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10 Commits

36 changed files with 1022 additions and 667 deletions

2
Cargo.lock generated
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@@ -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",

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@@ -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"]

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@@ -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();

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@@ -25,8 +25,8 @@ pub struct App {
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
/// Performs comprehensive initialization including video/audio subsystems,
/// window creation with proper scaling, and canvas configuration. All SDL
/// resources are leaked to maintain 'static lifetimes required by the game architecture.
///
/// # Errors
@@ -44,9 +44,6 @@ impl App {
let event_pump: &'static mut EventPump =
Box::leak(Box::new(sdl_context.event_pump().map_err(|e| GameError::Sdl(e.to_string()))?));
// Initialize platform-specific console
get_platform().init_console()?;
let window = video_subsystem
.window(
"Pac-Man",

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@@ -33,14 +33,12 @@ pub const BOARD_PIXEL_OFFSET: UVec2 = UVec2::new(BOARD_CELL_OFFSET.x * 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;
/// Normal ghost movement animation speed (ticks per frame at 60 ticks/sec)
pub const GHOST_NORMAL_SPEED: u16 = 12;
/// Eaten ghost (eyes) animation speed (ticks per frame at 60 ticks/sec)
pub const GHOST_EATEN_SPEED: u16 = 6;
/// Frightened ghost animation speed (ticks per frame at 60 ticks/sec)
pub const GHOST_FRIGHTENED_SPEED: u16 = 12;
/// Time in ticks when frightened ghosts start flashing (2 seconds at 60 FPS)
pub const FRIGHTENED_FLASH_START_TICKS: u32 = 120;
@@ -51,6 +49,26 @@ pub const CANVAS_SIZE: UVec2 = UVec2::new(
(BOARD_CELL_SIZE.y + BOARD_CELL_OFFSET.y) * CELL_SIZE,
);
/// Collider size constants for different entity types
pub mod collider {
use super::CELL_SIZE;
/// Collider size for player and ghosts (1.375x cell size)
pub const PLAYER_GHOST_SIZE: f32 = CELL_SIZE as f32 * 1.375;
/// Collider size for pellets (0.4x cell size)
pub const PELLET_SIZE: f32 = CELL_SIZE as f32 * 0.4;
/// Collider size for power pellets/energizers (0.95x cell size)
pub const POWER_PELLET_SIZE: f32 = CELL_SIZE as f32 * 0.95;
}
/// UI and rendering constants
pub mod ui {
/// Debug font size in points
pub const DEBUG_FONT_SIZE: u16 = 12;
/// Power pellet blink rate in seconds
pub const POWER_PELLET_BLINK_RATE: f32 = 0.2;
}
/// Map tile types that define gameplay behavior and collision properties.
#[derive(Debug, Clone, Copy, PartialEq)]
pub enum MapTile {
@@ -102,3 +120,17 @@ pub const RAW_BOARD: [&str; BOARD_CELL_SIZE.y as usize] = [
"#..........................#",
"############################",
];
/// Game initialization constants
pub mod startup {
/// Number of frames for the startup sequence (3 seconds at 60 FPS)
pub const STARTUP_FRAMES: u32 = 60 * 3;
/// Number of ticks per frame during startup
pub const STARTUP_TICKS_PER_FRAME: u32 = 60;
}
/// Game mechanics constants
pub mod mechanics {
/// Player movement speed multiplier
pub const PLAYER_SPEED: f32 = 1.15;
}

View File

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

View File

@@ -2,25 +2,28 @@
include!(concat!(env!("OUT_DIR"), "/atlas_data.rs"));
use crate::constants::{animation, MapTile, CANVAS_SIZE};
use std::collections::HashMap;
use crate::constants::{self, 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::components::{GhostAnimation, GhostState, LastAnimationState};
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};
use crate::systems::{self, ghost_collision_system, present_system, Hidden, LinearAnimation, MovementModifiers, NodeId};
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,
eaten_ghost_system, ghost_movement_system, ghost_state_system, hud_render_system, item_system, linear_render_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,
DebugTextureResource, DeltaTime, DirectionalAnimation, EntityType, Frozen, Ghost, GhostAnimations, GhostBundle,
GhostCollider, GlobalState, ItemBundle, ItemCollider, MapTextureResource, PacmanCollider, PlayerBundle, PlayerControlled,
Renderable, ScoreResource, StartupSequence, SystemTimings,
};
use crate::texture::animated::AnimatedTexture;
use crate::texture::animated::{DirectionalTiles, TileSequence};
use crate::texture::sprite::AtlasTile;
use bevy_ecs::event::EventRegistry;
use bevy_ecs::observer::Trigger;
@@ -33,11 +36,9 @@ 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},
constants,
events::GameCommand,
map::render::MapRenderer,
systems::input::{Bindings, CursorPosition},
@@ -109,7 +110,7 @@ impl Game {
let static_font_data: &'static [u8] = Box::leak(font_data.to_vec().into_boxed_slice());
let font_asset = RWops::from_bytes(static_font_data).map_err(|_| GameError::Sdl("Failed to load font".to_string()))?;
let debug_font = ttf_context
.load_font_from_rwops(font_asset, 12)
.load_font_from_rwops(font_asset, constants::ui::DEBUG_FONT_SIZE)
.map_err(|e| GameError::Sdl(e.to_string()))?;
// Initialize audio system
@@ -150,30 +151,61 @@ impl Game {
let map = Map::new(constants::RAW_BOARD)?;
// 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",
Direction::Down => "pacman/down",
Direction::Left => "pacman/left",
Direction::Right => "pacman/right",
};
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"))
.ok_or_else(|| GameError::Texture(TextureError::AtlasTileNotFound(format!("{moving_prefix}_b.png"))))?,
SpriteAtlas::get_tile(&atlas, "pacman/full.png")
.ok_or_else(|| GameError::Texture(TextureError::AtlasTileNotFound("pacman/full.png".to_string())))?,
];
let up_moving_tiles = [
SpriteAtlas::get_tile(&atlas, "pacman/up_a.png")
.ok_or_else(|| GameError::Texture(TextureError::AtlasTileNotFound("pacman/up_a.png".to_string())))?,
SpriteAtlas::get_tile(&atlas, "pacman/up_b.png")
.ok_or_else(|| GameError::Texture(TextureError::AtlasTileNotFound("pacman/up_b.png".to_string())))?,
SpriteAtlas::get_tile(&atlas, "pacman/full.png")
.ok_or_else(|| GameError::Texture(TextureError::AtlasTileNotFound("pacman/full.png".to_string())))?,
];
let down_moving_tiles = [
SpriteAtlas::get_tile(&atlas, "pacman/down_a.png")
.ok_or_else(|| GameError::Texture(TextureError::AtlasTileNotFound("pacman/down_a.png".to_string())))?,
SpriteAtlas::get_tile(&atlas, "pacman/down_b.png")
.ok_or_else(|| GameError::Texture(TextureError::AtlasTileNotFound("pacman/down_b.png".to_string())))?,
SpriteAtlas::get_tile(&atlas, "pacman/full.png")
.ok_or_else(|| GameError::Texture(TextureError::AtlasTileNotFound("pacman/full.png".to_string())))?,
];
let left_moving_tiles = [
SpriteAtlas::get_tile(&atlas, "pacman/left_a.png")
.ok_or_else(|| GameError::Texture(TextureError::AtlasTileNotFound("pacman/left_a.png".to_string())))?,
SpriteAtlas::get_tile(&atlas, "pacman/left_b.png")
.ok_or_else(|| GameError::Texture(TextureError::AtlasTileNotFound("pacman/left_b.png".to_string())))?,
SpriteAtlas::get_tile(&atlas, "pacman/full.png")
.ok_or_else(|| GameError::Texture(TextureError::AtlasTileNotFound("pacman/full.png".to_string())))?,
];
let right_moving_tiles = [
SpriteAtlas::get_tile(&atlas, "pacman/right_a.png")
.ok_or_else(|| GameError::Texture(TextureError::AtlasTileNotFound("pacman/right_a.png".to_string())))?,
SpriteAtlas::get_tile(&atlas, "pacman/right_b.png")
.ok_or_else(|| GameError::Texture(TextureError::AtlasTileNotFound("pacman/right_b.png".to_string())))?,
SpriteAtlas::get_tile(&atlas, "pacman/full.png")
.ok_or_else(|| GameError::Texture(TextureError::AtlasTileNotFound("pacman/full.png".to_string())))?,
];
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"))))?];
let moving_tiles = DirectionalTiles::new(
TileSequence::new(&up_moving_tiles),
TileSequence::new(&down_moving_tiles),
TileSequence::new(&left_moving_tiles),
TileSequence::new(&right_moving_tiles),
);
textures[direction.as_usize()] = Some(AnimatedTexture::new(moving_tiles, 0.08)?);
stopped_textures[direction.as_usize()] = Some(AnimatedTexture::new(stopped_tiles, 0.1)?);
}
let up_stopped_tile = SpriteAtlas::get_tile(&atlas, "pacman/up_b.png")
.ok_or_else(|| GameError::Texture(TextureError::AtlasTileNotFound("pacman/up_b.png".to_string())))?;
let down_stopped_tile = SpriteAtlas::get_tile(&atlas, "pacman/down_b.png")
.ok_or_else(|| GameError::Texture(TextureError::AtlasTileNotFound("pacman/down_b.png".to_string())))?;
let left_stopped_tile = SpriteAtlas::get_tile(&atlas, "pacman/left_b.png")
.ok_or_else(|| GameError::Texture(TextureError::AtlasTileNotFound("pacman/left_b.png".to_string())))?;
let right_stopped_tile = SpriteAtlas::get_tile(&atlas, "pacman/right_b.png")
.ok_or_else(|| GameError::Texture(TextureError::AtlasTileNotFound("pacman/right_b.png".to_string())))?;
let stopped_tiles = DirectionalTiles::new(
TileSequence::new(&[up_stopped_tile]),
TileSequence::new(&[down_stopped_tile]),
TileSequence::new(&[left_stopped_tile]),
TileSequence::new(&[right_stopped_tile]),
);
let player = PlayerBundle {
player: PlayerControlled,
@@ -181,7 +213,7 @@ impl Game {
node: map.start_positions.pacman,
},
velocity: Velocity {
speed: 1.15,
speed: constants::mechanics::PLAYER_SPEED,
direction: Direction::Left,
},
movement_modifiers: MovementModifiers::default(),
@@ -191,13 +223,10 @@ impl Game {
.ok_or_else(|| GameError::Texture(TextureError::AtlasTileNotFound("pacman/full.png".to_string())))?,
layer: 0,
},
directional_animated: DirectionalAnimated {
textures,
stopped_textures,
},
directional_animation: DirectionalAnimation::new(moving_tiles, stopped_tiles, 5),
entity_type: EntityType::Player,
collider: Collider {
size: constants::CELL_SIZE as f32 * 1.375,
size: constants::collider::PLAYER_GHOST_SIZE,
},
pacman_collider: PacmanCollider,
};
@@ -220,7 +249,10 @@ impl Game {
world.insert_resource(DebugState::default());
world.insert_resource(AudioState::default());
world.insert_resource(CursorPosition::default());
world.insert_resource(StartupSequence::new(60 * 3, 60));
world.insert_resource(StartupSequence::new(
constants::startup::STARTUP_FRAMES,
constants::startup::STARTUP_TICKS_PER_FRAME,
));
world.insert_non_send_resource(atlas);
world.insert_non_send_resource(event_pump);
@@ -247,17 +279,18 @@ impl Game {
let ghost_movement_system = profile(SystemId::Ghost, ghost_movement_system);
let collision_system = profile(SystemId::Collision, collision_system);
let ghost_collision_system = profile(SystemId::GhostCollision, ghost_collision_system);
let vulnerable_tick_system = profile(SystemId::Ghost, systems::vulnerable_tick_system);
let item_system = profile(SystemId::Item, item_system);
let audio_system = profile(SystemId::Audio, audio_system);
let blinking_system = profile(SystemId::Blinking, blinking_system);
let directional_render_system = profile(SystemId::DirectionalRender, directional_render_system);
let linear_render_system = profile(SystemId::LinearRender, linear_render_system);
let dirty_render_system = profile(SystemId::DirtyRender, dirty_render_system);
let 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 unified_ghost_state_system = profile(SystemId::GhostStateAnimation, ghost_state_system);
let forced_dirty_system = |mut dirty: ResMut<RenderDirty>| {
dirty.0 = true;
@@ -275,13 +308,13 @@ impl Game {
player_tunnel_slowdown_system,
ghost_movement_system,
profile(SystemId::EatenGhost, eaten_ghost_system),
vulnerable_tick_system,
ghost_state_animation_system,
unified_ghost_state_system,
(collision_system, ghost_collision_system, item_system).chain(),
audio_system,
blinking_system,
(
directional_render_system,
linear_render_system,
dirty_render_system,
render_system,
hud_render_system,
@@ -303,16 +336,16 @@ impl Game {
.ok_or_else(|| GameError::Texture(TextureError::AtlasTileNotFound("maze/energizer.png".to_string())))?;
// Build a list of item entities to spawn from the map
let nodes: Vec<(usize, EntityType, AtlasTile, f32)> = world
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::Pellet => Some((*id, EntityType::Pellet, pellet_sprite, constants::collider::PELLET_SIZE)),
MapTile::PowerPellet => Some((
*id,
EntityType::PowerPellet,
energizer_sprite,
constants::CELL_SIZE as f32 * 0.95,
constants::collider::POWER_PELLET_SIZE,
)),
_ => None,
})
@@ -330,7 +363,7 @@ impl Game {
// Make power pellets blink
if item_type == EntityType::PowerPellet {
item.insert((Frozen, Blinking::new(0.2)));
item.insert((Frozen, Blinking::new(constants::ui::POWER_PELLET_BLINK_RATE)));
}
}
@@ -358,7 +391,7 @@ 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 animations = *world.resource::<GhostAnimations>().get_normal(&ghost_type).unwrap();
let atlas = world.non_send_resource::<SpriteAtlas>();
GhostBundle {
@@ -379,12 +412,14 @@ impl Game {
)?,
layer: 0,
},
directional_animated: animations.normal().unwrap().clone(),
directional_animation: animations,
entity_type: EntityType::Ghost,
collider: Collider {
size: crate::constants::CELL_SIZE as f32 * 1.375,
size: constants::collider::PLAYER_GHOST_SIZE,
},
ghost_collider: GhostCollider,
ghost_state: GhostState::Normal,
last_animation_state: LastAnimationState(GhostAnimation::Normal),
}
};
@@ -395,103 +430,144 @@ impl Game {
}
fn create_ghost_animations(atlas: &SpriteAtlas) -> GameResult<GhostAnimations> {
let mut animations = std::collections::HashMap::new();
// Eaten (eyes) animations - single tile per direction
let up_eye = atlas
.get_tile("ghost/eyes/up.png")
.ok_or_else(|| GameError::Texture(TextureError::AtlasTileNotFound("ghost/eyes/up.png".to_string())))?;
let down_eye = atlas
.get_tile("ghost/eyes/down.png")
.ok_or_else(|| GameError::Texture(TextureError::AtlasTileNotFound("ghost/eyes/down.png".to_string())))?;
let left_eye = atlas
.get_tile("ghost/eyes/left.png")
.ok_or_else(|| GameError::Texture(TextureError::AtlasTileNotFound("ghost/eyes/left.png".to_string())))?;
let right_eye = atlas
.get_tile("ghost/eyes/right.png")
.ok_or_else(|| GameError::Texture(TextureError::AtlasTileNotFound("ghost/eyes/right.png".to_string())))?;
let eyes_tiles = DirectionalTiles::new(
TileSequence::new(&[up_eye]),
TileSequence::new(&[down_eye]),
TileSequence::new(&[left_eye]),
TileSequence::new(&[right_eye]),
);
let eyes = DirectionalAnimation::new(eyes_tiles, eyes_tiles, animation::GHOST_EATEN_SPEED);
let mut animations = HashMap::new();
for ghost_type in [Ghost::Blinky, Ghost::Pinky, Ghost::Inky, Ghost::Clyde] {
// Normal animations
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))
// Normal animations - create directional tiles for each direction
let up_tiles = [
atlas
.get_tile(&format!("ghost/{}/up_a.png", ghost_type.as_str()))
.ok_or_else(|| {
GameError::Texture(TextureError::AtlasTileNotFound(format!(
"ghost/{}/{}_a.png",
ghost_type.as_str(),
dir_str
"ghost/{}/up_a.png",
ghost_type.as_str()
)))
})?;
let tile_b = atlas
.get_tile(&format!("ghost/{}/{}_b.png", ghost_type.as_str(), dir_str))
})?,
atlas
.get_tile(&format!("ghost/{}/up_b.png", ghost_type.as_str()))
.ok_or_else(|| {
GameError::Texture(TextureError::AtlasTileNotFound(format!(
"ghost/{}/{}_b.png",
ghost_type.as_str(),
dir_str
"ghost/{}/up_b.png",
ghost_type.as_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,
};
})?,
];
let down_tiles = [
atlas
.get_tile(&format!("ghost/{}/down_a.png", ghost_type.as_str()))
.ok_or_else(|| {
GameError::Texture(TextureError::AtlasTileNotFound(format!(
"ghost/{}/down_a.png",
ghost_type.as_str()
)))
})?,
atlas
.get_tile(&format!("ghost/{}/down_b.png", ghost_type.as_str()))
.ok_or_else(|| {
GameError::Texture(TextureError::AtlasTileNotFound(format!(
"ghost/{}/down_b.png",
ghost_type.as_str()
)))
})?,
];
let left_tiles = [
atlas
.get_tile(&format!("ghost/{}/left_a.png", ghost_type.as_str()))
.ok_or_else(|| {
GameError::Texture(TextureError::AtlasTileNotFound(format!(
"ghost/{}/left_a.png",
ghost_type.as_str()
)))
})?,
atlas
.get_tile(&format!("ghost/{}/left_b.png", ghost_type.as_str()))
.ok_or_else(|| {
GameError::Texture(TextureError::AtlasTileNotFound(format!(
"ghost/{}/left_b.png",
ghost_type.as_str()
)))
})?,
];
let right_tiles = [
atlas
.get_tile(&format!("ghost/{}/right_a.png", ghost_type.as_str()))
.ok_or_else(|| {
GameError::Texture(TextureError::AtlasTileNotFound(format!(
"ghost/{}/right_a.png",
ghost_type.as_str()
)))
})?,
atlas
.get_tile(&format!("ghost/{}/right_b.png", ghost_type.as_str()))
.ok_or_else(|| {
GameError::Texture(TextureError::AtlasTileNotFound(format!(
"ghost/{}/right_b.png",
ghost_type.as_str()
)))
})?,
];
// 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,
};
let normal_moving = DirectionalTiles::new(
TileSequence::new(&up_tiles),
TileSequence::new(&down_tiles),
TileSequence::new(&left_tiles),
TileSequence::new(&right_tiles),
);
let normal = DirectionalAnimation::new(normal_moving, normal_moving, animation::GHOST_NORMAL_SPEED);
animations.insert(
ghost_type,
GhostAnimationSet::new(
normal,
DirectionalAnimated::default(), // Placeholder for frightened
DirectionalAnimated::default(), // Placeholder for frightened_flashing
eaten,
animations.insert(ghost_type, normal);
}
let (frightened, frightened_flashing) = {
// Load frightened animation tiles (same for all ghosts)
let frightened_blue_a = atlas
.get_tile("ghost/frightened/blue_a.png")
.ok_or_else(|| GameError::Texture(TextureError::AtlasTileNotFound("ghost/frightened/blue_a.png".to_string())))?;
let frightened_blue_b = atlas
.get_tile("ghost/frightened/blue_b.png")
.ok_or_else(|| GameError::Texture(TextureError::AtlasTileNotFound("ghost/frightened/blue_b.png".to_string())))?;
let frightened_white_a = atlas
.get_tile("ghost/frightened/white_a.png")
.ok_or_else(|| GameError::Texture(TextureError::AtlasTileNotFound("ghost/frightened/white_a.png".to_string())))?;
let frightened_white_b = atlas
.get_tile("ghost/frightened/white_b.png")
.ok_or_else(|| GameError::Texture(TextureError::AtlasTileNotFound("ghost/frightened/white_b.png".to_string())))?;
(
LinearAnimation::new(
TileSequence::new(&[frightened_blue_a, frightened_blue_b]),
animation::GHOST_NORMAL_SPEED,
),
);
}
LinearAnimation::new(
TileSequence::new(&[frightened_blue_a, frightened_white_a, frightened_blue_b, frightened_white_b]),
animation::GHOST_FRIGHTENED_SPEED,
),
)
};
// 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))
Ok(GhostAnimations::new(animations, eyes, frightened, frightened_flashing))
}
/// Executes one frame of game logic by running all scheduled ECS systems.

View File

@@ -2,8 +2,6 @@
use crate::{app::App, constants::LOOP_TIME};
use tracing::info;
use tracing_error::ErrorLayer;
use tracing_subscriber::layer::SubscriberExt;
mod app;
mod asset;
@@ -23,14 +21,22 @@ mod texture;
/// This function initializes SDL, the window, the game state, and then enters
/// the main game loop.
pub fn main() {
// Setup tracing
let subscriber = tracing_subscriber::fmt()
.with_ansi(cfg!(not(target_os = "emscripten")))
.with_max_level(tracing::Level::DEBUG)
.finish()
.with(ErrorLayer::default());
// Setup buffered tracing subscriber that will buffer logs until console is ready
let switchable_writer = platform::tracing_buffer::setup_switchable_subscriber();
tracing::subscriber::set_global_default(subscriber).expect("Could not set global default");
// Log early to show buffering is working
tracing::debug!("Tracing subscriber initialized with buffering - logs will be buffered until console is ready");
// Initialize platform-specific console
tracing::debug!("Starting console initialization...");
platform::get_platform().init_console().expect("Could not initialize console");
tracing::debug!("Console initialization completed");
// Now that console is initialized, flush buffered logs and switch to direct output
tracing::debug!("Switching to direct logging mode and flushing buffer...");
if let Err(e) = switchable_writer.switch_to_direct_mode() {
tracing::warn!("Failed to flush buffered logs to console: {}", e);
}
let mut app = App::new().expect("Could not create app");

View File

@@ -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| {

View File

@@ -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,
}
}
}

View File

@@ -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)
}
}

View File

@@ -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;

View File

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

View File

@@ -10,6 +10,8 @@ mod desktop;
#[cfg(target_os = "emscripten")]
mod emscripten;
pub mod buffered_writer;
pub mod tracing_buffer;
/// Cross-platform abstraction layer providing unified APIs for platform-specific operations.
pub trait CommonPlatform {
/// Platform-specific sleep function (required due to Emscripten's non-standard sleep requirements).

View File

@@ -0,0 +1,91 @@
//! Buffered tracing setup for handling logs before console attachment.
use crate::platform::buffered_writer::BufferedWriter;
use std::io;
use tracing::Level;
use tracing_error::ErrorLayer;
use tracing_subscriber::fmt::MakeWriter;
use tracing_subscriber::layer::SubscriberExt;
/// A writer that can switch between buffering and direct output.
#[derive(Clone, Default)]
pub struct SwitchableWriter {
buffered_writer: BufferedWriter,
direct_mode: std::sync::Arc<parking_lot::Mutex<bool>>,
}
impl SwitchableWriter {
pub fn switch_to_direct_mode(&self) -> io::Result<()> {
// Get buffer size before flushing for debug logging
let buffer_size = self.buffered_writer.buffer_size();
// First flush any buffered content
self.buffered_writer.flush_to(io::stdout())?;
// Switch to direct mode
*self.direct_mode.lock() = true;
// Log how much was buffered (this will now go directly to stdout)
tracing::debug!("Flushed {} bytes of buffered logs to console", buffer_size);
Ok(())
}
}
impl io::Write for SwitchableWriter {
fn write(&mut self, buf: &[u8]) -> io::Result<usize> {
if *self.direct_mode.lock() {
io::stdout().write(buf)
} else {
self.buffered_writer.clone().write(buf)
}
}
fn flush(&mut self) -> io::Result<()> {
if *self.direct_mode.lock() {
io::stdout().flush()
} else {
// For buffered mode, flush is a no-op
Ok(())
}
}
}
/// A make writer that uses the switchable writer.
#[derive(Clone)]
pub struct SwitchableMakeWriter {
writer: SwitchableWriter,
}
impl SwitchableMakeWriter {
pub fn new(writer: SwitchableWriter) -> Self {
Self { writer }
}
}
impl<'a> MakeWriter<'a> for SwitchableMakeWriter {
type Writer = SwitchableWriter;
fn make_writer(&'a self) -> Self::Writer {
self.writer.clone()
}
}
/// Sets up a switchable tracing subscriber that can transition from buffered to direct output.
///
/// Returns the switchable writer that can be used to control the behavior.
pub fn setup_switchable_subscriber() -> SwitchableWriter {
let switchable_writer = SwitchableWriter::default();
let make_writer = SwitchableMakeWriter::new(switchable_writer.clone());
let _subscriber = tracing_subscriber::fmt()
.with_ansi(cfg!(not(target_os = "emscripten")))
.with_max_level(Level::DEBUG)
.with_writer(make_writer)
.finish()
.with(ErrorLayer::default());
tracing::subscriber::set_global_default(_subscriber).expect("Could not set global default switchable subscriber");
switchable_writer
}

View File

@@ -2,13 +2,13 @@ use bevy_ecs::component::Component;
use bevy_ecs::entity::Entity;
use bevy_ecs::event::{EventReader, EventWriter};
use bevy_ecs::query::With;
use bevy_ecs::system::{Commands, Query, Res, ResMut};
use bevy_ecs::system::{Query, Res, ResMut};
use crate::error::GameError;
use crate::events::GameEvent;
use crate::map::builder::Map;
use crate::systems::movement::Position;
use crate::systems::{AudioEvent, Eaten, Ghost, PlayerControlled, ScoreResource, Vulnerable};
use crate::systems::{AudioEvent, Ghost, GhostState, PlayerControlled, ScoreResource};
#[derive(Component)]
pub struct Collider {
@@ -108,12 +108,11 @@ pub fn collision_system(
}
pub fn ghost_collision_system(
mut commands: Commands,
mut collision_events: EventReader<GameEvent>,
mut score: ResMut<ScoreResource>,
pacman_query: Query<(), With<PlayerControlled>>,
ghost_query: Query<(Entity, &Ghost), With<GhostCollider>>,
vulnerable_query: Query<Entity, With<Vulnerable>>,
mut ghost_state_query: Query<&mut GhostState>,
mut events: EventWriter<AudioEvent>,
) {
for event in collision_events.read() {
@@ -127,23 +126,25 @@ pub fn ghost_collision_system(
continue;
};
// Check if the ghost is vulnerable
// Check if the ghost is frightened
if let Ok((ghost_ent, _ghost_type)) = ghost_query.get(ghost_entity) {
// Check if ghost has Vulnerable component
if vulnerable_query.get(ghost_ent).is_ok() {
// Pac-Man eats the ghost
// Add score (200 points per ghost eaten)
score.0 += 200;
if let Ok(mut ghost_state) = ghost_state_query.get_mut(ghost_ent) {
// Check if ghost is in frightened state
if matches!(*ghost_state, GhostState::Frightened { .. }) {
// Pac-Man eats the ghost
// Add score (200 points per ghost eaten)
score.0 += 200;
// Remove the ghost
commands.entity(ghost_ent).remove::<Vulnerable>().insert(Eaten);
// Set ghost state to Eyes
*ghost_state = GhostState::Eyes;
// Play eat sound
events.write(AudioEvent::PlayEat);
} else {
// Pac-Man dies (this would need a death system)
// For now, just log it
tracing::warn!("Pac-Man collided with ghost while not vulnerable!");
// Play eat sound
events.write(AudioEvent::PlayEat);
} else {
// Pac-Man dies (this would need a death system)
// For now, just log it
tracing::warn!("Pac-Man collided with ghost while not frightened!");
}
}
}
}

View File

@@ -1,3 +1,5 @@
use std::collections::HashMap;
use bevy_ecs::{bundle::Bundle, component::Component, resource::Resource};
use bitflags::bitflags;
@@ -7,9 +9,11 @@ use crate::{
movement::{BufferedDirection, Position, Velocity},
Collider, GhostCollider, ItemCollider, PacmanCollider,
},
texture::{animated::AnimatedTexture, sprite::AtlasTile},
texture::{
animated::{DirectionalTiles, TileSequence},
sprite::AtlasTile,
},
};
use micromap::Map;
/// A tag component for entities that are controlled by the player.
#[derive(Default, Component)]
@@ -96,30 +100,46 @@ pub struct Renderable {
pub layer: u8,
}
/// A component for entities that have a directional animated texture.
#[derive(Component, Clone, Default)]
pub struct DirectionalAnimated {
pub textures: [Option<AnimatedTexture>; 4],
pub stopped_textures: [Option<AnimatedTexture>; 4],
/// Directional animation component with shared timing across all directions
#[derive(Component, Clone, Copy)]
pub struct DirectionalAnimation {
pub moving_tiles: DirectionalTiles,
pub stopped_tiles: DirectionalTiles,
pub current_frame: usize,
pub time_bank: u16,
pub frame_duration: u16,
}
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
impl DirectionalAnimation {
/// Creates a new directional animation with the given tiles and frame duration
pub fn new(moving_tiles: DirectionalTiles, stopped_tiles: DirectionalTiles, frame_duration: u16) -> Self {
Self {
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),
],
moving_tiles,
stopped_tiles,
current_frame: 0,
time_bank: 0,
frame_duration,
}
}
}
/// Linear animation component for non-directional animations (frightened ghosts)
#[derive(Component, Clone, Copy)]
pub struct LinearAnimation {
pub tiles: TileSequence,
pub current_frame: usize,
pub time_bank: u16,
pub frame_duration: u16,
}
impl LinearAnimation {
/// Creates a new linear animation with the given tiles and frame duration
pub fn new(tiles: TileSequence, frame_duration: u16) -> Self {
Self {
tiles,
current_frame: 0,
time_bank: 0,
frame_duration,
}
}
}
@@ -170,10 +190,75 @@ pub struct Frozen;
#[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,
pub enum GhostState {
/// Normal ghost behavior - chasing Pac-Man
Normal,
/// Frightened state after power pellet - ghost can be eaten
Frightened {
remaining_ticks: u32,
flash: bool,
remaining_flash_ticks: u32,
},
/// Eyes state - ghost has been eaten and is returning to ghost house
Eyes,
}
/// Component to track the last animation state for efficient change detection
#[derive(Component, Debug, Clone, Copy, PartialEq)]
pub struct LastAnimationState(pub GhostAnimation);
impl GhostState {
/// Creates a new frightened state with the specified duration
pub fn new_frightened(total_ticks: u32, flash_start_ticks: u32) -> Self {
Self::Frightened {
remaining_ticks: total_ticks,
flash: false,
remaining_flash_ticks: flash_start_ticks, // Time until flashing starts
}
}
/// Ticks the ghost state, returning true if the state changed.
pub fn tick(&mut self) -> bool {
if let GhostState::Frightened {
remaining_ticks,
flash,
remaining_flash_ticks,
} = self
{
// Transition out of frightened state
if *remaining_ticks == 0 {
*self = GhostState::Normal;
return true;
}
*remaining_ticks -= 1;
if *remaining_flash_ticks > 0 {
*remaining_flash_ticks = remaining_flash_ticks.saturating_sub(1);
if *remaining_flash_ticks == 0 {
*flash = true;
true
} else {
false
}
} else {
false
}
} else {
false
}
}
/// Returns the appropriate animation state for this ghost state
pub fn animation_state(&self) -> GhostAnimation {
match self {
GhostState::Normal => GhostAnimation::Normal,
GhostState::Eyes => GhostAnimation::Eyes,
GhostState::Frightened { flash: false, .. } => GhostAnimation::Frightened { flash: false },
GhostState::Frightened { flash: true, .. } => GhostAnimation::Frightened { flash: true },
}
}
}
/// Enumeration of different ghost animation states.
@@ -189,58 +274,6 @@ pub enum GhostAnimation {
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
@@ -248,9 +281,50 @@ impl GhostAnimationSet {
/// 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.
/// contains the normal directional animation for each ghost type.
#[derive(Resource)]
pub struct GhostAnimations(pub std::collections::HashMap<Ghost, GhostAnimationSet>);
pub struct GhostAnimations {
pub normal: HashMap<Ghost, DirectionalAnimation>,
pub eyes: DirectionalAnimation,
pub frightened: LinearAnimation,
pub frightened_flashing: LinearAnimation,
}
impl GhostAnimations {
/// Creates a new GhostAnimations resource with the provided data.
pub fn new(
normal: HashMap<Ghost, DirectionalAnimation>,
eyes: DirectionalAnimation,
frightened: LinearAnimation,
frightened_flashing: LinearAnimation,
) -> Self {
Self {
normal,
eyes,
frightened,
frightened_flashing,
}
}
/// Gets the normal directional animation for the specified ghost type.
pub fn get_normal(&self, ghost_type: &Ghost) -> Option<&DirectionalAnimation> {
self.normal.get(ghost_type)
}
/// Gets the eyes animation (shared across all ghosts).
pub fn eyes(&self) -> &DirectionalAnimation {
&self.eyes
}
/// Gets the frightened animations (shared across all ghosts).
pub fn frightened(&self, flash: bool) -> &LinearAnimation {
if flash {
&self.frightened_flashing
} else {
&self.frightened
}
}
}
#[derive(Bundle)]
pub struct PlayerBundle {
@@ -259,7 +333,7 @@ pub struct PlayerBundle {
pub velocity: Velocity,
pub buffered_direction: BufferedDirection,
pub sprite: Renderable,
pub directional_animated: DirectionalAnimated,
pub directional_animation: DirectionalAnimation,
pub entity_type: EntityType,
pub collider: Collider,
pub movement_modifiers: MovementModifiers,
@@ -281,8 +355,10 @@ pub struct GhostBundle {
pub position: Position,
pub velocity: Velocity,
pub sprite: Renderable,
pub directional_animated: DirectionalAnimated,
pub directional_animation: DirectionalAnimation,
pub entity_type: EntityType,
pub collider: Collider,
pub ghost_collider: GhostCollider,
pub ghost_state: GhostState,
pub last_animation_state: LastAnimationState,
}

View File

@@ -3,7 +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};
@@ -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

View File

@@ -1,4 +1,4 @@
use crate::systems::components::Frozen;
use crate::systems::components::{DirectionalAnimation, Frozen, GhostAnimation, GhostState, LastAnimationState, LinearAnimation};
use crate::{
map::{
builder::Map,
@@ -11,15 +11,9 @@ use crate::{
},
};
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 crate::systems::GhostAnimations;
use bevy_ecs::query::Without;
use bevy_ecs::system::{Commands, Query, Res};
use rand::rngs::SmallRng;
use rand::seq::IndexedRandom;
use rand::SeedableRng;
@@ -36,7 +30,7 @@ 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();
@@ -77,58 +71,6 @@ 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:
@@ -140,11 +82,13 @@ pub fn ghost_state_animation_system(
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>>,
mut eaten_ghosts: Query<(&Ghost, &mut Position, &mut Velocity, &mut GhostState)>,
) {
for (entity, ghost_type, mut position, mut velocity) in eaten_ghosts.iter_mut() {
for (ghost_type, mut position, mut velocity, mut ghost_state) in eaten_ghosts.iter_mut() {
// Only process ghosts that are in Eyes state
if !matches!(*ghost_state, GhostState::Eyes) {
continue;
}
// 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
@@ -159,8 +103,11 @@ 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,
};
}
}
@@ -169,13 +116,8 @@ pub fn eaten_ghost_system(
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());
}
}
// Respawn the ghost - set state back to normal
*ghost_state = GhostState::Normal;
// Reset to stopped at ghost house center
*position = Position::Stopped {
node: ghost_house_center,
@@ -186,8 +128,8 @@ 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 +144,11 @@ 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 +170,7 @@ 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);
}
@@ -233,3 +179,41 @@ fn find_direction_to_target(map: &Map, from_node: usize, target_node: usize) ->
None
}
/// Unified system that manages ghost state transitions and animations with component swapping
pub fn ghost_state_system(
mut commands: Commands,
animations: Res<GhostAnimations>,
mut ghosts: Query<(bevy_ecs::entity::Entity, &Ghost, &mut GhostState, &mut LastAnimationState)>,
) {
for (entity, ghost_type, mut ghost_state, mut last_animation_state) in ghosts.iter_mut() {
// Tick the ghost state to handle internal transitions (like flashing)
let _ = ghost_state.tick();
// Only update animation if the animation state actually changed
let current_animation_state = ghost_state.animation_state();
if last_animation_state.0 != current_animation_state {
match current_animation_state {
GhostAnimation::Frightened { flash } => {
// Remove DirectionalAnimation, add LinearAnimation
commands
.entity(entity)
.remove::<DirectionalAnimation>()
.insert(*animations.frightened(flash));
}
GhostAnimation::Normal => {
// Remove LinearAnimation, add DirectionalAnimation
commands
.entity(entity)
.remove::<LinearAnimation>()
.insert(*animations.get_normal(ghost_type).unwrap());
}
GhostAnimation::Eyes => {
// Remove LinearAnimation, add DirectionalAnimation (eyes animation)
commands.entity(entity).remove::<LinearAnimation>().insert(*animations.eyes());
}
}
last_animation_state.0 = current_animation_state;
}
}
}

View File

@@ -6,8 +6,9 @@ use bevy_ecs::{
};
use crate::{
constants::animation::FRIGHTENED_FLASH_START_TICKS,
events::GameEvent,
systems::{AudioEvent, EntityType, GhostCollider, ItemCollider, PacmanCollider, ScoreResource, Vulnerable},
systems::{AudioEvent, EntityType, GhostCollider, GhostState, ItemCollider, PacmanCollider, ScoreResource},
};
/// Determines if a collision between two entity types should be handled by the item system.
@@ -27,7 +28,7 @@ pub fn item_system(
mut score: ResMut<ScoreResource>,
pacman_query: Query<Entity, With<PacmanCollider>>,
item_query: Query<(Entity, &EntityType), With<ItemCollider>>,
ghost_query: Query<Entity, With<GhostCollider>>,
mut ghost_query: Query<&mut GhostState, With<GhostCollider>>,
mut events: EventWriter<AudioEvent>,
) {
for event in collision_events.read() {
@@ -54,16 +55,16 @@ pub fn item_system(
events.write(AudioEvent::PlayEat);
}
// Make ghosts vulnerable when power pellet is collected
// Make ghosts frightened when power pellet is collected
if *entity_type == EntityType::PowerPellet {
// Convert seconds to frames (assumes 60 FPS)
let total_ticks = 60 * 5;
let total_ticks = 60 * 5; // 5 seconds total
// Add Vulnerable component to all ghosts
for ghost_entity in ghost_query.iter() {
commands.entity(ghost_entity).insert(Vulnerable {
remaining_ticks: total_ticks,
});
// Set all ghosts to frightened state, except those in Eyes state
for mut ghost_state in ghost_query.iter_mut() {
if !matches!(*ghost_state, GhostState::Eyes) {
*ghost_state = GhostState::new_frightened(total_ticks, FRIGHTENED_FLASH_START_TICKS);
}
}
}
}

View File

@@ -16,7 +16,6 @@ pub mod player;
pub mod profiling;
pub mod render;
pub mod stage;
pub mod vulnerable;
pub use self::audio::*;
pub use self::blinking::*;
@@ -31,4 +30,3 @@ pub use self::player::*;
pub use self::profiling::*;
pub use self::render::*;
pub use self::stage::*;
pub use self::vulnerable::*;

View File

@@ -8,7 +8,7 @@ use glam::Vec2;
///
/// Nodes represent discrete movement targets in the maze. The index directly corresponds to the node's position in the
/// 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 {

View File

@@ -25,6 +25,7 @@ pub enum SystemId {
Audio,
Blinking,
DirectionalRender,
LinearRender,
DirtyRender,
HudRender,
Render,

View File

@@ -2,8 +2,8 @@ use crate::constants::CANVAS_SIZE;
use crate::error::{GameError, TextureError};
use crate::map::builder::Map;
use crate::systems::{
DebugState, DebugTextureResource, DeltaTime, DirectionalAnimated, Position, Renderable, ScoreResource, StartupSequence,
Velocity,
DebugState, DebugTextureResource, DeltaTime, DirectionalAnimation, LinearAnimation, Position, Renderable, ScoreResource,
StartupSequence, Velocity,
};
use crate::texture::sprite::SpriteAtlas;
use crate::texture::text::TextTexture;
@@ -37,35 +37,64 @@ pub fn dirty_render_system(
}
}
/// Updates the directional animated texture of an entity.
/// Updates directional animated entities with synchronized timing across directions.
///
/// This runs before the render system so it can update the sprite based on the current direction of travel, as well as whether the entity is moving.
/// This runs before the render system to update sprites based on current direction and movement state.
/// All directions share the same frame timing to ensure perfect synchronization.
pub fn directional_render_system(
dt: Res<DeltaTime>,
mut renderables: Query<(&Position, &Velocity, &mut DirectionalAnimated, &mut Renderable)>,
mut errors: EventWriter<GameError>,
mut query: Query<(&Position, &Velocity, &mut DirectionalAnimation, &mut Renderable)>,
) {
for (position, velocity, mut texture, mut renderable) in renderables.iter_mut() {
let stopped = matches!(position, Position::Stopped { .. });
let current_direction = velocity.direction;
let ticks = (dt.0 * 60.0).round() as u16; // Convert from seconds to ticks at 60 ticks/sec
let texture = if stopped {
texture.stopped_textures[current_direction.as_usize()].as_mut()
for (position, velocity, mut anim, mut renderable) in query.iter_mut() {
let stopped = matches!(position, Position::Stopped { .. });
// Only tick animation when moving to preserve stopped frame
if !stopped {
// Tick shared animation state
anim.time_bank += ticks;
while anim.time_bank >= anim.frame_duration {
anim.time_bank -= anim.frame_duration;
anim.current_frame += 1;
}
}
// Get tiles for current direction and movement state
let tiles = if stopped {
anim.stopped_tiles.get(velocity.direction)
} else {
texture.textures[current_direction.as_usize()].as_mut()
anim.moving_tiles.get(velocity.direction)
};
if let Some(texture) = texture {
if !stopped {
texture.tick(dt.0);
}
let new_tile = *texture.current_tile();
if !tiles.is_empty() {
let new_tile = tiles.get_tile(anim.current_frame);
if renderable.sprite != new_tile {
renderable.sprite = new_tile;
}
}
}
}
/// Updates linear animated entities (used for non-directional animations like frightened ghosts).
///
/// This system handles entities that use LinearAnimation component for simple frame cycling.
pub fn linear_render_system(dt: Res<DeltaTime>, mut query: Query<(&mut LinearAnimation, &mut Renderable)>) {
let ticks = (dt.0 * 60.0).round() as u16; // Convert from seconds to ticks at 60 ticks/sec
for (mut anim, mut renderable) in query.iter_mut() {
// Tick animation
anim.time_bank += ticks;
while anim.time_bank >= anim.frame_duration {
anim.time_bank -= anim.frame_duration;
anim.current_frame += 1;
}
if !anim.tiles.is_empty() {
let new_tile = anim.tiles.get_tile(anim.current_frame);
if renderable.sprite != new_tile {
renderable.sprite = new_tile;
}
} else {
errors.write(TextureError::RenderFailed("Entity has no texture".to_string()).into());
continue;
}
}
}

View File

@@ -1,33 +0,0 @@
use bevy_ecs::{
query::With,
system::{Commands, Query, Res},
};
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,
animations: Res<GhostAnimations>,
mut vulnerable_query: Query<(bevy_ecs::entity::Entity, &mut Vulnerable, &Ghost), With<GhostCollider>>,
) {
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>();
}
}
}

View File

@@ -1,83 +1,73 @@
use smallvec::SmallVec;
use crate::error::{AnimatedTextureError, GameError, GameResult, TextureError};
use crate::map::direction::Direction;
use crate::texture::sprite::AtlasTile;
/// Frame-based animation system for cycling through multiple sprite tiles.
///
/// Manages automatic frame progression based on elapsed time.
/// Uses a time banking system to ensure consistent animation speed regardless of frame rate variations.
#[derive(Debug, Clone)]
pub struct AnimatedTexture {
/// Sequence of sprite tiles that make up the animation frames
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
current_frame: usize,
/// Accumulated time since the last frame change (for smooth timing)
time_bank: f32,
/// Fixed-size tile sequence that avoids heap allocation
#[derive(Clone, Copy, Debug)]
pub struct TileSequence {
tiles: [AtlasTile; 4], // Fixed array, max 4 frames
count: usize, // Actual number of frames used
}
impl AnimatedTexture {
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),
)));
}
impl TileSequence {
/// Creates a new tile sequence from a slice of tiles
pub fn new(tiles: &[AtlasTile]) -> Self {
let mut tile_array = [AtlasTile {
pos: glam::U16Vec2::ZERO,
size: glam::U16Vec2::ZERO,
color: None,
}; 4];
Ok(Self {
tiles,
frame_duration,
current_frame: 0,
time_bank: 0.0,
})
}
let count = tiles.len().min(4);
tile_array[..count].copy_from_slice(&tiles[..count]);
/// Advances the animation by the specified time delta with automatic frame cycling.
///
/// Accumulates time in the time bank and progresses through frames when enough
/// time has elapsed. Supports frame rates independent of game frame rate by
/// potentially advancing multiple frames in a single call if `dt` is large.
/// Animation loops automatically when reaching the final frame.
///
/// # Arguments
///
/// * `dt` - Time elapsed since the last tick (typically frame delta time)
pub fn tick(&mut self, dt: f32) {
self.time_bank += dt;
while self.time_bank >= self.frame_duration {
self.time_bank -= self.frame_duration;
self.current_frame = (self.current_frame + 1) % self.tiles.len();
Self {
tiles: tile_array,
count,
}
}
pub fn current_tile(&self) -> &AtlasTile {
&self.tiles[self.current_frame]
/// Returns the tile at the given frame index, wrapping if necessary
pub fn get_tile(&self, frame: usize) -> AtlasTile {
if self.count == 0 {
// Return a default empty tile if no tiles
AtlasTile {
pos: glam::U16Vec2::ZERO,
size: glam::U16Vec2::ZERO,
color: None,
}
} else {
self.tiles[frame % self.count]
}
}
/// Returns the current frame index.
#[allow(dead_code)]
pub fn current_frame(&self) -> usize {
self.current_frame
}
/// Returns the time bank.
#[allow(dead_code)]
pub fn time_bank(&self) -> f32 {
self.time_bank
}
/// Returns the frame duration.
#[allow(dead_code)]
pub fn frame_duration(&self) -> f32 {
self.frame_duration
}
/// Returns the number of tiles in the animation.
#[allow(dead_code)]
pub fn tiles_len(&self) -> usize {
self.tiles.len()
/// Returns true if this sequence has no tiles
pub fn is_empty(&self) -> bool {
self.count == 0
}
}
/// Type-safe directional tile storage with named fields
#[derive(Clone, Copy, Debug)]
pub struct DirectionalTiles {
pub up: TileSequence,
pub down: TileSequence,
pub left: TileSequence,
pub right: TileSequence,
}
impl DirectionalTiles {
/// Creates a new DirectionalTiles with different sequences per direction
pub fn new(up: TileSequence, down: TileSequence, left: TileSequence, right: TileSequence) -> Self {
Self { up, down, left, right }
}
/// Gets the tile sequence for the given direction
pub fn get(&self, direction: Direction) -> &TileSequence {
match direction {
Direction::Up => &self.up,
Direction::Down => &self.down,
Direction::Left => &self.left,
Direction::Right => &self.right,
}
}
}

View File

@@ -3,24 +3,21 @@ use glam::U16Vec2;
use sdl2::pixels::Color;
use sdl2::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,
})
}

View File

@@ -1,63 +1,57 @@
use glam::U16Vec2;
use pacman::error::{AnimatedTextureError, GameError, TextureError};
use pacman::texture::animated::AnimatedTexture;
use pacman::texture::sprite::AtlasTile;
use sdl2::pixels::Color;
use smallvec::smallvec;
// use glam::U16Vec2;
// use pacman::error::{AnimatedTextureError, GameError, TextureError};
// use pacman::texture::sprite::AtlasTile;
// use sdl2::pixels::Color;
// use smallvec::smallvec;
fn mock_atlas_tile(id: u32) -> AtlasTile {
AtlasTile {
pos: U16Vec2::new(0, 0),
size: U16Vec2::new(16, 16),
color: Some(Color::RGB(id as u8, 0, 0)),
}
}
// fn mock_atlas_tile(id: u32) -> AtlasTile {
// AtlasTile {
// pos: U16Vec2::new(0, 0),
// size: U16Vec2::new(16, 16),
// color: Some(Color::RGB(id as u8, 0, 0)),
// }
// }
#[test]
fn test_animated_texture_creation_errors() {
let tiles = smallvec![mock_atlas_tile(1), mock_atlas_tile(2)];
// #[test]
// fn test_animated_texture_creation_errors() {
// let tiles = smallvec![mock_atlas_tile(1), mock_atlas_tile(2)];
assert!(matches!(
AnimatedTexture::new(tiles.clone(), 0.0).unwrap_err(),
GameError::Texture(TextureError::Animated(AnimatedTextureError::InvalidFrameDuration(0.0)))
));
// assert!(matches!(
// AnimatedTexture::new(tiles.clone(), 0).unwrap_err(),
// GameError::Texture(TextureError::Animated(AnimatedTextureError::InvalidFrameDuration(0)))
// ));
// }
assert!(matches!(
AnimatedTexture::new(tiles, -0.1).unwrap_err(),
GameError::Texture(TextureError::Animated(AnimatedTextureError::InvalidFrameDuration(-0.1)))
));
}
// #[test]
// fn test_animated_texture_advancement() {
// let tiles = smallvec![mock_atlas_tile(1), mock_atlas_tile(2), mock_atlas_tile(3)];
// let mut texture = AnimatedTexture::new(tiles, 10).unwrap();
#[test]
fn test_animated_texture_advancement() {
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);
assert_eq!(texture.current_frame(), 0);
// texture.tick(25);
// assert_eq!(texture.current_frame(), 2);
// assert_eq!(texture.time_bank(), 5);
// }
texture.tick(0.25);
assert_eq!(texture.current_frame(), 2);
assert!((texture.time_bank() - 0.05).abs() < 0.001);
}
// #[test]
// fn test_animated_texture_wrap_around() {
// let tiles = smallvec![mock_atlas_tile(1), mock_atlas_tile(2)];
// let mut texture = AnimatedTexture::new(tiles, 10).unwrap();
#[test]
fn test_animated_texture_wrap_around() {
let tiles = smallvec![mock_atlas_tile(1), mock_atlas_tile(2)];
let mut texture = AnimatedTexture::new(tiles, 0.1).unwrap();
// texture.tick(10);
// assert_eq!(texture.current_frame(), 1);
texture.tick(0.1);
assert_eq!(texture.current_frame(), 1);
// texture.tick(10);
// assert_eq!(texture.current_frame(), 0);
// }
texture.tick(0.1);
assert_eq!(texture.current_frame(), 0);
}
// #[test]
// fn test_animated_texture_single_frame() {
// let tiles = smallvec![mock_atlas_tile(1)];
// let mut texture = AnimatedTexture::new(tiles, 10).unwrap();
#[test]
fn test_animated_texture_single_frame() {
let tiles = smallvec![mock_atlas_tile(1)];
let mut texture = AnimatedTexture::new(tiles, 0.1).unwrap();
texture.tick(0.1);
assert_eq!(texture.current_frame(), 0);
assert_eq!(texture.current_tile().color.unwrap().r, 1);
}
// texture.tick(10);
// assert_eq!(texture.current_frame(), 0);
// assert_eq!(texture.current_tile().color.unwrap().r, 1);
// }

View File

@@ -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,

View File

@@ -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);
}
}

View File

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

View File

@@ -4,8 +4,8 @@ use pacman::{
events::GameEvent,
map::builder::Map,
systems::{
is_valid_item_collision, item_system, AudioEvent, AudioState, EntityType, ItemCollider, PacmanCollider, Position,
ScoreResource,
is_valid_item_collision, item_system, AudioEvent, AudioState, EntityType, Ghost, GhostCollider, GhostState, ItemCollider,
PacmanCollider, Position, ScoreResource,
},
};
@@ -75,6 +75,18 @@ fn spawn_test_item(world: &mut World, item_type: EntityType) -> Entity {
world.spawn((Position::Stopped { node: 1 }, item_type, ItemCollider)).id()
}
fn spawn_test_ghost(world: &mut World, ghost_state: GhostState) -> Entity {
world
.spawn((
Position::Stopped { node: 2 },
Ghost::Blinky,
EntityType::Ghost,
GhostCollider,
ghost_state,
))
.id()
}
fn send_collision_event(world: &mut World, entity1: Entity, entity2: Entity) {
let mut events = world.resource_mut::<Events<GameEvent>>();
events.send(GameEvent::Collision(entity1, entity2));
@@ -251,3 +263,40 @@ fn test_item_system_preserves_existing_score() {
let score = world.resource::<ScoreResource>();
assert_eq!(score.0, 110);
}
#[test]
fn test_power_pellet_does_not_affect_ghosts_in_eyes_state() {
let mut world = create_test_world();
let pacman = spawn_test_pacman(&mut world);
let power_pellet = spawn_test_item(&mut world, EntityType::PowerPellet);
// Spawn a ghost in Eyes state (returning to ghost house)
let eyes_ghost = spawn_test_ghost(&mut world, GhostState::Eyes);
// Spawn a ghost in Normal state
let normal_ghost = spawn_test_ghost(&mut world, GhostState::Normal);
send_collision_event(&mut world, pacman, power_pellet);
world.run_system_once(item_system).expect("System should run successfully");
// Check that the power pellet was collected and score updated
let score = world.resource::<ScoreResource>();
assert_eq!(score.0, 50);
// Check that the power pellet was despawned
let power_pellet_count = world
.query::<&EntityType>()
.iter(&world)
.filter(|&entity_type| matches!(entity_type, EntityType::PowerPellet))
.count();
assert_eq!(power_pellet_count, 0);
// Check that the Eyes ghost state was not changed
let eyes_ghost_state = world.entity(eyes_ghost).get::<GhostState>().unwrap();
assert!(matches!(*eyes_ghost_state, GhostState::Eyes));
// Check that the Normal ghost state was changed to Frightened
let normal_ghost_state = world.entity(normal_ghost).get::<GhostState>().unwrap();
assert!(matches!(*normal_ghost_state, GhostState::Frightened { .. }));
}

View File

@@ -26,8 +26,10 @@ fn test_map_node_positions() {
for (grid_pos, &node_id) in &map.grid_to_node {
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);
}

View File

@@ -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]

View File

@@ -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),
},
);

19
tests/tracing_buffer.rs Normal file
View File

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