Compare commits

..

38 Commits

Author SHA1 Message Date
Ryan Walters
aaf30efde7 fix: only run coverage upload if secret is available 2025-09-03 08:23:33 -05:00
Ryan Walters
89f1e71568 chore: add 'samply' profiling helper task to Justfile 2025-09-02 15:42:13 -05:00
Ryan Walters
d6d0f47483 feat: optimize input system, avoid heap allocations, disable as many events as possible 2025-09-02 14:57:01 -05:00
Ryan Walters
1b0624a174 chore: add profiling profile for flamegraph 2025-09-02 14:52:11 -05:00
Ryan Walters
7dfab26898 refactor: drop remaining Box::leak & statics where possible 2025-09-02 13:44:40 -05:00
Ryan Walters
f2fc60b250 chore: add LICENSE, add missing metadata, clean up dependencies & use dev-dependencies, document choices 2025-09-02 13:23:43 -05:00
Ryan Walters
7cdd1b6ad9 refactor: use 'unsafe_textures' sdl2 feature to hide lifetimes & obscure leaks into upstream 2025-09-02 12:59:06 -05:00
Ryan Walters
d0a68faa51 chore: update dependencies, solve tracing-subscriber vulnerability 2025-09-02 09:47:11 -05:00
Ryan Walters
055dc85f2b refactor: improve console handling & logs, scoped mutex lock, fix linux unused imports 2025-09-02 09:09:48 -05:00
Ryan Walters
39a5df1ffd fix: use c-style strings instead of manual termination, cast pointer, use then_some 2025-09-02 08:52:08 -05:00
Ryan Walters
6637691157 feat: setup windows system console output detection for dynamic console attach 2025-09-02 00:31:59 -05:00
Ryan Walters
c79ba0d824 feat: buffer tracing logs before console init 2025-09-01 17:22:22 -05:00
Ryan Walters
b1b03b0e9c refactor: move magic numbers & constants 2025-09-01 15:47:41 -05:00
Ryan Walters
a62ae8dfe7 fix: energizers don't change dead (eyes) ghosts 2025-09-01 15:39:17 -05:00
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
50 changed files with 2850 additions and 1383 deletions

View File

@@ -9,6 +9,8 @@ env:
jobs: jobs:
coverage: coverage:
runs-on: ubuntu-latest runs-on: ubuntu-latest
env:
COVERALLS_REPO_TOKEN: ${{ secrets.COVERALLS_REPO_TOKEN }}
steps: steps:
- name: Checkout code - name: Checkout code
uses: actions/checkout@v5 uses: actions/checkout@v5
@@ -49,13 +51,13 @@ jobs:
just coverage just coverage
- name: Download Coveralls CLI - name: Download Coveralls CLI
if: ${{ env.COVERALLS_REPO_TOKEN != '' }}
run: | run: |
# use GitHub Releases URL instead of coveralls.io because they can't maintain their own files; it 404s # use GitHub Releases URL instead of coveralls.io because they can't maintain their own files; it 404s
curl -L https://github.com/coverallsapp/coverage-reporter/releases/download/v0.6.15/coveralls-linux-x86_64.tar.gz | tar -xz -C /usr/local/bin curl -L https://github.com/coverallsapp/coverage-reporter/releases/download/v0.6.15/coveralls-linux-x86_64.tar.gz | tar -xz -C /usr/local/bin
- name: Upload coverage to Coveralls - name: Upload coverage to Coveralls
env: if: ${{ env.COVERALLS_REPO_TOKEN != '' }}
COVERALLS_REPO_TOKEN: ${{ secrets.COVERALLS_REPO_TOKEN }}
run: | run: |
if [ ! -f "lcov.info" ]; then if [ ! -f "lcov.info" ]; then
echo "Error: lcov.info file not found. Coverage generation may have failed." echo "Error: lcov.info file not found. Coverage generation may have failed."

4
.gitignore vendored
View File

@@ -15,3 +15,7 @@ assets/site/build.css
# Coverage reports # Coverage reports
lcov.info lcov.info
coverage.html coverage.html
# Profiling output
flamegraph.svg
/profile.*

227
Cargo.lock generated
View File

@@ -85,7 +85,7 @@ dependencies = [
"bevy_reflect", "bevy_reflect",
"bevy_tasks", "bevy_tasks",
"bevy_utils", "bevy_utils",
"bitflags 2.9.1", "bitflags 2.9.4",
"bumpalo", "bumpalo",
"concurrent-queue", "concurrent-queue",
"derive_more", "derive_more",
@@ -221,9 +221,9 @@ checksum = "bef38d45163c2f1dde094a7dfd33ccf595c92905c8f8f4fdc18d06fb1037718a"
[[package]] [[package]]
name = "bitflags" name = "bitflags"
version = "2.9.1" version = "2.9.4"
source = "registry+https://github.com/rust-lang/crates.io-index" source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "1b8e56985ec62d17e9c1001dc89c88ecd7dc08e47eba5ec7c29c7b5eeecde967" checksum = "2261d10cca569e4643e526d8dc2e62e433cc8aba21ab764233731f8d369bf394"
dependencies = [ dependencies = [
"serde", "serde",
] ]
@@ -336,9 +336,9 @@ checksum = "c9c272297e804878a2a4b707cfcfc6d2328b5bb936944613b4fdf2b9269afdfd"
[[package]] [[package]]
name = "downcast-rs" name = "downcast-rs"
version = "2.0.1" version = "2.0.2"
source = "registry+https://github.com/rust-lang/crates.io-index" source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "ea8a8b81cacc08888170eef4d13b775126db426d0b348bee9d18c2c1eaf123cf" checksum = "117240f60069e65410b3ae1bb213295bd828f707b5bec6596a1afc8793ce0cbc"
[[package]] [[package]]
name = "equivalent" name = "equivalent"
@@ -527,11 +527,11 @@ checksum = "b5e6163cb8c49088c2c36f57875e58ccd8c87c7427f7fbd50ea6710b2f3f2e8f"
[[package]] [[package]]
name = "matchers" name = "matchers"
version = "0.1.0" version = "0.2.0"
source = "registry+https://github.com/rust-lang/crates.io-index" source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "8263075bb86c5a1b1427b5ae862e8889656f126e9f77c484496e8b47cf5c5558" checksum = "d1525a2a28c7f4fa0fc98bb91ae755d1e2d1505079e05539e35bc876b5d65ae9"
dependencies = [ dependencies = [
"regex-automata 0.1.10", "regex-automata",
] ]
[[package]] [[package]]
@@ -554,12 +554,11 @@ checksum = "610a5acd306ec67f907abe5567859a3c693fb9886eb1f012ab8f2a47bef3db51"
[[package]] [[package]]
name = "nu-ansi-term" name = "nu-ansi-term"
version = "0.46.0" version = "0.50.1"
source = "registry+https://github.com/rust-lang/crates.io-index" source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "77a8165726e8236064dbb45459242600304b42a5ea24ee2948e18e023bf7ba84" checksum = "d4a28e057d01f97e61255210fcff094d74ed0466038633e95017f5beb68e4399"
dependencies = [ dependencies = [
"overload", "windows-sys 0.52.0",
"winapi",
] ]
[[package]] [[package]]
@@ -583,26 +582,18 @@ version = "1.21.3"
source = "registry+https://github.com/rust-lang/crates.io-index" source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "42f5e15c9953c5e4ccceeb2e7382a716482c34515315f7b03532b8b4e8393d2d" checksum = "42f5e15c9953c5e4ccceeb2e7382a716482c34515315f7b03532b8b4e8393d2d"
[[package]]
name = "overload"
version = "0.1.1"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "b15813163c1d831bf4a13c3610c05c0d03b39feb07f7e09fa234dac9b15aaf39"
[[package]] [[package]]
name = "pacman" name = "pacman"
version = "0.2.0" version = "0.2.0"
dependencies = [ dependencies = [
"anyhow", "anyhow",
"bevy_ecs", "bevy_ecs",
"bitflags 2.9.1", "bitflags 2.9.4",
"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",
@@ -620,7 +611,8 @@ dependencies = [
"tracing", "tracing",
"tracing-error", "tracing-error",
"tracing-subscriber", "tracing-subscriber",
"winapi", "windows",
"windows-sys 0.60.2",
] ]
[[package]] [[package]]
@@ -668,9 +660,9 @@ dependencies = [
[[package]] [[package]]
name = "phf" name = "phf"
version = "0.12.1" version = "0.13.1"
source = "registry+https://github.com/rust-lang/crates.io-index" source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "913273894cec178f401a31ec4b656318d95473527be05c0752cc41cdc32be8b7" checksum = "c1562dc717473dbaa4c1f85a36410e03c047b2e7df7f45ee938fbef64ae7fadf"
dependencies = [ dependencies = [
"phf_macros", "phf_macros",
"phf_shared", "phf_shared",
@@ -679,9 +671,9 @@ dependencies = [
[[package]] [[package]]
name = "phf_generator" name = "phf_generator"
version = "0.12.1" version = "0.13.1"
source = "registry+https://github.com/rust-lang/crates.io-index" source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "2cbb1126afed61dd6368748dae63b1ee7dc480191c6262a3b4ff1e29d86a6c5b" checksum = "135ace3a761e564ec88c03a77317a7c6b80bb7f7135ef2544dbe054243b89737"
dependencies = [ dependencies = [
"fastrand", "fastrand",
"phf_shared", "phf_shared",
@@ -689,9 +681,9 @@ dependencies = [
[[package]] [[package]]
name = "phf_macros" name = "phf_macros"
version = "0.12.1" version = "0.13.1"
source = "registry+https://github.com/rust-lang/crates.io-index" source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "d713258393a82f091ead52047ca779d37e5766226d009de21696c4e667044368" checksum = "812f032b54b1e759ccd5f8b6677695d5268c588701effba24601f6932f8269ef"
dependencies = [ dependencies = [
"phf_generator", "phf_generator",
"phf_shared", "phf_shared",
@@ -702,9 +694,9 @@ dependencies = [
[[package]] [[package]]
name = "phf_shared" name = "phf_shared"
version = "0.12.1" version = "0.13.1"
source = "registry+https://github.com/rust-lang/crates.io-index" source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "06005508882fb681fd97892ecff4b7fd0fee13ef1aa569f8695dae7ab9099981" checksum = "e57fef6bc5981e38c2ce2d63bfa546861309f875b8a75f092d1d54ae2d64f266"
dependencies = [ dependencies = [
"siphasher", "siphasher",
] ]
@@ -788,28 +780,7 @@ version = "0.5.17"
source = "registry+https://github.com/rust-lang/crates.io-index" source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "5407465600fb0548f1442edf71dd20683c6ed326200ace4b1ef0763521bb3b77" checksum = "5407465600fb0548f1442edf71dd20683c6ed326200ace4b1ef0763521bb3b77"
dependencies = [ dependencies = [
"bitflags 2.9.1", "bitflags 2.9.4",
]
[[package]]
name = "regex"
version = "1.11.1"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "b544ef1b4eac5dc2db33ea63606ae9ffcfac26c1416a2806ae0bf5f56b201191"
dependencies = [
"aho-corasick",
"memchr",
"regex-automata 0.4.9",
"regex-syntax 0.8.5",
]
[[package]]
name = "regex-automata"
version = "0.1.10"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "6c230d73fb8d8c1b9c0b3135c5142a8acee3a0558fb8db5cf1cb65f8d7862132"
dependencies = [
"regex-syntax 0.6.29",
] ]
[[package]] [[package]]
@@ -820,15 +791,9 @@ checksum = "809e8dc61f6de73b46c85f4c96486310fe304c434cfa43669d7b40f711150908"
dependencies = [ dependencies = [
"aho-corasick", "aho-corasick",
"memchr", "memchr",
"regex-syntax 0.8.5", "regex-syntax",
] ]
[[package]]
name = "regex-syntax"
version = "0.6.29"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "f162c6dd7b008981e4d40210aca20b4bd0f9b60ca9271061b07f78537722f2e1"
[[package]] [[package]]
name = "regex-syntax" name = "regex-syntax"
version = "0.8.5" version = "0.8.5"
@@ -912,9 +877,9 @@ dependencies = [
[[package]] [[package]]
name = "serde_json" name = "serde_json"
version = "1.0.142" version = "1.0.143"
source = "registry+https://github.com/rust-lang/crates.io-index" source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "030fedb782600dcbd6f02d479bf0d817ac3bb40d644745b769d6a96bc3afc5a7" checksum = "d401abef1d108fbd9cbaebc3e46611f4b1021f714a0597a71f41ee463f5f4a5a"
dependencies = [ dependencies = [
"itoa", "itoa",
"memchr", "memchr",
@@ -973,7 +938,7 @@ version = "1.3.2"
source = "registry+https://github.com/rust-lang/crates.io-index" source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "14ac0e4b54d028c2000a13895bcd84cd02a1d63c4f78e08e4ec5ec8f53efd4b9" checksum = "14ac0e4b54d028c2000a13895bcd84cd02a1d63c4f78e08e4ec5ec8f53efd4b9"
dependencies = [ dependencies = [
"windows-sys", "windows-sys 0.60.2",
] ]
[[package]] [[package]]
@@ -1013,18 +978,18 @@ dependencies = [
[[package]] [[package]]
name = "thiserror" name = "thiserror"
version = "2.0.14" version = "2.0.16"
source = "registry+https://github.com/rust-lang/crates.io-index" source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "0b0949c3a6c842cbde3f1686d6eea5a010516deb7085f79db747562d4102f41e" checksum = "3467d614147380f2e4e374161426ff399c91084acd2363eaf549172b3d5e60c0"
dependencies = [ dependencies = [
"thiserror-impl", "thiserror-impl",
] ]
[[package]] [[package]]
name = "thiserror-impl" name = "thiserror-impl"
version = "2.0.14" version = "2.0.16"
source = "registry+https://github.com/rust-lang/crates.io-index" source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "cc5b44b4ab9c2fdd0e0512e6bece8388e214c0749f5862b114cc5b7a25daf227" checksum = "6c5e1be1c48b9172ee610da68fd9cd2770e7a4056cb3fc98710ee6906f0c7960"
dependencies = [ dependencies = [
"proc-macro2", "proc-macro2",
"quote", "quote",
@@ -1119,14 +1084,14 @@ dependencies = [
[[package]] [[package]]
name = "tracing-subscriber" name = "tracing-subscriber"
version = "0.3.19" version = "0.3.20"
source = "registry+https://github.com/rust-lang/crates.io-index" source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "e8189decb5ac0fa7bc8b96b7cb9b2701d60d48805aca84a238004d665fcc4008" checksum = "2054a14f5307d601f88daf0553e1cbf472acc4f2c51afab632431cdcd72124d5"
dependencies = [ dependencies = [
"matchers", "matchers",
"nu-ansi-term", "nu-ansi-term",
"once_cell", "once_cell",
"regex", "regex-automata",
"sharded-slab", "sharded-slab",
"smallvec", "smallvec",
"thread_local", "thread_local",
@@ -1277,7 +1242,7 @@ version = "24.0.0"
source = "registry+https://github.com/rust-lang/crates.io-index" source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "50ac044c0e76c03a0378e7786ac505d010a873665e2d51383dcff8dd227dc69c" checksum = "50ac044c0e76c03a0378e7786ac505d010a873665e2d51383dcff8dd227dc69c"
dependencies = [ dependencies = [
"bitflags 2.9.1", "bitflags 2.9.4",
"js-sys", "js-sys",
"log", "log",
"serde", "serde",
@@ -1285,26 +1250,115 @@ dependencies = [
] ]
[[package]] [[package]]
name = "winapi" name = "windows"
version = "0.3.9" version = "0.61.3"
source = "registry+https://github.com/rust-lang/crates.io-index" source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "5c839a674fcd7a98952e593242ea400abe93992746761e38641405d28b00f419" checksum = "9babd3a767a4c1aef6900409f85f5d53ce2544ccdfaa86dad48c91782c6d6893"
dependencies = [ dependencies = [
"winapi-i686-pc-windows-gnu", "windows-collections",
"winapi-x86_64-pc-windows-gnu", "windows-core",
"windows-future",
"windows-link",
"windows-numerics",
] ]
[[package]] [[package]]
name = "winapi-i686-pc-windows-gnu" name = "windows-collections"
version = "0.4.0" version = "0.2.0"
source = "registry+https://github.com/rust-lang/crates.io-index" source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "ac3b87c63620426dd9b991e5ce0329eff545bccbbb34f3be09ff6fb6ab51b7b6" checksum = "3beeceb5e5cfd9eb1d76b381630e82c4241ccd0d27f1a39ed41b2760b255c5e8"
dependencies = [
"windows-core",
]
[[package]] [[package]]
name = "winapi-x86_64-pc-windows-gnu" name = "windows-core"
version = "0.4.0" version = "0.61.2"
source = "registry+https://github.com/rust-lang/crates.io-index" source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "712e227841d057c1ee1cd2fb22fa7e5a5461ae8e48fa2ca79ec42cfc1931183f" checksum = "c0fdd3ddb90610c7638aa2b3a3ab2904fb9e5cdbecc643ddb3647212781c4ae3"
dependencies = [
"windows-implement",
"windows-interface",
"windows-link",
"windows-result",
"windows-strings",
]
[[package]]
name = "windows-future"
version = "0.2.1"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "fc6a41e98427b19fe4b73c550f060b59fa592d7d686537eebf9385621bfbad8e"
dependencies = [
"windows-core",
"windows-link",
"windows-threading",
]
[[package]]
name = "windows-implement"
version = "0.60.0"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "a47fddd13af08290e67f4acabf4b459f647552718f683a7b415d290ac744a836"
dependencies = [
"proc-macro2",
"quote",
"syn",
]
[[package]]
name = "windows-interface"
version = "0.59.1"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "bd9211b69f8dcdfa817bfd14bf1c97c9188afa36f4750130fcdf3f400eca9fa8"
dependencies = [
"proc-macro2",
"quote",
"syn",
]
[[package]]
name = "windows-link"
version = "0.1.3"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "5e6ad25900d524eaabdbbb96d20b4311e1e7ae1699af4fb28c17ae66c80d798a"
[[package]]
name = "windows-numerics"
version = "0.2.0"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "9150af68066c4c5c07ddc0ce30421554771e528bde427614c61038bc2c92c2b1"
dependencies = [
"windows-core",
"windows-link",
]
[[package]]
name = "windows-result"
version = "0.3.4"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "56f42bd332cc6c8eac5af113fc0c1fd6a8fd2aa08a0119358686e5160d0586c6"
dependencies = [
"windows-link",
]
[[package]]
name = "windows-strings"
version = "0.4.2"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "56e6c93f3a0c3b36176cb1327a4958a0353d5d166c2a35cb268ace15e91d3b57"
dependencies = [
"windows-link",
]
[[package]]
name = "windows-sys"
version = "0.52.0"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "282be5f36a8ce781fad8c8ae18fa3f9beff57ec1b52cb3de0789201425d9a33d"
dependencies = [
"windows-targets 0.52.6",
]
[[package]] [[package]]
name = "windows-sys" name = "windows-sys"
@@ -1347,6 +1401,15 @@ dependencies = [
"windows_x86_64_msvc 0.53.0", "windows_x86_64_msvc 0.53.0",
] ]
[[package]]
name = "windows-threading"
version = "0.1.0"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "b66463ad2e0ea3bbf808b7f1d371311c80e115c0b71d60efc142cafbcfb057a6"
dependencies = [
"windows-link",
]
[[package]] [[package]]
name = "windows_aarch64_gnullvm" name = "windows_aarch64_gnullvm"
version = "0.52.6" version = "0.52.6"
@@ -1458,7 +1521,7 @@ version = "0.39.0"
source = "registry+https://github.com/rust-lang/crates.io-index" source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "6f42320e61fe2cfd34354ecb597f86f413484a798ba44a8ca1165c58d42da6c1" checksum = "6f42320e61fe2cfd34354ecb597f86f413484a798ba44a8ca1165c58d42da6c1"
dependencies = [ dependencies = [
"bitflags 2.9.1", "bitflags 2.9.4",
] ]
[[package]] [[package]]

View File

@@ -1,57 +1,85 @@
[package] [package]
name = "pacman" name = "pacman"
version = "0.2.0" version = "0.2.0"
authors = ["Xevion"]
edition = "2021" edition = "2021"
rust-version = "1.86.0"
description = "A cross-platform retro Pac-Man clone, written in Rust and supported by SDL2"
readme = true
homepage = "https://pacman.xevion.dev"
repository = "https://github.com/Xevion/Pac-Man"
license = "GPL-3.0-or-later"
keywords = ["game", "pacman", "arcade", "sdl2"]
categories = ["games", "emulators"]
publish = false
exclude = ["/assets/unpacked/**", "/assets/site/**", "/bacon.toml", "/Justfile"]
# See more keys and their definitions at https://doc.rust-lang.org/cargo/reference/manifest.html # See more keys and their definitions at https://doc.rust-lang.org/cargo/reference/manifest.html
[dependencies] [dependencies]
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 = "0.3.20", features = ["env-filter"]}
lazy_static = "1.5.0" thiserror = "2.0.16"
sdl2 = { version = "0.38.0", features = ["image", "ttf"] } anyhow = "1.0"
spin_sleep = "1.3.2" bevy_ecs = "0.16.1"
glam = "0.30.5"
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"
anyhow = "1.0"
glam = "0.30.5"
serde = { version = "1.0.219", features = ["derive"] }
serde_json = "1.0.142"
smallvec = "1.15.1" smallvec = "1.15.1"
bitflags = "2.9.4"
micromap = "0.1.0"
circular-buffer = "1.1.0"
parking_lot = "0.12.3"
spin_sleep = "1.3.2"
strum = "0.27.2" strum = "0.27.2"
strum_macros = "0.27.2" strum_macros = "0.27.2"
phf = { version = "0.12.1", features = ["macros"] } phf = { version = "0.13.1", features = ["macros"] }
bevy_ecs = "0.16.1"
bitflags = "2.9.1"
parking_lot = "0.12.3"
micromap = "0.1.0"
thousands = "0.2.0" thousands = "0.2.0"
pretty_assertions = "1.4.1"
num-width = "0.1.0" num-width = "0.1.0"
circular-buffer = "1.1.0"
[dev-dependencies]
pretty_assertions = "1.4.1"
[build-dependencies]
phf = { version = "0.13.1", features = ["macros"] }
serde = { version = "1.0", features = ["derive"] }
serde_json = "1.0.143"
# phf generates runtime code which machete will not detect
[package.metadata.cargo-machete]
ignored = ["phf"]
# Release profile for profiling (essentially the default 'release' profile with debug enabled)
[profile.profile]
inherits = "release"
debug = true
# Undo the customizations for our release profile
opt-level = 3
lto = false
panic = 'unwind'
# LTO optimizations, no unwinding on panic, optimize for size
[profile.release] [profile.release]
lto = true lto = true
panic = "abort" panic = "abort"
opt-level = "z" opt-level = "z"
[target.'cfg(target_os = "windows")'.dependencies.winapi] # Used for customizing console output on Windows; both are required due to the `windows` crate having poor Result handling with `GetStdHandle`.
version = "0.3" [target.'cfg(target_os = "windows")'.dependencies]
features = ["consoleapi", "fileapi", "handleapi", "processenv", "winbase", "wincon", "winnt", "winuser", "windef", "minwindef"] windows = { version = "0.61.3", features = ["Win32_Security", "Win32_Storage_FileSystem", "Win32_System_Console"] }
windows-sys = { version = "0.60.2", features = ["Win32_System_Console"] }
[target.'cfg(target_os = "emscripten")'.dependencies.sdl2]
version = "0.38"
default-features = false
features = ["ttf","image","gfx","mixer"]
# On desktop platforms, build SDL2 with cargo-vcpkg
[target.'cfg(not(target_os = "emscripten"))'.dependencies.sdl2] [target.'cfg(not(target_os = "emscripten"))'.dependencies.sdl2]
version = "0.38" version = "0.38"
default-features = false default-features = false
features = ["ttf","image","gfx","mixer","static-link","use-vcpkg"] features = ["image", "ttf", "gfx", "mixer", "unsafe_textures", "static-link", "use-vcpkg"]
# On Emscripten, we don't use cargo-vcpkg
[target.'cfg(target_os = "emscripten")'.dependencies]
sdl2 = { version = "0.38", default-features = false, features = ["image", "ttf", "gfx", "mixer", "unsafe_textures"] }
libc = "0.2.175" # TODO: Describe why this is required.
[package.metadata.vcpkg] [package.metadata.vcpkg]
dependencies = ["sdl2", "sdl2-image", "sdl2-ttf", "sdl2-gfx", "sdl2-mixer"] dependencies = ["sdl2", "sdl2-image", "sdl2-ttf", "sdl2-gfx", "sdl2-mixer"]
@@ -63,11 +91,3 @@ x86_64-pc-windows-msvc = { triplet = "x64-windows-static-md" }
x86_64-unknown-linux-gnu = { triplet = "x64-linux" } x86_64-unknown-linux-gnu = { triplet = "x64-linux" }
x86_64-apple-darwin = { triplet = "x64-osx" } x86_64-apple-darwin = { triplet = "x64-osx" }
aarch64-apple-darwin = { triplet = "arm64-osx" } aarch64-apple-darwin = { triplet = "arm64-osx" }
[target.'cfg(target_os = "emscripten")'.dependencies]
libc = "0.2.175"
[build-dependencies]
serde = { version = "1.0", features = ["derive"] }
serde_json = "1.0"
phf = { version = "0.12.1", features = ["macros"] }

View File

@@ -5,6 +5,8 @@ set windows-shell := ["powershell.exe", "-NoLogo", "-Command"]
# You can use src\\\\..., but the filename alone is acceptable too # You can use src\\\\..., but the filename alone is acceptable too
coverage_exclude_pattern := "src\\\\app.rs|audio.rs|src\\\\error.rs|platform\\\\emscripten.rs" coverage_exclude_pattern := "src\\\\app.rs|audio.rs|src\\\\error.rs|platform\\\\emscripten.rs"
binary_extension := if os() == "windows" { ".exe" } else { "" }
# !!! --ignore-filename-regex should be used on both reports & coverage testing # !!! --ignore-filename-regex should be used on both reports & coverage testing
# !!! --remap-path-prefix prevents the absolute path from being used in the generated report # !!! --remap-path-prefix prevents the absolute path from being used in the generated report
@@ -31,3 +33,8 @@ coverage:
--output-path lcov.info \ --output-path lcov.info \
--profile coverage \ --profile coverage \
--no-fail-fast nextest --no-fail-fast nextest
# Profile the project using 'samply'
samply:
cargo build --profile profile
samply record ./target/profile/pacman{{ binary_extension }}

675
LICENSE Normal file
View File

@@ -0,0 +1,675 @@
# GNU GENERAL PUBLIC LICENSE
Version 3, 29 June 2007
Copyright (C) 2007 Free Software Foundation, Inc.
<https://fsf.org/>
Everyone is permitted to copy and distribute verbatim copies of this
license document, but changing it is not allowed.
## Preamble
The GNU General Public License is a free, copyleft license for
software and other kinds of works.
The licenses for most software and other practical works are designed
to take away your freedom to share and change the works. By contrast,
the GNU General Public License is intended to guarantee your freedom
to share and change all versions of a program--to make sure it remains
free software for all its users. We, the Free Software Foundation, use
the GNU General Public License for most of our software; it applies
also to any other work released this way by its authors. You can apply
it to your programs, too.
When we speak of free software, we are referring to freedom, not
price. Our General Public Licenses are designed to make sure that you
have the freedom to distribute copies of free software (and charge for
them if you wish), that you receive source code or can get it if you
want it, that you can change the software or use pieces of it in new
free programs, and that you know you can do these things.
To protect your rights, we need to prevent others from denying you
these rights or asking you to surrender the rights. Therefore, you
have certain responsibilities if you distribute copies of the
software, or if you modify it: responsibilities to respect the freedom
of others.
For example, if you distribute copies of such a program, whether
gratis or for a fee, you must pass on to the recipients the same
freedoms that you received. You must make sure that they, too, receive
or can get the source code. And you must show them these terms so they
know their rights.
Developers that use the GNU GPL protect your rights with two steps:
(1) assert copyright on the software, and (2) offer you this License
giving you legal permission to copy, distribute and/or modify it.
For the developers' and authors' protection, the GPL clearly explains
that there is no warranty for this free software. For both users' and
authors' sake, the GPL requires that modified versions be marked as
changed, so that their problems will not be attributed erroneously to
authors of previous versions.
Some devices are designed to deny users access to install or run
modified versions of the software inside them, although the
manufacturer can do so. This is fundamentally incompatible with the
aim of protecting users' freedom to change the software. The
systematic pattern of such abuse occurs in the area of products for
individuals to use, which is precisely where it is most unacceptable.
Therefore, we have designed this version of the GPL to prohibit the
practice for those products. If such problems arise substantially in
other domains, we stand ready to extend this provision to those
domains in future versions of the GPL, as needed to protect the
freedom of users.
Finally, every program is threatened constantly by software patents.
States should not allow patents to restrict development and use of
software on general-purpose computers, but in those that do, we wish
to avoid the special danger that patents applied to a free program
could make it effectively proprietary. To prevent this, the GPL
assures that patents cannot be used to render the program non-free.
The precise terms and conditions for copying, distribution and
modification follow.
## TERMS AND CONDITIONS
### 0. Definitions.
"This License" refers to version 3 of the GNU General Public License.
"Copyright" also means copyright-like laws that apply to other kinds
of works, such as semiconductor masks.
"The Program" refers to any copyrightable work licensed under this
License. Each licensee is addressed as "you". "Licensees" and
"recipients" may be individuals or organizations.
To "modify" a work means to copy from or adapt all or part of the work
in a fashion requiring copyright permission, other than the making of
an exact copy. The resulting work is called a "modified version" of
the earlier work or a work "based on" the earlier work.
A "covered work" means either the unmodified Program or a work based
on the Program.
To "propagate" a work means to do anything with it that, without
permission, would make you directly or secondarily liable for
infringement under applicable copyright law, except executing it on a
computer or modifying a private copy. Propagation includes copying,
distribution (with or without modification), making available to the
public, and in some countries other activities as well.
To "convey" a work means any kind of propagation that enables other
parties to make or receive copies. Mere interaction with a user
through a computer network, with no transfer of a copy, is not
conveying.
An interactive user interface displays "Appropriate Legal Notices" to
the extent that it includes a convenient and prominently visible
feature that (1) displays an appropriate copyright notice, and (2)
tells the user that there is no warranty for the work (except to the
extent that warranties are provided), that licensees may convey the
work under this License, and how to view a copy of this License. If
the interface presents a list of user commands or options, such as a
menu, a prominent item in the list meets this criterion.
### 1. Source Code.
The "source code" for a work means the preferred form of the work for
making modifications to it. "Object code" means any non-source form of
a work.
A "Standard Interface" means an interface that either is an official
standard defined by a recognized standards body, or, in the case of
interfaces specified for a particular programming language, one that
is widely used among developers working in that language.
The "System Libraries" of an executable work include anything, other
than the work as a whole, that (a) is included in the normal form of
packaging a Major Component, but which is not part of that Major
Component, and (b) serves only to enable use of the work with that
Major Component, or to implement a Standard Interface for which an
implementation is available to the public in source code form. A
"Major Component", in this context, means a major essential component
(kernel, window system, and so on) of the specific operating system
(if any) on which the executable work runs, or a compiler used to
produce the work, or an object code interpreter used to run it.
The "Corresponding Source" for a work in object code form means all
the source code needed to generate, install, and (for an executable
work) run the object code and to modify the work, including scripts to
control those activities. However, it does not include the work's
System Libraries, or general-purpose tools or generally available free
programs which are used unmodified in performing those activities but
which are not part of the work. For example, Corresponding Source
includes interface definition files associated with source files for
the work, and the source code for shared libraries and dynamically
linked subprograms that the work is specifically designed to require,
such as by intimate data communication or control flow between those
subprograms and other parts of the work.
The Corresponding Source need not include anything that users can
regenerate automatically from other parts of the Corresponding Source.
The Corresponding Source for a work in source code form is that same
work.
### 2. Basic Permissions.
All rights granted under this License are granted for the term of
copyright on the Program, and are irrevocable provided the stated
conditions are met. This License explicitly affirms your unlimited
permission to run the unmodified Program. The output from running a
covered work is covered by this License only if the output, given its
content, constitutes a covered work. This License acknowledges your
rights of fair use or other equivalent, as provided by copyright law.
You may make, run and propagate covered works that you do not convey,
without conditions so long as your license otherwise remains in force.
You may convey covered works to others for the sole purpose of having
them make modifications exclusively for you, or provide you with
facilities for running those works, provided that you comply with the
terms of this License in conveying all material for which you do not
control copyright. Those thus making or running the covered works for
you must do so exclusively on your behalf, under your direction and
control, on terms that prohibit them from making any copies of your
copyrighted material outside their relationship with you.
Conveying under any other circumstances is permitted solely under the
conditions stated below. Sublicensing is not allowed; section 10 makes
it unnecessary.
### 3. Protecting Users' Legal Rights From Anti-Circumvention Law.
No covered work shall be deemed part of an effective technological
measure under any applicable law fulfilling obligations under article
11 of the WIPO copyright treaty adopted on 20 December 1996, or
similar laws prohibiting or restricting circumvention of such
measures.
When you convey a covered work, you waive any legal power to forbid
circumvention of technological measures to the extent such
circumvention is effected by exercising rights under this License with
respect to the covered work, and you disclaim any intention to limit
operation or modification of the work as a means of enforcing, against
the work's users, your or third parties' legal rights to forbid
circumvention of technological measures.
### 4. Conveying Verbatim Copies.
You may convey verbatim copies of the Program's source code as you
receive it, in any medium, provided that you conspicuously and
appropriately publish on each copy an appropriate copyright notice;
keep intact all notices stating that this License and any
non-permissive terms added in accord with section 7 apply to the code;
keep intact all notices of the absence of any warranty; and give all
recipients a copy of this License along with the Program.
You may charge any price or no price for each copy that you convey,
and you may offer support or warranty protection for a fee.
### 5. Conveying Modified Source Versions.
You may convey a work based on the Program, or the modifications to
produce it from the Program, in the form of source code under the
terms of section 4, provided that you also meet all of these
conditions:
- a) The work must carry prominent notices stating that you modified
it, and giving a relevant date.
- b) The work must carry prominent notices stating that it is
released under this License and any conditions added under
section 7. This requirement modifies the requirement in section 4
to "keep intact all notices".
- c) You must license the entire work, as a whole, under this
License to anyone who comes into possession of a copy. This
License will therefore apply, along with any applicable section 7
additional terms, to the whole of the work, and all its parts,
regardless of how they are packaged. This License gives no
permission to license the work in any other way, but it does not
invalidate such permission if you have separately received it.
- d) If the work has interactive user interfaces, each must display
Appropriate Legal Notices; however, if the Program has interactive
interfaces that do not display Appropriate Legal Notices, your
work need not make them do so.
A compilation of a covered work with other separate and independent
works, which are not by their nature extensions of the covered work,
and which are not combined with it such as to form a larger program,
in or on a volume of a storage or distribution medium, is called an
"aggregate" if the compilation and its resulting copyright are not
used to limit the access or legal rights of the compilation's users
beyond what the individual works permit. Inclusion of a covered work
in an aggregate does not cause this License to apply to the other
parts of the aggregate.
### 6. Conveying Non-Source Forms.
You may convey a covered work in object code form under the terms of
sections 4 and 5, provided that you also convey the machine-readable
Corresponding Source under the terms of this License, in one of these
ways:
- a) Convey the object code in, or embodied in, a physical product
(including a physical distribution medium), accompanied by the
Corresponding Source fixed on a durable physical medium
customarily used for software interchange.
- b) Convey the object code in, or embodied in, a physical product
(including a physical distribution medium), accompanied by a
written offer, valid for at least three years and valid for as
long as you offer spare parts or customer support for that product
model, to give anyone who possesses the object code either (1) a
copy of the Corresponding Source for all the software in the
product that is covered by this License, on a durable physical
medium customarily used for software interchange, for a price no
more than your reasonable cost of physically performing this
conveying of source, or (2) access to copy the Corresponding
Source from a network server at no charge.
- c) Convey individual copies of the object code with a copy of the
written offer to provide the Corresponding Source. This
alternative is allowed only occasionally and noncommercially, and
only if you received the object code with such an offer, in accord
with subsection 6b.
- d) Convey the object code by offering access from a designated
place (gratis or for a charge), and offer equivalent access to the
Corresponding Source in the same way through the same place at no
further charge. You need not require recipients to copy the
Corresponding Source along with the object code. If the place to
copy the object code is a network server, the Corresponding Source
may be on a different server (operated by you or a third party)
that supports equivalent copying facilities, provided you maintain
clear directions next to the object code saying where to find the
Corresponding Source. Regardless of what server hosts the
Corresponding Source, you remain obligated to ensure that it is
available for as long as needed to satisfy these requirements.
- e) Convey the object code using peer-to-peer transmission,
provided you inform other peers where the object code and
Corresponding Source of the work are being offered to the general
public at no charge under subsection 6d.
A separable portion of the object code, whose source code is excluded
from the Corresponding Source as a System Library, need not be
included in conveying the object code work.
A "User Product" is either (1) a "consumer product", which means any
tangible personal property which is normally used for personal,
family, or household purposes, or (2) anything designed or sold for
incorporation into a dwelling. In determining whether a product is a
consumer product, doubtful cases shall be resolved in favor of
coverage. For a particular product received by a particular user,
"normally used" refers to a typical or common use of that class of
product, regardless of the status of the particular user or of the way
in which the particular user actually uses, or expects or is expected
to use, the product. A product is a consumer product regardless of
whether the product has substantial commercial, industrial or
non-consumer uses, unless such uses represent the only significant
mode of use of the product.
"Installation Information" for a User Product means any methods,
procedures, authorization keys, or other information required to
install and execute modified versions of a covered work in that User
Product from a modified version of its Corresponding Source. The
information must suffice to ensure that the continued functioning of
the modified object code is in no case prevented or interfered with
solely because modification has been made.
If you convey an object code work under this section in, or with, or
specifically for use in, a User Product, and the conveying occurs as
part of a transaction in which the right of possession and use of the
User Product is transferred to the recipient in perpetuity or for a
fixed term (regardless of how the transaction is characterized), the
Corresponding Source conveyed under this section must be accompanied
by the Installation Information. But this requirement does not apply
if neither you nor any third party retains the ability to install
modified object code on the User Product (for example, the work has
been installed in ROM).
The requirement to provide Installation Information does not include a
requirement to continue to provide support service, warranty, or
updates for a work that has been modified or installed by the
recipient, or for the User Product in which it has been modified or
installed. Access to a network may be denied when the modification
itself materially and adversely affects the operation of the network
or violates the rules and protocols for communication across the
network.
Corresponding Source conveyed, and Installation Information provided,
in accord with this section must be in a format that is publicly
documented (and with an implementation available to the public in
source code form), and must require no special password or key for
unpacking, reading or copying.
### 7. Additional Terms.
"Additional permissions" are terms that supplement the terms of this
License by making exceptions from one or more of its conditions.
Additional permissions that are applicable to the entire Program shall
be treated as though they were included in this License, to the extent
that they are valid under applicable law. If additional permissions
apply only to part of the Program, that part may be used separately
under those permissions, but the entire Program remains governed by
this License without regard to the additional permissions.
When you convey a copy of a covered work, you may at your option
remove any additional permissions from that copy, or from any part of
it. (Additional permissions may be written to require their own
removal in certain cases when you modify the work.) You may place
additional permissions on material, added by you to a covered work,
for which you have or can give appropriate copyright permission.
Notwithstanding any other provision of this License, for material you
add to a covered work, you may (if authorized by the copyright holders
of that material) supplement the terms of this License with terms:
- a) Disclaiming warranty or limiting liability differently from the
terms of sections 15 and 16 of this License; or
- b) Requiring preservation of specified reasonable legal notices or
author attributions in that material or in the Appropriate Legal
Notices displayed by works containing it; or
- c) Prohibiting misrepresentation of the origin of that material,
or requiring that modified versions of such material be marked in
reasonable ways as different from the original version; or
- d) Limiting the use for publicity purposes of names of licensors
or authors of the material; or
- e) Declining to grant rights under trademark law for use of some
trade names, trademarks, or service marks; or
- f) Requiring indemnification of licensors and authors of that
material by anyone who conveys the material (or modified versions
of it) with contractual assumptions of liability to the recipient,
for any liability that these contractual assumptions directly
impose on those licensors and authors.
All other non-permissive additional terms are considered "further
restrictions" within the meaning of section 10. If the Program as you
received it, or any part of it, contains a notice stating that it is
governed by this License along with a term that is a further
restriction, you may remove that term. If a license document contains
a further restriction but permits relicensing or conveying under this
License, you may add to a covered work material governed by the terms
of that license document, provided that the further restriction does
not survive such relicensing or conveying.
If you add terms to a covered work in accord with this section, you
must place, in the relevant source files, a statement of the
additional terms that apply to those files, or a notice indicating
where to find the applicable terms.
Additional terms, permissive or non-permissive, may be stated in the
form of a separately written license, or stated as exceptions; the
above requirements apply either way.
### 8. Termination.
You may not propagate or modify a covered work except as expressly
provided under this License. Any attempt otherwise to propagate or
modify it is void, and will automatically terminate your rights under
this License (including any patent licenses granted under the third
paragraph of section 11).
However, if you cease all violation of this License, then your license
from a particular copyright holder is reinstated (a) provisionally,
unless and until the copyright holder explicitly and finally
terminates your license, and (b) permanently, if the copyright holder
fails to notify you of the violation by some reasonable means prior to
60 days after the cessation.
Moreover, your license from a particular copyright holder is
reinstated permanently if the copyright holder notifies you of the
violation by some reasonable means, this is the first time you have
received notice of violation of this License (for any work) from that
copyright holder, and you cure the violation prior to 30 days after
your receipt of the notice.
Termination of your rights under this section does not terminate the
licenses of parties who have received copies or rights from you under
this License. If your rights have been terminated and not permanently
reinstated, you do not qualify to receive new licenses for the same
material under section 10.
### 9. Acceptance Not Required for Having Copies.
You are not required to accept this License in order to receive or run
a copy of the Program. Ancillary propagation of a covered work
occurring solely as a consequence of using peer-to-peer transmission
to receive a copy likewise does not require acceptance. However,
nothing other than this License grants you permission to propagate or
modify any covered work. These actions infringe copyright if you do
not accept this License. Therefore, by modifying or propagating a
covered work, you indicate your acceptance of this License to do so.
### 10. Automatic Licensing of Downstream Recipients.
Each time you convey a covered work, the recipient automatically
receives a license from the original licensors, to run, modify and
propagate that work, subject to this License. You are not responsible
for enforcing compliance by third parties with this License.
An "entity transaction" is a transaction transferring control of an
organization, or substantially all assets of one, or subdividing an
organization, or merging organizations. If propagation of a covered
work results from an entity transaction, each party to that
transaction who receives a copy of the work also receives whatever
licenses to the work the party's predecessor in interest had or could
give under the previous paragraph, plus a right to possession of the
Corresponding Source of the work from the predecessor in interest, if
the predecessor has it or can get it with reasonable efforts.
You may not impose any further restrictions on the exercise of the
rights granted or affirmed under this License. For example, you may
not impose a license fee, royalty, or other charge for exercise of
rights granted under this License, and you may not initiate litigation
(including a cross-claim or counterclaim in a lawsuit) alleging that
any patent claim is infringed by making, using, selling, offering for
sale, or importing the Program or any portion of it.
### 11. Patents.
A "contributor" is a copyright holder who authorizes use under this
License of the Program or a work on which the Program is based. The
work thus licensed is called the contributor's "contributor version".
A contributor's "essential patent claims" are all patent claims owned
or controlled by the contributor, whether already acquired or
hereafter acquired, that would be infringed by some manner, permitted
by this License, of making, using, or selling its contributor version,
but do not include claims that would be infringed only as a
consequence of further modification of the contributor version. For
purposes of this definition, "control" includes the right to grant
patent sublicenses in a manner consistent with the requirements of
this License.
Each contributor grants you a non-exclusive, worldwide, royalty-free
patent license under the contributor's essential patent claims, to
make, use, sell, offer for sale, import and otherwise run, modify and
propagate the contents of its contributor version.
In the following three paragraphs, a "patent license" is any express
agreement or commitment, however denominated, not to enforce a patent
(such as an express permission to practice a patent or covenant not to
sue for patent infringement). To "grant" such a patent license to a
party means to make such an agreement or commitment not to enforce a
patent against the party.
If you convey a covered work, knowingly relying on a patent license,
and the Corresponding Source of the work is not available for anyone
to copy, free of charge and under the terms of this License, through a
publicly available network server or other readily accessible means,
then you must either (1) cause the Corresponding Source to be so
available, or (2) arrange to deprive yourself of the benefit of the
patent license for this particular work, or (3) arrange, in a manner
consistent with the requirements of this License, to extend the patent
license to downstream recipients. "Knowingly relying" means you have
actual knowledge that, but for the patent license, your conveying the
covered work in a country, or your recipient's use of the covered work
in a country, would infringe one or more identifiable patents in that
country that you have reason to believe are valid.
If, pursuant to or in connection with a single transaction or
arrangement, you convey, or propagate by procuring conveyance of, a
covered work, and grant a patent license to some of the parties
receiving the covered work authorizing them to use, propagate, modify
or convey a specific copy of the covered work, then the patent license
you grant is automatically extended to all recipients of the covered
work and works based on it.
A patent license is "discriminatory" if it does not include within the
scope of its coverage, prohibits the exercise of, or is conditioned on
the non-exercise of one or more of the rights that are specifically
granted under this License. You may not convey a covered work if you
are a party to an arrangement with a third party that is in the
business of distributing software, under which you make payment to the
third party based on the extent of your activity of conveying the
work, and under which the third party grants, to any of the parties
who would receive the covered work from you, a discriminatory patent
license (a) in connection with copies of the covered work conveyed by
you (or copies made from those copies), or (b) primarily for and in
connection with specific products or compilations that contain the
covered work, unless you entered into that arrangement, or that patent
license was granted, prior to 28 March 2007.
Nothing in this License shall be construed as excluding or limiting
any implied license or other defenses to infringement that may
otherwise be available to you under applicable patent law.
### 12. No Surrender of Others' Freedom.
If conditions are imposed on you (whether by court order, agreement or
otherwise) that contradict the conditions of this License, they do not
excuse you from the conditions of this License. If you cannot convey a
covered work so as to satisfy simultaneously your obligations under
this License and any other pertinent obligations, then as a
consequence you may not convey it at all. For example, if you agree to
terms that obligate you to collect a royalty for further conveying
from those to whom you convey the Program, the only way you could
satisfy both those terms and this License would be to refrain entirely
from conveying the Program.
### 13. Use with the GNU Affero General Public License.
Notwithstanding any other provision of this License, you have
permission to link or combine any covered work with a work licensed
under version 3 of the GNU Affero General Public License into a single
combined work, and to convey the resulting work. The terms of this
License will continue to apply to the part which is the covered work,
but the special requirements of the GNU Affero General Public License,
section 13, concerning interaction through a network will apply to the
combination as such.
### 14. Revised Versions of this License.
The Free Software Foundation may publish revised and/or new versions
of the GNU General Public License from time to time. Such new versions
will be similar in spirit to the present version, but may differ in
detail to address new problems or concerns.
Each version is given a distinguishing version number. If the Program
specifies that a certain numbered version of the GNU General Public
License "or any later version" applies to it, you have the option of
following the terms and conditions either of that numbered version or
of any later version published by the Free Software Foundation. If the
Program does not specify a version number of the GNU General Public
License, you may choose any version ever published by the Free
Software Foundation.
If the Program specifies that a proxy can decide which future versions
of the GNU General Public License can be used, that proxy's public
statement of acceptance of a version permanently authorizes you to
choose that version for the Program.
Later license versions may give you additional or different
permissions. However, no additional obligations are imposed on any
author or copyright holder as a result of your choosing to follow a
later version.
### 15. Disclaimer of Warranty.
THERE IS NO WARRANTY FOR THE PROGRAM, TO THE EXTENT PERMITTED BY
APPLICABLE LAW. EXCEPT WHEN OTHERWISE STATED IN WRITING THE COPYRIGHT
HOLDERS AND/OR OTHER PARTIES PROVIDE THE PROGRAM "AS IS" WITHOUT
WARRANTY OF ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE. THE ENTIRE RISK AS TO THE QUALITY AND
PERFORMANCE OF THE PROGRAM IS WITH YOU. SHOULD THE PROGRAM PROVE
DEFECTIVE, YOU ASSUME THE COST OF ALL NECESSARY SERVICING, REPAIR OR
CORRECTION.
### 16. Limitation of Liability.
IN NO EVENT UNLESS REQUIRED BY APPLICABLE LAW OR AGREED TO IN WRITING
WILL ANY COPYRIGHT HOLDER, OR ANY OTHER PARTY WHO MODIFIES AND/OR
CONVEYS THE PROGRAM AS PERMITTED ABOVE, BE LIABLE TO YOU FOR DAMAGES,
INCLUDING ANY GENERAL, SPECIAL, INCIDENTAL OR CONSEQUENTIAL DAMAGES
ARISING OUT OF THE USE OR INABILITY TO USE THE PROGRAM (INCLUDING BUT
NOT LIMITED TO LOSS OF DATA OR DATA BEING RENDERED INACCURATE OR
LOSSES SUSTAINED BY YOU OR THIRD PARTIES OR A FAILURE OF THE PROGRAM
TO OPERATE WITH ANY OTHER PROGRAMS), EVEN IF SUCH HOLDER OR OTHER
PARTY HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH DAMAGES.
### 17. Interpretation of Sections 15 and 16.
If the disclaimer of warranty and limitation of liability provided
above cannot be given local legal effect according to their terms,
reviewing courts shall apply local law that most closely approximates
an absolute waiver of all civil liability in connection with the
Program, unless a warranty or assumption of liability accompanies a
copy of the Program in return for a fee.
END OF TERMS AND CONDITIONS
## How to Apply These Terms to Your New Programs
If you develop a new program, and you want it to be of the greatest
possible use to the public, the best way to achieve this is to make it
free software which everyone can redistribute and change under these
terms.
To do so, attach the following notices to the program. It is safest to
attach them to the start of each source file to most effectively state
the exclusion of warranty; and each file should have at least the
"copyright" line and a pointer to where the full notice is found.
<one line to give the program's name and a brief idea of what it does.>
Copyright (C) <year> <name of author>
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <https://www.gnu.org/licenses/>.
Also add information on how to contact you by electronic and paper
mail.
If the program does terminal interaction, make it output a short
notice like this when it starts in an interactive mode:
<program> Copyright (C) <year> <name of author>
This program comes with ABSOLUTELY NO WARRANTY; for details type `show w'.
This is free software, and you are welcome to redistribute it
under certain conditions; type `show c' for details.
The hypothetical commands \`show w' and \`show c' should show the
appropriate parts of the General Public License. Of course, your
program's commands might be different; for a GUI interface, you would
use an "about box".
You should also get your employer (if you work as a programmer) or
school, if any, to sign a "copyright disclaimer" for the program, if
necessary. For more information on this, and how to apply and follow
the GNU GPL, see <https://www.gnu.org/licenses/>.
The GNU General Public License does not permit incorporating your
program into proprietary programs. If your program is a subroutine
library, you may consider it more useful to permit linking proprietary
applications with the library. If this is what you want to do, use the
GNU Lesser General Public License instead of this License. But first,
please read <https://www.gnu.org/licenses/why-not-lgpl.html>.

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

@@ -1,10 +1,5 @@
use std::time::{Duration, Instant}; use std::time::{Duration, Instant};
use sdl2::render::TextureCreator;
use sdl2::ttf::Sdl2TtfContext;
use sdl2::video::WindowContext;
use sdl2::{AudioSubsystem, EventPump, Sdl, VideoSubsystem};
use crate::error::{GameError, GameResult}; use crate::error::{GameError, GameResult};
use crate::constants::{CANVAS_SIZE, LOOP_TIME, SCALE}; use crate::constants::{CANVAS_SIZE, LOOP_TIME, SCALE};
@@ -25,8 +20,8 @@ pub struct App {
impl App { impl App {
/// Initializes SDL subsystems, creates the game window, and sets up the game state. /// Initializes SDL subsystems, creates the game window, and sets up the game state.
/// ///
/// Performs comprehensive initialization including video/audio subsystems, platform-specific /// Performs comprehensive initialization including video/audio subsystems,
/// console setup, window creation with proper scaling, and canvas configuration. All SDL /// window creation with proper scaling, and canvas configuration. All SDL
/// resources are leaked to maintain 'static lifetimes required by the game architecture. /// resources are leaked to maintain 'static lifetimes required by the game architecture.
/// ///
/// # Errors /// # Errors
@@ -34,18 +29,11 @@ impl App {
/// Returns `GameError::Sdl` if any SDL initialization step fails, or propagates /// Returns `GameError::Sdl` if any SDL initialization step fails, or propagates
/// errors from `Game::new()` during game state setup. /// errors from `Game::new()` during game state setup.
pub fn new() -> GameResult<Self> { pub fn new() -> GameResult<Self> {
let sdl_context: &'static Sdl = Box::leak(Box::new(sdl2::init().map_err(|e| GameError::Sdl(e.to_string()))?)); let sdl_context = sdl2::init().map_err(|e| GameError::Sdl(e.to_string()))?;
let video_subsystem: &'static VideoSubsystem = let video_subsystem = sdl_context.video().map_err(|e| GameError::Sdl(e.to_string()))?;
Box::leak(Box::new(sdl_context.video().map_err(|e| GameError::Sdl(e.to_string()))?)); let _audio_subsystem = sdl_context.audio().map_err(|e| GameError::Sdl(e.to_string()))?;
let _audio_subsystem: &'static AudioSubsystem = let _ttf_context = sdl2::ttf::init().map_err(|e| GameError::Sdl(e.to_string()))?;
Box::leak(Box::new(sdl_context.audio().map_err(|e| GameError::Sdl(e.to_string()))?)); let event_pump = sdl_context.event_pump().map_err(|e| GameError::Sdl(e.to_string()))?;
let _ttf_context: &'static Sdl2TtfContext =
Box::leak(Box::new(sdl2::ttf::init().map_err(|e| GameError::Sdl(e.to_string()))?));
let event_pump: &'static mut EventPump =
Box::leak(Box::new(sdl_context.event_pump().map_err(|e| GameError::Sdl(e.to_string()))?));
// Initialize platform-specific console
get_platform().init_console()?;
let window = video_subsystem let window = video_subsystem
.window( .window(
@@ -58,19 +46,17 @@ impl App {
.build() .build()
.map_err(|e| GameError::Sdl(e.to_string()))?; .map_err(|e| GameError::Sdl(e.to_string()))?;
let canvas = Box::leak(Box::new( let mut canvas = window
window .into_canvas()
.into_canvas() .accelerated()
.accelerated() .build()
.build() .map_err(|e| GameError::Sdl(e.to_string()))?;
.map_err(|e| GameError::Sdl(e.to_string()))?,
));
canvas canvas
.set_logical_size(CANVAS_SIZE.x, CANVAS_SIZE.y) .set_logical_size(CANVAS_SIZE.x, CANVAS_SIZE.y)
.map_err(|e| GameError::Sdl(e.to_string()))?; .map_err(|e| GameError::Sdl(e.to_string()))?;
let texture_creator: &'static mut TextureCreator<WindowContext> = Box::leak(Box::new(canvas.texture_creator())); let texture_creator = canvas.texture_creator();
let game = Game::new(canvas, texture_creator, event_pump)?; let game = Game::new(canvas, texture_creator, event_pump)?;
// game.audio.set_mute(cfg!(debug_assertions)); // game.audio.set_mute(cfg!(debug_assertions));
@@ -96,31 +82,6 @@ impl App {
{ {
let start = Instant::now(); let start = Instant::now();
// for event in self
// .game
// .world
// .get_non_send_resource_mut::<&'static mut EventPump>()
// .unwrap()
// .poll_iter()
// {
// match event {
// Event::Window { win_event, .. } => match win_event {
// WindowEvent::FocusGained => {
// self.focused = true;
// }
// WindowEvent::FocusLost => {
// self.focused = false;
// }
// _ => {}
// },
// Event::MouseMotion { x, y, .. } => {
// // Convert window coordinates to logical coordinates
// self.cursor_pos = Vec2::new(x as f32, y as f32);
// }
// _ => {}
// }
// }
let dt = self.last_tick.elapsed().as_secs_f32(); let dt = self.last_tick.elapsed().as_secs_f32();
self.last_tick = Instant::now(); self.last_tick = Instant::now();

View File

@@ -30,12 +30,45 @@ 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,
(BOARD_CELL_SIZE.y + BOARD_CELL_OFFSET.y) * CELL_SIZE, (BOARD_CELL_SIZE.y + BOARD_CELL_OFFSET.y) * CELL_SIZE,
); );
/// Collider size constants for different entity types
pub mod collider {
use super::CELL_SIZE;
/// Collider size for player and ghosts (1.375x cell size)
pub const PLAYER_GHOST_SIZE: f32 = CELL_SIZE as f32 * 1.375;
/// Collider size for pellets (0.4x cell size)
pub const PELLET_SIZE: f32 = CELL_SIZE as f32 * 0.4;
/// Collider size for power pellets/energizers (0.95x cell size)
pub const POWER_PELLET_SIZE: f32 = CELL_SIZE as f32 * 0.95;
}
/// UI and rendering constants
pub mod ui {
/// Debug font size in points
pub const DEBUG_FONT_SIZE: u16 = 12;
/// Power pellet blink rate in seconds
pub const POWER_PELLET_BLINK_RATE: f32 = 0.2;
}
/// Map tile types that define gameplay behavior and collision properties. /// Map tile types that define gameplay behavior and collision properties.
#[derive(Debug, Clone, Copy, PartialEq)] #[derive(Debug, Clone, Copy, PartialEq)]
pub enum MapTile { pub enum MapTile {
@@ -87,3 +120,17 @@ pub const RAW_BOARD: [&str; BOARD_CELL_SIZE.y as usize] = [
"#..........................#", "#..........................#",
"############################", "############################",
]; ];
/// Game initialization constants
pub mod startup {
/// Number of frames for the startup sequence (3 seconds at 60 FPS)
pub const STARTUP_FRAMES: u32 = 60 * 3;
/// Number of ticks per frame during startup
pub const STARTUP_TICKS_PER_FRAME: u32 = 60;
}
/// Game mechanics constants
pub mod mechanics {
/// Player movement speed multiplier
pub const PLAYER_SPEED: f32 = 1.15;
}

View File

@@ -37,9 +37,6 @@ pub enum GameError {
#[error("IO error: {0}")] #[error("IO error: {0}")]
Io(#[from] io::Error), Io(#[from] io::Error),
#[error("Serialization error: {0}")]
Serialization(#[from] serde_json::Error),
#[error("Invalid state: {0}")] #[error("Invalid state: {0}")]
InvalidState(String), InvalidState(String),
} }
@@ -78,9 +75,6 @@ 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 +88,6 @@ 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 +2,44 @@
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::event::EventType;
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},
@@ -89,18 +82,66 @@ impl Game {
/// Returns `GameError` for SDL2 failures, asset loading problems, atlas parsing /// Returns `GameError` for SDL2 failures, asset loading problems, atlas parsing
/// errors, or entity initialization issues. /// errors, or entity initialization issues.
pub fn new( pub fn new(
canvas: &'static mut Canvas<Window>, mut canvas: Canvas<Window>,
texture_creator: &'static mut TextureCreator<WindowContext>, texture_creator: TextureCreator<WindowContext>,
event_pump: &'static mut EventPump, mut event_pump: EventPump,
) -> GameResult<Game> { ) -> GameResult<Game> {
let mut world = World::default(); // Disable uninteresting events
let mut schedule = Schedule::default(); for event_type in [
EventType::JoyAxisMotion,
EventType::JoyBallMotion,
EventType::JoyHatMotion,
EventType::JoyButtonDown,
EventType::JoyButtonUp,
EventType::JoyDeviceAdded,
EventType::JoyDeviceRemoved,
EventType::ControllerAxisMotion,
EventType::ControllerButtonDown,
EventType::ControllerButtonUp,
EventType::ControllerDeviceAdded,
EventType::ControllerDeviceRemoved,
EventType::ControllerDeviceRemapped,
EventType::ControllerTouchpadDown,
EventType::ControllerTouchpadMotion,
EventType::ControllerTouchpadUp,
EventType::FingerDown,
EventType::FingerUp,
EventType::FingerMotion,
EventType::DollarGesture,
EventType::DollarRecord,
EventType::MultiGesture,
EventType::ClipboardUpdate,
EventType::DropFile,
EventType::DropText,
EventType::DropBegin,
EventType::DropComplete,
EventType::AudioDeviceAdded,
EventType::AudioDeviceRemoved,
EventType::RenderTargetsReset,
EventType::RenderDeviceReset,
EventType::LocaleChanged,
EventType::TextInput,
EventType::TextEditing,
EventType::Display,
EventType::Window,
EventType::MouseWheel,
EventType::MouseMotion,
EventType::MouseButtonDown,
EventType::MouseButtonUp,
EventType::MouseButtonDown,
EventType::AppDidEnterBackground,
EventType::AppWillEnterForeground,
EventType::AppWillEnterBackground,
EventType::AppDidEnterForeground,
EventType::AppLowMemory,
EventType::AppTerminating,
EventType::User,
EventType::Last,
] {
event_pump.disable_event(event_type);
}
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()))?;
@@ -116,13 +157,15 @@ 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: &'static [u8] = get_asset_bytes(Asset::Font)?.to_vec().leak();
let static_font_data: &'static [u8] = Box::leak(font_data.to_vec().into_boxed_slice()); let font_asset = RWops::from_bytes(font_data).map_err(|_| GameError::Sdl("Failed to load font".to_string()))?;
let font_asset = RWops::from_bytes(static_font_data).map_err(|_| GameError::Sdl("Failed to load font".to_string()))?;
let debug_font = ttf_context let debug_font = ttf_context
.load_font_from_rwops(font_asset, 12) .load_font_from_rwops(font_asset, constants::ui::DEBUG_FONT_SIZE)
.map_err(|e| GameError::Sdl(e.to_string()))?; .map_err(|e| GameError::Sdl(e.to_string()))?;
// Initialize audio system // Initialize audio system
@@ -161,73 +204,96 @@ 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: constants::mechanics::PLAYER_SPEED,
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::collider::PLAYER_GHOST_SIZE,
}, },
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 +304,19 @@ 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(
constants::startup::STARTUP_FRAMES,
constants::startup::STARTUP_TICKS_PER_FRAME,
));
world.insert_non_send_resource(atlas);
world.insert_non_send_resource(event_pump);
world.insert_non_send_resource::<&mut Canvas<Window>>(Box::leak(Box::new(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 +327,32 @@ 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 +362,14 @@ 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 +379,46 @@ 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::collider::PELLET_SIZE)),
(EntityType::PowerPellet, energizer_sprite, constants::CELL_SIZE as f32 * 0.95) MapTile::PowerPellet => Some((
} *id,
_ => continue, EntityType::PowerPellet,
}; energizer_sprite,
constants::collider::POWER_PELLET_SIZE,
)),
_ => 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(constants::ui::POWER_PELLET_BLINK_RATE)));
timer: 0.0,
interval: 0.2,
});
} }
} }
@@ -378,58 +446,9 @@ 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 +466,165 @@ 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::collider::PLAYER_GHOST_SIZE,
}, },
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

@@ -1,9 +1,8 @@
// Note: This disables the console window on Windows. We manually re-attach to the parent terminal or process later on.
#![windows_subsystem = "windows"] #![windows_subsystem = "windows"]
use crate::{app::App, constants::LOOP_TIME}; use crate::{app::App, constants::LOOP_TIME};
use tracing::info; use tracing::{debug, info, warn};
use tracing_error::ErrorLayer;
use tracing_subscriber::layer::SubscriberExt;
mod app; mod app;
mod asset; mod asset;
@@ -23,18 +22,24 @@ mod texture;
/// This function initializes SDL, the window, the game state, and then enters /// This function initializes SDL, the window, the game state, and then enters
/// the main game loop. /// the main game loop.
pub fn main() { pub fn main() {
// Setup tracing let platform = platform::get_platform();
let subscriber = tracing_subscriber::fmt() if platform.requires_console() {
.with_ansi(cfg!(not(target_os = "emscripten"))) // Setup buffered tracing subscriber that will buffer logs until console is ready
.with_max_level(tracing::Level::DEBUG) let switchable_writer = platform::tracing_buffer::setup_switchable_subscriber();
.finish()
.with(ErrorLayer::default());
tracing::subscriber::set_global_default(subscriber).expect("Could not set global default"); // Initialize platform-specific console
platform.init_console().expect("Could not initialize console");
// Now that console is initialized, flush buffered logs and switch to direct output
debug!("Switching to direct logging mode and flushing buffer...");
if let Err(error) = switchable_writer.switch_to_direct_mode() {
warn!("Failed to flush buffered logs to console: {error:?}");
}
}
let mut app = App::new().expect("Could not create app"); let mut app = App::new().expect("Could not create app");
info!("Starting game loop ({:?})", LOOP_TIME); info!(loop_time = ?LOOP_TIME, "Starting game loop");
loop { loop {
if !app.run() { if !app.run() {

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

@@ -0,0 +1,55 @@
//! Buffered writer for tracing logs that can store logs before console attachment.
use parking_lot::Mutex;
use std::io::{self, Write};
use std::sync::Arc;
/// A thread-safe buffered writer that stores logs in memory until flushed.
#[derive(Clone)]
pub struct BufferedWriter {
buffer: Arc<Mutex<Vec<u8>>>,
}
impl BufferedWriter {
/// Creates a new buffered writer.
pub fn new() -> Self {
Self {
buffer: Arc::new(Mutex::new(Vec::new())),
}
}
/// Flushes all buffered content to the provided writer and clears the buffer.
pub fn flush_to<W: Write>(&self, mut writer: W) -> io::Result<()> {
let mut buffer = self.buffer.lock();
if !buffer.is_empty() {
writer.write_all(&buffer)?;
writer.flush()?;
buffer.clear();
}
Ok(())
}
/// Returns the current buffer size in bytes.
pub fn buffer_size(&self) -> usize {
self.buffer.lock().len()
}
}
impl Write for BufferedWriter {
fn write(&mut self, buf: &[u8]) -> io::Result<usize> {
let mut buffer = self.buffer.lock();
buffer.extend_from_slice(buf);
Ok(buf.len())
}
fn flush(&mut self) -> io::Result<()> {
// For buffered writer, flush is a no-op since we're storing in memory
Ok(())
}
}
impl Default for BufferedWriter {
fn default() -> Self {
Self::new()
}
}

View File

@@ -26,45 +26,35 @@ impl CommonPlatform for Platform {
fn init_console(&self) -> Result<(), PlatformError> { fn init_console(&self) -> Result<(), PlatformError> {
#[cfg(windows)] #[cfg(windows)]
{ {
unsafe { use tracing::{debug, info};
use winapi::{ use windows::Win32::System::Console::GetConsoleWindow;
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()) { // Check if we already have a console window
return Ok(()); if unsafe { !GetConsoleWindow().0.is_null() } {
} debug!("Already have a console window");
return Ok(());
} else {
debug!("No existing console window found");
}
if AttachConsole(winapi::um::wincon::ATTACH_PARENT_PROCESS) != 0 { if let Some(file_type) = Self::is_output_setup()? {
let handle = CreateFileA( debug!(r#type = file_type, "Existing output detected");
c"CONOUT$".as_ptr(), } else {
GENERIC_READ | GENERIC_WRITE, debug!("No existing output detected");
FILE_SHARE_READ | FILE_SHARE_WRITE,
std::ptr::null_mut(),
OPEN_EXISTING,
0,
NULL,
);
if handle != INVALID_HANDLE_VALUE { // Try to attach to parent console for direct cargo run
SetStdHandle(STD_OUTPUT_HANDLE, handle); Self::attach_to_parent_console()?;
SetStdHandle(STD_ERROR_HANDLE, handle); info!("Successfully attached to parent console");
}
}
} }
} }
Ok(()) Ok(())
} }
fn requires_console(&self) -> bool {
cfg!(windows)
}
fn get_canvas_size(&self) -> Option<(u32, u32)> { fn get_canvas_size(&self) -> Option<(u32, u32)> {
None // Desktop doesn't need this None // Desktop doesn't need this
} }
@@ -80,3 +70,104 @@ impl CommonPlatform for Platform {
} }
} }
} }
#[cfg(windows)]
impl Platform {
/// Check if the output stream has been setup by a parent process
fn is_output_setup() -> Result<Option<&'static str>, PlatformError> {
use tracing::{debug, warn};
use windows::Win32::Storage::FileSystem::{
GetFileType, FILE_TYPE_CHAR, FILE_TYPE_DISK, FILE_TYPE_PIPE, FILE_TYPE_REMOTE, FILE_TYPE_UNKNOWN,
};
use windows_sys::Win32::{
Foundation::INVALID_HANDLE_VALUE,
System::Console::{GetStdHandle, STD_OUTPUT_HANDLE},
};
// Get the process's standard output handle, check if it's invalid
let handle = match unsafe { GetStdHandle(STD_OUTPUT_HANDLE) } {
INVALID_HANDLE_VALUE => {
return Err(PlatformError::ConsoleInit("Invalid handle".to_string()));
}
handle => handle,
};
// Identify the file type of the handle and whether it's 'well known' (i.e. we trust it to be a reasonable output destination)
let (well_known, file_type) = match unsafe {
use windows::Win32::Foundation::HANDLE;
GetFileType(HANDLE(handle))
} {
FILE_TYPE_PIPE => (true, "pipe"),
FILE_TYPE_CHAR => (true, "char"),
FILE_TYPE_DISK => (true, "disk"),
FILE_TYPE_UNKNOWN => (false, "unknown"),
FILE_TYPE_REMOTE => (false, "remote"),
unexpected => {
warn!("Unexpected file type: {unexpected:?}");
(false, "unknown")
}
};
debug!("File type: {file_type:?}, well known: {well_known}");
// If it's anything recognizable and valid, assume that a parent process has setup an output stream
Ok(well_known.then_some(file_type))
}
/// Try to attach to parent console
fn attach_to_parent_console() -> Result<(), PlatformError> {
use windows::{
core::PCSTR,
Win32::{
Foundation::{GENERIC_READ, GENERIC_WRITE},
Storage::FileSystem::{CreateFileA, FILE_FLAGS_AND_ATTRIBUTES, FILE_SHARE_READ, FILE_SHARE_WRITE, OPEN_EXISTING},
System::Console::{
AttachConsole, FreeConsole, SetStdHandle, ATTACH_PARENT_PROCESS, STD_ERROR_HANDLE, STD_OUTPUT_HANDLE,
},
},
};
// Attach the process to the parent's console
unsafe { AttachConsole(ATTACH_PARENT_PROCESS) }
.map_err(|e| PlatformError::ConsoleInit(format!("Failed to attach to parent console: {:?}", e)))?;
let handle = unsafe {
let pcstr = PCSTR::from_raw(c"CONOUT$".as_ptr() as *const u8);
CreateFileA::<PCSTR>(
pcstr,
(GENERIC_READ | GENERIC_WRITE).0,
FILE_SHARE_READ | FILE_SHARE_WRITE,
None,
OPEN_EXISTING,
FILE_FLAGS_AND_ATTRIBUTES(0),
None,
)
}
.map_err(|e| PlatformError::ConsoleInit(format!("Failed to create console handle: {:?}", e)))?;
// Set the console's output and then error handles
if let Some(handle_error) = unsafe { SetStdHandle(STD_OUTPUT_HANDLE, handle) }
.map_err(|e| PlatformError::ConsoleInit(format!("Failed to set console output handle: {:?}", e)))
.and_then(|_| {
unsafe { SetStdHandle(STD_ERROR_HANDLE, handle) }
.map_err(|e| PlatformError::ConsoleInit(format!("Failed to set console error handle: {:?}", e)))
})
.err()
{
// If either set handle call fails, free the console
unsafe { FreeConsole() }
// Free the console if the SetStdHandle calls fail
.map_err(|free_error| {
PlatformError::ConsoleInit(format!(
"Failed to free console after SetStdHandle failed: {free_error:?} ({handle_error:?})"
))
})
// And then return the original error if the FreeConsole call succeeds
.and(Err(handle_error))?;
}
Ok(())
}
}

View File

@@ -25,6 +25,10 @@ impl CommonPlatform for Platform {
Ok(()) // No-op for Emscripten Ok(()) // No-op for Emscripten
} }
fn requires_console(&self) -> bool {
false
}
fn get_canvas_size(&self) -> Option<(u32, u32)> { fn get_canvas_size(&self) -> Option<(u32, u32)> {
Some(unsafe { get_canvas_size() }) Some(unsafe { get_canvas_size() })
} }

View File

@@ -10,6 +10,9 @@ mod desktop;
#[cfg(target_os = "emscripten")] #[cfg(target_os = "emscripten")]
mod emscripten; mod emscripten;
pub mod buffered_writer;
pub mod tracing_buffer;
/// Cross-platform abstraction layer providing unified APIs for platform-specific operations. /// Cross-platform abstraction layer providing unified APIs for platform-specific operations.
pub trait CommonPlatform { pub trait CommonPlatform {
/// Platform-specific sleep function (required due to Emscripten's non-standard sleep requirements). /// Platform-specific sleep function (required due to Emscripten's non-standard sleep requirements).
@@ -29,6 +32,9 @@ pub trait CommonPlatform {
/// Loads raw asset data using the appropriate platform-specific method. /// Loads raw asset data using the appropriate platform-specific method.
fn get_asset_bytes(&self, asset: Asset) -> Result<Cow<'static, [u8]>, AssetError>; fn get_asset_bytes(&self, asset: Asset) -> Result<Cow<'static, [u8]>, AssetError>;
/// Whether the platform requires a console to be initialized.
fn requires_console(&self) -> bool;
} }
/// Returns the appropriate platform implementation based on compile-time target. /// Returns the appropriate platform implementation based on compile-time target.

View File

@@ -0,0 +1,98 @@
//! Buffered tracing setup for handling logs before console attachment.
use crate::platform::buffered_writer::BufferedWriter;
use std::io;
use tracing::{debug, Level};
use tracing_error::ErrorLayer;
use tracing_subscriber::fmt::MakeWriter;
use tracing_subscriber::layer::SubscriberExt;
/// A writer that can switch between buffering and direct output.
#[derive(Clone, Default)]
pub struct SwitchableWriter {
buffered_writer: BufferedWriter,
direct_mode: std::sync::Arc<parking_lot::Mutex<bool>>,
}
impl SwitchableWriter {
pub fn switch_to_direct_mode(&self) -> io::Result<()> {
let buffer_size = {
// Acquire the lock
let mut mode = self.direct_mode.lock();
// Get buffer size before flushing for debug logging
let buffer_size = self.buffered_writer.buffer_size();
// Flush any buffered content
self.buffered_writer.flush_to(io::stdout())?;
// Switch to direct mode (and drop the lock)
*mode = true;
buffer_size
};
// Log how much was buffered (this will now go directly to stdout)
debug!("Flushed {buffer_size:?} bytes of buffered logs to console");
Ok(())
}
}
impl io::Write for SwitchableWriter {
fn write(&mut self, buf: &[u8]) -> io::Result<usize> {
if *self.direct_mode.lock() {
io::stdout().write(buf)
} else {
self.buffered_writer.clone().write(buf)
}
}
fn flush(&mut self) -> io::Result<()> {
if *self.direct_mode.lock() {
io::stdout().flush()
} else {
// For buffered mode, flush is a no-op
Ok(())
}
}
}
/// A make writer that uses the switchable writer.
#[derive(Clone)]
pub struct SwitchableMakeWriter {
writer: SwitchableWriter,
}
impl SwitchableMakeWriter {
pub fn new(writer: SwitchableWriter) -> Self {
Self { writer }
}
}
impl<'a> MakeWriter<'a> for SwitchableMakeWriter {
type Writer = SwitchableWriter;
fn make_writer(&'a self) -> Self::Writer {
self.writer.clone()
}
}
/// Sets up a switchable tracing subscriber that can transition from buffered to direct output.
///
/// Returns the switchable writer that can be used to control the behavior.
pub fn setup_switchable_subscriber() -> SwitchableWriter {
let switchable_writer = SwitchableWriter::default();
let make_writer = SwitchableMakeWriter::new(switchable_writer.clone());
let _subscriber = tracing_subscriber::fmt()
.with_ansi(cfg!(not(target_os = "emscripten")))
.with_max_level(Level::DEBUG)
.with_writer(make_writer)
.finish()
.with(ErrorLayer::default());
tracing::subscriber::set_global_default(_subscriber).expect("Could not set global default switchable subscriber");
switchable_writer
}

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};
@@ -26,7 +23,7 @@ fn f32_to_u8(value: f32) -> u8 {
} }
/// Resource to hold the debug texture for persistent rendering /// Resource to hold the debug texture for persistent rendering
pub struct DebugTextureResource(pub Texture<'static>); pub struct DebugTextureResource(pub Texture);
/// Resource to hold the debug font /// Resource to hold the debug font
pub struct DebugFontResource(pub Font<'static, 'static>); pub struct DebugFontResource(pub Font<'static, 'static>);
@@ -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

@@ -7,6 +7,7 @@ use bevy_ecs::{
}; };
use glam::Vec2; use glam::Vec2;
use sdl2::{event::Event, keyboard::Keycode, EventPump}; use sdl2::{event::Event, keyboard::Keycode, EventPump};
use smallvec::{smallvec, SmallVec};
use crate::systems::components::DeltaTime; use crate::systems::components::DeltaTime;
use crate::{ use crate::{
@@ -128,15 +129,27 @@ pub fn input_system(
delta_time: Res<DeltaTime>, delta_time: Res<DeltaTime>,
mut bindings: ResMut<Bindings>, mut bindings: ResMut<Bindings>,
mut writer: EventWriter<GameEvent>, mut writer: EventWriter<GameEvent>,
mut pump: NonSendMut<&'static mut EventPump>, mut pump: NonSendMut<EventPump>,
mut cursor: ResMut<CursorPosition>, mut cursor: ResMut<CursorPosition>,
) { ) {
let mut cursor_seen = false; let mut cursor_seen = false;
// Collect all events for this frame. // Collect all events for this frame.
let frame_events: Vec<Event> = pump.poll_iter().collect(); let frame_events: SmallVec<[Event; 3]> = pump.poll_iter().collect();
// Warn if the smallvec was heap allocated due to exceeding stack capacity
#[cfg(debug_assertions)]
{
if frame_events.len() > frame_events.capacity() {
tracing::warn!(
"More than {} events in a frame, consider adjusting stack capacity: {:?}",
frame_events.capacity(),
frame_events
);
}
}
// Handle non-keyboard events inline and build a simplified keyboard event stream. // Handle non-keyboard events inline and build a simplified keyboard event stream.
let mut simple_key_events = Vec::new(); let mut simple_key_events: SmallVec<[SimpleKeyEvent; 3]> = smallvec![];
for event in &frame_events { for event in &frame_events {
match *event { match *event {
Event::Quit { .. } => { Event::Quit { .. } => {
@@ -149,21 +162,25 @@ pub fn input_system(
}; };
cursor_seen = true; cursor_seen = true;
} }
Event::KeyDown { Event::KeyDown { keycode, repeat, .. } => {
keycode: Some(key), if let Some(key) = keycode {
repeat: false, if repeat {
.. continue;
} => { }
simple_key_events.push(SimpleKeyEvent::KeyDown(key)); simple_key_events.push(SimpleKeyEvent::KeyDown(key));
}
} }
Event::KeyUp { Event::KeyUp { keycode, repeat, .. } => {
keycode: Some(key), if let Some(key) = keycode {
repeat: false, if repeat {
.. continue;
} => { }
simple_key_events.push(SimpleKeyEvent::KeyUp(key)); simple_key_events.push(SimpleKeyEvent::KeyUp(key));
}
}
_ => {
tracing::warn!("Unhandled event, consider disabling: {:?}", event);
} }
_ => {}
} }
} }

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 +55,16 @@ 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, except those in Eyes state
let flash_lead_ticks = (level_timing.energizer_flash_threshold * 60.0) for mut ghost_state in ghost_query.iter_mut() {
.round() if !matches!(*ghost_state, GhostState::Eyes) {
.clamp(0.0, u32::MAX as f32) as u32; *ghost_state = GhostState::new_frightened(total_ticks, FRIGHTENED_FLASH_START_TICKS);
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

@@ -1,178 +1,173 @@
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;
} }
} }
} }
/// A non-send resource for the map 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 map texture. This just wraps the texture with a type so it can be differentiated when exposed as a resource.
pub struct MapTextureResource(pub Texture<'static>); pub struct MapTextureResource(pub Texture);
/// 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);
/// 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)]
@@ -82,7 +79,7 @@ impl AtlasTile {
/// and optional default color modulation configuration. /// and optional default color modulation configuration.
pub struct SpriteAtlas { pub struct SpriteAtlas {
/// The combined texture containing all sprite frames /// The combined texture containing all sprite frames
texture: Texture<'static>, texture: Texture,
/// Mapping from sprite names to their pixel coordinates within the texture /// Mapping from sprite names to their pixel coordinates within the texture
tiles: HashMap<String, MapperFrame>, tiles: HashMap<String, MapperFrame>,
default_color: Option<Color>, default_color: Option<Color>,
@@ -91,7 +88,7 @@ pub struct SpriteAtlas {
} }
impl SpriteAtlas { impl SpriteAtlas {
pub fn new(texture: Texture<'static>, mapper: AtlasMapper) -> Self { pub fn new(texture: Texture, mapper: AtlasMapper) -> Self {
Self { Self {
texture, texture,
tiles: mapper.frames, tiles: mapper.frames,
@@ -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,
}) })
} }
@@ -120,7 +117,7 @@ impl SpriteAtlas {
} }
#[allow(dead_code)] #[allow(dead_code)]
pub fn texture(&self) -> &Texture<'static> { pub fn texture(&self) -> &Texture {
&self.texture &self.texture
} }

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

@@ -7,7 +7,7 @@ use pacman::{
}; };
use sdl2::{ use sdl2::{
image::LoadTexture, image::LoadTexture,
render::{Canvas, Texture, TextureCreator}, render::{Canvas, TextureCreator},
video::{Window, WindowContext}, video::{Window, WindowContext},
Sdl, Sdl,
}; };
@@ -31,7 +31,6 @@ pub fn create_atlas(canvas: &mut sdl2::render::Canvas<sdl2::video::Window>) -> S
let atlas_bytes = get_asset_bytes(Asset::AtlasImage).unwrap(); let atlas_bytes = get_asset_bytes(Asset::AtlasImage).unwrap();
let texture = texture_creator.load_texture_bytes(&atlas_bytes).unwrap(); let texture = texture_creator.load_texture_bytes(&atlas_bytes).unwrap();
let texture: Texture<'static> = unsafe { std::mem::transmute(texture) };
let atlas_mapper = AtlasMapper { let atlas_mapper = AtlasMapper {
frames: ATLAS_FRAMES.into_iter().map(|(k, v)| (k.to_string(), *v)).collect(), frames: ATLAS_FRAMES.into_iter().map(|(k, v)| (k.to_string(), *v)).collect(),

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, Ghost, GhostCollider, GhostState, ItemCollider,
components::{AudioState, EntityType, ItemCollider, PacmanCollider, ScoreResource}, PacmanCollider, Position, ScoreResource,
item::{is_valid_item_collision, item_system},
movement::Position,
}, },
}; };
@@ -77,6 +75,18 @@ fn spawn_test_item(world: &mut World, item_type: EntityType) -> Entity {
world.spawn((Position::Stopped { node: 1 }, item_type, ItemCollider)).id() world.spawn((Position::Stopped { node: 1 }, item_type, ItemCollider)).id()
} }
fn spawn_test_ghost(world: &mut World, ghost_state: GhostState) -> Entity {
world
.spawn((
Position::Stopped { node: 2 },
Ghost::Blinky,
EntityType::Ghost,
GhostCollider,
ghost_state,
))
.id()
}
fn send_collision_event(world: &mut World, entity1: Entity, entity2: Entity) { fn send_collision_event(world: &mut World, entity1: Entity, entity2: Entity) {
let mut events = world.resource_mut::<Events<GameEvent>>(); let mut events = world.resource_mut::<Events<GameEvent>>();
events.send(GameEvent::Collision(entity1, entity2)); events.send(GameEvent::Collision(entity1, entity2));
@@ -253,3 +263,40 @@ fn test_item_system_preserves_existing_score() {
let score = world.resource::<ScoreResource>(); let score = world.resource::<ScoreResource>();
assert_eq!(score.0, 110); assert_eq!(score.0, 110);
} }
#[test]
fn test_power_pellet_does_not_affect_ghosts_in_eyes_state() {
let mut world = create_test_world();
let pacman = spawn_test_pacman(&mut world);
let power_pellet = spawn_test_item(&mut world, EntityType::PowerPellet);
// Spawn a ghost in Eyes state (returning to ghost house)
let eyes_ghost = spawn_test_ghost(&mut world, GhostState::Eyes);
// Spawn a ghost in Normal state
let normal_ghost = spawn_test_ghost(&mut world, GhostState::Normal);
send_collision_event(&mut world, pacman, power_pellet);
world.run_system_once(item_system).expect("System should run successfully");
// Check that the power pellet was collected and score updated
let score = world.resource::<ScoreResource>();
assert_eq!(score.0, 50);
// Check that the power pellet was despawned
let power_pellet_count = world
.query::<&EntityType>()
.iter(&world)
.filter(|&entity_type| matches!(entity_type, EntityType::PowerPellet))
.count();
assert_eq!(power_pellet_count, 0);
// Check that the Eyes ghost state was not changed
let eyes_ghost_state = world.entity(eyes_ghost).get::<GhostState>().unwrap();
assert!(matches!(*eyes_ghost_state, GhostState::Eyes));
// Check that the Normal ghost state was changed to Frightened
let normal_ghost_state = world.entity(normal_ghost).get::<GhostState>().unwrap();
assert!(matches!(*normal_ghost_state, GhostState::Frightened { .. }));
}

View File

@@ -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);
} }

View File

@@ -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()
} }

View File

@@ -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]

View File

@@ -3,7 +3,7 @@ use pacman::texture::sprite::{AtlasMapper, AtlasTile, MapperFrame, SpriteAtlas};
use sdl2::pixels::Color; use sdl2::pixels::Color;
use std::collections::HashMap; use std::collections::HashMap;
fn mock_texture() -> sdl2::render::Texture<'static> { fn mock_texture() -> sdl2::render::Texture {
unsafe { std::mem::transmute(0usize) } unsafe { std::mem::transmute(0usize) }
} }
@@ -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,
}, },
); );

19
tests/tracing_buffer.rs Normal file
View File

@@ -0,0 +1,19 @@
use pacman::platform::tracing_buffer::SwitchableWriter;
use std::io::Write;
#[test]
fn test_switchable_writer_buffering() {
let mut writer = SwitchableWriter::default();
// Write some data while in buffered mode
writer.write_all(b"Hello, ").unwrap();
writer.write_all(b"world!").unwrap();
writer.write_all(b"This is buffered content.\n").unwrap();
// Switch to direct mode (this should flush to stdout and show buffer size)
// In a real test we can't easily capture stdout, so we'll just verify it doesn't panic
writer.switch_to_direct_mode().unwrap();
// Write more data in direct mode
writer.write_all(b"Direct output after flush\n").unwrap();
}