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https://github.com/Xevion/Pac-Man.git
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18 Commits
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633d467f2c |
2
Cargo.lock
generated
2
Cargo.lock
generated
@@ -598,11 +598,9 @@ dependencies = [
|
||||
"bitflags 2.9.1",
|
||||
"circular-buffer",
|
||||
"glam 0.30.5",
|
||||
"lazy_static",
|
||||
"libc",
|
||||
"micromap",
|
||||
"num-width",
|
||||
"once_cell",
|
||||
"parking_lot",
|
||||
"pathfinding",
|
||||
"phf",
|
||||
|
||||
@@ -9,16 +9,13 @@ edition = "2021"
|
||||
tracing = { version = "0.1.41", features = ["max_level_debug", "release_max_level_debug"]}
|
||||
tracing-error = "0.2.0"
|
||||
tracing-subscriber = {version = "0.3.17", features = ["env-filter"]}
|
||||
lazy_static = "1.5.0"
|
||||
sdl2 = { version = "0.38.0", features = ["image", "ttf"] }
|
||||
spin_sleep = "1.3.2"
|
||||
rand = { version = "0.9.2", default-features = false, features = ["small_rng", "os_rng"] }
|
||||
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"
|
||||
strum = "0.27.2"
|
||||
@@ -71,3 +68,6 @@ libc = "0.2.175"
|
||||
serde = { version = "1.0", features = ["derive"] }
|
||||
serde_json = "1.0"
|
||||
phf = { version = "0.12.1", features = ["macros"] }
|
||||
|
||||
[package.metadata.cargo-machete]
|
||||
ignored = ["phf"]
|
||||
|
||||
16
build.rs
16
build.rs
@@ -19,6 +19,15 @@ struct MapperFrame {
|
||||
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() {
|
||||
let path = Path::new(&env::var("OUT_DIR").unwrap()).join("atlas_data.rs");
|
||||
let mut file = BufWriter::new(File::create(&path).unwrap());
|
||||
@@ -37,12 +46,7 @@ fn main() {
|
||||
.unwrap();
|
||||
|
||||
for (name, frame) in atlas_mapper.frames {
|
||||
writeln!(
|
||||
&mut file,
|
||||
" \"{}\" => MapperFrame {{ x: {}, y: {}, width: {}, height: {} }},",
|
||||
name, frame.x, frame.y, frame.width, frame.height
|
||||
)
|
||||
.unwrap();
|
||||
writeln!(&mut file, " \"{}\" => {},", name, frame.to_u16vec2_format()).unwrap();
|
||||
}
|
||||
|
||||
writeln!(&mut file, "}};").unwrap();
|
||||
|
||||
@@ -30,6 +30,21 @@ pub const BOARD_CELL_OFFSET: UVec2 = UVec2::new(0, 3);
|
||||
/// Automatically calculated from the cell offset to maintain consistency
|
||||
/// 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);
|
||||
|
||||
/// Animation timing constants for ghost state management
|
||||
pub mod animation {
|
||||
/// Normal ghost movement animation speed (frames per second)
|
||||
pub const GHOST_NORMAL_SPEED: f32 = 0.2;
|
||||
/// Eaten ghost (eyes) animation speed (frames per second)
|
||||
pub const GHOST_EATEN_SPEED: f32 = 0.1;
|
||||
/// Frightened ghost animation speed (frames per second)
|
||||
pub const GHOST_FRIGHTENED_SPEED: f32 = 0.2;
|
||||
/// Frightened ghost flashing animation speed (frames per second)
|
||||
pub const GHOST_FLASHING_SPEED: f32 = 0.15;
|
||||
|
||||
/// 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.
|
||||
pub const CANVAS_SIZE: UVec2 = UVec2::new(
|
||||
(BOARD_CELL_SIZE.x + BOARD_CELL_OFFSET.x) * CELL_SIZE,
|
||||
|
||||
312
src/game.rs
312
src/game.rs
@@ -2,36 +2,38 @@
|
||||
|
||||
include!(concat!(env!("OUT_DIR"), "/atlas_data.rs"));
|
||||
|
||||
use crate::constants::CANVAS_SIZE;
|
||||
use crate::constants::{animation, MapTile, CANVAS_SIZE};
|
||||
use crate::error::{GameError, GameResult, TextureError};
|
||||
use crate::events::GameEvent;
|
||||
use crate::map::builder::Map;
|
||||
use crate::map::direction::Direction;
|
||||
use crate::systems::blinking::Blinking;
|
||||
use crate::systems::{self, ghost_collision_system};
|
||||
|
||||
use crate::systems::movement::{BufferedDirection, Position, Velocity};
|
||||
use crate::systems::profiling::SystemId;
|
||||
use crate::systems::render::RenderDirty;
|
||||
use crate::systems::{self, ghost_collision_system, present_system, Hidden, MovementModifiers, NodeId};
|
||||
use crate::systems::{
|
||||
audio_system, blinking_system, collision_system, debug_render_system, directional_render_system, dirty_render_system,
|
||||
ghost_movement_system, hud_render_system, item_system, profile, ready_visibility_system, render_system, AudioEvent,
|
||||
AudioResource, AudioState, BackbufferResource, Collider, DebugFontResource, DebugState, DebugTextureResource, DeltaTime,
|
||||
DirectionalAnimated, EntityType, Frozen, Ghost, GhostBundle, GhostCollider, GlobalState, ItemBundle, ItemCollider,
|
||||
LevelTiming, MapTextureResource, PacmanCollider, PlayerBundle, PlayerControlled, PlayerStateBundle, Renderable,
|
||||
ScoreResource, StartupSequence, SystemTimings,
|
||||
eaten_ghost_system, ghost_movement_system, ghost_state_animation_system, hud_render_system, item_system, profile,
|
||||
render_system, AudioEvent, AudioResource, AudioState, BackbufferResource, Collider, DebugFontResource, DebugState,
|
||||
DebugTextureResource, DeltaTime, DirectionalAnimated, EntityType, Frozen, Ghost, GhostAnimationSet, GhostAnimations,
|
||||
GhostBundle, GhostCollider, GlobalState, ItemBundle, ItemCollider, MapTextureResource, PacmanCollider, PlayerBundle,
|
||||
PlayerControlled, Renderable, ScoreResource, StartupSequence, SystemTimings,
|
||||
};
|
||||
use crate::texture::animated::AnimatedTexture;
|
||||
use crate::texture::sprite::AtlasTile;
|
||||
use bevy_ecs::event::EventRegistry;
|
||||
use bevy_ecs::observer::Trigger;
|
||||
use bevy_ecs::schedule::{IntoScheduleConfigs, Schedule, SystemSet};
|
||||
use bevy_ecs::system::{NonSendMut, Res, ResMut};
|
||||
use bevy_ecs::schedule::common_conditions::resource_changed;
|
||||
use bevy_ecs::schedule::{Condition, IntoScheduleConfigs, Schedule, SystemSet};
|
||||
use bevy_ecs::system::ResMut;
|
||||
use bevy_ecs::world::World;
|
||||
use sdl2::image::LoadTexture;
|
||||
use sdl2::render::{Canvas, ScaleMode, TextureCreator};
|
||||
use sdl2::render::{BlendMode, Canvas, ScaleMode, TextureCreator};
|
||||
use sdl2::rwops::RWops;
|
||||
use sdl2::video::{Window, WindowContext};
|
||||
use sdl2::EventPump;
|
||||
use smallvec::smallvec;
|
||||
|
||||
use crate::{
|
||||
asset::{get_asset_bytes, Asset},
|
||||
@@ -82,14 +84,7 @@ impl Game {
|
||||
texture_creator: &'static mut TextureCreator<WindowContext>,
|
||||
event_pump: &'static mut EventPump,
|
||||
) -> GameResult<Game> {
|
||||
let mut world = World::default();
|
||||
let mut schedule = Schedule::default();
|
||||
let ttf_context = Box::leak(Box::new(sdl2::ttf::init().map_err(|e| GameError::Sdl(e.to_string()))?));
|
||||
|
||||
EventRegistry::register_event::<GameError>(&mut world);
|
||||
EventRegistry::register_event::<GameEvent>(&mut world);
|
||||
EventRegistry::register_event::<AudioEvent>(&mut world);
|
||||
|
||||
let mut backbuffer = texture_creator
|
||||
.create_texture_target(None, CANVAS_SIZE.x, CANVAS_SIZE.y)
|
||||
.map_err(|e| GameError::Sdl(e.to_string()))?;
|
||||
@@ -105,6 +100,9 @@ impl Game {
|
||||
let mut debug_texture = texture_creator
|
||||
.create_texture_target(None, output_size.0, output_size.1)
|
||||
.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);
|
||||
|
||||
let font_data = get_asset_bytes(Asset::Font)?;
|
||||
@@ -150,11 +148,10 @@ impl Game {
|
||||
.map_err(|e| GameError::Sdl(e.to_string()))?;
|
||||
|
||||
let map = Map::new(constants::RAW_BOARD)?;
|
||||
let pacman_start_node = map.start_positions.pacman;
|
||||
|
||||
// Create directional animated textures for Pac-Man
|
||||
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 => "pacman/up",
|
||||
@@ -162,7 +159,7 @@ impl Game {
|
||||
Direction::Left => "pacman/left",
|
||||
Direction::Right => "pacman/right",
|
||||
};
|
||||
let moving_tiles = vec![
|
||||
let moving_tiles = smallvec![
|
||||
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"))
|
||||
@@ -171,7 +168,7 @@ impl Game {
|
||||
.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 stopped_tiles = smallvec![SpriteAtlas::get_tile(&atlas, &format!("{moving_prefix}_b.png"))
|
||||
.ok_or_else(|| GameError::Texture(TextureError::AtlasTileNotFound(format!("{moving_prefix}_b.png"))))?];
|
||||
|
||||
textures[direction.as_usize()] = Some(AnimatedTexture::new(moving_tiles, 0.08)?);
|
||||
@@ -180,17 +177,19 @@ impl Game {
|
||||
|
||||
let player = PlayerBundle {
|
||||
player: PlayerControlled,
|
||||
position: Position::Stopped { node: pacman_start_node },
|
||||
position: Position::Stopped {
|
||||
node: map.start_positions.pacman,
|
||||
},
|
||||
velocity: Velocity {
|
||||
speed: 1.15,
|
||||
direction: Direction::Left,
|
||||
},
|
||||
movement_modifiers: MovementModifiers::default(),
|
||||
buffered_direction: BufferedDirection::None,
|
||||
sprite: Renderable {
|
||||
sprite: SpriteAtlas::get_tile(&atlas, "pacman/full.png")
|
||||
.ok_or_else(|| GameError::Texture(TextureError::AtlasTileNotFound("pacman/full.png".to_string())))?,
|
||||
layer: 0,
|
||||
visible: true,
|
||||
},
|
||||
directional_animated: DirectionalAnimated {
|
||||
textures,
|
||||
@@ -203,20 +202,14 @@ impl Game {
|
||||
pacman_collider: PacmanCollider,
|
||||
};
|
||||
|
||||
// Spawn player and attach initial state bundle
|
||||
let player_entity = world.spawn(player).id();
|
||||
world.entity_mut(player_entity).insert(PlayerStateBundle::default());
|
||||
world.entity_mut(player_entity).insert(Frozen);
|
||||
let mut world = World::default();
|
||||
let mut schedule = Schedule::default();
|
||||
|
||||
world.insert_non_send_resource(atlas);
|
||||
world.insert_non_send_resource(event_pump);
|
||||
world.insert_non_send_resource(canvas);
|
||||
world.insert_non_send_resource(BackbufferResource(backbuffer));
|
||||
world.insert_non_send_resource(MapTextureResource(map_texture));
|
||||
world.insert_non_send_resource(DebugTextureResource(debug_texture));
|
||||
world.insert_non_send_resource(DebugFontResource(debug_font));
|
||||
world.insert_non_send_resource(AudioResource(audio));
|
||||
EventRegistry::register_event::<GameError>(&mut world);
|
||||
EventRegistry::register_event::<GameEvent>(&mut world);
|
||||
EventRegistry::register_event::<AudioEvent>(&mut world);
|
||||
|
||||
world.insert_resource(Self::create_ghost_animations(&atlas)?);
|
||||
world.insert_resource(map);
|
||||
world.insert_resource(GlobalState { exit: false });
|
||||
world.insert_resource(ScoreResource(0));
|
||||
@@ -227,7 +220,16 @@ impl Game {
|
||||
world.insert_resource(DebugState::default());
|
||||
world.insert_resource(AudioState::default());
|
||||
world.insert_resource(CursorPosition::default());
|
||||
world.insert_resource(LevelTiming::for_level(1));
|
||||
world.insert_resource(StartupSequence::new(60 * 3, 60));
|
||||
|
||||
world.insert_non_send_resource(atlas);
|
||||
world.insert_non_send_resource(event_pump);
|
||||
world.insert_non_send_resource(canvas);
|
||||
world.insert_non_send_resource(BackbufferResource(backbuffer));
|
||||
world.insert_non_send_resource(MapTextureResource(map_texture));
|
||||
world.insert_non_send_resource(DebugTextureResource(debug_texture));
|
||||
world.insert_non_send_resource(DebugFontResource(debug_font));
|
||||
world.insert_non_send_resource(AudioResource(audio));
|
||||
|
||||
world.add_observer(
|
||||
|event: Trigger<GameEvent>, mut state: ResMut<GlobalState>, _score: ResMut<ScoreResource>| {
|
||||
@@ -251,25 +253,18 @@ impl Game {
|
||||
let blinking_system = profile(SystemId::Blinking, blinking_system);
|
||||
let directional_render_system = profile(SystemId::DirectionalRender, directional_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 hud_render_system = profile(SystemId::HudRender, hud_render_system);
|
||||
let debug_render_system = profile(SystemId::DebugRender, debug_render_system);
|
||||
let present_system = profile(SystemId::Present, present_system);
|
||||
let ghost_state_animation_system = profile(SystemId::GhostStateAnimation, ghost_state_animation_system);
|
||||
|
||||
let present_system = profile(
|
||||
SystemId::Present,
|
||||
|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;
|
||||
}
|
||||
},
|
||||
);
|
||||
let forced_dirty_system = |mut dirty: ResMut<RenderDirty>| {
|
||||
dirty.0 = true;
|
||||
};
|
||||
|
||||
schedule.add_systems((
|
||||
forced_dirty_system.run_if(resource_changed::<ScoreResource>.or(resource_changed::<StartupSequence>)),
|
||||
(
|
||||
input_system,
|
||||
player_control_system,
|
||||
@@ -279,11 +274,12 @@ impl Game {
|
||||
.chain(),
|
||||
player_tunnel_slowdown_system,
|
||||
ghost_movement_system,
|
||||
profile(SystemId::EatenGhost, eaten_ghost_system),
|
||||
vulnerable_tick_system,
|
||||
ghost_state_animation_system,
|
||||
(collision_system, ghost_collision_system, item_system).chain(),
|
||||
audio_system,
|
||||
blinking_system,
|
||||
ready_visibility_system,
|
||||
(
|
||||
directional_render_system,
|
||||
dirty_render_system,
|
||||
@@ -295,53 +291,46 @@ impl Game {
|
||||
.chain(),
|
||||
));
|
||||
|
||||
// Initialize StartupSequence as a global resource
|
||||
let ready_duration_ticks = {
|
||||
let duration = world
|
||||
.get_resource::<LevelTiming>()
|
||||
.map(|t| t.spawn_freeze_duration)
|
||||
.unwrap_or(1.5);
|
||||
(duration * 60.0) as u32 // Convert to ticks at 60 FPS
|
||||
};
|
||||
world.insert_resource(StartupSequence::new(ready_duration_ticks, 60));
|
||||
// Spawn player and attach initial state bundle
|
||||
world.spawn(player).insert((Frozen, Hidden));
|
||||
|
||||
// Spawn ghosts
|
||||
Self::spawn_ghosts(&mut world)?;
|
||||
|
||||
// Spawn items
|
||||
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())))?;
|
||||
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())))?;
|
||||
|
||||
let nodes: Vec<_> = world.resource::<Map>().iter_nodes().map(|(id, tile)| (*id, *tile)).collect();
|
||||
|
||||
for (node_id, tile) in nodes {
|
||||
let (item_type, sprite, size) = match tile {
|
||||
crate::constants::MapTile::Pellet => (EntityType::Pellet, pellet_sprite, constants::CELL_SIZE as f32 * 0.4),
|
||||
crate::constants::MapTile::PowerPellet => {
|
||||
(EntityType::PowerPellet, energizer_sprite, constants::CELL_SIZE as f32 * 0.95)
|
||||
}
|
||||
_ => continue,
|
||||
};
|
||||
// Build a list of item entities to spawn from the map
|
||||
let nodes: Vec<(NodeId, EntityType, AtlasTile, f32)> = world
|
||||
.resource::<Map>()
|
||||
.iter_nodes()
|
||||
.filter_map(|(id, tile)| match tile {
|
||||
MapTile::Pellet => Some((*id, EntityType::Pellet, pellet_sprite, constants::CELL_SIZE as f32 * 0.4)),
|
||||
MapTile::PowerPellet => Some((
|
||||
*id,
|
||||
EntityType::PowerPellet,
|
||||
energizer_sprite,
|
||||
constants::CELL_SIZE as f32 * 0.95,
|
||||
)),
|
||||
_ => None,
|
||||
})
|
||||
.collect();
|
||||
|
||||
// Construct and spawn the item entities
|
||||
for (id, item_type, sprite, size) in nodes {
|
||||
let mut item = world.spawn(ItemBundle {
|
||||
position: Position::Stopped { node: node_id },
|
||||
sprite: Renderable {
|
||||
sprite,
|
||||
layer: 1,
|
||||
visible: true,
|
||||
},
|
||||
position: Position::Stopped { node: id },
|
||||
sprite: Renderable { sprite, layer: 1 },
|
||||
entity_type: item_type,
|
||||
collider: Collider { size },
|
||||
item_collider: ItemCollider,
|
||||
});
|
||||
|
||||
// Make power pellets blink
|
||||
if item_type == EntityType::PowerPellet {
|
||||
item.insert(Blinking {
|
||||
timer: 0.0,
|
||||
interval: 0.2,
|
||||
});
|
||||
item.insert((Frozen, Blinking::new(0.2)));
|
||||
}
|
||||
}
|
||||
|
||||
@@ -369,58 +358,9 @@ impl Game {
|
||||
for (ghost_type, start_node) in ghost_start_positions {
|
||||
// Create the ghost bundle in a separate scope to manage borrows
|
||||
let ghost = {
|
||||
let animations = world.resource::<GhostAnimations>().0.get(&ghost_type).unwrap().clone();
|
||||
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 {
|
||||
ghost: ghost_type,
|
||||
position: Position::Stopped { node: start_node },
|
||||
@@ -438,12 +378,8 @@ impl Game {
|
||||
},
|
||||
)?,
|
||||
layer: 0,
|
||||
visible: true,
|
||||
},
|
||||
directional_animated: DirectionalAnimated {
|
||||
textures,
|
||||
stopped_textures,
|
||||
},
|
||||
directional_animated: animations.normal().unwrap().clone(),
|
||||
entity_type: EntityType::Ghost,
|
||||
collider: Collider {
|
||||
size: crate::constants::CELL_SIZE as f32 * 1.375,
|
||||
@@ -452,12 +388,112 @@ impl Game {
|
||||
}
|
||||
};
|
||||
|
||||
world.spawn(ghost).insert(Frozen);
|
||||
world.spawn(ghost).insert((Frozen, Hidden));
|
||||
}
|
||||
|
||||
Ok(())
|
||||
}
|
||||
|
||||
fn create_ghost_animations(atlas: &SpriteAtlas) -> GameResult<GhostAnimations> {
|
||||
let mut animations = std::collections::HashMap::new();
|
||||
|
||||
for ghost_type in [Ghost::Blinky, Ghost::Pinky, Ghost::Inky, Ghost::Clyde] {
|
||||
// Normal animations
|
||||
let mut normal_textures = [None, None, None, None];
|
||||
for direction in Direction::DIRECTIONS {
|
||||
let dir_str = direction.as_ref();
|
||||
let tile_a = atlas
|
||||
.get_tile(&format!("ghost/{}/{}_a.png", ghost_type.as_str(), dir_str))
|
||||
.ok_or_else(|| {
|
||||
GameError::Texture(TextureError::AtlasTileNotFound(format!(
|
||||
"ghost/{}/{}_a.png",
|
||||
ghost_type.as_str(),
|
||||
dir_str
|
||||
)))
|
||||
})?;
|
||||
let tile_b = atlas
|
||||
.get_tile(&format!("ghost/{}/{}_b.png", ghost_type.as_str(), dir_str))
|
||||
.ok_or_else(|| {
|
||||
GameError::Texture(TextureError::AtlasTileNotFound(format!(
|
||||
"ghost/{}/{}_b.png",
|
||||
ghost_type.as_str(),
|
||||
dir_str
|
||||
)))
|
||||
})?;
|
||||
let tiles = smallvec![tile_a, tile_b];
|
||||
normal_textures[direction.as_usize()] = Some(AnimatedTexture::new(tiles, animation::GHOST_NORMAL_SPEED)?);
|
||||
}
|
||||
let normal = DirectionalAnimated {
|
||||
textures: normal_textures.clone(),
|
||||
stopped_textures: normal_textures,
|
||||
};
|
||||
|
||||
// Eaten (eyes) animations
|
||||
let mut eaten_textures = [None, None, None, None];
|
||||
for direction in Direction::DIRECTIONS {
|
||||
let dir_str = direction.as_ref();
|
||||
let tile = atlas
|
||||
.get_tile(&format!("ghost/eyes/{}.png", dir_str))
|
||||
.ok_or_else(|| GameError::Texture(TextureError::AtlasTileNotFound(format!("ghost/eyes/{}.png", dir_str))))?;
|
||||
eaten_textures[direction.as_usize()] = Some(AnimatedTexture::new(smallvec![tile], animation::GHOST_EATEN_SPEED)?);
|
||||
}
|
||||
let eaten = DirectionalAnimated {
|
||||
textures: eaten_textures.clone(),
|
||||
stopped_textures: eaten_textures,
|
||||
};
|
||||
|
||||
animations.insert(
|
||||
ghost_type,
|
||||
GhostAnimationSet::new(
|
||||
normal,
|
||||
DirectionalAnimated::default(), // Placeholder for frightened
|
||||
DirectionalAnimated::default(), // Placeholder for frightened_flashing
|
||||
eaten,
|
||||
),
|
||||
);
|
||||
}
|
||||
|
||||
// Frightened animations (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())))?;
|
||||
|
||||
let frightened_anim = AnimatedTexture::new(
|
||||
smallvec![frightened_blue_a, frightened_blue_b],
|
||||
animation::GHOST_FRIGHTENED_SPEED,
|
||||
)?;
|
||||
let flashing_anim = AnimatedTexture::new(
|
||||
smallvec![frightened_blue_a, frightened_white_a, frightened_blue_b, frightened_white_b],
|
||||
animation::GHOST_FLASHING_SPEED,
|
||||
)?;
|
||||
|
||||
let frightened_da = DirectionalAnimated::from_animation(frightened_anim);
|
||||
let frightened_flashing_da = DirectionalAnimated::from_animation(flashing_anim);
|
||||
|
||||
for ghost_type in [Ghost::Blinky, Ghost::Pinky, Ghost::Inky, Ghost::Clyde] {
|
||||
let entry = animations.get_mut(&ghost_type).unwrap();
|
||||
entry.animations.insert(
|
||||
crate::systems::GhostAnimation::Frightened { flash: false },
|
||||
frightened_da.clone(),
|
||||
);
|
||||
entry.animations.insert(
|
||||
crate::systems::GhostAnimation::Frightened { flash: true },
|
||||
frightened_flashing_da.clone(),
|
||||
);
|
||||
}
|
||||
|
||||
Ok(GhostAnimations(animations))
|
||||
}
|
||||
|
||||
/// 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:
|
||||
|
||||
@@ -5,7 +5,7 @@ use crate::map::graph::{Graph, Node, TraversalFlags};
|
||||
use crate::map::parser::MapTileParser;
|
||||
use crate::systems::movement::NodeId;
|
||||
use bevy_ecs::resource::Resource;
|
||||
use glam::{IVec2, Vec2};
|
||||
use glam::{I8Vec2, IVec2, Vec2};
|
||||
use std::collections::{HashMap, VecDeque};
|
||||
use tracing::debug;
|
||||
|
||||
@@ -38,7 +38,7 @@ pub struct Map {
|
||||
/// Connected graph of navigable positions.
|
||||
pub graph: Graph,
|
||||
/// 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
|
||||
pub start_positions: NodePositions,
|
||||
/// 2D array of tile types for collision detection and rendering
|
||||
@@ -76,8 +76,8 @@ impl Map {
|
||||
let mut queue = VecDeque::new();
|
||||
queue.push_back(start_pos);
|
||||
let pos = Vec2::new(
|
||||
(start_pos.x * CELL_SIZE as i32) as f32,
|
||||
(start_pos.y * CELL_SIZE as i32) as f32,
|
||||
(start_pos.x as i32 * CELL_SIZE as i32) as f32,
|
||||
(start_pos.y as i32 * CELL_SIZE as i32) as f32,
|
||||
) + cell_offset;
|
||||
let node_id = graph.add_node(Node { position: pos });
|
||||
grid_to_node.insert(start_pos, node_id);
|
||||
@@ -89,9 +89,9 @@ impl Map {
|
||||
|
||||
// Skip if the new position is out of bounds
|
||||
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 >= BOARD_CELL_SIZE.y as i32
|
||||
|| new_position.y as i32 >= BOARD_CELL_SIZE.y as i32
|
||||
{
|
||||
continue;
|
||||
}
|
||||
@@ -108,8 +108,8 @@ impl Map {
|
||||
) {
|
||||
// Add the new position to the graph/queue
|
||||
let pos = Vec2::new(
|
||||
(new_position.x * CELL_SIZE as i32) as f32,
|
||||
(new_position.y * CELL_SIZE as i32) as f32,
|
||||
(new_position.x as i32 * CELL_SIZE as i32) as f32,
|
||||
(new_position.y as i32 * CELL_SIZE as i32) as f32,
|
||||
) + cell_offset;
|
||||
let new_node_id = graph.add_node(Node { position: pos });
|
||||
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 dir in Direction::DIRECTIONS {
|
||||
// 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();
|
||||
// If the neighbor exists, connect the node to it
|
||||
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.
|
||||
fn build_house(
|
||||
graph: &mut Graph,
|
||||
grid_to_node: &HashMap<IVec2, NodeId>,
|
||||
house_door: &[Option<IVec2>; 2],
|
||||
) -> GameResult<(usize, usize, usize, usize)> {
|
||||
grid_to_node: &HashMap<I8Vec2, NodeId>,
|
||||
house_door: &[Option<I8Vec2>; 2],
|
||||
) -> GameResult<(NodeId, NodeId, NodeId, NodeId)> {
|
||||
// Calculate the position of the house entrance node
|
||||
let (house_entrance_node_id, house_entrance_node_position) = {
|
||||
// Translate the grid positions to the actual node ids
|
||||
@@ -222,10 +222,13 @@ impl Map {
|
||||
|
||||
// Calculate the position of the house node
|
||||
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
|
||||
.get_node(*right_node)
|
||||
.ok_or(MapError::NodeNotFound(*right_node))?
|
||||
.ok_or(MapError::NodeNotFound(*right_node as usize))?
|
||||
.position;
|
||||
let house_node = graph.add_node(Node {
|
||||
position: left_pos.lerp(right_pos, 0.5),
|
||||
@@ -249,10 +252,10 @@ impl Map {
|
||||
// Place the nodes at, above, and below the center position
|
||||
let center_node_id = graph.add_node(Node { position: center_pos });
|
||||
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 {
|
||||
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
|
||||
@@ -268,7 +271,7 @@ impl Map {
|
||||
|
||||
// Calculate the position of the center line's center node
|
||||
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
|
||||
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
|
||||
let (left_center_node_id, _) = create_house_line(
|
||||
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
|
||||
let (right_center_node_id, _) = create_house_line(
|
||||
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}");
|
||||
@@ -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.
|
||||
fn build_tunnels(
|
||||
graph: &mut Graph,
|
||||
grid_to_node: &HashMap<IVec2, NodeId>,
|
||||
tunnel_ends: &[Option<IVec2>; 2],
|
||||
grid_to_node: &HashMap<I8Vec2, NodeId>,
|
||||
tunnel_ends: &[Option<I8Vec2>; 2],
|
||||
) -> GameResult<()> {
|
||||
// Create the hidden tunnel nodes
|
||||
let left_tunnel_hidden_node_id = {
|
||||
@@ -353,7 +356,7 @@ impl Map {
|
||||
Direction::Left,
|
||||
Node {
|
||||
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| {
|
||||
@@ -378,7 +381,7 @@ impl Map {
|
||||
Direction::Right,
|
||||
Node {
|
||||
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| {
|
||||
|
||||
@@ -1,8 +1,10 @@
|
||||
use glam::IVec2;
|
||||
use glam::I8Vec2;
|
||||
use strum_macros::AsRefStr;
|
||||
|
||||
/// The four cardinal directions.
|
||||
#[derive(Debug, Clone, Copy, PartialEq, Eq, Hash, Default)]
|
||||
#[derive(Debug, Clone, Copy, PartialEq, Eq, Hash, Default, AsRefStr)]
|
||||
#[repr(usize)]
|
||||
#[strum(serialize_all = "lowercase")]
|
||||
pub enum Direction {
|
||||
Up,
|
||||
Down,
|
||||
@@ -26,8 +28,8 @@ impl Direction {
|
||||
}
|
||||
}
|
||||
|
||||
/// Returns the direction as an IVec2.
|
||||
pub fn as_ivec2(self) -> IVec2 {
|
||||
/// Returns the direction as an I8Vec2.
|
||||
pub fn as_ivec2(self) -> I8Vec2 {
|
||||
self.into()
|
||||
}
|
||||
|
||||
@@ -43,13 +45,13 @@ impl Direction {
|
||||
}
|
||||
}
|
||||
|
||||
impl From<Direction> for IVec2 {
|
||||
impl From<Direction> for I8Vec2 {
|
||||
fn from(dir: Direction) -> Self {
|
||||
match dir {
|
||||
Direction::Up => -IVec2::Y,
|
||||
Direction::Down => IVec2::Y,
|
||||
Direction::Left => -IVec2::X,
|
||||
Direction::Right => IVec2::X,
|
||||
Direction::Up => -I8Vec2::Y,
|
||||
Direction::Down => I8Vec2::Y,
|
||||
Direction::Left => -I8Vec2::X,
|
||||
Direction::Right => I8Vec2::X,
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -107,7 +107,7 @@ impl Graph {
|
||||
|
||||
/// Adds a new node with the given data to the graph and returns its ID.
|
||||
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.adjacency_list.push(Intersection::default());
|
||||
id
|
||||
@@ -129,10 +129,10 @@ impl Graph {
|
||||
distance: Option<f32>,
|
||||
direction: Direction,
|
||||
) -> Result<(), &'static str> {
|
||||
if from >= self.adjacency_list.len() {
|
||||
if from as usize >= self.adjacency_list.len() {
|
||||
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.");
|
||||
}
|
||||
|
||||
@@ -178,8 +178,8 @@ impl Graph {
|
||||
}
|
||||
None => {
|
||||
// If no distance is provided, calculate it based on the positions of the nodes
|
||||
let from_pos = self.nodes[from].position;
|
||||
let to_pos = self.nodes[to].position;
|
||||
let from_pos = self.nodes[from as usize].position;
|
||||
let to_pos = self.nodes[to as usize].position;
|
||||
from_pos.distance(to_pos)
|
||||
}
|
||||
},
|
||||
@@ -187,11 +187,11 @@ impl Graph {
|
||||
traversal_flags,
|
||||
};
|
||||
|
||||
if from >= self.adjacency_list.len() {
|
||||
if from as usize >= self.adjacency_list.len() {
|
||||
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
|
||||
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.
|
||||
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.
|
||||
@@ -228,17 +228,17 @@ impl Graph {
|
||||
self.adjacency_list
|
||||
.iter()
|
||||
.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.
|
||||
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.
|
||||
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)
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -2,7 +2,7 @@
|
||||
|
||||
use crate::constants::{MapTile, BOARD_CELL_SIZE};
|
||||
use crate::error::ParseError;
|
||||
use glam::IVec2;
|
||||
use glam::I8Vec2;
|
||||
|
||||
/// 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
|
||||
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)
|
||||
pub house_door: [Option<IVec2>; 2],
|
||||
pub house_door: [Option<I8Vec2>; 2],
|
||||
/// 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)
|
||||
pub pacman_start: Option<IVec2>,
|
||||
pub pacman_start: Option<I8Vec2>,
|
||||
}
|
||||
|
||||
/// 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 house_door = [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 (x, character) in line.chars().enumerate().take(BOARD_CELL_SIZE.x as usize) {
|
||||
@@ -98,16 +98,16 @@ impl MapTileParser {
|
||||
match tile {
|
||||
MapTile::Tunnel => {
|
||||
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 {
|
||||
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 == '=' => {
|
||||
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 {
|
||||
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
|
||||
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;
|
||||
|
||||
@@ -24,44 +24,6 @@ impl CommonPlatform for Platform {
|
||||
}
|
||||
|
||||
fn init_console(&self) -> Result<(), PlatformError> {
|
||||
#[cfg(windows)]
|
||||
{
|
||||
unsafe {
|
||||
use winapi::{
|
||||
shared::ntdef::NULL,
|
||||
um::{
|
||||
fileapi::{CreateFileA, OPEN_EXISTING},
|
||||
handleapi::INVALID_HANDLE_VALUE,
|
||||
processenv::SetStdHandle,
|
||||
winbase::{STD_ERROR_HANDLE, STD_OUTPUT_HANDLE},
|
||||
wincon::{AttachConsole, GetConsoleWindow},
|
||||
winnt::{FILE_SHARE_READ, FILE_SHARE_WRITE, GENERIC_READ, GENERIC_WRITE},
|
||||
},
|
||||
};
|
||||
|
||||
if !std::ptr::eq(GetConsoleWindow(), std::ptr::null_mut()) {
|
||||
return Ok(());
|
||||
}
|
||||
|
||||
if AttachConsole(winapi::um::wincon::ATTACH_PARENT_PROCESS) != 0 {
|
||||
let handle = CreateFileA(
|
||||
c"CONOUT$".as_ptr(),
|
||||
GENERIC_READ | GENERIC_WRITE,
|
||||
FILE_SHARE_READ | FILE_SHARE_WRITE,
|
||||
std::ptr::null_mut(),
|
||||
OPEN_EXISTING,
|
||||
0,
|
||||
NULL,
|
||||
);
|
||||
|
||||
if handle != INVALID_HANDLE_VALUE {
|
||||
SetStdHandle(STD_OUTPUT_HANDLE, handle);
|
||||
SetStdHandle(STD_ERROR_HANDLE, handle);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
Ok(())
|
||||
}
|
||||
|
||||
|
||||
@@ -1,27 +1,63 @@
|
||||
use bevy_ecs::{
|
||||
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 timer: 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.
|
||||
///
|
||||
/// This system manages entities that have both `Blinking` and `Renderable` components,
|
||||
/// 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)>) {
|
||||
for (mut blinking, mut renderable) in query.iter_mut() {
|
||||
#[allow(clippy::type_complexity)]
|
||||
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;
|
||||
|
||||
if blinking.timer >= blinking.interval {
|
||||
blinking.timer = 0.0;
|
||||
renderable.visible = !renderable.visible;
|
||||
// If the timer is less than the interval, there's nothing to do yet
|
||||
if blinking.timer < blinking.interval {
|
||||
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);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -8,7 +8,7 @@ use crate::error::GameError;
|
||||
use crate::events::GameEvent;
|
||||
use crate::map::builder::Map;
|
||||
use crate::systems::movement::Position;
|
||||
use crate::systems::{AudioEvent, Ghost, PlayerControlled, ScoreResource, Vulnerable};
|
||||
use crate::systems::{AudioEvent, Eaten, Ghost, PlayerControlled, ScoreResource, Vulnerable};
|
||||
|
||||
#[derive(Component)]
|
||||
pub struct Collider {
|
||||
@@ -136,7 +136,7 @@ pub fn ghost_collision_system(
|
||||
score.0 += 200;
|
||||
|
||||
// Remove the ghost
|
||||
commands.entity(ghost_ent).despawn();
|
||||
commands.entity(ghost_ent).remove::<Vulnerable>().insert(Eaten);
|
||||
|
||||
// Play eat sound
|
||||
events.write(AudioEvent::PlayEat);
|
||||
|
||||
@@ -5,16 +5,17 @@ use crate::{
|
||||
map::graph::TraversalFlags,
|
||||
systems::{
|
||||
movement::{BufferedDirection, Position, Velocity},
|
||||
Collider, GhostCollider, ItemCollider, PacmanCollider, PlayerLifecycle,
|
||||
Collider, GhostCollider, ItemCollider, PacmanCollider,
|
||||
},
|
||||
texture::{animated::AnimatedTexture, sprite::AtlasTile},
|
||||
};
|
||||
use micromap::Map;
|
||||
|
||||
/// A tag component for entities that are controlled by the player.
|
||||
#[derive(Default, Component)]
|
||||
pub struct PlayerControlled;
|
||||
|
||||
#[derive(Component, Debug, Clone, Copy, PartialEq, Eq)]
|
||||
#[derive(Component, Debug, Clone, Copy, PartialEq, Eq, Hash)]
|
||||
pub enum Ghost {
|
||||
Blinky,
|
||||
Pinky,
|
||||
@@ -93,16 +94,36 @@ impl EntityType {
|
||||
pub struct Renderable {
|
||||
pub sprite: AtlasTile,
|
||||
pub layer: u8,
|
||||
pub visible: bool,
|
||||
}
|
||||
|
||||
/// A component for entities that have a directional animated texture.
|
||||
#[derive(Component)]
|
||||
#[derive(Component, Clone, Default)]
|
||||
pub struct DirectionalAnimated {
|
||||
pub textures: [Option<AnimatedTexture>; 4],
|
||||
pub stopped_textures: [Option<AnimatedTexture>; 4],
|
||||
}
|
||||
|
||||
impl DirectionalAnimated {
|
||||
pub fn from_animation(animation: AnimatedTexture) -> Self {
|
||||
// Create 4 copies of the animation - necessary for independent state per direction
|
||||
// This is initialization-time only, so the cloning cost is acceptable
|
||||
Self {
|
||||
textures: [
|
||||
Some(animation.clone()),
|
||||
Some(animation.clone()),
|
||||
Some(animation.clone()),
|
||||
Some(animation.clone()),
|
||||
],
|
||||
stopped_textures: [
|
||||
Some(animation.clone()),
|
||||
Some(animation.clone()),
|
||||
Some(animation.clone()),
|
||||
Some(animation),
|
||||
],
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
bitflags! {
|
||||
#[derive(Component, Default, Clone, Copy, Debug, PartialEq, Eq, PartialOrd, Ord, Hash)]
|
||||
pub struct CollisionLayer: u8 {
|
||||
@@ -141,45 +162,96 @@ 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
|
||||
#[derive(Component, Debug, Clone, Copy)]
|
||||
pub struct Frozen;
|
||||
|
||||
/// Tag component for eaten ghosts
|
||||
#[derive(Component, Debug, Clone, Copy)]
|
||||
pub struct Eaten;
|
||||
|
||||
/// Component for ghosts that are vulnerable to Pac-Man
|
||||
#[derive(Component, Debug, Clone, Copy)]
|
||||
pub struct Vulnerable {
|
||||
pub remaining_ticks: u32,
|
||||
}
|
||||
|
||||
/// 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,
|
||||
}
|
||||
|
||||
/// A complete set of animations for a ghost in different behavioral states.
|
||||
///
|
||||
/// Each ghost maintains animations mapped by their current gameplay state.
|
||||
/// The animation system automatically switches between these states based on
|
||||
/// the presence of `Vulnerable` and `Eaten` components on the ghost entity.
|
||||
#[derive(Component, Clone)]
|
||||
pub struct GhostAnimationSet {
|
||||
pub animations: Map<GhostAnimation, DirectionalAnimated, 4>,
|
||||
}
|
||||
|
||||
impl GhostAnimationSet {
|
||||
/// Creates a new GhostAnimationSet with the provided animations.
|
||||
pub fn new(
|
||||
normal: DirectionalAnimated,
|
||||
frightened: DirectionalAnimated,
|
||||
frightened_flashing: DirectionalAnimated,
|
||||
eyes: DirectionalAnimated,
|
||||
) -> Self {
|
||||
let mut animations = Map::new();
|
||||
animations.insert(GhostAnimation::Normal, normal);
|
||||
animations.insert(GhostAnimation::Frightened { flash: false }, frightened);
|
||||
animations.insert(GhostAnimation::Frightened { flash: true }, frightened_flashing);
|
||||
animations.insert(GhostAnimation::Eyes, eyes);
|
||||
Self { animations }
|
||||
}
|
||||
|
||||
/// Gets the animation for the specified ghost animation state.
|
||||
pub fn get(&self, animation: GhostAnimation) -> Option<&DirectionalAnimated> {
|
||||
self.animations.get(&animation)
|
||||
}
|
||||
|
||||
/// Gets the normal animation state.
|
||||
pub fn normal(&self) -> Option<&DirectionalAnimated> {
|
||||
self.get(GhostAnimation::Normal)
|
||||
}
|
||||
|
||||
/// Gets the frightened animation state (non-flashing).
|
||||
pub fn frightened(&self) -> Option<&DirectionalAnimated> {
|
||||
self.get(GhostAnimation::Frightened { flash: false })
|
||||
}
|
||||
|
||||
/// Gets the frightened flashing animation state.
|
||||
pub fn frightened_flashing(&self) -> Option<&DirectionalAnimated> {
|
||||
self.get(GhostAnimation::Frightened { flash: true })
|
||||
}
|
||||
|
||||
/// Gets the eyes animation state (for eaten ghosts).
|
||||
pub fn eyes(&self) -> Option<&DirectionalAnimated> {
|
||||
self.get(GhostAnimation::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 complete animation sets mapped by GhostAnimation states.
|
||||
#[derive(Resource)]
|
||||
pub struct GhostAnimations(pub std::collections::HashMap<Ghost, GhostAnimationSet>);
|
||||
|
||||
#[derive(Bundle)]
|
||||
pub struct PlayerBundle {
|
||||
pub player: PlayerControlled,
|
||||
@@ -190,14 +262,8 @@ pub struct PlayerBundle {
|
||||
pub directional_animated: DirectionalAnimated,
|
||||
pub entity_type: EntityType,
|
||||
pub collider: Collider,
|
||||
pub pacman_collider: PacmanCollider,
|
||||
}
|
||||
|
||||
/// Convenience bundle for attaching the hybrid FSM to the player entity
|
||||
#[derive(Bundle, Default)]
|
||||
pub struct PlayerStateBundle {
|
||||
pub lifecycle: PlayerLifecycle,
|
||||
pub movement_modifiers: MovementModifiers,
|
||||
pub pacman_collider: PacmanCollider,
|
||||
}
|
||||
|
||||
#[derive(Bundle)]
|
||||
|
||||
@@ -3,7 +3,7 @@ use std::cmp::Ordering;
|
||||
|
||||
use crate::constants::BOARD_PIXEL_OFFSET;
|
||||
use crate::map::builder::Map;
|
||||
use crate::systems::{BackbufferResource, Collider, CursorPosition, Position, SystemTimings};
|
||||
use crate::systems::{Collider, CursorPosition, NodeId, Position, SystemTimings};
|
||||
use bevy_ecs::resource::Resource;
|
||||
use bevy_ecs::system::{NonSendMut, Query, Res};
|
||||
use glam::{IVec2, UVec2, Vec2};
|
||||
@@ -54,8 +54,8 @@ fn render_timing_display(
|
||||
.unwrap_or(0);
|
||||
|
||||
// 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;
|
||||
|
||||
// Draw background
|
||||
@@ -89,7 +89,6 @@ fn render_timing_display(
|
||||
#[allow(clippy::too_many_arguments)]
|
||||
pub fn debug_render_system(
|
||||
mut canvas: NonSendMut<&mut Canvas<Window>>,
|
||||
backbuffer: NonSendMut<BackbufferResource>,
|
||||
mut debug_texture: NonSendMut<DebugTextureResource>,
|
||||
debug_font: NonSendMut<DebugFontResource>,
|
||||
debug_state: Res<DebugState>,
|
||||
@@ -104,18 +103,6 @@ pub fn debug_render_system(
|
||||
let scale =
|
||||
(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
|
||||
let mut texture_creator = canvas.texture_creator();
|
||||
let font = &debug_font.0;
|
||||
@@ -128,8 +115,11 @@ pub fn debug_render_system(
|
||||
// Draw debug info on the high-resolution debug texture
|
||||
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 {
|
||||
map.graph
|
||||
.nodes()
|
||||
@@ -195,7 +185,7 @@ pub fn debug_render_system(
|
||||
|
||||
// Render node ID if a node is highlighted
|
||||
if let Some(closest_node_id) = closest_node {
|
||||
let node = map.graph.get_node(closest_node_id).unwrap();
|
||||
let node = map.graph.get_node(closest_node_id as NodeId).unwrap();
|
||||
let pos = transform_position_with_offset(node.position, scale);
|
||||
|
||||
let surface = font
|
||||
@@ -214,8 +204,4 @@ pub fn debug_render_system(
|
||||
render_timing_display(debug_canvas, &mut texture_creator, &timings, font);
|
||||
})
|
||||
.unwrap();
|
||||
|
||||
// Draw the debug texture directly onto the main canvas at full resolution
|
||||
canvas.copy(&debug_texture.0, None, None).unwrap();
|
||||
canvas.present();
|
||||
}
|
||||
|
||||
@@ -1,107 +0,0 @@
|
||||
use num_width::NumberWidth;
|
||||
use smallvec::SmallVec;
|
||||
use std::time::Duration;
|
||||
use strum::EnumCount;
|
||||
|
||||
use crate::systems::profiling::SystemId;
|
||||
|
||||
// Helper to split a duration into a integer, decimal, and unit
|
||||
fn get_value(duration: &Duration) -> (u64, u32, &'static str) {
|
||||
let (int, decimal, unit) = match duration {
|
||||
// if greater than 1 second, return as seconds
|
||||
n if n >= &Duration::from_secs(1) => {
|
||||
let secs = n.as_secs();
|
||||
let decimal = n.as_millis() as u64 % 1000;
|
||||
(secs, decimal as u32, "s")
|
||||
}
|
||||
// if greater than 1 millisecond, return as milliseconds
|
||||
n if n >= &Duration::from_millis(1) => {
|
||||
let ms = n.as_millis() as u64;
|
||||
let decimal = n.as_micros() as u64 % 1000;
|
||||
(ms, decimal as u32, "ms")
|
||||
}
|
||||
// if greater than 1 microsecond, return as microseconds
|
||||
n if n >= &Duration::from_micros(1) => {
|
||||
let us = n.as_micros() as u64;
|
||||
let decimal = n.as_nanos() as u64 % 1000;
|
||||
(us, decimal as u32, "µs")
|
||||
}
|
||||
// otherwise, return as nanoseconds
|
||||
n => {
|
||||
let ns = n.as_nanos() as u64;
|
||||
(ns, 0, "ns")
|
||||
}
|
||||
};
|
||||
|
||||
(int, decimal, unit)
|
||||
}
|
||||
|
||||
/// Formats timing data into a vector of strings with proper alignment
|
||||
pub fn format_timing_display(
|
||||
timing_data: impl IntoIterator<Item = (String, Duration, Duration)>,
|
||||
) -> SmallVec<[String; SystemId::COUNT]> {
|
||||
let mut iter = timing_data.into_iter().peekable();
|
||||
if iter.peek().is_none() {
|
||||
return SmallVec::new();
|
||||
}
|
||||
|
||||
struct Entry {
|
||||
name: String,
|
||||
avg_int: u64,
|
||||
avg_decimal: u32,
|
||||
avg_unit: &'static str,
|
||||
std_int: u64,
|
||||
std_decimal: u32,
|
||||
std_unit: &'static str,
|
||||
}
|
||||
|
||||
let entries = iter
|
||||
.map(|(name, avg, std_dev)| {
|
||||
let (avg_int, avg_decimal, avg_unit) = get_value(&avg);
|
||||
let (std_int, std_decimal, std_unit) = get_value(&std_dev);
|
||||
|
||||
Entry {
|
||||
name: name.clone(),
|
||||
avg_int,
|
||||
avg_decimal,
|
||||
avg_unit,
|
||||
std_int,
|
||||
std_decimal,
|
||||
std_unit,
|
||||
}
|
||||
})
|
||||
.collect::<SmallVec<[Entry; 12]>>();
|
||||
|
||||
let (max_name_width, max_avg_int_width, max_avg_decimal_width, max_std_int_width, max_std_decimal_width) = entries
|
||||
.iter()
|
||||
.fold((0, 0, 3, 0, 3), |(name_w, avg_int_w, avg_dec_w, std_int_w, std_dec_w), e| {
|
||||
(
|
||||
name_w.max(e.name.len()),
|
||||
avg_int_w.max(e.avg_int.width() as usize),
|
||||
avg_dec_w.max(e.avg_decimal.width() as usize),
|
||||
std_int_w.max(e.std_int.width() as usize),
|
||||
std_dec_w.max(e.std_decimal.width() as usize),
|
||||
)
|
||||
});
|
||||
|
||||
entries.iter().map(|e| {
|
||||
format!(
|
||||
"{name:max_name_width$} : {avg_int:max_avg_int_width$}.{avg_decimal:<max_avg_decimal_width$}{avg_unit} ± {std_int:max_std_int_width$}.{std_decimal:<max_std_decimal_width$}{std_unit}",
|
||||
// Content
|
||||
name = e.name,
|
||||
avg_int = e.avg_int,
|
||||
avg_decimal = e.avg_decimal,
|
||||
std_int = e.std_int,
|
||||
std_decimal = e.std_decimal,
|
||||
// Units
|
||||
avg_unit = e.avg_unit,
|
||||
std_unit = e.std_unit,
|
||||
// Padding
|
||||
max_name_width = max_name_width,
|
||||
max_avg_int_width = max_avg_int_width,
|
||||
max_avg_decimal_width = max_avg_decimal_width,
|
||||
max_std_int_width = max_std_int_width,
|
||||
max_std_decimal_width = max_std_decimal_width
|
||||
)
|
||||
}).collect::<SmallVec<[String; SystemId::COUNT]>>()
|
||||
}
|
||||
@@ -10,8 +10,16 @@ use crate::{
|
||||
movement::{Position, Velocity},
|
||||
},
|
||||
};
|
||||
use bevy_ecs::query::Without;
|
||||
use bevy_ecs::system::{Query, Res};
|
||||
|
||||
use bevy_ecs::{
|
||||
query::Added,
|
||||
removal_detection::RemovedComponents,
|
||||
system::{Commands, Query, Res},
|
||||
};
|
||||
|
||||
use crate::systems::{Eaten, GhostAnimations, Vulnerable};
|
||||
|
||||
use bevy_ecs::query::{With, Without};
|
||||
use rand::rngs::SmallRng;
|
||||
use rand::seq::IndexedRandom;
|
||||
use rand::SeedableRng;
|
||||
@@ -28,7 +36,7 @@ pub fn ghost_movement_system(
|
||||
loop {
|
||||
match *position {
|
||||
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 mut non_opposite_options: SmallVec<[Edge; 3]> = SmallVec::new();
|
||||
@@ -68,3 +76,167 @@ pub fn ghost_movement_system(
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// System that manages ghost animation state transitions based on ghost behavior.
|
||||
///
|
||||
/// This system handles the following animation state changes:
|
||||
/// - When a ghost becomes vulnerable (power pellet eaten): switches to frightened animation
|
||||
/// - When a ghost is eaten by Pac-Man: switches to eaten (eyes) animation
|
||||
/// - When vulnerability ends: switches back to normal animation
|
||||
///
|
||||
/// The system uses ECS change detection to efficiently track state transitions:
|
||||
/// - `Added<Vulnerable>` detects when ghosts become frightened
|
||||
/// - `Added<Eaten>` detects when ghosts are consumed
|
||||
/// - `RemovedComponents<Vulnerable>` detects when fright period ends
|
||||
///
|
||||
/// This ensures smooth visual feedback for gameplay state changes while maintaining
|
||||
/// separation between game logic and animation state.
|
||||
pub fn ghost_state_animation_system(
|
||||
mut commands: Commands,
|
||||
animations: Res<GhostAnimations>,
|
||||
mut vulnerable_added: Query<(bevy_ecs::entity::Entity, &Ghost), Added<Vulnerable>>,
|
||||
mut eaten_added: Query<(bevy_ecs::entity::Entity, &Ghost), Added<Eaten>>,
|
||||
mut vulnerable_removed: RemovedComponents<Vulnerable>,
|
||||
ghosts: Query<&Ghost>,
|
||||
) {
|
||||
// When a ghost becomes vulnerable, switch to the frightened animation
|
||||
for (entity, ghost_type) in vulnerable_added.iter_mut() {
|
||||
if let Some(animation_set) = animations.0.get(ghost_type) {
|
||||
if let Some(animation) = animation_set.frightened() {
|
||||
commands.entity(entity).insert(animation.clone());
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// When a ghost is eaten, switch to the eaten animation
|
||||
for (entity, ghost_type) in eaten_added.iter_mut() {
|
||||
if let Some(animation_set) = animations.0.get(ghost_type) {
|
||||
if let Some(animation) = animation_set.eyes() {
|
||||
commands.entity(entity).insert(animation.clone());
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// When a ghost is no longer vulnerable, switch back to the normal animation
|
||||
for entity in vulnerable_removed.read() {
|
||||
if let Ok(ghost_type) = ghosts.get(entity) {
|
||||
if let Some(animation_set) = animations.0.get(ghost_type) {
|
||||
if let Some(animation) = animation_set.normal() {
|
||||
commands.entity(entity).insert(animation.clone());
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// System that handles eaten ghost behavior and respawn logic.
|
||||
///
|
||||
/// When a ghost is eaten by Pac-Man, it enters an "eaten" state where:
|
||||
/// 1. It displays eyes-only animation
|
||||
/// 2. It moves directly back to the ghost house at increased speed
|
||||
/// 3. Once it reaches the ghost house center, it respawns as a normal ghost
|
||||
///
|
||||
/// 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>,
|
||||
animations: Res<GhostAnimations>,
|
||||
mut commands: Commands,
|
||||
mut eaten_ghosts: Query<(bevy_ecs::entity::Entity, &Ghost, &mut Position, &mut Velocity), With<Eaten>>,
|
||||
) {
|
||||
for (entity, ghost_type, mut position, mut velocity) in eaten_ghosts.iter_mut() {
|
||||
// Set higher speed for eaten ghosts returning to ghost house
|
||||
let original_speed = velocity.speed;
|
||||
velocity.speed = ghost_type.base_speed() * 2.0; // Move twice as fast when eaten
|
||||
|
||||
// Calculate direction towards ghost house center (using Clyde's start position)
|
||||
let ghost_house_center = map.start_positions.clyde;
|
||||
|
||||
match *position {
|
||||
Position::Stopped { node: current_node } => {
|
||||
// Find path to ghost house center and start moving
|
||||
if let Some(direction) = find_direction_to_target(&map, current_node, ghost_house_center) {
|
||||
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 - remove Eaten component and switch to normal animation
|
||||
commands.entity(entity).remove::<Eaten>();
|
||||
if let Some(animation_set) = animations.0.get(ghost_type) {
|
||||
if let Some(animation) = animation_set.normal() {
|
||||
commands.entity(entity).insert(animation.clone());
|
||||
}
|
||||
}
|
||||
// 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,
|
||||
};
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// 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
|
||||
}
|
||||
|
||||
@@ -2,12 +2,12 @@ use bevy_ecs::{
|
||||
entity::Entity,
|
||||
event::{EventReader, EventWriter},
|
||||
query::With,
|
||||
system::{Commands, Query, Res, ResMut},
|
||||
system::{Commands, Query, ResMut},
|
||||
};
|
||||
|
||||
use crate::{
|
||||
events::GameEvent,
|
||||
systems::{AudioEvent, EntityType, GhostCollider, ItemCollider, LevelTiming, PacmanCollider, ScoreResource, Vulnerable},
|
||||
systems::{AudioEvent, EntityType, GhostCollider, ItemCollider, PacmanCollider, ScoreResource, Vulnerable},
|
||||
};
|
||||
|
||||
/// Determines if a collision between two entity types should be handled by the item system.
|
||||
@@ -29,7 +29,6 @@ pub fn item_system(
|
||||
item_query: Query<(Entity, &EntityType), With<ItemCollider>>,
|
||||
ghost_query: Query<Entity, With<GhostCollider>>,
|
||||
mut events: EventWriter<AudioEvent>,
|
||||
level_timing: Res<LevelTiming>,
|
||||
) {
|
||||
for event in collision_events.read() {
|
||||
if let GameEvent::Collision(entity1, entity2) = event {
|
||||
@@ -58,7 +57,7 @@ pub fn item_system(
|
||||
// Make ghosts vulnerable when power pellet is collected
|
||||
if *entity_type == EntityType::PowerPellet {
|
||||
// Convert seconds to frames (assumes 60 FPS)
|
||||
let total_ticks = (level_timing.energizer_duration * 60.0).round().clamp(0.0, u32::MAX as f32) as u32;
|
||||
let total_ticks = 60 * 5;
|
||||
|
||||
// Add Vulnerable component to all ghosts
|
||||
for ghost_entity in ghost_query.iter() {
|
||||
|
||||
@@ -8,7 +8,6 @@ pub mod blinking;
|
||||
pub mod collision;
|
||||
pub mod components;
|
||||
pub mod debug;
|
||||
pub mod formatting;
|
||||
pub mod ghost;
|
||||
pub mod input;
|
||||
pub mod item;
|
||||
|
||||
@@ -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
|
||||
/// 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.
|
||||
/// Speed is static, only applied when the entity has an edge to traverse.
|
||||
@@ -57,7 +57,7 @@ impl Position {
|
||||
let pos = match &self {
|
||||
Position::Stopped { 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
|
||||
}
|
||||
Position::Moving {
|
||||
@@ -66,11 +66,12 @@ impl Position {
|
||||
remaining_distance,
|
||||
} => {
|
||||
// Entity is traveling between nodes
|
||||
let from_node = graph.get_node(*from).ok_or(EntityError::NodeNotFound(*from))?;
|
||||
let to_node = graph.get_node(*to).ok_or(EntityError::NodeNotFound(*to))?;
|
||||
let edge = graph
|
||||
.find_edge(*from, *to)
|
||||
.ok_or(EntityError::EdgeNotFound { from: *from, to: *to })?;
|
||||
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 as usize))?;
|
||||
let edge = graph.find_edge(*from, *to).ok_or(EntityError::EdgeNotFound {
|
||||
from: *from as usize,
|
||||
to: *to as usize,
|
||||
})?;
|
||||
|
||||
// For zero-distance edges (tunnels), progress >= 1.0 means we're at the target
|
||||
if edge.distance == 0.0 {
|
||||
|
||||
@@ -1,5 +1,4 @@
|
||||
use bevy_ecs::{
|
||||
component::Component,
|
||||
event::{EventReader, EventWriter},
|
||||
query::{With, Without},
|
||||
system::{Query, Res, ResMut},
|
||||
@@ -17,26 +16,9 @@ use crate::{
|
||||
},
|
||||
};
|
||||
|
||||
/// Lifecycle state for the player entity.
|
||||
#[derive(Component, Debug, Clone, Copy, PartialEq, Eq)]
|
||||
pub enum PlayerLifecycle {
|
||||
Spawning,
|
||||
Alive,
|
||||
Dying,
|
||||
Respawning,
|
||||
}
|
||||
|
||||
impl PlayerLifecycle {
|
||||
/// Returns true when gameplay input and movement should be active
|
||||
pub fn is_interactive(self) -> bool {
|
||||
matches!(self, PlayerLifecycle::Alive)
|
||||
}
|
||||
}
|
||||
|
||||
impl Default for PlayerLifecycle {
|
||||
fn default() -> Self {
|
||||
PlayerLifecycle::Spawning
|
||||
}
|
||||
pub fn can_traverse(entity_type: EntityType, edge: Edge) -> bool {
|
||||
let entity_flags = entity_type.traversal_flags();
|
||||
edge.traversal_flags.contains(entity_flags)
|
||||
}
|
||||
|
||||
/// Processes player input commands and updates game state accordingly.
|
||||
@@ -50,29 +32,26 @@ pub fn player_control_system(
|
||||
mut state: ResMut<GlobalState>,
|
||||
mut debug_state: ResMut<DebugState>,
|
||||
mut audio_state: ResMut<AudioState>,
|
||||
mut players: Query<(&PlayerLifecycle, &mut BufferedDirection), (With<PlayerControlled>, Without<Frozen>)>,
|
||||
mut players: Query<&mut BufferedDirection, (With<PlayerControlled>, Without<Frozen>)>,
|
||||
mut errors: EventWriter<GameError>,
|
||||
) {
|
||||
// Get the player's movable component (ensuring there is only one player)
|
||||
let (lifecycle, 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();
|
||||
|
||||
// Handle events
|
||||
for event in events.read() {
|
||||
if let GameEvent::Command(command) = event {
|
||||
match command {
|
||||
GameCommand::MovePlayer(direction) => {
|
||||
// Get the player's movable component (ensuring there is only one player)
|
||||
let mut buffered_direction = match players.single_mut() {
|
||||
Ok(tuple) => tuple,
|
||||
Err(e) => {
|
||||
errors.write(GameError::InvalidState(format!(
|
||||
"No/multiple entities queried for player system: {}",
|
||||
e
|
||||
)));
|
||||
return;
|
||||
}
|
||||
};
|
||||
|
||||
*buffered_direction = BufferedDirection::Some {
|
||||
direction: *direction,
|
||||
remaining_time: 0.25,
|
||||
@@ -94,32 +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.
|
||||
///
|
||||
/// 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.
|
||||
/// Supports movement chaining within a single frame when traveling at high speeds.
|
||||
#[allow(clippy::type_complexity)]
|
||||
pub fn player_movement_system(
|
||||
map: Res<Map>,
|
||||
delta_time: Res<DeltaTime>,
|
||||
mut entities: Query<
|
||||
(
|
||||
&PlayerLifecycle,
|
||||
&MovementModifiers,
|
||||
&mut Position,
|
||||
&mut Velocity,
|
||||
&mut BufferedDirection,
|
||||
),
|
||||
(&MovementModifiers, &mut Position, &mut Velocity, &mut BufferedDirection),
|
||||
(With<PlayerControlled>, Without<Frozen>),
|
||||
>,
|
||||
// mut errors: EventWriter<GameError>,
|
||||
) {
|
||||
for (lifecycle, 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() {
|
||||
// Decrement the buffered direction remaining time
|
||||
if let BufferedDirection::Some {
|
||||
direction,
|
||||
|
||||
@@ -2,6 +2,7 @@ use bevy_ecs::system::IntoSystem;
|
||||
use bevy_ecs::{resource::Resource, system::System};
|
||||
use circular_buffer::CircularBuffer;
|
||||
use micromap::Map;
|
||||
use num_width::NumberWidth;
|
||||
use parking_lot::{Mutex, RwLock};
|
||||
use smallvec::SmallVec;
|
||||
use std::fmt::Display;
|
||||
@@ -10,8 +11,6 @@ use strum::EnumCount;
|
||||
use strum_macros::{EnumCount, IntoStaticStr};
|
||||
use thousands::Separable;
|
||||
|
||||
use crate::systems::formatting;
|
||||
|
||||
/// The maximum number of systems that can be profiled. Must not be exceeded, or it will panic.
|
||||
const MAX_SYSTEMS: usize = SystemId::COUNT;
|
||||
/// The number of durations to keep in the circular buffer.
|
||||
@@ -36,6 +35,8 @@ pub enum SystemId {
|
||||
PlayerMovement,
|
||||
GhostCollision,
|
||||
Stage,
|
||||
GhostStateAnimation,
|
||||
EatenGhost,
|
||||
}
|
||||
|
||||
impl Display for SystemId {
|
||||
@@ -110,28 +111,26 @@ impl SystemTimings {
|
||||
}
|
||||
|
||||
pub fn get_total_stats(&self) -> (Duration, Duration) {
|
||||
let timings = self.timings.read();
|
||||
let mut all_durations = Vec::new();
|
||||
let duration_sums = {
|
||||
let timings = self.timings.read();
|
||||
timings
|
||||
.iter()
|
||||
.map(|(_, queue)| queue.lock().iter().sum::<Duration>())
|
||||
.collect::<Vec<_>>()
|
||||
};
|
||||
|
||||
for queue in timings.values() {
|
||||
all_durations.extend(queue.lock().iter().map(|d| d.as_secs_f64() * 1000.0));
|
||||
}
|
||||
let mean = duration_sums.iter().sum::<Duration>() / duration_sums.len() as u32;
|
||||
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() {
|
||||
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),
|
||||
)
|
||||
(mean, Duration::from_secs_f64(std_dev_secs))
|
||||
}
|
||||
|
||||
pub fn format_timing_display(&self) -> SmallVec<[String; SystemId::COUNT]> {
|
||||
@@ -145,21 +144,19 @@ impl SystemTimings {
|
||||
};
|
||||
|
||||
// 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
|
||||
timing_data.push((effective_fps, total_avg, total_std));
|
||||
|
||||
// Add top 5 most expensive systems
|
||||
// Sort the stats by average duration
|
||||
let mut sorted_stats: Vec<_> = stats.iter().collect();
|
||||
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));
|
||||
}
|
||||
|
||||
// Use the formatting module to format the data
|
||||
formatting::format_timing_display(timing_data)
|
||||
format_timing_display(timing_data)
|
||||
}
|
||||
}
|
||||
|
||||
@@ -184,3 +181,104 @@ 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]>>()
|
||||
}
|
||||
|
||||
@@ -2,32 +2,37 @@ use crate::constants::CANVAS_SIZE;
|
||||
use crate::error::{GameError, TextureError};
|
||||
use crate::map::builder::Map;
|
||||
use crate::systems::{
|
||||
Blinking, DeltaTime, DirectionalAnimated, EntityType, GhostCollider, PlayerControlled, Position, Renderable, ScoreResource,
|
||||
StartupSequence, Velocity,
|
||||
DebugState, DebugTextureResource, DeltaTime, DirectionalAnimated, Position, Renderable, ScoreResource, StartupSequence,
|
||||
Velocity,
|
||||
};
|
||||
use crate::texture::sprite::SpriteAtlas;
|
||||
use crate::texture::text::TextTexture;
|
||||
use bevy_ecs::component::Component;
|
||||
use bevy_ecs::entity::Entity;
|
||||
use bevy_ecs::event::EventWriter;
|
||||
use bevy_ecs::query::{Changed, Or, With, Without};
|
||||
use bevy_ecs::query::{Changed, Or, Without};
|
||||
use bevy_ecs::removal_detection::RemovedComponents;
|
||||
use bevy_ecs::resource::Resource;
|
||||
use bevy_ecs::system::{NonSendMut, Query, Res, ResMut};
|
||||
use sdl2::pixels::Color;
|
||||
use sdl2::rect::{Point, Rect};
|
||||
use sdl2::render::{Canvas, Texture};
|
||||
use sdl2::render::{BlendMode, Canvas, Texture};
|
||||
use sdl2::video::Window;
|
||||
|
||||
#[derive(Resource, Default)]
|
||||
pub struct RenderDirty(pub bool);
|
||||
|
||||
#[derive(Component)]
|
||||
pub struct Hidden;
|
||||
|
||||
#[allow(clippy::type_complexity)]
|
||||
pub fn dirty_render_system(
|
||||
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>,
|
||||
) {
|
||||
if !changed_renderables.is_empty() || !removed_renderables.is_empty() {
|
||||
if !changed.is_empty() || !removed_hidden.is_empty() || !removed_renderables.is_empty() {
|
||||
dirty.0 = true;
|
||||
}
|
||||
}
|
||||
@@ -71,108 +76,69 @@ pub struct MapTextureResource(pub Texture<'static>);
|
||||
/// A non-send resource for the backbuffer texture. This just wraps the texture with a type so it can be differentiated when exposed as a resource.
|
||||
pub struct BackbufferResource(pub Texture<'static>);
|
||||
|
||||
/// Updates entity visibility based on StartupSequence stages
|
||||
pub fn ready_visibility_system(
|
||||
startup: Res<StartupSequence>,
|
||||
mut player_query: Query<&mut Renderable, (With<PlayerControlled>, Without<GhostCollider>)>,
|
||||
mut ghost_query: Query<&mut Renderable, (With<GhostCollider>, Without<PlayerControlled>)>,
|
||||
mut energizer_query: Query<(&mut Blinking, &EntityType)>,
|
||||
) {
|
||||
match *startup {
|
||||
StartupSequence::TextOnly { .. } => {
|
||||
// Hide player and ghosts, disable energizer blinking
|
||||
if let Ok(mut renderable) = player_query.single_mut() {
|
||||
renderable.visible = false;
|
||||
}
|
||||
|
||||
for mut renderable in ghost_query.iter_mut() {
|
||||
renderable.visible = false;
|
||||
}
|
||||
|
||||
// Disable energizer blinking in text-only stage
|
||||
for (mut blinking, entity_type) in energizer_query.iter_mut() {
|
||||
if matches!(entity_type, EntityType::PowerPellet) {
|
||||
blinking.timer = 0.0; // Reset timer to prevent blinking
|
||||
}
|
||||
}
|
||||
}
|
||||
StartupSequence::CharactersVisible { .. } => {
|
||||
// Show player and ghosts, enable energizer blinking
|
||||
if let Ok(mut renderable) = player_query.single_mut() {
|
||||
renderable.visible = true;
|
||||
}
|
||||
|
||||
for mut renderable in ghost_query.iter_mut() {
|
||||
renderable.visible = true;
|
||||
}
|
||||
|
||||
// Energizer blinking is handled by the blinking system
|
||||
}
|
||||
StartupSequence::GameActive => {
|
||||
// All entities are visible and blinking is normal
|
||||
if let Ok(mut renderable) = player_query.single_mut() {
|
||||
renderable.visible = true;
|
||||
}
|
||||
|
||||
for mut renderable in ghost_query.iter_mut() {
|
||||
renderable.visible = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// Renders the HUD (score, lives, etc.) on top of the game.
|
||||
pub fn hud_render_system(
|
||||
mut backbuffer: NonSendMut<BackbufferResource>,
|
||||
mut canvas: NonSendMut<&mut Canvas<Window>>,
|
||||
mut atlas: NonSendMut<SpriteAtlas>,
|
||||
score: Res<ScoreResource>,
|
||||
startup: Res<StartupSequence>,
|
||||
mut errors: EventWriter<GameError>,
|
||||
) {
|
||||
let mut text_renderer = TextTexture::new(1.0);
|
||||
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
|
||||
let lives = 3; // TODO: Get from actual lives resource
|
||||
let lives_text = format!("{lives}UP HIGH SCORE ");
|
||||
let lives_position = glam::UVec2::new(4 + 8 * 3, 2); // x_offset + lives_offset * 8, y_offset
|
||||
// Render lives and high score text in white
|
||||
let lives = 3; // TODO: Get from actual lives resource
|
||||
let lives_text = format!("{lives}UP HIGH SCORE ");
|
||||
let lives_position = glam::UVec2::new(4 + 8 * 3, 2); // x_offset + lives_offset * 8, y_offset
|
||||
|
||||
if let Err(e) = text_renderer.render(&mut canvas, &mut atlas, &lives_text, lives_position) {
|
||||
errors.write(TextureError::RenderFailed(format!("Failed to render lives text: {}", e)).into());
|
||||
}
|
||||
|
||||
// Render score text in yellow (Pac-Man's color)
|
||||
let score_text = format!("{:02}", score.0);
|
||||
let score_offset = 7 - (score_text.len() as i32);
|
||||
let score_position = glam::UVec2::new(4 + 8 * score_offset as u32, 10); // x_offset + score_offset * 8, 8 + y_offset
|
||||
|
||||
if let Err(e) = text_renderer.render(&mut canvas, &mut atlas, &score_text, score_position) {
|
||||
errors.write(TextureError::RenderFailed(format!("Failed to render score text: {}", e)).into());
|
||||
}
|
||||
|
||||
// Render text based on StartupSequence stage
|
||||
if matches!(
|
||||
*startup,
|
||||
StartupSequence::TextOnly { .. } | StartupSequence::CharactersVisible { .. }
|
||||
) {
|
||||
let ready_text = "READY!";
|
||||
let ready_width = text_renderer.text_width(ready_text);
|
||||
let ready_position = glam::UVec2::new((CANVAS_SIZE.x - ready_width) / 2, 160);
|
||||
if let Err(e) = text_renderer.render_with_color(&mut canvas, &mut atlas, ready_text, ready_position, Color::YELLOW) {
|
||||
errors.write(TextureError::RenderFailed(format!("Failed to render READY text: {}", e)).into());
|
||||
if 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());
|
||||
}
|
||||
|
||||
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);
|
||||
// Render score text
|
||||
let score_text = format!("{:02}", score.0);
|
||||
let score_offset = 7 - (score_text.len() as i32);
|
||||
let score_position = glam::UVec2::new(4 + 8 * score_offset as u32, 10); // x_offset + score_offset * 8, 8 + y_offset
|
||||
|
||||
if let Err(e) =
|
||||
text_renderer.render_with_color(&mut canvas, &mut atlas, player_one_text, player_one_position, Color::CYAN)
|
||||
{
|
||||
errors.write(TextureError::RenderFailed(format!("Failed to render PLAYER ONE text: {}", e)).into());
|
||||
if let Err(e) = text_renderer.render(canvas, &mut atlas, &score_text, score_position) {
|
||||
errors.write(TextureError::RenderFailed(format!("Failed to render score 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)]
|
||||
@@ -183,7 +149,7 @@ pub fn render_system(
|
||||
mut atlas: NonSendMut<SpriteAtlas>,
|
||||
map: Res<Map>,
|
||||
dirty: Res<RenderDirty>,
|
||||
renderables: Query<(Entity, &Renderable, &Position)>,
|
||||
renderables: Query<(Entity, &Renderable, &Position), Without<Hidden>>,
|
||||
mut errors: EventWriter<GameError>,
|
||||
) {
|
||||
if !dirty.0 {
|
||||
@@ -207,10 +173,6 @@ pub fn render_system(
|
||||
.sort_by_key::<(Entity, &Renderable, &Position), _>(|(_, renderable, _)| renderable.layer)
|
||||
.rev()
|
||||
{
|
||||
if !renderable.visible {
|
||||
continue;
|
||||
}
|
||||
|
||||
let pos = position.get_pixel_position(&map.graph);
|
||||
match pos {
|
||||
Ok(pos) => {
|
||||
@@ -237,3 +199,25 @@ pub fn render_system(
|
||||
|
||||
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;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -4,8 +4,9 @@ use bevy_ecs::{
|
||||
resource::Resource,
|
||||
system::{Commands, Query, ResMut},
|
||||
};
|
||||
use tracing::debug;
|
||||
|
||||
use crate::systems::{Frozen, GhostCollider, PlayerControlled};
|
||||
use crate::systems::{Blinking, Frozen, GhostCollider, Hidden, PlayerControlled};
|
||||
|
||||
#[derive(Resource, Debug, Clone, Copy)]
|
||||
pub enum StartupSequence {
|
||||
@@ -71,25 +72,28 @@ impl StartupSequence {
|
||||
pub fn startup_stage_system(
|
||||
mut startup: ResMut<StartupSequence>,
|
||||
mut commands: Commands,
|
||||
mut blinking_query: Query<Entity, With<Blinking>>,
|
||||
mut player_query: Query<Entity, With<PlayerControlled>>,
|
||||
mut ghost_query: Query<Entity, With<GhostCollider>>,
|
||||
) {
|
||||
if let Some((from, to)) = startup.tick() {
|
||||
debug!("StartupSequence transition from {from:?} to {to:?}");
|
||||
match (from, to) {
|
||||
(StartupSequence::TextOnly { .. }, StartupSequence::CharactersVisible { .. }) => {
|
||||
// TODO: Add TextOnly tag component to hide entities
|
||||
// TODO: Add CharactersVisible tag component to show entities
|
||||
// TODO: Remove TextOnly tag component
|
||||
// Unhide the player & ghosts
|
||||
for entity in player_query.iter_mut().chain(ghost_query.iter_mut()) {
|
||||
commands.entity(entity).remove::<Hidden>();
|
||||
}
|
||||
}
|
||||
(StartupSequence::CharactersVisible { .. }, StartupSequence::GameActive) => {
|
||||
// Remove Frozen tag from all entities and enable player input
|
||||
for entity in player_query.iter_mut().chain(ghost_query.iter_mut()) {
|
||||
tracing::info!("Removing Frozen component from entity {}", entity);
|
||||
// Unfreeze the player & ghosts & pellet blinking
|
||||
for entity in player_query
|
||||
.iter_mut()
|
||||
.chain(ghost_query.iter_mut())
|
||||
.chain(blinking_query.iter_mut())
|
||||
{
|
||||
commands.entity(entity).remove::<Frozen>();
|
||||
}
|
||||
|
||||
// TODO: Add GameActive tag component
|
||||
// TODO: Remove CharactersVisible tag component
|
||||
}
|
||||
_ => {}
|
||||
}
|
||||
|
||||
@@ -1,18 +1,31 @@
|
||||
use bevy_ecs::query::With;
|
||||
use bevy_ecs::system::{Commands, Query};
|
||||
use bevy_ecs::{
|
||||
query::With,
|
||||
system::{Commands, Query, Res},
|
||||
};
|
||||
|
||||
use crate::systems::{GhostCollider, Vulnerable};
|
||||
use crate::constants::animation::FRIGHTENED_FLASH_START_TICKS;
|
||||
use crate::systems::{Ghost, GhostAnimations, GhostCollider, Vulnerable};
|
||||
|
||||
/// System that decrements the remaining_ticks on Vulnerable components and removes them when they reach zero
|
||||
pub fn vulnerable_tick_system(
|
||||
mut commands: Commands,
|
||||
mut vulnerable_query: Query<(bevy_ecs::entity::Entity, &mut Vulnerable), With<GhostCollider>>,
|
||||
animations: Res<GhostAnimations>,
|
||||
mut vulnerable_query: Query<(bevy_ecs::entity::Entity, &mut Vulnerable, &Ghost), With<GhostCollider>>,
|
||||
) {
|
||||
for (entity, mut vulnerable) in vulnerable_query.iter_mut() {
|
||||
for (entity, mut vulnerable, ghost_type) in vulnerable_query.iter_mut() {
|
||||
if vulnerable.remaining_ticks > 0 {
|
||||
vulnerable.remaining_ticks -= 1;
|
||||
}
|
||||
|
||||
// When 2 seconds are remaining, start flashing
|
||||
if vulnerable.remaining_ticks == FRIGHTENED_FLASH_START_TICKS {
|
||||
if let Some(animation_set) = animations.0.get(ghost_type) {
|
||||
if let Some(animation) = animation_set.frightened_flashing() {
|
||||
commands.entity(entity).insert(animation.clone());
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if vulnerable.remaining_ticks == 0 {
|
||||
commands.entity(entity).remove::<Vulnerable>();
|
||||
}
|
||||
|
||||
@@ -1,3 +1,5 @@
|
||||
use smallvec::SmallVec;
|
||||
|
||||
use crate::error::{AnimatedTextureError, GameError, GameResult, TextureError};
|
||||
use crate::texture::sprite::AtlasTile;
|
||||
|
||||
@@ -8,7 +10,7 @@ use crate::texture::sprite::AtlasTile;
|
||||
#[derive(Debug, Clone)]
|
||||
pub struct AnimatedTexture {
|
||||
/// Sequence of sprite tiles that make up the animation frames
|
||||
tiles: Vec<AtlasTile>,
|
||||
tiles: SmallVec<[AtlasTile; 4]>,
|
||||
/// Duration each frame should be displayed (in seconds)
|
||||
frame_duration: f32,
|
||||
/// Index of the currently active frame in the tiles vector
|
||||
@@ -18,7 +20,7 @@ pub struct AnimatedTexture {
|
||||
}
|
||||
|
||||
impl AnimatedTexture {
|
||||
pub fn new(tiles: Vec<AtlasTile>, frame_duration: f32) -> GameResult<Self> {
|
||||
pub fn new(tiles: SmallVec<[AtlasTile; 4]>, frame_duration: f32) -> GameResult<Self> {
|
||||
if frame_duration <= 0.0 {
|
||||
return Err(GameError::Texture(TextureError::Animated(
|
||||
AnimatedTextureError::InvalidFrameDuration(frame_duration),
|
||||
|
||||
@@ -3,24 +3,21 @@ use glam::U16Vec2;
|
||||
use sdl2::pixels::Color;
|
||||
use sdl2::rect::Rect;
|
||||
use sdl2::render::{Canvas, RenderTarget, Texture};
|
||||
use serde::Deserialize;
|
||||
use std::collections::HashMap;
|
||||
|
||||
use crate::error::TextureError;
|
||||
|
||||
/// Atlas frame mapping data loaded from JSON metadata files.
|
||||
#[derive(Clone, Debug, Deserialize)]
|
||||
#[derive(Clone, Debug)]
|
||||
pub struct AtlasMapper {
|
||||
/// Mapping from sprite name to frame bounds within the atlas texture
|
||||
pub frames: HashMap<String, MapperFrame>,
|
||||
}
|
||||
|
||||
#[derive(Copy, Clone, Debug, Deserialize)]
|
||||
#[derive(Copy, Clone, Debug)]
|
||||
pub struct MapperFrame {
|
||||
pub x: u16,
|
||||
pub y: u16,
|
||||
pub width: u16,
|
||||
pub height: u16,
|
||||
pub pos: U16Vec2,
|
||||
pub size: U16Vec2,
|
||||
}
|
||||
|
||||
#[derive(Copy, Clone, Debug, PartialEq)]
|
||||
@@ -108,8 +105,8 @@ impl SpriteAtlas {
|
||||
/// for repeated use in animations and entity sprites.
|
||||
pub fn get_tile(&self, name: &str) -> Option<AtlasTile> {
|
||||
self.tiles.get(name).map(|frame| AtlasTile {
|
||||
pos: U16Vec2::new(frame.x, frame.y),
|
||||
size: U16Vec2::new(frame.width, frame.height),
|
||||
pos: frame.pos,
|
||||
size: frame.size,
|
||||
color: None,
|
||||
})
|
||||
}
|
||||
|
||||
@@ -3,6 +3,7 @@ use pacman::error::{AnimatedTextureError, GameError, TextureError};
|
||||
use pacman::texture::animated::AnimatedTexture;
|
||||
use pacman::texture::sprite::AtlasTile;
|
||||
use sdl2::pixels::Color;
|
||||
use smallvec::smallvec;
|
||||
|
||||
fn mock_atlas_tile(id: u32) -> AtlasTile {
|
||||
AtlasTile {
|
||||
@@ -14,7 +15,7 @@ fn mock_atlas_tile(id: u32) -> AtlasTile {
|
||||
|
||||
#[test]
|
||||
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!(
|
||||
AnimatedTexture::new(tiles.clone(), 0.0).unwrap_err(),
|
||||
@@ -29,7 +30,7 @@ fn test_animated_texture_creation_errors() {
|
||||
|
||||
#[test]
|
||||
fn test_animated_texture_advancement() {
|
||||
let tiles = vec![mock_atlas_tile(1), mock_atlas_tile(2), mock_atlas_tile(3)];
|
||||
let tiles = smallvec![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);
|
||||
@@ -41,7 +42,7 @@ fn test_animated_texture_advancement() {
|
||||
|
||||
#[test]
|
||||
fn test_animated_texture_wrap_around() {
|
||||
let tiles = vec![mock_atlas_tile(1), mock_atlas_tile(2)];
|
||||
let tiles = smallvec![mock_atlas_tile(1), mock_atlas_tile(2)];
|
||||
let mut texture = AnimatedTexture::new(tiles, 0.1).unwrap();
|
||||
|
||||
texture.tick(0.1);
|
||||
@@ -53,7 +54,7 @@ fn test_animated_texture_wrap_around() {
|
||||
|
||||
#[test]
|
||||
fn test_animated_texture_single_frame() {
|
||||
let tiles = vec![mock_atlas_tile(1)];
|
||||
let tiles = smallvec![mock_atlas_tile(1)];
|
||||
let mut texture = AnimatedTexture::new(tiles, 0.1).unwrap();
|
||||
|
||||
texture.tick(0.1);
|
||||
|
||||
@@ -5,7 +5,8 @@ use pacman::{
|
||||
events::GameEvent,
|
||||
map::builder::Map,
|
||||
systems::{
|
||||
check_collision, collision_system, Collider, EntityType, Ghost, GhostCollider, ItemCollider, PacmanCollider, Position,
|
||||
check_collision, collision_system, Collider, EntityType, Ghost, GhostCollider, ItemCollider, NodeId, PacmanCollider,
|
||||
Position,
|
||||
},
|
||||
};
|
||||
|
||||
@@ -59,7 +60,7 @@ fn spawn_test_ghost(world: &mut World) -> Entity {
|
||||
fn spawn_test_ghost_at_node(world: &mut World, node: usize) -> Entity {
|
||||
world
|
||||
.spawn((
|
||||
Position::Stopped { node },
|
||||
Position::Stopped { node: node as NodeId },
|
||||
Collider { size: 12.0 },
|
||||
GhostCollider,
|
||||
Ghost::Blinky,
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
use glam::IVec2;
|
||||
use glam::I8Vec2;
|
||||
use pacman::map::direction::*;
|
||||
|
||||
#[test]
|
||||
@@ -18,14 +18,14 @@ fn test_direction_opposite() {
|
||||
#[test]
|
||||
fn test_direction_as_ivec2() {
|
||||
let test_cases = [
|
||||
(Direction::Up, -IVec2::Y),
|
||||
(Direction::Down, IVec2::Y),
|
||||
(Direction::Left, -IVec2::X),
|
||||
(Direction::Right, IVec2::X),
|
||||
(Direction::Up, -I8Vec2::Y),
|
||||
(Direction::Down, I8Vec2::Y),
|
||||
(Direction::Left, -I8Vec2::X),
|
||||
(Direction::Right, I8Vec2::X),
|
||||
];
|
||||
|
||||
for (dir, expected) in test_cases {
|
||||
assert_eq!(dir.as_ivec2(), expected);
|
||||
assert_eq!(IVec2::from(dir), expected);
|
||||
assert_eq!(I8Vec2::from(dir), expected);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
use pacman::systems::formatting::format_timing_display;
|
||||
use pacman::systems::profiling::format_timing_display;
|
||||
use std::time::Duration;
|
||||
|
||||
use pretty_assertions::assert_eq;
|
||||
|
||||
@@ -26,8 +26,10 @@ fn test_map_node_positions() {
|
||||
|
||||
for (grid_pos, &node_id) in &map.grid_to_node {
|
||||
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)
|
||||
+ Vec2::splat(CELL_SIZE as f32 / 2.0);
|
||||
let expected_pos = Vec2::new(
|
||||
(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);
|
||||
}
|
||||
|
||||
@@ -9,7 +9,7 @@ use pacman::{
|
||||
},
|
||||
systems::{
|
||||
can_traverse, player_control_system, player_movement_system, AudioState, BufferedDirection, DebugState, DeltaTime,
|
||||
EntityType, GlobalState, PlayerControlled, Position, Velocity,
|
||||
EntityType, GlobalState, MovementModifiers, PlayerControlled, Position, Velocity,
|
||||
},
|
||||
};
|
||||
|
||||
@@ -49,6 +49,7 @@ fn spawn_test_player(world: &mut World) -> Entity {
|
||||
},
|
||||
BufferedDirection::None,
|
||||
EntityType::Player,
|
||||
MovementModifiers::default(),
|
||||
))
|
||||
.id()
|
||||
}
|
||||
|
||||
@@ -5,21 +5,41 @@ use std::time::Duration;
|
||||
fn test_timing_statistics() {
|
||||
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(12));
|
||||
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 (avg, std_dev) = stats.get(&SystemId::PlayerControls).unwrap();
|
||||
|
||||
// Average should be 10ms, standard deviation should be small
|
||||
assert!((avg.as_millis() as f64 - 10.0).abs() < 1.0);
|
||||
assert!(std_dev.as_millis() > 0);
|
||||
assert!(close_enough(*avg, Duration::from_millis(10)), "avg: {:?}", avg);
|
||||
assert!(close_enough(*std_dev, Duration::from_millis(2)), "std_dev: {:?}", std_dev);
|
||||
|
||||
let (total_avg, total_std) = timings.get_total_stats();
|
||||
assert!((total_avg.as_millis() as f64 - 10.0).abs() < 1.0);
|
||||
assert!(total_std.as_millis() > 0);
|
||||
assert!(
|
||||
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]
|
||||
|
||||
@@ -13,10 +13,8 @@ fn test_sprite_atlas_basic() {
|
||||
frames.insert(
|
||||
"test".to_string(),
|
||||
MapperFrame {
|
||||
x: 10,
|
||||
y: 20,
|
||||
width: 32,
|
||||
height: 64,
|
||||
pos: U16Vec2::new(10, 20),
|
||||
size: U16Vec2::new(32, 64),
|
||||
},
|
||||
);
|
||||
|
||||
@@ -38,19 +36,15 @@ fn test_sprite_atlas_multiple_tiles() {
|
||||
frames.insert(
|
||||
"tile1".to_string(),
|
||||
MapperFrame {
|
||||
x: 0,
|
||||
y: 0,
|
||||
width: 32,
|
||||
height: 32,
|
||||
pos: U16Vec2::new(0, 0),
|
||||
size: U16Vec2::new(32, 32),
|
||||
},
|
||||
);
|
||||
frames.insert(
|
||||
"tile2".to_string(),
|
||||
MapperFrame {
|
||||
x: 32,
|
||||
y: 0,
|
||||
width: 64,
|
||||
height: 64,
|
||||
pos: U16Vec2::new(32, 0),
|
||||
size: U16Vec2::new(64, 64),
|
||||
},
|
||||
);
|
||||
|
||||
|
||||
Reference in New Issue
Block a user