mirror of
https://github.com/Xevion/Pac-Man.git
synced 2025-12-06 11:15:46 -06:00
Compare commits
8 Commits
| Author | SHA1 | Date | |
|---|---|---|---|
|
|
9624bcf359 | ||
|
|
67a5c4a1ed | ||
|
|
8b5e66f514 | ||
|
|
5109457fcd | ||
|
|
5497e4b0b9 | ||
| d72b6eec06 | |||
| ae42f6ead0 | |||
| 471b118efd |
@@ -251,14 +251,13 @@ impl Game {
|
||||
backbuffer: NonSendMut<BackbufferResource>,
|
||||
debug_state: Res<DebugState>,
|
||||
mut dirty: ResMut<RenderDirty>| {
|
||||
if dirty.0 || *debug_state != DebugState::Off {
|
||||
if dirty.0 || debug_state.enabled {
|
||||
// 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();
|
||||
if !debug_state.enabled {
|
||||
canvas.present();
|
||||
}
|
||||
dirty.0 = false;
|
||||
canvas.present();
|
||||
}
|
||||
},
|
||||
),
|
||||
|
||||
@@ -28,7 +28,6 @@ pub trait CommonPlatform {
|
||||
fn get_canvas_size(&self) -> Option<(u32, u32)>;
|
||||
|
||||
/// Loads raw asset data using the appropriate platform-specific method.
|
||||
|
||||
fn get_asset_bytes(&self, asset: Asset) -> Result<Cow<'static, [u8]>, AssetError>;
|
||||
}
|
||||
|
||||
|
||||
@@ -6,9 +6,28 @@ use bevy_ecs::system::{Query, Res};
|
||||
use crate::error::GameError;
|
||||
use crate::events::GameEvent;
|
||||
use crate::map::builder::Map;
|
||||
use crate::systems::components::{Collider, ItemCollider, PacmanCollider};
|
||||
use crate::systems::components::{Collider, GhostCollider, ItemCollider, PacmanCollider};
|
||||
use crate::systems::movement::Position;
|
||||
|
||||
/// 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
|
||||
@@ -16,43 +35,50 @@ use crate::systems::movement::Position;
|
||||
/// 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(
|
||||
map: Res<Map>,
|
||||
pacman_query: Query<(Entity, &Position, &Collider), With<PacmanCollider>>,
|
||||
item_query: Query<(Entity, &Position, &Collider), With<ItemCollider>>,
|
||||
ghost_query: Query<(Entity, &Position, &Collider), With<GhostCollider>>,
|
||||
mut events: EventWriter<GameEvent>,
|
||||
mut errors: EventWriter<GameError>,
|
||||
) {
|
||||
// Check PACMAN × ITEM collisions
|
||||
for (pacman_entity, pacman_pos, pacman_collider) in pacman_query.iter() {
|
||||
for (item_entity, item_pos, item_collider) in item_query.iter() {
|
||||
match (
|
||||
pacman_pos.get_pixel_position(&map.graph),
|
||||
item_pos.get_pixel_position(&map.graph),
|
||||
) {
|
||||
(Ok(pacman_pixel), Ok(item_pixel)) => {
|
||||
// Calculate the distance between the two entities's precise pixel positions
|
||||
let distance = pacman_pixel.distance(item_pixel);
|
||||
// Calculate the distance at which the two entities will collide
|
||||
let collision_distance = (pacman_collider.size + item_collider.size) / 2.0;
|
||||
|
||||
// If the distance between the two entities is less than the collision distance, then the two entities are colliding
|
||||
if distance < collision_distance {
|
||||
match check_collision(pacman_pos, pacman_collider, item_pos, item_collider, &map) {
|
||||
Ok(colliding) => {
|
||||
if colliding {
|
||||
events.write(GameEvent::Collision(pacman_entity, item_entity));
|
||||
}
|
||||
}
|
||||
// Either or both of the pixel positions failed to get, so we need to report the error
|
||||
(result_a, result_b) => {
|
||||
for result in [result_a, result_b] {
|
||||
if let Err(e) = result {
|
||||
Err(e) => {
|
||||
errors.write(GameError::InvalidState(format!(
|
||||
"Collision system failed to get pixel positions for entities {:?} and {:?}: {}",
|
||||
"Collision system failed to check collision between 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
|
||||
)));
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -70,6 +70,17 @@ impl EntityType {
|
||||
_ => 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.
|
||||
@@ -103,6 +114,14 @@ 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;
|
||||
|
||||
@@ -16,22 +16,13 @@ use sdl2::render::{Canvas, Texture, TextureCreator};
|
||||
use sdl2::ttf::Font;
|
||||
use sdl2::video::{Window, WindowContext};
|
||||
|
||||
#[derive(Resource, Default, Debug, Copy, Clone, PartialEq)]
|
||||
pub enum DebugState {
|
||||
#[default]
|
||||
Off,
|
||||
Graph,
|
||||
Collision,
|
||||
#[derive(Resource, Default, Debug, Copy, Clone)]
|
||||
pub struct DebugState {
|
||||
pub enabled: bool,
|
||||
}
|
||||
|
||||
impl DebugState {
|
||||
pub fn next(&self) -> Self {
|
||||
match self {
|
||||
DebugState::Off => DebugState::Graph,
|
||||
DebugState::Graph => DebugState::Collision,
|
||||
DebugState::Collision => DebugState::Off,
|
||||
}
|
||||
}
|
||||
fn f32_to_u8(value: f32) -> u8 {
|
||||
(value * 255.0) as u8
|
||||
}
|
||||
|
||||
/// Resource to hold the debug texture for persistent rendering
|
||||
@@ -110,7 +101,7 @@ pub fn debug_render_system(
|
||||
colliders: Query<(&Collider, &Position)>,
|
||||
cursor: Res<CursorPosition>,
|
||||
) {
|
||||
if *debug_state == DebugState::Off {
|
||||
if !debug_state.enabled {
|
||||
return;
|
||||
}
|
||||
let scale =
|
||||
@@ -140,8 +131,6 @@ pub fn debug_render_system(
|
||||
// Draw debug info on the high-resolution debug texture
|
||||
canvas
|
||||
.with_texture_canvas(&mut debug_texture.0, |debug_canvas| {
|
||||
match *debug_state {
|
||||
DebugState::Graph => {
|
||||
// Find the closest node to the cursor
|
||||
|
||||
let closest_node = if let Some(cursor_world_pos) = cursor_world_pos {
|
||||
@@ -155,7 +144,23 @@ pub fn debug_render_system(
|
||||
None
|
||||
};
|
||||
|
||||
debug_canvas.set_draw_color(Color::RED);
|
||||
debug_canvas.set_draw_color(Color::GREEN);
|
||||
for (collider, position) in colliders.iter() {
|
||||
let pos = position.get_pixel_position(&map.graph).unwrap();
|
||||
|
||||
// Transform position and size using common methods
|
||||
let pos = (pos * scale).as_ivec2();
|
||||
let size = (collider.size * scale) as u32;
|
||||
|
||||
let rect = Rect::from_center(Point::from((pos.x, pos.y)), size, size);
|
||||
debug_canvas.draw_rect(rect).unwrap();
|
||||
}
|
||||
|
||||
debug_canvas.set_draw_color(Color {
|
||||
a: f32_to_u8(0.4),
|
||||
..Color::RED
|
||||
});
|
||||
debug_canvas.set_blend_mode(sdl2::render::BlendMode::Blend);
|
||||
for (start_node, end_node) in map.graph.edges() {
|
||||
let start_node_model = map.graph.get_node(start_node).unwrap();
|
||||
let end_node = map.graph.get_node(end_node.target).unwrap().position;
|
||||
@@ -173,15 +178,18 @@ pub fn debug_render_system(
|
||||
let pos = node.position;
|
||||
|
||||
// Set color based on whether the node is the closest to the cursor
|
||||
debug_canvas.set_draw_color(if Some(id) == closest_node {
|
||||
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 = (3.0 * scale) as u32;
|
||||
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))
|
||||
@@ -193,27 +201,17 @@ pub fn debug_render_system(
|
||||
let node = map.graph.get_node(closest_node_id).unwrap();
|
||||
let pos = transform_position_with_offset(node.position, scale);
|
||||
|
||||
let surface = font.render(&closest_node_id.to_string()).blended(Color::WHITE).unwrap();
|
||||
let 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();
|
||||
}
|
||||
}
|
||||
DebugState::Collision => {
|
||||
debug_canvas.set_draw_color(Color::GREEN);
|
||||
for (collider, position) in colliders.iter() {
|
||||
let pos = position.get_pixel_position(&map.graph).unwrap();
|
||||
|
||||
// Transform position and size using common methods
|
||||
let pos = (pos * scale).as_ivec2();
|
||||
let size = (collider.size * scale) as u32;
|
||||
|
||||
let rect = Rect::from_center(Point::from((pos.x, pos.y)), size, size);
|
||||
debug_canvas.draw_rect(rect).unwrap();
|
||||
}
|
||||
}
|
||||
_ => {}
|
||||
}
|
||||
|
||||
// Render timing information in the top-left corner
|
||||
render_timing_display(debug_canvas, &mut texture_creator, &timings, font);
|
||||
@@ -222,4 +220,5 @@ pub fn debug_render_system(
|
||||
|
||||
// Draw the debug texture directly onto the main canvas at full resolution
|
||||
canvas.copy(&debug_texture.0, None, None).unwrap();
|
||||
canvas.present();
|
||||
}
|
||||
|
||||
@@ -28,7 +28,7 @@ pub enum CursorPosition {
|
||||
pub struct Bindings {
|
||||
key_bindings: HashMap<Keycode, GameCommand>,
|
||||
movement_keys: HashSet<Keycode>,
|
||||
last_movement_key: Option<Keycode>,
|
||||
pressed_movement_keys: Vec<Keycode>,
|
||||
}
|
||||
|
||||
impl Default for Bindings {
|
||||
@@ -67,11 +67,63 @@ impl Default for Bindings {
|
||||
Self {
|
||||
key_bindings,
|
||||
movement_keys,
|
||||
last_movement_key: None,
|
||||
pressed_movement_keys: Vec::new(),
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// A simplified input event used for deterministic testing and logic reuse
|
||||
/// without depending on SDL's event pump.
|
||||
#[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>,
|
||||
@@ -79,11 +131,14 @@ pub fn input_system(
|
||||
mut pump: NonSendMut<&'static mut EventPump>,
|
||||
mut cursor: ResMut<CursorPosition>,
|
||||
) {
|
||||
let mut movement_key_pressed = false;
|
||||
let mut cursor_seen = false;
|
||||
// Collect all events for this frame.
|
||||
let frame_events: Vec<Event> = pump.poll_iter().collect();
|
||||
|
||||
for event in pump.poll_iter() {
|
||||
match event {
|
||||
// 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 { .. } => {
|
||||
writer.write(GameEvent::Command(GameCommand::Exit));
|
||||
}
|
||||
@@ -94,44 +149,28 @@ pub fn input_system(
|
||||
};
|
||||
cursor_seen = true;
|
||||
}
|
||||
Event::KeyUp {
|
||||
repeat: false,
|
||||
keycode: Some(key),
|
||||
..
|
||||
} => {
|
||||
// If the last movement key was released, then forget it.
|
||||
if let Some(last_movement_key) = bindings.last_movement_key {
|
||||
if last_movement_key == key {
|
||||
bindings.last_movement_key = None;
|
||||
}
|
||||
}
|
||||
}
|
||||
Event::KeyDown {
|
||||
keycode: Some(key),
|
||||
repeat: false,
|
||||
..
|
||||
} => {
|
||||
let command = bindings.key_bindings.get(&key).copied();
|
||||
if let Some(command) = command {
|
||||
writer.write(GameEvent::Command(command));
|
||||
}
|
||||
|
||||
if bindings.movement_keys.contains(&key) {
|
||||
movement_key_pressed = true;
|
||||
bindings.last_movement_key = Some(key);
|
||||
simple_key_events.push(SimpleKeyEvent::KeyDown(key));
|
||||
}
|
||||
Event::KeyUp {
|
||||
keycode: Some(key),
|
||||
repeat: false,
|
||||
..
|
||||
} => {
|
||||
simple_key_events.push(SimpleKeyEvent::KeyUp(key));
|
||||
}
|
||||
_ => {}
|
||||
}
|
||||
}
|
||||
|
||||
if let Some(last_movement_key) = bindings.last_movement_key {
|
||||
if !movement_key_pressed {
|
||||
let command = bindings.key_bindings.get(&last_movement_key).copied();
|
||||
if let Some(command) = command {
|
||||
writer.write(GameEvent::Command(command));
|
||||
}
|
||||
}
|
||||
// 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) {
|
||||
|
||||
@@ -8,6 +8,17 @@ use crate::{
|
||||
},
|
||||
};
|
||||
|
||||
/// 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(
|
||||
mut commands: Commands,
|
||||
mut collision_events: EventReader<GameEvent>,
|
||||
@@ -29,21 +40,18 @@ pub fn item_system(
|
||||
|
||||
// Get the item type and update score
|
||||
if let Ok((item_ent, entity_type)) = item_query.get(item_entity) {
|
||||
match entity_type {
|
||||
EntityType::Pellet => {
|
||||
score.0 += 10;
|
||||
}
|
||||
EntityType::PowerPellet => {
|
||||
score.0 += 50;
|
||||
}
|
||||
_ => continue,
|
||||
}
|
||||
if let Some(score_value) = entity_type.score_value() {
|
||||
score.0 += score_value;
|
||||
|
||||
// Remove the collected item
|
||||
commands.entity(item_ent).despawn();
|
||||
|
||||
// Trigger audio if appropriate
|
||||
if entity_type.is_collectible() {
|
||||
events.write(AudioEvent::PlayEat);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -57,7 +57,7 @@ pub fn player_control_system(
|
||||
state.exit = true;
|
||||
}
|
||||
GameCommand::ToggleDebug => {
|
||||
*debug_state = debug_state.next();
|
||||
debug_state.enabled = !debug_state.enabled;
|
||||
}
|
||||
GameCommand::MuteAudio => {
|
||||
audio_state.muted = !audio_state.muted;
|
||||
|
||||
@@ -120,4 +120,6 @@ pub fn render_system(
|
||||
})
|
||||
.err()
|
||||
.map(|e| errors.write(TextureError::RenderFailed(e.to_string()).into()));
|
||||
|
||||
canvas.copy(&backbuffer.0, None, None).unwrap();
|
||||
}
|
||||
|
||||
150
tests/collision.rs
Normal file
150
tests/collision.rs
Normal file
@@ -0,0 +1,150 @@
|
||||
use bevy_ecs::{event::Events, prelude::*, system::RunSystemOnce, world::World};
|
||||
|
||||
use pacman::{
|
||||
error::GameError,
|
||||
events::GameEvent,
|
||||
map::builder::Map,
|
||||
systems::{
|
||||
collision::{check_collision, collision_system},
|
||||
components::{Collider, EntityType, Ghost, GhostCollider, ItemCollider, PacmanCollider},
|
||||
movement::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");
|
||||
}
|
||||
@@ -1,72 +1,6 @@
|
||||
use pacman::events::{GameCommand, GameEvent};
|
||||
use pacman::map::direction::Direction;
|
||||
|
||||
#[test]
|
||||
fn test_game_command_variants() {
|
||||
// Test that all GameCommand variants can be created
|
||||
let commands = vec![
|
||||
GameCommand::Exit,
|
||||
GameCommand::MovePlayer(Direction::Up),
|
||||
GameCommand::MovePlayer(Direction::Down),
|
||||
GameCommand::MovePlayer(Direction::Left),
|
||||
GameCommand::MovePlayer(Direction::Right),
|
||||
GameCommand::ToggleDebug,
|
||||
GameCommand::MuteAudio,
|
||||
GameCommand::ResetLevel,
|
||||
GameCommand::TogglePause,
|
||||
];
|
||||
|
||||
// Just verify they can be created and compared
|
||||
assert_eq!(commands.len(), 9);
|
||||
assert_eq!(commands[0], GameCommand::Exit);
|
||||
assert_eq!(commands[1], GameCommand::MovePlayer(Direction::Up));
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn test_game_command_equality() {
|
||||
assert_eq!(GameCommand::Exit, GameCommand::Exit);
|
||||
assert_eq!(GameCommand::ToggleDebug, GameCommand::ToggleDebug);
|
||||
assert_eq!(
|
||||
GameCommand::MovePlayer(Direction::Left),
|
||||
GameCommand::MovePlayer(Direction::Left)
|
||||
);
|
||||
|
||||
assert_ne!(GameCommand::Exit, GameCommand::ToggleDebug);
|
||||
assert_ne!(
|
||||
GameCommand::MovePlayer(Direction::Left),
|
||||
GameCommand::MovePlayer(Direction::Right)
|
||||
);
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn test_game_command_copy_clone() {
|
||||
let original = GameCommand::MovePlayer(Direction::Up);
|
||||
let copied = original;
|
||||
let cloned = original.clone();
|
||||
|
||||
assert_eq!(original, copied);
|
||||
assert_eq!(original, cloned);
|
||||
assert_eq!(copied, cloned);
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn test_game_event_variants() {
|
||||
let command_event = GameEvent::Command(GameCommand::Exit);
|
||||
let collision_event = GameEvent::Collision(bevy_ecs::entity::Entity::from_raw(1), bevy_ecs::entity::Entity::from_raw(2));
|
||||
|
||||
// Test that events can be created and compared
|
||||
assert_eq!(command_event, GameEvent::Command(GameCommand::Exit));
|
||||
assert_ne!(command_event, collision_event);
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn test_game_command_to_game_event_conversion() {
|
||||
let command = GameCommand::ToggleDebug;
|
||||
let event: GameEvent = command.into();
|
||||
|
||||
assert_eq!(event, GameEvent::Command(GameCommand::ToggleDebug));
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn test_game_command_to_game_event_conversion_all_variants() {
|
||||
let commands = vec![
|
||||
@@ -83,35 +17,3 @@ fn test_game_command_to_game_event_conversion_all_variants() {
|
||||
assert_eq!(event, GameEvent::Command(command));
|
||||
}
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn test_move_player_all_directions() {
|
||||
let directions = [Direction::Up, Direction::Down, Direction::Left, Direction::Right];
|
||||
|
||||
for direction in directions {
|
||||
let command = GameCommand::MovePlayer(direction);
|
||||
let event: GameEvent = command.into();
|
||||
|
||||
if let GameEvent::Command(GameCommand::MovePlayer(dir)) = event {
|
||||
assert_eq!(dir, direction);
|
||||
} else {
|
||||
panic!("Expected MovePlayer command with direction {:?}", direction);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn test_game_event_debug_format() {
|
||||
let event = GameEvent::Command(GameCommand::Exit);
|
||||
let debug_str = format!("{:?}", event);
|
||||
assert!(debug_str.contains("Command"));
|
||||
assert!(debug_str.contains("Exit"));
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn test_game_command_debug_format() {
|
||||
let command = GameCommand::MovePlayer(Direction::Left);
|
||||
let debug_str = format!("{:?}", command);
|
||||
assert!(debug_str.contains("MovePlayer"));
|
||||
assert!(debug_str.contains("Left"));
|
||||
}
|
||||
|
||||
@@ -119,13 +119,6 @@ fn test_format_timing_display_basic() {
|
||||
}
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn test_format_timing_display_empty() {
|
||||
let timing_data = vec![];
|
||||
let formatted = format_timing_display(timing_data);
|
||||
assert!(formatted.is_empty());
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn test_format_timing_display_units() {
|
||||
let timing_data = vec![
|
||||
|
||||
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());
|
||||
}
|
||||
255
tests/item.rs
Normal file
255
tests/item.rs
Normal file
@@ -0,0 +1,255 @@
|
||||
use bevy_ecs::{event::Events, prelude::*, system::RunSystemOnce, world::World};
|
||||
|
||||
use pacman::{
|
||||
events::GameEvent,
|
||||
map::builder::Map,
|
||||
systems::{
|
||||
audio::AudioEvent,
|
||||
components::{AudioState, EntityType, ItemCollider, PacmanCollider, ScoreResource},
|
||||
item::{is_valid_item_collision, item_system},
|
||||
movement::Position,
|
||||
},
|
||||
};
|
||||
|
||||
#[test]
|
||||
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]
|
||||
fn test_is_collectible_item() {
|
||||
// Collectible
|
||||
assert!(EntityType::Pellet.is_collectible());
|
||||
assert!(EntityType::PowerPellet.is_collectible());
|
||||
|
||||
// Non-collectible
|
||||
assert!(!EntityType::Player.is_collectible());
|
||||
assert!(!EntityType::Ghost.is_collectible());
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn test_is_valid_item_collision() {
|
||||
// Player-item collisions should be valid
|
||||
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));
|
||||
|
||||
// Non-player-item collisions should be invalid
|
||||
assert!(!is_valid_item_collision(EntityType::Player, EntityType::Ghost));
|
||||
assert!(!is_valid_item_collision(EntityType::Ghost, EntityType::Pellet));
|
||||
assert!(!is_valid_item_collision(EntityType::Pellet, EntityType::PowerPellet));
|
||||
assert!(!is_valid_item_collision(EntityType::Player, EntityType::Player));
|
||||
}
|
||||
|
||||
fn create_test_world() -> World {
|
||||
let mut world = World::new();
|
||||
|
||||
// Add required resources
|
||||
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);
|
||||
}
|
||||
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");
|
||||
}
|
||||
}
|
||||
@@ -21,7 +21,7 @@ fn create_test_world() -> World {
|
||||
|
||||
// Add resources
|
||||
world.insert_resource(GlobalState { exit: false });
|
||||
world.insert_resource(DebugState::Off);
|
||||
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());
|
||||
@@ -222,7 +222,7 @@ fn test_player_control_system_toggle_debug() {
|
||||
|
||||
// Check that debug state changed
|
||||
let debug_state = world.resource::<DebugState>();
|
||||
assert_eq!(*debug_state, DebugState::Graph);
|
||||
assert_eq!(debug_state.enabled, true);
|
||||
}
|
||||
|
||||
#[test]
|
||||
@@ -565,7 +565,7 @@ fn test_player_state_persistence_across_systems() {
|
||||
let position = *query.single(&world).expect("Player should exist");
|
||||
|
||||
// Check that the state changes persisted individually
|
||||
assert_eq!(debug_state_after_toggle, DebugState::Graph, "Debug state should have toggled");
|
||||
assert_eq!(debug_state_after_toggle.enabled, true, "Debug state should have toggled");
|
||||
assert!(audio_muted_after_toggle, "Audio should be muted");
|
||||
|
||||
// Player position depends on actual map connectivity
|
||||
|
||||
Reference in New Issue
Block a user