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6 Commits

24 changed files with 1122 additions and 586 deletions

114
Cargo.lock generated
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@@ -618,7 +618,8 @@ dependencies = [
"tracing",
"tracing-error",
"tracing-subscriber",
"winapi",
"windows",
"windows-sys",
]
[[package]]
@@ -1304,6 +1305,108 @@ version = "0.4.0"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "712e227841d057c1ee1cd2fb22fa7e5a5461ae8e48fa2ca79ec42cfc1931183f"
[[package]]
name = "windows"
version = "0.61.3"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "9babd3a767a4c1aef6900409f85f5d53ce2544ccdfaa86dad48c91782c6d6893"
dependencies = [
"windows-collections",
"windows-core",
"windows-future",
"windows-link",
"windows-numerics",
]
[[package]]
name = "windows-collections"
version = "0.2.0"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "3beeceb5e5cfd9eb1d76b381630e82c4241ccd0d27f1a39ed41b2760b255c5e8"
dependencies = [
"windows-core",
]
[[package]]
name = "windows-core"
version = "0.61.2"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "c0fdd3ddb90610c7638aa2b3a3ab2904fb9e5cdbecc643ddb3647212781c4ae3"
dependencies = [
"windows-implement",
"windows-interface",
"windows-link",
"windows-result",
"windows-strings",
]
[[package]]
name = "windows-future"
version = "0.2.1"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "fc6a41e98427b19fe4b73c550f060b59fa592d7d686537eebf9385621bfbad8e"
dependencies = [
"windows-core",
"windows-link",
"windows-threading",
]
[[package]]
name = "windows-implement"
version = "0.60.0"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "a47fddd13af08290e67f4acabf4b459f647552718f683a7b415d290ac744a836"
dependencies = [
"proc-macro2",
"quote",
"syn",
]
[[package]]
name = "windows-interface"
version = "0.59.1"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "bd9211b69f8dcdfa817bfd14bf1c97c9188afa36f4750130fcdf3f400eca9fa8"
dependencies = [
"proc-macro2",
"quote",
"syn",
]
[[package]]
name = "windows-link"
version = "0.1.3"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "5e6ad25900d524eaabdbbb96d20b4311e1e7ae1699af4fb28c17ae66c80d798a"
[[package]]
name = "windows-numerics"
version = "0.2.0"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "9150af68066c4c5c07ddc0ce30421554771e528bde427614c61038bc2c92c2b1"
dependencies = [
"windows-core",
"windows-link",
]
[[package]]
name = "windows-result"
version = "0.3.4"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "56f42bd332cc6c8eac5af113fc0c1fd6a8fd2aa08a0119358686e5160d0586c6"
dependencies = [
"windows-link",
]
[[package]]
name = "windows-strings"
version = "0.4.2"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "56e6c93f3a0c3b36176cb1327a4958a0353d5d166c2a35cb268ace15e91d3b57"
dependencies = [
"windows-link",
]
[[package]]
name = "windows-sys"
version = "0.60.2"
@@ -1345,6 +1448,15 @@ dependencies = [
"windows_x86_64_msvc 0.53.0",
]
[[package]]
name = "windows-threading"
version = "0.1.0"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "b66463ad2e0ea3bbf808b7f1d371311c80e115c0b71d60efc142cafbcfb057a6"
dependencies = [
"windows-link",
]
[[package]]
name = "windows_aarch64_gnullvm"
version = "0.52.6"

View File

@@ -35,9 +35,12 @@ lto = true
panic = "abort"
opt-level = "z"
[target.'cfg(target_os = "windows")'.dependencies.winapi]
version = "0.3"
features = ["consoleapi", "fileapi", "handleapi", "processenv", "winbase", "wincon", "winnt", "winuser", "windef", "minwindef"]
[target.'cfg(target_os = "windows")'.dependencies]
windows = { version = "0.61.3", features = ["Win32_Security", "Win32_Storage_FileSystem", "Win32_System_Console"] }
windows-sys = { version = "0.60.2", features = ["Win32_System_Console"] }
[target.'cfg(not(target_os = "windows"))'.dependencies]
libc = "0.2"
[target.'cfg(target_os = "emscripten")'.dependencies.sdl2]

View File

@@ -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",
@@ -96,31 +93,6 @@ impl App {
{
let start = Instant::now();
// for event in self
// .game
// .world
// .get_non_send_resource_mut::<&'static mut EventPump>()
// .unwrap()
// .poll_iter()
// {
// match event {
// Event::Window { win_event, .. } => match win_event {
// WindowEvent::FocusGained => {
// self.focused = true;
// }
// WindowEvent::FocusLost => {
// self.focused = false;
// }
// _ => {}
// },
// Event::MouseMotion { x, y, .. } => {
// // Convert window coordinates to logical coordinates
// self.cursor_pos = Vec2::new(x as f32, y as f32);
// }
// _ => {}
// }
// }
let dt = self.last_tick.elapsed().as_secs_f32();
self.last_tick = Instant::now();

View File

@@ -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, NodeId};
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,
@@ -307,12 +340,12 @@ impl Game {
.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

@@ -1,9 +1,8 @@
// Note: This disables the console window on Windows. We manually re-attach to the parent terminal or process later on.
#![windows_subsystem = "windows"]
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 +22,22 @@ 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

@@ -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

@@ -6,6 +6,7 @@ use std::time::Duration;
use crate::asset::Asset;
use crate::error::{AssetError, PlatformError};
use crate::platform::CommonPlatform;
use tracing::{debug, info, warn};
/// Desktop platform implementation.
pub struct Platform;
@@ -24,6 +25,29 @@ impl CommonPlatform for Platform {
}
fn init_console(&self) -> Result<(), PlatformError> {
#[cfg(windows)]
{
use windows::Win32::System::Console::GetConsoleWindow;
// Check if we already have a console window
if unsafe { !GetConsoleWindow().0.is_null() } {
debug!("Already have a console window");
return Ok(());
} else {
debug!("No existing console window found");
}
if let Some(file_type) = Self::is_output_setup()? {
debug!(r#type = file_type, "Existing output detected");
} else {
debug!("No existing output detected");
// Try to attach to parent console for direct cargo run
Self::attach_to_parent_console()?;
info!("Successfully attached to parent console");
}
}
Ok(())
}
@@ -42,3 +66,102 @@ impl CommonPlatform for Platform {
}
}
}
#[cfg(windows)]
impl Platform {
/// Check if the output stream has been setup by a parent process
fn is_output_setup() -> Result<Option<&'static str>, PlatformError> {
use windows::Win32::Storage::FileSystem::{
GetFileType, FILE_TYPE_CHAR, FILE_TYPE_DISK, FILE_TYPE_PIPE, FILE_TYPE_REMOTE, FILE_TYPE_UNKNOWN,
};
use windows_sys::Win32::{
Foundation::INVALID_HANDLE_VALUE,
System::Console::{GetStdHandle, STD_OUTPUT_HANDLE},
};
// Get the process's standard output handle, check if it's invalid
let handle = match unsafe { GetStdHandle(STD_OUTPUT_HANDLE) } {
INVALID_HANDLE_VALUE => {
return Err(PlatformError::ConsoleInit("Invalid handle".to_string()));
}
handle => handle,
};
// Identify the file type of the handle
let (well_known, file_type) = match unsafe {
use windows::Win32::Foundation::HANDLE;
GetFileType(HANDLE(handle))
} {
FILE_TYPE_PIPE => (true, "pipe"),
FILE_TYPE_CHAR => (true, "char"),
FILE_TYPE_DISK => (true, "disk"),
FILE_TYPE_UNKNOWN => (false, "unknown"),
FILE_TYPE_REMOTE => (false, "remote"),
unexpected => {
warn!("Unexpected file type: {unexpected:?}");
(false, "unknown")
}
};
debug!("File type: {file_type:?}, well known: {well_known}");
// If it's anything recognizable and valid, assume that a parent process has setup an output stream
Ok(well_known.then(|| file_type))
}
/// Try to attach to parent console
fn attach_to_parent_console() -> Result<(), PlatformError> {
use windows::{
core::PCSTR,
Win32::{
Foundation::{GENERIC_READ, GENERIC_WRITE},
Storage::FileSystem::{CreateFileA, FILE_FLAGS_AND_ATTRIBUTES, FILE_SHARE_READ, FILE_SHARE_WRITE, OPEN_EXISTING},
System::Console::{
AttachConsole, FreeConsole, SetStdHandle, ATTACH_PARENT_PROCESS, STD_ERROR_HANDLE, STD_OUTPUT_HANDLE,
},
},
};
// Attach the process to the parent's console
unsafe { AttachConsole(ATTACH_PARENT_PROCESS) }
.map_err(|e| PlatformError::ConsoleInit(format!("Failed to attach to parent console: {:?}", e)))?;
let handle = unsafe {
let pcstr = PCSTR::from_raw("CONOUT$\0".as_ptr());
CreateFileA::<PCSTR>(
pcstr,
(GENERIC_READ | GENERIC_WRITE).0,
FILE_SHARE_READ | FILE_SHARE_WRITE,
None,
OPEN_EXISTING,
FILE_FLAGS_AND_ATTRIBUTES(0),
None,
)
}
.map_err(|e| PlatformError::ConsoleInit(format!("Failed to create console handle: {:?}", e)))?;
// Set the console's output and then error handles
if let Some(handle_error) = unsafe { SetStdHandle(STD_OUTPUT_HANDLE, handle) }
.map_err(|e| PlatformError::ConsoleInit(format!("Failed to set console output handle: {:?}", e)))
.and_then(|_| {
unsafe { SetStdHandle(STD_ERROR_HANDLE, handle) }
.map_err(|e| PlatformError::ConsoleInit(format!("Failed to set console error handle: {:?}", e)))
})
.err()
{
// If either set handle call fails, free the console
unsafe { FreeConsole() }
// Free the console if the SetStdHandle calls fail
.map_err(|free_error| {
PlatformError::ConsoleInit(format!(
"Failed to free console after SetStdHandle failed: {free_error:?} ({handle_error:?})"
))
})
// And then return the original error if the FreeConsole call succeeds
.and(Err(handle_error))?;
}
Ok(())
}
}

View File

@@ -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

@@ -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;
@@ -77,64 +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>,
eaten_ghosts: Query<&Ghost, With<Eaten>>,
) {
// 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
// But don't switch if the ghost is currently eaten (should keep eyes animation)
for entity in vulnerable_removed.read() {
if let Ok(ghost_type) = ghosts.get(entity) {
// Check if this ghost is currently eaten - if so, don't switch to normal animation
let is_eaten = eaten_ghosts.get(entity).is_ok();
if !is_eaten {
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:
@@ -146,11 +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
@@ -178,13 +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,
@@ -246,3 +179,41 @@ fn find_direction_to_target(
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

@@ -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

@@ -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

@@ -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 { .. }));
}

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();
}