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https://github.com/Xevion/Pac-Man.git
synced 2025-12-08 18:08:05 -06:00
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6 Commits
| Author | SHA1 | Date | |
|---|---|---|---|
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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 |
@@ -1,6 +1,5 @@
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|||||||
use std::time::{Duration, Instant};
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use std::time::{Duration, Instant};
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||||||
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use glam::Vec2;
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use sdl2::render::TextureCreator;
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use sdl2::render::TextureCreator;
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use sdl2::ttf::Sdl2TtfContext;
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use sdl2::ttf::Sdl2TtfContext;
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use sdl2::video::WindowContext;
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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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pub game: Game,
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last_tick: Instant,
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last_tick: Instant,
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focused: bool,
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focused: bool,
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_cursor_pos: Vec2,
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}
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}
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impl App {
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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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game,
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focused: true,
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focused: true,
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last_tick: Instant::now(),
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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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}
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}
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161
src/game.rs
161
src/game.rs
@@ -25,7 +25,9 @@ use crate::systems::{
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item::item_system,
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item::item_system,
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player::player_control_system,
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player::player_control_system,
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profiling::{profile, SystemTimings},
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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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render::{
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directional_render_system, dirty_render_system, hud_render_system, render_system, BackbufferResource, MapTextureResource,
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},
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};
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};
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use crate::texture::animated::AnimatedTexture;
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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::event::EventRegistry;
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@@ -243,22 +245,19 @@ impl Game {
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profile(SystemId::Blinking, blinking_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::DirectionalRender, directional_render_system),
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profile(SystemId::DirtyRender, dirty_render_system),
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profile(SystemId::DirtyRender, dirty_render_system),
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profile(SystemId::HudRender, hud_render_system),
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profile(SystemId::Render, 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(SystemId::DebugRender, debug_render_system),
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profile(
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profile(
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SystemId::Present,
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SystemId::Present,
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|mut canvas: NonSendMut<&mut Canvas<Window>>,
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|mut canvas: NonSendMut<&mut Canvas<Window>>, debug_state: Res<DebugState>, mut dirty: ResMut<RenderDirty>| {
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backbuffer: NonSendMut<BackbufferResource>,
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if dirty.0 || debug_state.enabled {
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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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// 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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// (debug rendering draws directly to main canvas)
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if *debug_state == DebugState::Off {
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if !debug_state.enabled {
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canvas.copy(&backbuffer.0, None, None).unwrap();
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canvas.present();
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}
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}
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dirty.0 = false;
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dirty.0 = false;
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canvas.present();
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}
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}
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},
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},
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),
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),
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@@ -449,112 +448,6 @@ impl Game {
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state.exit
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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
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// let potential_collisions = self
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// .state
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// .collision_system
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// .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 {
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// // Check if this is an item collision
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// if let Some(item_index) = self.find_item_by_id(entity_id) {
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// let item = &mut self.state.items[item_index];
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// 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
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// 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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// }
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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) {
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// // TODO: Handle Pac-Man being eaten by ghost
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// tracing::info!("Pac-Man collided with ghost!");
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// }
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// }
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// }
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// }
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// 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)
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// }
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// 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)
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// }
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// pub fn draw<T: sdl2::render::RenderTarget>(&mut self, canvas: &mut Canvas<T>, backbuffer: &mut Texture) -> GameResult<()> {
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// // Only render the map texture once and cache it
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// if !self.state.map_rendered {
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// let mut map_texture = self
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// .state
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// .texture_creator
|
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// .create_texture_target(None, constants::CANVAS_SIZE.x, constants::CANVAS_SIZE.y)
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// .map_err(|e| crate::error::GameError::Sdl(e.to_string()))?;
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// canvas
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// .with_texture_canvas(&mut map_texture, |map_canvas| {
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// let mut map_tiles = Vec::with_capacity(35);
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// for i in 0..35 {
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// let tile_name = format!("maze/tiles/{}.png", i);
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// let tile = SpriteAtlas::get_tile(&self.state.atlas, &tile_name).unwrap();
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// map_tiles.push(tile);
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// }
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// MapRenderer::render_map(map_canvas, &mut self.state.atlas, &mut map_tiles);
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// })
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// .map_err(|e| crate::error::GameError::Sdl(e.to_string()))?;
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// self.state.map_texture = Some(map_texture);
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// self.state.map_rendered = true;
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// }
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// canvas.set_draw_color(Color::BLACK);
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// canvas.clear();
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// if let Some(ref map_texture) = self.state.map_texture {
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// canvas.copy(map_texture, None, None).unwrap();
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// }
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|
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// // Render all items
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// for item in &self.state.items {
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// if let Err(e) = item.render(canvas, &mut self.state.atlas, &self.state.map.graph) {
|
|
||||||
// tracing::error!("Failed to render item: {}", e);
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// }
|
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||||||
// }
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||||||
|
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// // Render all ghosts
|
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||||||
// for ghost in &self.state.ghosts {
|
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||||||
// if let Err(e) = ghost.render(canvas, &mut self.state.atlas, &self.state.map.graph) {
|
|
||||||
// tracing::error!("Failed to render ghost: {}", e);
|
|
||||||
// }
|
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||||||
// }
|
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||||||
|
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// 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
|
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||||||
// .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)?;
|
|
||||||
// }
|
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||||||
// self.draw_hud(canvas)?;
|
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||||||
// canvas.present();
|
|
||||||
|
|
||||||
// Ok(())
|
|
||||||
// }
|
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||||||
|
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||||||
// /// Renders pathfinding debug lines from each ghost to Pac-Man.
|
// /// Renders pathfinding debug lines from each ghost to Pac-Man.
|
||||||
// ///
|
// ///
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// /// Each ghost's path is drawn in its respective color with a small offset
|
// /// Each ghost's path is drawn in its respective color with a small offset
|
||||||
@@ -618,42 +511,4 @@ impl Game {
|
|||||||
|
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||||||
// Ok(())
|
// Ok(())
|
||||||
// }
|
// }
|
||||||
|
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||||||
// fn draw_hud<T: sdl2::render::RenderTarget>(&mut self, canvas: &mut Canvas<T>) -> GameResult<()> {
|
|
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// let lives = 3;
|
|
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// 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(())
|
|
||||||
// }
|
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -6,9 +6,28 @@ use bevy_ecs::system::{Query, Res};
|
|||||||
use crate::error::GameError;
|
use crate::error::GameError;
|
||||||
use crate::events::GameEvent;
|
use crate::events::GameEvent;
|
||||||
use crate::map::builder::Map;
|
use crate::map::builder::Map;
|
||||||
use crate::systems::components::{Collider, ItemCollider, PacmanCollider};
|
use crate::systems::components::{Collider, GhostCollider, ItemCollider, PacmanCollider};
|
||||||
use crate::systems::movement::Position;
|
use crate::systems::movement::Position;
|
||||||
|
|
||||||
|
/// Helper function to check collision between two entities with colliders.
|
||||||
|
pub fn check_collision(
|
||||||
|
pos1: &Position,
|
||||||
|
collider1: &Collider,
|
||||||
|
pos2: &Position,
|
||||||
|
collider2: &Collider,
|
||||||
|
map: &Map,
|
||||||
|
) -> Result<bool, GameError> {
|
||||||
|
let pixel1 = pos1
|
||||||
|
.get_pixel_position(&map.graph)
|
||||||
|
.map_err(|e| GameError::InvalidState(format!("Failed to get pixel position for entity 1: {}", e)))?;
|
||||||
|
let pixel2 = pos2
|
||||||
|
.get_pixel_position(&map.graph)
|
||||||
|
.map_err(|e| GameError::InvalidState(format!("Failed to get pixel position for entity 2: {}", e)))?;
|
||||||
|
|
||||||
|
let distance = pixel1.distance(pixel2);
|
||||||
|
Ok(collider1.collides_with(collider2.size, distance))
|
||||||
|
}
|
||||||
|
|
||||||
/// Detects overlapping entities and generates collision events for gameplay systems.
|
/// Detects overlapping entities and generates collision events for gameplay systems.
|
||||||
///
|
///
|
||||||
/// Performs distance-based collision detection between Pac-Man and collectible items
|
/// Performs distance-based collision detection between Pac-Man and collectible items
|
||||||
@@ -16,43 +35,50 @@ use crate::systems::movement::Position;
|
|||||||
/// a `GameEvent::Collision` for the item system to handle scoring and removal.
|
/// a `GameEvent::Collision` for the item system to handle scoring and removal.
|
||||||
/// Collision detection accounts for both entities being in motion and supports
|
/// Collision detection accounts for both entities being in motion and supports
|
||||||
/// circular collision boundaries for accurate gameplay feel.
|
/// circular collision boundaries for accurate gameplay feel.
|
||||||
|
///
|
||||||
|
/// Also detects collisions between Pac-Man and ghosts for gameplay mechanics like
|
||||||
|
/// power pellet effects, ghost eating, and player death.
|
||||||
pub fn collision_system(
|
pub fn collision_system(
|
||||||
map: Res<Map>,
|
map: Res<Map>,
|
||||||
pacman_query: Query<(Entity, &Position, &Collider), With<PacmanCollider>>,
|
pacman_query: Query<(Entity, &Position, &Collider), With<PacmanCollider>>,
|
||||||
item_query: Query<(Entity, &Position, &Collider), With<ItemCollider>>,
|
item_query: Query<(Entity, &Position, &Collider), With<ItemCollider>>,
|
||||||
|
ghost_query: Query<(Entity, &Position, &Collider), With<GhostCollider>>,
|
||||||
mut events: EventWriter<GameEvent>,
|
mut events: EventWriter<GameEvent>,
|
||||||
mut errors: EventWriter<GameError>,
|
mut errors: EventWriter<GameError>,
|
||||||
) {
|
) {
|
||||||
// Check PACMAN × ITEM collisions
|
// Check PACMAN × ITEM collisions
|
||||||
for (pacman_entity, pacman_pos, pacman_collider) in pacman_query.iter() {
|
for (pacman_entity, pacman_pos, pacman_collider) in pacman_query.iter() {
|
||||||
for (item_entity, item_pos, item_collider) in item_query.iter() {
|
for (item_entity, item_pos, item_collider) in item_query.iter() {
|
||||||
match (
|
match check_collision(pacman_pos, pacman_collider, item_pos, item_collider, &map) {
|
||||||
pacman_pos.get_pixel_position(&map.graph),
|
Ok(colliding) => {
|
||||||
item_pos.get_pixel_position(&map.graph),
|
if colliding {
|
||||||
) {
|
|
||||||
(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 {
|
|
||||||
events.write(GameEvent::Collision(pacman_entity, item_entity));
|
events.write(GameEvent::Collision(pacman_entity, item_entity));
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
// Either or both of the pixel positions failed to get, so we need to report the error
|
Err(e) => {
|
||||||
(result_a, result_b) => {
|
|
||||||
for result in [result_a, result_b] {
|
|
||||||
if let Err(e) = result {
|
|
||||||
errors.write(GameError::InvalidState(format!(
|
errors.write(GameError::InvalidState(format!(
|
||||||
"Collision system failed to get pixel positions for entities {:?} and {:?}: {}",
|
"Collision system failed to check collision between entities {:?} and {:?}: {}",
|
||||||
pacman_entity, item_entity, e
|
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
|
||||||
|
)));
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|||||||
@@ -114,6 +114,14 @@ pub struct Collider {
|
|||||||
pub size: f32,
|
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
|
/// Marker components for collision filtering optimization
|
||||||
#[derive(Component)]
|
#[derive(Component)]
|
||||||
pub struct PacmanCollider;
|
pub struct PacmanCollider;
|
||||||
|
|||||||
@@ -16,22 +16,13 @@ use sdl2::render::{Canvas, Texture, TextureCreator};
|
|||||||
use sdl2::ttf::Font;
|
use sdl2::ttf::Font;
|
||||||
use sdl2::video::{Window, WindowContext};
|
use sdl2::video::{Window, WindowContext};
|
||||||
|
|
||||||
#[derive(Resource, Default, Debug, Copy, Clone, PartialEq)]
|
#[derive(Resource, Default, Debug, Copy, Clone)]
|
||||||
pub enum DebugState {
|
pub struct DebugState {
|
||||||
#[default]
|
pub enabled: bool,
|
||||||
Off,
|
|
||||||
Graph,
|
|
||||||
Collision,
|
|
||||||
}
|
}
|
||||||
|
|
||||||
impl DebugState {
|
fn f32_to_u8(value: f32) -> u8 {
|
||||||
pub fn next(&self) -> Self {
|
(value * 255.0) as u8
|
||||||
match self {
|
|
||||||
DebugState::Off => DebugState::Graph,
|
|
||||||
DebugState::Graph => DebugState::Collision,
|
|
||||||
DebugState::Collision => DebugState::Off,
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
|
|
||||||
/// Resource to hold the debug texture for persistent rendering
|
/// Resource to hold the debug texture for persistent rendering
|
||||||
@@ -110,7 +101,7 @@ pub fn debug_render_system(
|
|||||||
colliders: Query<(&Collider, &Position)>,
|
colliders: Query<(&Collider, &Position)>,
|
||||||
cursor: Res<CursorPosition>,
|
cursor: Res<CursorPosition>,
|
||||||
) {
|
) {
|
||||||
if *debug_state == DebugState::Off {
|
if !debug_state.enabled {
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
let scale =
|
let scale =
|
||||||
@@ -140,8 +131,6 @@ pub fn debug_render_system(
|
|||||||
// Draw debug info on the high-resolution debug texture
|
// Draw debug info on the high-resolution debug texture
|
||||||
canvas
|
canvas
|
||||||
.with_texture_canvas(&mut debug_texture.0, |debug_canvas| {
|
.with_texture_canvas(&mut debug_texture.0, |debug_canvas| {
|
||||||
match *debug_state {
|
|
||||||
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 {
|
let closest_node = if let Some(cursor_world_pos) = cursor_world_pos {
|
||||||
@@ -155,7 +144,23 @@ pub fn debug_render_system(
|
|||||||
None
|
None
|
||||||
};
|
};
|
||||||
|
|
||||||
debug_canvas.set_draw_color(Color::RED);
|
debug_canvas.set_draw_color(Color::GREEN);
|
||||||
|
for (collider, position) in colliders.iter() {
|
||||||
|
let pos = position.get_pixel_position(&map.graph).unwrap();
|
||||||
|
|
||||||
|
// Transform position and size using common methods
|
||||||
|
let pos = (pos * scale).as_ivec2();
|
||||||
|
let size = (collider.size * scale) as u32;
|
||||||
|
|
||||||
|
let rect = Rect::from_center(Point::from((pos.x, pos.y)), size, size);
|
||||||
|
debug_canvas.draw_rect(rect).unwrap();
|
||||||
|
}
|
||||||
|
|
||||||
|
debug_canvas.set_draw_color(Color {
|
||||||
|
a: f32_to_u8(0.4),
|
||||||
|
..Color::RED
|
||||||
|
});
|
||||||
|
debug_canvas.set_blend_mode(sdl2::render::BlendMode::Blend);
|
||||||
for (start_node, end_node) in map.graph.edges() {
|
for (start_node, end_node) in map.graph.edges() {
|
||||||
let start_node_model = map.graph.get_node(start_node).unwrap();
|
let start_node_model = map.graph.get_node(start_node).unwrap();
|
||||||
let end_node = map.graph.get_node(end_node.target).unwrap().position;
|
let end_node = map.graph.get_node(end_node.target).unwrap().position;
|
||||||
@@ -173,15 +178,18 @@ pub fn debug_render_system(
|
|||||||
let pos = node.position;
|
let pos = node.position;
|
||||||
|
|
||||||
// Set color based on whether the node is the closest to the cursor
|
// Set color based on whether the node is the closest to the cursor
|
||||||
debug_canvas.set_draw_color(if Some(id) == closest_node {
|
debug_canvas.set_draw_color(Color {
|
||||||
|
a: f32_to_u8(if Some(id) == closest_node { 0.75 } else { 0.6 }),
|
||||||
|
..(if Some(id) == closest_node {
|
||||||
Color::YELLOW
|
Color::YELLOW
|
||||||
} else {
|
} else {
|
||||||
Color::BLUE
|
Color::BLUE
|
||||||
|
})
|
||||||
});
|
});
|
||||||
|
|
||||||
// Transform position using common method
|
// Transform position using common method
|
||||||
let pos = transform_position_with_offset(pos, scale);
|
let pos = transform_position_with_offset(pos, scale);
|
||||||
let size = (3.0 * scale) as u32;
|
let size = (2.0 * scale) as u32;
|
||||||
|
|
||||||
debug_canvas
|
debug_canvas
|
||||||
.fill_rect(Rect::new(pos.x - (size as i32 / 2), pos.y - (size as i32 / 2), size, size))
|
.fill_rect(Rect::new(pos.x - (size as i32 / 2), pos.y - (size as i32 / 2), size, size))
|
||||||
@@ -193,27 +201,17 @@ pub fn debug_render_system(
|
|||||||
let node = map.graph.get_node(closest_node_id).unwrap();
|
let node = map.graph.get_node(closest_node_id).unwrap();
|
||||||
let pos = transform_position_with_offset(node.position, scale);
|
let pos = transform_position_with_offset(node.position, scale);
|
||||||
|
|
||||||
let surface = font.render(&closest_node_id.to_string()).blended(Color::WHITE).unwrap();
|
let surface = font
|
||||||
|
.render(&closest_node_id.to_string())
|
||||||
|
.blended(Color {
|
||||||
|
a: f32_to_u8(0.4),
|
||||||
|
..Color::WHITE
|
||||||
|
})
|
||||||
|
.unwrap();
|
||||||
let texture = texture_creator.create_texture_from_surface(&surface).unwrap();
|
let 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);
|
let dest = Rect::new(pos.x + 10, pos.y - 5, texture.query().width, texture.query().height);
|
||||||
debug_canvas.copy(&texture, None, dest).unwrap();
|
debug_canvas.copy(&texture, None, dest).unwrap();
|
||||||
}
|
}
|
||||||
}
|
|
||||||
DebugState::Collision => {
|
|
||||||
debug_canvas.set_draw_color(Color::GREEN);
|
|
||||||
for (collider, position) in colliders.iter() {
|
|
||||||
let pos = position.get_pixel_position(&map.graph).unwrap();
|
|
||||||
|
|
||||||
// Transform position and size using common methods
|
|
||||||
let pos = (pos * scale).as_ivec2();
|
|
||||||
let size = (collider.size * scale) as u32;
|
|
||||||
|
|
||||||
let rect = Rect::from_center(Point::from((pos.x, pos.y)), size, size);
|
|
||||||
debug_canvas.draw_rect(rect).unwrap();
|
|
||||||
}
|
|
||||||
}
|
|
||||||
_ => {}
|
|
||||||
}
|
|
||||||
|
|
||||||
// Render timing information in the top-left corner
|
// Render timing information in the top-left corner
|
||||||
render_timing_display(debug_canvas, &mut texture_creator, &timings, font);
|
render_timing_display(debug_canvas, &mut texture_creator, &timings, font);
|
||||||
@@ -222,4 +220,5 @@ pub fn debug_render_system(
|
|||||||
|
|
||||||
// Draw the debug texture directly onto the main canvas at full resolution
|
// Draw the debug texture directly onto the main canvas at full resolution
|
||||||
canvas.copy(&debug_texture.0, None, None).unwrap();
|
canvas.copy(&debug_texture.0, None, None).unwrap();
|
||||||
|
canvas.present();
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -57,7 +57,7 @@ pub fn player_control_system(
|
|||||||
state.exit = true;
|
state.exit = true;
|
||||||
}
|
}
|
||||||
GameCommand::ToggleDebug => {
|
GameCommand::ToggleDebug => {
|
||||||
*debug_state = debug_state.next();
|
debug_state.enabled = !debug_state.enabled;
|
||||||
}
|
}
|
||||||
GameCommand::MuteAudio => {
|
GameCommand::MuteAudio => {
|
||||||
audio_state.muted = !audio_state.muted;
|
audio_state.muted = !audio_state.muted;
|
||||||
|
|||||||
@@ -27,6 +27,7 @@ pub enum SystemId {
|
|||||||
Blinking,
|
Blinking,
|
||||||
DirectionalRender,
|
DirectionalRender,
|
||||||
DirtyRender,
|
DirtyRender,
|
||||||
|
HudRender,
|
||||||
Render,
|
Render,
|
||||||
DebugRender,
|
DebugRender,
|
||||||
Present,
|
Present,
|
||||||
|
|||||||
@@ -1,8 +1,9 @@
|
|||||||
use crate::error::{GameError, TextureError};
|
use crate::error::{GameError, TextureError};
|
||||||
use crate::map::builder::Map;
|
use crate::map::builder::Map;
|
||||||
use crate::systems::components::{DeltaTime, DirectionalAnimated, RenderDirty, Renderable};
|
use crate::systems::components::{DeltaTime, DirectionalAnimated, RenderDirty, Renderable, ScoreResource};
|
||||||
use crate::systems::movement::{Position, Velocity};
|
use crate::systems::movement::{Position, Velocity};
|
||||||
use crate::texture::sprite::SpriteAtlas;
|
use crate::texture::sprite::SpriteAtlas;
|
||||||
|
use crate::texture::text::TextTexture;
|
||||||
use bevy_ecs::entity::Entity;
|
use bevy_ecs::entity::Entity;
|
||||||
use bevy_ecs::event::EventWriter;
|
use bevy_ecs::event::EventWriter;
|
||||||
use bevy_ecs::prelude::{Changed, Or, RemovedComponents};
|
use bevy_ecs::prelude::{Changed, Or, RemovedComponents};
|
||||||
@@ -61,6 +62,34 @@ pub struct MapTextureResource(pub Texture<'static>);
|
|||||||
/// A non-send resource for the backbuffer texture. This just wraps the texture with a type so it can be differentiated when exposed as a resource.
|
/// A non-send resource for the backbuffer texture. This just wraps the texture with a type so it can be differentiated when exposed as a resource.
|
||||||
pub struct BackbufferResource(pub Texture<'static>);
|
pub struct BackbufferResource(pub Texture<'static>);
|
||||||
|
|
||||||
|
/// Renders the HUD (score, lives, etc.) on top of the game.
|
||||||
|
pub fn hud_render_system(
|
||||||
|
mut canvas: NonSendMut<&mut Canvas<Window>>,
|
||||||
|
mut atlas: NonSendMut<SpriteAtlas>,
|
||||||
|
score: Res<ScoreResource>,
|
||||||
|
mut errors: EventWriter<GameError>,
|
||||||
|
) {
|
||||||
|
let mut text_renderer = TextTexture::new(1.0);
|
||||||
|
|
||||||
|
// Render lives and high score text
|
||||||
|
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
|
||||||
|
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());
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
#[allow(clippy::too_many_arguments)]
|
#[allow(clippy::too_many_arguments)]
|
||||||
pub fn render_system(
|
pub fn render_system(
|
||||||
mut canvas: NonSendMut<&mut Canvas<Window>>,
|
mut canvas: NonSendMut<&mut Canvas<Window>>,
|
||||||
@@ -120,4 +149,6 @@ pub fn render_system(
|
|||||||
})
|
})
|
||||||
.err()
|
.err()
|
||||||
.map(|e| errors.write(TextureError::RenderFailed(e.to_string()).into()));
|
.map(|e| errors.write(TextureError::RenderFailed(e.to_string()).into()));
|
||||||
|
|
||||||
|
canvas.copy(&backbuffer.0, None, None).unwrap();
|
||||||
}
|
}
|
||||||
|
|||||||
150
tests/collision.rs
Normal file
150
tests/collision.rs
Normal file
@@ -0,0 +1,150 @@
|
|||||||
|
use bevy_ecs::{event::Events, prelude::*, system::RunSystemOnce, world::World};
|
||||||
|
|
||||||
|
use pacman::{
|
||||||
|
error::GameError,
|
||||||
|
events::GameEvent,
|
||||||
|
map::builder::Map,
|
||||||
|
systems::{
|
||||||
|
collision::{check_collision, collision_system},
|
||||||
|
components::{Collider, EntityType, Ghost, GhostCollider, ItemCollider, PacmanCollider},
|
||||||
|
movement::Position,
|
||||||
|
},
|
||||||
|
};
|
||||||
|
|
||||||
|
fn create_test_world() -> World {
|
||||||
|
let mut world = World::new();
|
||||||
|
|
||||||
|
// Add required resources
|
||||||
|
world.insert_resource(Events::<GameEvent>::default());
|
||||||
|
world.insert_resource(Events::<GameError>::default());
|
||||||
|
|
||||||
|
// Add a minimal test map
|
||||||
|
world.insert_resource(create_test_map());
|
||||||
|
|
||||||
|
world
|
||||||
|
}
|
||||||
|
|
||||||
|
fn create_test_map() -> Map {
|
||||||
|
use pacman::constants::RAW_BOARD;
|
||||||
|
Map::new(RAW_BOARD).expect("Failed to create test map")
|
||||||
|
}
|
||||||
|
|
||||||
|
fn spawn_test_pacman(world: &mut World) -> Entity {
|
||||||
|
world
|
||||||
|
.spawn((Position::Stopped { node: 0 }, Collider { size: 10.0 }, PacmanCollider))
|
||||||
|
.id()
|
||||||
|
}
|
||||||
|
|
||||||
|
fn spawn_test_item(world: &mut World) -> Entity {
|
||||||
|
world
|
||||||
|
.spawn((
|
||||||
|
Position::Stopped { node: 0 },
|
||||||
|
Collider { size: 8.0 },
|
||||||
|
ItemCollider,
|
||||||
|
EntityType::Pellet,
|
||||||
|
))
|
||||||
|
.id()
|
||||||
|
}
|
||||||
|
|
||||||
|
fn spawn_test_ghost(world: &mut World) -> Entity {
|
||||||
|
world
|
||||||
|
.spawn((
|
||||||
|
Position::Stopped { node: 0 },
|
||||||
|
Collider { size: 12.0 },
|
||||||
|
GhostCollider,
|
||||||
|
Ghost::Blinky,
|
||||||
|
EntityType::Ghost,
|
||||||
|
))
|
||||||
|
.id()
|
||||||
|
}
|
||||||
|
|
||||||
|
fn spawn_test_ghost_at_node(world: &mut World, node: usize) -> Entity {
|
||||||
|
world
|
||||||
|
.spawn((
|
||||||
|
Position::Stopped { node },
|
||||||
|
Collider { size: 12.0 },
|
||||||
|
GhostCollider,
|
||||||
|
Ghost::Blinky,
|
||||||
|
EntityType::Ghost,
|
||||||
|
))
|
||||||
|
.id()
|
||||||
|
}
|
||||||
|
|
||||||
|
#[test]
|
||||||
|
fn test_collider_collision_detection() {
|
||||||
|
let collider1 = Collider { size: 10.0 };
|
||||||
|
let collider2 = Collider { size: 8.0 };
|
||||||
|
|
||||||
|
// Test collision detection
|
||||||
|
assert!(collider1.collides_with(collider2.size, 5.0)); // Should collide (distance < 9.0)
|
||||||
|
assert!(!collider1.collides_with(collider2.size, 15.0)); // Should not collide (distance > 9.0)
|
||||||
|
}
|
||||||
|
|
||||||
|
#[test]
|
||||||
|
fn test_check_collision_helper() {
|
||||||
|
let map = create_test_map();
|
||||||
|
let pos1 = Position::Stopped { node: 0 };
|
||||||
|
let pos2 = Position::Stopped { node: 0 }; // Same position
|
||||||
|
let collider1 = Collider { size: 10.0 };
|
||||||
|
let collider2 = Collider { size: 8.0 };
|
||||||
|
|
||||||
|
// Test collision at same position
|
||||||
|
let result = check_collision(&pos1, &collider1, &pos2, &collider2, &map);
|
||||||
|
assert!(result.is_ok());
|
||||||
|
assert!(result.unwrap()); // Should collide at same position
|
||||||
|
|
||||||
|
// Test collision at different positions
|
||||||
|
let pos3 = Position::Stopped { node: 1 }; // Different position
|
||||||
|
let result = check_collision(&pos1, &collider1, &pos3, &collider2, &map);
|
||||||
|
assert!(result.is_ok());
|
||||||
|
// May or may not collide depending on actual node positions
|
||||||
|
}
|
||||||
|
|
||||||
|
#[test]
|
||||||
|
fn test_collision_system_pacman_item() {
|
||||||
|
let mut world = create_test_world();
|
||||||
|
let _pacman = spawn_test_pacman(&mut world);
|
||||||
|
let _item = spawn_test_item(&mut world);
|
||||||
|
|
||||||
|
// Run collision system - should not panic
|
||||||
|
world
|
||||||
|
.run_system_once(collision_system)
|
||||||
|
.expect("System should run successfully");
|
||||||
|
}
|
||||||
|
|
||||||
|
#[test]
|
||||||
|
fn test_collision_system_pacman_ghost() {
|
||||||
|
let mut world = create_test_world();
|
||||||
|
let _pacman = spawn_test_pacman(&mut world);
|
||||||
|
let _ghost = spawn_test_ghost(&mut world);
|
||||||
|
|
||||||
|
// Run collision system - should not panic
|
||||||
|
world
|
||||||
|
.run_system_once(collision_system)
|
||||||
|
.expect("System should run successfully");
|
||||||
|
}
|
||||||
|
|
||||||
|
#[test]
|
||||||
|
fn test_collision_system_no_collision() {
|
||||||
|
let mut world = create_test_world();
|
||||||
|
let _pacman = spawn_test_pacman(&mut world);
|
||||||
|
let _ghost = spawn_test_ghost_at_node(&mut world, 1); // Different node
|
||||||
|
|
||||||
|
// Run collision system - should not panic
|
||||||
|
world
|
||||||
|
.run_system_once(collision_system)
|
||||||
|
.expect("System should run successfully");
|
||||||
|
}
|
||||||
|
|
||||||
|
#[test]
|
||||||
|
fn test_collision_system_multiple_entities() {
|
||||||
|
let mut world = create_test_world();
|
||||||
|
let _pacman = spawn_test_pacman(&mut world);
|
||||||
|
let _item = spawn_test_item(&mut world);
|
||||||
|
let _ghost = spawn_test_ghost(&mut world);
|
||||||
|
|
||||||
|
// Run collision system - should not panic
|
||||||
|
world
|
||||||
|
.run_system_once(collision_system)
|
||||||
|
.expect("System should run successfully");
|
||||||
|
}
|
||||||
@@ -1,61 +1,6 @@
|
|||||||
use pacman::events::{GameCommand, GameEvent};
|
use pacman::events::{GameCommand, GameEvent};
|
||||||
use pacman::map::direction::Direction;
|
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]
|
#[test]
|
||||||
fn test_game_command_to_game_event_conversion_all_variants() {
|
fn test_game_command_to_game_event_conversion_all_variants() {
|
||||||
let commands = vec![
|
let commands = vec![
|
||||||
@@ -72,35 +17,3 @@ fn test_game_command_to_game_event_conversion_all_variants() {
|
|||||||
assert_eq!(event, GameEvent::Command(command));
|
assert_eq!(event, GameEvent::Command(command));
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
#[test]
|
|
||||||
fn test_move_player_all_directions() {
|
|
||||||
let directions = [Direction::Up, Direction::Down, Direction::Left, Direction::Right];
|
|
||||||
|
|
||||||
for direction in directions {
|
|
||||||
let command = GameCommand::MovePlayer(direction);
|
|
||||||
let event: GameEvent = command.into();
|
|
||||||
|
|
||||||
if let GameEvent::Command(GameCommand::MovePlayer(dir)) = event {
|
|
||||||
assert_eq!(dir, direction);
|
|
||||||
} else {
|
|
||||||
panic!("Expected MovePlayer command with direction {:?}", direction);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
#[test]
|
|
||||||
fn test_game_event_debug_format() {
|
|
||||||
let event = GameEvent::Command(GameCommand::Exit);
|
|
||||||
let debug_str = format!("{:?}", event);
|
|
||||||
assert!(debug_str.contains("Command"));
|
|
||||||
assert!(debug_str.contains("Exit"));
|
|
||||||
}
|
|
||||||
|
|
||||||
#[test]
|
|
||||||
fn test_game_command_debug_format() {
|
|
||||||
let command = GameCommand::MovePlayer(Direction::Left);
|
|
||||||
let debug_str = format!("{:?}", command);
|
|
||||||
assert!(debug_str.contains("MovePlayer"));
|
|
||||||
assert!(debug_str.contains("Left"));
|
|
||||||
}
|
|
||||||
|
|||||||
@@ -119,13 +119,6 @@ fn test_format_timing_display_basic() {
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
#[test]
|
|
||||||
fn test_format_timing_display_empty() {
|
|
||||||
let timing_data = vec![];
|
|
||||||
let formatted = format_timing_display(timing_data);
|
|
||||||
assert!(formatted.is_empty());
|
|
||||||
}
|
|
||||||
|
|
||||||
#[test]
|
#[test]
|
||||||
fn test_format_timing_display_units() {
|
fn test_format_timing_display_units() {
|
||||||
let timing_data = vec![
|
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);
|
||||||
|
}
|
||||||
@@ -16,7 +16,6 @@ fn test_calculate_score_for_item() {
|
|||||||
assert!(EntityType::Pellet.score_value() < EntityType::PowerPellet.score_value());
|
assert!(EntityType::Pellet.score_value() < EntityType::PowerPellet.score_value());
|
||||||
assert!(EntityType::Pellet.score_value().is_some());
|
assert!(EntityType::Pellet.score_value().is_some());
|
||||||
assert!(EntityType::PowerPellet.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::Player.score_value().is_none());
|
||||||
assert!(EntityType::Ghost.score_value().is_none());
|
assert!(EntityType::Ghost.score_value().is_none());
|
||||||
}
|
}
|
||||||
@@ -194,28 +193,6 @@ fn test_item_system_ignores_non_item_collisions() {
|
|||||||
assert_eq!(ghost_count, 1);
|
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]
|
#[test]
|
||||||
fn test_item_system_no_collision_events() {
|
fn test_item_system_no_collision_events() {
|
||||||
let mut world = create_test_world();
|
let mut world = create_test_world();
|
||||||
|
|||||||
@@ -21,7 +21,7 @@ fn create_test_world() -> World {
|
|||||||
|
|
||||||
// Add resources
|
// Add resources
|
||||||
world.insert_resource(GlobalState { exit: false });
|
world.insert_resource(GlobalState { exit: false });
|
||||||
world.insert_resource(DebugState::Off);
|
world.insert_resource(DebugState::default());
|
||||||
world.insert_resource(AudioState::default());
|
world.insert_resource(AudioState::default());
|
||||||
world.insert_resource(DeltaTime(1.0 / 60.0)); // 60 FPS
|
world.insert_resource(DeltaTime(1.0 / 60.0)); // 60 FPS
|
||||||
world.insert_resource(Events::<GameEvent>::default());
|
world.insert_resource(Events::<GameEvent>::default());
|
||||||
@@ -222,7 +222,7 @@ fn test_player_control_system_toggle_debug() {
|
|||||||
|
|
||||||
// Check that debug state changed
|
// Check that debug state changed
|
||||||
let debug_state = world.resource::<DebugState>();
|
let debug_state = world.resource::<DebugState>();
|
||||||
assert_eq!(*debug_state, DebugState::Graph);
|
assert!(debug_state.enabled);
|
||||||
}
|
}
|
||||||
|
|
||||||
#[test]
|
#[test]
|
||||||
@@ -565,7 +565,7 @@ fn test_player_state_persistence_across_systems() {
|
|||||||
let position = *query.single(&world).expect("Player should exist");
|
let position = *query.single(&world).expect("Player should exist");
|
||||||
|
|
||||||
// Check that the state changes persisted individually
|
// 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");
|
assert!(audio_muted_after_toggle, "Audio should be muted");
|
||||||
|
|
||||||
// Player position depends on actual map connectivity
|
// Player position depends on actual map connectivity
|
||||||
|
|||||||
Reference in New Issue
Block a user