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7 Commits

Author SHA1 Message Date
Ryan Walters
80ebf08dd3 feat: stage sequence, ghost collisions & energizer logic, text color method, scheduler ordering 2025-08-28 12:40:02 -05:00
Ryan Walters
f14b3d38a4 feat: create hud rendering system 2025-08-27 22:55:26 -05:00
Ryan Walters
bf65c34b28 chore: remove unused code 2025-08-27 22:43:21 -05:00
Ryan Walters
89b0790f19 chore: fix clippy lints 2025-08-27 22:28:14 -05:00
Ryan Walters
9624bcf359 feat: collision helper, ghost/pacman collision events, collision tests
minor format updates from copilot's commit
2025-08-27 22:26:49 -05:00
Copilot
67a5c4a1ed Remove 9 redundant and non-valuable tests to improve test suite quality (#4)
* Initial plan

* Remove 9 redundant and non-valuable tests across events, formatting, and item modules

Co-authored-by: Xevion <44609630+Xevion@users.noreply.github.com>

---------

Co-authored-by: copilot-swe-agent[bot] <198982749+Copilot@users.noreply.github.com>
Co-authored-by: Xevion <44609630+Xevion@users.noreply.github.com>
2025-08-19 13:07:14 -05:00
Ryan Walters
8b5e66f514 refactor: update debug state management and rendering systems 2025-08-19 11:31:31 -05:00
21 changed files with 972 additions and 436 deletions

View File

@@ -1,6 +1,5 @@
use std::time::{Duration, Instant}; use std::time::{Duration, Instant};
use glam::Vec2;
use sdl2::render::TextureCreator; use sdl2::render::TextureCreator;
use sdl2::ttf::Sdl2TtfContext; use sdl2::ttf::Sdl2TtfContext;
use sdl2::video::WindowContext; use sdl2::video::WindowContext;
@@ -21,7 +20,6 @@ pub struct App {
pub game: Game, pub game: Game,
last_tick: Instant, last_tick: Instant,
focused: bool, focused: bool,
_cursor_pos: Vec2,
} }
impl App { impl App {
@@ -81,7 +79,6 @@ impl App {
game, game,
focused: true, focused: true,
last_tick: Instant::now(), last_tick: Instant::now(),
_cursor_pos: Vec2::ZERO,
}) })
} }

View File

@@ -7,30 +7,35 @@ use crate::error::{GameError, GameResult, TextureError};
use crate::events::GameEvent; use crate::events::GameEvent;
use crate::map::builder::Map; use crate::map::builder::Map;
use crate::map::direction::Direction; use crate::map::direction::Direction;
use crate::systems;
use crate::systems::blinking::Blinking; use crate::systems::blinking::Blinking;
use crate::systems::movement::{BufferedDirection, Position, Velocity}; use crate::systems::movement::{BufferedDirection, Position, Velocity};
use crate::systems::player::player_movement_system;
use crate::systems::profiling::SystemId; use crate::systems::profiling::SystemId;
use crate::systems::render::RenderDirty;
use crate::systems::{ use crate::systems::{
audio::{audio_system, AudioEvent, AudioResource}, audio::{audio_system, AudioEvent, AudioResource},
blinking::blinking_system, blinking::blinking_system,
collision::collision_system, collision::collision_system,
components::{ components::{
AudioState, Collider, DeltaTime, DirectionalAnimated, EntityType, Ghost, GhostBundle, GhostCollider, GlobalState, AudioState, Collider, DeltaTime, DirectionalAnimated, EntityType, Frozen, Ghost, GhostBundle, GhostCollider, GlobalState,
ItemBundle, ItemCollider, PacmanCollider, PlayerBundle, PlayerControlled, RenderDirty, Renderable, ScoreResource, ItemBundle, ItemCollider, LevelTiming, PacmanCollider, PlayerBundle, PlayerControlled, PlayerStateBundle, Renderable,
ScoreResource, StartupSequence,
}, },
debug::{debug_render_system, DebugFontResource, DebugState, DebugTextureResource}, debug::{debug_render_system, DebugFontResource, DebugState, DebugTextureResource},
ghost::ghost_movement_system, ghost::{ghost_collision_system, ghost_movement_system},
input::input_system,
item::item_system, item::item_system,
player::player_control_system,
profiling::{profile, SystemTimings}, profiling::{profile, SystemTimings},
render::{directional_render_system, dirty_render_system, render_system, BackbufferResource, MapTextureResource}, render::{
directional_render_system, dirty_render_system, hud_render_system, ready_visibility_system, render_system,
BackbufferResource, MapTextureResource,
},
}; };
use crate::texture::animated::AnimatedTexture; use crate::texture::animated::AnimatedTexture;
use bevy_ecs::event::EventRegistry; use bevy_ecs::event::EventRegistry;
use bevy_ecs::observer::Trigger; use bevy_ecs::observer::Trigger;
use bevy_ecs::schedule::Schedule; use bevy_ecs::prelude::SystemSet;
use bevy_ecs::schedule::{IntoScheduleConfigs, Schedule};
use bevy_ecs::system::{NonSendMut, Res, ResMut}; use bevy_ecs::system::{NonSendMut, Res, ResMut};
use bevy_ecs::world::World; use bevy_ecs::world::World;
use sdl2::image::LoadTexture; use sdl2::image::LoadTexture;
@@ -48,6 +53,10 @@ use crate::{
texture::sprite::{AtlasMapper, SpriteAtlas}, texture::sprite::{AtlasMapper, SpriteAtlas},
}; };
/// System set for all rendering systems to ensure they run after gameplay logic
#[derive(SystemSet, Debug, Hash, PartialEq, Eq, Clone)]
pub struct RenderSet;
/// Core game state manager built on the Bevy ECS architecture. /// Core game state manager built on the Bevy ECS architecture.
/// ///
/// Orchestrates all game systems through a centralized `World` containing entities, /// Orchestrates all game systems through a centralized `World` containing entities,
@@ -205,6 +214,11 @@ impl Game {
pacman_collider: PacmanCollider, pacman_collider: PacmanCollider,
}; };
// Spawn player and attach initial state bundle
let player_entity = world.spawn(player).id();
world.entity_mut(player_entity).insert(PlayerStateBundle::default());
world.entity_mut(player_entity).insert(Frozen);
world.insert_non_send_resource(atlas); world.insert_non_send_resource(atlas);
world.insert_non_send_resource(event_pump); world.insert_non_send_resource(event_pump);
world.insert_non_send_resource(canvas); world.insert_non_send_resource(canvas);
@@ -224,6 +238,7 @@ impl Game {
world.insert_resource(DebugState::default()); world.insert_resource(DebugState::default());
world.insert_resource(AudioState::default()); world.insert_resource(AudioState::default());
world.insert_resource(CursorPosition::default()); world.insert_resource(CursorPosition::default());
world.insert_resource(LevelTiming::for_level(1));
world.add_observer( world.add_observer(
|event: Trigger<GameEvent>, mut state: ResMut<GlobalState>, _score: ResMut<ScoreResource>| { |event: Trigger<GameEvent>, mut state: ResMut<GlobalState>, _score: ResMut<ScoreResource>| {
@@ -232,40 +247,72 @@ impl Game {
} }
}, },
); );
schedule.add_systems((
profile(SystemId::Input, input_system), let input_system = profile(SystemId::Input, systems::input::input_system);
profile(SystemId::PlayerControls, player_control_system), let player_control_system = profile(SystemId::PlayerControls, systems::player::player_control_system);
profile(SystemId::PlayerMovement, player_movement_system), let player_movement_system = profile(SystemId::PlayerMovement, systems::player::player_movement_system);
profile(SystemId::Ghost, ghost_movement_system), let startup_stage_system = profile(SystemId::Stage, systems::stage::startup_stage_system);
profile(SystemId::Collision, collision_system), let player_tunnel_slowdown_system = profile(SystemId::PlayerMovement, systems::player::player_tunnel_slowdown_system);
profile(SystemId::Item, item_system), let ghost_movement_system = profile(SystemId::Ghost, ghost_movement_system);
profile(SystemId::Audio, audio_system), let collision_system = profile(SystemId::Collision, collision_system);
profile(SystemId::Blinking, blinking_system), let ghost_collision_system = profile(SystemId::GhostCollision, ghost_collision_system);
profile(SystemId::DirectionalRender, directional_render_system), let item_system = profile(SystemId::Item, item_system);
profile(SystemId::DirtyRender, dirty_render_system), let audio_system = profile(SystemId::Audio, audio_system);
profile(SystemId::Render, render_system), let blinking_system = profile(SystemId::Blinking, blinking_system);
profile(SystemId::DebugRender, debug_render_system), let directional_render_system = profile(SystemId::DirectionalRender, directional_render_system);
profile( let dirty_render_system = profile(SystemId::DirtyRender, dirty_render_system);
SystemId::Present, let hud_render_system = profile(SystemId::HudRender, hud_render_system);
|mut canvas: NonSendMut<&mut Canvas<Window>>, let render_system = profile(SystemId::Render, render_system);
backbuffer: NonSendMut<BackbufferResource>, let debug_render_system = profile(SystemId::DebugRender, debug_render_system);
debug_state: Res<DebugState>,
mut dirty: ResMut<RenderDirty>| { let present_system = profile(
if dirty.0 || *debug_state != DebugState::Off { SystemId::Present,
// Only copy backbuffer to main canvas if debug rendering is off |mut canvas: NonSendMut<&mut Canvas<Window>>, debug_state: Res<DebugState>, mut dirty: ResMut<RenderDirty>| {
// (debug rendering draws directly to main canvas) if dirty.0 || debug_state.enabled {
if *debug_state == DebugState::Off { // Only copy backbuffer to main canvas if debug rendering is off
canvas.copy(&backbuffer.0, None, None).unwrap(); // (debug rendering draws directly to main canvas)
} if !debug_state.enabled {
dirty.0 = false;
canvas.present(); canvas.present();
} }
}, dirty.0 = false;
), }
},
);
schedule.add_systems((
(
input_system,
player_control_system,
player_movement_system,
startup_stage_system,
)
.chain(),
player_tunnel_slowdown_system,
ghost_movement_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,
present_system,
)
.chain(),
)); ));
// Spawn player // Initialize StartupSequence as a global resource
world.spawn(player); let ready_duration_ticks = {
let duration = world
.get_resource::<LevelTiming>()
.map(|t| t.spawn_freeze_duration)
.unwrap_or(1.5);
(duration * 60.0) as u32 // Convert to ticks at 60 FPS
};
world.insert_resource(StartupSequence::new(ready_duration_ticks, 60));
// Spawn ghosts // Spawn ghosts
Self::spawn_ghosts(&mut world)?; Self::spawn_ghosts(&mut world)?;
@@ -414,7 +461,7 @@ impl Game {
} }
}; };
world.spawn(ghost); world.spawn(ghost).insert(Frozen);
} }
Ok(()) Ok(())
@@ -449,112 +496,6 @@ impl Game {
state.exit state.exit
} }
// fn check_collisions(&mut self) {
// // Check Pac-Man vs Items
// let potential_collisions = self
// .state
// .collision_system
// .potential_collisions(&self.state.pacman.position());
// for entity_id in potential_collisions {
// if entity_id != self.state.pacman_id {
// // Check if this is an item collision
// if let Some(item_index) = self.find_item_by_id(entity_id) {
// let item = &mut self.state.items[item_index];
// if !item.is_collected() {
// item.collect();
// self.state.score += item.get_score();
// self.state.audio.eat();
// // Handle energizer effects
// if matches!(item.item_type, crate::entity::item::ItemType::Energizer) {
// // TODO: Make ghosts frightened
// tracing::info!("Energizer collected! Ghosts should become frightened.");
// }
// }
// }
// // Check if this is a ghost collision
// if let Some(_ghost_index) = self.find_ghost_by_id(entity_id) {
// // TODO: Handle Pac-Man being eaten by ghost
// tracing::info!("Pac-Man collided with ghost!");
// }
// }
// }
// }
// fn find_item_by_id(&self, entity_id: EntityId) -> Option<usize> {
// self.state.item_ids.iter().position(|&id| id == entity_id)
// }
// fn find_ghost_by_id(&self, entity_id: EntityId) -> Option<usize> {
// self.state.ghost_ids.iter().position(|&id| id == entity_id)
// }
// pub fn draw<T: sdl2::render::RenderTarget>(&mut self, canvas: &mut Canvas<T>, backbuffer: &mut Texture) -> GameResult<()> {
// // Only render the map texture once and cache it
// if !self.state.map_rendered {
// let mut map_texture = self
// .state
// .texture_creator
// .create_texture_target(None, constants::CANVAS_SIZE.x, constants::CANVAS_SIZE.y)
// .map_err(|e| crate::error::GameError::Sdl(e.to_string()))?;
// canvas
// .with_texture_canvas(&mut map_texture, |map_canvas| {
// let mut map_tiles = Vec::with_capacity(35);
// for i in 0..35 {
// let tile_name = format!("maze/tiles/{}.png", i);
// let tile = SpriteAtlas::get_tile(&self.state.atlas, &tile_name).unwrap();
// map_tiles.push(tile);
// }
// MapRenderer::render_map(map_canvas, &mut self.state.atlas, &mut map_tiles);
// })
// .map_err(|e| crate::error::GameError::Sdl(e.to_string()))?;
// self.state.map_texture = Some(map_texture);
// self.state.map_rendered = true;
// }
// canvas.set_draw_color(Color::BLACK);
// canvas.clear();
// if let Some(ref map_texture) = self.state.map_texture {
// canvas.copy(map_texture, None, None).unwrap();
// }
// // Render all items
// for item in &self.state.items {
// if let Err(e) = item.render(canvas, &mut self.state.atlas, &self.state.map.graph) {
// tracing::error!("Failed to render item: {}", e);
// }
// }
// // Render all ghosts
// for ghost in &self.state.ghosts {
// if let Err(e) = ghost.render(canvas, &mut self.state.atlas, &self.state.map.graph) {
// tracing::error!("Failed to render ghost: {}", e);
// }
// }
// if let Err(e) = self.state.pacman.render(canvas, &mut self.state.atlas, &self.state.map.graph) {
// tracing::error!("Failed to render pacman: {}", e);
// }
// if self.state.debug_mode {
// if let Err(e) =
// self.state
// .map
// .debug_render_with_cursor(canvas, &mut self.state.text_texture, &mut self.state.atlas, cursor_pos)
// {
// tracing::error!("Failed to render debug cursor: {}", e);
// }
// self.render_pathfinding_debug(canvas)?;
// }
// self.draw_hud(canvas)?;
// canvas.present();
// Ok(())
// }
// /// Renders pathfinding debug lines from each ghost to Pac-Man. // /// Renders pathfinding debug lines from each ghost to Pac-Man.
// /// // ///
// /// Each ghost's path is drawn in its respective color with a small offset // /// Each ghost's path is drawn in its respective color with a small offset
@@ -618,42 +559,4 @@ impl Game {
// Ok(()) // Ok(())
// } // }
// fn draw_hud<T: sdl2::render::RenderTarget>(&mut self, canvas: &mut Canvas<T>) -> GameResult<()> {
// let lives = 3;
// let score_text = format!("{:02}", self.state.score);
// let x_offset = 4;
// let y_offset = 2;
// let lives_offset = 3;
// let score_offset = 7 - (score_text.len() as i32);
// self.state.text_texture.set_scale(1.0);
// if let Err(e) = self.state.text_texture.render(
// canvas,
// &mut self.state.atlas,
// &format!("{lives}UP HIGH SCORE "),
// glam::UVec2::new(8 * lives_offset as u32 + x_offset, y_offset),
// ) {
// tracing::error!("Failed to render HUD text: {}", e);
// }
// if let Err(e) = self.state.text_texture.render(
// canvas,
// &mut self.state.atlas,
// &score_text,
// glam::UVec2::new(8 * score_offset as u32 + x_offset, 8 + y_offset),
// ) {
// tracing::error!("Failed to render score text: {}", e);
// }
// // Display FPS information in top-left corner
// // let fps_text = format!("FPS: {:.1} (1s) / {:.1} (10s)", self.fps_1s, self.fps_10s);
// // self.render_text_on(
// // canvas,
// // &*texture_creator,
// // &fps_text,
// // IVec2::new(10, 10),
// // Color::RGB(255, 255, 0), // Yellow color for FPS display
// // );
// Ok(())
// }
} }

View File

@@ -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. /// Constructs the ghost house area with restricted access and internal navigation.
/// ///
/// Creates a multi-level ghost house with entrance control, internal movement /// Creates a multi-level ghost house with entrance control, internal movement

View File

@@ -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
@@ -16,42 +35,49 @@ 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) => { errors.write(GameError::InvalidState(format!(
for result in [result_a, result_b] { "Collision system failed to check collision between entities {:?} and {:?}: {}",
if let Err(e) = result { pacman_entity, item_entity, e
errors.write(GameError::InvalidState(format!( )));
"Collision system failed to get pixel positions for entities {:?} and {:?}: {}", }
pacman_entity, item_entity, e }
))); }
}
// Check PACMAN × GHOST collisions
for (ghost_entity, ghost_pos, ghost_collider) in ghost_query.iter() {
match check_collision(pacman_pos, pacman_collider, ghost_pos, ghost_collider, &map) {
Ok(colliding) => {
if colliding {
events.write(GameEvent::Collision(pacman_entity, ghost_entity));
} }
} }
Err(e) => {
errors.write(GameError::InvalidState(format!(
"Collision system failed to check collision between entities {:?} and {:?}: {}",
pacman_entity, ghost_entity, e
)));
}
} }
} }
} }

View File

@@ -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;
@@ -169,9 +177,6 @@ pub struct ScoreResource(pub u32);
#[derive(Resource)] #[derive(Resource)]
pub struct DeltaTime(pub f32); pub struct DeltaTime(pub f32);
#[derive(Resource, Default)]
pub struct RenderDirty(pub bool);
/// Resource for tracking audio state /// Resource for tracking audio state
#[derive(Resource, Debug, Clone, Default)] #[derive(Resource, Debug, Clone, Default)]
pub struct AudioState { pub struct AudioState {
@@ -180,3 +185,228 @@ pub struct AudioState {
/// Current sound index for cycling through eat sounds /// Current sound index for cycling through eat sounds
pub sound_index: usize, pub sound_index: usize,
} }
/// 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
}
}
/// Whether player input should be processed.
#[derive(Component, Debug, Clone, Copy, PartialEq, Eq)]
pub enum ControlState {
InputEnabled,
InputLocked,
}
impl Default for ControlState {
fn default() -> Self {
Self::InputLocked
}
}
/// Combat-related state for Pac-Man. Tick-based energizer logic.
#[derive(Component, Debug, Clone, Copy, PartialEq, Eq)]
pub enum CombatState {
Normal,
Energized {
/// Remaining energizer duration in ticks (frames)
remaining_ticks: u32,
/// Ticks until flashing begins (counts down to 0, then flashing is active)
flash_countdown_ticks: u32,
},
}
impl Default for CombatState {
fn default() -> Self {
CombatState::Normal
}
}
impl CombatState {
pub fn is_energized(&self) -> bool {
matches!(self, CombatState::Energized { .. })
}
pub fn is_flashing(&self) -> bool {
matches!(self, CombatState::Energized { flash_countdown_ticks, .. } if *flash_countdown_ticks == 0)
}
pub fn deactivate_energizer(&mut self) {
*self = CombatState::Normal;
}
/// Activate energizer using tick-based durations.
pub fn activate_energizer_ticks(&mut self, total_ticks: u32, flash_lead_ticks: u32) {
let flash_countdown_ticks = total_ticks.saturating_sub(flash_lead_ticks);
*self = CombatState::Energized {
remaining_ticks: total_ticks,
flash_countdown_ticks,
};
}
/// Advance one frame. When ticks reach zero, returns to Normal.
pub fn tick_frame(&mut self) {
if let CombatState::Energized {
remaining_ticks,
flash_countdown_ticks,
} = self
{
if *remaining_ticks > 0 {
*remaining_ticks -= 1;
if *flash_countdown_ticks > 0 {
*flash_countdown_ticks -= 1;
}
}
if *remaining_ticks == 0 {
*self = CombatState::Normal;
}
}
}
}
/// 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,
}
}
}
/// Level-dependent timing configuration
#[derive(Resource, Debug, Clone, Copy)]
pub struct LevelTiming {
/// Duration of energizer effect in seconds
pub energizer_duration: f32,
/// Freeze duration at spawn/ready in seconds
pub spawn_freeze_duration: f32,
/// When to start flashing relative to energizer end (seconds)
pub energizer_flash_threshold: f32,
}
impl Default for LevelTiming {
fn default() -> Self {
Self {
energizer_duration: 6.0,
spawn_freeze_duration: 1.5,
energizer_flash_threshold: 2.0,
}
}
}
impl LevelTiming {
/// Returns timing configuration for a given level.
pub fn for_level(_level: u32) -> Self {
// Placeholder: tune per the Pac-Man Dossier tables
Self::default()
}
}
/// Tag component for entities that should be frozen during startup
#[derive(Component, Debug, Clone, Copy)]
pub struct Frozen;
/// Convenience bundle for attaching the hybrid FSM to the player entity
#[derive(Bundle, Default)]
pub struct PlayerStateBundle {
pub lifecycle: PlayerLifecycle,
pub control: ControlState,
pub combat: CombatState,
pub movement_modifiers: MovementModifiers,
}
#[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,
}
}
/// Returns true if the timer is still active (not in GameActive state)
pub fn is_active(&self) -> bool {
!matches!(self, StartupSequence::GameActive)
}
/// Returns true if we're in the game active stage
pub fn is_game_active(&self) -> bool {
matches!(self, StartupSequence::GameActive)
}
/// 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,
}
}
}

View File

@@ -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 =
@@ -140,79 +131,86 @@ 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 { // Find the closest node to the cursor
DebugState::Graph => {
// 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 {
map.graph map.graph
.nodes() .nodes()
.map(|node| node.position.distance(cursor_world_pos)) .map(|node| node.position.distance(cursor_world_pos))
.enumerate() .enumerate()
.min_by(|(_, a), (_, b)| a.partial_cmp(b).unwrap_or(Ordering::Less)) .min_by(|(_, a), (_, b)| a.partial_cmp(b).unwrap_or(Ordering::Less))
.map(|(id, _)| id) .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 { } else {
None Color::BLUE
}; })
});
debug_canvas.set_draw_color(Color::RED); // Transform position using common method
for (start_node, end_node) in map.graph.edges() { let pos = transform_position_with_offset(pos, scale);
let start_node_model = map.graph.get_node(start_node).unwrap(); let size = (2.0 * scale) as u32;
let end_node = map.graph.get_node(end_node.target).unwrap().position;
// Transform positions using common method debug_canvas
let start = transform_position_with_offset(start_node_model.position, scale); .fill_rect(Rect::new(pos.x - (size as i32 / 2), pos.y - (size as i32 / 2), size, size))
let end = transform_position_with_offset(end_node, scale); .unwrap();
}
debug_canvas // Render node ID if a node is highlighted
.draw_line(Point::from((start.x, start.y)), Point::from((end.x, end.y))) if let Some(closest_node_id) = closest_node {
.unwrap(); 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 surface = font
let pos = node.position; .render(&closest_node_id.to_string())
.blended(Color {
// Set color based on whether the node is the closest to the cursor a: f32_to_u8(0.4),
debug_canvas.set_draw_color(if Some(id) == closest_node { ..Color::WHITE
Color::YELLOW })
} else { .unwrap();
Color::BLUE 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();
// 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();
}
}
_ => {}
} }
// Render timing information in the top-left corner // Render timing information in the top-left corner
@@ -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();
} }

View File

@@ -1,7 +1,15 @@
use bevy_ecs::system::{Query, Res}; use bevy_ecs::entity::Entity;
use rand::prelude::*; use bevy_ecs::event::{EventReader, EventWriter};
use bevy_ecs::query::{With, Without};
use bevy_ecs::system::{Commands, Query, Res, ResMut};
use rand::rngs::SmallRng;
use rand::seq::IndexedRandom;
use rand::SeedableRng;
use smallvec::SmallVec; use smallvec::SmallVec;
use crate::events::GameEvent;
use crate::systems::audio::AudioEvent;
use crate::systems::components::{Frozen, GhostCollider, ScoreResource};
use crate::{ use crate::{
map::{ map::{
builder::Map, builder::Map,
@@ -9,7 +17,7 @@ use crate::{
graph::{Edge, TraversalFlags}, graph::{Edge, TraversalFlags},
}, },
systems::{ systems::{
components::{DeltaTime, Ghost}, components::{CombatState, DeltaTime, Ghost, PlayerControlled},
movement::{Position, Velocity}, movement::{Position, Velocity},
}, },
}; };
@@ -18,7 +26,7 @@ use crate::{
pub fn ghost_movement_system( pub fn ghost_movement_system(
map: Res<Map>, map: Res<Map>,
delta_time: Res<DeltaTime>, 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() { for (_ghost, mut velocity, mut position) in ghosts.iter_mut() {
let mut distance = velocity.speed * 60.0 * delta_time.0; let mut distance = velocity.speed * 60.0 * delta_time.0;
@@ -65,3 +73,46 @@ pub fn ghost_movement_system(
} }
} }
} }
pub fn ghost_collision_system(
mut commands: Commands,
mut collision_events: EventReader<GameEvent>,
mut score: ResMut<ScoreResource>,
pacman_query: Query<&CombatState, With<PlayerControlled>>,
ghost_query: Query<(Entity, &Ghost), With<GhostCollider>>,
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 Pac-Man is energized
if let Ok(combat_state) = pacman_query.get(pacman_entity) {
if combat_state.is_energized() {
// Pac-Man eats the ghost
if let Ok((ghost_ent, _ghost_type)) = ghost_query.get(ghost_entity) {
// 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 energized!");
}
}
}
}
}

View File

@@ -4,7 +4,7 @@ use crate::{
events::GameEvent, events::GameEvent,
systems::{ systems::{
audio::AudioEvent, audio::AudioEvent,
components::{EntityType, ItemCollider, PacmanCollider, ScoreResource}, components::{CombatState, EntityType, ItemCollider, LevelTiming, PacmanCollider, ScoreResource},
}, },
}; };
@@ -24,8 +24,10 @@ pub fn item_system(
mut collision_events: EventReader<GameEvent>, mut collision_events: EventReader<GameEvent>,
mut score: ResMut<ScoreResource>, mut score: ResMut<ScoreResource>,
pacman_query: Query<Entity, With<PacmanCollider>>, pacman_query: Query<Entity, With<PacmanCollider>>,
mut combat_q: Query<&mut CombatState, With<PacmanCollider>>,
item_query: Query<(Entity, &EntityType), With<ItemCollider>>, item_query: Query<(Entity, &EntityType), With<ItemCollider>>,
mut events: EventWriter<AudioEvent>, mut events: EventWriter<AudioEvent>,
level_timing: Res<LevelTiming>,
) { ) {
for event in collision_events.read() { for event in collision_events.read() {
if let GameEvent::Collision(entity1, entity2) = event { if let GameEvent::Collision(entity1, entity2) = event {
@@ -50,6 +52,19 @@ pub fn item_system(
if entity_type.is_collectible() { if entity_type.is_collectible() {
events.write(AudioEvent::PlayEat); events.write(AudioEvent::PlayEat);
} }
// Activate energizer on power pellet using tick-based durations
if *entity_type == EntityType::PowerPellet {
if let Ok(mut combat) = combat_q.single_mut() {
// Convert seconds to frames (assumes 60 FPS)
let total_ticks = (level_timing.energizer_duration * 60.0).round().clamp(0.0, u32::MAX as f32) as u32;
// Flash lead: e.g., 3 seconds (180 ticks) before end; ensure it doesn't underflow
let flash_lead_ticks = (level_timing.energizer_flash_threshold * 60.0)
.round()
.clamp(0.0, u32::MAX as f32) as u32;
combat.activate_energizer_ticks(total_ticks, flash_lead_ticks);
}
}
} }
} }
} }

View File

@@ -16,3 +16,4 @@ pub mod movement;
pub mod player; pub mod player;
pub mod profiling; pub mod profiling;
pub mod render; pub mod render;
pub mod stage;

View File

@@ -1,6 +1,7 @@
use bevy_ecs::{ use bevy_ecs::{
entity::Entity,
event::{EventReader, EventWriter}, event::{EventReader, EventWriter},
prelude::ResMut, prelude::{Commands, ResMut},
query::With, query::With,
system::{Query, Res}, system::{Query, Res},
}; };
@@ -11,7 +12,10 @@ use crate::{
map::builder::Map, map::builder::Map,
map::graph::Edge, map::graph::Edge,
systems::{ systems::{
components::{AudioState, DeltaTime, EntityType, GlobalState, PlayerControlled}, components::{
AudioState, ControlState, DeltaTime, EntityType, Frozen, GhostCollider, GlobalState, MovementModifiers,
PlayerControlled, PlayerLifecycle, StartupSequence,
},
debug::DebugState, debug::DebugState,
movement::{BufferedDirection, Position, Velocity}, movement::{BufferedDirection, Position, Velocity},
}, },
@@ -28,12 +32,12 @@ pub fn player_control_system(
mut state: ResMut<GlobalState>, mut state: ResMut<GlobalState>,
mut debug_state: ResMut<DebugState>, mut debug_state: ResMut<DebugState>,
mut audio_state: ResMut<AudioState>, mut audio_state: ResMut<AudioState>,
mut players: Query<&mut BufferedDirection, With<PlayerControlled>>, mut players: Query<(&PlayerLifecycle, &ControlState, &mut BufferedDirection), With<PlayerControlled>>,
mut errors: EventWriter<GameError>, mut errors: EventWriter<GameError>,
) { ) {
// Get the player's movable component (ensuring there is only one player) // Get the player's movable component (ensuring there is only one player)
let mut buffered_direction = match players.single_mut() { let (lifecycle, control, mut buffered_direction) = match players.single_mut() {
Ok(buffered_direction) => buffered_direction, Ok(tuple) => tuple,
Err(e) => { Err(e) => {
errors.write(GameError::InvalidState(format!( errors.write(GameError::InvalidState(format!(
"No/multiple entities queried for player system: {}", "No/multiple entities queried for player system: {}",
@@ -43,21 +47,26 @@ pub fn player_control_system(
} }
}; };
// If the player is not interactive or input is locked, ignore movement commands
let allow_input = lifecycle.is_interactive() && matches!(control, ControlState::InputEnabled);
// Handle events // Handle events
for event in events.read() { for event in events.read() {
if let GameEvent::Command(command) = event { if let GameEvent::Command(command) = event {
match command { match command {
GameCommand::MovePlayer(direction) => { GameCommand::MovePlayer(direction) => {
*buffered_direction = BufferedDirection::Some { if allow_input {
direction: *direction, *buffered_direction = BufferedDirection::Some {
remaining_time: 0.25, direction: *direction,
}; remaining_time: 0.25,
};
}
} }
GameCommand::Exit => { GameCommand::Exit => {
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;
@@ -82,10 +91,24 @@ pub fn can_traverse(entity_type: EntityType, edge: Edge) -> bool {
pub fn player_movement_system( pub fn player_movement_system(
map: Res<Map>, map: Res<Map>,
delta_time: Res<DeltaTime>, delta_time: Res<DeltaTime>,
mut entities: Query<(&mut Position, &mut Velocity, &mut BufferedDirection), With<PlayerControlled>>, mut entities: Query<
(
&PlayerLifecycle,
&ControlState,
&MovementModifiers,
&mut Position,
&mut Velocity,
&mut BufferedDirection,
),
With<PlayerControlled>,
>,
// mut errors: EventWriter<GameError>, // mut errors: EventWriter<GameError>,
) { ) {
for (mut position, mut velocity, mut buffered_direction) in entities.iter_mut() { for (lifecycle, control, modifiers, mut position, mut velocity, mut buffered_direction) in entities.iter_mut() {
if !lifecycle.is_interactive() || !matches!(control, ControlState::InputEnabled) {
continue;
}
// Decrement the buffered direction remaining time // Decrement the buffered direction remaining time
if let BufferedDirection::Some { if let BufferedDirection::Some {
direction, direction,
@@ -102,7 +125,7 @@ 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 { loop {
match *position { match *position {
@@ -151,3 +174,16 @@ 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 };
}
}

View File

@@ -27,12 +27,15 @@ pub enum SystemId {
Blinking, Blinking,
DirectionalRender, DirectionalRender,
DirtyRender, DirtyRender,
HudRender,
Render, Render,
DebugRender, DebugRender,
Present, Present,
Collision, Collision,
Item, Item,
PlayerMovement, PlayerMovement,
GhostCollision,
Stage,
} }
impl Display for SystemId { impl Display for SystemId {

View File

@@ -1,16 +1,26 @@
use crate::constants::CANVAS_SIZE;
use crate::error::{GameError, TextureError}; use crate::error::{GameError, TextureError};
use crate::map::builder::Map; use crate::map::builder::Map;
use crate::systems::components::{DeltaTime, DirectionalAnimated, RenderDirty, Renderable}; use crate::systems::blinking::Blinking;
use crate::systems::components::{
DeltaTime, DirectionalAnimated, EntityType, GhostCollider, PlayerControlled, Renderable, ScoreResource, StartupSequence,
};
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, With, Without};
use bevy_ecs::resource::Resource;
use bevy_ecs::system::{NonSendMut, Query, Res, ResMut}; use bevy_ecs::system::{NonSendMut, Query, Res, ResMut};
use sdl2::pixels::Color;
use sdl2::rect::{Point, Rect}; use sdl2::rect::{Point, Rect};
use sdl2::render::{Canvas, Texture}; use sdl2::render::{Canvas, Texture};
use sdl2::video::Window; use sdl2::video::Window;
#[derive(Resource, Default)]
pub struct RenderDirty(pub bool);
#[allow(clippy::type_complexity)] #[allow(clippy::type_complexity)]
pub fn dirty_render_system( pub fn dirty_render_system(
mut dirty: ResMut<RenderDirty>, mut dirty: ResMut<RenderDirty>,
@@ -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. /// 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>);
/// 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)] #[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 +234,6 @@ 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();
} }

33
src/systems/stage.rs Normal file
View File

@@ -0,0 +1,33 @@
use bevy_ecs::{
prelude::{Commands, Entity, Query, With},
system::ResMut,
};
use crate::systems::components::{Frozen, GhostCollider, PlayerControlled, StartupSequence};
/// 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
for entity in player_query.iter_mut().chain(ghost_query.iter_mut()) {
commands.entity(entity).remove::<Frozen>();
}
// TODO: Add GameActive tag component
// TODO: Remove CharactersVisible tag component
}
_ => {}
}
}
}

View File

@@ -10,10 +10,20 @@
//! //!
//! ```rust //! ```rust
//! use pacman::texture::text::TextTexture; //! use pacman::texture::text::TextTexture;
//! use sdl2::pixels::Color;
//! //!
//! // Create a text texture with 1.0 scale (8x8 pixels per character) //! // Create a text texture with 1.0 scale (8x8 pixels per character)
//! let mut text_renderer = TextTexture::new(1.0); //! let mut text_renderer = TextTexture::new(1.0);
//! //!
//! // Set default color for all text
//! text_renderer.set_color(Color::WHITE);
//!
//! // Render text with default color
//! text_renderer.render(&mut canvas, &mut atlas, "Hello", position)?;
//!
//! // Render text with specific color
//! text_renderer.render_with_color(&mut canvas, &mut atlas, "World", position, Color::YELLOW)?;
//!
//! // Set scale for larger text //! // Set scale for larger text
//! text_renderer.set_scale(2.0); //! text_renderer.set_scale(2.0);
//! //!
@@ -46,6 +56,7 @@
use anyhow::Result; use anyhow::Result;
use glam::UVec2; use glam::UVec2;
use sdl2::pixels::Color;
use sdl2::render::{Canvas, RenderTarget}; use sdl2::render::{Canvas, RenderTarget};
use std::collections::HashMap; use std::collections::HashMap;
@@ -79,6 +90,7 @@ fn char_to_tile_name(c: char) -> Option<String> {
pub struct TextTexture { pub struct TextTexture {
char_map: HashMap<char, AtlasTile>, char_map: HashMap<char, AtlasTile>,
scale: f32, scale: f32,
default_color: Option<Color>,
} }
impl Default for TextTexture { impl Default for TextTexture {
@@ -86,6 +98,7 @@ impl Default for TextTexture {
Self { Self {
scale: 1.0, scale: 1.0,
char_map: Default::default(), char_map: Default::default(),
default_color: None,
} }
} }
} }
@@ -119,13 +132,26 @@ impl TextTexture {
} }
} }
/// Renders a string of text at the given position. /// Renders a string of text at the given position using the default color.
pub fn render<C: RenderTarget>( pub fn render<C: RenderTarget>(
&mut self, &mut self,
canvas: &mut Canvas<C>, canvas: &mut Canvas<C>,
atlas: &mut SpriteAtlas, atlas: &mut SpriteAtlas,
text: &str, text: &str,
position: UVec2, position: UVec2,
) -> Result<()> {
let color = self.default_color.unwrap_or(Color::WHITE);
self.render_with_color(canvas, atlas, text, position, color)
}
/// Renders a string of text at the given position with a specific color.
pub fn render_with_color<C: RenderTarget>(
&mut self,
canvas: &mut Canvas<C>,
atlas: &mut SpriteAtlas,
text: &str,
position: UVec2,
color: Color,
) -> Result<()> { ) -> Result<()> {
let mut x_offset = 0; let mut x_offset = 0;
let char_width = (8.0 * self.scale) as u32; let char_width = (8.0 * self.scale) as u32;
@@ -134,9 +160,9 @@ impl TextTexture {
for c in text.chars() { for c in text.chars() {
// Get the tile from the char_map, or insert it if it doesn't exist // Get the tile from the char_map, or insert it if it doesn't exist
if let Some(tile) = self.get_tile(c, atlas)? { if let Some(tile) = self.get_tile(c, atlas)? {
// Render the tile if it exists // Render the tile with the specified color
let dest = sdl2::rect::Rect::new((position.x + x_offset) as i32, position.y as i32, char_width, char_height); let dest = sdl2::rect::Rect::new((position.x + x_offset) as i32, position.y as i32, char_width, char_height);
tile.render(canvas, atlas, dest)?; tile.render_with_color(canvas, atlas, dest, color)?;
} }
// Always advance x_offset for all characters (including spaces) // Always advance x_offset for all characters (including spaces)
@@ -146,6 +172,16 @@ impl TextTexture {
Ok(()) Ok(())
} }
/// Sets the default color for text rendering.
pub fn set_color(&mut self, color: Color) {
self.default_color = Some(color);
}
/// Gets the current default color.
pub fn color(&self) -> Option<Color> {
self.default_color
}
/// Sets the scale for text rendering. /// Sets the scale for text rendering.
pub fn set_scale(&mut self, scale: f32) { pub fn set_scale(&mut self, scale: f32) {
self.scale = scale; self.scale = scale;

150
tests/collision.rs Normal file
View 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");
}

View File

@@ -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"));
}

View File

@@ -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
View 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);
}

View File

@@ -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();

View File

@@ -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

View File

@@ -107,3 +107,23 @@ fn test_text_scale() -> Result<(), String> {
Ok(()) Ok(())
} }
#[test]
fn test_text_color() -> Result<(), String> {
let mut text_texture = TextTexture::new(1.0);
// Test default color (should be None initially)
assert_eq!(text_texture.color(), None);
// Test setting color
let test_color = sdl2::pixels::Color::YELLOW;
text_texture.set_color(test_color);
assert_eq!(text_texture.color(), Some(test_color));
// Test changing color
let new_color = sdl2::pixels::Color::RED;
text_texture.set_color(new_color);
assert_eq!(text_texture.color(), Some(new_color));
Ok(())
}