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https://github.com/Xevion/Pac-Man.git
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2 Commits
v0.57.0
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b1b03b0e9c
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b1b03b0e9c | ||
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a62ae8dfe7 |
@@ -49,6 +49,26 @@ pub const CANVAS_SIZE: UVec2 = UVec2::new(
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(BOARD_CELL_SIZE.y + BOARD_CELL_OFFSET.y) * CELL_SIZE,
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);
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/// Collider size constants for different entity types
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pub mod collider {
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use super::CELL_SIZE;
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/// Collider size for player and ghosts (1.375x cell size)
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pub const PLAYER_GHOST_SIZE: f32 = CELL_SIZE as f32 * 1.375;
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/// Collider size for pellets (0.4x cell size)
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pub const PELLET_SIZE: f32 = CELL_SIZE as f32 * 0.4;
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/// Collider size for power pellets/energizers (0.95x cell size)
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pub const POWER_PELLET_SIZE: f32 = CELL_SIZE as f32 * 0.95;
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}
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/// UI and rendering constants
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pub mod ui {
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/// Debug font size in points
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pub const DEBUG_FONT_SIZE: u16 = 12;
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/// Power pellet blink rate in seconds
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pub const POWER_PELLET_BLINK_RATE: f32 = 0.2;
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}
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/// Map tile types that define gameplay behavior and collision properties.
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#[derive(Debug, Clone, Copy, PartialEq)]
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pub enum MapTile {
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@@ -100,3 +120,17 @@ pub const RAW_BOARD: [&str; BOARD_CELL_SIZE.y as usize] = [
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"#..........................#",
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"############################",
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];
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/// Game initialization constants
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pub mod startup {
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/// Number of frames for the startup sequence (3 seconds at 60 FPS)
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pub const STARTUP_FRAMES: u32 = 60 * 3;
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/// Number of ticks per frame during startup
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pub const STARTUP_TICKS_PER_FRAME: u32 = 60;
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}
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/// Game mechanics constants
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pub mod mechanics {
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/// Player movement speed multiplier
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pub const PLAYER_SPEED: f32 = 1.15;
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}
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19
src/game.rs
19
src/game.rs
@@ -110,7 +110,7 @@ impl Game {
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let static_font_data: &'static [u8] = Box::leak(font_data.to_vec().into_boxed_slice());
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let font_asset = RWops::from_bytes(static_font_data).map_err(|_| GameError::Sdl("Failed to load font".to_string()))?;
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let debug_font = ttf_context
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.load_font_from_rwops(font_asset, 12)
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.load_font_from_rwops(font_asset, constants::ui::DEBUG_FONT_SIZE)
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.map_err(|e| GameError::Sdl(e.to_string()))?;
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// Initialize audio system
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@@ -213,7 +213,7 @@ impl Game {
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node: map.start_positions.pacman,
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},
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velocity: Velocity {
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speed: 1.15,
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speed: constants::mechanics::PLAYER_SPEED,
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direction: Direction::Left,
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},
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movement_modifiers: MovementModifiers::default(),
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@@ -226,7 +226,7 @@ impl Game {
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directional_animation: DirectionalAnimation::new(moving_tiles, stopped_tiles, 5),
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entity_type: EntityType::Player,
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collider: Collider {
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size: constants::CELL_SIZE as f32 * 1.375,
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size: constants::collider::PLAYER_GHOST_SIZE,
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},
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pacman_collider: PacmanCollider,
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};
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@@ -249,7 +249,10 @@ impl Game {
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world.insert_resource(DebugState::default());
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world.insert_resource(AudioState::default());
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world.insert_resource(CursorPosition::default());
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world.insert_resource(StartupSequence::new(60 * 3, 60));
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world.insert_resource(StartupSequence::new(
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constants::startup::STARTUP_FRAMES,
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constants::startup::STARTUP_TICKS_PER_FRAME,
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));
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world.insert_non_send_resource(atlas);
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world.insert_non_send_resource(event_pump);
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@@ -337,12 +340,12 @@ impl Game {
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.resource::<Map>()
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.iter_nodes()
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.filter_map(|(id, tile)| match tile {
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MapTile::Pellet => Some((*id, EntityType::Pellet, pellet_sprite, constants::CELL_SIZE as f32 * 0.4)),
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MapTile::Pellet => Some((*id, EntityType::Pellet, pellet_sprite, constants::collider::PELLET_SIZE)),
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MapTile::PowerPellet => Some((
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*id,
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EntityType::PowerPellet,
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energizer_sprite,
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constants::CELL_SIZE as f32 * 0.95,
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constants::collider::POWER_PELLET_SIZE,
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)),
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_ => None,
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})
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@@ -360,7 +363,7 @@ impl Game {
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// Make power pellets blink
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if item_type == EntityType::PowerPellet {
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item.insert((Frozen, Blinking::new(0.2)));
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item.insert((Frozen, Blinking::new(constants::ui::POWER_PELLET_BLINK_RATE)));
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}
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}
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@@ -412,7 +415,7 @@ impl Game {
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directional_animation: animations,
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entity_type: EntityType::Ghost,
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collider: Collider {
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size: constants::CELL_SIZE as f32 * 1.375,
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size: constants::collider::PLAYER_GHOST_SIZE,
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},
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ghost_collider: GhostCollider,
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ghost_state: GhostState::Normal,
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@@ -60,9 +60,11 @@ pub fn item_system(
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// Convert seconds to frames (assumes 60 FPS)
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let total_ticks = 60 * 5; // 5 seconds total
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// Set all ghosts to frightened state
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// Set all ghosts to frightened state, except those in Eyes state
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for mut ghost_state in ghost_query.iter_mut() {
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*ghost_state = GhostState::new_frightened(total_ticks, FRIGHTENED_FLASH_START_TICKS);
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if !matches!(*ghost_state, GhostState::Eyes) {
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*ghost_state = GhostState::new_frightened(total_ticks, FRIGHTENED_FLASH_START_TICKS);
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}
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}
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}
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}
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@@ -4,8 +4,8 @@ use pacman::{
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events::GameEvent,
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map::builder::Map,
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systems::{
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is_valid_item_collision, item_system, AudioEvent, AudioState, EntityType, ItemCollider, PacmanCollider, Position,
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ScoreResource,
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is_valid_item_collision, item_system, AudioEvent, AudioState, EntityType, Ghost, GhostCollider, GhostState, ItemCollider,
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PacmanCollider, Position, ScoreResource,
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},
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};
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@@ -75,6 +75,18 @@ fn spawn_test_item(world: &mut World, item_type: EntityType) -> Entity {
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world.spawn((Position::Stopped { node: 1 }, item_type, ItemCollider)).id()
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}
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fn spawn_test_ghost(world: &mut World, ghost_state: GhostState) -> Entity {
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world
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.spawn((
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Position::Stopped { node: 2 },
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Ghost::Blinky,
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EntityType::Ghost,
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GhostCollider,
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ghost_state,
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))
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.id()
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}
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fn send_collision_event(world: &mut World, entity1: Entity, entity2: Entity) {
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let mut events = world.resource_mut::<Events<GameEvent>>();
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events.send(GameEvent::Collision(entity1, entity2));
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@@ -251,3 +263,40 @@ fn test_item_system_preserves_existing_score() {
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let score = world.resource::<ScoreResource>();
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assert_eq!(score.0, 110);
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}
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#[test]
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fn test_power_pellet_does_not_affect_ghosts_in_eyes_state() {
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let mut world = create_test_world();
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let pacman = spawn_test_pacman(&mut world);
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let power_pellet = spawn_test_item(&mut world, EntityType::PowerPellet);
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// Spawn a ghost in Eyes state (returning to ghost house)
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let eyes_ghost = spawn_test_ghost(&mut world, GhostState::Eyes);
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// Spawn a ghost in Normal state
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let normal_ghost = spawn_test_ghost(&mut world, GhostState::Normal);
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send_collision_event(&mut world, pacman, power_pellet);
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world.run_system_once(item_system).expect("System should run successfully");
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// Check that the power pellet was collected and score updated
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let score = world.resource::<ScoreResource>();
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assert_eq!(score.0, 50);
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// Check that the power pellet was despawned
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let power_pellet_count = world
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.query::<&EntityType>()
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.iter(&world)
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.filter(|&entity_type| matches!(entity_type, EntityType::PowerPellet))
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.count();
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assert_eq!(power_pellet_count, 0);
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// Check that the Eyes ghost state was not changed
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let eyes_ghost_state = world.entity(eyes_ghost).get::<GhostState>().unwrap();
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assert!(matches!(*eyes_ghost_state, GhostState::Eyes));
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// Check that the Normal ghost state was changed to Frightened
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let normal_ghost_state = world.entity(normal_ghost).get::<GhostState>().unwrap();
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assert!(matches!(*normal_ghost_state, GhostState::Frightened { .. }));
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}
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