||
|
.count();
|
||||||
|
assert_eq!(item_count, 0);
|
||||||
|
}
|
||||||
|
|
||||||
|
#[test]
|
||||||
|
fn test_item_system_multiple_collections() {
|
||||||
|
let mut world = create_test_world();
|
||||||
|
let pacman = spawn_test_pacman(&mut world);
|
||||||
|
let pellet1 = spawn_test_item(&mut world, EntityType::Pellet);
|
||||||
|
let pellet2 = spawn_test_item(&mut world, EntityType::Pellet);
|
||||||
|
let power_pellet = spawn_test_item(&mut world, EntityType::PowerPellet);
|
||||||
|
|
||||||
|
// Send multiple collision events
|
||||||
|
send_collision_event(&mut world, pacman, pellet1);
|
||||||
|
send_collision_event(&mut world, pacman, pellet2);
|
||||||
|
send_collision_event(&mut world, pacman, power_pellet);
|
||||||
|
|
||||||
|
world.run_system_once(item_system).expect("System should run successfully");
|
||||||
|
|
||||||
|
// Check final score: 2 pellets (20) + 1 power pellet (50) = 70
|
||||||
|
let score = world.resource::<ScoreResource>();
|
||||||
|
assert_eq!(score.0, 70);
|
||||||
|
|
||||||
|
// Check that all items were despawned
|
||||||
|
let pellet_count = world
|
||||||
|
.query::<&EntityType>()
|
||||||
|
.iter(&world)
|
||||||
|
.filter(|&entity_type| matches!(entity_type, EntityType::Pellet))
|
||||||
|
.count();
|
||||||
|
let power_pellet_count = world
|
||||||
|
.query::<&EntityType>()
|
||||||
|
.iter(&world)
|
||||||
|
.filter(|&entity_type| matches!(entity_type, EntityType::PowerPellet))
|
||||||
|
.count();
|
||||||
|
assert_eq!(pellet_count, 0);
|
||||||
|
assert_eq!(power_pellet_count, 0);
|
||||||
|
}
|
||||||
|
|
||||||
|
#[test]
|
||||||
|
fn test_item_system_ignores_non_item_collisions() {
|
||||||
|
let mut world = create_test_world();
|
||||||
|
let pacman = spawn_test_pacman(&mut world);
|
||||||
|
|
||||||
|
// Create a ghost entity (not an item)
|
||||||
|
let ghost = world.spawn((Position::Stopped { node: 2 }, EntityType::Ghost)).id();
|
||||||
|
|
||||||
|
// Initial score
|
||||||
|
let initial_score = world.resource::<ScoreResource>().0;
|
||||||
|
|
||||||
|
// Send collision event between pacman and ghost
|
||||||
|
send_collision_event(&mut world, pacman, ghost);
|
||||||
|
|
||||||
|
world.run_system_once(item_system).expect("System should run successfully");
|
||||||
|
|
||||||
|
// Score should remain unchanged
|
||||||
|
let score = world.resource::<ScoreResource>();
|
||||||
|
assert_eq!(score.0, initial_score);
|
||||||
|
|
||||||
|
// Ghost should still exist (not despawned)
|
||||||
|
let ghost_count = world
|
||||||
|
.query::<&EntityType>()
|
||||||
|
.iter(&world)
|
||||||
|
.filter(|&entity_type| matches!(entity_type, EntityType::Ghost))
|
||||||
|
.count();
|
||||||
|
assert_eq!(ghost_count, 1);
|
||||||
|
}
|
||||||
|
|
||||||
|
#[test]
|
||||||
|
fn test_item_system_no_collision_events() {
|
||||||
|
let mut world = create_test_world();
|
||||||
|
let _pacman = spawn_test_pacman(&mut world);
|
||||||
|
let _pellet = spawn_test_item(&mut world, EntityType::Pellet);
|
||||||
|
|
||||||
|
let initial_score = world.resource::<ScoreResource>().0;
|
||||||
|
|
||||||
|
// Run system without any collision events
|
||||||
|
world.run_system_once(item_system).expect("System should run successfully");
|
||||||
|
|
||||||
|
// Nothing should change
|
||||||
|
let score = world.resource::<ScoreResource>();
|
||||||
|
assert_eq!(score.0, initial_score);
|
||||||
|
let pellet_count = world
|
||||||
|
.query::<&EntityType>()
|
||||||
|
.iter(&world)
|
||||||
|
.filter(|&entity_type| matches!(entity_type, EntityType::Pellet))
|
||||||
|
.count();
|
||||||
|
assert_eq!(pellet_count, 1);
|
||||||
|
}
|
||||||
|
|
||||||
|
#[test]
|
||||||
|
fn test_item_system_collision_with_missing_entity() {
|
||||||
|
let mut world = create_test_world();
|
||||||
|
let pacman = spawn_test_pacman(&mut world);
|
||||||
|
|
||||||
|
// Create a fake entity ID that doesn't exist
|
||||||
|
let fake_entity = Entity::from_raw(999);
|
||||||
|
|
||||||
|
send_collision_event(&mut world, pacman, fake_entity);
|
||||||
|
|
||||||
|
// System should handle gracefully and not crash
|
||||||
|
world
|
||||||
|
.run_system_once(item_system)
|
||||||
|
.expect("System should handle missing entities gracefully");
|
||||||
|
|
||||||
|
// Score should remain unchanged
|
||||||
|
let score = world.resource::<ScoreResource>();
|
||||||
|
assert_eq!(score.0, 0);
|
||||||
|
}
|
||||||
|
|
||||||
|
#[test]
|
||||||
|
fn test_item_system_preserves_existing_score() {
|
||||||
|
let mut world = create_test_world();
|
||||||
|
|
||||||
|
// Set initial score
|
||||||
|
world.insert_resource(ScoreResource(100));
|
||||||
|
|
||||||
|
let pacman = spawn_test_pacman(&mut world);
|
||||||
|
let pellet = spawn_test_item(&mut world, EntityType::Pellet);
|
||||||
|
|
||||||
|
send_collision_event(&mut world, pacman, pellet);
|
||||||
|
|
||||||
|
world.run_system_once(item_system).expect("System should run successfully");
|
||||||
|
|
||||||
|
// Score should be initial + pellet value
|
||||||
|
let score = world.resource::<ScoreResource>();
|
||||||
|
assert_eq!(score.0, 110);
|
||||||
|
}
|
||||||
|
|||||||
@@ -6,7 +6,7 @@ use pacman::map::builder::Map;
|
|||||||
fn test_map_creation() {
|
fn test_map_creation() {
|
||||||
let map = Map::new(RAW_BOARD).unwrap();
|
let map = Map::new(RAW_BOARD).unwrap();
|
||||||
|
|
||||||
assert!(map.graph.node_count() > 0);
|
assert!(map.graph.nodes().count() > 0);
|
||||||
assert!(!map.grid_to_node.is_empty());
|
assert!(!map.grid_to_node.is_empty());
|
||||||
|
|
||||||
// Check that some connections were made
|
// Check that some connections were made
|
||||||
|
|||||||
195
tests/movement.rs
Normal file
195
tests/movement.rs
Normal file
@@ -0,0 +1,195 @@
|
|||||||
|
use glam::Vec2;
|
||||||
|
use pacman::map::direction::Direction;
|
||||||
|
use pacman::map::graph::{Graph, Node};
|
||||||
|
use pacman::systems::movement::{BufferedDirection, Position, Velocity};
|
||||||
|
|
||||||
|
fn create_test_graph() -> Graph {
|
||||||
|
let mut graph = Graph::new();
|
||||||
|
|
||||||
|
// Add a few test nodes
|
||||||
|
let node0 = graph.add_node(Node {
|
||||||
|
position: Vec2::new(0.0, 0.0),
|
||||||
|
});
|
||||||
|
let node1 = graph.add_node(Node {
|
||||||
|
position: Vec2::new(16.0, 0.0),
|
||||||
|
});
|
||||||
|
let node2 = graph.add_node(Node {
|
||||||
|
position: Vec2::new(0.0, 16.0),
|
||||||
|
});
|
||||||
|
|
||||||
|
// Connect them
|
||||||
|
graph.connect(node0, node1, false, None, Direction::Right).unwrap();
|
||||||
|
graph.connect(node0, node2, false, None, Direction::Down).unwrap();
|
||||||
|
|
||||||
|
graph
|
||||||
|
}
|
||||||
|
|
||||||
|
#[test]
|
||||||
|
fn test_position_is_at_node() {
|
||||||
|
let stopped_pos = Position::Stopped { node: 0 };
|
||||||
|
let moving_pos = Position::Moving {
|
||||||
|
from: 0,
|
||||||
|
to: 1,
|
||||||
|
remaining_distance: 8.0,
|
||||||
|
};
|
||||||
|
|
||||||
|
assert!(stopped_pos.is_at_node());
|
||||||
|
assert!(!moving_pos.is_at_node());
|
||||||
|
}
|
||||||
|
|
||||||
|
#[test]
|
||||||
|
fn test_position_current_node() {
|
||||||
|
let stopped_pos = Position::Stopped { node: 5 };
|
||||||
|
let moving_pos = Position::Moving {
|
||||||
|
from: 3,
|
||||||
|
to: 7,
|
||||||
|
remaining_distance: 12.0,
|
||||||
|
};
|
||||||
|
|
||||||
|
assert_eq!(stopped_pos.current_node(), 5);
|
||||||
|
assert_eq!(moving_pos.current_node(), 3);
|
||||||
|
}
|
||||||
|
|
||||||
|
#[test]
|
||||||
|
fn test_position_tick_no_movement_when_stopped() {
|
||||||
|
let mut pos = Position::Stopped { node: 0 };
|
||||||
|
let result = pos.tick(5.0);
|
||||||
|
|
||||||
|
assert!(result.is_none());
|
||||||
|
assert_eq!(pos, Position::Stopped { node: 0 });
|
||||||
|
}
|
||||||
|
|
||||||
|
#[test]
|
||||||
|
fn test_position_tick_no_movement_when_zero_distance() {
|
||||||
|
let mut pos = Position::Moving {
|
||||||
|
from: 0,
|
||||||
|
to: 1,
|
||||||
|
remaining_distance: 10.0,
|
||||||
|
};
|
||||||
|
let result = pos.tick(0.0);
|
||||||
|
|
||||||
|
assert!(result.is_none());
|
||||||
|
assert_eq!(
|
||||||
|
pos,
|
||||||
|
Position::Moving {
|
||||||
|
from: 0,
|
||||||
|
to: 1,
|
||||||
|
remaining_distance: 10.0,
|
||||||
|
}
|
||||||
|
);
|
||||||
|
}
|
||||||
|
|
||||||
|
#[test]
|
||||||
|
fn test_position_tick_partial_movement() {
|
||||||
|
let mut pos = Position::Moving {
|
||||||
|
from: 0,
|
||||||
|
to: 1,
|
||||||
|
remaining_distance: 10.0,
|
||||||
|
};
|
||||||
|
let result = pos.tick(3.0);
|
||||||
|
|
||||||
|
assert!(result.is_none());
|
||||||
|
assert_eq!(
|
||||||
|
pos,
|
||||||
|
Position::Moving {
|
||||||
|
from: 0,
|
||||||
|
to: 1,
|
||||||
|
remaining_distance: 7.0,
|
||||||
|
}
|
||||||
|
);
|
||||||
|
}
|
||||||
|
|
||||||
|
#[test]
|
||||||
|
fn test_position_tick_exact_arrival() {
|
||||||
|
let mut pos = Position::Moving {
|
||||||
|
from: 0,
|
||||||
|
to: 1,
|
||||||
|
remaining_distance: 5.0,
|
||||||
|
};
|
||||||
|
let result = pos.tick(5.0);
|
||||||
|
|
||||||
|
assert!(result.is_none());
|
||||||
|
assert_eq!(pos, Position::Stopped { node: 1 });
|
||||||
|
}
|
||||||
|
|
||||||
|
#[test]
|
||||||
|
fn test_position_tick_overshoot_with_overflow() {
|
||||||
|
let mut pos = Position::Moving {
|
||||||
|
from: 0,
|
||||||
|
to: 1,
|
||||||
|
remaining_distance: 3.0,
|
||||||
|
};
|
||||||
|
let result = pos.tick(8.0);
|
||||||
|
|
||||||
|
assert_eq!(result, Some(5.0));
|
||||||
|
assert_eq!(pos, Position::Stopped { node: 1 });
|
||||||
|
}
|
||||||
|
|
||||||
|
#[test]
|
||||||
|
fn test_position_get_pixel_position_stopped() {
|
||||||
|
let graph = create_test_graph();
|
||||||
|
let pos = Position::Stopped { node: 0 };
|
||||||
|
|
||||||
|
let pixel_pos = pos.get_pixel_position(&graph).unwrap();
|
||||||
|
let expected = Vec2::new(
|
||||||
|
0.0 + pacman::constants::BOARD_PIXEL_OFFSET.x as f32,
|
||||||
|
0.0 + pacman::constants::BOARD_PIXEL_OFFSET.y as f32,
|
||||||
|
);
|
||||||
|
|
||||||
|
assert_eq!(pixel_pos, expected);
|
||||||
|
}
|
||||||
|
|
||||||
|
#[test]
|
||||||
|
fn test_position_get_pixel_position_moving() {
|
||||||
|
let graph = create_test_graph();
|
||||||
|
let pos = Position::Moving {
|
||||||
|
from: 0,
|
||||||
|
to: 1,
|
||||||
|
remaining_distance: 8.0, // Halfway through a 16-unit edge
|
||||||
|
};
|
||||||
|
|
||||||
|
let pixel_pos = pos.get_pixel_position(&graph).unwrap();
|
||||||
|
// Should be halfway between (0,0) and (16,0), so at (8,0) plus offset
|
||||||
|
let expected = Vec2::new(
|
||||||
|
8.0 + pacman::constants::BOARD_PIXEL_OFFSET.x as f32,
|
||||||
|
0.0 + pacman::constants::BOARD_PIXEL_OFFSET.y as f32,
|
||||||
|
);
|
||||||
|
|
||||||
|
assert_eq!(pixel_pos, expected);
|
||||||
|
}
|
||||||
|
|
||||||
|
#[test]
|
||||||
|
fn test_velocity_basic_properties() {
|
||||||
|
let velocity = Velocity {
|
||||||
|
speed: 2.5,
|
||||||
|
direction: Direction::Up,
|
||||||
|
};
|
||||||
|
|
||||||
|
assert_eq!(velocity.speed, 2.5);
|
||||||
|
assert_eq!(velocity.direction, Direction::Up);
|
||||||
|
}
|
||||||
|
|
||||||
|
#[test]
|
||||||
|
fn test_buffered_direction_none() {
|
||||||
|
let buffered = BufferedDirection::None;
|
||||||
|
assert_eq!(buffered, BufferedDirection::None);
|
||||||
|
}
|
||||||
|
|
||||||
|
#[test]
|
||||||
|
fn test_buffered_direction_some() {
|
||||||
|
let buffered = BufferedDirection::Some {
|
||||||
|
direction: Direction::Left,
|
||||||
|
remaining_time: 0.5,
|
||||||
|
};
|
||||||
|
|
||||||
|
if let BufferedDirection::Some {
|
||||||
|
direction,
|
||||||
|
remaining_time,
|
||||||
|
} = buffered
|
||||||
|
{
|
||||||
|
assert_eq!(direction, Direction::Left);
|
||||||
|
assert_eq!(remaining_time, 0.5);
|
||||||
|
} else {
|
||||||
|
panic!("Expected BufferedDirection::Some");
|
||||||
|
}
|
||||||
|
}
|
||||||
575
tests/player.rs
Normal file
575
tests/player.rs
Normal file
@@ -0,0 +1,575 @@
|
|||||||
|
use bevy_ecs::{entity::Entity, event::Events, system::RunSystemOnce, world::World};
|
||||||
|
|
||||||
|
use pacman::{
|
||||||
|
events::{GameCommand, GameEvent},
|
||||||
|
map::{
|
||||||
|
builder::Map,
|
||||||
|
direction::Direction,
|
||||||
|
graph::{Edge, TraversalFlags},
|
||||||
|
},
|
||||||
|
systems::{
|
||||||
|
can_traverse, player_control_system, player_movement_system, AudioState, BufferedDirection, DebugState, DeltaTime,
|
||||||
|
EntityType, GlobalState, MovementModifiers, PlayerControlled, Position, Velocity,
|
||||||
|
},
|
||||||
|
};
|
||||||
|
|
||||||
|
// Test helper functions for ECS setup
|
||||||
|
fn create_test_world() -> World {
|
||||||
|
let mut world = World::new();
|
||||||
|
|
||||||
|
// Add resources
|
||||||
|
world.insert_resource(GlobalState { exit: false });
|
||||||
|
world.insert_resource(DebugState::default());
|
||||||
|
world.insert_resource(AudioState::default());
|
||||||
|
world.insert_resource(DeltaTime(1.0 / 60.0)); // 60 FPS
|
||||||
|
world.insert_resource(Events::<GameEvent>::default());
|
||||||
|
world.insert_resource(Events::<pacman::error::GameError>::default());
|
||||||
|
|
||||||
|
// Create a simple test map with nodes and edges
|
||||||
|
let test_map = create_test_map();
|
||||||
|
world.insert_resource(test_map);
|
||||||
|
|
||||||
|
world
|
||||||
|
}
|
||||||
|
|
||||||
|
fn create_test_map() -> Map {
|
||||||
|
// Use the actual RAW_BOARD from constants.rs
|
||||||
|
use pacman::constants::RAW_BOARD;
|
||||||
|
Map::new(RAW_BOARD).expect("Failed to create test map")
|
||||||
|
}
|
||||||
|
|
||||||
|
fn spawn_test_player(world: &mut World) -> Entity {
|
||||||
|
world
|
||||||
|
.spawn((
|
||||||
|
PlayerControlled,
|
||||||
|
Position::Stopped { node: 0 },
|
||||||
|
Velocity {
|
||||||
|
speed: 1.0,
|
||||||
|
direction: Direction::Right,
|
||||||
|
},
|
||||||
|
BufferedDirection::None,
|
||||||
|
EntityType::Player,
|
||||||
|
MovementModifiers::default(),
|
||||||
|
))
|
||||||
|
.id()
|
||||||
|
}
|
||||||
|
|
||||||
|
fn send_game_event(world: &mut World, command: GameCommand) {
|
||||||
|
let mut events = world.resource_mut::<Events<GameEvent>>();
|
||||||
|
events.send(GameEvent::Command(command));
|
||||||
|
}
|
||||||
|
|
||||||
|
#[test]
|
||||||
|
fn test_can_traverse_player_on_all_edges() {
|
||||||
|
let edge = Edge {
|
||||||
|
target: 1,
|
||||||
|
distance: 10.0,
|
||||||
|
direction: Direction::Up,
|
||||||
|
traversal_flags: TraversalFlags::ALL,
|
||||||
|
};
|
||||||
|
|
||||||
|
assert!(can_traverse(EntityType::Player, edge));
|
||||||
|
}
|
||||||
|
|
||||||
|
#[test]
|
||||||
|
fn test_can_traverse_player_on_pacman_only_edges() {
|
||||||
|
let edge = Edge {
|
||||||
|
target: 1,
|
||||||
|
distance: 10.0,
|
||||||
|
direction: Direction::Right,
|
||||||
|
traversal_flags: TraversalFlags::PACMAN,
|
||||||
|
};
|
||||||
|
|
||||||
|
assert!(can_traverse(EntityType::Player, edge));
|
||||||
|
}
|
||||||
|
|
||||||
|
#[test]
|
||||||
|
fn test_can_traverse_player_blocked_on_ghost_only_edges() {
|
||||||
|
let edge = Edge {
|
||||||
|
target: 1,
|
||||||
|
distance: 10.0,
|
||||||
|
direction: Direction::Left,
|
||||||
|
traversal_flags: TraversalFlags::GHOST,
|
||||||
|
};
|
||||||
|
|
||||||
|
assert!(!can_traverse(EntityType::Player, edge));
|
||||||
|
}
|
||||||
|
|
||||||
|
#[test]
|
||||||
|
fn test_can_traverse_ghost_on_all_edges() {
|
||||||
|
let edge = Edge {
|
||||||
|
target: 2,
|
||||||
|
distance: 15.0,
|
||||||
|
direction: Direction::Down,
|
||||||
|
traversal_flags: TraversalFlags::ALL,
|
||||||
|
};
|
||||||
|
|
||||||
|
assert!(can_traverse(EntityType::Ghost, edge));
|
||||||
|
}
|
||||||
|
|
||||||
|
#[test]
|
||||||
|
fn test_can_traverse_ghost_on_ghost_only_edges() {
|
||||||
|
let edge = Edge {
|
||||||
|
target: 2,
|
||||||
|
distance: 15.0,
|
||||||
|
direction: Direction::Up,
|
||||||
|
traversal_flags: TraversalFlags::GHOST,
|
||||||
|
};
|
||||||
|
|
||||||
|
assert!(can_traverse(EntityType::Ghost, edge));
|
||||||
|
}
|
||||||
|
|
||||||
|
#[test]
|
||||||
|
fn test_can_traverse_ghost_blocked_on_pacman_only_edges() {
|
||||||
|
let edge = Edge {
|
||||||
|
target: 2,
|
||||||
|
distance: 15.0,
|
||||||
|
direction: Direction::Right,
|
||||||
|
traversal_flags: TraversalFlags::PACMAN,
|
||||||
|
};
|
||||||
|
|
||||||
|
assert!(!can_traverse(EntityType::Ghost, edge));
|
||||||
|
}
|
||||||
|
|
||||||
|
#[test]
|
||||||
|
fn test_can_traverse_static_entities_flags() {
|
||||||
|
let edge = Edge {
|
||||||
|
target: 3,
|
||||||
|
distance: 8.0,
|
||||||
|
direction: Direction::Left,
|
||||||
|
traversal_flags: TraversalFlags::ALL,
|
||||||
|
};
|
||||||
|
|
||||||
|
// Static entities have empty traversal flags but can still "traverse"
|
||||||
|
// in the sense that empty flags are contained in any flag set
|
||||||
|
// This is the expected behavior since empty ⊆ any set
|
||||||
|
assert!(can_traverse(EntityType::Pellet, edge));
|
||||||
|
assert!(can_traverse(EntityType::PowerPellet, edge));
|
||||||
|
}
|
||||||
|
|
||||||
|
#[test]
|
||||||
|
fn test_entity_type_traversal_flags() {
|
||||||
|
assert_eq!(EntityType::Player.traversal_flags(), TraversalFlags::PACMAN);
|
||||||
|
assert_eq!(EntityType::Ghost.traversal_flags(), TraversalFlags::GHOST);
|
||||||
|
assert_eq!(EntityType::Pellet.traversal_flags(), TraversalFlags::empty());
|
||||||
|
assert_eq!(EntityType::PowerPellet.traversal_flags(), TraversalFlags::empty());
|
||||||
|
}
|
||||||
|
|
||||||
|
// ============================================================================
|
||||||
|
// ECS System Tests
|
||||||
|
// ============================================================================
|
||||||
|
|
||||||
|
#[test]
|
||||||
|
fn test_player_control_system_move_command() {
|
||||||
|
let mut world = create_test_world();
|
||||||
|
let _player = spawn_test_player(&mut world);
|
||||||
|
|
||||||
|
// Send move command
|
||||||
|
send_game_event(&mut world, GameCommand::MovePlayer(Direction::Up));
|
||||||
|
|
||||||
|
// Run the system
|
||||||
|
world
|
||||||
|
.run_system_once(player_control_system)
|
||||||
|
.expect("System should run successfully");
|
||||||
|
|
||||||
|
// Check that buffered direction was updated
|
||||||
|
let mut query = world.query::<&BufferedDirection>();
|
||||||
|
let buffered_direction = query.single(&world).expect("Player should exist");
|
||||||
|
|
||||||
|
match *buffered_direction {
|
||||||
|
BufferedDirection::Some {
|
||||||
|
direction,
|
||||||
|
remaining_time,
|
||||||
|
} => {
|
||||||
|
assert_eq!(direction, Direction::Up);
|
||||||
|
assert_eq!(remaining_time, 0.25);
|
||||||
|
}
|
||||||
|
BufferedDirection::None => panic!("Expected buffered direction to be set"),
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
#[test]
|
||||||
|
fn test_player_control_system_exit_command() {
|
||||||
|
let mut world = create_test_world();
|
||||||
|
let _player = spawn_test_player(&mut world);
|
||||||
|
|
||||||
|
// Send exit command
|
||||||
|
send_game_event(&mut world, GameCommand::Exit);
|
||||||
|
|
||||||
|
// Run the system
|
||||||
|
world
|
||||||
|
.run_system_once(player_control_system)
|
||||||
|
.expect("System should run successfully");
|
||||||
|
|
||||||
|
// Check that exit flag was set
|
||||||
|
let state = world.resource::<GlobalState>();
|
||||||
|
assert!(state.exit);
|
||||||
|
}
|
||||||
|
|
||||||
|
#[test]
|
||||||
|
fn test_player_control_system_toggle_debug() {
|
||||||
|
let mut world = create_test_world();
|
||||||
|
let _player = spawn_test_player(&mut world);
|
||||||
|
|
||||||
|
// Send toggle debug command
|
||||||
|
send_game_event(&mut world, GameCommand::ToggleDebug);
|
||||||
|
|
||||||
|
// Run the system
|
||||||
|
world
|
||||||
|
.run_system_once(player_control_system)
|
||||||
|
.expect("System should run successfully");
|
||||||
|
|
||||||
|
// Check that debug state changed
|
||||||
|
let debug_state = world.resource::<DebugState>();
|
||||||
|
assert!(debug_state.enabled);
|
||||||
|
}
|
||||||
|
|
||||||
|
#[test]
|
||||||
|
fn test_player_control_system_mute_audio() {
|
||||||
|
let mut world = create_test_world();
|
||||||
|
let _player = spawn_test_player(&mut world);
|
||||||
|
|
||||||
|
// Send mute audio command
|
||||||
|
send_game_event(&mut world, GameCommand::MuteAudio);
|
||||||
|
|
||||||
|
// Run the system
|
||||||
|
world
|
||||||
|
.run_system_once(player_control_system)
|
||||||
|
.expect("System should run successfully");
|
||||||
|
|
||||||
|
// Check that audio was muted
|
||||||
|
let audio_state = world.resource::<AudioState>();
|
||||||
|
assert!(audio_state.muted);
|
||||||
|
|
||||||
|
// Send mute audio command again to unmute - need fresh events
|
||||||
|
world.resource_mut::<Events<GameEvent>>().clear(); // Clear previous events
|
||||||
|
send_game_event(&mut world, GameCommand::MuteAudio);
|
||||||
|
world
|
||||||
|
.run_system_once(player_control_system)
|
||||||
|
.expect("System should run successfully");
|
||||||
|
|
||||||
|
// Check that audio was unmuted
|
||||||
|
let audio_state = world.resource::<AudioState>();
|
||||||
|
assert!(!audio_state.muted, "Audio should be unmuted after second toggle");
|
||||||
|
}
|
||||||
|
|
||||||
|
#[test]
|
||||||
|
fn test_player_control_system_no_player_entity() {
|
||||||
|
let mut world = create_test_world();
|
||||||
|
// Don't spawn a player entity
|
||||||
|
|
||||||
|
send_game_event(&mut world, GameCommand::MovePlayer(Direction::Up));
|
||||||
|
|
||||||
|
// Run the system - should write an error
|
||||||
|
world
|
||||||
|
.run_system_once(player_control_system)
|
||||||
|
.expect("System should run successfully");
|
||||||
|
|
||||||
|
// Check that an error was written (we can't easily check Events without manual management,
|
||||||
|
// so for this test we just verify the system ran without panicking)
|
||||||
|
// In a real implementation, you might expose error checking through the ECS world
|
||||||
|
}
|
||||||
|
|
||||||
|
#[test]
|
||||||
|
fn test_player_movement_system_buffered_direction_expires() {
|
||||||
|
let mut world = create_test_world();
|
||||||
|
let player = spawn_test_player(&mut world);
|
||||||
|
|
||||||
|
// Set a buffered direction with short time
|
||||||
|
world.entity_mut(player).insert(BufferedDirection::Some {
|
||||||
|
direction: Direction::Up,
|
||||||
|
remaining_time: 0.01, // Very short time
|
||||||
|
});
|
||||||
|
|
||||||
|
// Set delta time to expire the buffered direction
|
||||||
|
world.insert_resource(DeltaTime(0.02));
|
||||||
|
|
||||||
|
// Run the system
|
||||||
|
world
|
||||||
|
.run_system_once(player_movement_system)
|
||||||
|
.expect("System should run successfully");
|
||||||
|
|
||||||
|
// Check that buffered direction expired or remaining time decreased significantly
|
||||||
|
let mut query = world.query::<&BufferedDirection>();
|
||||||
|
let buffered_direction = query.single(&world).expect("Player should exist");
|
||||||
|
match *buffered_direction {
|
||||||
|
BufferedDirection::None => {} // Expected - fully expired
|
||||||
|
BufferedDirection::Some { remaining_time, .. } => {
|
||||||
|
assert!(
|
||||||
|
remaining_time <= 0.0,
|
||||||
|
"Buffered direction should be expired or have non-positive time"
|
||||||
|
);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
#[test]
|
||||||
|
fn test_player_movement_system_start_moving_from_stopped() {
|
||||||
|
let mut world = create_test_world();
|
||||||
|
let _player = spawn_test_player(&mut world);
|
||||||
|
|
||||||
|
// Player starts at node 0, facing right (towards node 1)
|
||||||
|
// Should start moving when system runs
|
||||||
|
|
||||||
|
world
|
||||||
|
.run_system_once(player_movement_system)
|
||||||
|
.expect("System should run successfully");
|
||||||
|
|
||||||
|
// Check that player started moving
|
||||||
|
let mut query = world.query::<&Position>();
|
||||||
|
let position = query.single(&world).expect("Player should exist");
|
||||||
|
|
||||||
|
match *position {
|
||||||
|
Position::Moving { from, .. } => {
|
||||||
|
assert_eq!(from, 0, "Player should start from node 0");
|
||||||
|
// Don't assert exact target node since the real map has different connectivity
|
||||||
|
}
|
||||||
|
Position::Stopped { .. } => {} // May stay stopped if no valid edge in current direction
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
#[test]
|
||||||
|
fn test_player_movement_system_buffered_direction_change() {
|
||||||
|
let mut world = create_test_world();
|
||||||
|
let player = spawn_test_player(&mut world);
|
||||||
|
|
||||||
|
// Set a buffered direction to go down (towards node 2)
|
||||||
|
world.entity_mut(player).insert(BufferedDirection::Some {
|
||||||
|
direction: Direction::Down,
|
||||||
|
remaining_time: 1.0,
|
||||||
|
});
|
||||||
|
|
||||||
|
world
|
||||||
|
.run_system_once(player_movement_system)
|
||||||
|
.expect("System should run successfully");
|
||||||
|
|
||||||
|
// Check that player started moving down instead of right
|
||||||
|
let mut query = world.query::<(&Position, &Velocity, &BufferedDirection)>();
|
||||||
|
let (position, _velocity, _buffered_direction) = query.single(&world).expect("Player should exist");
|
||||||
|
|
||||||
|
match *position {
|
||||||
|
Position::Moving { from, to, .. } => {
|
||||||
|
assert_eq!(from, 0);
|
||||||
|
assert_eq!(to, 2); // Should be moving to node 2 (down)
|
||||||
|
}
|
||||||
|
Position::Stopped { .. } => panic!("Player should have started moving"),
|
||||||
|
}
|
||||||
|
|
||||||
|
// Check if the movement actually happened based on the real map connectivity
|
||||||
|
// The buffered direction might not be consumed if there's no valid edge in that direction
|
||||||
|
}
|
||||||
|
|
||||||
|
#[test]
|
||||||
|
fn test_player_movement_system_no_valid_edge() {
|
||||||
|
let mut world = create_test_world();
|
||||||
|
let player = spawn_test_player(&mut world);
|
||||||
|
|
||||||
|
// Set velocity to direction with no edge
|
||||||
|
world.entity_mut(player).insert(Velocity {
|
||||||
|
speed: 1.0,
|
||||||
|
direction: Direction::Up, // No edge up from node 0
|
||||||
|
});
|
||||||
|
|
||||||
|
world
|
||||||
|
.run_system_once(player_movement_system)
|
||||||
|
.expect("System should run successfully");
|
||||||
|
|
||||||
|
// Player should remain stopped
|
||||||
|
let mut query = world.query::<&Position>();
|
||||||
|
let position = query.single(&world).expect("Player should exist");
|
||||||
|
|
||||||
|
match *position {
|
||||||
|
Position::Stopped { node } => assert_eq!(node, 0),
|
||||||
|
Position::Moving { .. } => panic!("Player shouldn't be able to move without valid edge"),
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
#[test]
|
||||||
|
fn test_player_movement_system_continue_moving() {
|
||||||
|
let mut world = create_test_world();
|
||||||
|
let player = spawn_test_player(&mut world);
|
||||||
|
|
||||||
|
// Set player to already be moving
|
||||||
|
world.entity_mut(player).insert(Position::Moving {
|
||||||
|
from: 0,
|
||||||
|
to: 1,
|
||||||
|
remaining_distance: 50.0,
|
||||||
|
});
|
||||||
|
|
||||||
|
world
|
||||||
|
.run_system_once(player_movement_system)
|
||||||
|
.expect("System should run successfully");
|
||||||
|
|
||||||
|
// Check that player continued moving and distance decreased
|
||||||
|
let mut query = world.query::<&Position>();
|
||||||
|
let position = query.single(&world).expect("Player should exist");
|
||||||
|
|
||||||
|
match *position {
|
||||||
|
Position::Moving { remaining_distance, .. } => {
|
||||||
|
assert!(remaining_distance < 50.0); // Should have moved
|
||||||
|
}
|
||||||
|
Position::Stopped { .. } => {
|
||||||
|
// If player reached destination, that's also valid
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// ============================================================================
|
||||||
|
// Integration Tests
|
||||||
|
// ============================================================================
|
||||||
|
|
||||||
|
#[test]
|
||||||
|
fn test_full_player_input_to_movement_flow() {
|
||||||
|
let mut world = create_test_world();
|
||||||
|
let _player = spawn_test_player(&mut world);
|
||||||
|
|
||||||
|
// Send move command
|
||||||
|
send_game_event(&mut world, GameCommand::MovePlayer(Direction::Down));
|
||||||
|
|
||||||
|
// Run control system to process input
|
||||||
|
world
|
||||||
|
.run_system_once(player_control_system)
|
||||||
|
.expect("System should run successfully");
|
||||||
|
|
||||||
|
// Run movement system to execute movement
|
||||||
|
world
|
||||||
|
.run_system_once(player_movement_system)
|
||||||
|
.expect("System should run successfully");
|
||||||
|
|
||||||
|
// Check final state - player should be moving down
|
||||||
|
let mut query = world.query::<(&Position, &Velocity, &BufferedDirection)>();
|
||||||
|
let (position, _velocity, _buffered_direction) = query.single(&world).expect("Player should exist");
|
||||||
|
|
||||||
|
match *position {
|
||||||
|
Position::Moving { from, to, .. } => {
|
||||||
|
assert_eq!(from, 0);
|
||||||
|
assert_eq!(to, 2); // Moving to node 2 (down)
|
||||||
|
}
|
||||||
|
Position::Stopped { .. } => panic!("Player should be moving"),
|
||||||
|
}
|
||||||
|
|
||||||
|
// Check that player moved in the buffered direction if possible
|
||||||
|
// In the real map, the buffered direction may not be consumable if there's no valid edge
|
||||||
|
}
|
||||||
|
|
||||||
|
#[test]
|
||||||
|
fn test_buffered_direction_timing() {
|
||||||
|
let mut world = create_test_world();
|
||||||
|
let _player = spawn_test_player(&mut world);
|
||||||
|
|
||||||
|
// Send move command
|
||||||
|
send_game_event(&mut world, GameCommand::MovePlayer(Direction::Up));
|
||||||
|
world
|
||||||
|
.run_system_once(player_control_system)
|
||||||
|
.expect("System should run successfully");
|
||||||
|
|
||||||
|
// Run movement system multiple times with small delta times
|
||||||
|
world.insert_resource(DeltaTime(0.1)); // 0.1 seconds
|
||||||
|
|
||||||
|
// First run - buffered direction should still be active
|
||||||
|
world
|
||||||
|
.run_system_once(player_movement_system)
|
||||||
|
.expect("System should run successfully");
|
||||||
|
let mut query = world.query::<&BufferedDirection>();
|
||||||
|
let buffered_direction = query.single(&world).expect("Player should exist");
|
||||||
|
|
||||||
|
match *buffered_direction {
|
||||||
|
BufferedDirection::Some { remaining_time, .. } => {
|
||||||
|
assert!(remaining_time > 0.0);
|
||||||
|
assert!(remaining_time < 0.25);
|
||||||
|
}
|
||||||
|
BufferedDirection::None => panic!("Buffered direction should still be active"),
|
||||||
|
}
|
||||||
|
|
||||||
|
// Run again to fully expire the buffered direction
|
||||||
|
world.insert_resource(DeltaTime(0.2)); // Total 0.3 seconds, should expire
|
||||||
|
world
|
||||||
|
.run_system_once(player_movement_system)
|
||||||
|
.expect("System should run successfully");
|
||||||
|
|
||||||
|
let buffered_direction = query.single(&world).expect("Player should exist");
|
||||||
|
assert_eq!(*buffered_direction, BufferedDirection::None);
|
||||||
|
}
|
||||||
|
|
||||||
|
#[test]
|
||||||
|
fn test_multiple_rapid_direction_changes() {
|
||||||
|
let mut world = create_test_world();
|
||||||
|
let _player = spawn_test_player(&mut world);
|
||||||
|
|
||||||
|
// Send multiple rapid direction changes
|
||||||
|
send_game_event(&mut world, GameCommand::MovePlayer(Direction::Up));
|
||||||
|
world
|
||||||
|
.run_system_once(player_control_system)
|
||||||
|
.expect("System should run successfully");
|
||||||
|
|
||||||
|
send_game_event(&mut world, GameCommand::MovePlayer(Direction::Down));
|
||||||
|
world
|
||||||
|
.run_system_once(player_control_system)
|
||||||
|
.expect("System should run successfully");
|
||||||
|
|
||||||
|
send_game_event(&mut world, GameCommand::MovePlayer(Direction::Left));
|
||||||
|
world
|
||||||
|
.run_system_once(player_control_system)
|
||||||
|
.expect("System should run successfully");
|
||||||
|
|
||||||
|
// Only the last direction should be buffered
|
||||||
|
let mut query = world.query::<&BufferedDirection>();
|
||||||
|
let buffered_direction = query.single(&world).expect("Player should exist");
|
||||||
|
|
||||||
|
match *buffered_direction {
|
||||||
|
BufferedDirection::Some { direction, .. } => {
|
||||||
|
assert_eq!(direction, Direction::Left);
|
||||||
|
}
|
||||||
|
BufferedDirection::None => panic!("Expected buffered direction"),
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
#[test]
|
||||||
|
fn test_player_state_persistence_across_systems() {
|
||||||
|
let mut world = create_test_world();
|
||||||
|
let _player = spawn_test_player(&mut world);
|
||||||
|
|
||||||
|
// Test that multiple commands can be processed - but need to handle events properly
|
||||||
|
// Clear any existing events first
|
||||||
|
world.resource_mut::<Events<GameEvent>>().clear();
|
||||||
|
|
||||||
|
// Toggle debug mode
|
||||||
|
send_game_event(&mut world, GameCommand::ToggleDebug);
|
||||||
|
world
|
||||||
|
.run_system_once(player_control_system)
|
||||||
|
.expect("System should run successfully");
|
||||||
|
let debug_state_after_toggle = *world.resource::<DebugState>();
|
||||||
|
|
||||||
|
// Clear events and mute audio
|
||||||
|
world.resource_mut::<Events<GameEvent>>().clear();
|
||||||
|
send_game_event(&mut world, GameCommand::MuteAudio);
|
||||||
|
world
|
||||||
|
.run_system_once(player_control_system)
|
||||||
|
.expect("System should run successfully");
|
||||||
|
let audio_muted_after_toggle = world.resource::<AudioState>().muted;
|
||||||
|
|
||||||
|
// Clear events and move player
|
||||||
|
world.resource_mut::<Events<GameEvent>>().clear();
|
||||||
|
send_game_event(&mut world, GameCommand::MovePlayer(Direction::Down));
|
||||||
|
world
|
||||||
|
.run_system_once(player_control_system)
|
||||||
|
.expect("System should run successfully");
|
||||||
|
world
|
||||||
|
.run_system_once(player_movement_system)
|
||||||
|
.expect("System should run successfully");
|
||||||
|
|
||||||
|
// Check that all state changes persisted
|
||||||
|
// Variables already captured above during individual tests
|
||||||
|
let mut query = world.query::<&Position>();
|
||||||
|
let position = *query.single(&world).expect("Player should exist");
|
||||||
|
|
||||||
|
// Check that the state changes persisted individually
|
||||||
|
assert!(debug_state_after_toggle.enabled, "Debug state should have toggled");
|
||||||
|
assert!(audio_muted_after_toggle, "Audio should be muted");
|
||||||
|
|
||||||
|
// Player position depends on actual map connectivity
|
||||||
|
match position {
|
||||||
|
Position::Moving { .. } => {} // Good - player is moving
|
||||||
|
Position::Stopped { .. } => {} // Also ok - might not have valid edge in that direction
|
||||||
|
}
|
||||||
|
}
|
||||||
@@ -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);
|
||||||
|
|||||||
@@ -107,3 +107,23 @@ fn test_text_scale() -> Result<(), String> {
|
|||||||
|
|
||||||
Ok(())
|
Ok(())
|
||||||
}
|
}
|
||||||
|
|
||||||
|
#[test]
|
||||||
|
fn test_text_color() -> Result<(), String> {
|
||||||
|
let mut text_texture = TextTexture::new(1.0);
|
||||||
|
|
||||||
|
// Test default color (should be None initially)
|
||||||
|
assert_eq!(text_texture.color(), None);
|
||||||
|
|
||||||
|
// Test setting color
|
||||||
|
let test_color = sdl2::pixels::Color::YELLOW;
|
||||||
|
text_texture.set_color(test_color);
|
||||||
|
assert_eq!(text_texture.color(), Some(test_color));
|
||||||
|
|
||||||
|
// Test changing color
|
||||||
|
let new_color = sdl2::pixels::Color::RED;
|
||||||
|
text_texture.set_color(new_color);
|
||||||
|
assert_eq!(text_texture.color(), Some(new_color));
|
||||||
|
|
||||||
|
Ok(())
|
||||||
|
}
|
||||||
|
|||||||
21
web.build.ts
21
web.build.ts
@@ -1,7 +1,7 @@
|
|||||||
import { $ } from "bun";
|
import { $ } from "bun";
|
||||||
import { existsSync, promises as fs } from "fs";
|
import { existsSync, promises as fs } from "fs";
|
||||||
import { platform } from "os";
|
import { platform } from "os";
|
||||||
import { dirname, join, relative, resolve } from "path";
|
import { basename, dirname, join, relative, resolve } from "path";
|
||||||
import { match, P } from "ts-pattern";
|
import { match, P } from "ts-pattern";
|
||||||
import { configure, getConsoleSink, getLogger } from "@logtape/logtape";
|
import { configure, getConsoleSink, getLogger } from "@logtape/logtape";
|
||||||
|
|
||||||
@@ -79,16 +79,19 @@ async function build(release: boolean, env: Record<string, string> | null) {
|
|||||||
|
|
||||||
// The files to copy into 'dist'
|
// The files to copy into 'dist'
|
||||||
const files = [
|
const files = [
|
||||||
...["index.html", "favicon.ico", "build.css", "TerminalVector.ttf"].map(
|
...[
|
||||||
(file) => ({
|
"index.html",
|
||||||
src: join(siteFolder, file),
|
"favicon.ico",
|
||||||
dest: join(dist, file),
|
"build.css",
|
||||||
optional: false,
|
"../game/TerminalVector.ttf",
|
||||||
})
|
].map((file) => ({
|
||||||
),
|
src: resolve(join(siteFolder, file)),
|
||||||
|
dest: join(dist, basename(file)),
|
||||||
|
optional: false,
|
||||||
|
})),
|
||||||
...["pacman.wasm", "pacman.js", "deps/pacman.data"].map((file) => ({
|
...["pacman.wasm", "pacman.js", "deps/pacman.data"].map((file) => ({
|
||||||
src: join(outputFolder, file),
|
src: join(outputFolder, file),
|
||||||
dest: join(dist, file.split("/").pop() || file),
|
dest: join(dist, basename(file)),
|
||||||
optional: false,
|
optional: false,
|
||||||
})),
|
})),
|
||||||
{
|
{
|
||||||
|
|||||||
Reference in New Issue
Block a user