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...

24 Commits

Author SHA1 Message Date
Ryan Walters
a21459f337 feat: revamp with better separate directional/linear animations, direction independent ticking 2025-09-01 15:28:57 -05:00
Ryan Walters
b53db3788d refactor: unify ghost state management and animation handling, use integers for texture animation 2025-09-01 14:27:48 -05:00
Ryan Walters
e1a2e6ab62 fix: avoid switching ghost back to normal during eyes animation 2025-09-01 13:14:16 -05:00
Ryan Walters
2bdb039aa9 fix: correct broken timing format tests 2025-09-01 12:57:48 -05:00
Ryan Walters
6dd0152938 chore: remove unused dependencies 2025-09-01 12:46:39 -05:00
Ryan Walters
4881e33c6f refactor: use U16Vec2 for sprites, remove unnecessary Deserialize trait 2025-09-01 12:44:13 -05:00
Ryan Walters
0cbd6f1aac refactor: switch NodeId to u16, use I8Vec2 for grid coordinates 2025-09-01 12:37:44 -05:00
Ryan Walters
1206cf9ad1 feat: implement high score text rendering 2025-09-01 12:13:18 -05:00
Ryan Walters
bed913d016 fix: profiling system calculates mean of sums, not mean of means 2025-09-01 12:01:39 -05:00
Ryan Walters
98196f3e07 feat: ghost animation states, frightened/eaten behaviors, smallvec animation arrays 2025-09-01 11:46:18 -05:00
Ryan Walters
8f504d6c77 fix: correctly unhide in second pre-freeze stage 2025-09-01 10:28:08 -05:00
Ryan Walters
66499b6285 fix: remove broken console stream re-attach on Windows 2025-08-29 10:56:26 -05:00
Ryan Walters
a8e62aec56 fix: force dirty render using resource_change conditions, hide ghosts & player on initial spawn 2025-08-28 20:20:38 -05:00
Ryan Walters
cde1ea5394 feat: allow freezing of blinking entities, lightly refactor game.rs structure 2025-08-28 20:02:27 -05:00
Ryan Walters
d0628ef70b feat: use backbuffer fully, proper 'present' system, debug texture draws with transparency 2025-08-28 19:40:31 -05:00
Ryan Walters
9bfe4a9ce7 fix: add expected MovementModifiers to spawn_test_player to fix movement tests 2025-08-28 18:35:47 -05:00
Ryan Walters
2da8a312f3 chore: remove PlayerLifecycle, move MovementModifiers directly into PlayerBundle 2025-08-28 18:32:19 -05:00
Ryan Walters
2bdd4f0d04 feat: re-implement visbility via 'Hidden' tag component, move stage visibility logic into stage system 2025-08-28 18:24:47 -05:00
Ryan Walters
5cc9b1a6ee fix: avoid acquiring filtered player query until movement command received 2025-08-28 14:17:46 -05:00
Ryan Walters
5d4adb7743 refactor: merge 'formatting' submodule into 'profiling' 2025-08-28 14:12:23 -05:00
Ryan Walters
633d467f2c chore: remove LevelTiming resource 2025-08-28 13:21:21 -05:00
Ryan Walters
d3e83262db feat: better 'Vulnerable' tag for ghosts, fix movement issues 2025-08-28 13:18:47 -05:00
Ryan Walters
f31b4952e4 chore: remove wildcard/prelude imports, remove unused functions 2025-08-28 13:14:40 -05:00
Ryan Walters
ad3f896f82 chore: reorganize component definitions into relevant system files 2025-08-28 12:54:52 -05:00
37 changed files with 1438 additions and 1177 deletions

2
Cargo.lock generated
View File

@@ -598,11 +598,9 @@ dependencies = [
"bitflags 2.9.1", "bitflags 2.9.1",
"circular-buffer", "circular-buffer",
"glam 0.30.5", "glam 0.30.5",
"lazy_static",
"libc", "libc",
"micromap", "micromap",
"num-width", "num-width",
"once_cell",
"parking_lot", "parking_lot",
"pathfinding", "pathfinding",
"phf", "phf",

View File

@@ -9,16 +9,13 @@ edition = "2021"
tracing = { version = "0.1.41", features = ["max_level_debug", "release_max_level_debug"]} tracing = { version = "0.1.41", features = ["max_level_debug", "release_max_level_debug"]}
tracing-error = "0.2.0" tracing-error = "0.2.0"
tracing-subscriber = {version = "0.3.17", features = ["env-filter"]} tracing-subscriber = {version = "0.3.17", features = ["env-filter"]}
lazy_static = "1.5.0"
sdl2 = { version = "0.38.0", features = ["image", "ttf"] } sdl2 = { version = "0.38.0", features = ["image", "ttf"] }
spin_sleep = "1.3.2" spin_sleep = "1.3.2"
rand = { version = "0.9.2", default-features = false, features = ["small_rng", "os_rng"] } rand = { version = "0.9.2", default-features = false, features = ["small_rng", "os_rng"] }
pathfinding = "4.14" pathfinding = "4.14"
once_cell = "1.21.3"
thiserror = "2.0.14" thiserror = "2.0.14"
anyhow = "1.0" anyhow = "1.0"
glam = "0.30.5" glam = "0.30.5"
serde = { version = "1.0.219", features = ["derive"] }
serde_json = "1.0.142" serde_json = "1.0.142"
smallvec = "1.15.1" smallvec = "1.15.1"
strum = "0.27.2" strum = "0.27.2"
@@ -71,3 +68,6 @@ libc = "0.2.175"
serde = { version = "1.0", features = ["derive"] } serde = { version = "1.0", features = ["derive"] }
serde_json = "1.0" serde_json = "1.0"
phf = { version = "0.12.1", features = ["macros"] } phf = { version = "0.12.1", features = ["macros"] }
[package.metadata.cargo-machete]
ignored = ["phf"]

View File

@@ -19,6 +19,15 @@ struct MapperFrame {
height: u16, height: u16,
} }
impl MapperFrame {
fn to_u16vec2_format(self) -> String {
format!(
"MapperFrame {{ pos: glam::U16Vec2::new({}, {}), size: glam::U16Vec2::new({}, {}) }}",
self.x, self.y, self.width, self.height
)
}
}
fn main() { fn main() {
let path = Path::new(&env::var("OUT_DIR").unwrap()).join("atlas_data.rs"); let path = Path::new(&env::var("OUT_DIR").unwrap()).join("atlas_data.rs");
let mut file = BufWriter::new(File::create(&path).unwrap()); let mut file = BufWriter::new(File::create(&path).unwrap());
@@ -37,12 +46,7 @@ fn main() {
.unwrap(); .unwrap();
for (name, frame) in atlas_mapper.frames { for (name, frame) in atlas_mapper.frames {
writeln!( writeln!(&mut file, " \"{}\" => {},", name, frame.to_u16vec2_format()).unwrap();
&mut file,
" \"{}\" => MapperFrame {{ x: {}, y: {}, width: {}, height: {} }},",
name, frame.x, frame.y, frame.width, frame.height
)
.unwrap();
} }
writeln!(&mut file, "}};").unwrap(); writeln!(&mut file, "}};").unwrap();

View File

@@ -30,6 +30,19 @@ pub const BOARD_CELL_OFFSET: UVec2 = UVec2::new(0, 3);
/// Automatically calculated from the cell offset to maintain consistency /// Automatically calculated from the cell offset to maintain consistency
/// when the cell size changes. Used for positioning sprites and debug overlays. /// when the cell size changes. Used for positioning sprites and debug overlays.
pub const BOARD_PIXEL_OFFSET: UVec2 = UVec2::new(BOARD_CELL_OFFSET.x * CELL_SIZE, BOARD_CELL_OFFSET.y * CELL_SIZE); pub const BOARD_PIXEL_OFFSET: UVec2 = UVec2::new(BOARD_CELL_OFFSET.x * CELL_SIZE, BOARD_CELL_OFFSET.y * CELL_SIZE);
/// Animation timing constants for ghost state management
pub mod animation {
/// Normal ghost movement animation speed (ticks per frame at 60 ticks/sec)
pub const GHOST_NORMAL_SPEED: u16 = 12;
/// Eaten ghost (eyes) animation speed (ticks per frame at 60 ticks/sec)
pub const GHOST_EATEN_SPEED: u16 = 6;
/// Frightened ghost animation speed (ticks per frame at 60 ticks/sec)
pub const GHOST_FRIGHTENED_SPEED: u16 = 12;
/// Time in ticks when frightened ghosts start flashing (2 seconds at 60 FPS)
pub const FRIGHTENED_FLASH_START_TICKS: u32 = 120;
}
/// The size of the canvas, in pixels. /// The size of the canvas, in pixels.
pub const CANVAS_SIZE: UVec2 = UVec2::new( pub const CANVAS_SIZE: UVec2 = UVec2::new(
(BOARD_CELL_SIZE.x + BOARD_CELL_OFFSET.x) * CELL_SIZE, (BOARD_CELL_SIZE.x + BOARD_CELL_OFFSET.x) * CELL_SIZE,

View File

@@ -78,9 +78,6 @@ pub enum ParseError {
/// Errors related to texture operations. /// Errors related to texture operations.
#[derive(thiserror::Error, Debug)] #[derive(thiserror::Error, Debug)]
pub enum TextureError { pub enum TextureError {
#[error("Animated texture error: {0}")]
Animated(#[from] AnimatedTextureError),
#[error("Failed to load texture: {0}")] #[error("Failed to load texture: {0}")]
LoadFailed(String), LoadFailed(String),
@@ -94,12 +91,6 @@ pub enum TextureError {
RenderFailed(String), RenderFailed(String),
} }
#[derive(thiserror::Error, Debug)]
pub enum AnimatedTextureError {
#[error("Frame duration must be positive, got {0}")]
InvalidFrameDuration(f32),
}
/// Errors related to entity operations. /// Errors related to entity operations.
#[derive(thiserror::Error, Debug)] #[derive(thiserror::Error, Debug)]
pub enum EntityError { pub enum EntityError {

View File

@@ -2,51 +2,43 @@
include!(concat!(env!("OUT_DIR"), "/atlas_data.rs")); include!(concat!(env!("OUT_DIR"), "/atlas_data.rs"));
use crate::constants::CANVAS_SIZE; use std::collections::HashMap;
use crate::constants::{self, animation, MapTile, CANVAS_SIZE};
use crate::error::{GameError, GameResult, TextureError}; use crate::error::{GameError, GameResult, TextureError};
use crate::events::GameEvent; use crate::events::GameEvent;
use crate::map::builder::Map; use crate::map::builder::Map;
use crate::map::direction::Direction; use crate::map::direction::Direction;
use crate::systems;
use crate::systems::blinking::Blinking; use crate::systems::blinking::Blinking;
use crate::systems::components::{GhostAnimation, GhostState, LastAnimationState};
use crate::systems::movement::{BufferedDirection, Position, Velocity}; use crate::systems::movement::{BufferedDirection, Position, Velocity};
use crate::systems::profiling::SystemId; use crate::systems::profiling::SystemId;
use crate::systems::render::RenderDirty; use crate::systems::render::RenderDirty;
use crate::systems::{self, ghost_collision_system, present_system, Hidden, LinearAnimation, MovementModifiers, NodeId};
use crate::systems::{ use crate::systems::{
audio::{audio_system, AudioEvent, AudioResource}, audio_system, blinking_system, collision_system, debug_render_system, directional_render_system, dirty_render_system,
blinking::blinking_system, eaten_ghost_system, ghost_movement_system, ghost_state_system, hud_render_system, item_system, linear_render_system, profile,
collision::collision_system, render_system, AudioEvent, AudioResource, AudioState, BackbufferResource, Collider, DebugFontResource, DebugState,
components::{ DebugTextureResource, DeltaTime, DirectionalAnimation, EntityType, Frozen, Ghost, GhostAnimations, GhostBundle,
AudioState, Collider, DeltaTime, DirectionalAnimated, EntityType, Frozen, Ghost, GhostBundle, GhostCollider, GlobalState, GhostCollider, GlobalState, ItemBundle, ItemCollider, MapTextureResource, PacmanCollider, PlayerBundle, PlayerControlled,
ItemBundle, ItemCollider, LevelTiming, PacmanCollider, PlayerBundle, PlayerControlled, PlayerStateBundle, Renderable, Renderable, ScoreResource, StartupSequence, SystemTimings,
ScoreResource, StartupSequence,
},
debug::{debug_render_system, DebugFontResource, DebugState, DebugTextureResource},
ghost::{ghost_collision_system, ghost_movement_system},
item::item_system,
profiling::{profile, SystemTimings},
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::{DirectionalTiles, TileSequence};
use crate::texture::sprite::AtlasTile;
use bevy_ecs::event::EventRegistry; use bevy_ecs::event::EventRegistry;
use bevy_ecs::observer::Trigger; use bevy_ecs::observer::Trigger;
use bevy_ecs::prelude::SystemSet; use bevy_ecs::schedule::common_conditions::resource_changed;
use bevy_ecs::schedule::{IntoScheduleConfigs, Schedule}; use bevy_ecs::schedule::{Condition, IntoScheduleConfigs, Schedule, SystemSet};
use bevy_ecs::system::{NonSendMut, Res, ResMut}; use bevy_ecs::system::ResMut;
use bevy_ecs::world::World; use bevy_ecs::world::World;
use sdl2::image::LoadTexture; use sdl2::image::LoadTexture;
use sdl2::render::{Canvas, ScaleMode, TextureCreator}; use sdl2::render::{BlendMode, Canvas, ScaleMode, TextureCreator};
use sdl2::rwops::RWops; use sdl2::rwops::RWops;
use sdl2::video::{Window, WindowContext}; use sdl2::video::{Window, WindowContext};
use sdl2::EventPump; use sdl2::EventPump;
use crate::{ use crate::{
asset::{get_asset_bytes, Asset}, asset::{get_asset_bytes, Asset},
constants,
events::GameCommand, events::GameCommand,
map::render::MapRenderer, map::render::MapRenderer,
systems::input::{Bindings, CursorPosition}, systems::input::{Bindings, CursorPosition},
@@ -93,14 +85,7 @@ impl Game {
texture_creator: &'static mut TextureCreator<WindowContext>, texture_creator: &'static mut TextureCreator<WindowContext>,
event_pump: &'static mut EventPump, event_pump: &'static mut EventPump,
) -> GameResult<Game> { ) -> GameResult<Game> {
let mut world = World::default();
let mut schedule = Schedule::default();
let ttf_context = Box::leak(Box::new(sdl2::ttf::init().map_err(|e| GameError::Sdl(e.to_string()))?)); let ttf_context = Box::leak(Box::new(sdl2::ttf::init().map_err(|e| GameError::Sdl(e.to_string()))?));
EventRegistry::register_event::<GameError>(&mut world);
EventRegistry::register_event::<GameEvent>(&mut world);
EventRegistry::register_event::<AudioEvent>(&mut world);
let mut backbuffer = texture_creator let mut backbuffer = texture_creator
.create_texture_target(None, CANVAS_SIZE.x, CANVAS_SIZE.y) .create_texture_target(None, CANVAS_SIZE.x, CANVAS_SIZE.y)
.map_err(|e| GameError::Sdl(e.to_string()))?; .map_err(|e| GameError::Sdl(e.to_string()))?;
@@ -116,6 +101,9 @@ impl Game {
let mut debug_texture = texture_creator let mut debug_texture = texture_creator
.create_texture_target(None, output_size.0, output_size.1) .create_texture_target(None, output_size.0, output_size.1)
.map_err(|e| GameError::Sdl(e.to_string()))?; .map_err(|e| GameError::Sdl(e.to_string()))?;
// Debug texture is copied over the backbuffer, it requires transparency abilities
debug_texture.set_blend_mode(BlendMode::Blend);
debug_texture.set_scale_mode(ScaleMode::Nearest); debug_texture.set_scale_mode(ScaleMode::Nearest);
let font_data = get_asset_bytes(Asset::Font)?; let font_data = get_asset_bytes(Asset::Font)?;
@@ -161,52 +149,81 @@ impl Game {
.map_err(|e| GameError::Sdl(e.to_string()))?; .map_err(|e| GameError::Sdl(e.to_string()))?;
let map = Map::new(constants::RAW_BOARD)?; let map = Map::new(constants::RAW_BOARD)?;
let pacman_start_node = map.start_positions.pacman;
let mut textures = [None, None, None, None]; // Create directional animated textures for Pac-Man
let mut stopped_textures = [None, None, None, None]; let up_moving_tiles = [
SpriteAtlas::get_tile(&atlas, "pacman/up_a.png")
.ok_or_else(|| GameError::Texture(TextureError::AtlasTileNotFound("pacman/up_a.png".to_string())))?,
SpriteAtlas::get_tile(&atlas, "pacman/up_b.png")
.ok_or_else(|| GameError::Texture(TextureError::AtlasTileNotFound("pacman/up_b.png".to_string())))?,
SpriteAtlas::get_tile(&atlas, "pacman/full.png")
.ok_or_else(|| GameError::Texture(TextureError::AtlasTileNotFound("pacman/full.png".to_string())))?,
];
let down_moving_tiles = [
SpriteAtlas::get_tile(&atlas, "pacman/down_a.png")
.ok_or_else(|| GameError::Texture(TextureError::AtlasTileNotFound("pacman/down_a.png".to_string())))?,
SpriteAtlas::get_tile(&atlas, "pacman/down_b.png")
.ok_or_else(|| GameError::Texture(TextureError::AtlasTileNotFound("pacman/down_b.png".to_string())))?,
SpriteAtlas::get_tile(&atlas, "pacman/full.png")
.ok_or_else(|| GameError::Texture(TextureError::AtlasTileNotFound("pacman/full.png".to_string())))?,
];
let left_moving_tiles = [
SpriteAtlas::get_tile(&atlas, "pacman/left_a.png")
.ok_or_else(|| GameError::Texture(TextureError::AtlasTileNotFound("pacman/left_a.png".to_string())))?,
SpriteAtlas::get_tile(&atlas, "pacman/left_b.png")
.ok_or_else(|| GameError::Texture(TextureError::AtlasTileNotFound("pacman/left_b.png".to_string())))?,
SpriteAtlas::get_tile(&atlas, "pacman/full.png")
.ok_or_else(|| GameError::Texture(TextureError::AtlasTileNotFound("pacman/full.png".to_string())))?,
];
let right_moving_tiles = [
SpriteAtlas::get_tile(&atlas, "pacman/right_a.png")
.ok_or_else(|| GameError::Texture(TextureError::AtlasTileNotFound("pacman/right_a.png".to_string())))?,
SpriteAtlas::get_tile(&atlas, "pacman/right_b.png")
.ok_or_else(|| GameError::Texture(TextureError::AtlasTileNotFound("pacman/right_b.png".to_string())))?,
SpriteAtlas::get_tile(&atlas, "pacman/full.png")
.ok_or_else(|| GameError::Texture(TextureError::AtlasTileNotFound("pacman/full.png".to_string())))?,
];
for direction in Direction::DIRECTIONS { let moving_tiles = DirectionalTiles::new(
let moving_prefix = match direction { TileSequence::new(&up_moving_tiles),
Direction::Up => "pacman/up", TileSequence::new(&down_moving_tiles),
Direction::Down => "pacman/down", TileSequence::new(&left_moving_tiles),
Direction::Left => "pacman/left", TileSequence::new(&right_moving_tiles),
Direction::Right => "pacman/right", );
};
let moving_tiles = vec![
SpriteAtlas::get_tile(&atlas, &format!("{moving_prefix}_a.png"))
.ok_or_else(|| GameError::Texture(TextureError::AtlasTileNotFound(format!("{moving_prefix}_a.png"))))?,
SpriteAtlas::get_tile(&atlas, &format!("{moving_prefix}_b.png"))
.ok_or_else(|| GameError::Texture(TextureError::AtlasTileNotFound(format!("{moving_prefix}_b.png"))))?,
SpriteAtlas::get_tile(&atlas, "pacman/full.png")
.ok_or_else(|| GameError::Texture(TextureError::AtlasTileNotFound("pacman/full.png".to_string())))?,
];
let stopped_tiles = vec![SpriteAtlas::get_tile(&atlas, &format!("{moving_prefix}_b.png")) let up_stopped_tile = SpriteAtlas::get_tile(&atlas, "pacman/up_b.png")
.ok_or_else(|| GameError::Texture(TextureError::AtlasTileNotFound(format!("{moving_prefix}_b.png"))))?]; .ok_or_else(|| GameError::Texture(TextureError::AtlasTileNotFound("pacman/up_b.png".to_string())))?;
let down_stopped_tile = SpriteAtlas::get_tile(&atlas, "pacman/down_b.png")
.ok_or_else(|| GameError::Texture(TextureError::AtlasTileNotFound("pacman/down_b.png".to_string())))?;
let left_stopped_tile = SpriteAtlas::get_tile(&atlas, "pacman/left_b.png")
.ok_or_else(|| GameError::Texture(TextureError::AtlasTileNotFound("pacman/left_b.png".to_string())))?;
let right_stopped_tile = SpriteAtlas::get_tile(&atlas, "pacman/right_b.png")
.ok_or_else(|| GameError::Texture(TextureError::AtlasTileNotFound("pacman/right_b.png".to_string())))?;
textures[direction.as_usize()] = Some(AnimatedTexture::new(moving_tiles, 0.08)?); let stopped_tiles = DirectionalTiles::new(
stopped_textures[direction.as_usize()] = Some(AnimatedTexture::new(stopped_tiles, 0.1)?); TileSequence::new(&[up_stopped_tile]),
} TileSequence::new(&[down_stopped_tile]),
TileSequence::new(&[left_stopped_tile]),
TileSequence::new(&[right_stopped_tile]),
);
let player = PlayerBundle { let player = PlayerBundle {
player: PlayerControlled, player: PlayerControlled,
position: Position::Stopped { node: pacman_start_node }, position: Position::Stopped {
node: map.start_positions.pacman,
},
velocity: Velocity { velocity: Velocity {
speed: 1.15, speed: 1.15,
direction: Direction::Left, direction: Direction::Left,
}, },
movement_modifiers: MovementModifiers::default(),
buffered_direction: BufferedDirection::None, buffered_direction: BufferedDirection::None,
sprite: Renderable { sprite: Renderable {
sprite: SpriteAtlas::get_tile(&atlas, "pacman/full.png") sprite: SpriteAtlas::get_tile(&atlas, "pacman/full.png")
.ok_or_else(|| GameError::Texture(TextureError::AtlasTileNotFound("pacman/full.png".to_string())))?, .ok_or_else(|| GameError::Texture(TextureError::AtlasTileNotFound("pacman/full.png".to_string())))?,
layer: 0, layer: 0,
visible: true,
},
directional_animated: DirectionalAnimated {
textures,
stopped_textures,
}, },
directional_animation: DirectionalAnimation::new(moving_tiles, stopped_tiles, 5),
entity_type: EntityType::Player, entity_type: EntityType::Player,
collider: Collider { collider: Collider {
size: constants::CELL_SIZE as f32 * 1.375, size: constants::CELL_SIZE as f32 * 1.375,
@@ -214,20 +231,14 @@ impl Game {
pacman_collider: PacmanCollider, pacman_collider: PacmanCollider,
}; };
// Spawn player and attach initial state bundle let mut world = World::default();
let player_entity = world.spawn(player).id(); let mut schedule = Schedule::default();
world.entity_mut(player_entity).insert(PlayerStateBundle::default());
world.entity_mut(player_entity).insert(Frozen);
world.insert_non_send_resource(atlas); EventRegistry::register_event::<GameError>(&mut world);
world.insert_non_send_resource(event_pump); EventRegistry::register_event::<GameEvent>(&mut world);
world.insert_non_send_resource(canvas); EventRegistry::register_event::<AudioEvent>(&mut world);
world.insert_non_send_resource(BackbufferResource(backbuffer));
world.insert_non_send_resource(MapTextureResource(map_texture));
world.insert_non_send_resource(DebugTextureResource(debug_texture));
world.insert_non_send_resource(DebugFontResource(debug_font));
world.insert_non_send_resource(AudioResource(audio));
world.insert_resource(Self::create_ghost_animations(&atlas)?);
world.insert_resource(map); world.insert_resource(map);
world.insert_resource(GlobalState { exit: false }); world.insert_resource(GlobalState { exit: false });
world.insert_resource(ScoreResource(0)); world.insert_resource(ScoreResource(0));
@@ -238,7 +249,16 @@ 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.insert_resource(StartupSequence::new(60 * 3, 60));
world.insert_non_send_resource(atlas);
world.insert_non_send_resource(event_pump);
world.insert_non_send_resource(canvas);
world.insert_non_send_resource(BackbufferResource(backbuffer));
world.insert_non_send_resource(MapTextureResource(map_texture));
world.insert_non_send_resource(DebugTextureResource(debug_texture));
world.insert_non_send_resource(DebugFontResource(debug_font));
world.insert_non_send_resource(AudioResource(audio));
world.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>| {
@@ -249,37 +269,32 @@ impl Game {
); );
let input_system = profile(SystemId::Input, systems::input::input_system); let input_system = profile(SystemId::Input, systems::input::input_system);
let player_control_system = profile(SystemId::PlayerControls, systems::player::player_control_system); let player_control_system = profile(SystemId::PlayerControls, systems::player_control_system);
let player_movement_system = profile(SystemId::PlayerMovement, systems::player::player_movement_system); let player_movement_system = profile(SystemId::PlayerMovement, systems::player_movement_system);
let startup_stage_system = profile(SystemId::Stage, systems::stage::startup_stage_system); let startup_stage_system = profile(SystemId::Stage, systems::startup_stage_system);
let player_tunnel_slowdown_system = profile(SystemId::PlayerMovement, systems::player::player_tunnel_slowdown_system); let player_tunnel_slowdown_system = profile(SystemId::PlayerMovement, systems::player::player_tunnel_slowdown_system);
let ghost_movement_system = profile(SystemId::Ghost, ghost_movement_system); let ghost_movement_system = profile(SystemId::Ghost, ghost_movement_system);
let collision_system = profile(SystemId::Collision, collision_system); let collision_system = profile(SystemId::Collision, collision_system);
let ghost_collision_system = profile(SystemId::GhostCollision, ghost_collision_system); let ghost_collision_system = profile(SystemId::GhostCollision, ghost_collision_system);
let item_system = profile(SystemId::Item, item_system); let item_system = profile(SystemId::Item, item_system);
let audio_system = profile(SystemId::Audio, audio_system); let audio_system = profile(SystemId::Audio, audio_system);
let blinking_system = profile(SystemId::Blinking, blinking_system); let blinking_system = profile(SystemId::Blinking, blinking_system);
let directional_render_system = profile(SystemId::DirectionalRender, directional_render_system); let directional_render_system = profile(SystemId::DirectionalRender, directional_render_system);
let linear_render_system = profile(SystemId::LinearRender, linear_render_system);
let dirty_render_system = profile(SystemId::DirtyRender, dirty_render_system); let dirty_render_system = profile(SystemId::DirtyRender, dirty_render_system);
let hud_render_system = profile(SystemId::HudRender, hud_render_system);
let render_system = profile(SystemId::Render, render_system); let render_system = profile(SystemId::Render, render_system);
let hud_render_system = profile(SystemId::HudRender, hud_render_system);
let debug_render_system = profile(SystemId::DebugRender, debug_render_system); let debug_render_system = profile(SystemId::DebugRender, debug_render_system);
let present_system = profile(SystemId::Present, present_system);
let unified_ghost_state_system = profile(SystemId::GhostStateAnimation, ghost_state_system);
let present_system = profile( let forced_dirty_system = |mut dirty: ResMut<RenderDirty>| {
SystemId::Present, dirty.0 = true;
|mut canvas: NonSendMut<&mut Canvas<Window>>, debug_state: Res<DebugState>, mut dirty: ResMut<RenderDirty>| { };
if dirty.0 || debug_state.enabled {
// Only copy backbuffer to main canvas if debug rendering is off
// (debug rendering draws directly to main canvas)
if !debug_state.enabled {
canvas.present();
}
dirty.0 = false;
}
},
);
schedule.add_systems(( schedule.add_systems((
forced_dirty_system.run_if(resource_changed::<ScoreResource>.or(resource_changed::<StartupSequence>)),
( (
input_system, input_system,
player_control_system, player_control_system,
@@ -289,12 +304,14 @@ impl Game {
.chain(), .chain(),
player_tunnel_slowdown_system, player_tunnel_slowdown_system,
ghost_movement_system, ghost_movement_system,
profile(SystemId::EatenGhost, eaten_ghost_system),
unified_ghost_state_system,
(collision_system, ghost_collision_system, item_system).chain(), (collision_system, ghost_collision_system, item_system).chain(),
audio_system, audio_system,
blinking_system, blinking_system,
ready_visibility_system,
( (
directional_render_system, directional_render_system,
linear_render_system,
dirty_render_system, dirty_render_system,
render_system, render_system,
hud_render_system, hud_render_system,
@@ -304,53 +321,46 @@ impl Game {
.chain(), .chain(),
)); ));
// Initialize StartupSequence as a global resource // Spawn player and attach initial state bundle
let ready_duration_ticks = { world.spawn(player).insert((Frozen, Hidden));
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)?;
// Spawn items
let pellet_sprite = SpriteAtlas::get_tile(world.non_send_resource::<SpriteAtlas>(), "maze/pellet.png") let pellet_sprite = SpriteAtlas::get_tile(world.non_send_resource::<SpriteAtlas>(), "maze/pellet.png")
.ok_or_else(|| GameError::Texture(TextureError::AtlasTileNotFound("maze/pellet.png".to_string())))?; .ok_or_else(|| GameError::Texture(TextureError::AtlasTileNotFound("maze/pellet.png".to_string())))?;
let energizer_sprite = SpriteAtlas::get_tile(world.non_send_resource::<SpriteAtlas>(), "maze/energizer.png") let energizer_sprite = SpriteAtlas::get_tile(world.non_send_resource::<SpriteAtlas>(), "maze/energizer.png")
.ok_or_else(|| GameError::Texture(TextureError::AtlasTileNotFound("maze/energizer.png".to_string())))?; .ok_or_else(|| GameError::Texture(TextureError::AtlasTileNotFound("maze/energizer.png".to_string())))?;
let nodes: Vec<_> = world.resource::<Map>().iter_nodes().map(|(id, tile)| (*id, *tile)).collect(); // Build a list of item entities to spawn from the map
let nodes: Vec<(NodeId, EntityType, AtlasTile, f32)> = world
for (node_id, tile) in nodes { .resource::<Map>()
let (item_type, sprite, size) = match tile { .iter_nodes()
crate::constants::MapTile::Pellet => (EntityType::Pellet, pellet_sprite, constants::CELL_SIZE as f32 * 0.4), .filter_map(|(id, tile)| match tile {
crate::constants::MapTile::PowerPellet => { MapTile::Pellet => Some((*id, EntityType::Pellet, pellet_sprite, constants::CELL_SIZE as f32 * 0.4)),
(EntityType::PowerPellet, energizer_sprite, constants::CELL_SIZE as f32 * 0.95) MapTile::PowerPellet => Some((
} *id,
_ => continue, EntityType::PowerPellet,
}; energizer_sprite,
constants::CELL_SIZE as f32 * 0.95,
)),
_ => None,
})
.collect();
// Construct and spawn the item entities
for (id, item_type, sprite, size) in nodes {
let mut item = world.spawn(ItemBundle { let mut item = world.spawn(ItemBundle {
position: Position::Stopped { node: node_id }, position: Position::Stopped { node: id },
sprite: Renderable { sprite: Renderable { sprite, layer: 1 },
sprite,
layer: 1,
visible: true,
},
entity_type: item_type, entity_type: item_type,
collider: Collider { size }, collider: Collider { size },
item_collider: ItemCollider, item_collider: ItemCollider,
}); });
// Make power pellets blink
if item_type == EntityType::PowerPellet { if item_type == EntityType::PowerPellet {
item.insert(Blinking { item.insert((Frozen, Blinking::new(0.2)));
timer: 0.0,
interval: 0.2,
});
} }
} }
@@ -378,58 +388,9 @@ impl Game {
for (ghost_type, start_node) in ghost_start_positions { for (ghost_type, start_node) in ghost_start_positions {
// Create the ghost bundle in a separate scope to manage borrows // Create the ghost bundle in a separate scope to manage borrows
let ghost = { let ghost = {
let animations = *world.resource::<GhostAnimations>().get_normal(&ghost_type).unwrap();
let atlas = world.non_send_resource::<SpriteAtlas>(); let atlas = world.non_send_resource::<SpriteAtlas>();
// Create directional animated textures for the ghost
let mut textures = [None, None, None, None];
let mut stopped_textures = [None, None, None, None];
for direction in Direction::DIRECTIONS {
let moving_prefix = match direction {
Direction::Up => "up",
Direction::Down => "down",
Direction::Left => "left",
Direction::Right => "right",
};
let moving_tiles = vec![
SpriteAtlas::get_tile(atlas, &format!("ghost/{}/{}_{}.png", ghost_type.as_str(), moving_prefix, "a"))
.ok_or_else(|| {
GameError::Texture(TextureError::AtlasTileNotFound(format!(
"ghost/{}/{}_{}.png",
ghost_type.as_str(),
moving_prefix,
"a"
)))
})?,
SpriteAtlas::get_tile(atlas, &format!("ghost/{}/{}_{}.png", ghost_type.as_str(), moving_prefix, "b"))
.ok_or_else(|| {
GameError::Texture(TextureError::AtlasTileNotFound(format!(
"ghost/{}/{}_{}.png",
ghost_type.as_str(),
moving_prefix,
"b"
)))
})?,
];
let stopped_tiles = vec![SpriteAtlas::get_tile(
atlas,
&format!("ghost/{}/{}_{}.png", ghost_type.as_str(), moving_prefix, "a"),
)
.ok_or_else(|| {
GameError::Texture(TextureError::AtlasTileNotFound(format!(
"ghost/{}/{}_{}.png",
ghost_type.as_str(),
moving_prefix,
"a"
)))
})?];
textures[direction.as_usize()] = Some(AnimatedTexture::new(moving_tiles, 0.2)?);
stopped_textures[direction.as_usize()] = Some(AnimatedTexture::new(stopped_tiles, 0.1)?);
}
GhostBundle { GhostBundle {
ghost: ghost_type, ghost: ghost_type,
position: Position::Stopped { node: start_node }, position: Position::Stopped { node: start_node },
@@ -447,26 +408,165 @@ impl Game {
}, },
)?, )?,
layer: 0, layer: 0,
visible: true,
},
directional_animated: DirectionalAnimated {
textures,
stopped_textures,
}, },
directional_animation: animations,
entity_type: EntityType::Ghost, entity_type: EntityType::Ghost,
collider: Collider { collider: Collider {
size: crate::constants::CELL_SIZE as f32 * 1.375, size: constants::CELL_SIZE as f32 * 1.375,
}, },
ghost_collider: GhostCollider, ghost_collider: GhostCollider,
ghost_state: GhostState::Normal,
last_animation_state: LastAnimationState(GhostAnimation::Normal),
} }
}; };
world.spawn(ghost).insert(Frozen); world.spawn(ghost).insert((Frozen, Hidden));
} }
Ok(()) Ok(())
} }
fn create_ghost_animations(atlas: &SpriteAtlas) -> GameResult<GhostAnimations> {
// Eaten (eyes) animations - single tile per direction
let up_eye = atlas
.get_tile("ghost/eyes/up.png")
.ok_or_else(|| GameError::Texture(TextureError::AtlasTileNotFound("ghost/eyes/up.png".to_string())))?;
let down_eye = atlas
.get_tile("ghost/eyes/down.png")
.ok_or_else(|| GameError::Texture(TextureError::AtlasTileNotFound("ghost/eyes/down.png".to_string())))?;
let left_eye = atlas
.get_tile("ghost/eyes/left.png")
.ok_or_else(|| GameError::Texture(TextureError::AtlasTileNotFound("ghost/eyes/left.png".to_string())))?;
let right_eye = atlas
.get_tile("ghost/eyes/right.png")
.ok_or_else(|| GameError::Texture(TextureError::AtlasTileNotFound("ghost/eyes/right.png".to_string())))?;
let eyes_tiles = DirectionalTiles::new(
TileSequence::new(&[up_eye]),
TileSequence::new(&[down_eye]),
TileSequence::new(&[left_eye]),
TileSequence::new(&[right_eye]),
);
let eyes = DirectionalAnimation::new(eyes_tiles, eyes_tiles, animation::GHOST_EATEN_SPEED);
let mut animations = HashMap::new();
for ghost_type in [Ghost::Blinky, Ghost::Pinky, Ghost::Inky, Ghost::Clyde] {
// Normal animations - create directional tiles for each direction
let up_tiles = [
atlas
.get_tile(&format!("ghost/{}/up_a.png", ghost_type.as_str()))
.ok_or_else(|| {
GameError::Texture(TextureError::AtlasTileNotFound(format!(
"ghost/{}/up_a.png",
ghost_type.as_str()
)))
})?,
atlas
.get_tile(&format!("ghost/{}/up_b.png", ghost_type.as_str()))
.ok_or_else(|| {
GameError::Texture(TextureError::AtlasTileNotFound(format!(
"ghost/{}/up_b.png",
ghost_type.as_str()
)))
})?,
];
let down_tiles = [
atlas
.get_tile(&format!("ghost/{}/down_a.png", ghost_type.as_str()))
.ok_or_else(|| {
GameError::Texture(TextureError::AtlasTileNotFound(format!(
"ghost/{}/down_a.png",
ghost_type.as_str()
)))
})?,
atlas
.get_tile(&format!("ghost/{}/down_b.png", ghost_type.as_str()))
.ok_or_else(|| {
GameError::Texture(TextureError::AtlasTileNotFound(format!(
"ghost/{}/down_b.png",
ghost_type.as_str()
)))
})?,
];
let left_tiles = [
atlas
.get_tile(&format!("ghost/{}/left_a.png", ghost_type.as_str()))
.ok_or_else(|| {
GameError::Texture(TextureError::AtlasTileNotFound(format!(
"ghost/{}/left_a.png",
ghost_type.as_str()
)))
})?,
atlas
.get_tile(&format!("ghost/{}/left_b.png", ghost_type.as_str()))
.ok_or_else(|| {
GameError::Texture(TextureError::AtlasTileNotFound(format!(
"ghost/{}/left_b.png",
ghost_type.as_str()
)))
})?,
];
let right_tiles = [
atlas
.get_tile(&format!("ghost/{}/right_a.png", ghost_type.as_str()))
.ok_or_else(|| {
GameError::Texture(TextureError::AtlasTileNotFound(format!(
"ghost/{}/right_a.png",
ghost_type.as_str()
)))
})?,
atlas
.get_tile(&format!("ghost/{}/right_b.png", ghost_type.as_str()))
.ok_or_else(|| {
GameError::Texture(TextureError::AtlasTileNotFound(format!(
"ghost/{}/right_b.png",
ghost_type.as_str()
)))
})?,
];
let normal_moving = DirectionalTiles::new(
TileSequence::new(&up_tiles),
TileSequence::new(&down_tiles),
TileSequence::new(&left_tiles),
TileSequence::new(&right_tiles),
);
let normal = DirectionalAnimation::new(normal_moving, normal_moving, animation::GHOST_NORMAL_SPEED);
animations.insert(ghost_type, normal);
}
let (frightened, frightened_flashing) = {
// Load frightened animation tiles (same for all ghosts)
let frightened_blue_a = atlas
.get_tile("ghost/frightened/blue_a.png")
.ok_or_else(|| GameError::Texture(TextureError::AtlasTileNotFound("ghost/frightened/blue_a.png".to_string())))?;
let frightened_blue_b = atlas
.get_tile("ghost/frightened/blue_b.png")
.ok_or_else(|| GameError::Texture(TextureError::AtlasTileNotFound("ghost/frightened/blue_b.png".to_string())))?;
let frightened_white_a = atlas
.get_tile("ghost/frightened/white_a.png")
.ok_or_else(|| GameError::Texture(TextureError::AtlasTileNotFound("ghost/frightened/white_a.png".to_string())))?;
let frightened_white_b = atlas
.get_tile("ghost/frightened/white_b.png")
.ok_or_else(|| GameError::Texture(TextureError::AtlasTileNotFound("ghost/frightened/white_b.png".to_string())))?;
(
LinearAnimation::new(
TileSequence::new(&[frightened_blue_a, frightened_blue_b]),
animation::GHOST_NORMAL_SPEED,
),
LinearAnimation::new(
TileSequence::new(&[frightened_blue_a, frightened_white_a, frightened_blue_b, frightened_white_b]),
animation::GHOST_FRIGHTENED_SPEED,
),
)
};
Ok(GhostAnimations::new(animations, eyes, frightened, frightened_flashing))
}
/// Executes one frame of game logic by running all scheduled ECS systems. /// Executes one frame of game logic by running all scheduled ECS systems.
/// ///
/// Updates the world's delta time resource and runs the complete system pipeline: /// Updates the world's delta time resource and runs the complete system pipeline:

View File

@@ -5,7 +5,7 @@ use crate::map::graph::{Graph, Node, TraversalFlags};
use crate::map::parser::MapTileParser; use crate::map::parser::MapTileParser;
use crate::systems::movement::NodeId; use crate::systems::movement::NodeId;
use bevy_ecs::resource::Resource; use bevy_ecs::resource::Resource;
use glam::{IVec2, Vec2}; use glam::{I8Vec2, IVec2, Vec2};
use std::collections::{HashMap, VecDeque}; use std::collections::{HashMap, VecDeque};
use tracing::debug; use tracing::debug;
@@ -38,7 +38,7 @@ pub struct Map {
/// Connected graph of navigable positions. /// Connected graph of navigable positions.
pub graph: Graph, pub graph: Graph,
/// Bidirectional mapping between 2D grid coordinates and graph node indices. /// Bidirectional mapping between 2D grid coordinates and graph node indices.
pub grid_to_node: HashMap<IVec2, NodeId>, pub grid_to_node: HashMap<I8Vec2, NodeId>,
/// Predetermined spawn locations for all game entities /// Predetermined spawn locations for all game entities
pub start_positions: NodePositions, pub start_positions: NodePositions,
/// 2D array of tile types for collision detection and rendering /// 2D array of tile types for collision detection and rendering
@@ -76,8 +76,8 @@ impl Map {
let mut queue = VecDeque::new(); let mut queue = VecDeque::new();
queue.push_back(start_pos); queue.push_back(start_pos);
let pos = Vec2::new( let pos = Vec2::new(
(start_pos.x * CELL_SIZE as i32) as f32, (start_pos.x as i32 * CELL_SIZE as i32) as f32,
(start_pos.y * CELL_SIZE as i32) as f32, (start_pos.y as i32 * CELL_SIZE as i32) as f32,
) + cell_offset; ) + cell_offset;
let node_id = graph.add_node(Node { position: pos }); let node_id = graph.add_node(Node { position: pos });
grid_to_node.insert(start_pos, node_id); grid_to_node.insert(start_pos, node_id);
@@ -89,9 +89,9 @@ impl Map {
// Skip if the new position is out of bounds // Skip if the new position is out of bounds
if new_position.x < 0 if new_position.x < 0
|| new_position.x >= BOARD_CELL_SIZE.x as i32 || new_position.x as i32 >= BOARD_CELL_SIZE.x as i32
|| new_position.y < 0 || new_position.y < 0
|| new_position.y >= BOARD_CELL_SIZE.y as i32 || new_position.y as i32 >= BOARD_CELL_SIZE.y as i32
{ {
continue; continue;
} }
@@ -108,8 +108,8 @@ impl Map {
) { ) {
// Add the new position to the graph/queue // Add the new position to the graph/queue
let pos = Vec2::new( let pos = Vec2::new(
(new_position.x * CELL_SIZE as i32) as f32, (new_position.x as i32 * CELL_SIZE as i32) as f32,
(new_position.y * CELL_SIZE as i32) as f32, (new_position.y as i32 * CELL_SIZE as i32) as f32,
) + cell_offset; ) + cell_offset;
let new_node_id = graph.add_node(Node { position: pos }); let new_node_id = graph.add_node(Node { position: pos });
grid_to_node.insert(new_position, new_node_id); grid_to_node.insert(new_position, new_node_id);
@@ -132,7 +132,7 @@ impl Map {
for (grid_pos, &node_id) in &grid_to_node { for (grid_pos, &node_id) in &grid_to_node {
for dir in Direction::DIRECTIONS { for dir in Direction::DIRECTIONS {
// If the node doesn't have an edge in this direction, look for a neighbor in that direction // If the node doesn't have an edge in this direction, look for a neighbor in that direction
if graph.adjacency_list[node_id].get(dir).is_none() { if graph.adjacency_list[node_id as usize].get(dir).is_none() {
let neighbor = grid_pos + dir.as_ivec2(); let neighbor = grid_pos + dir.as_ivec2();
// If the neighbor exists, connect the node to it // If the neighbor exists, connect the node to it
if let Some(&neighbor_id) = grid_to_node.get(&neighbor) { if let Some(&neighbor_id) = grid_to_node.get(&neighbor) {
@@ -199,9 +199,9 @@ impl Map {
/// representing the four key positions within the ghost house structure. /// representing the four key positions within the ghost house structure.
fn build_house( fn build_house(
graph: &mut Graph, graph: &mut Graph,
grid_to_node: &HashMap<IVec2, NodeId>, grid_to_node: &HashMap<I8Vec2, NodeId>,
house_door: &[Option<IVec2>; 2], house_door: &[Option<I8Vec2>; 2],
) -> GameResult<(usize, usize, usize, usize)> { ) -> GameResult<(NodeId, NodeId, NodeId, NodeId)> {
// Calculate the position of the house entrance node // Calculate the position of the house entrance node
let (house_entrance_node_id, house_entrance_node_position) = { let (house_entrance_node_id, house_entrance_node_position) = {
// Translate the grid positions to the actual node ids // Translate the grid positions to the actual node ids
@@ -222,10 +222,13 @@ impl Map {
// Calculate the position of the house node // Calculate the position of the house node
let (node_id, node_position) = { let (node_id, node_position) = {
let left_pos = graph.get_node(*left_node).ok_or(MapError::NodeNotFound(*left_node))?.position; let left_pos = graph
.get_node(*left_node)
.ok_or(MapError::NodeNotFound(*left_node as usize))?
.position;
let right_pos = graph let right_pos = graph
.get_node(*right_node) .get_node(*right_node)
.ok_or(MapError::NodeNotFound(*right_node))? .ok_or(MapError::NodeNotFound(*right_node as usize))?
.position; .position;
let house_node = graph.add_node(Node { let house_node = graph.add_node(Node {
position: left_pos.lerp(right_pos, 0.5), position: left_pos.lerp(right_pos, 0.5),
@@ -249,10 +252,10 @@ impl Map {
// Place the nodes at, above, and below the center position // Place the nodes at, above, and below the center position
let center_node_id = graph.add_node(Node { position: center_pos }); let center_node_id = graph.add_node(Node { position: center_pos });
let top_node_id = graph.add_node(Node { let top_node_id = graph.add_node(Node {
position: center_pos + (Direction::Up.as_ivec2() * (CELL_SIZE as i32 / 2)).as_vec2(), position: center_pos + IVec2::from(Direction::Up.as_ivec2()).as_vec2() * (CELL_SIZE as f32 / 2.0),
}); });
let bottom_node_id = graph.add_node(Node { let bottom_node_id = graph.add_node(Node {
position: center_pos + (Direction::Down.as_ivec2() * (CELL_SIZE as i32 / 2)).as_vec2(), position: center_pos + IVec2::from(Direction::Down.as_ivec2()).as_vec2() * (CELL_SIZE as f32 / 2.0),
}); });
// Connect the center node to the top and bottom nodes // Connect the center node to the top and bottom nodes
@@ -268,7 +271,7 @@ impl Map {
// Calculate the position of the center line's center node // Calculate the position of the center line's center node
let center_line_center_position = let center_line_center_position =
house_entrance_node_position + (Direction::Down.as_ivec2() * (3 * CELL_SIZE as i32)).as_vec2(); house_entrance_node_position + IVec2::from(Direction::Down.as_ivec2()).as_vec2() * (3.0 * CELL_SIZE as f32);
// Create the center line // Create the center line
let (center_center_node_id, center_top_node_id) = create_house_line(graph, center_line_center_position)?; let (center_center_node_id, center_top_node_id) = create_house_line(graph, center_line_center_position)?;
@@ -300,13 +303,13 @@ impl Map {
// Create the left line // Create the left line
let (left_center_node_id, _) = create_house_line( let (left_center_node_id, _) = create_house_line(
graph, graph,
center_line_center_position + (Direction::Left.as_ivec2() * (CELL_SIZE as i32 * 2)).as_vec2(), center_line_center_position + IVec2::from(Direction::Left.as_ivec2()).as_vec2() * (CELL_SIZE as f32 * 2.0),
)?; )?;
// Create the right line // Create the right line
let (right_center_node_id, _) = create_house_line( let (right_center_node_id, _) = create_house_line(
graph, graph,
center_line_center_position + (Direction::Right.as_ivec2() * (CELL_SIZE as i32 * 2)).as_vec2(), center_line_center_position + IVec2::from(Direction::Right.as_ivec2()).as_vec2() * (CELL_SIZE as f32 * 2.0),
)?; )?;
debug!("Left center node id: {left_center_node_id}"); debug!("Left center node id: {left_center_node_id}");
@@ -336,8 +339,8 @@ impl Map {
/// Creates hidden intermediate nodes beyond the visible tunnel entrances and connects them with zero-distance edges for instantaneous traversal. /// Creates hidden intermediate nodes beyond the visible tunnel entrances and connects them with zero-distance edges for instantaneous traversal.
fn build_tunnels( fn build_tunnels(
graph: &mut Graph, graph: &mut Graph,
grid_to_node: &HashMap<IVec2, NodeId>, grid_to_node: &HashMap<I8Vec2, NodeId>,
tunnel_ends: &[Option<IVec2>; 2], tunnel_ends: &[Option<I8Vec2>; 2],
) -> GameResult<()> { ) -> GameResult<()> {
// Create the hidden tunnel nodes // Create the hidden tunnel nodes
let left_tunnel_hidden_node_id = { let left_tunnel_hidden_node_id = {
@@ -353,7 +356,7 @@ impl Map {
Direction::Left, Direction::Left,
Node { Node {
position: left_tunnel_entrance_node.position position: left_tunnel_entrance_node.position
+ (Direction::Left.as_ivec2() * (CELL_SIZE as i32 * 2)).as_vec2(), + IVec2::from(Direction::Left.as_ivec2()).as_vec2() * (CELL_SIZE as f32 * 2.0),
}, },
) )
.map_err(|e| { .map_err(|e| {
@@ -378,7 +381,7 @@ impl Map {
Direction::Right, Direction::Right,
Node { Node {
position: right_tunnel_entrance_node.position position: right_tunnel_entrance_node.position
+ (Direction::Right.as_ivec2() * (CELL_SIZE as i32 * 2)).as_vec2(), + IVec2::from(Direction::Right.as_ivec2()).as_vec2() * (CELL_SIZE as f32 * 2.0),
}, },
) )
.map_err(|e| { .map_err(|e| {

View File

@@ -1,8 +1,10 @@
use glam::IVec2; use glam::I8Vec2;
use strum_macros::AsRefStr;
/// The four cardinal directions. /// The four cardinal directions.
#[derive(Debug, Clone, Copy, PartialEq, Eq, Hash, Default)] #[derive(Debug, Clone, Copy, PartialEq, Eq, Hash, Default, AsRefStr)]
#[repr(usize)] #[repr(usize)]
#[strum(serialize_all = "lowercase")]
pub enum Direction { pub enum Direction {
Up, Up,
Down, Down,
@@ -26,8 +28,8 @@ impl Direction {
} }
} }
/// Returns the direction as an IVec2. /// Returns the direction as an I8Vec2.
pub fn as_ivec2(self) -> IVec2 { pub fn as_ivec2(self) -> I8Vec2 {
self.into() self.into()
} }
@@ -43,13 +45,13 @@ impl Direction {
} }
} }
impl From<Direction> for IVec2 { impl From<Direction> for I8Vec2 {
fn from(dir: Direction) -> Self { fn from(dir: Direction) -> Self {
match dir { match dir {
Direction::Up => -IVec2::Y, Direction::Up => -I8Vec2::Y,
Direction::Down => IVec2::Y, Direction::Down => I8Vec2::Y,
Direction::Left => -IVec2::X, Direction::Left => -I8Vec2::X,
Direction::Right => IVec2::X, Direction::Right => I8Vec2::X,
} }
} }
} }

View File

@@ -107,7 +107,7 @@ impl Graph {
/// Adds a new node with the given data to the graph and returns its ID. /// Adds a new node with the given data to the graph and returns its ID.
pub fn add_node(&mut self, data: Node) -> NodeId { pub fn add_node(&mut self, data: Node) -> NodeId {
let id = self.nodes.len(); let id = self.nodes.len() as NodeId;
self.nodes.push(data); self.nodes.push(data);
self.adjacency_list.push(Intersection::default()); self.adjacency_list.push(Intersection::default());
id id
@@ -129,10 +129,10 @@ impl Graph {
distance: Option<f32>, distance: Option<f32>,
direction: Direction, direction: Direction,
) -> Result<(), &'static str> { ) -> Result<(), &'static str> {
if from >= self.adjacency_list.len() { if from as usize >= self.adjacency_list.len() {
return Err("From node does not exist."); return Err("From node does not exist.");
} }
if to >= self.adjacency_list.len() { if to as usize >= self.adjacency_list.len() {
return Err("To node does not exist."); return Err("To node does not exist.");
} }
@@ -178,8 +178,8 @@ impl Graph {
} }
None => { None => {
// If no distance is provided, calculate it based on the positions of the nodes // If no distance is provided, calculate it based on the positions of the nodes
let from_pos = self.nodes[from].position; let from_pos = self.nodes[from as usize].position;
let to_pos = self.nodes[to].position; let to_pos = self.nodes[to as usize].position;
from_pos.distance(to_pos) from_pos.distance(to_pos)
} }
}, },
@@ -187,11 +187,11 @@ impl Graph {
traversal_flags, traversal_flags,
}; };
if from >= self.adjacency_list.len() { if from as usize >= self.adjacency_list.len() {
return Err("From node does not exist."); return Err("From node does not exist.");
} }
let adjacency_list = &mut self.adjacency_list[from]; let adjacency_list = &mut self.adjacency_list[from as usize];
// Check if the edge already exists in this direction or to the same target // Check if the edge already exists in this direction or to the same target
if let Some(err) = adjacency_list.edges().find_map(|e| { if let Some(err) = adjacency_list.edges().find_map(|e| {
@@ -215,7 +215,7 @@ impl Graph {
/// Retrieves an immutable reference to a node's data. /// Retrieves an immutable reference to a node's data.
pub fn get_node(&self, id: NodeId) -> Option<&Node> { pub fn get_node(&self, id: NodeId) -> Option<&Node> {
self.nodes.get(id) self.nodes.get(id as usize)
} }
/// Returns an iterator over all nodes in the graph. /// Returns an iterator over all nodes in the graph.
@@ -228,17 +228,17 @@ impl Graph {
self.adjacency_list self.adjacency_list
.iter() .iter()
.enumerate() .enumerate()
.flat_map(|(node_id, intersection)| intersection.edges().map(move |edge| (node_id, edge))) .flat_map(|(node_id, intersection)| intersection.edges().map(move |edge| (node_id as NodeId, edge)))
} }
/// Finds a specific edge from a source node to a target node. /// Finds a specific edge from a source node to a target node.
pub fn find_edge(&self, from: NodeId, to: NodeId) -> Option<Edge> { pub fn find_edge(&self, from: NodeId, to: NodeId) -> Option<Edge> {
self.adjacency_list.get(from)?.edges().find(|edge| edge.target == to) self.adjacency_list.get(from as usize)?.edges().find(|edge| edge.target == to)
} }
/// Finds an edge originating from a given node that follows a specific direction. /// Finds an edge originating from a given node that follows a specific direction.
pub fn find_edge_in_direction(&self, from: NodeId, direction: Direction) -> Option<Edge> { pub fn find_edge_in_direction(&self, from: NodeId, direction: Direction) -> Option<Edge> {
self.adjacency_list.get(from)?.get(direction) self.adjacency_list.get(from as usize)?.get(direction)
} }
} }

View File

@@ -2,7 +2,7 @@
use crate::constants::{MapTile, BOARD_CELL_SIZE}; use crate::constants::{MapTile, BOARD_CELL_SIZE};
use crate::error::ParseError; use crate::error::ParseError;
use glam::IVec2; use glam::I8Vec2;
/// Structured representation of parsed ASCII board layout with extracted special positions. /// Structured representation of parsed ASCII board layout with extracted special positions.
/// ///
@@ -15,11 +15,11 @@ pub struct ParsedMap {
/// 2D array of tiles converted from ASCII characters /// 2D array of tiles converted from ASCII characters
pub tiles: [[MapTile; BOARD_CELL_SIZE.y as usize]; BOARD_CELL_SIZE.x as usize], pub tiles: [[MapTile; BOARD_CELL_SIZE.y as usize]; BOARD_CELL_SIZE.x as usize],
/// Two positions marking the ghost house entrance (represented by '=' characters) /// Two positions marking the ghost house entrance (represented by '=' characters)
pub house_door: [Option<IVec2>; 2], pub house_door: [Option<I8Vec2>; 2],
/// Two positions marking tunnel portals for wraparound teleportation ('T' characters) /// Two positions marking tunnel portals for wraparound teleportation ('T' characters)
pub tunnel_ends: [Option<IVec2>; 2], pub tunnel_ends: [Option<I8Vec2>; 2],
/// Starting position for Pac-Man (marked by 'X' character in the layout) /// Starting position for Pac-Man (marked by 'X' character in the layout)
pub pacman_start: Option<IVec2>, pub pacman_start: Option<I8Vec2>,
} }
/// Parser for converting raw board layouts into structured map data. /// Parser for converting raw board layouts into structured map data.
@@ -88,7 +88,7 @@ impl MapTileParser {
let mut tiles = [[MapTile::Empty; BOARD_CELL_SIZE.y as usize]; BOARD_CELL_SIZE.x as usize]; let mut tiles = [[MapTile::Empty; BOARD_CELL_SIZE.y as usize]; BOARD_CELL_SIZE.x as usize];
let mut house_door = [None; 2]; let mut house_door = [None; 2];
let mut tunnel_ends = [None; 2]; let mut tunnel_ends = [None; 2];
let mut pacman_start: Option<IVec2> = None; let mut pacman_start: Option<I8Vec2> = None;
for (y, line) in raw_board.iter().enumerate().take(BOARD_CELL_SIZE.y as usize) { for (y, line) in raw_board.iter().enumerate().take(BOARD_CELL_SIZE.y as usize) {
for (x, character) in line.chars().enumerate().take(BOARD_CELL_SIZE.x as usize) { for (x, character) in line.chars().enumerate().take(BOARD_CELL_SIZE.x as usize) {
@@ -98,16 +98,16 @@ impl MapTileParser {
match tile { match tile {
MapTile::Tunnel => { MapTile::Tunnel => {
if tunnel_ends[0].is_none() { if tunnel_ends[0].is_none() {
tunnel_ends[0] = Some(IVec2::new(x as i32, y as i32)); tunnel_ends[0] = Some(I8Vec2::new(x as i8, y as i8));
} else { } else {
tunnel_ends[1] = Some(IVec2::new(x as i32, y as i32)); tunnel_ends[1] = Some(I8Vec2::new(x as i8, y as i8));
} }
} }
MapTile::Wall if character == '=' => { MapTile::Wall if character == '=' => {
if house_door[0].is_none() { if house_door[0].is_none() {
house_door[0] = Some(IVec2::new(x as i32, y as i32)); house_door[0] = Some(I8Vec2::new(x as i8, y as i8));
} else { } else {
house_door[1] = Some(IVec2::new(x as i32, y as i32)); house_door[1] = Some(I8Vec2::new(x as i8, y as i8));
} }
} }
_ => {} _ => {}
@@ -115,7 +115,7 @@ impl MapTileParser {
// Track Pac-Man's starting position // Track Pac-Man's starting position
if character == 'X' { if character == 'X' {
pacman_start = Some(IVec2::new(x as i32, y as i32)); pacman_start = Some(I8Vec2::new(x as i8, y as i8));
} }
tiles[x][y] = tile; tiles[x][y] = tile;

View File

@@ -24,44 +24,6 @@ impl CommonPlatform for Platform {
} }
fn init_console(&self) -> Result<(), PlatformError> { fn init_console(&self) -> Result<(), PlatformError> {
#[cfg(windows)]
{
unsafe {
use winapi::{
shared::ntdef::NULL,
um::{
fileapi::{CreateFileA, OPEN_EXISTING},
handleapi::INVALID_HANDLE_VALUE,
processenv::SetStdHandle,
winbase::{STD_ERROR_HANDLE, STD_OUTPUT_HANDLE},
wincon::{AttachConsole, GetConsoleWindow},
winnt::{FILE_SHARE_READ, FILE_SHARE_WRITE, GENERIC_READ, GENERIC_WRITE},
},
};
if !std::ptr::eq(GetConsoleWindow(), std::ptr::null_mut()) {
return Ok(());
}
if AttachConsole(winapi::um::wincon::ATTACH_PARENT_PROCESS) != 0 {
let handle = CreateFileA(
c"CONOUT$".as_ptr(),
GENERIC_READ | GENERIC_WRITE,
FILE_SHARE_READ | FILE_SHARE_WRITE,
std::ptr::null_mut(),
OPEN_EXISTING,
0,
NULL,
);
if handle != INVALID_HANDLE_VALUE {
SetStdHandle(STD_OUTPUT_HANDLE, handle);
SetStdHandle(STD_ERROR_HANDLE, handle);
}
}
}
}
Ok(()) Ok(())
} }

View File

@@ -6,10 +6,20 @@
use bevy_ecs::{ use bevy_ecs::{
event::{Event, EventReader, EventWriter}, event::{Event, EventReader, EventWriter},
resource::Resource,
system::{NonSendMut, ResMut}, system::{NonSendMut, ResMut},
}; };
use crate::{audio::Audio, error::GameError, systems::components::AudioState}; use crate::{audio::Audio, error::GameError};
/// Resource for tracking audio state
#[derive(Resource, Debug, Clone, Default)]
pub struct AudioState {
/// Whether audio is currently muted
pub muted: bool,
/// Current sound index for cycling through eat sounds
pub sound_index: usize,
}
/// Events for triggering audio playback /// Events for triggering audio playback
#[derive(Event, Debug, Clone, Copy, PartialEq, Eq)] #[derive(Event, Debug, Clone, Copy, PartialEq, Eq)]

View File

@@ -1,27 +1,63 @@
use bevy_ecs::{ use bevy_ecs::{
component::Component, component::Component,
system::{Query, Res}, entity::Entity,
query::{Has, With},
system::{Commands, Query, Res},
}; };
use crate::systems::components::{DeltaTime, Renderable}; use crate::systems::{
components::{DeltaTime, Renderable},
Frozen, Hidden,
};
#[derive(Component)] #[derive(Component, Debug)]
pub struct Blinking { pub struct Blinking {
pub timer: f32, pub timer: f32,
pub interval: f32, pub interval: f32,
} }
impl Blinking {
pub fn new(interval: f32) -> Self {
Self { timer: 0.0, interval }
}
}
/// Updates blinking entities by toggling their visibility at regular intervals. /// Updates blinking entities by toggling their visibility at regular intervals.
/// ///
/// This system manages entities that have both `Blinking` and `Renderable` components, /// This system manages entities that have both `Blinking` and `Renderable` components,
/// accumulating time and toggling visibility when the specified interval is reached. /// accumulating time and toggling visibility when the specified interval is reached.
pub fn blinking_system(time: Res<DeltaTime>, mut query: Query<(&mut Blinking, &mut Renderable)>) { #[allow(clippy::type_complexity)]
for (mut blinking, mut renderable) in query.iter_mut() { pub fn blinking_system(
mut commands: Commands,
time: Res<DeltaTime>,
mut query: Query<(Entity, &mut Blinking, Has<Hidden>, Has<Frozen>), With<Renderable>>,
) {
for (entity, mut blinking, hidden, frozen) in query.iter_mut() {
// If the entity is frozen, blinking is disabled and the entity is unhidden (if it was hidden)
if frozen {
if hidden {
commands.entity(entity).remove::<Hidden>();
}
continue;
}
// Increase the timer by the delta time
blinking.timer += time.0; blinking.timer += time.0;
if blinking.timer >= blinking.interval { // If the timer is less than the interval, there's nothing to do yet
blinking.timer = 0.0; if blinking.timer < blinking.interval {
renderable.visible = !renderable.visible; continue;
}
// Subtract the interval (allows for the timer to retain partial interval progress)
blinking.timer -= blinking.interval;
// Toggle the Hidden component
if hidden {
commands.entity(entity).remove::<Hidden>();
} else {
commands.entity(entity).insert(Hidden);
} }
} }
} }

View File

@@ -1,13 +1,37 @@
use bevy_ecs::component::Component;
use bevy_ecs::entity::Entity; use bevy_ecs::entity::Entity;
use bevy_ecs::event::EventWriter; use bevy_ecs::event::{EventReader, EventWriter};
use bevy_ecs::query::With; use bevy_ecs::query::With;
use bevy_ecs::system::{Query, Res}; use bevy_ecs::system::{Query, Res, ResMut};
use crate::error::GameError; use crate::error::GameError;
use crate::events::GameEvent; use crate::events::GameEvent;
use crate::map::builder::Map; use crate::map::builder::Map;
use crate::systems::components::{Collider, GhostCollider, ItemCollider, PacmanCollider};
use crate::systems::movement::Position; use crate::systems::movement::Position;
use crate::systems::{AudioEvent, Ghost, GhostState, PlayerControlled, ScoreResource};
#[derive(Component)]
pub struct Collider {
pub size: f32,
}
impl Collider {
/// Checks if this collider collides with another collider at the given distance.
pub fn collides_with(&self, other_size: f32, distance: f32) -> bool {
let collision_distance = (self.size + other_size) / 2.0;
distance < collision_distance
}
}
/// Marker components for collision filtering optimization
#[derive(Component)]
pub struct PacmanCollider;
#[derive(Component)]
pub struct GhostCollider;
#[derive(Component)]
pub struct ItemCollider;
/// Helper function to check collision between two entities with colliders. /// Helper function to check collision between two entities with colliders.
pub fn check_collision( pub fn check_collision(
@@ -82,3 +106,47 @@ pub fn collision_system(
} }
} }
} }
pub fn ghost_collision_system(
mut collision_events: EventReader<GameEvent>,
mut score: ResMut<ScoreResource>,
pacman_query: Query<(), With<PlayerControlled>>,
ghost_query: Query<(Entity, &Ghost), With<GhostCollider>>,
mut ghost_state_query: Query<&mut GhostState>,
mut events: EventWriter<AudioEvent>,
) {
for event in collision_events.read() {
if let GameEvent::Collision(entity1, entity2) = event {
// Check if one is Pacman and the other is a ghost
let (_pacman_entity, ghost_entity) = if pacman_query.get(*entity1).is_ok() && ghost_query.get(*entity2).is_ok() {
(*entity1, *entity2)
} else if pacman_query.get(*entity2).is_ok() && ghost_query.get(*entity1).is_ok() {
(*entity2, *entity1)
} else {
continue;
};
// Check if the ghost is frightened
if let Ok((ghost_ent, _ghost_type)) = ghost_query.get(ghost_entity) {
if let Ok(mut ghost_state) = ghost_state_query.get_mut(ghost_ent) {
// Check if ghost is in frightened state
if matches!(*ghost_state, GhostState::Frightened { .. }) {
// Pac-Man eats the ghost
// Add score (200 points per ghost eaten)
score.0 += 200;
// Set ghost state to Eyes
*ghost_state = GhostState::Eyes;
// 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 frightened!");
}
}
}
}
}
}

View File

@@ -1,17 +1,25 @@
use std::collections::HashMap;
use bevy_ecs::{bundle::Bundle, component::Component, resource::Resource}; use bevy_ecs::{bundle::Bundle, component::Component, resource::Resource};
use bitflags::bitflags; use bitflags::bitflags;
use crate::{ use crate::{
map::graph::TraversalFlags, map::graph::TraversalFlags,
systems::movement::{BufferedDirection, Position, Velocity}, systems::{
texture::{animated::AnimatedTexture, sprite::AtlasTile}, movement::{BufferedDirection, Position, Velocity},
Collider, GhostCollider, ItemCollider, PacmanCollider,
},
texture::{
animated::{DirectionalTiles, TileSequence},
sprite::AtlasTile,
},
}; };
/// A tag component for entities that are controlled by the player. /// A tag component for entities that are controlled by the player.
#[derive(Default, Component)] #[derive(Default, Component)]
pub struct PlayerControlled; pub struct PlayerControlled;
#[derive(Component, Debug, Clone, Copy, PartialEq, Eq)] #[derive(Component, Debug, Clone, Copy, PartialEq, Eq, Hash)]
pub enum Ghost { pub enum Ghost {
Blinky, Blinky,
Pinky, Pinky,
@@ -90,14 +98,50 @@ impl EntityType {
pub struct Renderable { pub struct Renderable {
pub sprite: AtlasTile, pub sprite: AtlasTile,
pub layer: u8, pub layer: u8,
pub visible: bool,
} }
/// A component for entities that have a directional animated texture. /// Directional animation component with shared timing across all directions
#[derive(Component)] #[derive(Component, Clone, Copy)]
pub struct DirectionalAnimated { pub struct DirectionalAnimation {
pub textures: [Option<AnimatedTexture>; 4], pub moving_tiles: DirectionalTiles,
pub stopped_textures: [Option<AnimatedTexture>; 4], pub stopped_tiles: DirectionalTiles,
pub current_frame: usize,
pub time_bank: u16,
pub frame_duration: u16,
}
impl DirectionalAnimation {
/// Creates a new directional animation with the given tiles and frame duration
pub fn new(moving_tiles: DirectionalTiles, stopped_tiles: DirectionalTiles, frame_duration: u16) -> Self {
Self {
moving_tiles,
stopped_tiles,
current_frame: 0,
time_bank: 0,
frame_duration,
}
}
}
/// Linear animation component for non-directional animations (frightened ghosts)
#[derive(Component, Clone, Copy)]
pub struct LinearAnimation {
pub tiles: TileSequence,
pub current_frame: usize,
pub time_bank: u16,
pub frame_duration: u16,
}
impl LinearAnimation {
/// Creates a new linear animation with the given tiles and frame duration
pub fn new(tiles: TileSequence, frame_duration: u16) -> Self {
Self {
tiles,
current_frame: 0,
time_bank: 0,
frame_duration,
}
}
} }
bitflags! { bitflags! {
@@ -109,63 +153,6 @@ bitflags! {
} }
} }
#[derive(Component)]
pub struct Collider {
pub size: f32,
}
impl Collider {
/// Checks if this collider collides with another collider at the given distance.
pub fn collides_with(&self, other_size: f32, distance: f32) -> bool {
let collision_distance = (self.size + other_size) / 2.0;
distance < collision_distance
}
}
/// Marker components for collision filtering optimization
#[derive(Component)]
pub struct PacmanCollider;
#[derive(Component)]
pub struct GhostCollider;
#[derive(Component)]
pub struct ItemCollider;
#[derive(Bundle)]
pub struct PlayerBundle {
pub player: PlayerControlled,
pub position: Position,
pub velocity: Velocity,
pub buffered_direction: BufferedDirection,
pub sprite: Renderable,
pub directional_animated: DirectionalAnimated,
pub entity_type: EntityType,
pub collider: Collider,
pub pacman_collider: PacmanCollider,
}
#[derive(Bundle)]
pub struct ItemBundle {
pub position: Position,
pub sprite: Renderable,
pub entity_type: EntityType,
pub collider: Collider,
pub item_collider: ItemCollider,
}
#[derive(Bundle)]
pub struct GhostBundle {
pub ghost: Ghost,
pub position: Position,
pub velocity: Velocity,
pub sprite: Renderable,
pub directional_animated: DirectionalAnimated,
pub entity_type: EntityType,
pub collider: Collider,
pub ghost_collider: GhostCollider,
}
#[derive(Resource)] #[derive(Resource)]
pub struct GlobalState { pub struct GlobalState {
pub exit: bool, pub exit: bool,
@@ -177,110 +164,6 @@ pub struct ScoreResource(pub u32);
#[derive(Resource)] #[derive(Resource)]
pub struct DeltaTime(pub f32); pub struct DeltaTime(pub f32);
/// Resource for tracking audio state
#[derive(Resource, Debug, Clone, Default)]
pub struct AudioState {
/// Whether audio is currently muted
pub muted: bool,
/// Current sound index for cycling through eat sounds
pub sound_index: usize,
}
/// 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. /// Movement modifiers that can affect Pac-Man's speed or handling.
#[derive(Component, Debug, Clone, Copy)] #[derive(Component, Debug, Clone, Copy)]
pub struct MovementModifiers { pub struct MovementModifiers {
@@ -299,114 +182,183 @@ impl Default for MovementModifiers {
} }
} }
/// 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 /// Tag component for entities that should be frozen during startup
#[derive(Component, Debug, Clone, Copy)] #[derive(Component, Debug, Clone, Copy)]
pub struct Frozen; pub struct Frozen;
/// Convenience bundle for attaching the hybrid FSM to the player entity /// Tag component for eaten ghosts
#[derive(Bundle, Default)] #[derive(Component, Debug, Clone, Copy)]
pub struct PlayerStateBundle { pub struct Eaten;
pub lifecycle: PlayerLifecycle,
pub control: ControlState, #[derive(Component, Debug, Clone, Copy)]
pub combat: CombatState, pub enum GhostState {
pub movement_modifiers: MovementModifiers, /// Normal ghost behavior - chasing Pac-Man
Normal,
/// Frightened state after power pellet - ghost can be eaten
Frightened {
remaining_ticks: u32,
flash: bool,
remaining_flash_ticks: u32,
},
/// Eyes state - ghost has been eaten and is returning to ghost house
Eyes,
} }
#[derive(Resource, Debug, Clone, Copy)] /// Component to track the last animation state for efficient change detection
pub enum StartupSequence { #[derive(Component, Debug, Clone, Copy, PartialEq)]
/// Stage 1: Text-only stage pub struct LastAnimationState(pub GhostAnimation);
/// - 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 { impl GhostState {
/// Creates a new StartupSequence with the specified duration in ticks /// Creates a new frightened state with the specified duration
pub fn new(text_only_ticks: u32, _characters_visible_ticks: u32) -> Self { pub fn new_frightened(total_ticks: u32, flash_start_ticks: u32) -> Self {
Self::TextOnly { Self::Frightened {
remaining_ticks: text_only_ticks, remaining_ticks: total_ticks,
flash: false,
remaining_flash_ticks: flash_start_ticks, // Time until flashing starts
} }
} }
/// Returns true if the timer is still active (not in GameActive state) /// Ticks the ghost state, returning true if the state changed.
pub fn is_active(&self) -> bool { pub fn tick(&mut self) -> bool {
!matches!(self, StartupSequence::GameActive) if let GhostState::Frightened {
remaining_ticks,
flash,
remaining_flash_ticks,
} = self
{
// Transition out of frightened state
if *remaining_ticks == 0 {
*self = GhostState::Normal;
return true;
}
*remaining_ticks -= 1;
if *remaining_flash_ticks > 0 {
*remaining_flash_ticks = remaining_flash_ticks.saturating_sub(1);
if *remaining_flash_ticks == 0 {
*flash = true;
true
} else {
false
}
} else {
false
}
} else {
false
}
} }
/// Returns true if we're in the game active stage /// Returns the appropriate animation state for this ghost state
pub fn is_game_active(&self) -> bool { pub fn animation_state(&self) -> GhostAnimation {
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 { match self {
StartupSequence::TextOnly { remaining_ticks } => { GhostState::Normal => GhostAnimation::Normal,
if *remaining_ticks > 0 { GhostState::Eyes => GhostAnimation::Eyes,
*remaining_ticks -= 1; GhostState::Frightened { flash: false, .. } => GhostAnimation::Frightened { flash: false },
None GhostState::Frightened { flash: true, .. } => GhostAnimation::Frightened { flash: true },
} 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,
} }
} }
} }
/// Enumeration of different ghost animation states.
/// Note that this is used in micromap which has a fixed size based on the number of variants,
/// so extending this should be done with caution, and will require updating the micromap's capacity.
#[derive(Debug, Clone, Copy, PartialEq, Eq, Hash)]
pub enum GhostAnimation {
/// Normal ghost appearance with directional movement animations
Normal,
/// Blue ghost appearance when vulnerable (power pellet active)
Frightened { flash: bool },
/// Eyes-only animation when ghost has been consumed by Pac-Man (Eaten state)
Eyes,
}
/// Global resource containing pre-loaded animation sets for all ghost types.
///
/// This resource is initialized once during game startup and provides O(1) access
/// to animation sets for each ghost type. The animation system uses this resource
/// to efficiently switch between different ghost states without runtime asset loading.
///
/// The HashMap is keyed by `Ghost` enum variants (Blinky, Pinky, Inky, Clyde) and
/// contains the normal directional animation for each ghost type.
#[derive(Resource)]
pub struct GhostAnimations {
pub normal: HashMap<Ghost, DirectionalAnimation>,
pub eyes: DirectionalAnimation,
pub frightened: LinearAnimation,
pub frightened_flashing: LinearAnimation,
}
impl GhostAnimations {
/// Creates a new GhostAnimations resource with the provided data.
pub fn new(
normal: HashMap<Ghost, DirectionalAnimation>,
eyes: DirectionalAnimation,
frightened: LinearAnimation,
frightened_flashing: LinearAnimation,
) -> Self {
Self {
normal,
eyes,
frightened,
frightened_flashing,
}
}
/// Gets the normal directional animation for the specified ghost type.
pub fn get_normal(&self, ghost_type: &Ghost) -> Option<&DirectionalAnimation> {
self.normal.get(ghost_type)
}
/// Gets the eyes animation (shared across all ghosts).
pub fn eyes(&self) -> &DirectionalAnimation {
&self.eyes
}
/// Gets the frightened animations (shared across all ghosts).
pub fn frightened(&self, flash: bool) -> &LinearAnimation {
if flash {
&self.frightened_flashing
} else {
&self.frightened
}
}
}
#[derive(Bundle)]
pub struct PlayerBundle {
pub player: PlayerControlled,
pub position: Position,
pub velocity: Velocity,
pub buffered_direction: BufferedDirection,
pub sprite: Renderable,
pub directional_animation: DirectionalAnimation,
pub entity_type: EntityType,
pub collider: Collider,
pub movement_modifiers: MovementModifiers,
pub pacman_collider: PacmanCollider,
}
#[derive(Bundle)]
pub struct ItemBundle {
pub position: Position,
pub sprite: Renderable,
pub entity_type: EntityType,
pub collider: Collider,
pub item_collider: ItemCollider,
}
#[derive(Bundle)]
pub struct GhostBundle {
pub ghost: Ghost,
pub position: Position,
pub velocity: Velocity,
pub sprite: Renderable,
pub directional_animation: DirectionalAnimation,
pub entity_type: EntityType,
pub collider: Collider,
pub ghost_collider: GhostCollider,
pub ghost_state: GhostState,
pub last_animation_state: LastAnimationState,
}

View File

@@ -3,12 +3,9 @@ use std::cmp::Ordering;
use crate::constants::BOARD_PIXEL_OFFSET; use crate::constants::BOARD_PIXEL_OFFSET;
use crate::map::builder::Map; use crate::map::builder::Map;
use crate::systems::components::Collider; use crate::systems::{Collider, CursorPosition, NodeId, Position, SystemTimings};
use crate::systems::input::CursorPosition; use bevy_ecs::resource::Resource;
use crate::systems::movement::Position; use bevy_ecs::system::{NonSendMut, Query, Res};
use crate::systems::profiling::SystemTimings;
use crate::systems::render::BackbufferResource;
use bevy_ecs::prelude::*;
use glam::{IVec2, UVec2, Vec2}; use glam::{IVec2, UVec2, Vec2};
use sdl2::pixels::Color; use sdl2::pixels::Color;
use sdl2::rect::{Point, Rect}; use sdl2::rect::{Point, Rect};
@@ -57,8 +54,8 @@ fn render_timing_display(
.unwrap_or(0); .unwrap_or(0);
// Only draw background if there is text to display // Only draw background if there is text to display
if max_width > 0 { let total_height = (lines.len() as u32) * line_height as u32;
let total_height = (lines.len() as u32) * line_height as u32; if max_width > 0 && total_height > 0 {
let bg_padding = 5; let bg_padding = 5;
// Draw background // Draw background
@@ -92,7 +89,6 @@ fn render_timing_display(
#[allow(clippy::too_many_arguments)] #[allow(clippy::too_many_arguments)]
pub fn debug_render_system( pub fn debug_render_system(
mut canvas: NonSendMut<&mut Canvas<Window>>, mut canvas: NonSendMut<&mut Canvas<Window>>,
backbuffer: NonSendMut<BackbufferResource>,
mut debug_texture: NonSendMut<DebugTextureResource>, mut debug_texture: NonSendMut<DebugTextureResource>,
debug_font: NonSendMut<DebugFontResource>, debug_font: NonSendMut<DebugFontResource>,
debug_state: Res<DebugState>, debug_state: Res<DebugState>,
@@ -107,18 +103,6 @@ pub fn debug_render_system(
let scale = let scale =
(UVec2::from(canvas.output_size().unwrap()).as_vec2() / UVec2::from(canvas.logical_size()).as_vec2()).min_element(); (UVec2::from(canvas.output_size().unwrap()).as_vec2() / UVec2::from(canvas.logical_size()).as_vec2()).min_element();
// Copy the current backbuffer to the debug texture
canvas
.with_texture_canvas(&mut debug_texture.0, |debug_canvas| {
// Clear the debug canvas
debug_canvas.set_draw_color(Color::BLACK);
debug_canvas.clear();
// Copy the backbuffer to the debug canvas
debug_canvas.copy(&backbuffer.0, None, None).unwrap();
})
.unwrap();
// Get texture creator before entering the closure to avoid borrowing conflicts // Get texture creator before entering the closure to avoid borrowing conflicts
let mut texture_creator = canvas.texture_creator(); let mut texture_creator = canvas.texture_creator();
let font = &debug_font.0; let font = &debug_font.0;
@@ -131,8 +115,11 @@ 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| {
// Find the closest node to the cursor // Clear the debug canvas
debug_canvas.set_draw_color(Color::RGBA(0, 0, 0, 0));
debug_canvas.clear();
// 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()
@@ -198,7 +185,7 @@ pub fn debug_render_system(
// Render node ID if a node is highlighted // Render node ID if a node is highlighted
if let Some(closest_node_id) = closest_node { if let Some(closest_node_id) = closest_node {
let node = map.graph.get_node(closest_node_id).unwrap(); let node = map.graph.get_node(closest_node_id as NodeId).unwrap();
let pos = transform_position_with_offset(node.position, scale); let pos = transform_position_with_offset(node.position, scale);
let surface = font let surface = font
@@ -217,8 +204,4 @@ pub fn debug_render_system(
render_timing_display(debug_canvas, &mut texture_creator, &timings, font); render_timing_display(debug_canvas, &mut texture_creator, &timings, font);
}) })
.unwrap(); .unwrap();
// Draw the debug texture directly onto the main canvas at full resolution
canvas.copy(&debug_texture.0, None, None).unwrap();
canvas.present();
} }

View File

@@ -1,107 +0,0 @@
use num_width::NumberWidth;
use smallvec::SmallVec;
use std::time::Duration;
use strum::EnumCount;
use crate::systems::profiling::SystemId;
// Helper to split a duration into a integer, decimal, and unit
fn get_value(duration: &Duration) -> (u64, u32, &'static str) {
let (int, decimal, unit) = match duration {
// if greater than 1 second, return as seconds
n if n >= &Duration::from_secs(1) => {
let secs = n.as_secs();
let decimal = n.as_millis() as u64 % 1000;
(secs, decimal as u32, "s")
}
// if greater than 1 millisecond, return as milliseconds
n if n >= &Duration::from_millis(1) => {
let ms = n.as_millis() as u64;
let decimal = n.as_micros() as u64 % 1000;
(ms, decimal as u32, "ms")
}
// if greater than 1 microsecond, return as microseconds
n if n >= &Duration::from_micros(1) => {
let us = n.as_micros() as u64;
let decimal = n.as_nanos() as u64 % 1000;
(us, decimal as u32, "µs")
}
// otherwise, return as nanoseconds
n => {
let ns = n.as_nanos() as u64;
(ns, 0, "ns")
}
};
(int, decimal, unit)
}
/// Formats timing data into a vector of strings with proper alignment
pub fn format_timing_display(
timing_data: impl IntoIterator<Item = (String, Duration, Duration)>,
) -> SmallVec<[String; SystemId::COUNT]> {
let mut iter = timing_data.into_iter().peekable();
if iter.peek().is_none() {
return SmallVec::new();
}
struct Entry {
name: String,
avg_int: u64,
avg_decimal: u32,
avg_unit: &'static str,
std_int: u64,
std_decimal: u32,
std_unit: &'static str,
}
let entries = iter
.map(|(name, avg, std_dev)| {
let (avg_int, avg_decimal, avg_unit) = get_value(&avg);
let (std_int, std_decimal, std_unit) = get_value(&std_dev);
Entry {
name: name.clone(),
avg_int,
avg_decimal,
avg_unit,
std_int,
std_decimal,
std_unit,
}
})
.collect::<SmallVec<[Entry; 12]>>();
let (max_name_width, max_avg_int_width, max_avg_decimal_width, max_std_int_width, max_std_decimal_width) = entries
.iter()
.fold((0, 0, 3, 0, 3), |(name_w, avg_int_w, avg_dec_w, std_int_w, std_dec_w), e| {
(
name_w.max(e.name.len()),
avg_int_w.max(e.avg_int.width() as usize),
avg_dec_w.max(e.avg_decimal.width() as usize),
std_int_w.max(e.std_int.width() as usize),
std_dec_w.max(e.std_decimal.width() as usize),
)
});
entries.iter().map(|e| {
format!(
"{name:max_name_width$} : {avg_int:max_avg_int_width$}.{avg_decimal:<max_avg_decimal_width$}{avg_unit} ± {std_int:max_std_int_width$}.{std_decimal:<max_std_decimal_width$}{std_unit}",
// Content
name = e.name,
avg_int = e.avg_int,
avg_decimal = e.avg_decimal,
std_int = e.std_int,
std_decimal = e.std_decimal,
// Units
avg_unit = e.avg_unit,
std_unit = e.std_unit,
// Padding
max_name_width = max_name_width,
max_avg_int_width = max_avg_int_width,
max_avg_decimal_width = max_avg_decimal_width,
max_std_int_width = max_std_int_width,
max_std_decimal_width = max_std_decimal_width
)
}).collect::<SmallVec<[String; SystemId::COUNT]>>()
}

View File

@@ -1,15 +1,4 @@
use bevy_ecs::entity::Entity; use crate::systems::components::{DirectionalAnimation, Frozen, GhostAnimation, GhostState, LastAnimationState, LinearAnimation};
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 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,
@@ -17,11 +6,19 @@ use crate::{
graph::{Edge, TraversalFlags}, graph::{Edge, TraversalFlags},
}, },
systems::{ systems::{
components::{CombatState, DeltaTime, Ghost, PlayerControlled}, components::{DeltaTime, Ghost},
movement::{Position, Velocity}, movement::{Position, Velocity},
}, },
}; };
use crate::systems::GhostAnimations;
use bevy_ecs::query::Without;
use bevy_ecs::system::{Commands, Query, Res};
use rand::rngs::SmallRng;
use rand::seq::IndexedRandom;
use rand::SeedableRng;
use smallvec::SmallVec;
/// Autonomous ghost AI system implementing randomized movement with backtracking avoidance. /// Autonomous ghost AI system implementing randomized movement with backtracking avoidance.
pub fn ghost_movement_system( pub fn ghost_movement_system(
map: Res<Map>, map: Res<Map>,
@@ -33,7 +30,7 @@ pub fn ghost_movement_system(
loop { loop {
match *position { match *position {
Position::Stopped { node: current_node } => { Position::Stopped { node: current_node } => {
let intersection = &map.graph.adjacency_list[current_node]; let intersection = &map.graph.adjacency_list[current_node as usize];
let opposite = velocity.direction.opposite(); let opposite = velocity.direction.opposite();
let mut non_opposite_options: SmallVec<[Edge; 3]> = SmallVec::new(); let mut non_opposite_options: SmallVec<[Edge; 3]> = SmallVec::new();
@@ -74,45 +71,149 @@ pub fn ghost_movement_system(
} }
} }
pub fn ghost_collision_system( /// System that handles eaten ghost behavior and respawn logic.
mut commands: Commands, ///
mut collision_events: EventReader<GameEvent>, /// When a ghost is eaten by Pac-Man, it enters an "eaten" state where:
mut score: ResMut<ScoreResource>, /// 1. It displays eyes-only animation
pacman_query: Query<&CombatState, With<PlayerControlled>>, /// 2. It moves directly back to the ghost house at increased speed
ghost_query: Query<(Entity, &Ghost), With<GhostCollider>>, /// 3. Once it reaches the ghost house center, it respawns as a normal ghost
mut events: EventWriter<AudioEvent>, ///
/// This system runs after the main movement system to override eaten ghost movement.
pub fn eaten_ghost_system(
map: Res<Map>,
delta_time: Res<DeltaTime>,
mut eaten_ghosts: Query<(&Ghost, &mut Position, &mut Velocity, &mut GhostState)>,
) { ) {
for event in collision_events.read() { for (ghost_type, mut position, mut velocity, mut ghost_state) in eaten_ghosts.iter_mut() {
if let GameEvent::Collision(entity1, entity2) = event { // Only process ghosts that are in Eyes state
// Check if one is Pacman and the other is a ghost if !matches!(*ghost_state, GhostState::Eyes) {
let (pacman_entity, ghost_entity) = if pacman_query.get(*entity1).is_ok() && ghost_query.get(*entity2).is_ok() { continue;
(*entity1, *entity2) }
} else if pacman_query.get(*entity2).is_ok() && ghost_query.get(*entity1).is_ok() { // Set higher speed for eaten ghosts returning to ghost house
(*entity2, *entity1) let original_speed = velocity.speed;
} else { velocity.speed = ghost_type.base_speed() * 2.0; // Move twice as fast when eaten
continue;
};
// Check if Pac-Man is energized // Calculate direction towards ghost house center (using Clyde's start position)
if let Ok(combat_state) = pacman_query.get(pacman_entity) { let ghost_house_center = map.start_positions.clyde;
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 match *position {
commands.entity(ghost_ent).despawn(); Position::Stopped { node: current_node } => {
// Find path to ghost house center and start moving
// Play eat sound if let Some(direction) = find_direction_to_target(&map, current_node, ghost_house_center) {
events.write(AudioEvent::PlayEat); velocity.direction = direction;
*position = Position::Moving {
from: current_node,
to: map.graph.adjacency_list[current_node as usize].get(direction).unwrap().target,
remaining_distance: map.graph.adjacency_list[current_node as usize]
.get(direction)
.unwrap()
.distance,
};
}
}
Position::Moving { to, .. } => {
let distance = velocity.speed * 60.0 * delta_time.0;
if let Some(_overflow) = position.tick(distance) {
// Reached target node, check if we're at ghost house center
if to == ghost_house_center {
// Respawn the ghost - set state back to normal
*ghost_state = GhostState::Normal;
// Reset to stopped at ghost house center
*position = Position::Stopped {
node: ghost_house_center,
};
} else {
// Continue pathfinding to ghost house
if let Some(next_direction) = find_direction_to_target(&map, to, ghost_house_center) {
velocity.direction = next_direction;
*position = Position::Moving {
from: to,
to: map.graph.adjacency_list[to as usize].get(next_direction).unwrap().target,
remaining_distance: map.graph.adjacency_list[to as usize].get(next_direction).unwrap().distance,
};
}
} }
} 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!");
} }
} }
} }
// Restore original speed
velocity.speed = original_speed;
}
}
/// Helper function to find the direction from a node towards a target node.
/// Uses simple greedy pathfinding - prefers straight lines when possible.
fn find_direction_to_target(
map: &Map,
from_node: crate::systems::movement::NodeId,
target_node: crate::systems::movement::NodeId,
) -> Option<Direction> {
let from_pos = map.graph.get_node(from_node).unwrap().position;
let target_pos = map.graph.get_node(target_node).unwrap().position;
let dx = target_pos.x as i32 - from_pos.x as i32;
let dy = target_pos.y as i32 - from_pos.y as i32;
// Prefer horizontal movement first, then vertical
let preferred_dirs = if dx.abs() > dy.abs() {
if dx > 0 {
[Direction::Right, Direction::Up, Direction::Down, Direction::Left]
} else {
[Direction::Left, Direction::Up, Direction::Down, Direction::Right]
}
} else if dy > 0 {
[Direction::Down, Direction::Left, Direction::Right, Direction::Up]
} else {
[Direction::Up, Direction::Left, Direction::Right, Direction::Down]
};
// Return first available direction towards target
for direction in preferred_dirs {
if let Some(edge) = map.graph.adjacency_list[from_node as usize].get(direction) {
if edge.traversal_flags.contains(TraversalFlags::GHOST) {
return Some(direction);
}
}
}
None
}
/// Unified system that manages ghost state transitions and animations with component swapping
pub fn ghost_state_system(
mut commands: Commands,
animations: Res<GhostAnimations>,
mut ghosts: Query<(bevy_ecs::entity::Entity, &Ghost, &mut GhostState, &mut LastAnimationState)>,
) {
for (entity, ghost_type, mut ghost_state, mut last_animation_state) in ghosts.iter_mut() {
// Tick the ghost state to handle internal transitions (like flashing)
let _ = ghost_state.tick();
// Only update animation if the animation state actually changed
let current_animation_state = ghost_state.animation_state();
if last_animation_state.0 != current_animation_state {
match current_animation_state {
GhostAnimation::Frightened { flash } => {
// Remove DirectionalAnimation, add LinearAnimation
commands
.entity(entity)
.remove::<DirectionalAnimation>()
.insert(*animations.frightened(flash));
}
GhostAnimation::Normal => {
// Remove LinearAnimation, add DirectionalAnimation
commands
.entity(entity)
.remove::<LinearAnimation>()
.insert(*animations.get_normal(ghost_type).unwrap());
}
GhostAnimation::Eyes => {
// Remove LinearAnimation, add DirectionalAnimation (eyes animation)
commands.entity(entity).remove::<LinearAnimation>().insert(*animations.eyes());
}
}
last_animation_state.0 = current_animation_state;
}
} }
} }

View File

@@ -1,11 +1,14 @@
use bevy_ecs::{event::EventReader, prelude::*, query::With, system::Query}; use bevy_ecs::{
entity::Entity,
event::{EventReader, EventWriter},
query::With,
system::{Commands, Query, ResMut},
};
use crate::{ use crate::{
constants::animation::FRIGHTENED_FLASH_START_TICKS,
events::GameEvent, events::GameEvent,
systems::{ systems::{AudioEvent, EntityType, GhostCollider, GhostState, ItemCollider, PacmanCollider, ScoreResource},
audio::AudioEvent,
components::{CombatState, EntityType, ItemCollider, LevelTiming, PacmanCollider, ScoreResource},
},
}; };
/// Determines if a collision between two entity types should be handled by the item system. /// Determines if a collision between two entity types should be handled by the item system.
@@ -24,10 +27,9 @@ 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 ghost_query: Query<&mut GhostState, With<GhostCollider>>,
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 {
@@ -53,16 +55,14 @@ pub fn item_system(
events.write(AudioEvent::PlayEat); events.write(AudioEvent::PlayEat);
} }
// Activate energizer on power pellet using tick-based durations // Make ghosts frightened when power pellet is collected
if *entity_type == EntityType::PowerPellet { if *entity_type == EntityType::PowerPellet {
if let Ok(mut combat) = combat_q.single_mut() { // Convert seconds to frames (assumes 60 FPS)
// Convert seconds to frames (assumes 60 FPS) let total_ticks = 60 * 5; // 5 seconds total
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 // Set all ghosts to frightened state
let flash_lead_ticks = (level_timing.energizer_flash_threshold * 60.0) for mut ghost_state in ghost_query.iter_mut() {
.round() *ghost_state = GhostState::new_frightened(total_ticks, FRIGHTENED_FLASH_START_TICKS);
.clamp(0.0, u32::MAX as f32) as u32;
combat.activate_energizer_ticks(total_ticks, flash_lead_ticks);
} }
} }
} }

View File

@@ -8,7 +8,6 @@ pub mod blinking;
pub mod collision; pub mod collision;
pub mod components; pub mod components;
pub mod debug; pub mod debug;
pub mod formatting;
pub mod ghost; pub mod ghost;
pub mod input; pub mod input;
pub mod item; pub mod item;
@@ -17,3 +16,17 @@ pub mod player;
pub mod profiling; pub mod profiling;
pub mod render; pub mod render;
pub mod stage; pub mod stage;
pub use self::audio::*;
pub use self::blinking::*;
pub use self::collision::*;
pub use self::components::*;
pub use self::debug::*;
pub use self::ghost::*;
pub use self::input::*;
pub use self::item::*;
pub use self::movement::*;
pub use self::player::*;
pub use self::profiling::*;
pub use self::render::*;
pub use self::stage::*;

View File

@@ -8,7 +8,7 @@ use glam::Vec2;
/// ///
/// Nodes represent discrete movement targets in the maze. The index directly corresponds to the node's position in the /// Nodes represent discrete movement targets in the maze. The index directly corresponds to the node's position in the
/// graph's internal storage arrays. /// graph's internal storage arrays.
pub type NodeId = usize; pub type NodeId = u16;
/// A component that represents the speed and cardinal direction of an entity. /// A component that represents the speed and cardinal direction of an entity.
/// Speed is static, only applied when the entity has an edge to traverse. /// Speed is static, only applied when the entity has an edge to traverse.
@@ -57,7 +57,7 @@ impl Position {
let pos = match &self { let pos = match &self {
Position::Stopped { node } => { Position::Stopped { node } => {
// Entity is stationary at a node // Entity is stationary at a node
let node = graph.get_node(*node).ok_or(EntityError::NodeNotFound(*node))?; let node = graph.get_node(*node).ok_or(EntityError::NodeNotFound(*node as usize))?;
node.position node.position
} }
Position::Moving { Position::Moving {
@@ -66,11 +66,12 @@ impl Position {
remaining_distance, remaining_distance,
} => { } => {
// Entity is traveling between nodes // Entity is traveling between nodes
let from_node = graph.get_node(*from).ok_or(EntityError::NodeNotFound(*from))?; let from_node = graph.get_node(*from).ok_or(EntityError::NodeNotFound(*from as usize))?;
let to_node = graph.get_node(*to).ok_or(EntityError::NodeNotFound(*to))?; let to_node = graph.get_node(*to).ok_or(EntityError::NodeNotFound(*to as usize))?;
let edge = graph let edge = graph.find_edge(*from, *to).ok_or(EntityError::EdgeNotFound {
.find_edge(*from, *to) from: *from as usize,
.ok_or(EntityError::EdgeNotFound { from: *from, to: *to })?; to: *to as usize,
})?;
// For zero-distance edges (tunnels), progress >= 1.0 means we're at the target // For zero-distance edges (tunnels), progress >= 1.0 means we're at the target
if edge.distance == 0.0 { if edge.distance == 0.0 {

View File

@@ -1,26 +1,26 @@
use bevy_ecs::{ use bevy_ecs::{
entity::Entity,
event::{EventReader, EventWriter}, event::{EventReader, EventWriter},
prelude::{Commands, ResMut}, query::{With, Without},
query::With, system::{Query, Res, ResMut},
system::{Query, Res},
}; };
use crate::{ use crate::{
error::GameError, error::GameError,
events::{GameCommand, GameEvent}, events::{GameCommand, GameEvent},
map::builder::Map, map::{builder::Map, graph::Edge},
map::graph::Edge,
systems::{ systems::{
components::{ components::{DeltaTime, EntityType, Frozen, GlobalState, MovementModifiers, PlayerControlled},
AudioState, ControlState, DeltaTime, EntityType, Frozen, GhostCollider, GlobalState, MovementModifiers,
PlayerControlled, PlayerLifecycle, StartupSequence,
},
debug::DebugState, debug::DebugState,
movement::{BufferedDirection, Position, Velocity}, movement::{BufferedDirection, Position, Velocity},
AudioState,
}, },
}; };
pub fn can_traverse(entity_type: EntityType, edge: Edge) -> bool {
let entity_flags = entity_type.traversal_flags();
edge.traversal_flags.contains(entity_flags)
}
/// Processes player input commands and updates game state accordingly. /// Processes player input commands and updates game state accordingly.
/// ///
/// Handles keyboard-driven commands like movement direction changes, debug mode /// Handles keyboard-driven commands like movement direction changes, debug mode
@@ -32,35 +32,30 @@ 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<(&PlayerLifecycle, &ControlState, &mut BufferedDirection), With<PlayerControlled>>, mut players: Query<&mut BufferedDirection, (With<PlayerControlled>, Without<Frozen>)>,
mut errors: EventWriter<GameError>, mut errors: EventWriter<GameError>,
) { ) {
// Get the player's movable component (ensuring there is only one player)
let (lifecycle, control, mut buffered_direction) = match players.single_mut() {
Ok(tuple) => tuple,
Err(e) => {
errors.write(GameError::InvalidState(format!(
"No/multiple entities queried for player system: {}",
e
)));
return;
}
};
// 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) => {
if allow_input { // Get the player's movable component (ensuring there is only one player)
*buffered_direction = BufferedDirection::Some { let mut buffered_direction = match players.single_mut() {
direction: *direction, Ok(tuple) => tuple,
remaining_time: 0.25, Err(e) => {
}; errors.write(GameError::InvalidState(format!(
} "No/multiple entities queried for player system: {}",
e
)));
return;
}
};
*buffered_direction = BufferedDirection::Some {
direction: *direction,
remaining_time: 0.25,
};
} }
GameCommand::Exit => { GameCommand::Exit => {
state.exit = true; state.exit = true;
@@ -78,37 +73,21 @@ pub fn player_control_system(
} }
} }
pub fn can_traverse(entity_type: EntityType, edge: Edge) -> bool {
let entity_flags = entity_type.traversal_flags();
edge.traversal_flags.contains(entity_flags)
}
/// Executes frame-by-frame movement for Pac-Man. /// Executes frame-by-frame movement for Pac-Man.
/// ///
/// Handles movement logic including buffered direction changes, edge traversal validation, and continuous movement between nodes. /// Handles movement logic including buffered direction changes, edge traversal validation, and continuous movement between nodes.
/// When stopped, prioritizes buffered directions for responsive controls, falling back to current direction. /// When stopped, prioritizes buffered directions for responsive controls, falling back to current direction.
/// Supports movement chaining within a single frame when traveling at high speeds. /// Supports movement chaining within a single frame when traveling at high speeds.
#[allow(clippy::type_complexity)]
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 entities: Query<
( (&MovementModifiers, &mut Position, &mut Velocity, &mut BufferedDirection),
&PlayerLifecycle, (With<PlayerControlled>, Without<Frozen>),
&ControlState,
&MovementModifiers,
&mut Position,
&mut Velocity,
&mut BufferedDirection,
),
With<PlayerControlled>,
>, >,
// mut errors: EventWriter<GameError>,
) { ) {
for (lifecycle, control, modifiers, mut position, mut velocity, mut buffered_direction) in entities.iter_mut() { for (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,

View File

@@ -1,7 +1,8 @@
use bevy_ecs::prelude::Resource; use bevy_ecs::system::IntoSystem;
use bevy_ecs::system::{IntoSystem, System}; use bevy_ecs::{resource::Resource, system::System};
use circular_buffer::CircularBuffer; use circular_buffer::CircularBuffer;
use micromap::Map; use micromap::Map;
use num_width::NumberWidth;
use parking_lot::{Mutex, RwLock}; use parking_lot::{Mutex, RwLock};
use smallvec::SmallVec; use smallvec::SmallVec;
use std::fmt::Display; use std::fmt::Display;
@@ -10,8 +11,6 @@ use strum::EnumCount;
use strum_macros::{EnumCount, IntoStaticStr}; use strum_macros::{EnumCount, IntoStaticStr};
use thousands::Separable; use thousands::Separable;
use crate::systems::formatting;
/// The maximum number of systems that can be profiled. Must not be exceeded, or it will panic. /// The maximum number of systems that can be profiled. Must not be exceeded, or it will panic.
const MAX_SYSTEMS: usize = SystemId::COUNT; const MAX_SYSTEMS: usize = SystemId::COUNT;
/// The number of durations to keep in the circular buffer. /// The number of durations to keep in the circular buffer.
@@ -26,6 +25,7 @@ pub enum SystemId {
Audio, Audio,
Blinking, Blinking,
DirectionalRender, DirectionalRender,
LinearRender,
DirtyRender, DirtyRender,
HudRender, HudRender,
Render, Render,
@@ -36,6 +36,8 @@ pub enum SystemId {
PlayerMovement, PlayerMovement,
GhostCollision, GhostCollision,
Stage, Stage,
GhostStateAnimation,
EatenGhost,
} }
impl Display for SystemId { impl Display for SystemId {
@@ -110,28 +112,26 @@ impl SystemTimings {
} }
pub fn get_total_stats(&self) -> (Duration, Duration) { pub fn get_total_stats(&self) -> (Duration, Duration) {
let timings = self.timings.read(); let duration_sums = {
let mut all_durations = Vec::new(); let timings = self.timings.read();
timings
.iter()
.map(|(_, queue)| queue.lock().iter().sum::<Duration>())
.collect::<Vec<_>>()
};
for queue in timings.values() { let mean = duration_sums.iter().sum::<Duration>() / duration_sums.len() as u32;
all_durations.extend(queue.lock().iter().map(|d| d.as_secs_f64() * 1000.0)); let variance = duration_sums
} .iter()
.map(|x| {
let diff_secs = x.as_secs_f64() - mean.as_secs_f64();
diff_secs * diff_secs
})
.sum::<f64>()
/ duration_sums.len() as f64;
let std_dev_secs = variance.sqrt();
if all_durations.is_empty() { (mean, Duration::from_secs_f64(std_dev_secs))
return (Duration::ZERO, Duration::ZERO);
}
let count = all_durations.len() as f64;
let sum: f64 = all_durations.iter().sum();
let mean = sum / count;
let variance = all_durations.iter().map(|x| (x - mean).powi(2)).sum::<f64>() / count;
let std_dev = variance.sqrt();
(
Duration::from_secs_f64(mean / 1000.0),
Duration::from_secs_f64(std_dev / 1000.0),
)
} }
pub fn format_timing_display(&self) -> SmallVec<[String; SystemId::COUNT]> { pub fn format_timing_display(&self) -> SmallVec<[String; SystemId::COUNT]> {
@@ -145,21 +145,19 @@ impl SystemTimings {
}; };
// Collect timing data for formatting // Collect timing data for formatting
let mut timing_data = Vec::new(); let mut timing_data = vec![(effective_fps, total_avg, total_std)];
// Add total stats // Sort the stats by average duration
timing_data.push((effective_fps, total_avg, total_std));
// Add top 5 most expensive systems
let mut sorted_stats: Vec<_> = stats.iter().collect(); let mut sorted_stats: Vec<_> = stats.iter().collect();
sorted_stats.sort_by(|a, b| b.1 .0.cmp(&a.1 .0)); sorted_stats.sort_by(|a, b| b.1 .0.cmp(&a.1 .0));
for (name, (avg, std_dev)) in sorted_stats.iter().take(5) { // Add the top 5 most expensive systems
for (name, (avg, std_dev)) in sorted_stats.iter().take(7) {
timing_data.push((name.to_string(), *avg, *std_dev)); timing_data.push((name.to_string(), *avg, *std_dev));
} }
// Use the formatting module to format the data // Use the formatting module to format the data
formatting::format_timing_display(timing_data) format_timing_display(timing_data)
} }
} }
@@ -184,3 +182,104 @@ where
} }
} }
} }
// Helper to split a duration into a integer, decimal, and unit
fn get_value(duration: &Duration) -> (u64, u32, &'static str) {
let (int, decimal, unit) = match duration {
// if greater than 1 second, return as seconds
n if n >= &Duration::from_secs(1) => {
let secs = n.as_secs();
let decimal = n.as_millis() as u64 % 1000;
(secs, decimal as u32, "s")
}
// if greater than 1 millisecond, return as milliseconds
n if n >= &Duration::from_millis(1) => {
let ms = n.as_millis() as u64;
let decimal = n.as_micros() as u64 % 1000;
(ms, decimal as u32, "ms")
}
// if greater than 1 microsecond, return as microseconds
n if n >= &Duration::from_micros(1) => {
let us = n.as_micros() as u64;
let decimal = n.as_nanos() as u64 % 1000;
(us, decimal as u32, "µs")
}
// otherwise, return as nanoseconds
n => {
let ns = n.as_nanos() as u64;
(ns, 0, "ns")
}
};
(int, decimal, unit)
}
/// Formats timing data into a vector of strings with proper alignment
pub fn format_timing_display(
timing_data: impl IntoIterator<Item = (String, Duration, Duration)>,
) -> SmallVec<[String; SystemId::COUNT]> {
let mut iter = timing_data.into_iter().peekable();
if iter.peek().is_none() {
return SmallVec::new();
}
struct Entry {
name: String,
avg_int: u64,
avg_decimal: u32,
avg_unit: &'static str,
std_int: u64,
std_decimal: u32,
std_unit: &'static str,
}
let entries = iter
.map(|(name, avg, std_dev)| {
let (avg_int, avg_decimal, avg_unit) = get_value(&avg);
let (std_int, std_decimal, std_unit) = get_value(&std_dev);
Entry {
name: name.clone(),
avg_int,
avg_decimal,
avg_unit,
std_int,
std_decimal,
std_unit,
}
})
.collect::<SmallVec<[Entry; 12]>>();
let (max_name_width, max_avg_int_width, max_avg_decimal_width, max_std_int_width, max_std_decimal_width) = entries
.iter()
.fold((0, 0, 3, 0, 3), |(name_w, avg_int_w, avg_dec_w, std_int_w, std_dec_w), e| {
(
name_w.max(e.name.len()),
avg_int_w.max(e.avg_int.width() as usize),
avg_dec_w.max(e.avg_decimal.width() as usize),
std_int_w.max(e.std_int.width() as usize),
std_dec_w.max(e.std_decimal.width() as usize),
)
});
entries.iter().map(|e| {
format!(
"{name:max_name_width$} : {avg_int:max_avg_int_width$}.{avg_decimal:<max_avg_decimal_width$}{avg_unit} ± {std_int:max_std_int_width$}.{std_decimal:<max_std_decimal_width$}{std_unit}",
// Content
name = e.name,
avg_int = e.avg_int,
avg_decimal = e.avg_decimal,
std_int = e.std_int,
std_decimal = e.std_decimal,
// Units
avg_unit = e.avg_unit,
std_unit = e.std_unit,
// Padding
max_name_width = max_name_width,
max_avg_int_width = max_avg_int_width,
max_avg_decimal_width = max_avg_decimal_width,
max_std_int_width = max_std_int_width,
max_std_decimal_width = max_std_decimal_width
)
}).collect::<SmallVec<[String; SystemId::COUNT]>>()
}

View File

@@ -1,66 +1,100 @@
use crate::constants::CANVAS_SIZE; 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::blinking::Blinking; use crate::systems::{
use crate::systems::components::{ DebugState, DebugTextureResource, DeltaTime, DirectionalAnimation, LinearAnimation, Position, Renderable, ScoreResource,
DeltaTime, DirectionalAnimated, EntityType, GhostCollider, PlayerControlled, Renderable, ScoreResource, StartupSequence, StartupSequence, Velocity,
}; };
use crate::systems::movement::{Position, Velocity};
use crate::texture::sprite::SpriteAtlas; use crate::texture::sprite::SpriteAtlas;
use crate::texture::text::TextTexture; use crate::texture::text::TextTexture;
use bevy_ecs::component::Component;
use bevy_ecs::entity::Entity; use bevy_ecs::entity::Entity;
use bevy_ecs::event::EventWriter; use bevy_ecs::event::EventWriter;
use bevy_ecs::prelude::{Changed, Or, RemovedComponents, With, Without}; use bevy_ecs::query::{Changed, Or, Without};
use bevy_ecs::removal_detection::RemovedComponents;
use bevy_ecs::resource::Resource; 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::pixels::Color;
use sdl2::rect::{Point, Rect}; use sdl2::rect::{Point, Rect};
use sdl2::render::{Canvas, Texture}; use sdl2::render::{BlendMode, Canvas, Texture};
use sdl2::video::Window; use sdl2::video::Window;
#[derive(Resource, Default)] #[derive(Resource, Default)]
pub struct RenderDirty(pub bool); pub struct RenderDirty(pub bool);
#[derive(Component)]
pub struct Hidden;
#[allow(clippy::type_complexity)] #[allow(clippy::type_complexity)]
pub fn dirty_render_system( pub fn dirty_render_system(
mut dirty: ResMut<RenderDirty>, mut dirty: ResMut<RenderDirty>,
changed_renderables: Query<(), Or<(Changed<Renderable>, Changed<Position>)>>, changed: Query<(), Or<(Changed<Renderable>, Changed<Position>)>>,
removed_hidden: RemovedComponents<Hidden>,
removed_renderables: RemovedComponents<Renderable>, removed_renderables: RemovedComponents<Renderable>,
) { ) {
if !changed_renderables.is_empty() || !removed_renderables.is_empty() { if !changed.is_empty() || !removed_hidden.is_empty() || !removed_renderables.is_empty() {
dirty.0 = true; dirty.0 = true;
} }
} }
/// Updates the directional animated texture of an entity. /// Updates directional animated entities with synchronized timing across directions.
/// ///
/// This runs before the render system so it can update the sprite based on the current direction of travel, as well as whether the entity is moving. /// This runs before the render system to update sprites based on current direction and movement state.
/// All directions share the same frame timing to ensure perfect synchronization.
pub fn directional_render_system( pub fn directional_render_system(
dt: Res<DeltaTime>, dt: Res<DeltaTime>,
mut renderables: Query<(&Position, &Velocity, &mut DirectionalAnimated, &mut Renderable)>, mut query: Query<(&Position, &Velocity, &mut DirectionalAnimation, &mut Renderable)>,
mut errors: EventWriter<GameError>,
) { ) {
for (position, velocity, mut texture, mut renderable) in renderables.iter_mut() { let ticks = (dt.0 * 60.0).round() as u16; // Convert from seconds to ticks at 60 ticks/sec
let stopped = matches!(position, Position::Stopped { .. });
let current_direction = velocity.direction;
let texture = if stopped { for (position, velocity, mut anim, mut renderable) in query.iter_mut() {
texture.stopped_textures[current_direction.as_usize()].as_mut() let stopped = matches!(position, Position::Stopped { .. });
// Only tick animation when moving to preserve stopped frame
if !stopped {
// Tick shared animation state
anim.time_bank += ticks;
while anim.time_bank >= anim.frame_duration {
anim.time_bank -= anim.frame_duration;
anim.current_frame += 1;
}
}
// Get tiles for current direction and movement state
let tiles = if stopped {
anim.stopped_tiles.get(velocity.direction)
} else { } else {
texture.textures[current_direction.as_usize()].as_mut() anim.moving_tiles.get(velocity.direction)
}; };
if let Some(texture) = texture { if !tiles.is_empty() {
if !stopped { let new_tile = tiles.get_tile(anim.current_frame);
texture.tick(dt.0); if renderable.sprite != new_tile {
} renderable.sprite = new_tile;
let new_tile = *texture.current_tile(); }
}
}
}
/// Updates linear animated entities (used for non-directional animations like frightened ghosts).
///
/// This system handles entities that use LinearAnimation component for simple frame cycling.
pub fn linear_render_system(dt: Res<DeltaTime>, mut query: Query<(&mut LinearAnimation, &mut Renderable)>) {
let ticks = (dt.0 * 60.0).round() as u16; // Convert from seconds to ticks at 60 ticks/sec
for (mut anim, mut renderable) in query.iter_mut() {
// Tick animation
anim.time_bank += ticks;
while anim.time_bank >= anim.frame_duration {
anim.time_bank -= anim.frame_duration;
anim.current_frame += 1;
}
if !anim.tiles.is_empty() {
let new_tile = anim.tiles.get_tile(anim.current_frame);
if renderable.sprite != new_tile { if renderable.sprite != new_tile {
renderable.sprite = new_tile; renderable.sprite = new_tile;
} }
} else {
errors.write(TextureError::RenderFailed("Entity has no texture".to_string()).into());
continue;
} }
} }
} }
@@ -71,108 +105,69 @@ 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. /// Renders the HUD (score, lives, etc.) on top of the game.
pub fn hud_render_system( pub fn hud_render_system(
mut backbuffer: NonSendMut<BackbufferResource>,
mut canvas: NonSendMut<&mut Canvas<Window>>, mut canvas: NonSendMut<&mut Canvas<Window>>,
mut atlas: NonSendMut<SpriteAtlas>, mut atlas: NonSendMut<SpriteAtlas>,
score: Res<ScoreResource>, score: Res<ScoreResource>,
startup: Res<StartupSequence>, startup: Res<StartupSequence>,
mut errors: EventWriter<GameError>, mut errors: EventWriter<GameError>,
) { ) {
let mut text_renderer = TextTexture::new(1.0); let _ = canvas.with_texture_canvas(&mut backbuffer.0, |canvas| {
let mut text_renderer = TextTexture::new(1.0);
// Render lives and high score text in white // Render lives and high score text in white
let lives = 3; // TODO: Get from actual lives resource let lives = 3; // TODO: Get from actual lives resource
let lives_text = format!("{lives}UP HIGH SCORE "); 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 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) { if let Err(e) = text_renderer.render(canvas, &mut atlas, &lives_text, lives_position) {
errors.write(TextureError::RenderFailed(format!("Failed to render lives text: {}", e)).into()); 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 { .. }) { // Render score text
let player_one_text = "PLAYER ONE"; let score_text = format!("{:02}", score.0);
let player_one_width = text_renderer.text_width(player_one_text); let score_offset = 7 - (score_text.len() as i32);
let player_one_position = glam::UVec2::new((CANVAS_SIZE.x - player_one_width) / 2, 113); 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) = if let Err(e) = text_renderer.render(canvas, &mut atlas, &score_text, score_position) {
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 score text: {}", e)).into());
{ }
errors.write(TextureError::RenderFailed(format!("Failed to render PLAYER ONE text: {}", e)).into());
// Render high score text
let high_score_text = format!("{:02}", score.0);
let high_score_offset = 17 - (high_score_text.len() as i32);
let high_score_position = glam::UVec2::new(4 + 8 * high_score_offset as u32, 10); // x_offset + score_offset * 8, 8 + y_offset
if let Err(e) = text_renderer.render(canvas, &mut atlas, &high_score_text, high_score_position) {
errors.write(TextureError::RenderFailed(format!("Failed to render high score text: {}", e)).into());
}
// Render text based on StartupSequence stage
if matches!(
*startup,
StartupSequence::TextOnly { .. } | StartupSequence::CharactersVisible { .. }
) {
let ready_text = "READY!";
let ready_width = text_renderer.text_width(ready_text);
let ready_position = glam::UVec2::new((CANVAS_SIZE.x - ready_width) / 2, 160);
if let Err(e) = text_renderer.render_with_color(canvas, &mut atlas, ready_text, ready_position, Color::YELLOW) {
errors.write(TextureError::RenderFailed(format!("Failed to render READY text: {}", e)).into());
}
if matches!(*startup, StartupSequence::TextOnly { .. }) {
let player_one_text = "PLAYER ONE";
let player_one_width = text_renderer.text_width(player_one_text);
let player_one_position = glam::UVec2::new((CANVAS_SIZE.x - player_one_width) / 2, 113);
if let Err(e) =
text_renderer.render_with_color(canvas, &mut atlas, player_one_text, player_one_position, Color::CYAN)
{
errors.write(TextureError::RenderFailed(format!("Failed to render PLAYER ONE text: {}", e)).into());
}
} }
} }
} });
} }
#[allow(clippy::too_many_arguments)] #[allow(clippy::too_many_arguments)]
@@ -183,7 +178,7 @@ pub fn render_system(
mut atlas: NonSendMut<SpriteAtlas>, mut atlas: NonSendMut<SpriteAtlas>,
map: Res<Map>, map: Res<Map>,
dirty: Res<RenderDirty>, dirty: Res<RenderDirty>,
renderables: Query<(Entity, &Renderable, &Position)>, renderables: Query<(Entity, &Renderable, &Position), Without<Hidden>>,
mut errors: EventWriter<GameError>, mut errors: EventWriter<GameError>,
) { ) {
if !dirty.0 { if !dirty.0 {
@@ -207,10 +202,6 @@ pub fn render_system(
.sort_by_key::<(Entity, &Renderable, &Position), _>(|(_, renderable, _)| renderable.layer) .sort_by_key::<(Entity, &Renderable, &Position), _>(|(_, renderable, _)| renderable.layer)
.rev() .rev()
{ {
if !renderable.visible {
continue;
}
let pos = position.get_pixel_position(&map.graph); let pos = position.get_pixel_position(&map.graph);
match pos { match pos {
Ok(pos) => { Ok(pos) => {
@@ -237,3 +228,25 @@ pub fn render_system(
canvas.copy(&backbuffer.0, None, None).unwrap(); canvas.copy(&backbuffer.0, None, None).unwrap();
} }
pub fn present_system(
mut canvas: NonSendMut<&mut Canvas<Window>>,
mut dirty: ResMut<RenderDirty>,
backbuffer: NonSendMut<BackbufferResource>,
debug_texture: NonSendMut<DebugTextureResource>,
debug_state: Res<DebugState>,
) {
if dirty.0 {
// Copy the backbuffer to the main canvas
canvas.copy(&backbuffer.0, None, None).unwrap();
// Copy the debug texture to the canvas
if debug_state.enabled {
canvas.set_blend_mode(BlendMode::Blend);
canvas.copy(&debug_texture.0, None, None).unwrap();
}
canvas.present();
dirty.0 = false;
}
}

View File

@@ -1,31 +1,99 @@
use bevy_ecs::{ use bevy_ecs::{
prelude::{Commands, Entity, Query, With}, entity::Entity,
system::ResMut, query::With,
resource::Resource,
system::{Commands, Query, ResMut},
}; };
use tracing::debug;
use crate::systems::components::{Frozen, GhostCollider, PlayerControlled, StartupSequence}; use crate::systems::{Blinking, Frozen, GhostCollider, Hidden, PlayerControlled};
#[derive(Resource, Debug, Clone, Copy)]
pub enum StartupSequence {
/// Stage 1: Text-only stage
/// - Player & ghosts are hidden
/// - READY! and PLAYER ONE text are shown
/// - Energizers do not blink
TextOnly {
/// Remaining ticks in this stage
remaining_ticks: u32,
},
/// Stage 2: Characters visible stage
/// - PLAYER ONE text is hidden, READY! text remains
/// - Ghosts and Pac-Man are now shown
CharactersVisible {
/// Remaining ticks in this stage
remaining_ticks: u32,
},
/// Stage 3: Game begins
/// - Final state, game is fully active
GameActive,
}
impl StartupSequence {
/// Creates a new StartupSequence with the specified duration in ticks
pub fn new(text_only_ticks: u32, _characters_visible_ticks: u32) -> Self {
Self::TextOnly {
remaining_ticks: text_only_ticks,
}
}
/// Ticks the timer by one frame, returning transition information if state changes
pub fn tick(&mut self) -> Option<(StartupSequence, StartupSequence)> {
match self {
StartupSequence::TextOnly { remaining_ticks } => {
if *remaining_ticks > 0 {
*remaining_ticks -= 1;
None
} else {
let from = *self;
*self = StartupSequence::CharactersVisible {
remaining_ticks: 60, // 1 second at 60 FPS
};
Some((from, *self))
}
}
StartupSequence::CharactersVisible { remaining_ticks } => {
if *remaining_ticks > 0 {
*remaining_ticks -= 1;
None
} else {
let from = *self;
*self = StartupSequence::GameActive;
Some((from, *self))
}
}
StartupSequence::GameActive => None,
}
}
}
/// Handles startup sequence transitions and component management /// Handles startup sequence transitions and component management
pub fn startup_stage_system( pub fn startup_stage_system(
mut startup: ResMut<StartupSequence>, mut startup: ResMut<StartupSequence>,
mut commands: Commands, mut commands: Commands,
mut blinking_query: Query<Entity, With<Blinking>>,
mut player_query: Query<Entity, With<PlayerControlled>>, mut player_query: Query<Entity, With<PlayerControlled>>,
mut ghost_query: Query<Entity, With<GhostCollider>>, mut ghost_query: Query<Entity, With<GhostCollider>>,
) { ) {
if let Some((from, to)) = startup.tick() { if let Some((from, to)) = startup.tick() {
debug!("StartupSequence transition from {from:?} to {to:?}");
match (from, to) { match (from, to) {
(StartupSequence::TextOnly { .. }, StartupSequence::CharactersVisible { .. }) => { (StartupSequence::TextOnly { .. }, StartupSequence::CharactersVisible { .. }) => {
// TODO: Add TextOnly tag component to hide entities // Unhide the player & ghosts
// TODO: Add CharactersVisible tag component to show entities for entity in player_query.iter_mut().chain(ghost_query.iter_mut()) {
// TODO: Remove TextOnly tag component commands.entity(entity).remove::<Hidden>();
}
} }
(StartupSequence::CharactersVisible { .. }, StartupSequence::GameActive) => { (StartupSequence::CharactersVisible { .. }, StartupSequence::GameActive) => {
// Remove Frozen tag from all entities // Unfreeze the player & ghosts & pellet blinking
for entity in player_query.iter_mut().chain(ghost_query.iter_mut()) { for entity in player_query
.iter_mut()
.chain(ghost_query.iter_mut())
.chain(blinking_query.iter_mut())
{
commands.entity(entity).remove::<Frozen>(); commands.entity(entity).remove::<Frozen>();
} }
// TODO: Add GameActive tag component
// TODO: Remove CharactersVisible tag component
} }
_ => {} _ => {}
} }

View File

@@ -1,81 +1,73 @@
use crate::error::{AnimatedTextureError, GameError, GameResult, TextureError}; use crate::map::direction::Direction;
use crate::texture::sprite::AtlasTile; use crate::texture::sprite::AtlasTile;
/// Frame-based animation system for cycling through multiple sprite tiles. /// Fixed-size tile sequence that avoids heap allocation
/// #[derive(Clone, Copy, Debug)]
/// Manages automatic frame progression based on elapsed time. pub struct TileSequence {
/// Uses a time banking system to ensure consistent animation speed regardless of frame rate variations. tiles: [AtlasTile; 4], // Fixed array, max 4 frames
#[derive(Debug, Clone)] count: usize, // Actual number of frames used
pub struct AnimatedTexture {
/// Sequence of sprite tiles that make up the animation frames
tiles: Vec<AtlasTile>,
/// Duration each frame should be displayed (in seconds)
frame_duration: f32,
/// Index of the currently active frame in the tiles vector
current_frame: usize,
/// Accumulated time since the last frame change (for smooth timing)
time_bank: f32,
} }
impl AnimatedTexture { impl TileSequence {
pub fn new(tiles: Vec<AtlasTile>, frame_duration: f32) -> GameResult<Self> { /// Creates a new tile sequence from a slice of tiles
if frame_duration <= 0.0 { pub fn new(tiles: &[AtlasTile]) -> Self {
return Err(GameError::Texture(TextureError::Animated( let mut tile_array = [AtlasTile {
AnimatedTextureError::InvalidFrameDuration(frame_duration), pos: glam::U16Vec2::ZERO,
))); size: glam::U16Vec2::ZERO,
} color: None,
}; 4];
Ok(Self { let count = tiles.len().min(4);
tiles, tile_array[..count].copy_from_slice(&tiles[..count]);
frame_duration,
current_frame: 0,
time_bank: 0.0,
})
}
/// Advances the animation by the specified time delta with automatic frame cycling. Self {
/// tiles: tile_array,
/// Accumulates time in the time bank and progresses through frames when enough count,
/// time has elapsed. Supports frame rates independent of game frame rate by
/// potentially advancing multiple frames in a single call if `dt` is large.
/// Animation loops automatically when reaching the final frame.
///
/// # Arguments
///
/// * `dt` - Time elapsed since the last tick (typically frame delta time)
pub fn tick(&mut self, dt: f32) {
self.time_bank += dt;
while self.time_bank >= self.frame_duration {
self.time_bank -= self.frame_duration;
self.current_frame = (self.current_frame + 1) % self.tiles.len();
} }
} }
pub fn current_tile(&self) -> &AtlasTile { /// Returns the tile at the given frame index, wrapping if necessary
&self.tiles[self.current_frame] pub fn get_tile(&self, frame: usize) -> AtlasTile {
if self.count == 0 {
// Return a default empty tile if no tiles
AtlasTile {
pos: glam::U16Vec2::ZERO,
size: glam::U16Vec2::ZERO,
color: None,
}
} else {
self.tiles[frame % self.count]
}
} }
/// Returns the current frame index. /// Returns true if this sequence has no tiles
#[allow(dead_code)] pub fn is_empty(&self) -> bool {
pub fn current_frame(&self) -> usize { self.count == 0
self.current_frame }
} }
/// Returns the time bank. /// Type-safe directional tile storage with named fields
#[allow(dead_code)] #[derive(Clone, Copy, Debug)]
pub fn time_bank(&self) -> f32 { pub struct DirectionalTiles {
self.time_bank pub up: TileSequence,
} pub down: TileSequence,
pub left: TileSequence,
/// Returns the frame duration. pub right: TileSequence,
#[allow(dead_code)] }
pub fn frame_duration(&self) -> f32 {
self.frame_duration impl DirectionalTiles {
} /// Creates a new DirectionalTiles with different sequences per direction
pub fn new(up: TileSequence, down: TileSequence, left: TileSequence, right: TileSequence) -> Self {
/// Returns the number of tiles in the animation. Self { up, down, left, right }
#[allow(dead_code)] }
pub fn tiles_len(&self) -> usize {
self.tiles.len() /// Gets the tile sequence for the given direction
pub fn get(&self, direction: Direction) -> &TileSequence {
match direction {
Direction::Up => &self.up,
Direction::Down => &self.down,
Direction::Left => &self.left,
Direction::Right => &self.right,
}
} }
} }

View File

@@ -3,24 +3,21 @@ use glam::U16Vec2;
use sdl2::pixels::Color; use sdl2::pixels::Color;
use sdl2::rect::Rect; use sdl2::rect::Rect;
use sdl2::render::{Canvas, RenderTarget, Texture}; use sdl2::render::{Canvas, RenderTarget, Texture};
use serde::Deserialize;
use std::collections::HashMap; use std::collections::HashMap;
use crate::error::TextureError; use crate::error::TextureError;
/// Atlas frame mapping data loaded from JSON metadata files. /// Atlas frame mapping data loaded from JSON metadata files.
#[derive(Clone, Debug, Deserialize)] #[derive(Clone, Debug)]
pub struct AtlasMapper { pub struct AtlasMapper {
/// Mapping from sprite name to frame bounds within the atlas texture /// Mapping from sprite name to frame bounds within the atlas texture
pub frames: HashMap<String, MapperFrame>, pub frames: HashMap<String, MapperFrame>,
} }
#[derive(Copy, Clone, Debug, Deserialize)] #[derive(Copy, Clone, Debug)]
pub struct MapperFrame { pub struct MapperFrame {
pub x: u16, pub pos: U16Vec2,
pub y: u16, pub size: U16Vec2,
pub width: u16,
pub height: u16,
} }
#[derive(Copy, Clone, Debug, PartialEq)] #[derive(Copy, Clone, Debug, PartialEq)]
@@ -108,8 +105,8 @@ impl SpriteAtlas {
/// for repeated use in animations and entity sprites. /// for repeated use in animations and entity sprites.
pub fn get_tile(&self, name: &str) -> Option<AtlasTile> { pub fn get_tile(&self, name: &str) -> Option<AtlasTile> {
self.tiles.get(name).map(|frame| AtlasTile { self.tiles.get(name).map(|frame| AtlasTile {
pos: U16Vec2::new(frame.x, frame.y), pos: frame.pos,
size: U16Vec2::new(frame.width, frame.height), size: frame.size,
color: None, color: None,
}) })
} }

View File

@@ -1,62 +1,57 @@
use glam::U16Vec2; // use glam::U16Vec2;
use pacman::error::{AnimatedTextureError, GameError, TextureError}; // use pacman::error::{AnimatedTextureError, GameError, TextureError};
use pacman::texture::animated::AnimatedTexture; // use pacman::texture::sprite::AtlasTile;
use pacman::texture::sprite::AtlasTile; // use sdl2::pixels::Color;
use sdl2::pixels::Color; // use smallvec::smallvec;
fn mock_atlas_tile(id: u32) -> AtlasTile { // fn mock_atlas_tile(id: u32) -> AtlasTile {
AtlasTile { // AtlasTile {
pos: U16Vec2::new(0, 0), // pos: U16Vec2::new(0, 0),
size: U16Vec2::new(16, 16), // size: U16Vec2::new(16, 16),
color: Some(Color::RGB(id as u8, 0, 0)), // color: Some(Color::RGB(id as u8, 0, 0)),
} // }
} // }
#[test] // #[test]
fn test_animated_texture_creation_errors() { // fn test_animated_texture_creation_errors() {
let tiles = vec![mock_atlas_tile(1), mock_atlas_tile(2)]; // let tiles = smallvec![mock_atlas_tile(1), mock_atlas_tile(2)];
assert!(matches!( // assert!(matches!(
AnimatedTexture::new(tiles.clone(), 0.0).unwrap_err(), // AnimatedTexture::new(tiles.clone(), 0).unwrap_err(),
GameError::Texture(TextureError::Animated(AnimatedTextureError::InvalidFrameDuration(0.0))) // GameError::Texture(TextureError::Animated(AnimatedTextureError::InvalidFrameDuration(0)))
)); // ));
// }
assert!(matches!( // #[test]
AnimatedTexture::new(tiles, -0.1).unwrap_err(), // fn test_animated_texture_advancement() {
GameError::Texture(TextureError::Animated(AnimatedTextureError::InvalidFrameDuration(-0.1))) // let tiles = smallvec![mock_atlas_tile(1), mock_atlas_tile(2), mock_atlas_tile(3)];
)); // let mut texture = AnimatedTexture::new(tiles, 10).unwrap();
}
#[test] // assert_eq!(texture.current_frame(), 0);
fn test_animated_texture_advancement() {
let tiles = vec![mock_atlas_tile(1), mock_atlas_tile(2), mock_atlas_tile(3)];
let mut texture = AnimatedTexture::new(tiles, 0.1).unwrap();
assert_eq!(texture.current_frame(), 0); // texture.tick(25);
// assert_eq!(texture.current_frame(), 2);
// assert_eq!(texture.time_bank(), 5);
// }
texture.tick(0.25); // #[test]
assert_eq!(texture.current_frame(), 2); // fn test_animated_texture_wrap_around() {
assert!((texture.time_bank() - 0.05).abs() < 0.001); // let tiles = smallvec![mock_atlas_tile(1), mock_atlas_tile(2)];
} // let mut texture = AnimatedTexture::new(tiles, 10).unwrap();
#[test] // texture.tick(10);
fn test_animated_texture_wrap_around() { // assert_eq!(texture.current_frame(), 1);
let tiles = vec![mock_atlas_tile(1), mock_atlas_tile(2)];
let mut texture = AnimatedTexture::new(tiles, 0.1).unwrap();
texture.tick(0.1); // texture.tick(10);
assert_eq!(texture.current_frame(), 1); // assert_eq!(texture.current_frame(), 0);
// }
texture.tick(0.1); // #[test]
assert_eq!(texture.current_frame(), 0); // fn test_animated_texture_single_frame() {
} // let tiles = smallvec![mock_atlas_tile(1)];
// let mut texture = AnimatedTexture::new(tiles, 10).unwrap();
#[test] // texture.tick(10);
fn test_animated_texture_single_frame() { // assert_eq!(texture.current_frame(), 0);
let tiles = vec![mock_atlas_tile(1)]; // assert_eq!(texture.current_tile().color.unwrap().r, 1);
let mut texture = AnimatedTexture::new(tiles, 0.1).unwrap(); // }
texture.tick(0.1);
assert_eq!(texture.current_frame(), 0);
assert_eq!(texture.current_tile().color.unwrap().r, 1);
}

View File

@@ -1,13 +1,12 @@
use bevy_ecs::{event::Events, prelude::*, system::RunSystemOnce, world::World}; use bevy_ecs::{entity::Entity, event::Events, system::RunSystemOnce, world::World};
use pacman::{ use pacman::{
error::GameError, error::GameError,
events::GameEvent, events::GameEvent,
map::builder::Map, map::builder::Map,
systems::{ systems::{
collision::{check_collision, collision_system}, check_collision, collision_system, Collider, EntityType, Ghost, GhostCollider, ItemCollider, NodeId, PacmanCollider,
components::{Collider, EntityType, Ghost, GhostCollider, ItemCollider, PacmanCollider}, Position,
movement::Position,
}, },
}; };
@@ -61,7 +60,7 @@ fn spawn_test_ghost(world: &mut World) -> Entity {
fn spawn_test_ghost_at_node(world: &mut World, node: usize) -> Entity { fn spawn_test_ghost_at_node(world: &mut World, node: usize) -> Entity {
world world
.spawn(( .spawn((
Position::Stopped { node }, Position::Stopped { node: node as NodeId },
Collider { size: 12.0 }, Collider { size: 12.0 },
GhostCollider, GhostCollider,
Ghost::Blinky, Ghost::Blinky,

View File

@@ -1,4 +1,4 @@
use glam::IVec2; use glam::I8Vec2;
use pacman::map::direction::*; use pacman::map::direction::*;
#[test] #[test]
@@ -18,14 +18,14 @@ fn test_direction_opposite() {
#[test] #[test]
fn test_direction_as_ivec2() { fn test_direction_as_ivec2() {
let test_cases = [ let test_cases = [
(Direction::Up, -IVec2::Y), (Direction::Up, -I8Vec2::Y),
(Direction::Down, IVec2::Y), (Direction::Down, I8Vec2::Y),
(Direction::Left, -IVec2::X), (Direction::Left, -I8Vec2::X),
(Direction::Right, IVec2::X), (Direction::Right, I8Vec2::X),
]; ];
for (dir, expected) in test_cases { for (dir, expected) in test_cases {
assert_eq!(dir.as_ivec2(), expected); assert_eq!(dir.as_ivec2(), expected);
assert_eq!(IVec2::from(dir), expected); assert_eq!(I8Vec2::from(dir), expected);
} }
} }

View File

@@ -1,6 +1,5 @@
use pacman::error::{ use pacman::error::{
AnimatedTextureError, AssetError, EntityError, GameError, GameResult, IntoGameError, MapError, OptionExt, ParseError, AssetError, EntityError, GameError, GameResult, IntoGameError, MapError, OptionExt, ParseError, ResultExt, TextureError,
ResultExt, TextureError,
}; };
use std::io; use std::io;
@@ -46,13 +45,6 @@ fn test_game_error_from_io_error() {
assert!(matches!(game_error, GameError::Io(_))); assert!(matches!(game_error, GameError::Io(_)));
} }
#[test]
fn test_texture_error_from_animated_error() {
let animated_error = AnimatedTextureError::InvalidFrameDuration(-1.0);
let texture_error: TextureError = animated_error.into();
assert!(matches!(texture_error, TextureError::Animated(_)));
}
#[test] #[test]
fn test_asset_error_from_io_error() { fn test_asset_error_from_io_error() {
let io_error = io::Error::new(io::ErrorKind::PermissionDenied, "Permission denied"); let io_error = io::Error::new(io::ErrorKind::PermissionDenied, "Permission denied");
@@ -78,12 +70,6 @@ fn test_entity_error_display() {
assert_eq!(error.to_string(), "Edge not found: from 1 to 2"); assert_eq!(error.to_string(), "Edge not found: from 1 to 2");
} }
#[test]
fn test_animated_texture_error_display() {
let error = AnimatedTextureError::InvalidFrameDuration(0.0);
assert_eq!(error.to_string(), "Frame duration must be positive, got 0");
}
#[test] #[test]
fn test_into_game_error_trait() { fn test_into_game_error_trait() {
let result: Result<i32, io::Error> = Err(io::Error::new(io::ErrorKind::Other, "test error")); let result: Result<i32, io::Error> = Err(io::Error::new(io::ErrorKind::Other, "test error"));
@@ -146,13 +132,3 @@ fn test_result_ext_error() {
panic!("Expected InvalidState error"); panic!("Expected InvalidState error");
} }
} }
#[test]
fn test_error_chain_conversions() {
// Test that we can convert through multiple levels
let animated_error = AnimatedTextureError::InvalidFrameDuration(-5.0);
let texture_error: TextureError = animated_error.into();
let game_error: GameError = texture_error.into();
assert!(matches!(game_error, GameError::Texture(TextureError::Animated(_))));
}

View File

@@ -1,4 +1,4 @@
use pacman::systems::formatting::format_timing_display; use pacman::systems::profiling::format_timing_display;
use std::time::Duration; use std::time::Duration;
use pretty_assertions::assert_eq; use pretty_assertions::assert_eq;

View File

@@ -1,13 +1,11 @@
use bevy_ecs::{event::Events, prelude::*, system::RunSystemOnce, world::World}; use bevy_ecs::{entity::Entity, event::Events, system::RunSystemOnce, world::World};
use pacman::{ use pacman::{
events::GameEvent, events::GameEvent,
map::builder::Map, map::builder::Map,
systems::{ systems::{
audio::AudioEvent, is_valid_item_collision, item_system, AudioEvent, AudioState, EntityType, ItemCollider, PacmanCollider, Position,
components::{AudioState, EntityType, ItemCollider, PacmanCollider, ScoreResource}, ScoreResource,
item::{is_valid_item_collision, item_system},
movement::Position,
}, },
}; };

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@@ -26,8 +26,10 @@ fn test_map_node_positions() {
for (grid_pos, &node_id) in &map.grid_to_node { for (grid_pos, &node_id) in &map.grid_to_node {
let node = map.graph.get_node(node_id).unwrap(); let node = map.graph.get_node(node_id).unwrap();
let expected_pos = Vec2::new((grid_pos.x * CELL_SIZE as i32) as f32, (grid_pos.y * CELL_SIZE as i32) as f32) let expected_pos = Vec2::new(
+ Vec2::splat(CELL_SIZE as f32 / 2.0); (grid_pos.x as i32 * CELL_SIZE as i32) as f32,
(grid_pos.y as i32 * CELL_SIZE as i32) as f32,
) + Vec2::splat(CELL_SIZE as f32 / 2.0);
assert_eq!(node.position, expected_pos); assert_eq!(node.position, expected_pos);
} }

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@@ -1,4 +1,4 @@
use bevy_ecs::{event::Events, prelude::*, system::RunSystemOnce, world::World}; use bevy_ecs::{entity::Entity, event::Events, system::RunSystemOnce, world::World};
use pacman::{ use pacman::{
events::{GameCommand, GameEvent}, events::{GameCommand, GameEvent},
@@ -8,10 +8,8 @@ use pacman::{
graph::{Edge, TraversalFlags}, graph::{Edge, TraversalFlags},
}, },
systems::{ systems::{
components::{AudioState, DeltaTime, EntityType, GlobalState, PlayerControlled}, can_traverse, player_control_system, player_movement_system, AudioState, BufferedDirection, DebugState, DeltaTime,
debug::DebugState, EntityType, GlobalState, MovementModifiers, PlayerControlled, Position, Velocity,
movement::{BufferedDirection, Position, Velocity},
player::{can_traverse, player_control_system, player_movement_system},
}, },
}; };
@@ -51,6 +49,7 @@ fn spawn_test_player(world: &mut World) -> Entity {
}, },
BufferedDirection::None, BufferedDirection::None,
EntityType::Player, EntityType::Player,
MovementModifiers::default(),
)) ))
.id() .id()
} }

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@@ -5,21 +5,41 @@ use std::time::Duration;
fn test_timing_statistics() { fn test_timing_statistics() {
let timings = SystemTimings::default(); let timings = SystemTimings::default();
// Add some test data // 10ms average, 2ms std dev
timings.add_timing(SystemId::PlayerControls, Duration::from_millis(10)); timings.add_timing(SystemId::PlayerControls, Duration::from_millis(10));
timings.add_timing(SystemId::PlayerControls, Duration::from_millis(12)); timings.add_timing(SystemId::PlayerControls, Duration::from_millis(12));
timings.add_timing(SystemId::PlayerControls, Duration::from_millis(8)); timings.add_timing(SystemId::PlayerControls, Duration::from_millis(8));
// 2ms average, 1ms std dev
timings.add_timing(SystemId::Blinking, Duration::from_millis(3));
timings.add_timing(SystemId::Blinking, Duration::from_millis(2));
timings.add_timing(SystemId::Blinking, Duration::from_millis(1));
fn close_enough(a: Duration, b: Duration) -> bool {
if a > b {
a - b < Duration::from_micros(500) // 0.1ms
} else {
b - a < Duration::from_micros(500)
}
}
let stats = timings.get_stats(); let stats = timings.get_stats();
let (avg, std_dev) = stats.get(&SystemId::PlayerControls).unwrap(); let (avg, std_dev) = stats.get(&SystemId::PlayerControls).unwrap();
// Average should be 10ms, standard deviation should be small // Average should be 10ms, standard deviation should be small
assert!((avg.as_millis() as f64 - 10.0).abs() < 1.0); assert!(close_enough(*avg, Duration::from_millis(10)), "avg: {:?}", avg);
assert!(std_dev.as_millis() > 0); assert!(close_enough(*std_dev, Duration::from_millis(2)), "std_dev: {:?}", std_dev);
let (total_avg, total_std) = timings.get_total_stats(); let (total_avg, total_std) = timings.get_total_stats();
assert!((total_avg.as_millis() as f64 - 10.0).abs() < 1.0); assert!(
assert!(total_std.as_millis() > 0); close_enough(total_avg, Duration::from_millis(18)),
"total_avg: {:?}",
total_avg
);
assert!(
close_enough(total_std, Duration::from_millis(12)),
"total_std: {:?}",
total_std
);
} }
// #[test] // #[test]

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@@ -13,10 +13,8 @@ fn test_sprite_atlas_basic() {
frames.insert( frames.insert(
"test".to_string(), "test".to_string(),
MapperFrame { MapperFrame {
x: 10, pos: U16Vec2::new(10, 20),
y: 20, size: U16Vec2::new(32, 64),
width: 32,
height: 64,
}, },
); );
@@ -38,19 +36,15 @@ fn test_sprite_atlas_multiple_tiles() {
frames.insert( frames.insert(
"tile1".to_string(), "tile1".to_string(),
MapperFrame { MapperFrame {
x: 0, pos: U16Vec2::new(0, 0),
y: 0, size: U16Vec2::new(32, 32),
width: 32,
height: 32,
}, },
); );
frames.insert( frames.insert(
"tile2".to_string(), "tile2".to_string(),
MapperFrame { MapperFrame {
x: 32, pos: U16Vec2::new(32, 0),
y: 0, size: U16Vec2::new(64, 64),
width: 64,
height: 64,
}, },
); );