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https://github.com/Xevion/Pac-Man.git
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6 Commits
| Author | SHA1 | Date | |
|---|---|---|---|
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2bdb039aa9 | ||
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6dd0152938 | ||
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4881e33c6f | ||
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0cbd6f1aac | ||
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1206cf9ad1 | ||
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bed913d016 |
2
Cargo.lock
generated
2
Cargo.lock
generated
@@ -598,11 +598,9 @@ dependencies = [
|
||||
"bitflags 2.9.1",
|
||||
"circular-buffer",
|
||||
"glam 0.30.5",
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||||
"lazy_static",
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||||
"libc",
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||||
"micromap",
|
||||
"num-width",
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||||
"once_cell",
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||||
"parking_lot",
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||||
"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"] }
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||||
serde_json = "1.0"
|
||||
phf = { version = "0.12.1", features = ["macros"] }
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||||
|
||||
[package.metadata.cargo-machete]
|
||||
ignored = ["phf"]
|
||||
|
||||
16
build.rs
16
build.rs
@@ -19,6 +19,15 @@ struct MapperFrame {
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||||
height: u16,
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}
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||||
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impl MapperFrame {
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fn to_u16vec2_format(self) -> String {
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format!(
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"MapperFrame {{ pos: glam::U16Vec2::new({}, {}), size: glam::U16Vec2::new({}, {}) }}",
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self.x, self.y, self.width, self.height
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)
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||||
}
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||||
}
|
||||
|
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fn main() {
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let path = Path::new(&env::var("OUT_DIR").unwrap()).join("atlas_data.rs");
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let mut file = BufWriter::new(File::create(&path).unwrap());
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||||
@@ -37,12 +46,7 @@ fn main() {
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.unwrap();
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|
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for (name, frame) in atlas_mapper.frames {
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writeln!(
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&mut file,
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||||
" \"{}\" => MapperFrame {{ x: {}, y: {}, width: {}, height: {} }},",
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name, frame.x, frame.y, frame.width, frame.height
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||||
)
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||||
.unwrap();
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||||
writeln!(&mut file, " \"{}\" => {},", name, frame.to_u16vec2_format()).unwrap();
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||||
}
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||||
|
||||
writeln!(&mut file, "}};").unwrap();
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||||
|
||||
@@ -11,7 +11,7 @@ use crate::systems::blinking::Blinking;
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||||
use crate::systems::movement::{BufferedDirection, Position, Velocity};
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||||
use crate::systems::profiling::SystemId;
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||||
use crate::systems::render::RenderDirty;
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||||
use crate::systems::{self, ghost_collision_system, present_system, Hidden, MovementModifiers};
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||||
use crate::systems::{self, ghost_collision_system, present_system, Hidden, MovementModifiers, NodeId};
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||||
use crate::systems::{
|
||||
audio_system, blinking_system, collision_system, debug_render_system, directional_render_system, dirty_render_system,
|
||||
eaten_ghost_system, ghost_movement_system, ghost_state_animation_system, hud_render_system, item_system, profile,
|
||||
@@ -303,7 +303,7 @@ impl Game {
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||||
.ok_or_else(|| GameError::Texture(TextureError::AtlasTileNotFound("maze/energizer.png".to_string())))?;
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||||
|
||||
// Build a list of item entities to spawn from the map
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let nodes: Vec<(usize, EntityType, AtlasTile, f32)> = world
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||||
let nodes: Vec<(NodeId, EntityType, AtlasTile, f32)> = world
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||||
.resource::<Map>()
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||||
.iter_nodes()
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||||
.filter_map(|(id, tile)| match tile {
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||||
|
||||
@@ -5,7 +5,7 @@ use crate::map::graph::{Graph, Node, TraversalFlags};
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||||
use crate::map::parser::MapTileParser;
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||||
use crate::systems::movement::NodeId;
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||||
use bevy_ecs::resource::Resource;
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||||
use glam::{IVec2, Vec2};
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||||
use glam::{I8Vec2, IVec2, Vec2};
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||||
use std::collections::{HashMap, VecDeque};
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||||
use tracing::debug;
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||||
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||||
@@ -38,7 +38,7 @@ pub struct Map {
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/// Connected graph of navigable positions.
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pub graph: Graph,
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||||
/// Bidirectional mapping between 2D grid coordinates and graph node indices.
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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,
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||||
/// 2D array of tile types for collision detection and rendering
|
||||
@@ -76,8 +76,8 @@ impl Map {
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||||
let mut queue = VecDeque::new();
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queue.push_back(start_pos);
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let pos = Vec2::new(
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(start_pos.x * CELL_SIZE as i32) as f32,
|
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(start_pos.y * CELL_SIZE as i32) as f32,
|
||||
(start_pos.x as i32 * CELL_SIZE as i32) as f32,
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(start_pos.y as i32 * CELL_SIZE as i32) as f32,
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) + cell_offset;
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let node_id = graph.add_node(Node { position: pos });
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grid_to_node.insert(start_pos, node_id);
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||||
@@ -89,9 +89,9 @@ impl Map {
|
||||
|
||||
// Skip if the new position is out of bounds
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if new_position.x < 0
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|| new_position.x >= BOARD_CELL_SIZE.x as i32
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||||
|| new_position.x as i32 >= BOARD_CELL_SIZE.x as i32
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||||
|| new_position.y < 0
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||||
|| new_position.y >= BOARD_CELL_SIZE.y as i32
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||||
|| new_position.y as i32 >= BOARD_CELL_SIZE.y as i32
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||||
{
|
||||
continue;
|
||||
}
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||||
@@ -108,8 +108,8 @@ impl Map {
|
||||
) {
|
||||
// Add the new position to the graph/queue
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||||
let pos = Vec2::new(
|
||||
(new_position.x * CELL_SIZE as i32) as f32,
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||||
(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| {
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
use glam::IVec2;
|
||||
use glam::I8Vec2;
|
||||
use strum_macros::AsRefStr;
|
||||
|
||||
/// The four cardinal directions.
|
||||
@@ -28,8 +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()
|
||||
}
|
||||
|
||||
@@ -45,13 +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;
|
||||
|
||||
@@ -3,7 +3,7 @@ use std::cmp::Ordering;
|
||||
|
||||
use crate::constants::BOARD_PIXEL_OFFSET;
|
||||
use crate::map::builder::Map;
|
||||
use crate::systems::{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
|
||||
@@ -185,7 +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
|
||||
|
||||
@@ -36,7 +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();
|
||||
@@ -159,8 +159,11 @@ pub fn eaten_ghost_system(
|
||||
velocity.direction = direction;
|
||||
*position = Position::Moving {
|
||||
from: current_node,
|
||||
to: map.graph.adjacency_list[current_node].get(direction).unwrap().target,
|
||||
remaining_distance: map.graph.adjacency_list[current_node].get(direction).unwrap().distance,
|
||||
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,
|
||||
};
|
||||
}
|
||||
}
|
||||
@@ -186,8 +189,8 @@ pub fn eaten_ghost_system(
|
||||
velocity.direction = next_direction;
|
||||
*position = Position::Moving {
|
||||
from: to,
|
||||
to: map.graph.adjacency_list[to].get(next_direction).unwrap().target,
|
||||
remaining_distance: map.graph.adjacency_list[to].get(next_direction).unwrap().distance,
|
||||
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,
|
||||
};
|
||||
}
|
||||
}
|
||||
@@ -202,7 +205,11 @@ pub fn eaten_ghost_system(
|
||||
|
||||
/// 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: usize, target_node: usize) -> Option<Direction> {
|
||||
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;
|
||||
|
||||
@@ -224,7 +231,7 @@ fn find_direction_to_target(map: &Map, from_node: usize, target_node: usize) ->
|
||||
|
||||
// Return first available direction towards target
|
||||
for direction in preferred_dirs {
|
||||
if let Some(edge) = map.graph.adjacency_list[from_node].get(direction) {
|
||||
if let Some(edge) = map.graph.adjacency_list[from_node as usize].get(direction) {
|
||||
if edge.traversal_flags.contains(TraversalFlags::GHOST) {
|
||||
return Some(direction);
|
||||
}
|
||||
|
||||
@@ -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 {
|
||||
|
||||
@@ -111,28 +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]> {
|
||||
@@ -153,7 +151,7 @@ impl SystemTimings {
|
||||
sorted_stats.sort_by(|a, b| b.1 .0.cmp(&a.1 .0));
|
||||
|
||||
// Add the top 5 most expensive systems
|
||||
for (name, (avg, std_dev)) in sorted_stats.iter().take(5) {
|
||||
for (name, (avg, std_dev)) in sorted_stats.iter().take(7) {
|
||||
timing_data.push((name.to_string(), *avg, *std_dev));
|
||||
}
|
||||
|
||||
|
||||
@@ -97,7 +97,7 @@ pub fn hud_render_system(
|
||||
errors.write(TextureError::RenderFailed(format!("Failed to render lives text: {}", e)).into());
|
||||
}
|
||||
|
||||
// Render score text in yellow (Pac-Man's color)
|
||||
// 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
|
||||
@@ -106,6 +106,14 @@ pub fn hud_render_system(
|
||||
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,
|
||||
|
||||
@@ -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,
|
||||
})
|
||||
}
|
||||
|
||||
@@ -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);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -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);
|
||||
}
|
||||
|
||||
@@ -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