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1 Commits

Author SHA1 Message Date
68cbbd56f2 test: add tests for collision, items, directional, sprite
enum macros for FruitKind
2025-08-12 00:44:19 -05:00
170 changed files with 3812 additions and 6905 deletions

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@@ -1,5 +1,2 @@
[profile.default]
fail-fast = false
[profile.coverage]
status-level = "none"

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@@ -30,7 +30,7 @@ jobs:
runs-on: ${{ matrix.os }}
steps:
- name: Checkout
uses: actions/checkout@v5
uses: actions/checkout@v4
- name: Setup Rust Toolchain
uses: dtolnay/rust-toolchain@master
@@ -64,16 +64,15 @@ jobs:
run: cargo build --release
- name: Acquire Package Version
id: get_version
shell: bash # required to prevent Windows runners from failing
shell: bash
run: |
set -euo pipefail # exit on error
echo "version=$(cargo metadata --format-version 1 --no-deps | jq '.packages[0].version' -r)" >> $GITHUB_OUTPUT
PACKAGE_VERSION=$(cargo metadata --format-version 1 --no-deps | jq '.packages[0].version' -r)
echo "PACKAGE_VERSION=${PACKAGE_VERSION}" >> $GITHUB_ENV
- name: Upload Artifact
uses: actions/upload-artifact@v4
with:
name: "pacman-${{ steps.get_version.outputs.version }}-${{ matrix.target }}"
name: "pacman-${{ env.PACKAGE_VERSION }}-${{ matrix.target }}"
path: ./target/release/${{ matrix.artifact_name }}
retention-days: 7
if-no-files-found: error
@@ -84,13 +83,10 @@ jobs:
permissions:
pages: write
id-token: write
# concurrency group is used to prevent multiple page deployments from being attempted at the same time
concurrency:
group: ${{ github.workflow }}-wasm
steps:
- name: Checkout
uses: actions/checkout@v5
uses: actions/checkout@v4
- name: Setup Emscripten SDK
uses: pyodide/setup-emsdk@v15
@@ -102,7 +98,7 @@ jobs:
uses: dtolnay/rust-toolchain@master
with:
target: wasm32-unknown-emscripten
toolchain: 1.86.0
toolchain: 1.86.0 # we are unfortunately pinned to 1.86.0 for some reason, bulk-memory-opt related issues
- name: Rust Cache
uses: Swatinem/rust-cache@v2

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@@ -11,7 +11,7 @@ jobs:
runs-on: ubuntu-latest
steps:
- name: Checkout code
uses: actions/checkout@v5
uses: actions/checkout@v4
- name: Install Rust toolchain
uses: dtolnay/rust-toolchain@master
@@ -42,39 +42,15 @@ jobs:
- uses: taiki-e/install-action@cargo-llvm-cov
- uses: taiki-e/install-action@nextest
- uses: taiki-e/install-action@just
# Note: We manually link zlib. This should be synchronized with the flags set for Linux in .cargo/config.toml.
- name: Generate coverage report
run: |
just coverage
- name: Download Coveralls CLI
run: |
# use GitHub Releases URL instead of coveralls.io because they can't maintain their own files; it 404s
curl -L https://github.com/coverallsapp/coverage-reporter/releases/download/v0.6.15/coveralls-linux-x86_64.tar.gz | tar -xz -C /usr/local/bin
cargo llvm-cov --no-fail-fast --lcov --output-path lcov.info nextest
- name: Upload coverage to Coveralls
env:
COVERALLS_REPO_TOKEN: ${{ secrets.COVERALLS_REPO_TOKEN }}
run: |
if [ ! -f "lcov.info" ]; then
echo "Error: lcov.info file not found. Coverage generation may have failed."
exit 1
fi
for i in {1..10}; do
echo "Attempt $i: Uploading coverage to Coveralls..."
if coveralls -n report lcov.info; then
echo "Successfully uploaded coverage report."
exit 0
fi
if [ $i -lt 10 ]; then
delay=$((2**i))
echo "Attempt $i failed. Retrying in $delay seconds..."
sleep $delay
fi
done
echo "Failed to upload coverage report after 10 attempts."
exit 1
uses: coverallsapp/github-action@v2
with:
files: ./lcov.info
format: lcov
allow-empty: false

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@@ -12,7 +12,7 @@ jobs:
steps:
- name: Checkout code
uses: actions/checkout@v5
uses: actions/checkout@v4
- name: Install Rust toolchain
uses: dtolnay/rust-toolchain@master

16
.gitignore vendored
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@@ -1,17 +1,7 @@
# IDE, Other files
.vscode
.idea
rust-sdl2-emscripten/
# Build files
target/
dist/
emsdk/
# Site build f iles
tailwindcss-*
.idea
rust-sdl2-emscripten/
assets/site/build.css
# Coverage reports
lcov.info
coverage.html
tailwindcss-*

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@@ -20,15 +20,3 @@ repos:
language: system
types: [rust]
pass_filenames: false
- id: cargo-check
name: cargo check
entry: cargo check --all-targets
language: system
types_or: [rust, cargo, cargo-lock]
pass_filenames: false
- id: cargo-check-wasm
name: cargo check for wasm32-unknown-emscripten
entry: cargo check --all-targets --target=wasm32-unknown-emscripten
language: system
types_or: [rust, cargo, cargo-lock]
pass_filenames: false

850
Cargo.lock generated
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@@ -6,7 +6,7 @@ edition = "2021"
# See more keys and their definitions at https://doc.rust-lang.org/cargo/reference/manifest.html
[dependencies]
tracing = { version = "0.1.41", features = ["max_level_debug", "release_max_level_debug"]}
tracing = { version = "0.1.40", 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"
@@ -15,23 +15,14 @@ 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"
thiserror = "1.0"
anyhow = "1.0"
glam = "0.30.5"
glam = { version = "0.30.4", features = [] }
serde = { version = "1.0.219", features = ["derive"] }
serde_json = "1.0.142"
serde_json = "1.0.141"
smallvec = "1.15.1"
strum = "0.27.2"
strum_macros = "0.27.2"
phf = { version = "0.12.1", features = ["macros"] }
bevy_ecs = "0.16.1"
bitflags = "2.9.1"
parking_lot = "0.12.3"
micromap = "0.1.0"
thousands = "0.2.0"
pretty_assertions = "1.4.1"
num-width = "0.1.0"
circular-buffer = "1.1.0"
[profile.release]
lto = true
@@ -65,9 +56,4 @@ x86_64-apple-darwin = { triplet = "x64-osx" }
aarch64-apple-darwin = { triplet = "arm64-osx" }
[target.'cfg(target_os = "emscripten")'.dependencies]
libc = "0.2.175"
[build-dependencies]
serde = { version = "1.0", features = ["derive"] }
serde_json = "1.0"
phf = { version = "0.12.1", features = ["macros"] }
libc = "0.2.16"

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@@ -1,33 +0,0 @@
set shell := ["bash", "-c"]
set windows-shell := ["powershell.exe", "-NoLogo", "-Command"]
# Regex to exclude files from coverage report, double escapes for Justfile + CLI
# You can use src\\\\..., but the filename alone is acceptable too
coverage_exclude_pattern := "src\\\\app.rs|audio.rs|src\\\\error.rs|platform\\\\emscripten.rs"
# !!! --ignore-filename-regex should be used on both reports & coverage testing
# !!! --remap-path-prefix prevents the absolute path from being used in the generated report
# Generate HTML report (for humans, source line inspection)
html: coverage
cargo llvm-cov report \
--remap-path-prefix \
--ignore-filename-regex "{{ coverage_exclude_pattern }}" \
--html \
--open
# Display report (for humans)
report-coverage: coverage
cargo llvm-cov report \
--remap-path-prefix \
--ignore-filename-regex "{{ coverage_exclude_pattern }}"
# Run & generate report (for CI)
coverage:
cargo llvm-cov \
--lcov \
--remap-path-prefix \
--ignore-filename-regex "{{ coverage_exclude_pattern }}" \
--output-path lcov.info \
--profile coverage \
--no-fail-fast nextest

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@@ -1,6 +1,6 @@
# Pac-Man
[![Tests Status][badge-test]][test] [![Build Status][badge-build]][build] [![If you're seeing this, Coveralls.io is broken again and it's not my fault.][badge-coverage]][coverage] [![Online Demo][badge-online-demo]][demo] [![Last Commit][badge-last-commit]][commits]
[![Tests Status][badge-test]][test] [![Build Status][badge-build]][build] [![Code Coverage][badge-coverage]][coverage] [![Online Demo][badge-online-demo]][demo] [![Last Commit][badge-last-commit]][commits]
[badge-test]: https://github.com/Xevion/Pac-Man/actions/workflows/tests.yaml/badge.svg
[badge-build]: https://github.com/Xevion/Pac-Man/actions/workflows/build.yaml/badge.svg
@@ -72,8 +72,6 @@ I wanted to hit a log of goals and features, making it a 'perfect' project that
Since this project is still in progress, I'm only going to cover non-obvious build details. By reading the code, build scripts, and copying the online build workflows, you should be able to replicate the build process.
- We use rustc 1.86.0 for the build, due to bulk-memory-opt related issues on wasm32-unknown-emscripten.
- Technically, we could probably use stable or even nightly on desktop targets, but using different versions for different targets is a pain, mainly because of clippy warnings changing between versions.
- Install `cargo-vcpkg` with `cargo install cargo-vcpkg`, then run `cargo vcpkg build` to build the requisite dependencies via vcpkg.
- For the WASM build, you need to have the Emscripten SDK cloned; you can do so with `git clone https://github.com/emscripten-core/emsdk.git`
- The first time you clone, you'll need to install the appropriate SDK version with `./emsdk install 3.1.43` and then activate it with `./emsdk activate 3.1.43`. On Windows, use `./emsdk/emsdk.ps1` instead.

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@@ -34,30 +34,6 @@ command = [
need_stdout = true
analyzer = "nextest"
[jobs.coverage]
command = [
"just", "report-coverage"
]
need_stdout = true
ignored_lines = [
"info:",
"\\s+Compiling",
"test result: ok",
"^\\s*$",
"running \\d+ test",
"Nextest run ID",
"[─]+",
"test.+ok",
"PASS|START",
"Starting \\d+ test",
"\\s*#",
"\\s*Finished.+in \\d+",
"\\s*Summary\\s+\\[",
"\\s*Blocking",
"Finished report saved to"
]
on_change_strategy = "wait_then_restart"
[jobs.doc]
command = ["cargo", "doc", "--no-deps"]
need_stdout = false
@@ -83,4 +59,3 @@ c = "job:clippy"
alt-c = "job:check"
ctrl-alt-c = "job:check-all"
shift-c = "job:clippy-all"
f = "job:coverage"

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@@ -1,50 +0,0 @@
use std::collections::HashMap;
use std::env;
use std::fs::File;
use std::io::{BufWriter, Write};
use std::path::Path;
use serde::Deserialize;
#[derive(Debug, Deserialize)]
struct AtlasMapper {
frames: HashMap<String, MapperFrame>,
}
#[derive(Copy, Clone, Debug, Deserialize)]
struct MapperFrame {
x: u16,
y: u16,
width: u16,
height: u16,
}
fn main() {
let path = Path::new(&env::var("OUT_DIR").unwrap()).join("atlas_data.rs");
let mut file = BufWriter::new(File::create(&path).unwrap());
let atlas_json = include_str!("./assets/game/atlas.json");
let atlas_mapper: AtlasMapper = serde_json::from_str(atlas_json).unwrap();
writeln!(&mut file, "use phf::phf_map;").unwrap();
writeln!(&mut file, "use crate::texture::sprite::MapperFrame;").unwrap();
writeln!(
&mut file,
"pub static ATLAS_FRAMES: phf::Map<&'static str, MapperFrame> = phf_map! {{"
)
.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, "}};").unwrap();
println!("cargo:rerun-if-changed=assets/game/atlas.json");
}

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@@ -1,4 +1,3 @@
[toolchain]
# we are unfortunately pinned to 1.86.0 for some reason, bulk-memory-opt related issues on wasm32-unknown-emscripten
channel = "1.86.0"
components = ["rustfmt", "llvm-tools-preview", "clippy"]

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@@ -1,9 +1,12 @@
use std::time::{Duration, Instant};
use sdl2::render::TextureCreator;
use sdl2::ttf::Sdl2TtfContext;
use sdl2::video::WindowContext;
use sdl2::{AudioSubsystem, EventPump, Sdl, VideoSubsystem};
use glam::Vec2;
use sdl2::event::{Event, WindowEvent};
use sdl2::keyboard::Keycode;
use sdl2::render::{Canvas, ScaleMode, Texture, TextureCreator};
use sdl2::video::{Window, WindowContext};
use sdl2::EventPump;
use tracing::{error, event};
use crate::error::{GameError, GameResult};
@@ -11,42 +14,26 @@ use crate::constants::{CANVAS_SIZE, LOOP_TIME, SCALE};
use crate::game::Game;
use crate::platform::get_platform;
/// Main application wrapper that manages SDL initialization, window lifecycle, and the game loop.
///
/// Handles platform-specific setup, maintains consistent frame timing, and delegates
/// game logic to the contained `Game` instance. The app manages focus state to
/// optimize CPU usage when the window loses focus.
pub struct App {
pub game: Game,
pub struct App<'a> {
game: Game,
canvas: Canvas<Window>,
event_pump: EventPump,
backbuffer: Texture<'a>,
paused: bool,
last_tick: Instant,
focused: bool,
cursor_pos: Vec2,
}
impl App {
/// Initializes SDL subsystems, creates the game window, and sets up the game state.
///
/// Performs comprehensive initialization including video/audio subsystems, platform-specific
/// console setup, window creation with proper scaling, and canvas configuration. All SDL
/// resources are leaked to maintain 'static lifetimes required by the game architecture.
///
/// # Errors
///
/// Returns `GameError::Sdl` if any SDL initialization step fails, or propagates
/// errors from `Game::new()` during game state setup.
impl App<'_> {
pub fn new() -> GameResult<Self> {
let sdl_context: &'static Sdl = Box::leak(Box::new(sdl2::init().map_err(|e| GameError::Sdl(e.to_string()))?));
let video_subsystem: &'static VideoSubsystem =
Box::leak(Box::new(sdl_context.video().map_err(|e| GameError::Sdl(e.to_string()))?));
let _audio_subsystem: &'static AudioSubsystem =
Box::leak(Box::new(sdl_context.audio().map_err(|e| GameError::Sdl(e.to_string()))?));
let _ttf_context: &'static Sdl2TtfContext =
Box::leak(Box::new(sdl2::ttf::init().map_err(|e| GameError::Sdl(e.to_string()))?));
let event_pump: &'static mut EventPump =
Box::leak(Box::new(sdl_context.event_pump().map_err(|e| GameError::Sdl(e.to_string()))?));
// Initialize platform-specific console
get_platform().init_console()?;
let sdl_context = sdl2::init().map_err(|e| GameError::Sdl(e.to_string()))?;
let video_subsystem = sdl_context.video().map_err(|e| GameError::Sdl(e.to_string()))?;
let audio_subsystem = sdl_context.audio().map_err(|e| GameError::Sdl(e.to_string()))?;
let ttf_context = sdl2::ttf::init().map_err(|e| GameError::Sdl(e.to_string()))?;
let window = video_subsystem
.window(
"Pac-Man",
@@ -58,84 +45,116 @@ impl App {
.build()
.map_err(|e| GameError::Sdl(e.to_string()))?;
let canvas = Box::leak(Box::new(
window
.into_canvas()
.accelerated()
.build()
.map_err(|e| GameError::Sdl(e.to_string()))?,
));
let mut canvas = window.into_canvas().build().map_err(|e| GameError::Sdl(e.to_string()))?;
canvas
.set_logical_size(CANVAS_SIZE.x, CANVAS_SIZE.y)
.map_err(|e| GameError::Sdl(e.to_string()))?;
let texture_creator: &'static mut TextureCreator<WindowContext> = Box::leak(Box::new(canvas.texture_creator()));
let texture_creator_static: &'static TextureCreator<WindowContext> = Box::leak(Box::new(canvas.texture_creator()));
let game = Game::new(canvas, texture_creator, event_pump)?;
// game.audio.set_mute(cfg!(debug_assertions));
let mut game = Game::new(texture_creator_static, &ttf_context, &audio_subsystem)?;
game.audio.set_mute(cfg!(debug_assertions));
Ok(App {
let mut backbuffer = texture_creator_static
.create_texture_target(None, CANVAS_SIZE.x, CANVAS_SIZE.y)
.map_err(|e| GameError::Sdl(e.to_string()))?;
backbuffer.set_scale_mode(ScaleMode::Nearest);
let event_pump = sdl_context.event_pump().map_err(|e| GameError::Sdl(e.to_string()))?;
// Initial draw
game.draw(&mut canvas, &mut backbuffer)
.map_err(|e| GameError::Sdl(e.to_string()))?;
game.present_backbuffer(&mut canvas, &backbuffer, glam::Vec2::ZERO)
.map_err(|e| GameError::Sdl(e.to_string()))?;
Ok(Self {
game,
focused: true,
canvas,
event_pump,
backbuffer,
paused: false,
last_tick: Instant::now(),
cursor_pos: Vec2::ZERO,
})
}
/// Executes a single frame of the game loop with consistent timing and optional sleep.
///
/// Calculates delta time since the last frame, runs game logic via `game.tick()`,
/// and implements frame rate limiting by sleeping for remaining time if the frame
/// completed faster than the target `LOOP_TIME`. Sleep behavior varies based on
/// window focus to conserve CPU when the game is not active.
///
/// # Returns
///
/// `true` if the game should continue running, `false` if the game requested exit.
pub fn run(&mut self) -> bool {
{
let start = Instant::now();
// for event in self
// .game
// .world
// .get_non_send_resource_mut::<&'static mut EventPump>()
// .unwrap()
// .poll_iter()
// {
// match event {
// Event::Window { win_event, .. } => match win_event {
// WindowEvent::FocusGained => {
// self.focused = true;
// }
// WindowEvent::FocusLost => {
// self.focused = false;
// }
// _ => {}
// },
// Event::MouseMotion { x, y, .. } => {
// // Convert window coordinates to logical coordinates
// self.cursor_pos = Vec2::new(x as f32, y as f32);
// }
// _ => {}
// }
// }
for event in self.event_pump.poll_iter() {
match event {
Event::Window { win_event, .. } => match win_event {
WindowEvent::Hidden => {
event!(tracing::Level::DEBUG, "Window hidden");
}
WindowEvent::Shown => {
event!(tracing::Level::DEBUG, "Window shown");
}
_ => {}
},
// It doesn't really make sense to have this available in the browser
#[cfg(not(target_os = "emscripten"))]
Event::Quit { .. }
| Event::KeyDown {
keycode: Some(Keycode::Escape) | Some(Keycode::Q),
..
} => {
event!(tracing::Level::INFO, "Exit requested. Exiting...");
return false;
}
Event::KeyDown {
keycode: Some(Keycode::P),
..
} => {
self.paused = !self.paused;
event!(tracing::Level::INFO, "{}", if self.paused { "Paused" } else { "Unpaused" });
}
Event::KeyDown {
keycode: Some(Keycode::Space),
..
} => {
self.game.debug_mode = !self.game.debug_mode;
}
Event::KeyDown { keycode: Some(key), .. } => {
self.game.keyboard_event(key);
}
Event::MouseMotion { x, y, .. } => {
// Convert window coordinates to logical coordinates
self.cursor_pos = Vec2::new(x as f32, y as f32);
}
_ => {}
}
}
let dt = self.last_tick.elapsed().as_secs_f32();
self.last_tick = Instant::now();
let exit = self.game.tick(dt);
if exit {
return false;
if !self.paused {
self.game.tick(dt);
if let Err(e) = self.game.draw(&mut self.canvas, &mut self.backbuffer) {
error!("Failed to draw game: {}", e);
}
if let Err(e) = self
.game
.present_backbuffer(&mut self.canvas, &self.backbuffer, self.cursor_pos)
{
error!("Failed to present backbuffer: {}", e);
}
}
// Sleep if we still have time left
if start.elapsed() < LOOP_TIME {
let time = LOOP_TIME.saturating_sub(start.elapsed());
if time != Duration::ZERO {
get_platform().sleep(time, self.focused);
get_platform().sleep(time);
}
} else {
event!(
tracing::Level::WARN,
"Game loop behind schedule by: {:?}",
start.elapsed() - LOOP_TIME
);
}
true

View File

@@ -3,30 +3,31 @@
//! On desktop, assets are embedded using include_bytes!; on Emscripten, assets are loaded from the filesystem.
use std::borrow::Cow;
use strum_macros::EnumIter;
use std::io;
use thiserror::Error;
/// Enumeration of all game assets with cross-platform loading support.
///
/// Each variant corresponds to a specific file that can be loaded either from
/// binary-embedded data or embedded filesystem (Emscripten).
#[derive(Debug, Clone, Copy, PartialEq, Eq, Hash, EnumIter)]
#[derive(Error, Debug)]
pub enum AssetError {
#[error("IO error: {0}")]
Io(#[from] io::Error),
#[error("Asset not found: {0}")]
NotFound(String),
#[error("Invalid asset format: {0}")]
InvalidFormat(String),
}
#[derive(Debug, Clone, Copy, PartialEq, Eq, Hash)]
pub enum Asset {
Wav1,
Wav2,
Wav3,
Wav4,
/// Main sprite atlas containing all game graphics (atlas.png)
AtlasImage,
/// Terminal Vector font for text rendering (TerminalVector.ttf)
Font,
Atlas,
AtlasJson,
// Add more as needed
}
impl Asset {
/// Returns the relative file path for this asset within the game's asset directory.
///
/// Paths are consistent across platforms and used by the Emscripten backend
/// for filesystem loading. Desktop builds embed assets directly and don't
/// use these paths at runtime.
#[allow(dead_code)]
pub fn path(&self) -> &str {
use Asset::*;
@@ -35,28 +36,16 @@ impl Asset {
Wav2 => "sound/waka/2.ogg",
Wav3 => "sound/waka/3.ogg",
Wav4 => "sound/waka/4.ogg",
AtlasImage => "atlas.png",
Font => "TerminalVector.ttf",
Atlas => "atlas.png",
AtlasJson => "atlas.json",
}
}
}
mod imp {
use super::*;
use crate::error::AssetError;
use crate::platform::get_platform;
/// Loads asset bytes using the appropriate platform-specific method.
///
/// On desktop platforms, returns embedded compile-time data via `include_bytes!`.
/// On Emscripten, loads from the filesystem using the asset's path. The returned
/// `Cow` allows zero-copy access to embedded data while supporting owned data
/// when loaded from disk.
///
/// # Errors
///
/// Returns `AssetError::NotFound` if the asset file cannot be located (Emscripten only),
/// or `AssetError::Io` for filesystem I/O failures.
pub fn get_asset_bytes(asset: Asset) -> Result<Cow<'static, [u8]>, AssetError> {
get_platform().get_asset_bytes(asset)
}

View File

@@ -114,11 +114,9 @@ impl Audio {
}
}
/// Plays the next waka eating sound in the cycle of four variants.
/// Plays the "eat" sound effect.
///
/// Automatically rotates through the four eating sound assets. The sound plays on channel 0 and the internal sound index
/// advances to the next variant. Silently returns if audio is disabled, muted,
/// or no sounds were loaded successfully.
/// If audio is disabled or muted, this function does nothing.
#[allow(dead_code)]
pub fn eat(&mut self) {
if self.disabled || self.muted || self.sounds.is_empty() {
@@ -138,11 +136,9 @@ impl Audio {
self.next_sound_index = (self.next_sound_index + 1) % self.sounds.len();
}
/// Instantly mutes or unmutes all audio channels by adjusting their volume.
/// Instantly mute or unmute all channels.
///
/// Sets all 4 mixer channels to zero volume when muting, or restores them to
/// their default volume (32) when unmuting. The mute state is tracked internally
/// regardless of whether audio is disabled, allowing the state to be preserved.
/// If audio is disabled, this function does nothing.
pub fn set_mute(&mut self, mute: bool) {
if !self.disabled {
let channels = 4;
@@ -155,19 +151,12 @@ impl Audio {
self.muted = mute;
}
/// Returns the current mute state regardless of whether audio is functional.
///
/// This tracks the user's mute preference and will return `true` if muted
/// even when the audio system is disabled due to initialization failures.
/// Returns `true` if the audio is muted.
pub fn is_muted(&self) -> bool {
self.muted
}
/// Returns whether the audio system failed to initialize and is non-functional.
///
/// Audio can be disabled due to SDL2_mixer initialization failures, missing
/// audio device, or failure to load any sound assets. When disabled, all
/// audio operations become no-ops.
/// Returns `true` if the audio system is disabled.
#[allow(dead_code)]
pub fn is_disabled(&self) -> bool {
self.disabled

View File

@@ -4,11 +4,6 @@ use std::time::Duration;
use glam::UVec2;
/// Target frame duration for 60 FPS game loop timing.
///
/// Calculated as 1/60th of a second (≈16.67ms).
///
/// Written out explicitly to satisfy const-eval constraints.
pub const LOOP_TIME: Duration = Duration::from_nanos((1_000_000_000.0 / 60.0) as u64);
/// The size of each cell, in pixels.
@@ -19,41 +14,34 @@ pub const BOARD_CELL_SIZE: UVec2 = UVec2::new(28, 31);
/// The scale factor for the window (integer zoom)
pub const SCALE: f32 = 2.6;
/// Game board offset from window origin to reserve space for HUD elements.
///
/// The 3-cell vertical offset (24 pixels) provides space at the top of the
/// screen for score display, player lives, and other UI elements.
/// The offset of the game board from the top-left corner of the window, in cells.
pub const BOARD_CELL_OFFSET: UVec2 = UVec2::new(0, 3);
/// Pixel-space equivalent of `BOARD_CELL_OFFSET` for rendering calculations.
///
/// Automatically calculated from the cell offset to maintain consistency
/// when the cell size changes. Used for positioning sprites and debug overlays.
/// The offset of the game board from the top-left corner of the window, in pixels.
pub const BOARD_PIXEL_OFFSET: UVec2 = UVec2::new(BOARD_CELL_OFFSET.x * CELL_SIZE, BOARD_CELL_OFFSET.y * CELL_SIZE);
/// The size of the game board, in pixels.
pub const BOARD_PIXEL_SIZE: UVec2 = UVec2::new(BOARD_CELL_SIZE.x * CELL_SIZE, BOARD_CELL_SIZE.y * CELL_SIZE);
/// The size of the canvas, in pixels.
pub const CANVAS_SIZE: UVec2 = UVec2::new(
(BOARD_CELL_SIZE.x + BOARD_CELL_OFFSET.x) * CELL_SIZE,
(BOARD_CELL_SIZE.y + BOARD_CELL_OFFSET.y) * CELL_SIZE,
);
/// Map tile types that define gameplay behavior and collision properties.
/// An enum representing the different types of tiles on the map.
#[derive(Debug, Clone, Copy, PartialEq)]
pub enum MapTile {
/// Traversable space with no collectible items
/// An empty tile.
Empty,
/// A wall tile.
Wall,
/// Small collectible. Implicitly a traversable tile.
/// A regular pellet.
Pellet,
/// Large collectible. Implicitly a traversable tile.
/// A power pellet.
PowerPellet,
/// Special traversable tile that connects to tunnel portals.
/// A tunnel tile.
Tunnel,
}
/// ASCII art representation of the classic Pac-Man maze layout.
///
/// Uses character symbols to define the game world. This layout is parsed by `MapTileParser`
/// to generate the navigable graph and collision geometry.
/// The raw layout of the game board, as a 2D array of characters.
pub const RAW_BOARD: [&str; BOARD_CELL_SIZE.y as usize] = [
"############################",
"#............##............#",

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