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15 Commits
| Author | SHA1 | Date | |
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5cc9b1a6ee | ||
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633d467f2c | ||
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d3e83262db | ||
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f31b4952e4 | ||
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ad3f896f82 | ||
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80ebf08dd3 | ||
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f14b3d38a4 | ||
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bf65c34b28 | ||
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89b0790f19 | ||
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9624bcf359 | ||
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67a5c4a1ed | ||
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8b5e66f514 | ||
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5109457fcd | ||
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5497e4b0b9 |
@@ -1,6 +1,5 @@
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use std::time::{Duration, Instant};
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use glam::Vec2;
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use sdl2::render::TextureCreator;
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use sdl2::ttf::Sdl2TtfContext;
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use sdl2::video::WindowContext;
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@@ -21,7 +20,6 @@ pub struct App {
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pub game: Game,
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last_tick: Instant,
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focused: bool,
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_cursor_pos: Vec2,
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}
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impl App {
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@@ -81,7 +79,6 @@ impl App {
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game,
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focused: true,
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last_tick: Instant::now(),
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_cursor_pos: Vec2::ZERO,
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})
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}
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267
src/game.rs
267
src/game.rs
@@ -8,29 +8,23 @@ use crate::events::GameEvent;
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use crate::map::builder::Map;
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use crate::map::direction::Direction;
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use crate::systems::blinking::Blinking;
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use crate::systems::{self, ghost_collision_system};
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||||
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||||
use crate::systems::movement::{BufferedDirection, Position, Velocity};
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use crate::systems::player::player_movement_system;
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use crate::systems::profiling::SystemId;
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use crate::systems::render::RenderDirty;
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use crate::systems::{
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audio::{audio_system, AudioEvent, AudioResource},
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blinking::blinking_system,
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collision::collision_system,
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components::{
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AudioState, Collider, DeltaTime, DirectionalAnimated, EntityType, Ghost, GhostBundle, GhostCollider, GlobalState,
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ItemBundle, ItemCollider, PacmanCollider, PlayerBundle, PlayerControlled, RenderDirty, Renderable, ScoreResource,
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},
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debug::{debug_render_system, DebugFontResource, DebugState, DebugTextureResource},
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ghost::ghost_movement_system,
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input::input_system,
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item::item_system,
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player::player_control_system,
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profiling::{profile, SystemTimings},
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render::{directional_render_system, dirty_render_system, render_system, BackbufferResource, MapTextureResource},
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audio_system, blinking_system, collision_system, debug_render_system, directional_render_system, dirty_render_system,
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ghost_movement_system, hud_render_system, item_system, profile, ready_visibility_system, render_system, AudioEvent,
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AudioResource, AudioState, BackbufferResource, Collider, DebugFontResource, DebugState, DebugTextureResource, DeltaTime,
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DirectionalAnimated, EntityType, Frozen, Ghost, GhostBundle, GhostCollider, GlobalState, ItemBundle, ItemCollider,
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MapTextureResource, PacmanCollider, PlayerBundle, PlayerControlled, PlayerStateBundle, Renderable, ScoreResource,
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StartupSequence, SystemTimings,
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};
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use crate::texture::animated::AnimatedTexture;
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use bevy_ecs::event::EventRegistry;
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use bevy_ecs::observer::Trigger;
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use bevy_ecs::schedule::Schedule;
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use bevy_ecs::schedule::{IntoScheduleConfigs, Schedule, SystemSet};
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use bevy_ecs::system::{NonSendMut, Res, ResMut};
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use bevy_ecs::world::World;
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use sdl2::image::LoadTexture;
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@@ -48,6 +42,10 @@ use crate::{
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texture::sprite::{AtlasMapper, SpriteAtlas},
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};
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/// System set for all rendering systems to ensure they run after gameplay logic
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#[derive(SystemSet, Debug, Hash, PartialEq, Eq, Clone)]
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pub struct RenderSet;
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/// Core game state manager built on the Bevy ECS architecture.
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///
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/// Orchestrates all game systems through a centralized `World` containing entities,
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@@ -205,6 +203,11 @@ impl Game {
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pacman_collider: PacmanCollider,
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||||
};
|
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// Spawn player and attach initial state bundle
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let player_entity = world.spawn(player).id();
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world.entity_mut(player_entity).insert(PlayerStateBundle::default());
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world.entity_mut(player_entity).insert(Frozen);
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world.insert_non_send_resource(atlas);
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world.insert_non_send_resource(event_pump);
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world.insert_non_send_resource(canvas);
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@@ -232,40 +235,66 @@ impl Game {
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}
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},
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);
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schedule.add_systems((
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profile(SystemId::Input, input_system),
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profile(SystemId::PlayerControls, player_control_system),
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profile(SystemId::PlayerMovement, player_movement_system),
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profile(SystemId::Ghost, ghost_movement_system),
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profile(SystemId::Collision, collision_system),
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profile(SystemId::Item, item_system),
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profile(SystemId::Audio, audio_system),
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profile(SystemId::Blinking, blinking_system),
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profile(SystemId::DirectionalRender, directional_render_system),
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profile(SystemId::DirtyRender, dirty_render_system),
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profile(SystemId::Render, render_system),
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profile(SystemId::DebugRender, debug_render_system),
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profile(
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SystemId::Present,
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|mut canvas: NonSendMut<&mut Canvas<Window>>,
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backbuffer: NonSendMut<BackbufferResource>,
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debug_state: Res<DebugState>,
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mut dirty: ResMut<RenderDirty>| {
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if dirty.0 || *debug_state != DebugState::Off {
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// Only copy backbuffer to main canvas if debug rendering is off
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||||
// (debug rendering draws directly to main canvas)
|
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if *debug_state == DebugState::Off {
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canvas.copy(&backbuffer.0, None, None).unwrap();
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}
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dirty.0 = false;
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let input_system = profile(SystemId::Input, systems::input::input_system);
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let player_control_system = profile(SystemId::PlayerControls, systems::player_control_system);
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let player_movement_system = profile(SystemId::PlayerMovement, systems::player_movement_system);
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let startup_stage_system = profile(SystemId::Stage, systems::startup_stage_system);
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let player_tunnel_slowdown_system = profile(SystemId::PlayerMovement, systems::player::player_tunnel_slowdown_system);
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let ghost_movement_system = profile(SystemId::Ghost, ghost_movement_system);
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let collision_system = profile(SystemId::Collision, collision_system);
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let ghost_collision_system = profile(SystemId::GhostCollision, ghost_collision_system);
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let vulnerable_tick_system = profile(SystemId::Ghost, systems::vulnerable_tick_system);
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let item_system = profile(SystemId::Item, item_system);
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let audio_system = profile(SystemId::Audio, audio_system);
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let blinking_system = profile(SystemId::Blinking, blinking_system);
|
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let directional_render_system = profile(SystemId::DirectionalRender, directional_render_system);
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let dirty_render_system = profile(SystemId::DirtyRender, dirty_render_system);
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let hud_render_system = profile(SystemId::HudRender, hud_render_system);
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let render_system = profile(SystemId::Render, render_system);
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let debug_render_system = profile(SystemId::DebugRender, debug_render_system);
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||||
|
||||
let present_system = profile(
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SystemId::Present,
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|mut canvas: NonSendMut<&mut Canvas<Window>>, debug_state: Res<DebugState>, mut dirty: ResMut<RenderDirty>| {
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if dirty.0 || debug_state.enabled {
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// Only copy backbuffer to main canvas if debug rendering is off
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// (debug rendering draws directly to main canvas)
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if !debug_state.enabled {
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canvas.present();
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||||
}
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||||
},
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||||
),
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dirty.0 = false;
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||||
}
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||||
},
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||||
);
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||||
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||||
schedule.add_systems((
|
||||
(
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||||
input_system,
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||||
player_control_system,
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player_movement_system,
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||||
startup_stage_system,
|
||||
)
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.chain(),
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player_tunnel_slowdown_system,
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||||
ghost_movement_system,
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vulnerable_tick_system,
|
||||
(collision_system, ghost_collision_system, item_system).chain(),
|
||||
audio_system,
|
||||
blinking_system,
|
||||
ready_visibility_system,
|
||||
(
|
||||
directional_render_system,
|
||||
dirty_render_system,
|
||||
render_system,
|
||||
hud_render_system,
|
||||
debug_render_system,
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||||
present_system,
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||||
)
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.chain(),
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||||
));
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||||
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// Spawn player
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world.spawn(player);
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world.insert_resource(StartupSequence::new(60 * 3, 60));
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||||
|
||||
// Spawn ghosts
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Self::spawn_ghosts(&mut world)?;
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||||
@@ -414,7 +443,7 @@ impl Game {
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||||
}
|
||||
};
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world.spawn(ghost);
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world.spawn(ghost).insert(Frozen);
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}
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Ok(())
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||||
@@ -449,112 +478,6 @@ impl Game {
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||||
state.exit
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||||
}
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||||
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||||
// fn check_collisions(&mut self) {
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||||
// // Check Pac-Man vs Items
|
||||
// let potential_collisions = self
|
||||
// .state
|
||||
// .collision_system
|
||||
// .potential_collisions(&self.state.pacman.position());
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||||
|
||||
// for entity_id in potential_collisions {
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||||
// 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() {
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// item.collect();
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// self.state.score += item.get_score();
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// self.state.audio.eat();
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||||
|
||||
// // Handle energizer effects
|
||||
// if matches!(item.item_type, crate::entity::item::ItemType::Energizer) {
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// // TODO: Make ghosts frightened
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// tracing::info!("Energizer collected! Ghosts should become frightened.");
|
||||
// }
|
||||
// }
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||||
// }
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||||
|
||||
// // Check if this is a ghost collision
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// 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> {
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||||
// self.state.item_ids.iter().position(|&id| id == entity_id)
|
||||
// }
|
||||
|
||||
// fn find_ghost_by_id(&self, entity_id: EntityId) -> Option<usize> {
|
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// 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.
|
||||
// ///
|
||||
// /// Each ghost's path is drawn in its respective color with a small offset
|
||||
@@ -618,42 +541,4 @@ impl Game {
|
||||
|
||||
// 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(())
|
||||
// }
|
||||
}
|
||||
|
||||
@@ -174,6 +174,17 @@ impl Map {
|
||||
})
|
||||
}
|
||||
|
||||
/// Returns the `MapTile` at a given node id.
|
||||
pub fn tile_at_node(&self, node_id: NodeId) -> Option<MapTile> {
|
||||
// reverse lookup: node -> grid
|
||||
for (grid_pos, id) in &self.grid_to_node {
|
||||
if *id == node_id {
|
||||
return Some(self.tiles[grid_pos.x as usize][grid_pos.y as usize]);
|
||||
}
|
||||
}
|
||||
None
|
||||
}
|
||||
|
||||
/// Constructs the ghost house area with restricted access and internal navigation.
|
||||
///
|
||||
/// Creates a multi-level ghost house with entrance control, internal movement
|
||||
|
||||
@@ -6,10 +6,20 @@
|
||||
|
||||
use bevy_ecs::{
|
||||
event::{Event, EventReader, EventWriter},
|
||||
resource::Resource,
|
||||
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
|
||||
#[derive(Event, Debug, Clone, Copy, PartialEq, Eq)]
|
||||
|
||||
@@ -1,13 +1,56 @@
|
||||
use bevy_ecs::component::Component;
|
||||
use bevy_ecs::entity::Entity;
|
||||
use bevy_ecs::event::EventWriter;
|
||||
use bevy_ecs::event::{EventReader, EventWriter};
|
||||
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::events::GameEvent;
|
||||
use crate::map::builder::Map;
|
||||
use crate::systems::components::{Collider, ItemCollider, PacmanCollider};
|
||||
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.
|
||||
///
|
||||
@@ -16,42 +59,92 @@ 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 {
|
||||
errors.write(GameError::InvalidState(format!(
|
||||
"Collision system failed to get pixel positions for entities {:?} and {:?}: {}",
|
||||
pacman_entity, item_entity, e
|
||||
)));
|
||||
}
|
||||
Err(e) => {
|
||||
errors.write(GameError::InvalidState(format!(
|
||||
"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
|
||||
)));
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
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!");
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -3,7 +3,10 @@ use bitflags::bitflags;
|
||||
|
||||
use crate::{
|
||||
map::graph::TraversalFlags,
|
||||
systems::movement::{BufferedDirection, Position, Velocity},
|
||||
systems::{
|
||||
movement::{BufferedDirection, Position, Velocity},
|
||||
Collider, GhostCollider, ItemCollider, PacmanCollider, PlayerLifecycle,
|
||||
},
|
||||
texture::{animated::AnimatedTexture, sprite::AtlasTile},
|
||||
};
|
||||
|
||||
@@ -109,20 +112,44 @@ bitflags! {
|
||||
}
|
||||
}
|
||||
|
||||
#[derive(Component)]
|
||||
pub struct Collider {
|
||||
pub size: f32,
|
||||
#[derive(Resource)]
|
||||
pub struct GlobalState {
|
||||
pub exit: bool,
|
||||
}
|
||||
|
||||
/// Marker components for collision filtering optimization
|
||||
#[derive(Component)]
|
||||
pub struct PacmanCollider;
|
||||
#[derive(Resource)]
|
||||
pub struct ScoreResource(pub u32);
|
||||
|
||||
#[derive(Component)]
|
||||
pub struct GhostCollider;
|
||||
#[derive(Resource)]
|
||||
pub struct DeltaTime(pub f32);
|
||||
|
||||
#[derive(Component)]
|
||||
pub struct ItemCollider;
|
||||
/// Movement modifiers that can affect Pac-Man's speed or handling.
|
||||
#[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)]
|
||||
pub struct PlayerBundle {
|
||||
@@ -137,6 +164,13 @@ pub struct PlayerBundle {
|
||||
pub pacman_collider: PacmanCollider,
|
||||
}
|
||||
|
||||
/// Convenience bundle for attaching the hybrid FSM to the player entity
|
||||
#[derive(Bundle, Default)]
|
||||
pub struct PlayerStateBundle {
|
||||
pub lifecycle: PlayerLifecycle,
|
||||
pub movement_modifiers: MovementModifiers,
|
||||
}
|
||||
|
||||
#[derive(Bundle)]
|
||||
pub struct ItemBundle {
|
||||
pub position: Position,
|
||||
@@ -157,26 +191,3 @@ pub struct GhostBundle {
|
||||
pub collider: Collider,
|
||||
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,
|
||||
}
|
||||
|
||||
@@ -3,12 +3,9 @@ use std::cmp::Ordering;
|
||||
|
||||
use crate::constants::BOARD_PIXEL_OFFSET;
|
||||
use crate::map::builder::Map;
|
||||
use crate::systems::components::Collider;
|
||||
use crate::systems::input::CursorPosition;
|
||||
use crate::systems::movement::Position;
|
||||
use crate::systems::profiling::SystemTimings;
|
||||
use crate::systems::render::BackbufferResource;
|
||||
use bevy_ecs::prelude::*;
|
||||
use crate::systems::{BackbufferResource, Collider, CursorPosition, Position, SystemTimings};
|
||||
use bevy_ecs::resource::Resource;
|
||||
use bevy_ecs::system::{NonSendMut, Query, Res};
|
||||
use glam::{IVec2, UVec2, Vec2};
|
||||
use sdl2::pixels::Color;
|
||||
use sdl2::rect::{Point, Rect};
|
||||
@@ -16,22 +13,13 @@ 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 +98,7 @@ pub fn debug_render_system(
|
||||
colliders: Query<(&Collider, &Position)>,
|
||||
cursor: Res<CursorPosition>,
|
||||
) {
|
||||
if *debug_state == DebugState::Off {
|
||||
if !debug_state.enabled {
|
||||
return;
|
||||
}
|
||||
let scale =
|
||||
@@ -140,79 +128,86 @@ 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
|
||||
// Find the closest node to the cursor
|
||||
|
||||
let closest_node = if let Some(cursor_world_pos) = cursor_world_pos {
|
||||
map.graph
|
||||
.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)
|
||||
let closest_node = if let Some(cursor_world_pos) = cursor_world_pos {
|
||||
map.graph
|
||||
.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.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;
|
||||
|
||||
// Transform positions using common method
|
||||
let start = transform_position_with_offset(start_node_model.position, scale);
|
||||
let end = transform_position_with_offset(end_node, scale);
|
||||
|
||||
debug_canvas
|
||||
.draw_line(Point::from((start.x, start.y)), Point::from((end.x, end.y)))
|
||||
.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 {
|
||||
None
|
||||
};
|
||||
Color::BLUE
|
||||
})
|
||||
});
|
||||
|
||||
debug_canvas.set_draw_color(Color::RED);
|
||||
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;
|
||||
// Transform position using common method
|
||||
let pos = transform_position_with_offset(pos, scale);
|
||||
let size = (2.0 * scale) as u32;
|
||||
|
||||
// Transform positions using common method
|
||||
let start = transform_position_with_offset(start_node_model.position, scale);
|
||||
let end = transform_position_with_offset(end_node, scale);
|
||||
debug_canvas
|
||||
.fill_rect(Rect::new(pos.x - (size as i32 / 2), pos.y - (size as i32 / 2), size, size))
|
||||
.unwrap();
|
||||
}
|
||||
|
||||
debug_canvas
|
||||
.draw_line(Point::from((start.x, start.y)), Point::from((end.x, end.y)))
|
||||
.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);
|
||||
|
||||
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(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;
|
||||
|
||||
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::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();
|
||||
}
|
||||
}
|
||||
_ => {}
|
||||
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
|
||||
@@ -222,4 +217,5 @@ 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();
|
||||
}
|
||||
|
||||
@@ -1,107 +0,0 @@
|
||||
use num_width::NumberWidth;
|
||||
use smallvec::SmallVec;
|
||||
use std::time::Duration;
|
||||
use strum::EnumCount;
|
||||
|
||||
use crate::systems::profiling::SystemId;
|
||||
|
||||
// Helper to split a duration into a integer, decimal, and unit
|
||||
fn get_value(duration: &Duration) -> (u64, u32, &'static str) {
|
||||
let (int, decimal, unit) = match duration {
|
||||
// if greater than 1 second, return as seconds
|
||||
n if n >= &Duration::from_secs(1) => {
|
||||
let secs = n.as_secs();
|
||||
let decimal = n.as_millis() as u64 % 1000;
|
||||
(secs, decimal as u32, "s")
|
||||
}
|
||||
// if greater than 1 millisecond, return as milliseconds
|
||||
n if n >= &Duration::from_millis(1) => {
|
||||
let ms = n.as_millis() as u64;
|
||||
let decimal = n.as_micros() as u64 % 1000;
|
||||
(ms, decimal as u32, "ms")
|
||||
}
|
||||
// if greater than 1 microsecond, return as microseconds
|
||||
n if n >= &Duration::from_micros(1) => {
|
||||
let us = n.as_micros() as u64;
|
||||
let decimal = n.as_nanos() as u64 % 1000;
|
||||
(us, decimal as u32, "µs")
|
||||
}
|
||||
// otherwise, return as nanoseconds
|
||||
n => {
|
||||
let ns = n.as_nanos() as u64;
|
||||
(ns, 0, "ns")
|
||||
}
|
||||
};
|
||||
|
||||
(int, decimal, unit)
|
||||
}
|
||||
|
||||
/// Formats timing data into a vector of strings with proper alignment
|
||||
pub fn format_timing_display(
|
||||
timing_data: impl IntoIterator<Item = (String, Duration, Duration)>,
|
||||
) -> SmallVec<[String; SystemId::COUNT]> {
|
||||
let mut iter = timing_data.into_iter().peekable();
|
||||
if iter.peek().is_none() {
|
||||
return SmallVec::new();
|
||||
}
|
||||
|
||||
struct Entry {
|
||||
name: String,
|
||||
avg_int: u64,
|
||||
avg_decimal: u32,
|
||||
avg_unit: &'static str,
|
||||
std_int: u64,
|
||||
std_decimal: u32,
|
||||
std_unit: &'static str,
|
||||
}
|
||||
|
||||
let entries = iter
|
||||
.map(|(name, avg, std_dev)| {
|
||||
let (avg_int, avg_decimal, avg_unit) = get_value(&avg);
|
||||
let (std_int, std_decimal, std_unit) = get_value(&std_dev);
|
||||
|
||||
Entry {
|
||||
name: name.clone(),
|
||||
avg_int,
|
||||
avg_decimal,
|
||||
avg_unit,
|
||||
std_int,
|
||||
std_decimal,
|
||||
std_unit,
|
||||
}
|
||||
})
|
||||
.collect::<SmallVec<[Entry; 12]>>();
|
||||
|
||||
let (max_name_width, max_avg_int_width, max_avg_decimal_width, max_std_int_width, max_std_decimal_width) = entries
|
||||
.iter()
|
||||
.fold((0, 0, 3, 0, 3), |(name_w, avg_int_w, avg_dec_w, std_int_w, std_dec_w), e| {
|
||||
(
|
||||
name_w.max(e.name.len()),
|
||||
avg_int_w.max(e.avg_int.width() as usize),
|
||||
avg_dec_w.max(e.avg_decimal.width() as usize),
|
||||
std_int_w.max(e.std_int.width() as usize),
|
||||
std_dec_w.max(e.std_decimal.width() as usize),
|
||||
)
|
||||
});
|
||||
|
||||
entries.iter().map(|e| {
|
||||
format!(
|
||||
"{name:max_name_width$} : {avg_int:max_avg_int_width$}.{avg_decimal:<max_avg_decimal_width$}{avg_unit} ± {std_int:max_std_int_width$}.{std_decimal:<max_std_decimal_width$}{std_unit}",
|
||||
// Content
|
||||
name = e.name,
|
||||
avg_int = e.avg_int,
|
||||
avg_decimal = e.avg_decimal,
|
||||
std_int = e.std_int,
|
||||
std_decimal = e.std_decimal,
|
||||
// Units
|
||||
avg_unit = e.avg_unit,
|
||||
std_unit = e.std_unit,
|
||||
// Padding
|
||||
max_name_width = max_name_width,
|
||||
max_avg_int_width = max_avg_int_width,
|
||||
max_avg_decimal_width = max_avg_decimal_width,
|
||||
max_std_int_width = max_std_int_width,
|
||||
max_std_decimal_width = max_std_decimal_width
|
||||
)
|
||||
}).collect::<SmallVec<[String; SystemId::COUNT]>>()
|
||||
}
|
||||
@@ -1,7 +1,4 @@
|
||||
use bevy_ecs::system::{Query, Res};
|
||||
use rand::prelude::*;
|
||||
use smallvec::SmallVec;
|
||||
|
||||
use crate::systems::components::Frozen;
|
||||
use crate::{
|
||||
map::{
|
||||
builder::Map,
|
||||
@@ -13,12 +10,18 @@ use crate::{
|
||||
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;
|
||||
|
||||
/// Autonomous ghost AI system implementing randomized movement with backtracking avoidance.
|
||||
pub fn ghost_movement_system(
|
||||
map: Res<Map>,
|
||||
delta_time: Res<DeltaTime>,
|
||||
mut ghosts: Query<(&Ghost, &mut Velocity, &mut Position)>,
|
||||
mut ghosts: Query<(&Ghost, &mut Velocity, &mut Position), Without<Frozen>>,
|
||||
) {
|
||||
for (_ghost, mut velocity, mut position) in ghosts.iter_mut() {
|
||||
let mut distance = velocity.speed * 60.0 * delta_time.0;
|
||||
|
||||
@@ -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) {
|
||||
|
||||
@@ -1,11 +1,13 @@
|
||||
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::{
|
||||
events::GameEvent,
|
||||
systems::{
|
||||
audio::AudioEvent,
|
||||
components::{EntityType, ItemCollider, PacmanCollider, ScoreResource},
|
||||
},
|
||||
systems::{AudioEvent, EntityType, GhostCollider, ItemCollider, PacmanCollider, ScoreResource, Vulnerable},
|
||||
};
|
||||
|
||||
/// Determines if a collision between two entity types should be handled by the item system.
|
||||
@@ -25,6 +27,7 @@ pub fn item_system(
|
||||
mut score: ResMut<ScoreResource>,
|
||||
pacman_query: Query<Entity, With<PacmanCollider>>,
|
||||
item_query: Query<(Entity, &EntityType), With<ItemCollider>>,
|
||||
ghost_query: Query<Entity, With<GhostCollider>>,
|
||||
mut events: EventWriter<AudioEvent>,
|
||||
) {
|
||||
for event in collision_events.read() {
|
||||
@@ -50,6 +53,19 @@ pub fn item_system(
|
||||
if entity_type.is_collectible() {
|
||||
events.write(AudioEvent::PlayEat);
|
||||
}
|
||||
|
||||
// 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,
|
||||
});
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -8,7 +8,6 @@ pub mod blinking;
|
||||
pub mod collision;
|
||||
pub mod components;
|
||||
pub mod debug;
|
||||
pub mod formatting;
|
||||
pub mod ghost;
|
||||
pub mod input;
|
||||
pub mod item;
|
||||
@@ -16,3 +15,20 @@ pub mod movement;
|
||||
pub mod player;
|
||||
pub mod profiling;
|
||||
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::*;
|
||||
|
||||
@@ -1,22 +1,49 @@
|
||||
use bevy_ecs::{
|
||||
component::Component,
|
||||
event::{EventReader, EventWriter},
|
||||
prelude::ResMut,
|
||||
query::With,
|
||||
system::{Query, Res},
|
||||
query::{With, Without},
|
||||
system::{Query, Res, ResMut},
|
||||
};
|
||||
|
||||
use crate::{
|
||||
error::GameError,
|
||||
events::{GameCommand, GameEvent},
|
||||
map::builder::Map,
|
||||
map::graph::Edge,
|
||||
map::{builder::Map, graph::Edge},
|
||||
systems::{
|
||||
components::{AudioState, DeltaTime, EntityType, GlobalState, PlayerControlled},
|
||||
components::{DeltaTime, EntityType, Frozen, GlobalState, MovementModifiers, PlayerControlled},
|
||||
debug::DebugState,
|
||||
movement::{BufferedDirection, Position, Velocity},
|
||||
AudioState,
|
||||
},
|
||||
};
|
||||
|
||||
/// Lifecycle state for the player entity.
|
||||
#[derive(Component, Debug, Clone, Copy, PartialEq, Eq)]
|
||||
pub enum PlayerLifecycle {
|
||||
Spawning,
|
||||
Alive,
|
||||
Dying,
|
||||
Respawning,
|
||||
}
|
||||
|
||||
impl PlayerLifecycle {
|
||||
/// Returns true when gameplay input and movement should be active
|
||||
pub fn is_interactive(self) -> bool {
|
||||
matches!(self, PlayerLifecycle::Alive)
|
||||
}
|
||||
}
|
||||
|
||||
impl Default for PlayerLifecycle {
|
||||
fn default() -> Self {
|
||||
PlayerLifecycle::Spawning
|
||||
}
|
||||
}
|
||||
|
||||
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
|
||||
@@ -28,26 +55,26 @@ pub fn player_control_system(
|
||||
mut state: ResMut<GlobalState>,
|
||||
mut debug_state: ResMut<DebugState>,
|
||||
mut audio_state: ResMut<AudioState>,
|
||||
mut players: Query<&mut BufferedDirection, With<PlayerControlled>>,
|
||||
mut players: Query<&mut BufferedDirection, (With<PlayerControlled>, Without<Frozen>)>,
|
||||
mut errors: EventWriter<GameError>,
|
||||
) {
|
||||
// Get the player's movable component (ensuring there is only one player)
|
||||
let mut buffered_direction = match players.single_mut() {
|
||||
Ok(buffered_direction) => buffered_direction,
|
||||
Err(e) => {
|
||||
errors.write(GameError::InvalidState(format!(
|
||||
"No/multiple entities queried for player system: {}",
|
||||
e
|
||||
)));
|
||||
return;
|
||||
}
|
||||
};
|
||||
|
||||
// Handle events
|
||||
for event in events.read() {
|
||||
if let GameEvent::Command(command) = event {
|
||||
match command {
|
||||
GameCommand::MovePlayer(direction) => {
|
||||
// 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,
|
||||
@@ -57,7 +84,7 @@ 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;
|
||||
@@ -69,11 +96,6 @@ pub fn player_control_system(
|
||||
}
|
||||
}
|
||||
|
||||
pub fn can_traverse(entity_type: EntityType, edge: Edge) -> bool {
|
||||
let entity_flags = entity_type.traversal_flags();
|
||||
edge.traversal_flags.contains(entity_flags)
|
||||
}
|
||||
|
||||
/// Executes frame-by-frame movement for Pac-Man.
|
||||
///
|
||||
/// Handles movement logic including buffered direction changes, edge traversal validation, and continuous movement between nodes.
|
||||
@@ -82,10 +104,19 @@ pub fn can_traverse(entity_type: EntityType, edge: Edge) -> bool {
|
||||
pub fn player_movement_system(
|
||||
map: Res<Map>,
|
||||
delta_time: Res<DeltaTime>,
|
||||
mut entities: Query<(&mut Position, &mut Velocity, &mut BufferedDirection), With<PlayerControlled>>,
|
||||
mut entities: Query<
|
||||
(
|
||||
&PlayerLifecycle,
|
||||
&MovementModifiers,
|
||||
&mut Position,
|
||||
&mut Velocity,
|
||||
&mut BufferedDirection,
|
||||
),
|
||||
(With<PlayerControlled>, Without<Frozen>),
|
||||
>,
|
||||
// mut errors: EventWriter<GameError>,
|
||||
) {
|
||||
for (mut position, mut velocity, mut buffered_direction) in entities.iter_mut() {
|
||||
for (lifecycle, modifiers, mut position, mut velocity, mut buffered_direction) in entities.iter_mut() {
|
||||
// Decrement the buffered direction remaining time
|
||||
if let BufferedDirection::Some {
|
||||
direction,
|
||||
@@ -102,7 +133,7 @@ pub fn player_movement_system(
|
||||
}
|
||||
}
|
||||
|
||||
let mut distance = velocity.speed * 60.0 * delta_time.0;
|
||||
let mut distance = velocity.speed * modifiers.speed_multiplier * 60.0 * delta_time.0;
|
||||
|
||||
loop {
|
||||
match *position {
|
||||
@@ -151,3 +182,16 @@ pub fn player_movement_system(
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// 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 };
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,7 +1,8 @@
|
||||
use bevy_ecs::prelude::Resource;
|
||||
use bevy_ecs::system::{IntoSystem, System};
|
||||
use bevy_ecs::system::IntoSystem;
|
||||
use bevy_ecs::{resource::Resource, system::System};
|
||||
use circular_buffer::CircularBuffer;
|
||||
use micromap::Map;
|
||||
use num_width::NumberWidth;
|
||||
use parking_lot::{Mutex, RwLock};
|
||||
use smallvec::SmallVec;
|
||||
use std::fmt::Display;
|
||||
@@ -10,8 +11,6 @@ use strum::EnumCount;
|
||||
use strum_macros::{EnumCount, IntoStaticStr};
|
||||
use thousands::Separable;
|
||||
|
||||
use crate::systems::formatting;
|
||||
|
||||
/// The maximum number of systems that can be profiled. Must not be exceeded, or it will panic.
|
||||
const MAX_SYSTEMS: usize = SystemId::COUNT;
|
||||
/// The number of durations to keep in the circular buffer.
|
||||
@@ -27,12 +26,15 @@ pub enum SystemId {
|
||||
Blinking,
|
||||
DirectionalRender,
|
||||
DirtyRender,
|
||||
HudRender,
|
||||
Render,
|
||||
DebugRender,
|
||||
Present,
|
||||
Collision,
|
||||
Item,
|
||||
PlayerMovement,
|
||||
GhostCollision,
|
||||
Stage,
|
||||
}
|
||||
|
||||
impl Display for SystemId {
|
||||
@@ -156,7 +158,7 @@ impl SystemTimings {
|
||||
}
|
||||
|
||||
// Use the formatting module to format the data
|
||||
formatting::format_timing_display(timing_data)
|
||||
format_timing_display(timing_data)
|
||||
}
|
||||
}
|
||||
|
||||
@@ -181,3 +183,104 @@ where
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// 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]>>()
|
||||
}
|
||||
|
||||
@@ -1,16 +1,26 @@
|
||||
use crate::constants::CANVAS_SIZE;
|
||||
use crate::error::{GameError, TextureError};
|
||||
use crate::map::builder::Map;
|
||||
use crate::systems::components::{DeltaTime, DirectionalAnimated, RenderDirty, Renderable};
|
||||
use crate::systems::movement::{Position, Velocity};
|
||||
use crate::systems::{
|
||||
Blinking, DeltaTime, DirectionalAnimated, EntityType, GhostCollider, PlayerControlled, Position, Renderable, ScoreResource,
|
||||
StartupSequence, Velocity,
|
||||
};
|
||||
use crate::texture::sprite::SpriteAtlas;
|
||||
use crate::texture::text::TextTexture;
|
||||
use bevy_ecs::entity::Entity;
|
||||
use bevy_ecs::event::EventWriter;
|
||||
use bevy_ecs::prelude::{Changed, Or, RemovedComponents};
|
||||
use bevy_ecs::query::{Changed, Or, With, Without};
|
||||
use bevy_ecs::removal_detection::RemovedComponents;
|
||||
use bevy_ecs::resource::Resource;
|
||||
use bevy_ecs::system::{NonSendMut, Query, Res, ResMut};
|
||||
use sdl2::pixels::Color;
|
||||
use sdl2::rect::{Point, Rect};
|
||||
use sdl2::render::{Canvas, Texture};
|
||||
use sdl2::video::Window;
|
||||
|
||||
#[derive(Resource, Default)]
|
||||
pub struct RenderDirty(pub bool);
|
||||
|
||||
#[allow(clippy::type_complexity)]
|
||||
pub fn dirty_render_system(
|
||||
mut dirty: ResMut<RenderDirty>,
|
||||
@@ -61,6 +71,110 @@ pub struct MapTextureResource(pub Texture<'static>);
|
||||
/// A non-send resource for the backbuffer texture. This just wraps the texture with a type so it can be differentiated when exposed as a resource.
|
||||
pub struct BackbufferResource(pub Texture<'static>);
|
||||
|
||||
/// Updates entity visibility based on StartupSequence stages
|
||||
pub fn ready_visibility_system(
|
||||
startup: Res<StartupSequence>,
|
||||
mut player_query: Query<&mut Renderable, (With<PlayerControlled>, Without<GhostCollider>)>,
|
||||
mut ghost_query: Query<&mut Renderable, (With<GhostCollider>, Without<PlayerControlled>)>,
|
||||
mut energizer_query: Query<(&mut Blinking, &EntityType)>,
|
||||
) {
|
||||
match *startup {
|
||||
StartupSequence::TextOnly { .. } => {
|
||||
// Hide player and ghosts, disable energizer blinking
|
||||
if let Ok(mut renderable) = player_query.single_mut() {
|
||||
renderable.visible = false;
|
||||
}
|
||||
|
||||
for mut renderable in ghost_query.iter_mut() {
|
||||
renderable.visible = false;
|
||||
}
|
||||
|
||||
// Disable energizer blinking in text-only stage
|
||||
for (mut blinking, entity_type) in energizer_query.iter_mut() {
|
||||
if matches!(entity_type, EntityType::PowerPellet) {
|
||||
blinking.timer = 0.0; // Reset timer to prevent blinking
|
||||
}
|
||||
}
|
||||
}
|
||||
StartupSequence::CharactersVisible { .. } => {
|
||||
// Show player and ghosts, enable energizer blinking
|
||||
if let Ok(mut renderable) = player_query.single_mut() {
|
||||
renderable.visible = true;
|
||||
}
|
||||
|
||||
for mut renderable in ghost_query.iter_mut() {
|
||||
renderable.visible = true;
|
||||
}
|
||||
|
||||
// Energizer blinking is handled by the blinking system
|
||||
}
|
||||
StartupSequence::GameActive => {
|
||||
// All entities are visible and blinking is normal
|
||||
if let Ok(mut renderable) = player_query.single_mut() {
|
||||
renderable.visible = true;
|
||||
}
|
||||
|
||||
for mut renderable in ghost_query.iter_mut() {
|
||||
renderable.visible = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// Renders the HUD (score, lives, etc.) on top of the game.
|
||||
pub fn hud_render_system(
|
||||
mut canvas: NonSendMut<&mut Canvas<Window>>,
|
||||
mut atlas: NonSendMut<SpriteAtlas>,
|
||||
score: Res<ScoreResource>,
|
||||
startup: Res<StartupSequence>,
|
||||
mut errors: EventWriter<GameError>,
|
||||
) {
|
||||
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(&mut 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(&mut 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(&mut 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(&mut 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)]
|
||||
pub fn render_system(
|
||||
mut canvas: NonSendMut<&mut Canvas<Window>>,
|
||||
@@ -120,4 +234,6 @@ pub fn render_system(
|
||||
})
|
||||
.err()
|
||||
.map(|e| errors.write(TextureError::RenderFailed(e.to_string()).into()));
|
||||
|
||||
canvas.copy(&backbuffer.0, None, None).unwrap();
|
||||
}
|
||||
|
||||
97
src/systems/stage.rs
Normal file
97
src/systems/stage.rs
Normal file
@@ -0,0 +1,97 @@
|
||||
use bevy_ecs::{
|
||||
entity::Entity,
|
||||
query::With,
|
||||
resource::Resource,
|
||||
system::{Commands, Query, ResMut},
|
||||
};
|
||||
|
||||
use crate::systems::{Frozen, GhostCollider, 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() {
|
||||
match (from, to) {
|
||||
(StartupSequence::TextOnly { .. }, StartupSequence::CharactersVisible { .. }) => {
|
||||
// TODO: Add TextOnly tag component to hide entities
|
||||
// TODO: Add CharactersVisible tag component to show entities
|
||||
// TODO: Remove TextOnly tag component
|
||||
}
|
||||
(StartupSequence::CharactersVisible { .. }, StartupSequence::GameActive) => {
|
||||
// Remove Frozen tag from all entities and enable player input
|
||||
for entity in player_query.iter_mut().chain(ghost_query.iter_mut()) {
|
||||
tracing::info!("Removing Frozen component from entity {}", entity);
|
||||
commands.entity(entity).remove::<Frozen>();
|
||||
}
|
||||
|
||||
// TODO: Add GameActive tag component
|
||||
// TODO: Remove CharactersVisible tag component
|
||||
}
|
||||
_ => {}
|
||||
}
|
||||
}
|
||||
}
|
||||
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>();
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -10,10 +10,20 @@
|
||||
//!
|
||||
//! ```rust
|
||||
//! use pacman::texture::text::TextTexture;
|
||||
//! use sdl2::pixels::Color;
|
||||
//!
|
||||
//! // Create a text texture with 1.0 scale (8x8 pixels per character)
|
||||
//! 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
|
||||
//! text_renderer.set_scale(2.0);
|
||||
//!
|
||||
@@ -46,6 +56,7 @@
|
||||
use anyhow::Result;
|
||||
use glam::UVec2;
|
||||
|
||||
use sdl2::pixels::Color;
|
||||
use sdl2::render::{Canvas, RenderTarget};
|
||||
use std::collections::HashMap;
|
||||
|
||||
@@ -79,6 +90,7 @@ fn char_to_tile_name(c: char) -> Option<String> {
|
||||
pub struct TextTexture {
|
||||
char_map: HashMap<char, AtlasTile>,
|
||||
scale: f32,
|
||||
default_color: Option<Color>,
|
||||
}
|
||||
|
||||
impl Default for TextTexture {
|
||||
@@ -86,6 +98,7 @@ impl Default for TextTexture {
|
||||
Self {
|
||||
scale: 1.0,
|
||||
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>(
|
||||
&mut self,
|
||||
canvas: &mut Canvas<C>,
|
||||
atlas: &mut SpriteAtlas,
|
||||
text: &str,
|
||||
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<()> {
|
||||
let mut x_offset = 0;
|
||||
let char_width = (8.0 * self.scale) as u32;
|
||||
@@ -134,9 +160,9 @@ impl TextTexture {
|
||||
for c in text.chars() {
|
||||
// Get the tile from the char_map, or insert it if it doesn't exist
|
||||
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);
|
||||
tile.render(canvas, atlas, dest)?;
|
||||
tile.render_with_color(canvas, atlas, dest, color)?;
|
||||
}
|
||||
|
||||
// Always advance x_offset for all characters (including spaces)
|
||||
@@ -146,6 +172,16 @@ impl TextTexture {
|
||||
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.
|
||||
pub fn set_scale(&mut self, scale: f32) {
|
||||
self.scale = scale;
|
||||
|
||||
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");
|
||||
}
|
||||
@@ -1,61 +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 = [
|
||||
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_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![
|
||||
@@ -72,35 +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"));
|
||||
}
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
use pacman::systems::formatting::format_timing_display;
|
||||
use pacman::systems::profiling::format_timing_display;
|
||||
use std::time::Duration;
|
||||
|
||||
use pretty_assertions::assert_eq;
|
||||
@@ -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![
|
||||
|
||||
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());
|
||||
}
|
||||
@@ -1,13 +1,11 @@
|
||||
use bevy_ecs::{event::Events, prelude::*, system::RunSystemOnce, world::World};
|
||||
use bevy_ecs::{entity::Entity, event::Events, 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,
|
||||
is_valid_item_collision, item_system, AudioEvent, AudioState, EntityType, ItemCollider, PacmanCollider, Position,
|
||||
ScoreResource,
|
||||
},
|
||||
};
|
||||
|
||||
@@ -16,7 +14,6 @@ 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::Pellet.score_value().unwrap() < EntityType::PowerPellet.score_value().unwrap());
|
||||
assert!(EntityType::Player.score_value().is_none());
|
||||
assert!(EntityType::Ghost.score_value().is_none());
|
||||
}
|
||||
@@ -194,28 +191,6 @@ fn test_item_system_ignores_non_item_collisions() {
|
||||
assert_eq!(ghost_count, 1);
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn test_item_system_wrong_collision_order() {
|
||||
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 with entities in reverse order
|
||||
send_collision_event(&mut world, pellet, pacman);
|
||||
|
||||
world.run_system_once(item_system).expect("System should run successfully");
|
||||
|
||||
// Should still work correctly
|
||||
let score = world.resource::<ScoreResource>();
|
||||
assert_eq!(score.0, 10);
|
||||
let pellet_count = world
|
||||
.query::<&EntityType>()
|
||||
.iter(&world)
|
||||
.filter(|&entity_type| matches!(entity_type, EntityType::Pellet))
|
||||
.count();
|
||||
assert_eq!(pellet_count, 0);
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn test_item_system_no_collision_events() {
|
||||
let mut world = create_test_world();
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
use bevy_ecs::{event::Events, prelude::*, system::RunSystemOnce, world::World};
|
||||
use bevy_ecs::{entity::Entity, event::Events, system::RunSystemOnce, world::World};
|
||||
|
||||
use pacman::{
|
||||
events::{GameCommand, GameEvent},
|
||||
@@ -8,10 +8,8 @@ use pacman::{
|
||||
graph::{Edge, TraversalFlags},
|
||||
},
|
||||
systems::{
|
||||
components::{AudioState, DeltaTime, EntityType, GlobalState, PlayerControlled},
|
||||
debug::DebugState,
|
||||
movement::{BufferedDirection, Position, Velocity},
|
||||
player::{can_traverse, player_control_system, player_movement_system},
|
||||
can_traverse, player_control_system, player_movement_system, AudioState, BufferedDirection, DebugState, DeltaTime,
|
||||
EntityType, GlobalState, PlayerControlled, Position, Velocity,
|
||||
},
|
||||
};
|
||||
|
||||
@@ -21,7 +19,7 @@ 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 +220,7 @@ 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!(debug_state.enabled);
|
||||
}
|
||||
|
||||
#[test]
|
||||
@@ -565,7 +563,7 @@ 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!(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
|
||||
|
||||
@@ -107,3 +107,23 @@ fn test_text_scale() -> Result<(), String> {
|
||||
|
||||
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(())
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user