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@@ -7,6 +7,8 @@ rustflags = [
|
||||
]
|
||||
runner = "node"
|
||||
|
||||
# despite being semantically identical to `target_os = "linux"`, the `cfg(linux)` syntax is not supported here. Who knows why...
|
||||
# https://github.com/Xevion/Pac-Man/actions/runs/17596477856
|
||||
[target.'cfg(target_os = "linux")']
|
||||
rustflags = [
|
||||
# Manually link zlib.
|
||||
|
||||
@@ -3,3 +3,10 @@ fail-fast = false
|
||||
|
||||
[profile.coverage]
|
||||
status-level = "none"
|
||||
|
||||
[[profile.default.overrides]]
|
||||
filter = 'test(pacman::game::)'
|
||||
test-group = 'serial'
|
||||
|
||||
[test-groups]
|
||||
serial = { max-threads = 1 }
|
||||
|
||||
1
.gitattributes
vendored
1
.gitattributes
vendored
@@ -1 +1,2 @@
|
||||
* text=auto eol=lf
|
||||
scripts/* linguist-detectable=false
|
||||
|
||||
2
.github/workflows/build.yaml
vendored
2
.github/workflows/build.yaml
vendored
@@ -151,7 +151,7 @@ jobs:
|
||||
done
|
||||
|
||||
- name: Upload Artifact
|
||||
uses: actions/upload-pages-artifact@v3
|
||||
uses: actions/upload-pages-artifact@v4
|
||||
if: github.ref == 'refs/heads/master' && github.event_name == 'push'
|
||||
with:
|
||||
path: "./dist/"
|
||||
|
||||
53
.github/workflows/checks.yaml
vendored
Normal file
53
.github/workflows/checks.yaml
vendored
Normal file
@@ -0,0 +1,53 @@
|
||||
name: Checks
|
||||
|
||||
on: ["push", "pull_request"]
|
||||
|
||||
env:
|
||||
CARGO_TERM_COLOR: always
|
||||
RUST_TOOLCHAIN: 1.86.0
|
||||
|
||||
jobs:
|
||||
checks:
|
||||
runs-on: ubuntu-latest
|
||||
|
||||
steps:
|
||||
- name: Checkout code
|
||||
uses: actions/checkout@v5
|
||||
|
||||
- name: Install Rust toolchain
|
||||
uses: dtolnay/rust-toolchain@master
|
||||
with:
|
||||
toolchain: ${{ env.RUST_TOOLCHAIN }}
|
||||
components: clippy, rustfmt
|
||||
|
||||
- name: Rust Cache
|
||||
uses: Swatinem/rust-cache@v2
|
||||
|
||||
- name: Cache vcpkg
|
||||
uses: actions/cache@v4
|
||||
with:
|
||||
path: target/vcpkg
|
||||
key: A-vcpkg-${{ runner.os }}-${{ hashFiles('Cargo.toml', 'Cargo.lock') }}
|
||||
restore-keys: |
|
||||
A-vcpkg-${{ runner.os }}-
|
||||
|
||||
- name: Vcpkg Linux Dependencies
|
||||
run: |
|
||||
sudo apt-get update
|
||||
sudo apt-get install -y libltdl-dev
|
||||
|
||||
- name: Vcpkg
|
||||
run: |
|
||||
cargo install cargo-vcpkg
|
||||
cargo vcpkg -v build
|
||||
|
||||
- name: Run clippy
|
||||
run: cargo clippy -- -D warnings
|
||||
|
||||
- name: Check formatting
|
||||
run: cargo fmt -- --check
|
||||
|
||||
- uses: taiki-e/install-action@cargo-audit
|
||||
|
||||
- name: Run security audit
|
||||
run: cargo audit
|
||||
38
.github/workflows/coverage.yaml
vendored
38
.github/workflows/coverage.yaml
vendored
@@ -4,7 +4,7 @@ on: ["push", "pull_request"]
|
||||
|
||||
env:
|
||||
CARGO_TERM_COLOR: always
|
||||
RUST_TOOLCHAIN: 1.86.0
|
||||
RUST_TOOLCHAIN: nightly
|
||||
|
||||
jobs:
|
||||
coverage:
|
||||
@@ -48,33 +48,9 @@ jobs:
|
||||
run: |
|
||||
just coverage
|
||||
|
||||
- name: Download Coveralls CLI
|
||||
run: |
|
||||
# use GitHub Releases URL instead of coveralls.io because they can't maintain their own files; it 404s
|
||||
curl -L https://github.com/coverallsapp/coverage-reporter/releases/download/v0.6.15/coveralls-linux-x86_64.tar.gz | tar -xz -C /usr/local/bin
|
||||
|
||||
- name: Upload coverage to Coveralls
|
||||
env:
|
||||
COVERALLS_REPO_TOKEN: ${{ secrets.COVERALLS_REPO_TOKEN }}
|
||||
run: |
|
||||
if [ ! -f "lcov.info" ]; then
|
||||
echo "Error: lcov.info file not found. Coverage generation may have failed."
|
||||
exit 1
|
||||
fi
|
||||
|
||||
for i in {1..10}; do
|
||||
echo "Attempt $i: Uploading coverage to Coveralls..."
|
||||
if coveralls -n report lcov.info; then
|
||||
echo "Successfully uploaded coverage report."
|
||||
exit 0
|
||||
fi
|
||||
|
||||
if [ $i -lt 10 ]; then
|
||||
delay=$((2**i))
|
||||
echo "Attempt $i failed. Retrying in $delay seconds..."
|
||||
sleep $delay
|
||||
fi
|
||||
done
|
||||
|
||||
echo "Failed to upload coverage report after 10 attempts."
|
||||
exit 1
|
||||
- name: Coveralls upload
|
||||
uses: coverallsapp/github-action@v2
|
||||
with:
|
||||
github-token: ${{ secrets.COVERALLS_REPO_TOKEN }}
|
||||
path-to-lcov: lcov.info
|
||||
debug: true
|
||||
|
||||
14
.github/workflows/tests.yaml
vendored
14
.github/workflows/tests.yaml
vendored
@@ -1,4 +1,4 @@
|
||||
name: Tests & Checks
|
||||
name: Tests
|
||||
|
||||
on: ["push", "pull_request"]
|
||||
|
||||
@@ -18,7 +18,6 @@ jobs:
|
||||
uses: dtolnay/rust-toolchain@master
|
||||
with:
|
||||
toolchain: ${{ env.RUST_TOOLCHAIN }}
|
||||
components: clippy, rustfmt
|
||||
|
||||
- name: Rust Cache
|
||||
uses: Swatinem/rust-cache@v2
|
||||
@@ -45,14 +44,3 @@ jobs:
|
||||
|
||||
- name: Run nextest
|
||||
run: cargo nextest run --workspace
|
||||
|
||||
- name: Run clippy
|
||||
run: cargo clippy -- -D warnings
|
||||
|
||||
- name: Check formatting
|
||||
run: cargo fmt -- --check
|
||||
|
||||
- uses: taiki-e/install-action@cargo-audit
|
||||
|
||||
- name: Run security audit
|
||||
run: cargo audit
|
||||
|
||||
9
.gitignore
vendored
9
.gitignore
vendored
@@ -14,4 +14,13 @@ assets/site/build.css
|
||||
|
||||
# Coverage reports
|
||||
lcov.info
|
||||
codecov.json
|
||||
coverage.html
|
||||
|
||||
# Profiling output
|
||||
flamegraph.svg
|
||||
/profile.*
|
||||
|
||||
# temporary
|
||||
assets/game/sound/*.wav
|
||||
/*.py
|
||||
|
||||
@@ -12,6 +12,13 @@ repos:
|
||||
- id: forbid-submodules
|
||||
- id: mixed-line-ending
|
||||
|
||||
- repo: https://github.com/compilerla/conventional-pre-commit
|
||||
rev: v4.2.0
|
||||
hooks:
|
||||
- id: conventional-pre-commit
|
||||
stages: [commit-msg]
|
||||
args: []
|
||||
|
||||
- repo: local
|
||||
hooks:
|
||||
- id: cargo-fmt
|
||||
@@ -20,12 +27,14 @@ repos:
|
||||
language: system
|
||||
types: [rust]
|
||||
pass_filenames: false
|
||||
|
||||
- id: cargo-check
|
||||
name: cargo check
|
||||
entry: cargo check --all-targets
|
||||
language: system
|
||||
types_or: [rust, cargo, cargo-lock]
|
||||
pass_filenames: false
|
||||
|
||||
- id: cargo-check-wasm
|
||||
name: cargo check for wasm32-unknown-emscripten
|
||||
entry: cargo check --all-targets --target=wasm32-unknown-emscripten
|
||||
|
||||
474
Cargo.lock
generated
474
Cargo.lock
generated
@@ -85,7 +85,7 @@ dependencies = [
|
||||
"bevy_reflect",
|
||||
"bevy_tasks",
|
||||
"bevy_utils",
|
||||
"bitflags 2.9.1",
|
||||
"bitflags 2.9.4",
|
||||
"bumpalo",
|
||||
"concurrent-queue",
|
||||
"derive_more",
|
||||
@@ -221,9 +221,9 @@ checksum = "bef38d45163c2f1dde094a7dfd33ccf595c92905c8f8f4fdc18d06fb1037718a"
|
||||
|
||||
[[package]]
|
||||
name = "bitflags"
|
||||
version = "2.9.1"
|
||||
version = "2.9.4"
|
||||
source = "registry+https://github.com/rust-lang/crates.io-index"
|
||||
checksum = "1b8e56985ec62d17e9c1001dc89c88ecd7dc08e47eba5ec7c29c7b5eeecde967"
|
||||
checksum = "2261d10cca569e4643e526d8dc2e62e433cc8aba21ab764233731f8d369bf394"
|
||||
dependencies = [
|
||||
"serde",
|
||||
]
|
||||
@@ -301,6 +301,15 @@ dependencies = [
|
||||
"syn",
|
||||
]
|
||||
|
||||
[[package]]
|
||||
name = "deranged"
|
||||
version = "0.5.3"
|
||||
source = "registry+https://github.com/rust-lang/crates.io-index"
|
||||
checksum = "d630bccd429a5bb5a64b5e94f693bfc48c9f8566418fda4c494cc94f911f87cc"
|
||||
dependencies = [
|
||||
"powerfmt",
|
||||
]
|
||||
|
||||
[[package]]
|
||||
name = "derive_more"
|
||||
version = "1.0.0"
|
||||
@@ -336,9 +345,9 @@ checksum = "c9c272297e804878a2a4b707cfcfc6d2328b5bb936944613b4fdf2b9269afdfd"
|
||||
|
||||
[[package]]
|
||||
name = "downcast-rs"
|
||||
version = "2.0.1"
|
||||
version = "2.0.2"
|
||||
source = "registry+https://github.com/rust-lang/crates.io-index"
|
||||
checksum = "ea8a8b81cacc08888170eef4d13b775126db426d0b348bee9d18c2c1eaf123cf"
|
||||
checksum = "117240f60069e65410b3ae1bb213295bd828f707b5bec6596a1afc8793ce0cbc"
|
||||
|
||||
[[package]]
|
||||
name = "equivalent"
|
||||
@@ -527,11 +536,11 @@ checksum = "b5e6163cb8c49088c2c36f57875e58ccd8c87c7427f7fbd50ea6710b2f3f2e8f"
|
||||
|
||||
[[package]]
|
||||
name = "matchers"
|
||||
version = "0.1.0"
|
||||
version = "0.2.0"
|
||||
source = "registry+https://github.com/rust-lang/crates.io-index"
|
||||
checksum = "8263075bb86c5a1b1427b5ae862e8889656f126e9f77c484496e8b47cf5c5558"
|
||||
checksum = "d1525a2a28c7f4fa0fc98bb91ae755d1e2d1505079e05539e35bc876b5d65ae9"
|
||||
dependencies = [
|
||||
"regex-automata 0.1.10",
|
||||
"regex-automata",
|
||||
]
|
||||
|
||||
[[package]]
|
||||
@@ -554,12 +563,81 @@ checksum = "610a5acd306ec67f907abe5567859a3c693fb9886eb1f012ab8f2a47bef3db51"
|
||||
|
||||
[[package]]
|
||||
name = "nu-ansi-term"
|
||||
version = "0.46.0"
|
||||
version = "0.50.1"
|
||||
source = "registry+https://github.com/rust-lang/crates.io-index"
|
||||
checksum = "77a8165726e8236064dbb45459242600304b42a5ea24ee2948e18e023bf7ba84"
|
||||
checksum = "d4a28e057d01f97e61255210fcff094d74ed0466038633e95017f5beb68e4399"
|
||||
dependencies = [
|
||||
"overload",
|
||||
"winapi",
|
||||
"windows-sys 0.52.0",
|
||||
]
|
||||
|
||||
[[package]]
|
||||
name = "num"
|
||||
version = "0.4.3"
|
||||
source = "registry+https://github.com/rust-lang/crates.io-index"
|
||||
checksum = "35bd024e8b2ff75562e5f34e7f4905839deb4b22955ef5e73d2fea1b9813cb23"
|
||||
dependencies = [
|
||||
"num-bigint",
|
||||
"num-complex",
|
||||
"num-integer",
|
||||
"num-iter",
|
||||
"num-rational",
|
||||
"num-traits",
|
||||
]
|
||||
|
||||
[[package]]
|
||||
name = "num-bigint"
|
||||
version = "0.4.6"
|
||||
source = "registry+https://github.com/rust-lang/crates.io-index"
|
||||
checksum = "a5e44f723f1133c9deac646763579fdb3ac745e418f2a7af9cd0c431da1f20b9"
|
||||
dependencies = [
|
||||
"num-integer",
|
||||
"num-traits",
|
||||
]
|
||||
|
||||
[[package]]
|
||||
name = "num-complex"
|
||||
version = "0.4.6"
|
||||
source = "registry+https://github.com/rust-lang/crates.io-index"
|
||||
checksum = "73f88a1307638156682bada9d7604135552957b7818057dcef22705b4d509495"
|
||||
dependencies = [
|
||||
"num-traits",
|
||||
]
|
||||
|
||||
[[package]]
|
||||
name = "num-conv"
|
||||
version = "0.1.0"
|
||||
source = "registry+https://github.com/rust-lang/crates.io-index"
|
||||
checksum = "51d515d32fb182ee37cda2ccdcb92950d6a3c2893aa280e540671c2cd0f3b1d9"
|
||||
|
||||
[[package]]
|
||||
name = "num-integer"
|
||||
version = "0.1.46"
|
||||
source = "registry+https://github.com/rust-lang/crates.io-index"
|
||||
checksum = "7969661fd2958a5cb096e56c8e1ad0444ac2bbcd0061bd28660485a44879858f"
|
||||
dependencies = [
|
||||
"num-traits",
|
||||
]
|
||||
|
||||
[[package]]
|
||||
name = "num-iter"
|
||||
version = "0.1.45"
|
||||
source = "registry+https://github.com/rust-lang/crates.io-index"
|
||||
checksum = "1429034a0490724d0075ebb2bc9e875d6503c3cf69e235a8941aa757d83ef5bf"
|
||||
dependencies = [
|
||||
"autocfg",
|
||||
"num-integer",
|
||||
"num-traits",
|
||||
]
|
||||
|
||||
[[package]]
|
||||
name = "num-rational"
|
||||
version = "0.4.2"
|
||||
source = "registry+https://github.com/rust-lang/crates.io-index"
|
||||
checksum = "f83d14da390562dca69fc84082e73e548e1ad308d24accdedd2720017cb37824"
|
||||
dependencies = [
|
||||
"num-bigint",
|
||||
"num-integer",
|
||||
"num-traits",
|
||||
]
|
||||
|
||||
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|
||||
checksum = "7084dcc306f89883455a206237404d3eaf961e5bd7e0f312f7c91f57eb44167f"
|
||||
dependencies = [
|
||||
"windows-link",
|
||||
]
|
||||
|
||||
[[package]]
|
||||
name = "windows-strings"
|
||||
version = "0.5.0"
|
||||
source = "registry+https://github.com/rust-lang/crates.io-index"
|
||||
checksum = "7218c655a553b0bed4426cf54b20d7ba363ef543b52d515b3e48d7fd55318dda"
|
||||
dependencies = [
|
||||
"windows-link",
|
||||
]
|
||||
|
||||
[[package]]
|
||||
name = "windows-sys"
|
||||
version = "0.60.2"
|
||||
version = "0.52.0"
|
||||
source = "registry+https://github.com/rust-lang/crates.io-index"
|
||||
checksum = "f2f500e4d28234f72040990ec9d39e3a6b950f9f22d3dba18416c35882612bcb"
|
||||
checksum = "282be5f36a8ce781fad8c8ae18fa3f9beff57ec1b52cb3de0789201425d9a33d"
|
||||
dependencies = [
|
||||
"windows-targets 0.53.2",
|
||||
"windows-targets",
|
||||
]
|
||||
|
||||
[[package]]
|
||||
name = "windows-sys"
|
||||
version = "0.61.0"
|
||||
source = "registry+https://github.com/rust-lang/crates.io-index"
|
||||
checksum = "e201184e40b2ede64bc2ea34968b28e33622acdbbf37104f0e4a33f7abe657aa"
|
||||
dependencies = [
|
||||
"windows-link",
|
||||
]
|
||||
|
||||
[[package]]
|
||||
@@ -1319,30 +1522,23 @@ version = "0.52.6"
|
||||
source = "registry+https://github.com/rust-lang/crates.io-index"
|
||||
checksum = "9b724f72796e036ab90c1021d4780d4d3d648aca59e491e6b98e725b84e99973"
|
||||
dependencies = [
|
||||
"windows_aarch64_gnullvm 0.52.6",
|
||||
"windows_aarch64_msvc 0.52.6",
|
||||
"windows_i686_gnu 0.52.6",
|
||||
"windows_i686_gnullvm 0.52.6",
|
||||
"windows_i686_msvc 0.52.6",
|
||||
"windows_x86_64_gnu 0.52.6",
|
||||
"windows_x86_64_gnullvm 0.52.6",
|
||||
"windows_x86_64_msvc 0.52.6",
|
||||
"windows_aarch64_gnullvm",
|
||||
"windows_aarch64_msvc",
|
||||
"windows_i686_gnu",
|
||||
"windows_i686_gnullvm",
|
||||
"windows_i686_msvc",
|
||||
"windows_x86_64_gnu",
|
||||
"windows_x86_64_gnullvm",
|
||||
"windows_x86_64_msvc",
|
||||
]
|
||||
|
||||
[[package]]
|
||||
name = "windows-targets"
|
||||
version = "0.53.2"
|
||||
name = "windows-threading"
|
||||
version = "0.2.0"
|
||||
source = "registry+https://github.com/rust-lang/crates.io-index"
|
||||
checksum = "c66f69fcc9ce11da9966ddb31a40968cad001c5bedeb5c2b82ede4253ab48aef"
|
||||
checksum = "ab47f085ad6932defa48855254c758cdd0e2f2d48e62a34118a268d8f345e118"
|
||||
dependencies = [
|
||||
"windows_aarch64_gnullvm 0.53.0",
|
||||
"windows_aarch64_msvc 0.53.0",
|
||||
"windows_i686_gnu 0.53.0",
|
||||
"windows_i686_gnullvm 0.53.0",
|
||||
"windows_i686_msvc 0.53.0",
|
||||
"windows_x86_64_gnu 0.53.0",
|
||||
"windows_x86_64_gnullvm 0.53.0",
|
||||
"windows_x86_64_msvc 0.53.0",
|
||||
"windows-link",
|
||||
]
|
||||
|
||||
[[package]]
|
||||
@@ -1351,96 +1547,48 @@ version = "0.52.6"
|
||||
source = "registry+https://github.com/rust-lang/crates.io-index"
|
||||
checksum = "32a4622180e7a0ec044bb555404c800bc9fd9ec262ec147edd5989ccd0c02cd3"
|
||||
|
||||
[[package]]
|
||||
name = "windows_aarch64_gnullvm"
|
||||
version = "0.53.0"
|
||||
source = "registry+https://github.com/rust-lang/crates.io-index"
|
||||
checksum = "86b8d5f90ddd19cb4a147a5fa63ca848db3df085e25fee3cc10b39b6eebae764"
|
||||
|
||||
[[package]]
|
||||
name = "windows_aarch64_msvc"
|
||||
version = "0.52.6"
|
||||
source = "registry+https://github.com/rust-lang/crates.io-index"
|
||||
checksum = "09ec2a7bb152e2252b53fa7803150007879548bc709c039df7627cabbd05d469"
|
||||
|
||||
[[package]]
|
||||
name = "windows_aarch64_msvc"
|
||||
version = "0.53.0"
|
||||
source = "registry+https://github.com/rust-lang/crates.io-index"
|
||||
checksum = "c7651a1f62a11b8cbd5e0d42526e55f2c99886c77e007179efff86c2b137e66c"
|
||||
|
||||
[[package]]
|
||||
name = "windows_i686_gnu"
|
||||
version = "0.52.6"
|
||||
source = "registry+https://github.com/rust-lang/crates.io-index"
|
||||
checksum = "8e9b5ad5ab802e97eb8e295ac6720e509ee4c243f69d781394014ebfe8bbfa0b"
|
||||
|
||||
[[package]]
|
||||
name = "windows_i686_gnu"
|
||||
version = "0.53.0"
|
||||
source = "registry+https://github.com/rust-lang/crates.io-index"
|
||||
checksum = "c1dc67659d35f387f5f6c479dc4e28f1d4bb90ddd1a5d3da2e5d97b42d6272c3"
|
||||
|
||||
[[package]]
|
||||
name = "windows_i686_gnullvm"
|
||||
version = "0.52.6"
|
||||
source = "registry+https://github.com/rust-lang/crates.io-index"
|
||||
checksum = "0eee52d38c090b3caa76c563b86c3a4bd71ef1a819287c19d586d7334ae8ed66"
|
||||
|
||||
[[package]]
|
||||
name = "windows_i686_gnullvm"
|
||||
version = "0.53.0"
|
||||
source = "registry+https://github.com/rust-lang/crates.io-index"
|
||||
checksum = "9ce6ccbdedbf6d6354471319e781c0dfef054c81fbc7cf83f338a4296c0cae11"
|
||||
|
||||
[[package]]
|
||||
name = "windows_i686_msvc"
|
||||
version = "0.52.6"
|
||||
source = "registry+https://github.com/rust-lang/crates.io-index"
|
||||
checksum = "240948bc05c5e7c6dabba28bf89d89ffce3e303022809e73deaefe4f6ec56c66"
|
||||
|
||||
[[package]]
|
||||
name = "windows_i686_msvc"
|
||||
version = "0.53.0"
|
||||
source = "registry+https://github.com/rust-lang/crates.io-index"
|
||||
checksum = "581fee95406bb13382d2f65cd4a908ca7b1e4c2f1917f143ba16efe98a589b5d"
|
||||
|
||||
[[package]]
|
||||
name = "windows_x86_64_gnu"
|
||||
version = "0.52.6"
|
||||
source = "registry+https://github.com/rust-lang/crates.io-index"
|
||||
checksum = "147a5c80aabfbf0c7d901cb5895d1de30ef2907eb21fbbab29ca94c5b08b1a78"
|
||||
|
||||
[[package]]
|
||||
name = "windows_x86_64_gnu"
|
||||
version = "0.53.0"
|
||||
source = "registry+https://github.com/rust-lang/crates.io-index"
|
||||
checksum = "2e55b5ac9ea33f2fc1716d1742db15574fd6fc8dadc51caab1c16a3d3b4190ba"
|
||||
|
||||
[[package]]
|
||||
name = "windows_x86_64_gnullvm"
|
||||
version = "0.52.6"
|
||||
source = "registry+https://github.com/rust-lang/crates.io-index"
|
||||
checksum = "24d5b23dc417412679681396f2b49f3de8c1473deb516bd34410872eff51ed0d"
|
||||
|
||||
[[package]]
|
||||
name = "windows_x86_64_gnullvm"
|
||||
version = "0.53.0"
|
||||
source = "registry+https://github.com/rust-lang/crates.io-index"
|
||||
checksum = "0a6e035dd0599267ce1ee132e51c27dd29437f63325753051e71dd9e42406c57"
|
||||
|
||||
[[package]]
|
||||
name = "windows_x86_64_msvc"
|
||||
version = "0.52.6"
|
||||
source = "registry+https://github.com/rust-lang/crates.io-index"
|
||||
checksum = "589f6da84c646204747d1270a2a5661ea66ed1cced2631d546fdfb155959f9ec"
|
||||
|
||||
[[package]]
|
||||
name = "windows_x86_64_msvc"
|
||||
version = "0.53.0"
|
||||
source = "registry+https://github.com/rust-lang/crates.io-index"
|
||||
checksum = "271414315aff87387382ec3d271b52d7ae78726f5d44ac98b4f4030c91880486"
|
||||
|
||||
[[package]]
|
||||
name = "winnow"
|
||||
version = "0.7.12"
|
||||
@@ -1456,7 +1604,7 @@ version = "0.39.0"
|
||||
source = "registry+https://github.com/rust-lang/crates.io-index"
|
||||
checksum = "6f42320e61fe2cfd34354ecb597f86f413484a798ba44a8ca1165c58d42da6c1"
|
||||
dependencies = [
|
||||
"bitflags 2.9.1",
|
||||
"bitflags 2.9.4",
|
||||
]
|
||||
|
||||
[[package]]
|
||||
@@ -1464,3 +1612,23 @@ name = "yansi"
|
||||
version = "1.0.1"
|
||||
source = "registry+https://github.com/rust-lang/crates.io-index"
|
||||
checksum = "cfe53a6657fd280eaa890a3bc59152892ffa3e30101319d168b781ed6529b049"
|
||||
|
||||
[[package]]
|
||||
name = "zerocopy"
|
||||
version = "0.8.26"
|
||||
source = "registry+https://github.com/rust-lang/crates.io-index"
|
||||
checksum = "1039dd0d3c310cf05de012d8a39ff557cb0d23087fd44cad61df08fc31907a2f"
|
||||
dependencies = [
|
||||
"zerocopy-derive",
|
||||
]
|
||||
|
||||
[[package]]
|
||||
name = "zerocopy-derive"
|
||||
version = "0.8.26"
|
||||
source = "registry+https://github.com/rust-lang/crates.io-index"
|
||||
checksum = "9ecf5b4cc5364572d7f4c329661bcc82724222973f2cab6f050a4e5c22f75181"
|
||||
dependencies = [
|
||||
"proc-macro2",
|
||||
"quote",
|
||||
"syn",
|
||||
]
|
||||
|
||||
120
Cargo.toml
120
Cargo.toml
@@ -1,59 +1,97 @@
|
||||
[package]
|
||||
name = "pacman"
|
||||
version = "0.2.0"
|
||||
version = "0.79.1"
|
||||
authors = ["Xevion"]
|
||||
edition = "2021"
|
||||
rust-version = "1.86.0"
|
||||
description = "A cross-platform retro Pac-Man clone, written in Rust and supported by SDL2"
|
||||
readme = true
|
||||
homepage = "https://pacman.xevion.dev"
|
||||
repository = "https://github.com/Xevion/Pac-Man"
|
||||
license = "GPL-3.0-or-later"
|
||||
keywords = ["game", "pacman", "arcade", "sdl2"]
|
||||
categories = ["games", "emulators"]
|
||||
publish = false
|
||||
exclude = ["/assets/unpacked/**", "/assets/site/**", "/bacon.toml", "/Justfile"]
|
||||
default-run = "pacman"
|
||||
|
||||
# See more keys and their definitions at https://doc.rust-lang.org/cargo/reference/manifest.html
|
||||
|
||||
[dependencies]
|
||||
tracing = { version = "0.1.41", features = ["max_level_debug", "release_max_level_debug"]}
|
||||
tracing-error = "0.2.0"
|
||||
tracing-subscriber = {version = "0.3.17", features = ["env-filter"]}
|
||||
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"
|
||||
thiserror = "2.0.14"
|
||||
anyhow = "1.0"
|
||||
bevy_ecs = "0.16.1"
|
||||
glam = "0.30.5"
|
||||
serde_json = "1.0.142"
|
||||
pathfinding = "4.14"
|
||||
tracing = { version = "0.1.41", features = ["max_level_trace", "release_max_level_debug"]}
|
||||
tracing-error = "0.2.0"
|
||||
tracing-subscriber = {version = "0.3.20", features = ["env-filter"]}
|
||||
time = { version = "0.3.43", features = ["formatting", "macros"] }
|
||||
thiserror = "2.0.16"
|
||||
anyhow = "1.0"
|
||||
smallvec = "1.15.1"
|
||||
bitflags = "2.9.4"
|
||||
micromap = "0.1.0"
|
||||
circular-buffer = "1.1.0"
|
||||
parking_lot = "0.12.3"
|
||||
strum = "0.27.2"
|
||||
strum_macros = "0.27.2"
|
||||
phf = { version = "0.12.1", features = ["macros"] }
|
||||
bevy_ecs = "0.16.1"
|
||||
bitflags = "2.9.1"
|
||||
parking_lot = "0.12.3"
|
||||
micromap = "0.1.0"
|
||||
thousands = "0.2.0"
|
||||
pretty_assertions = "1.4.1"
|
||||
num-width = "0.1.0"
|
||||
circular-buffer = "1.1.0"
|
||||
# While not actively used in code, `build.rs` generates code that relies on this. Keep the versions synchronized.
|
||||
phf = { version = "0.13.1", features = ["macros"] }
|
||||
|
||||
# Windows-specific dependencies
|
||||
[target.'cfg(windows)'.dependencies]
|
||||
# Used for customizing console output on Windows; both are required due to the `windows` crate having poor Result handling with `GetStdHandle`.
|
||||
windows = { version = "0.62.0", features = ["Win32_Security", "Win32_Storage_FileSystem", "Win32_System_Console"] }
|
||||
windows-sys = { version = "0.61.0", features = ["Win32_System_Console"] }
|
||||
|
||||
# Desktop-specific dependencies
|
||||
[target.'cfg(not(target_os = "emscripten"))'.dependencies]
|
||||
# On desktop platforms, build SDL2 with cargo-vcpkg
|
||||
sdl2 = { version = "0.38", default-features = false, features = ["image", "ttf", "gfx", "mixer", "unsafe_textures", "static-link", "use-vcpkg"] }
|
||||
rand = { version = "0.9.2", default-features = false, features = ["thread_rng"] }
|
||||
spin_sleep = "1.3.3"
|
||||
|
||||
# Browser-specific dependencies
|
||||
[target.'cfg(target_os = "emscripten")'.dependencies]
|
||||
# On Emscripten, we don't use cargo-vcpkg
|
||||
sdl2 = { version = "0.38", default-features = false, features = ["image", "ttf", "gfx", "mixer", "unsafe_textures"] }
|
||||
# TODO: Document why Emscripten cannot use `os_rng`.
|
||||
rand = { version = "0.9.2", default-features = false, features = ["small_rng", "os_rng"] }
|
||||
libc = "0.2.175" # TODO: Describe why this is required.
|
||||
|
||||
[dev-dependencies]
|
||||
pretty_assertions = "1.4.1"
|
||||
speculoos = "0.13.0"
|
||||
|
||||
[build-dependencies]
|
||||
phf = { version = "0.13.1", features = ["macros"] }
|
||||
serde = { version = "1.0", features = ["derive"] }
|
||||
serde_json = "1.0.143"
|
||||
|
||||
# phf generates runtime code which machete will not detect
|
||||
[package.metadata.cargo-machete]
|
||||
ignored = ["phf"]
|
||||
|
||||
# Release profile for profiling (essentially the default 'release' profile with debug enabled)
|
||||
[profile.profile]
|
||||
inherits = "release"
|
||||
debug = true
|
||||
# Undo the customizations for our release profile
|
||||
opt-level = 3
|
||||
lto = false
|
||||
panic = 'unwind'
|
||||
|
||||
# Optimized release profile for size
|
||||
[profile.release]
|
||||
opt-level = "z"
|
||||
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 = "emscripten")'.dependencies.sdl2]
|
||||
version = "0.38"
|
||||
default-features = false
|
||||
features = ["ttf","image","gfx","mixer"]
|
||||
|
||||
[target.'cfg(not(target_os = "emscripten"))'.dependencies.sdl2]
|
||||
version = "0.38"
|
||||
default-features = false
|
||||
features = ["ttf","image","gfx","mixer","static-link","use-vcpkg"]
|
||||
|
||||
[package.metadata.vcpkg]
|
||||
dependencies = ["sdl2", "sdl2-image", "sdl2-ttf", "sdl2-gfx", "sdl2-mixer"]
|
||||
git = "https://github.com/microsoft/vcpkg"
|
||||
rev = "2024.05.24" # release 2024.05.24 # to check for a new one, check https://github.com/microsoft/vcpkg/releases
|
||||
rev = "2024.05.24" # to check for a new one, check https://github.com/microsoft/vcpkg/releases
|
||||
|
||||
[package.metadata.vcpkg.target]
|
||||
x86_64-pc-windows-msvc = { triplet = "x64-windows-static-md" }
|
||||
@@ -61,13 +99,5 @@ x86_64-unknown-linux-gnu = { triplet = "x64-linux" }
|
||||
x86_64-apple-darwin = { triplet = "x64-osx" }
|
||||
aarch64-apple-darwin = { triplet = "arm64-osx" }
|
||||
|
||||
[target.'cfg(target_os = "emscripten")'.dependencies]
|
||||
libc = "0.2.175"
|
||||
|
||||
[build-dependencies]
|
||||
serde = { version = "1.0", features = ["derive"] }
|
||||
serde_json = "1.0"
|
||||
phf = { version = "0.12.1", features = ["macros"] }
|
||||
|
||||
[package.metadata.cargo-machete]
|
||||
ignored = ["phf"]
|
||||
[lints.rust]
|
||||
unexpected_cfgs = { level = "warn", check-cfg = ['cfg(coverage,coverage_nightly)'] }
|
||||
|
||||
26
Justfile
26
Justfile
@@ -1,9 +1,8 @@
|
||||
set shell := ["bash", "-c"]
|
||||
set windows-shell := ["powershell.exe", "-NoLogo", "-Command"]
|
||||
|
||||
# Regex to exclude files from coverage report, double escapes for Justfile + CLI
|
||||
# You can use src\\\\..., but the filename alone is acceptable too
|
||||
coverage_exclude_pattern := "src\\\\app.rs|audio.rs|src\\\\error.rs|platform\\\\emscripten.rs"
|
||||
|
||||
binary_extension := if os() == "windows" { ".exe" } else { "" }
|
||||
|
||||
# !!! --ignore-filename-regex should be used on both reports & coverage testing
|
||||
# !!! --remap-path-prefix prevents the absolute path from being used in the generated report
|
||||
@@ -12,22 +11,29 @@ coverage_exclude_pattern := "src\\\\app.rs|audio.rs|src\\\\error.rs|platform\\\\
|
||||
html: coverage
|
||||
cargo llvm-cov report \
|
||||
--remap-path-prefix \
|
||||
--ignore-filename-regex "{{ coverage_exclude_pattern }}" \
|
||||
--html \
|
||||
--open
|
||||
|
||||
# Display report (for humans)
|
||||
report-coverage: coverage
|
||||
cargo llvm-cov report \
|
||||
--remap-path-prefix \
|
||||
--ignore-filename-regex "{{ coverage_exclude_pattern }}"
|
||||
cargo llvm-cov report --remap-path-prefix
|
||||
|
||||
# Run & generate report (for CI)
|
||||
# Run & generate LCOV report (as base report)
|
||||
coverage:
|
||||
cargo llvm-cov \
|
||||
cargo +nightly llvm-cov \
|
||||
--lcov \
|
||||
--remap-path-prefix \
|
||||
--ignore-filename-regex "{{ coverage_exclude_pattern }}" \
|
||||
--workspace \
|
||||
--output-path lcov.info \
|
||||
--profile coverage \
|
||||
--no-fail-fast nextest
|
||||
|
||||
# Profile the project using 'samply'
|
||||
samply:
|
||||
cargo build --profile profile
|
||||
samply record ./target/profile/pacman{{ binary_extension }}
|
||||
|
||||
# Build the project for Emscripten
|
||||
web *args:
|
||||
bun run web.build.ts {{args}};
|
||||
caddy file-server --root dist
|
||||
|
||||
675
LICENSE
Normal file
675
LICENSE
Normal file
@@ -0,0 +1,675 @@
|
||||
# GNU GENERAL PUBLIC LICENSE
|
||||
|
||||
Version 3, 29 June 2007
|
||||
|
||||
Copyright (C) 2007 Free Software Foundation, Inc.
|
||||
<https://fsf.org/>
|
||||
|
||||
Everyone is permitted to copy and distribute verbatim copies of this
|
||||
license document, but changing it is not allowed.
|
||||
|
||||
## Preamble
|
||||
|
||||
The GNU General Public License is a free, copyleft license for
|
||||
software and other kinds of works.
|
||||
|
||||
The licenses for most software and other practical works are designed
|
||||
to take away your freedom to share and change the works. By contrast,
|
||||
the GNU General Public License is intended to guarantee your freedom
|
||||
to share and change all versions of a program--to make sure it remains
|
||||
free software for all its users. We, the Free Software Foundation, use
|
||||
the GNU General Public License for most of our software; it applies
|
||||
also to any other work released this way by its authors. You can apply
|
||||
it to your programs, too.
|
||||
|
||||
When we speak of free software, we are referring to freedom, not
|
||||
price. Our General Public Licenses are designed to make sure that you
|
||||
have the freedom to distribute copies of free software (and charge for
|
||||
them if you wish), that you receive source code or can get it if you
|
||||
want it, that you can change the software or use pieces of it in new
|
||||
free programs, and that you know you can do these things.
|
||||
|
||||
To protect your rights, we need to prevent others from denying you
|
||||
these rights or asking you to surrender the rights. Therefore, you
|
||||
have certain responsibilities if you distribute copies of the
|
||||
software, or if you modify it: responsibilities to respect the freedom
|
||||
of others.
|
||||
|
||||
For example, if you distribute copies of such a program, whether
|
||||
gratis or for a fee, you must pass on to the recipients the same
|
||||
freedoms that you received. You must make sure that they, too, receive
|
||||
or can get the source code. And you must show them these terms so they
|
||||
know their rights.
|
||||
|
||||
Developers that use the GNU GPL protect your rights with two steps:
|
||||
(1) assert copyright on the software, and (2) offer you this License
|
||||
giving you legal permission to copy, distribute and/or modify it.
|
||||
|
||||
For the developers' and authors' protection, the GPL clearly explains
|
||||
that there is no warranty for this free software. For both users' and
|
||||
authors' sake, the GPL requires that modified versions be marked as
|
||||
changed, so that their problems will not be attributed erroneously to
|
||||
authors of previous versions.
|
||||
|
||||
Some devices are designed to deny users access to install or run
|
||||
modified versions of the software inside them, although the
|
||||
manufacturer can do so. This is fundamentally incompatible with the
|
||||
aim of protecting users' freedom to change the software. The
|
||||
systematic pattern of such abuse occurs in the area of products for
|
||||
individuals to use, which is precisely where it is most unacceptable.
|
||||
Therefore, we have designed this version of the GPL to prohibit the
|
||||
practice for those products. If such problems arise substantially in
|
||||
other domains, we stand ready to extend this provision to those
|
||||
domains in future versions of the GPL, as needed to protect the
|
||||
freedom of users.
|
||||
|
||||
Finally, every program is threatened constantly by software patents.
|
||||
States should not allow patents to restrict development and use of
|
||||
software on general-purpose computers, but in those that do, we wish
|
||||
to avoid the special danger that patents applied to a free program
|
||||
could make it effectively proprietary. To prevent this, the GPL
|
||||
assures that patents cannot be used to render the program non-free.
|
||||
|
||||
The precise terms and conditions for copying, distribution and
|
||||
modification follow.
|
||||
|
||||
## TERMS AND CONDITIONS
|
||||
|
||||
### 0. Definitions.
|
||||
|
||||
"This License" refers to version 3 of the GNU General Public License.
|
||||
|
||||
"Copyright" also means copyright-like laws that apply to other kinds
|
||||
of works, such as semiconductor masks.
|
||||
|
||||
"The Program" refers to any copyrightable work licensed under this
|
||||
License. Each licensee is addressed as "you". "Licensees" and
|
||||
"recipients" may be individuals or organizations.
|
||||
|
||||
To "modify" a work means to copy from or adapt all or part of the work
|
||||
in a fashion requiring copyright permission, other than the making of
|
||||
an exact copy. The resulting work is called a "modified version" of
|
||||
the earlier work or a work "based on" the earlier work.
|
||||
|
||||
A "covered work" means either the unmodified Program or a work based
|
||||
on the Program.
|
||||
|
||||
To "propagate" a work means to do anything with it that, without
|
||||
permission, would make you directly or secondarily liable for
|
||||
infringement under applicable copyright law, except executing it on a
|
||||
computer or modifying a private copy. Propagation includes copying,
|
||||
distribution (with or without modification), making available to the
|
||||
public, and in some countries other activities as well.
|
||||
|
||||
To "convey" a work means any kind of propagation that enables other
|
||||
parties to make or receive copies. Mere interaction with a user
|
||||
through a computer network, with no transfer of a copy, is not
|
||||
conveying.
|
||||
|
||||
An interactive user interface displays "Appropriate Legal Notices" to
|
||||
the extent that it includes a convenient and prominently visible
|
||||
feature that (1) displays an appropriate copyright notice, and (2)
|
||||
tells the user that there is no warranty for the work (except to the
|
||||
extent that warranties are provided), that licensees may convey the
|
||||
work under this License, and how to view a copy of this License. If
|
||||
the interface presents a list of user commands or options, such as a
|
||||
menu, a prominent item in the list meets this criterion.
|
||||
|
||||
### 1. Source Code.
|
||||
|
||||
The "source code" for a work means the preferred form of the work for
|
||||
making modifications to it. "Object code" means any non-source form of
|
||||
a work.
|
||||
|
||||
A "Standard Interface" means an interface that either is an official
|
||||
standard defined by a recognized standards body, or, in the case of
|
||||
interfaces specified for a particular programming language, one that
|
||||
is widely used among developers working in that language.
|
||||
|
||||
The "System Libraries" of an executable work include anything, other
|
||||
than the work as a whole, that (a) is included in the normal form of
|
||||
packaging a Major Component, but which is not part of that Major
|
||||
Component, and (b) serves only to enable use of the work with that
|
||||
Major Component, or to implement a Standard Interface for which an
|
||||
implementation is available to the public in source code form. A
|
||||
"Major Component", in this context, means a major essential component
|
||||
(kernel, window system, and so on) of the specific operating system
|
||||
(if any) on which the executable work runs, or a compiler used to
|
||||
produce the work, or an object code interpreter used to run it.
|
||||
|
||||
The "Corresponding Source" for a work in object code form means all
|
||||
the source code needed to generate, install, and (for an executable
|
||||
work) run the object code and to modify the work, including scripts to
|
||||
control those activities. However, it does not include the work's
|
||||
System Libraries, or general-purpose tools or generally available free
|
||||
programs which are used unmodified in performing those activities but
|
||||
which are not part of the work. For example, Corresponding Source
|
||||
includes interface definition files associated with source files for
|
||||
the work, and the source code for shared libraries and dynamically
|
||||
linked subprograms that the work is specifically designed to require,
|
||||
such as by intimate data communication or control flow between those
|
||||
subprograms and other parts of the work.
|
||||
|
||||
The Corresponding Source need not include anything that users can
|
||||
regenerate automatically from other parts of the Corresponding Source.
|
||||
|
||||
The Corresponding Source for a work in source code form is that same
|
||||
work.
|
||||
|
||||
### 2. Basic Permissions.
|
||||
|
||||
All rights granted under this License are granted for the term of
|
||||
copyright on the Program, and are irrevocable provided the stated
|
||||
conditions are met. This License explicitly affirms your unlimited
|
||||
permission to run the unmodified Program. The output from running a
|
||||
covered work is covered by this License only if the output, given its
|
||||
content, constitutes a covered work. This License acknowledges your
|
||||
rights of fair use or other equivalent, as provided by copyright law.
|
||||
|
||||
You may make, run and propagate covered works that you do not convey,
|
||||
without conditions so long as your license otherwise remains in force.
|
||||
You may convey covered works to others for the sole purpose of having
|
||||
them make modifications exclusively for you, or provide you with
|
||||
facilities for running those works, provided that you comply with the
|
||||
terms of this License in conveying all material for which you do not
|
||||
control copyright. Those thus making or running the covered works for
|
||||
you must do so exclusively on your behalf, under your direction and
|
||||
control, on terms that prohibit them from making any copies of your
|
||||
copyrighted material outside their relationship with you.
|
||||
|
||||
Conveying under any other circumstances is permitted solely under the
|
||||
conditions stated below. Sublicensing is not allowed; section 10 makes
|
||||
it unnecessary.
|
||||
|
||||
### 3. Protecting Users' Legal Rights From Anti-Circumvention Law.
|
||||
|
||||
No covered work shall be deemed part of an effective technological
|
||||
measure under any applicable law fulfilling obligations under article
|
||||
11 of the WIPO copyright treaty adopted on 20 December 1996, or
|
||||
similar laws prohibiting or restricting circumvention of such
|
||||
measures.
|
||||
|
||||
When you convey a covered work, you waive any legal power to forbid
|
||||
circumvention of technological measures to the extent such
|
||||
circumvention is effected by exercising rights under this License with
|
||||
respect to the covered work, and you disclaim any intention to limit
|
||||
operation or modification of the work as a means of enforcing, against
|
||||
the work's users, your or third parties' legal rights to forbid
|
||||
circumvention of technological measures.
|
||||
|
||||
### 4. Conveying Verbatim Copies.
|
||||
|
||||
You may convey verbatim copies of the Program's source code as you
|
||||
receive it, in any medium, provided that you conspicuously and
|
||||
appropriately publish on each copy an appropriate copyright notice;
|
||||
keep intact all notices stating that this License and any
|
||||
non-permissive terms added in accord with section 7 apply to the code;
|
||||
keep intact all notices of the absence of any warranty; and give all
|
||||
recipients a copy of this License along with the Program.
|
||||
|
||||
You may charge any price or no price for each copy that you convey,
|
||||
and you may offer support or warranty protection for a fee.
|
||||
|
||||
### 5. Conveying Modified Source Versions.
|
||||
|
||||
You may convey a work based on the Program, or the modifications to
|
||||
produce it from the Program, in the form of source code under the
|
||||
terms of section 4, provided that you also meet all of these
|
||||
conditions:
|
||||
|
||||
- a) The work must carry prominent notices stating that you modified
|
||||
it, and giving a relevant date.
|
||||
- b) The work must carry prominent notices stating that it is
|
||||
released under this License and any conditions added under
|
||||
section 7. This requirement modifies the requirement in section 4
|
||||
to "keep intact all notices".
|
||||
- c) You must license the entire work, as a whole, under this
|
||||
License to anyone who comes into possession of a copy. This
|
||||
License will therefore apply, along with any applicable section 7
|
||||
additional terms, to the whole of the work, and all its parts,
|
||||
regardless of how they are packaged. This License gives no
|
||||
permission to license the work in any other way, but it does not
|
||||
invalidate such permission if you have separately received it.
|
||||
- d) If the work has interactive user interfaces, each must display
|
||||
Appropriate Legal Notices; however, if the Program has interactive
|
||||
interfaces that do not display Appropriate Legal Notices, your
|
||||
work need not make them do so.
|
||||
|
||||
A compilation of a covered work with other separate and independent
|
||||
works, which are not by their nature extensions of the covered work,
|
||||
and which are not combined with it such as to form a larger program,
|
||||
in or on a volume of a storage or distribution medium, is called an
|
||||
"aggregate" if the compilation and its resulting copyright are not
|
||||
used to limit the access or legal rights of the compilation's users
|
||||
beyond what the individual works permit. Inclusion of a covered work
|
||||
in an aggregate does not cause this License to apply to the other
|
||||
parts of the aggregate.
|
||||
|
||||
### 6. Conveying Non-Source Forms.
|
||||
|
||||
You may convey a covered work in object code form under the terms of
|
||||
sections 4 and 5, provided that you also convey the machine-readable
|
||||
Corresponding Source under the terms of this License, in one of these
|
||||
ways:
|
||||
|
||||
- a) Convey the object code in, or embodied in, a physical product
|
||||
(including a physical distribution medium), accompanied by the
|
||||
Corresponding Source fixed on a durable physical medium
|
||||
customarily used for software interchange.
|
||||
- b) Convey the object code in, or embodied in, a physical product
|
||||
(including a physical distribution medium), accompanied by a
|
||||
written offer, valid for at least three years and valid for as
|
||||
long as you offer spare parts or customer support for that product
|
||||
model, to give anyone who possesses the object code either (1) a
|
||||
copy of the Corresponding Source for all the software in the
|
||||
product that is covered by this License, on a durable physical
|
||||
medium customarily used for software interchange, for a price no
|
||||
more than your reasonable cost of physically performing this
|
||||
conveying of source, or (2) access to copy the Corresponding
|
||||
Source from a network server at no charge.
|
||||
- c) Convey individual copies of the object code with a copy of the
|
||||
written offer to provide the Corresponding Source. This
|
||||
alternative is allowed only occasionally and noncommercially, and
|
||||
only if you received the object code with such an offer, in accord
|
||||
with subsection 6b.
|
||||
- d) Convey the object code by offering access from a designated
|
||||
place (gratis or for a charge), and offer equivalent access to the
|
||||
Corresponding Source in the same way through the same place at no
|
||||
further charge. You need not require recipients to copy the
|
||||
Corresponding Source along with the object code. If the place to
|
||||
copy the object code is a network server, the Corresponding Source
|
||||
may be on a different server (operated by you or a third party)
|
||||
that supports equivalent copying facilities, provided you maintain
|
||||
clear directions next to the object code saying where to find the
|
||||
Corresponding Source. Regardless of what server hosts the
|
||||
Corresponding Source, you remain obligated to ensure that it is
|
||||
available for as long as needed to satisfy these requirements.
|
||||
- e) Convey the object code using peer-to-peer transmission,
|
||||
provided you inform other peers where the object code and
|
||||
Corresponding Source of the work are being offered to the general
|
||||
public at no charge under subsection 6d.
|
||||
|
||||
A separable portion of the object code, whose source code is excluded
|
||||
from the Corresponding Source as a System Library, need not be
|
||||
included in conveying the object code work.
|
||||
|
||||
A "User Product" is either (1) a "consumer product", which means any
|
||||
tangible personal property which is normally used for personal,
|
||||
family, or household purposes, or (2) anything designed or sold for
|
||||
incorporation into a dwelling. In determining whether a product is a
|
||||
consumer product, doubtful cases shall be resolved in favor of
|
||||
coverage. For a particular product received by a particular user,
|
||||
"normally used" refers to a typical or common use of that class of
|
||||
product, regardless of the status of the particular user or of the way
|
||||
in which the particular user actually uses, or expects or is expected
|
||||
to use, the product. A product is a consumer product regardless of
|
||||
whether the product has substantial commercial, industrial or
|
||||
non-consumer uses, unless such uses represent the only significant
|
||||
mode of use of the product.
|
||||
|
||||
"Installation Information" for a User Product means any methods,
|
||||
procedures, authorization keys, or other information required to
|
||||
install and execute modified versions of a covered work in that User
|
||||
Product from a modified version of its Corresponding Source. The
|
||||
information must suffice to ensure that the continued functioning of
|
||||
the modified object code is in no case prevented or interfered with
|
||||
solely because modification has been made.
|
||||
|
||||
If you convey an object code work under this section in, or with, or
|
||||
specifically for use in, a User Product, and the conveying occurs as
|
||||
part of a transaction in which the right of possession and use of the
|
||||
User Product is transferred to the recipient in perpetuity or for a
|
||||
fixed term (regardless of how the transaction is characterized), the
|
||||
Corresponding Source conveyed under this section must be accompanied
|
||||
by the Installation Information. But this requirement does not apply
|
||||
if neither you nor any third party retains the ability to install
|
||||
modified object code on the User Product (for example, the work has
|
||||
been installed in ROM).
|
||||
|
||||
The requirement to provide Installation Information does not include a
|
||||
requirement to continue to provide support service, warranty, or
|
||||
updates for a work that has been modified or installed by the
|
||||
recipient, or for the User Product in which it has been modified or
|
||||
installed. Access to a network may be denied when the modification
|
||||
itself materially and adversely affects the operation of the network
|
||||
or violates the rules and protocols for communication across the
|
||||
network.
|
||||
|
||||
Corresponding Source conveyed, and Installation Information provided,
|
||||
in accord with this section must be in a format that is publicly
|
||||
documented (and with an implementation available to the public in
|
||||
source code form), and must require no special password or key for
|
||||
unpacking, reading or copying.
|
||||
|
||||
### 7. Additional Terms.
|
||||
|
||||
"Additional permissions" are terms that supplement the terms of this
|
||||
License by making exceptions from one or more of its conditions.
|
||||
Additional permissions that are applicable to the entire Program shall
|
||||
be treated as though they were included in this License, to the extent
|
||||
that they are valid under applicable law. If additional permissions
|
||||
apply only to part of the Program, that part may be used separately
|
||||
under those permissions, but the entire Program remains governed by
|
||||
this License without regard to the additional permissions.
|
||||
|
||||
When you convey a copy of a covered work, you may at your option
|
||||
remove any additional permissions from that copy, or from any part of
|
||||
it. (Additional permissions may be written to require their own
|
||||
removal in certain cases when you modify the work.) You may place
|
||||
additional permissions on material, added by you to a covered work,
|
||||
for which you have or can give appropriate copyright permission.
|
||||
|
||||
Notwithstanding any other provision of this License, for material you
|
||||
add to a covered work, you may (if authorized by the copyright holders
|
||||
of that material) supplement the terms of this License with terms:
|
||||
|
||||
- a) Disclaiming warranty or limiting liability differently from the
|
||||
terms of sections 15 and 16 of this License; or
|
||||
- b) Requiring preservation of specified reasonable legal notices or
|
||||
author attributions in that material or in the Appropriate Legal
|
||||
Notices displayed by works containing it; or
|
||||
- c) Prohibiting misrepresentation of the origin of that material,
|
||||
or requiring that modified versions of such material be marked in
|
||||
reasonable ways as different from the original version; or
|
||||
- d) Limiting the use for publicity purposes of names of licensors
|
||||
or authors of the material; or
|
||||
- e) Declining to grant rights under trademark law for use of some
|
||||
trade names, trademarks, or service marks; or
|
||||
- f) Requiring indemnification of licensors and authors of that
|
||||
material by anyone who conveys the material (or modified versions
|
||||
of it) with contractual assumptions of liability to the recipient,
|
||||
for any liability that these contractual assumptions directly
|
||||
impose on those licensors and authors.
|
||||
|
||||
All other non-permissive additional terms are considered "further
|
||||
restrictions" within the meaning of section 10. If the Program as you
|
||||
received it, or any part of it, contains a notice stating that it is
|
||||
governed by this License along with a term that is a further
|
||||
restriction, you may remove that term. If a license document contains
|
||||
a further restriction but permits relicensing or conveying under this
|
||||
License, you may add to a covered work material governed by the terms
|
||||
of that license document, provided that the further restriction does
|
||||
not survive such relicensing or conveying.
|
||||
|
||||
If you add terms to a covered work in accord with this section, you
|
||||
must place, in the relevant source files, a statement of the
|
||||
additional terms that apply to those files, or a notice indicating
|
||||
where to find the applicable terms.
|
||||
|
||||
Additional terms, permissive or non-permissive, may be stated in the
|
||||
form of a separately written license, or stated as exceptions; the
|
||||
above requirements apply either way.
|
||||
|
||||
### 8. Termination.
|
||||
|
||||
You may not propagate or modify a covered work except as expressly
|
||||
provided under this License. Any attempt otherwise to propagate or
|
||||
modify it is void, and will automatically terminate your rights under
|
||||
this License (including any patent licenses granted under the third
|
||||
paragraph of section 11).
|
||||
|
||||
However, if you cease all violation of this License, then your license
|
||||
from a particular copyright holder is reinstated (a) provisionally,
|
||||
unless and until the copyright holder explicitly and finally
|
||||
terminates your license, and (b) permanently, if the copyright holder
|
||||
fails to notify you of the violation by some reasonable means prior to
|
||||
60 days after the cessation.
|
||||
|
||||
Moreover, your license from a particular copyright holder is
|
||||
reinstated permanently if the copyright holder notifies you of the
|
||||
violation by some reasonable means, this is the first time you have
|
||||
received notice of violation of this License (for any work) from that
|
||||
copyright holder, and you cure the violation prior to 30 days after
|
||||
your receipt of the notice.
|
||||
|
||||
Termination of your rights under this section does not terminate the
|
||||
licenses of parties who have received copies or rights from you under
|
||||
this License. If your rights have been terminated and not permanently
|
||||
reinstated, you do not qualify to receive new licenses for the same
|
||||
material under section 10.
|
||||
|
||||
### 9. Acceptance Not Required for Having Copies.
|
||||
|
||||
You are not required to accept this License in order to receive or run
|
||||
a copy of the Program. Ancillary propagation of a covered work
|
||||
occurring solely as a consequence of using peer-to-peer transmission
|
||||
to receive a copy likewise does not require acceptance. However,
|
||||
nothing other than this License grants you permission to propagate or
|
||||
modify any covered work. These actions infringe copyright if you do
|
||||
not accept this License. Therefore, by modifying or propagating a
|
||||
covered work, you indicate your acceptance of this License to do so.
|
||||
|
||||
### 10. Automatic Licensing of Downstream Recipients.
|
||||
|
||||
Each time you convey a covered work, the recipient automatically
|
||||
receives a license from the original licensors, to run, modify and
|
||||
propagate that work, subject to this License. You are not responsible
|
||||
for enforcing compliance by third parties with this License.
|
||||
|
||||
An "entity transaction" is a transaction transferring control of an
|
||||
organization, or substantially all assets of one, or subdividing an
|
||||
organization, or merging organizations. If propagation of a covered
|
||||
work results from an entity transaction, each party to that
|
||||
transaction who receives a copy of the work also receives whatever
|
||||
licenses to the work the party's predecessor in interest had or could
|
||||
give under the previous paragraph, plus a right to possession of the
|
||||
Corresponding Source of the work from the predecessor in interest, if
|
||||
the predecessor has it or can get it with reasonable efforts.
|
||||
|
||||
You may not impose any further restrictions on the exercise of the
|
||||
rights granted or affirmed under this License. For example, you may
|
||||
not impose a license fee, royalty, or other charge for exercise of
|
||||
rights granted under this License, and you may not initiate litigation
|
||||
(including a cross-claim or counterclaim in a lawsuit) alleging that
|
||||
any patent claim is infringed by making, using, selling, offering for
|
||||
sale, or importing the Program or any portion of it.
|
||||
|
||||
### 11. Patents.
|
||||
|
||||
A "contributor" is a copyright holder who authorizes use under this
|
||||
License of the Program or a work on which the Program is based. The
|
||||
work thus licensed is called the contributor's "contributor version".
|
||||
|
||||
A contributor's "essential patent claims" are all patent claims owned
|
||||
or controlled by the contributor, whether already acquired or
|
||||
hereafter acquired, that would be infringed by some manner, permitted
|
||||
by this License, of making, using, or selling its contributor version,
|
||||
but do not include claims that would be infringed only as a
|
||||
consequence of further modification of the contributor version. For
|
||||
purposes of this definition, "control" includes the right to grant
|
||||
patent sublicenses in a manner consistent with the requirements of
|
||||
this License.
|
||||
|
||||
Each contributor grants you a non-exclusive, worldwide, royalty-free
|
||||
patent license under the contributor's essential patent claims, to
|
||||
make, use, sell, offer for sale, import and otherwise run, modify and
|
||||
propagate the contents of its contributor version.
|
||||
|
||||
In the following three paragraphs, a "patent license" is any express
|
||||
agreement or commitment, however denominated, not to enforce a patent
|
||||
(such as an express permission to practice a patent or covenant not to
|
||||
sue for patent infringement). To "grant" such a patent license to a
|
||||
party means to make such an agreement or commitment not to enforce a
|
||||
patent against the party.
|
||||
|
||||
If you convey a covered work, knowingly relying on a patent license,
|
||||
and the Corresponding Source of the work is not available for anyone
|
||||
to copy, free of charge and under the terms of this License, through a
|
||||
publicly available network server or other readily accessible means,
|
||||
then you must either (1) cause the Corresponding Source to be so
|
||||
available, or (2) arrange to deprive yourself of the benefit of the
|
||||
patent license for this particular work, or (3) arrange, in a manner
|
||||
consistent with the requirements of this License, to extend the patent
|
||||
license to downstream recipients. "Knowingly relying" means you have
|
||||
actual knowledge that, but for the patent license, your conveying the
|
||||
covered work in a country, or your recipient's use of the covered work
|
||||
in a country, would infringe one or more identifiable patents in that
|
||||
country that you have reason to believe are valid.
|
||||
|
||||
If, pursuant to or in connection with a single transaction or
|
||||
arrangement, you convey, or propagate by procuring conveyance of, a
|
||||
covered work, and grant a patent license to some of the parties
|
||||
receiving the covered work authorizing them to use, propagate, modify
|
||||
or convey a specific copy of the covered work, then the patent license
|
||||
you grant is automatically extended to all recipients of the covered
|
||||
work and works based on it.
|
||||
|
||||
A patent license is "discriminatory" if it does not include within the
|
||||
scope of its coverage, prohibits the exercise of, or is conditioned on
|
||||
the non-exercise of one or more of the rights that are specifically
|
||||
granted under this License. You may not convey a covered work if you
|
||||
are a party to an arrangement with a third party that is in the
|
||||
business of distributing software, under which you make payment to the
|
||||
third party based on the extent of your activity of conveying the
|
||||
work, and under which the third party grants, to any of the parties
|
||||
who would receive the covered work from you, a discriminatory patent
|
||||
license (a) in connection with copies of the covered work conveyed by
|
||||
you (or copies made from those copies), or (b) primarily for and in
|
||||
connection with specific products or compilations that contain the
|
||||
covered work, unless you entered into that arrangement, or that patent
|
||||
license was granted, prior to 28 March 2007.
|
||||
|
||||
Nothing in this License shall be construed as excluding or limiting
|
||||
any implied license or other defenses to infringement that may
|
||||
otherwise be available to you under applicable patent law.
|
||||
|
||||
### 12. No Surrender of Others' Freedom.
|
||||
|
||||
If conditions are imposed on you (whether by court order, agreement or
|
||||
otherwise) that contradict the conditions of this License, they do not
|
||||
excuse you from the conditions of this License. If you cannot convey a
|
||||
covered work so as to satisfy simultaneously your obligations under
|
||||
this License and any other pertinent obligations, then as a
|
||||
consequence you may not convey it at all. For example, if you agree to
|
||||
terms that obligate you to collect a royalty for further conveying
|
||||
from those to whom you convey the Program, the only way you could
|
||||
satisfy both those terms and this License would be to refrain entirely
|
||||
from conveying the Program.
|
||||
|
||||
### 13. Use with the GNU Affero General Public License.
|
||||
|
||||
Notwithstanding any other provision of this License, you have
|
||||
permission to link or combine any covered work with a work licensed
|
||||
under version 3 of the GNU Affero General Public License into a single
|
||||
combined work, and to convey the resulting work. The terms of this
|
||||
License will continue to apply to the part which is the covered work,
|
||||
but the special requirements of the GNU Affero General Public License,
|
||||
section 13, concerning interaction through a network will apply to the
|
||||
combination as such.
|
||||
|
||||
### 14. Revised Versions of this License.
|
||||
|
||||
The Free Software Foundation may publish revised and/or new versions
|
||||
of the GNU General Public License from time to time. Such new versions
|
||||
will be similar in spirit to the present version, but may differ in
|
||||
detail to address new problems or concerns.
|
||||
|
||||
Each version is given a distinguishing version number. If the Program
|
||||
specifies that a certain numbered version of the GNU General Public
|
||||
License "or any later version" applies to it, you have the option of
|
||||
following the terms and conditions either of that numbered version or
|
||||
of any later version published by the Free Software Foundation. If the
|
||||
Program does not specify a version number of the GNU General Public
|
||||
License, you may choose any version ever published by the Free
|
||||
Software Foundation.
|
||||
|
||||
If the Program specifies that a proxy can decide which future versions
|
||||
of the GNU General Public License can be used, that proxy's public
|
||||
statement of acceptance of a version permanently authorizes you to
|
||||
choose that version for the Program.
|
||||
|
||||
Later license versions may give you additional or different
|
||||
permissions. However, no additional obligations are imposed on any
|
||||
author or copyright holder as a result of your choosing to follow a
|
||||
later version.
|
||||
|
||||
### 15. Disclaimer of Warranty.
|
||||
|
||||
THERE IS NO WARRANTY FOR THE PROGRAM, TO THE EXTENT PERMITTED BY
|
||||
APPLICABLE LAW. EXCEPT WHEN OTHERWISE STATED IN WRITING THE COPYRIGHT
|
||||
HOLDERS AND/OR OTHER PARTIES PROVIDE THE PROGRAM "AS IS" WITHOUT
|
||||
WARRANTY OF ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING, BUT NOT
|
||||
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
|
||||
A PARTICULAR PURPOSE. THE ENTIRE RISK AS TO THE QUALITY AND
|
||||
PERFORMANCE OF THE PROGRAM IS WITH YOU. SHOULD THE PROGRAM PROVE
|
||||
DEFECTIVE, YOU ASSUME THE COST OF ALL NECESSARY SERVICING, REPAIR OR
|
||||
CORRECTION.
|
||||
|
||||
### 16. Limitation of Liability.
|
||||
|
||||
IN NO EVENT UNLESS REQUIRED BY APPLICABLE LAW OR AGREED TO IN WRITING
|
||||
WILL ANY COPYRIGHT HOLDER, OR ANY OTHER PARTY WHO MODIFIES AND/OR
|
||||
CONVEYS THE PROGRAM AS PERMITTED ABOVE, BE LIABLE TO YOU FOR DAMAGES,
|
||||
INCLUDING ANY GENERAL, SPECIAL, INCIDENTAL OR CONSEQUENTIAL DAMAGES
|
||||
ARISING OUT OF THE USE OR INABILITY TO USE THE PROGRAM (INCLUDING BUT
|
||||
NOT LIMITED TO LOSS OF DATA OR DATA BEING RENDERED INACCURATE OR
|
||||
LOSSES SUSTAINED BY YOU OR THIRD PARTIES OR A FAILURE OF THE PROGRAM
|
||||
TO OPERATE WITH ANY OTHER PROGRAMS), EVEN IF SUCH HOLDER OR OTHER
|
||||
PARTY HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH DAMAGES.
|
||||
|
||||
### 17. Interpretation of Sections 15 and 16.
|
||||
|
||||
If the disclaimer of warranty and limitation of liability provided
|
||||
above cannot be given local legal effect according to their terms,
|
||||
reviewing courts shall apply local law that most closely approximates
|
||||
an absolute waiver of all civil liability in connection with the
|
||||
Program, unless a warranty or assumption of liability accompanies a
|
||||
copy of the Program in return for a fee.
|
||||
|
||||
END OF TERMS AND CONDITIONS
|
||||
|
||||
## How to Apply These Terms to Your New Programs
|
||||
|
||||
If you develop a new program, and you want it to be of the greatest
|
||||
possible use to the public, the best way to achieve this is to make it
|
||||
free software which everyone can redistribute and change under these
|
||||
terms.
|
||||
|
||||
To do so, attach the following notices to the program. It is safest to
|
||||
attach them to the start of each source file to most effectively state
|
||||
the exclusion of warranty; and each file should have at least the
|
||||
"copyright" line and a pointer to where the full notice is found.
|
||||
|
||||
<one line to give the program's name and a brief idea of what it does.>
|
||||
Copyright (C) <year> <name of author>
|
||||
|
||||
This program is free software: you can redistribute it and/or modify
|
||||
it under the terms of the GNU General Public License as published by
|
||||
the Free Software Foundation, either version 3 of the License, or
|
||||
(at your option) any later version.
|
||||
|
||||
This program is distributed in the hope that it will be useful,
|
||||
but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
||||
GNU General Public License for more details.
|
||||
|
||||
You should have received a copy of the GNU General Public License
|
||||
along with this program. If not, see <https://www.gnu.org/licenses/>.
|
||||
|
||||
Also add information on how to contact you by electronic and paper
|
||||
mail.
|
||||
|
||||
If the program does terminal interaction, make it output a short
|
||||
notice like this when it starts in an interactive mode:
|
||||
|
||||
<program> Copyright (C) <year> <name of author>
|
||||
This program comes with ABSOLUTELY NO WARRANTY; for details type `show w'.
|
||||
This is free software, and you are welcome to redistribute it
|
||||
under certain conditions; type `show c' for details.
|
||||
|
||||
The hypothetical commands \`show w' and \`show c' should show the
|
||||
appropriate parts of the General Public License. Of course, your
|
||||
program's commands might be different; for a GUI interface, you would
|
||||
use an "about box".
|
||||
|
||||
You should also get your employer (if you work as a programmer) or
|
||||
school, if any, to sign a "copyright disclaimer" for the program, if
|
||||
necessary. For more information on this, and how to apply and follow
|
||||
the GNU GPL, see <https://www.gnu.org/licenses/>.
|
||||
|
||||
The GNU General Public License does not permit incorporating your
|
||||
program into proprietary programs. If your program is a subroutine
|
||||
library, you may consider it more useful to permit linking proprietary
|
||||
applications with the library. If this is what you want to do, use the
|
||||
GNU Lesser General Public License instead of this License. But first,
|
||||
please read <https://www.gnu.org/licenses/why-not-lgpl.html>.
|
||||
113
README.md
113
README.md
@@ -1,80 +1,94 @@
|
||||
<!-- markdownlint-disable MD033 -->
|
||||
<!-- markdownlint-disable MD041 -->
|
||||
|
||||
<div align="center">
|
||||
<img src="assets/repo/banner.png" alt="Pac-Man Banner Screenshot">
|
||||
</div>
|
||||
|
||||
# Pac-Man
|
||||
|
||||
[![Tests Status][badge-test]][test] [![Build Status][badge-build]][build] [![If you're seeing this, Coveralls.io is broken again and it's not my fault.][badge-coverage]][coverage] [![Online Demo][badge-online-demo]][demo] [![Last Commit][badge-last-commit]][commits]
|
||||
[![A project just for fun, no really!][badge-justforfunnoreally]][justforfunnoreally] ![Built with Rust][badge-built-with-rust] [![Build Status][badge-build]][build] [![Tests Status][badge-test]][test] [![Checks Status][badge-checks]][checks] [![If you're seeing this, Coveralls.io is broken again and it's not my fault.][badge-coverage]][coverage] [![Online Demo][badge-online-demo]][demo]
|
||||
|
||||
[badge-built-with-rust]: https://img.shields.io/badge/Built_with-Rust-blue?logo=rust
|
||||
[badge-justforfunnoreally]: https://img.shields.io/badge/justforfunnoreally-dev-9ff
|
||||
[badge-test]: https://github.com/Xevion/Pac-Man/actions/workflows/tests.yaml/badge.svg
|
||||
[badge-checks]: https://github.com/Xevion/Pac-Man/actions/workflows/checks.yaml/badge.svg
|
||||
[badge-build]: https://github.com/Xevion/Pac-Man/actions/workflows/build.yaml/badge.svg
|
||||
[badge-coverage]: https://coveralls.io/repos/github/Xevion/Pac-Man/badge.svg?branch=master
|
||||
[badge-demo]: https://img.shields.io/github/deployments/Xevion/Pac-Man/github-pages?label=GitHub%20Pages
|
||||
[badge-online-demo]: https://img.shields.io/badge/GitHub%20Pages-Demo-brightgreen
|
||||
[badge-last-commit]: https://img.shields.io/github/last-commit/Xevion/Pac-Man
|
||||
[badge-online-demo]: https://img.shields.io/badge/Online%20Demo-Click%20Me!-brightgreen
|
||||
[justforfunnoreally]: https://justforfunnoreally.dev
|
||||
[build]: https://github.com/Xevion/Pac-Man/actions/workflows/build.yaml
|
||||
[test]: https://github.com/Xevion/Pac-Man/actions/workflows/tests.yaml
|
||||
[checks]: https://github.com/Xevion/Pac-Man/actions/workflows/checks.yaml
|
||||
[coverage]: https://coveralls.io/github/Xevion/Pac-Man?branch=master
|
||||
[demo]: https://xevion.github.io/Pac-Man/
|
||||
[commits]: https://github.com/Xevion/Pac-Man/commits/master
|
||||
|
||||
A faithful recreation of the classic Pac-Man arcade game written in Rust. This project aims to replicate the original game's mechanics, graphics, sound, and behavior as accurately as possible while providing modern development features like cross-platform compatibility and WebAssembly support.
|
||||
A faithful recreation of the classic Pac-Man arcade game, written in Rust.
|
||||
|
||||
This project aims to replicate the original game's mechanics, graphics, sound, and behavior as accurately as possible while providing modern development features like cross-platform compatibility and WebAssembly support.
|
||||
|
||||
The game includes all the original features you'd expect from Pac-Man:
|
||||
|
||||
- [x] Classic maze navigation and dot collection
|
||||
- [x] Classic maze navigation with tunnels and dot collection
|
||||
- [ ] Four ghosts with their unique AI behaviors (Blinky, Pinky, Inky, and Clyde)
|
||||
- [ ] Power pellets that allow Pac-Man to eat ghosts
|
||||
- [x] Power pellets that allow Pac-Man to eat ghosts
|
||||
- [ ] Fruit bonuses that appear periodically
|
||||
- [ ] Progressive difficulty with faster ghosts and shorter power pellet duration
|
||||
- [x] Authentic sound effects and sprites
|
||||
|
||||
This cross-platform implementation is built with SDL2 for graphics, audio, and input handling. It can run on Windows, Linux, macOS, and in web browsers via WebAssembly.
|
||||
This cross-platform implementation is built with SDL2 for graphics, audio, and input handling. It can run on Windows, Linux, macOS, even web browsers via WebAssembly.
|
||||
|
||||
## Quick Start
|
||||
|
||||
The easiest way to play is to visit the [online demo][demo]. It is more or less identical to the desktop experience at this time.
|
||||
|
||||
While I do plan to have desktop builds released automatically, the game is still a work in progress, and I'm not quite ready to start uploading releases.
|
||||
|
||||
However, every commit has build artifacts, so you can grab the [latest build artifacts][build-workflow] if available.
|
||||
|
||||
## Screenshots
|
||||
|
||||
<div align="center">
|
||||
<img src="assets/repo/screenshots/0.png" alt="Screenshot 0 - Starting Game">
|
||||
<p><em>Starting a new game</em></p>
|
||||
|
||||
<img src="assets/repo/screenshots/1.png" alt="Screenshot 1 - Eating Dots">
|
||||
<p><em>Pac-Man collecting dots and avoiding ghosts</em></p>
|
||||
|
||||
<img src="assets/repo/screenshots/2.png" alt="Screenshot 2 - Game Over">
|
||||
<p><em>Game over screen after losing all lives</em></p>
|
||||
|
||||
<img src="assets/repo/screenshots/3.png" alt="Screenshot 3 - Debug Mode">
|
||||
<p><em>Debug mode showing hitboxes, node graph, and performance details.</em></p>
|
||||
</div>
|
||||
|
||||
## Why?
|
||||
|
||||
Just because. And because I wanted to learn more about Rust, inter-operability with C, and compiling to WebAssembly.
|
||||
[Just for fun.][justforfunnoreally] And because I wanted to learn more about Rust, inter-operability with C, and compiling to WebAssembly.
|
||||
|
||||
I was inspired by a certain code review video on YouTube; [SOME UNIQUE C++ CODE // Pacman Clone Code Review](https://www.youtube.com/watch?v=OKs_JewEeOo) by The Cherno.
|
||||
Originally, I was inspired by a certain code review video on YouTube; [SOME UNIQUE C++ CODE // Pacman Clone Code Review](https://www.youtube.com/watch?v=OKs_JewEeOo). For some reason, I was inspired to try and replicate it in Rust, and it was uniquely challenging. It's not easy to integrate SDL2 with Rust, and even harder to get it working with Emscripten.
|
||||
|
||||
For some reason, I was inspired to try and replicate it in Rust, and it was uniquely challenging.
|
||||
I wanted to hit a lot of goals and features, making it a 'perfect' project that I could be proud of.
|
||||
|
||||
I wanted to hit a log of goals and features, making it a 'perfect' project that I could be proud of.
|
||||
|
||||
- Near-perfect replication of logic, scoring, graphics, sound, and behaviors. No hacks, workarounds, or poor designs.
|
||||
- Written in Rust, buildable on Windows, Linux, Mac and WebAssembly. Statically linked, no runtime dependencies.
|
||||
- Near-perfect replication of logic, scoring, graphics, sound, and behaviors. No hacks, workarounds, or poor designs. Well documented, well-tested, and maintainable.
|
||||
- Written in Rust, buildable on Windows, Linux, Mac and WebAssembly. Statically linked, no runtime dependencies, automatically built with GitHub Actions.
|
||||
- Performant, low memory, CPU and GPU usage.
|
||||
- Online demo, playable in a browser.
|
||||
- Completely automatic build system with releases for all platforms.
|
||||
- Well documented, well-tested, and maintainable.
|
||||
- Online demo, playable in a browser, built automatically with GitHub Actions.
|
||||
|
||||
## Experimental Ideas
|
||||
If you're curious about the journey of this project, you can read the [story](STORY.md) file. Eventually, I will be using this as the basis for some sort of blog post or more official page, but for now, I'm keeping it within the repository as a simple file.
|
||||
|
||||
- Debug tooling
|
||||
- Game state visualization
|
||||
- Game speed controls + pausing
|
||||
- Log tracing
|
||||
- Performance details
|
||||
- Customized Themes & Colors
|
||||
- Color-blind friendly
|
||||
- Perfected Ghost Algorithms
|
||||
- More than 4 ghosts
|
||||
- Custom Level Generation
|
||||
- Multi-map tunnelling
|
||||
- Online Scoreboard
|
||||
- An online axum server with a simple database and OAuth2 authentication.
|
||||
- Integrates with GitHub, Discord, and Google OAuth2 to acquire an email identifier & avatar.
|
||||
- Avatars are optional for score submission and can be disabled, instead using a blank avatar.
|
||||
- Avatars are downscaled to a low resolution pixellated image to maintain the 8-bit aesthetic.
|
||||
- A custom name is used for the score submission, which is checked for potential abusive language.
|
||||
- A max length of 14 characters, and a min length of 3 characters.
|
||||
- Names are checked for potential abusive language via an external API.
|
||||
- The client implementation should require zero configuration, environment variables, or special secrets.
|
||||
- It simply defaults to the pacman server API, or can be overriden manually.
|
||||
## Roadmap
|
||||
|
||||
You can read the [roadmap](ROADMAP.md) file for more details on the project's goals and future plans.
|
||||
|
||||
## Build Notes
|
||||
|
||||
Since this project is still in progress, I'm only going to cover non-obvious build details. By reading the code, build scripts, and copying the online build workflows, you should be able to replicate the build process.
|
||||
|
||||
- Install `cargo-vcpkg` with `cargo install cargo-vcpkg`, then run `cargo vcpkg build` to build the requisite dependencies via vcpkg.
|
||||
- This is only required for the desktop builds, not the web build.
|
||||
- We use rustc 1.86.0 for the build, due to bulk-memory-opt related issues on wasm32-unknown-emscripten.
|
||||
- Technically, we could probably use stable or even nightly on desktop targets, but using different versions for different targets is a pain, mainly because of clippy warnings changing between versions.
|
||||
- Install `cargo-vcpkg` with `cargo install cargo-vcpkg`, then run `cargo vcpkg build` to build the requisite dependencies via vcpkg.
|
||||
- For the WASM build, you need to have the Emscripten SDK cloned; you can do so with `git clone https://github.com/emscripten-core/emsdk.git`
|
||||
- The first time you clone, you'll need to install the appropriate SDK version with `./emsdk install 3.1.43` and then activate it with `./emsdk activate 3.1.43`. On Windows, use `./emsdk/emsdk.ps1` instead.
|
||||
- I'm still not sure _why_ 3.1.43 is required, but it is. Perhaps in the future I will attempt to use a more modern version.
|
||||
@@ -87,3 +101,18 @@ Since this project is still in progress, I'm only going to cover non-obvious bui
|
||||
- `caddy file-server --root dist` (install with `[sudo apt|brew|choco] install caddy` or [a dozen other ways](https://caddyserver.com/docs/install))
|
||||
- `web.build.ts` auto installs dependencies, but you may need to pass `-i` or `--install=fallback|force` to install missing packages. My guess is that if you have some packages installed, it won't install any missing ones. If you have no packages installed, it will install all of them.
|
||||
- If you want to have TypeScript resolution for development, you can manually install the dependencies with `bun install` in the `assets/site` folder.
|
||||
|
||||
## Contributing
|
||||
|
||||
Contributions are welcome! Please feel free to submit a pull request or open an issue.
|
||||
|
||||
- The code is not exactly stable or bulletproof, but it is functional and has a lot of tests.
|
||||
- I am not actively looking for contributors, but I will review pull requests and merge them if they are useful.
|
||||
- If you have any ideas, please feel free to submit an issue.
|
||||
- If you have any private issues, security concerns, or anything sensitive, you can email me at [xevion@xevion.dev](mailto:xevion@xevion.dev).
|
||||
|
||||
## License
|
||||
|
||||
This project is licensed under the GPLv3 license. See the [LICENSE](LICENSE) file for details.
|
||||
|
||||
[build-workflow]: https://github.com/Xevion/Pac-Man/actions/workflows/build.yaml
|
||||
|
||||
161
ROADMAP.md
Normal file
161
ROADMAP.md
Normal file
@@ -0,0 +1,161 @@
|
||||
# Roadmap
|
||||
|
||||
A comprehensive list of features needed to complete the Pac-Man emulation, organized by priority and implementation complexity.
|
||||
|
||||
## Core Game Features
|
||||
|
||||
### Ghost AI & Behavior
|
||||
|
||||
- [x] Core Ghost System Architecture
|
||||
- [x] Ghost entity types (Blinky, Pinky, Inky, Clyde)
|
||||
- [x] Ghost state management (Normal, Frightened, Eyes)
|
||||
- [x] Ghost movement and pathfinding systems
|
||||
- [ ] Authentic Ghost AI Personalities
|
||||
- [ ] Blinky (Red): Direct chase behavior
|
||||
- [ ] Pinky (Pink): Target 4 tiles ahead of Pac-Man
|
||||
- [ ] Inky (Cyan): Complex behavior based on Blinky's position
|
||||
- [ ] Clyde (Orange): Chase when far, flee when close
|
||||
- [x] Mode Switching System
|
||||
- [ ] Scatter/Chase pattern with proper timing
|
||||
- [x] Frightened mode transitions
|
||||
- [ ] Ghost house entry/exit mechanics
|
||||
- [x] Ghost House Behavior
|
||||
- [x] Proper spawning sequence
|
||||
- [ ] Exit timing and patterns
|
||||
- [ ] House-specific movement rules
|
||||
|
||||
### Fruit Bonus System
|
||||
|
||||
- [x] Fruit Spawning Mechanics
|
||||
- [x] Spawn at pellet counts 70 and 170
|
||||
- [ ] Fruit display in bottom-right corner
|
||||
- [x] Fruit collection and scoring
|
||||
- [x] Bonus point display system
|
||||
|
||||
### Level Progression
|
||||
|
||||
- [ ] Multiple Levels
|
||||
- [ ] Level completion detection
|
||||
- [ ] Progressive difficulty scaling
|
||||
- [ ] Ghost speed increases per level
|
||||
- [ ] Power pellet duration decreases
|
||||
- [ ] Intermission Screens
|
||||
- [ ] Between-level cutscenes
|
||||
- [ ] Proper graphics and timing
|
||||
|
||||
### Audio System Completion
|
||||
|
||||
- [x] Core Audio Infrastructure
|
||||
- [x] Audio event system
|
||||
- [x] Sound effect playback
|
||||
- [x] Audio muting controls
|
||||
- [ ] Background Music
|
||||
- [ ] Continuous gameplay music
|
||||
- [ ] Escalating siren based on remaining pellets
|
||||
- [ ] Power pellet mode music
|
||||
- [ ] Intermission music
|
||||
- [x] Sound Effects
|
||||
- [x] Pellet eating sounds
|
||||
- [x] Fruit collection sounds
|
||||
- [ ] Ghost movement sounds
|
||||
- [ ] Level completion fanfare
|
||||
|
||||
### Game Mechanics
|
||||
|
||||
- [ ] Bonus Lives
|
||||
- [ ] Extra life at 10,000 points
|
||||
- [x] Life counter display
|
||||
- [ ] High Score System
|
||||
- [ ] High score tracking
|
||||
- [x] High score display
|
||||
- [ ] Score persistence
|
||||
|
||||
## Secondary Features (Medium Priority)
|
||||
|
||||
### Game Polish
|
||||
|
||||
- [x] Core Input System
|
||||
- [x] Keyboard controls
|
||||
- [x] Direction buffering for responsive controls
|
||||
- [x] Touch controls for mobile
|
||||
- [ ] Pause System
|
||||
- [ ] Pause/unpause functionality
|
||||
- [ ] Pause menu with options
|
||||
- [ ] Input System
|
||||
- [ ] Input remapping
|
||||
- [ ] Multiple input methods
|
||||
|
||||
## Advanced Features (Lower Priority)
|
||||
|
||||
### Difficulty Options
|
||||
|
||||
- [ ] Easy/Normal/Hard modes
|
||||
- [ ] Customizable ghost speeds
|
||||
|
||||
### Data Persistence
|
||||
|
||||
- [ ] High Score Persistence
|
||||
- [ ] Save high scores to file
|
||||
- [ ] High score table display
|
||||
- [ ] Settings Storage
|
||||
- [ ] Save user preferences
|
||||
- [ ] Audio/visual settings
|
||||
- [ ] Statistics Tracking
|
||||
- [ ] Game statistics
|
||||
- [ ] Achievement system
|
||||
|
||||
### Debug & Development Tools
|
||||
|
||||
- [x] Performance details
|
||||
- [x] Core Debug Infrastructure
|
||||
- [x] Debug mode toggle
|
||||
- [x] Comprehensive game event logging
|
||||
- [x] Performance profiling tools
|
||||
- [ ] Game State Visualization
|
||||
- [ ] Ghost AI state display
|
||||
- [ ] Pathfinding visualization
|
||||
- [ ] Collision detection display
|
||||
- [ ] Game Speed Controls
|
||||
- [ ] Variable game speed for testing
|
||||
- [ ] Frame-by-frame stepping
|
||||
|
||||
## Customization & Extensions
|
||||
|
||||
### Visual Customization
|
||||
|
||||
- [x] Core Rendering System
|
||||
- [x] Sprite-based rendering
|
||||
- [x] Layered rendering system
|
||||
- [x] Animation system
|
||||
- [x] HUD rendering
|
||||
- [ ] Display Options
|
||||
- [ ] Fullscreen support
|
||||
- [x] Window resizing
|
||||
- [ ] Pause while resizing (SDL2 limitation mitigation)
|
||||
- [ ] Multiple resolution support
|
||||
|
||||
### Gameplay Extensions
|
||||
|
||||
- [ ] Advanced Ghost AI
|
||||
- [ ] Support for >4 ghosts
|
||||
- [ ] Custom ghost behaviors
|
||||
- [ ] Level Generation
|
||||
- [ ] Custom level creation
|
||||
- [ ] Multi-map tunneling
|
||||
- [ ] Level editor
|
||||
|
||||
## Online Features (Future)
|
||||
|
||||
### Scoreboard System
|
||||
|
||||
- [ ] Backend Infrastructure
|
||||
- [ ] Axum server with database
|
||||
- [ ] OAuth2 authentication
|
||||
- [ ] GitHub/Discord/Google auth
|
||||
- [ ] Profile Features
|
||||
- [ ] Optional avatars (8-bit aesthetic)
|
||||
- [ ] Custom names (3-14 chars, filtered)
|
||||
- [ ] Client Implementation
|
||||
- [ ] Zero-config client
|
||||
- [ ] Default API endpoint
|
||||
- [ ] Manual override available
|
||||
8
STORY.md
8
STORY.md
@@ -31,7 +31,7 @@ WebAssembly.
|
||||
The problem is that much of this work was done for pure-Rust applications - and SDL is C++.
|
||||
This requires a C++ WebAssembly compiler such as Emscripten; and it's a pain to get working.
|
||||
|
||||
Luckily though, someone else has done this before, and they fully documented it - [RuggRouge][ruggrouge].
|
||||
Luckily though, someone else has done this before, and they fully documented it - [RuggRouge][ruggrogue].
|
||||
|
||||
- Built with Rust
|
||||
- Uses SDL2
|
||||
@@ -92,7 +92,7 @@ This was weird, and honestly, I'm confused as to why the 2-year old sample code
|
||||
|
||||
After a bit of time, I noted that the `Instant` times were printing with only the whole seconds changing, and the nanoseconds were always 0.
|
||||
|
||||
```
|
||||
```rust
|
||||
Instant { tv_sec: 0, tv_nsec: 0 }
|
||||
Instant { tv_sec: 1, tv_nsec: 0 }
|
||||
Instant { tv_sec: 2, tv_nsec: 0 }
|
||||
@@ -357,7 +357,7 @@ Doing so required a full re-work of the animation and texture system, and I ende
|
||||
|
||||
So, I ended up using `unsafe` to forcibly cast the lifetimes to `'static`, which was a bit of a gamble, but given that they essentially behave as `'static` in practice, there wasn't much risk as I see it. I might re-look into my understanding of lifetimes and this in the future, but for the time being, it's a good solution that makes the codebase far easier to work with.
|
||||
|
||||
## Cross-platform Builds
|
||||
## Implementing Cross-platform Builds for Pac-Man
|
||||
|
||||
Since the original `rust-sdl2-emscripten` demo project had cross-platform builds, I was ready to get it working for this project. For the most part, it wasn't hard, things tended to click into place, but unfortunately, the `emscripten` os target and somehow, the `linux` os target were both failing.
|
||||
|
||||
@@ -412,8 +412,8 @@ The bigger downside was that I had to toss out almost all the existing code for
|
||||
|
||||
This ended up being okay though, as I was able to clean up a lot of gross code, and the system ended up being easier to work with by comparison.
|
||||
|
||||
[code-review-video]: https://www.youtube.com/watch?v=OKs_JewEeOo
|
||||
[code-review-thumbnail]: https://img.youtube.com/vi/OKs_JewEeOo/hqdefault.jpg
|
||||
[code-review-video]: https://www.youtube.com/watch?v=OKs_JewEeOo
|
||||
[fighting-lifetimes-1]: https://devcry.heiho.net/html/2022/20220709-rust-and-sdl2-fighting-with-lifetimes.html
|
||||
[fighting-lifetimes-2]: https://devcry.heiho.net/html/2022/20220716-rust-and-sdl2-fighting-with-lifetimes-2.html
|
||||
[fighting-lifetimes-3]: https://devcry.heiho.net/html/2022/20220724-rust-and-sdl2-fighting-with-lifetimes-3.html
|
||||
|
||||
BIN
assets/game/sound/pacman_death.wav
Normal file
BIN
assets/game/sound/pacman_death.wav
Normal file
Binary file not shown.
BIN
assets/repo/banner.png
Normal file
BIN
assets/repo/banner.png
Normal file
Binary file not shown.
|
After Width: | Height: | Size: 9.3 KiB |
BIN
assets/repo/screenshots/0.png
Normal file
BIN
assets/repo/screenshots/0.png
Normal file
Binary file not shown.
|
After Width: | Height: | Size: 28 KiB |
BIN
assets/repo/screenshots/1.png
Normal file
BIN
assets/repo/screenshots/1.png
Normal file
Binary file not shown.
|
After Width: | Height: | Size: 26 KiB |
BIN
assets/repo/screenshots/2.png
Normal file
BIN
assets/repo/screenshots/2.png
Normal file
Binary file not shown.
|
After Width: | Height: | Size: 27 KiB |
BIN
assets/repo/screenshots/3.png
Normal file
BIN
assets/repo/screenshots/3.png
Normal file
Binary file not shown.
|
After Width: | Height: | Size: 40 KiB |
27
bacon.toml
27
bacon.toml
@@ -28,16 +28,18 @@ need_stdout = false
|
||||
|
||||
[jobs.test]
|
||||
command = [
|
||||
"cargo", "nextest", "run",
|
||||
"--hide-progress-bar", "--failure-output", "final"
|
||||
"cargo",
|
||||
"nextest",
|
||||
"run",
|
||||
"--hide-progress-bar",
|
||||
"--failure-output",
|
||||
"final",
|
||||
]
|
||||
need_stdout = true
|
||||
analyzer = "nextest"
|
||||
|
||||
[jobs.coverage]
|
||||
command = [
|
||||
"just", "report-coverage"
|
||||
]
|
||||
command = ["just", "report-coverage"]
|
||||
need_stdout = true
|
||||
ignored_lines = [
|
||||
"info:",
|
||||
@@ -54,7 +56,7 @@ ignored_lines = [
|
||||
"\\s*Finished.+in \\d+",
|
||||
"\\s*Summary\\s+\\[",
|
||||
"\\s*Blocking",
|
||||
"Finished report saved to"
|
||||
"Finished report saved to",
|
||||
]
|
||||
on_change_strategy = "wait_then_restart"
|
||||
|
||||
@@ -66,21 +68,26 @@ need_stdout = false
|
||||
[jobs.doc-open]
|
||||
command = ["cargo", "doc", "--no-deps", "--open"]
|
||||
need_stdout = false
|
||||
on_success = "back" # so that we don't open the browser at each change
|
||||
on_success = "back" # so that we don't open the browser at each change
|
||||
|
||||
[jobs.run]
|
||||
command = [
|
||||
"cargo", "run",
|
||||
]
|
||||
command = ["cargo", "run"]
|
||||
need_stdout = true
|
||||
allow_warnings = true
|
||||
background = false
|
||||
on_change_strategy = "kill_then_restart"
|
||||
# kill = ["pkill", "-TERM", "-P"]'
|
||||
|
||||
[jobs.precommit]
|
||||
command = ["pre-commit", "run", "--all-files"]
|
||||
need_stdout = true
|
||||
background = false
|
||||
on_change_strategy = "kill_then_restart"
|
||||
|
||||
[keybindings]
|
||||
c = "job:clippy"
|
||||
alt-c = "job:check"
|
||||
ctrl-alt-c = "job:check-all"
|
||||
shift-c = "job:clippy-all"
|
||||
f = "job:coverage"
|
||||
p = "job:precommit"
|
||||
|
||||
145
src/app.rs
145
src/app.rs
@@ -1,52 +1,49 @@
|
||||
use std::collections::HashMap;
|
||||
use std::time::{Duration, Instant};
|
||||
|
||||
use sdl2::render::TextureCreator;
|
||||
use sdl2::ttf::Sdl2TtfContext;
|
||||
use sdl2::video::WindowContext;
|
||||
use sdl2::{AudioSubsystem, EventPump, Sdl, VideoSubsystem};
|
||||
|
||||
use crate::error::{GameError, GameResult};
|
||||
|
||||
use crate::constants::{CANVAS_SIZE, LOOP_TIME, SCALE};
|
||||
use crate::formatter;
|
||||
use crate::game::Game;
|
||||
use crate::platform::get_platform;
|
||||
use crate::platform;
|
||||
use sdl2::pixels::PixelFormatEnum;
|
||||
use sdl2::render::RendererInfo;
|
||||
use sdl2::{AudioSubsystem, Sdl};
|
||||
use tracing::{debug, info, trace};
|
||||
|
||||
/// Main application wrapper that manages SDL initialization, window lifecycle, and the game loop.
|
||||
///
|
||||
/// Handles platform-specific setup, maintains consistent frame timing, and delegates
|
||||
/// game logic to the contained `Game` instance. The app manages focus state to
|
||||
/// optimize CPU usage when the window loses focus.
|
||||
pub struct App {
|
||||
pub game: Game,
|
||||
last_tick: Instant,
|
||||
focused: bool,
|
||||
// Keep SDL alive for the app lifetime so subsystems (audio) are not shut down
|
||||
_sdl_context: Sdl,
|
||||
_audio_subsystem: AudioSubsystem,
|
||||
}
|
||||
|
||||
impl App {
|
||||
/// Initializes SDL subsystems, creates the game window, and sets up the game state.
|
||||
///
|
||||
/// Performs comprehensive initialization including video/audio subsystems, platform-specific
|
||||
/// console setup, window creation with proper scaling, and canvas configuration. All SDL
|
||||
/// resources are leaked to maintain 'static lifetimes required by the game architecture.
|
||||
///
|
||||
/// # Errors
|
||||
///
|
||||
/// Returns `GameError::Sdl` if any SDL initialization step fails, or propagates
|
||||
/// errors from `Game::new()` during game state setup.
|
||||
pub fn new() -> GameResult<Self> {
|
||||
let sdl_context: &'static Sdl = Box::leak(Box::new(sdl2::init().map_err(|e| GameError::Sdl(e.to_string()))?));
|
||||
let video_subsystem: &'static VideoSubsystem =
|
||||
Box::leak(Box::new(sdl_context.video().map_err(|e| GameError::Sdl(e.to_string()))?));
|
||||
let _audio_subsystem: &'static AudioSubsystem =
|
||||
Box::leak(Box::new(sdl_context.audio().map_err(|e| GameError::Sdl(e.to_string()))?));
|
||||
let _ttf_context: &'static Sdl2TtfContext =
|
||||
Box::leak(Box::new(sdl2::ttf::init().map_err(|e| GameError::Sdl(e.to_string()))?));
|
||||
let event_pump: &'static mut EventPump =
|
||||
Box::leak(Box::new(sdl_context.event_pump().map_err(|e| GameError::Sdl(e.to_string()))?));
|
||||
|
||||
// Initialize platform-specific console
|
||||
get_platform().init_console()?;
|
||||
info!("Initializing SDL2 application");
|
||||
let sdl_context = sdl2::init().map_err(|e| GameError::Sdl(e.to_string()))?;
|
||||
debug!("Initializing SDL2 subsystems");
|
||||
let ttf_context = sdl2::ttf::init().map_err(|e| GameError::Sdl(e.to_string()))?;
|
||||
let video_subsystem = sdl_context.video().map_err(|e| GameError::Sdl(e.to_string()))?;
|
||||
let audio_subsystem = sdl_context.audio().map_err(|e| GameError::Sdl(e.to_string()))?;
|
||||
let event_pump = sdl_context.event_pump().map_err(|e| GameError::Sdl(e.to_string()))?;
|
||||
|
||||
trace!(
|
||||
width = (CANVAS_SIZE.x as f32 * SCALE).round() as u32,
|
||||
height = (CANVAS_SIZE.y as f32 * SCALE).round() as u32,
|
||||
scale = SCALE,
|
||||
"Creating game window"
|
||||
);
|
||||
let window = video_subsystem
|
||||
.window(
|
||||
"Pac-Man",
|
||||
@@ -58,27 +55,71 @@ impl App {
|
||||
.build()
|
||||
.map_err(|e| GameError::Sdl(e.to_string()))?;
|
||||
|
||||
let canvas = Box::leak(Box::new(
|
||||
window
|
||||
.into_canvas()
|
||||
.accelerated()
|
||||
.build()
|
||||
.map_err(|e| GameError::Sdl(e.to_string()))?,
|
||||
));
|
||||
#[derive(Debug)]
|
||||
struct DriverDetail {
|
||||
info: RendererInfo,
|
||||
index: usize,
|
||||
}
|
||||
|
||||
let drivers: HashMap<&'static str, DriverDetail> = sdl2::render::drivers()
|
||||
.enumerate()
|
||||
.map(|(index, d)| (d.name, DriverDetail { info: d, index }))
|
||||
.collect::<HashMap<_, _>>();
|
||||
|
||||
let get_driver =
|
||||
|name: &'static str| -> Option<u32> { drivers.get(name.to_lowercase().as_str()).map(|d| d.index as u32) };
|
||||
|
||||
{
|
||||
let mut names = drivers.keys().collect::<Vec<_>>();
|
||||
names.sort_by_key(|k| get_driver(k));
|
||||
trace!("Drivers: {names:?}")
|
||||
}
|
||||
|
||||
// Count the number of times each pixel format is supported by each driver
|
||||
let pixel_format_counts: HashMap<PixelFormatEnum, usize> = drivers
|
||||
.values()
|
||||
.flat_map(|d| d.info.texture_formats.iter())
|
||||
.fold(HashMap::new(), |mut counts, format| {
|
||||
*counts.entry(*format).or_insert(0) += 1;
|
||||
counts
|
||||
});
|
||||
|
||||
trace!(pixel_format_counts = ?pixel_format_counts, "Available pixel formats per driver");
|
||||
|
||||
let index = get_driver("direct3d");
|
||||
trace!(driver_index = ?index, "Selected graphics driver");
|
||||
|
||||
trace!("Creating hardware-accelerated canvas");
|
||||
let mut canvas = window
|
||||
.into_canvas()
|
||||
.accelerated()
|
||||
// .index(index)
|
||||
.build()
|
||||
.map_err(|e| GameError::Sdl(e.to_string()))?;
|
||||
|
||||
trace!(
|
||||
logical_width = CANVAS_SIZE.x,
|
||||
logical_height = CANVAS_SIZE.y,
|
||||
"Setting canvas logical size"
|
||||
);
|
||||
canvas
|
||||
.set_logical_size(CANVAS_SIZE.x, CANVAS_SIZE.y)
|
||||
.map_err(|e| GameError::Sdl(e.to_string()))?;
|
||||
debug!(renderer_info = ?canvas.info(), "Canvas renderer initialized");
|
||||
|
||||
let texture_creator: &'static mut TextureCreator<WindowContext> = Box::leak(Box::new(canvas.texture_creator()));
|
||||
trace!("Creating texture factory");
|
||||
let texture_creator = canvas.texture_creator();
|
||||
|
||||
let game = Game::new(canvas, texture_creator, event_pump)?;
|
||||
// game.audio.set_mute(cfg!(debug_assertions));
|
||||
info!("Starting game initialization");
|
||||
let game = Game::new(canvas, ttf_context, texture_creator, event_pump)?;
|
||||
|
||||
info!("Application initialization completed successfully");
|
||||
Ok(App {
|
||||
game,
|
||||
focused: true,
|
||||
last_tick: Instant::now(),
|
||||
_sdl_context: sdl_context,
|
||||
_audio_subsystem: audio_subsystem,
|
||||
})
|
||||
}
|
||||
|
||||
@@ -96,33 +137,11 @@ 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();
|
||||
self.last_tick = start;
|
||||
|
||||
// Increment the global tick counter for tracing
|
||||
formatter::increment_tick();
|
||||
|
||||
let exit = self.game.tick(dt);
|
||||
|
||||
@@ -134,7 +153,7 @@ impl App {
|
||||
if start.elapsed() < LOOP_TIME {
|
||||
let time = LOOP_TIME.saturating_sub(start.elapsed());
|
||||
if time != Duration::ZERO {
|
||||
get_platform().sleep(time, self.focused);
|
||||
platform::sleep(time, self.focused);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
15
src/asset.rs
15
src/asset.rs
@@ -1,4 +1,3 @@
|
||||
#![allow(dead_code)]
|
||||
//! Cross-platform asset loading abstraction.
|
||||
//! On desktop, assets are embedded using include_bytes!; on Emscripten, assets are loaded from the filesystem.
|
||||
|
||||
@@ -19,6 +18,8 @@ pub enum Asset {
|
||||
AtlasImage,
|
||||
/// Terminal Vector font for text rendering (TerminalVector.ttf)
|
||||
Font,
|
||||
/// Sound effect for Pac-Man's death
|
||||
DeathSound,
|
||||
}
|
||||
|
||||
impl Asset {
|
||||
@@ -37,6 +38,7 @@ impl Asset {
|
||||
Wav4 => "sound/waka/4.ogg",
|
||||
AtlasImage => "atlas.png",
|
||||
Font => "TerminalVector.ttf",
|
||||
DeathSound => "sound/pacman_death.wav",
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -44,7 +46,8 @@ impl Asset {
|
||||
mod imp {
|
||||
use super::*;
|
||||
use crate::error::AssetError;
|
||||
use crate::platform::get_platform;
|
||||
use crate::platform;
|
||||
use tracing::trace;
|
||||
|
||||
/// Loads asset bytes using the appropriate platform-specific method.
|
||||
///
|
||||
@@ -58,7 +61,13 @@ mod imp {
|
||||
/// Returns `AssetError::NotFound` if the asset file cannot be located (Emscripten only),
|
||||
/// or `AssetError::Io` for filesystem I/O failures.
|
||||
pub fn get_asset_bytes(asset: Asset) -> Result<Cow<'static, [u8]>, AssetError> {
|
||||
get_platform().get_asset_bytes(asset)
|
||||
trace!(asset = ?asset, "Loading game asset");
|
||||
let result = platform::get_asset_bytes(asset);
|
||||
match &result {
|
||||
Ok(bytes) => trace!(asset = ?asset, size_bytes = bytes.len(), "Asset loaded successfully"),
|
||||
Err(e) => trace!(asset = ?asset, error = ?e, "Asset loading failed"),
|
||||
}
|
||||
result
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
48
src/audio.rs
48
src/audio.rs
@@ -12,10 +12,10 @@ const SOUND_ASSETS: [Asset; 4] = [Asset::Wav1, Asset::Wav2, Asset::Wav3, Asset::
|
||||
/// This struct is responsible for initializing the audio device, loading sounds,
|
||||
/// and playing them. If audio fails to initialize, it will be disabled and all
|
||||
/// functions will silently do nothing.
|
||||
#[allow(dead_code)]
|
||||
pub struct Audio {
|
||||
_mixer_context: Option<mixer::Sdl2MixerContext>,
|
||||
sounds: Vec<Chunk>,
|
||||
death_sound: Option<Chunk>,
|
||||
next_sound_index: usize,
|
||||
muted: bool,
|
||||
disabled: bool,
|
||||
@@ -44,6 +44,7 @@ impl Audio {
|
||||
return Self {
|
||||
_mixer_context: None,
|
||||
sounds: Vec::new(),
|
||||
death_sound: None,
|
||||
next_sound_index: 0,
|
||||
muted: false,
|
||||
disabled: true,
|
||||
@@ -65,6 +66,7 @@ impl Audio {
|
||||
return Self {
|
||||
_mixer_context: None,
|
||||
sounds: Vec::new(),
|
||||
death_sound: None,
|
||||
next_sound_index: 0,
|
||||
muted: false,
|
||||
disabled: true,
|
||||
@@ -93,12 +95,33 @@ impl Audio {
|
||||
}
|
||||
}
|
||||
|
||||
let death_sound = match get_asset_bytes(Asset::DeathSound) {
|
||||
Ok(data) => match RWops::from_bytes(&data) {
|
||||
Ok(rwops) => match rwops.load_wav() {
|
||||
Ok(chunk) => Some(chunk),
|
||||
Err(e) => {
|
||||
tracing::warn!("Failed to load death sound from asset API: {}", e);
|
||||
None
|
||||
}
|
||||
},
|
||||
Err(e) => {
|
||||
tracing::warn!("Failed to create RWops for death sound: {}", e);
|
||||
None
|
||||
}
|
||||
},
|
||||
Err(e) => {
|
||||
tracing::warn!("Failed to load death sound asset: {}", e);
|
||||
None
|
||||
}
|
||||
};
|
||||
|
||||
// If no sounds loaded successfully, disable audio
|
||||
if sounds.is_empty() {
|
||||
if sounds.is_empty() && death_sound.is_none() {
|
||||
tracing::warn!("No sounds loaded successfully. Audio will be disabled.");
|
||||
return Self {
|
||||
_mixer_context: Some(mixer_context),
|
||||
sounds: Vec::new(),
|
||||
death_sound: None,
|
||||
next_sound_index: 0,
|
||||
muted: false,
|
||||
disabled: true,
|
||||
@@ -108,6 +131,7 @@ impl Audio {
|
||||
Audio {
|
||||
_mixer_context: Some(mixer_context),
|
||||
sounds,
|
||||
death_sound,
|
||||
next_sound_index: 0,
|
||||
muted: false,
|
||||
disabled: false,
|
||||
@@ -119,7 +143,6 @@ impl Audio {
|
||||
/// Automatically rotates through the four eating sound assets. The sound plays on channel 0 and the internal sound index
|
||||
/// advances to the next variant. Silently returns if audio is disabled, muted,
|
||||
/// or no sounds were loaded successfully.
|
||||
#[allow(dead_code)]
|
||||
pub fn eat(&mut self) {
|
||||
if self.disabled || self.muted || self.sounds.is_empty() {
|
||||
return;
|
||||
@@ -138,6 +161,24 @@ impl Audio {
|
||||
self.next_sound_index = (self.next_sound_index + 1) % self.sounds.len();
|
||||
}
|
||||
|
||||
/// Plays the death sound effect.
|
||||
pub fn death(&mut self) {
|
||||
if self.disabled || self.muted {
|
||||
return;
|
||||
}
|
||||
|
||||
if let Some(chunk) = &self.death_sound {
|
||||
mixer::Channel::all().play(chunk, 0).ok();
|
||||
}
|
||||
}
|
||||
|
||||
/// Halts all currently playing audio channels.
|
||||
pub fn stop_all(&mut self) {
|
||||
if !self.disabled {
|
||||
mixer::Channel::all().halt();
|
||||
}
|
||||
}
|
||||
|
||||
/// Instantly mutes or unmutes all audio channels by adjusting their volume.
|
||||
///
|
||||
/// Sets all 4 mixer channels to zero volume when muting, or restores them to
|
||||
@@ -168,7 +209,6 @@ impl Audio {
|
||||
/// Audio can be disabled due to SDL2_mixer initialization failures, missing
|
||||
/// audio device, or failure to load any sound assets. When disabled, all
|
||||
/// audio operations become no-ops.
|
||||
#[allow(dead_code)]
|
||||
pub fn is_disabled(&self) -> bool {
|
||||
self.disabled
|
||||
}
|
||||
|
||||
133
src/bin/aspect_demo.rs
Normal file
133
src/bin/aspect_demo.rs
Normal file
@@ -0,0 +1,133 @@
|
||||
#![cfg_attr(coverage_nightly, feature(coverage_attribute))]
|
||||
#![cfg_attr(coverage_nightly, coverage(off))]
|
||||
|
||||
use std::time::{Duration, Instant};
|
||||
|
||||
use sdl2::event::Event;
|
||||
use sdl2::keyboard::Keycode;
|
||||
use sdl2::pixels::Color;
|
||||
use sdl2::rect::Rect;
|
||||
|
||||
// A self-contained SDL2 demo showing how to keep a consistent aspect ratio
|
||||
// with letterboxing/pillarboxing in a resizable window.
|
||||
//
|
||||
// This uses SDL2's logical size feature, which automatically sets a viewport
|
||||
// to preserve the target aspect ratio and adds black bars as needed.
|
||||
// We also clear the full window to black and then clear the logical viewport
|
||||
// to a content color, so bars remain visibly black.
|
||||
|
||||
const LOGICAL_WIDTH: u32 = 320; // target content width
|
||||
const LOGICAL_HEIGHT: u32 = 180; // target content height (16:9)
|
||||
|
||||
fn main() -> Result<(), String> {
|
||||
// Initialize SDL2
|
||||
let sdl = sdl2::init()?;
|
||||
let video = sdl.video()?;
|
||||
|
||||
// Create a resizable window
|
||||
let window = video
|
||||
.window("SDL2 Aspect Ratio Demo", 960, 540)
|
||||
.resizable()
|
||||
.position_centered()
|
||||
.build()
|
||||
.map_err(|e| e.to_string())?;
|
||||
|
||||
let mut canvas = window.into_canvas().build().map_err(|e| e.to_string())?;
|
||||
|
||||
// Set the desired logical (virtual) resolution. SDL will letterbox/pillarbox
|
||||
// as needed to preserve this aspect ratio when the window is resized.
|
||||
canvas
|
||||
.set_logical_size(LOGICAL_WIDTH, LOGICAL_HEIGHT)
|
||||
.map_err(|e| e.to_string())?;
|
||||
// Optional: uncomment to enforce integer scaling only (more retro look)
|
||||
// canvas.set_integer_scale(true)?;
|
||||
|
||||
let mut events = sdl.event_pump()?;
|
||||
|
||||
let mut running = true;
|
||||
let start = Instant::now();
|
||||
let mut last_log = Instant::now();
|
||||
|
||||
while running {
|
||||
for event in events.poll_iter() {
|
||||
match event {
|
||||
Event::Quit { .. }
|
||||
| Event::KeyDown {
|
||||
keycode: Some(Keycode::Escape),
|
||||
..
|
||||
} => {
|
||||
running = false;
|
||||
}
|
||||
Event::Window { win_event, .. } => {
|
||||
// Periodically log window size and the computed viewport
|
||||
// to demonstrate how letterboxing/pillarboxing behaves.
|
||||
use sdl2::event::WindowEvent;
|
||||
match win_event {
|
||||
WindowEvent::Resized(_, _)
|
||||
| WindowEvent::SizeChanged(_, _)
|
||||
| WindowEvent::Maximized
|
||||
| WindowEvent::Restored => {
|
||||
if last_log.elapsed() > Duration::from_millis(250) {
|
||||
let out_size = canvas.output_size()?;
|
||||
let viewport = canvas.viewport();
|
||||
println!(
|
||||
"window={}x{}, viewport x={}, y={}, w={}, h={}",
|
||||
out_size.0,
|
||||
out_size.1,
|
||||
viewport.x(),
|
||||
viewport.y(),
|
||||
viewport.width(),
|
||||
viewport.height()
|
||||
);
|
||||
last_log = Instant::now();
|
||||
}
|
||||
}
|
||||
_ => {}
|
||||
}
|
||||
}
|
||||
_ => {}
|
||||
}
|
||||
}
|
||||
|
||||
// 1) Clear the entire window to black (no viewport) so the bars are black
|
||||
canvas.set_viewport(None);
|
||||
canvas.set_draw_color(Color::RGB(0, 0, 0));
|
||||
canvas.clear();
|
||||
|
||||
// 2) Re-apply logical size so SDL sets a viewport that preserves aspect
|
||||
// ratio. Clearing now only affects the letterboxed content area.
|
||||
canvas
|
||||
.set_logical_size(LOGICAL_WIDTH, LOGICAL_HEIGHT)
|
||||
.map_err(|e| e.to_string())?;
|
||||
|
||||
// Fill the content area with a background color to differentiate from bars
|
||||
canvas.set_draw_color(Color::RGB(30, 30, 40));
|
||||
canvas.clear();
|
||||
|
||||
// Draw a simple grid to visualize scaling clearly
|
||||
canvas.set_draw_color(Color::RGB(60, 60, 90));
|
||||
let step = 20i32;
|
||||
for x in (0..=LOGICAL_WIDTH as i32).step_by(step as usize) {
|
||||
let _ = canvas.draw_line(sdl2::rect::Point::new(x, 0), sdl2::rect::Point::new(x, LOGICAL_HEIGHT as i32));
|
||||
}
|
||||
for y in (0..=LOGICAL_HEIGHT as i32).step_by(step as usize) {
|
||||
let _ = canvas.draw_line(sdl2::rect::Point::new(0, y), sdl2::rect::Point::new(LOGICAL_WIDTH as i32, y));
|
||||
}
|
||||
|
||||
// Draw a border around the logical content area
|
||||
canvas.set_draw_color(Color::RGB(200, 200, 220));
|
||||
let border = Rect::new(0, 0, LOGICAL_WIDTH, LOGICAL_HEIGHT);
|
||||
canvas.draw_rect(border)?;
|
||||
|
||||
// Draw a moving box to demonstrate dynamic content staying within aspect
|
||||
let elapsed_ms = start.elapsed().as_millis() as i32;
|
||||
let t = (elapsed_ms / 8) % LOGICAL_WIDTH as i32;
|
||||
let box_rect = Rect::new(t - 10, (LOGICAL_HEIGHT as i32 / 2) - 10, 20, 20);
|
||||
canvas.set_draw_color(Color::RGB(255, 140, 0));
|
||||
canvas.fill_rect(box_rect).ok();
|
||||
|
||||
canvas.present();
|
||||
}
|
||||
|
||||
Ok(())
|
||||
}
|
||||
94
src/bin/timing_demo.rs
Normal file
94
src/bin/timing_demo.rs
Normal file
@@ -0,0 +1,94 @@
|
||||
#![cfg_attr(coverage_nightly, feature(coverage_attribute))]
|
||||
#![cfg_attr(coverage_nightly, coverage(off))]
|
||||
|
||||
use circular_buffer::CircularBuffer;
|
||||
use pacman::constants::CANVAS_SIZE;
|
||||
use sdl2::event::Event;
|
||||
use sdl2::keyboard::Keycode;
|
||||
use sdl2::pixels::Color;
|
||||
use std::time::{Duration, Instant};
|
||||
|
||||
fn main() -> Result<(), String> {
|
||||
let sdl_context = sdl2::init()?;
|
||||
let video_subsystem = sdl_context.video()?;
|
||||
|
||||
let window = video_subsystem
|
||||
.window("SDL2 Timing Demo", CANVAS_SIZE.x, CANVAS_SIZE.y)
|
||||
.opengl()
|
||||
.position_centered()
|
||||
.build()
|
||||
.map_err(|e| e.to_string())?;
|
||||
|
||||
let mut canvas = window.into_canvas().accelerated().build().map_err(|e| e.to_string())?;
|
||||
canvas
|
||||
.set_logical_size(CANVAS_SIZE.x, CANVAS_SIZE.y)
|
||||
.map_err(|e| e.to_string())?;
|
||||
|
||||
let mut event_pump = sdl_context.event_pump()?;
|
||||
|
||||
// Store frame timings in milliseconds
|
||||
let mut frame_timings = CircularBuffer::<20_000, f64>::new();
|
||||
let mut last_report_time = Instant::now();
|
||||
let report_interval = Duration::from_millis(500);
|
||||
|
||||
'running: loop {
|
||||
let frame_start_time = Instant::now();
|
||||
|
||||
for event in event_pump.poll_iter() {
|
||||
match event {
|
||||
Event::Quit { .. }
|
||||
| Event::KeyDown {
|
||||
keycode: Some(Keycode::Escape),
|
||||
..
|
||||
} => {
|
||||
break 'running;
|
||||
}
|
||||
_ => {}
|
||||
}
|
||||
}
|
||||
|
||||
// Clear the screen
|
||||
canvas.set_draw_color(Color::RGB(0, 0, 0));
|
||||
canvas.clear();
|
||||
canvas.present();
|
||||
|
||||
// Record timing
|
||||
let frame_duration = frame_start_time.elapsed();
|
||||
frame_timings.push_back(frame_duration.as_secs_f64());
|
||||
|
||||
// Report stats every `report_interval`
|
||||
let elapsed = last_report_time.elapsed();
|
||||
if elapsed >= report_interval {
|
||||
if !frame_timings.is_empty() {
|
||||
let count = frame_timings.len() as f64;
|
||||
let sum: f64 = frame_timings.iter().sum();
|
||||
let mean = sum / count;
|
||||
|
||||
let variance = frame_timings
|
||||
.iter()
|
||||
.map(|value| {
|
||||
let diff = mean - value;
|
||||
diff * diff
|
||||
})
|
||||
.sum::<f64>()
|
||||
/ count;
|
||||
let std_dev = variance.sqrt();
|
||||
|
||||
println!(
|
||||
"Rendered {count} frames at {fps:.1} fps (last {elapsed:.2?}): mean={mean:.3?}, std_dev={std_dev:.3?}",
|
||||
count = frame_timings.len(),
|
||||
fps = count / elapsed.as_secs_f64(),
|
||||
elapsed = elapsed,
|
||||
mean = Duration::from_secs_f64(mean),
|
||||
std_dev = Duration::from_secs_f64(std_dev),
|
||||
);
|
||||
}
|
||||
|
||||
// Reset for next interval
|
||||
frame_timings.clear();
|
||||
last_report_time = Instant::now();
|
||||
}
|
||||
}
|
||||
|
||||
Ok(())
|
||||
}
|
||||
@@ -8,8 +8,8 @@ use glam::UVec2;
|
||||
///
|
||||
/// Calculated as 1/60th of a second (≈16.67ms).
|
||||
///
|
||||
/// Written out explicitly to satisfy const-eval constraints.
|
||||
pub const LOOP_TIME: Duration = Duration::from_nanos((1_000_000_000.0 / 60.0) as u64);
|
||||
/// Uses integer arithmetic to avoid floating-point precision loss.
|
||||
pub const LOOP_TIME: Duration = Duration::from_nanos(1_000_000_000 / 60);
|
||||
|
||||
/// The size of each cell, in pixels.
|
||||
pub const CELL_SIZE: u32 = 8;
|
||||
@@ -25,12 +25,25 @@ pub const SCALE: f32 = 2.6;
|
||||
/// screen for score display, player lives, and other UI elements.
|
||||
pub const BOARD_CELL_OFFSET: UVec2 = UVec2::new(0, 3);
|
||||
|
||||
/// Bottom HUD row offset to reserve space below the game board.
|
||||
///
|
||||
/// The 2-cell vertical offset (16 pixels) provides space at the bottom of the
|
||||
/// screen for displaying Pac-Man's lives (left) and fruit symbols (right).
|
||||
pub const BOARD_BOTTOM_CELL_OFFSET: UVec2 = UVec2::new(0, 2);
|
||||
|
||||
/// Pixel-space equivalent of `BOARD_CELL_OFFSET` for rendering calculations.
|
||||
///
|
||||
/// Automatically calculated from the cell offset to maintain consistency
|
||||
/// when the cell size changes. Used for positioning sprites and debug overlays.
|
||||
pub const BOARD_PIXEL_OFFSET: UVec2 = UVec2::new(BOARD_CELL_OFFSET.x * CELL_SIZE, BOARD_CELL_OFFSET.y * CELL_SIZE);
|
||||
|
||||
/// Pixel-space equivalent of `BOARD_BOTTOM_CELL_OFFSET` for rendering calculations.
|
||||
///
|
||||
/// Automatically calculated from the cell offset to maintain consistency
|
||||
/// when the cell size changes. Used for positioning bottom HUD elements.
|
||||
pub const BOARD_BOTTOM_PIXEL_OFFSET: UVec2 =
|
||||
UVec2::new(BOARD_BOTTOM_CELL_OFFSET.x * CELL_SIZE, BOARD_BOTTOM_CELL_OFFSET.y * CELL_SIZE);
|
||||
|
||||
/// Animation timing constants for ghost state management
|
||||
pub mod animation {
|
||||
/// Normal ghost movement animation speed (ticks per frame at 60 ticks/sec)
|
||||
@@ -39,16 +52,47 @@ pub mod animation {
|
||||
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;
|
||||
/// Time in ticks for frightened ghosts to return to normal
|
||||
pub const GHOST_FRIGHTENED_TICKS: u32 = 300;
|
||||
/// Time in ticks when frightened ghosts start flashing
|
||||
pub const GHOST_FRIGHTENED_FLASH_START_TICKS: u32 = GHOST_FRIGHTENED_TICKS - 120;
|
||||
}
|
||||
|
||||
/// The size of the canvas, in pixels.
|
||||
pub const CANVAS_SIZE: UVec2 = UVec2::new(
|
||||
(BOARD_CELL_SIZE.x + BOARD_CELL_OFFSET.x) * CELL_SIZE,
|
||||
(BOARD_CELL_SIZE.y + BOARD_CELL_OFFSET.y) * CELL_SIZE,
|
||||
(BOARD_CELL_SIZE.x + BOARD_CELL_OFFSET.x + BOARD_BOTTOM_CELL_OFFSET.x) * CELL_SIZE,
|
||||
(BOARD_CELL_SIZE.y + BOARD_CELL_OFFSET.y + BOARD_BOTTOM_CELL_OFFSET.y) * CELL_SIZE,
|
||||
);
|
||||
|
||||
pub const LARGE_SCALE: f32 = 2.6;
|
||||
|
||||
pub const LARGE_CANVAS_SIZE: UVec2 = UVec2::new(
|
||||
(((BOARD_CELL_SIZE.x + BOARD_CELL_OFFSET.x + BOARD_BOTTOM_CELL_OFFSET.x) * CELL_SIZE) as f32 * LARGE_SCALE) as u32,
|
||||
(((BOARD_CELL_SIZE.y + BOARD_CELL_OFFSET.y + BOARD_BOTTOM_CELL_OFFSET.y) * CELL_SIZE) as f32 * LARGE_SCALE) as u32,
|
||||
);
|
||||
|
||||
/// 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;
|
||||
/// Collider size for fruits (0.8x cell size)
|
||||
pub const FRUIT_SIZE: f32 = CELL_SIZE as f32 * 1.375;
|
||||
}
|
||||
|
||||
/// UI and rendering constants
|
||||
pub mod ui {
|
||||
/// Debug font size in points
|
||||
pub const DEBUG_FONT_SIZE: u16 = 12;
|
||||
/// Power pellet blink rate in ticks (at 60 FPS, 12 ticks = 0.2 seconds)
|
||||
pub const POWER_PELLET_BLINK_RATE: u32 = 12;
|
||||
}
|
||||
|
||||
/// Map tile types that define gameplay behavior and collision properties.
|
||||
#[derive(Debug, Clone, Copy, PartialEq)]
|
||||
pub enum MapTile {
|
||||
@@ -100,3 +144,15 @@ 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;
|
||||
}
|
||||
|
||||
/// Game mechanics constants
|
||||
pub mod mechanics {
|
||||
/// Player movement speed multiplier
|
||||
pub const PLAYER_SPEED: f32 = 1.15;
|
||||
}
|
||||
|
||||
60
src/error.rs
60
src/error.rs
@@ -37,9 +37,6 @@ pub enum GameError {
|
||||
#[error("IO error: {0}")]
|
||||
Io(#[from] io::Error),
|
||||
|
||||
#[error("Serialization error: {0}")]
|
||||
Serialization(#[from] serde_json::Error),
|
||||
|
||||
#[error("Invalid state: {0}")]
|
||||
InvalidState(String),
|
||||
}
|
||||
@@ -49,6 +46,7 @@ pub enum AssetError {
|
||||
#[error("IO error: {0}")]
|
||||
Io(#[from] io::Error),
|
||||
|
||||
// This error is only possible on Emscripten, as the assets are loaded from a 'filesystem' of sorts (while on Desktop, they are included in the binary at compile time)
|
||||
#[allow(dead_code)]
|
||||
#[error("Asset not found: {0}")]
|
||||
NotFound(String),
|
||||
@@ -56,12 +54,10 @@ pub enum AssetError {
|
||||
|
||||
/// Platform-specific errors.
|
||||
#[derive(thiserror::Error, Debug)]
|
||||
#[allow(dead_code)]
|
||||
pub enum PlatformError {
|
||||
#[error("Console initialization failed: {0}")]
|
||||
#[cfg(any(windows, target_os = "emscripten"))]
|
||||
ConsoleInit(String),
|
||||
#[error("Platform-specific error: {0}")]
|
||||
Other(String),
|
||||
}
|
||||
|
||||
/// Error type for map parsing operations.
|
||||
@@ -113,55 +109,3 @@ pub enum MapError {
|
||||
|
||||
/// Result type for game operations.
|
||||
pub type GameResult<T> = Result<T, GameError>;
|
||||
|
||||
/// Helper trait for converting other error types to GameError.
|
||||
pub trait IntoGameError<T> {
|
||||
#[allow(dead_code)]
|
||||
fn into_game_error(self) -> GameResult<T>;
|
||||
}
|
||||
|
||||
impl<T, E> IntoGameError<T> for Result<T, E>
|
||||
where
|
||||
E: std::error::Error + Send + Sync + 'static,
|
||||
{
|
||||
fn into_game_error(self) -> GameResult<T> {
|
||||
self.map_err(|e| GameError::InvalidState(e.to_string()))
|
||||
}
|
||||
}
|
||||
|
||||
/// Helper trait for converting Option to GameResult with a custom error.
|
||||
pub trait OptionExt<T> {
|
||||
#[allow(dead_code)]
|
||||
fn ok_or_game_error<F>(self, f: F) -> GameResult<T>
|
||||
where
|
||||
F: FnOnce() -> GameError;
|
||||
}
|
||||
|
||||
impl<T> OptionExt<T> for Option<T> {
|
||||
fn ok_or_game_error<F>(self, f: F) -> GameResult<T>
|
||||
where
|
||||
F: FnOnce() -> GameError,
|
||||
{
|
||||
self.ok_or_else(f)
|
||||
}
|
||||
}
|
||||
|
||||
/// Helper trait for converting Result to GameResult with context.
|
||||
pub trait ResultExt<T, E> {
|
||||
#[allow(dead_code)]
|
||||
fn with_context<F>(self, f: F) -> GameResult<T>
|
||||
where
|
||||
F: FnOnce(&E) -> GameError;
|
||||
}
|
||||
|
||||
impl<T, E> ResultExt<T, E> for Result<T, E>
|
||||
where
|
||||
E: std::error::Error + Send + Sync + 'static,
|
||||
{
|
||||
fn with_context<F>(self, f: F) -> GameResult<T>
|
||||
where
|
||||
F: FnOnce(&E) -> GameError,
|
||||
{
|
||||
self.map_err(|e| f(&e))
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,6 +1,6 @@
|
||||
use bevy_ecs::{entity::Entity, event::Event};
|
||||
|
||||
use crate::map::direction::Direction;
|
||||
use crate::{map::direction::Direction, systems::Ghost};
|
||||
|
||||
/// Player input commands that trigger specific game actions.
|
||||
///
|
||||
@@ -24,15 +24,12 @@ pub enum GameCommand {
|
||||
|
||||
/// Global events that flow through the ECS event system to coordinate game behavior.
|
||||
///
|
||||
/// Events enable loose coupling between systems - input generates commands, collision
|
||||
/// detection reports overlaps, and various systems respond appropriately without
|
||||
/// direct dependencies.
|
||||
/// Events enable loose coupling between systems - input generates commands and
|
||||
/// various systems respond appropriately without direct dependencies.
|
||||
#[derive(Event, Clone, Copy, Debug, PartialEq, Eq)]
|
||||
pub enum GameEvent {
|
||||
/// Player input command to be processed by relevant game systems
|
||||
Command(GameCommand),
|
||||
/// Physical overlap detected between two entities requiring gameplay response
|
||||
Collision(Entity, Entity),
|
||||
}
|
||||
|
||||
impl From<GameCommand> for GameEvent {
|
||||
@@ -40,3 +37,22 @@ impl From<GameCommand> for GameEvent {
|
||||
GameEvent::Command(command)
|
||||
}
|
||||
}
|
||||
|
||||
/// Data for requesting stage transitions; processed centrally in stage_system
|
||||
#[derive(Event, Clone, Copy, Debug, PartialEq, Eq)]
|
||||
pub enum StageTransition {
|
||||
GhostEatenPause { ghost_entity: Entity, ghost_type: Ghost },
|
||||
}
|
||||
|
||||
/// Collision triggers for immediate collision handling via observers
|
||||
#[derive(Event, Clone, Copy, Debug, PartialEq, Eq)]
|
||||
pub enum CollisionTrigger {
|
||||
/// Pac-Man collided with a ghost
|
||||
GhostCollision {
|
||||
pacman: Entity,
|
||||
ghost: Entity,
|
||||
ghost_type: Ghost,
|
||||
},
|
||||
/// Pac-Man collided with an item
|
||||
ItemCollision { item: Entity },
|
||||
}
|
||||
|
||||
152
src/formatter.rs
Normal file
152
src/formatter.rs
Normal file
@@ -0,0 +1,152 @@
|
||||
//! Custom tracing formatter with tick counter integration
|
||||
|
||||
use std::fmt;
|
||||
use std::sync::atomic::{AtomicU64, Ordering};
|
||||
use time::macros::format_description;
|
||||
use time::{format_description::FormatItem, OffsetDateTime};
|
||||
use tracing::{Event, Level, Subscriber};
|
||||
use tracing_subscriber::fmt::format::Writer;
|
||||
use tracing_subscriber::fmt::{FmtContext, FormatEvent, FormatFields, FormattedFields};
|
||||
use tracing_subscriber::registry::LookupSpan;
|
||||
|
||||
/// Global atomic counter for tracking game ticks
|
||||
static TICK_COUNTER: AtomicU64 = AtomicU64::new(0);
|
||||
|
||||
/// Maximum value for tick counter display (16-bit hex)
|
||||
const TICK_DISPLAY_MASK: u64 = 0xFFFF;
|
||||
|
||||
/// Cached format description for timestamps
|
||||
/// Uses 3 subsecond digits on Emscripten, 5 otherwise for better performance
|
||||
#[cfg(target_os = "emscripten")]
|
||||
const TIMESTAMP_FORMAT: &[FormatItem<'static>] = format_description!("[hour]:[minute]:[second].[subsecond digits:3]");
|
||||
|
||||
#[cfg(not(target_os = "emscripten"))]
|
||||
const TIMESTAMP_FORMAT: &[FormatItem<'static>] = format_description!("[hour]:[minute]:[second].[subsecond digits:5]");
|
||||
|
||||
/// A custom formatter that includes both timestamp and tick counter in hexadecimal
|
||||
///
|
||||
/// Re-implementation of the Full formatter to add a tick counter and timestamp.
|
||||
pub struct CustomFormatter;
|
||||
|
||||
impl<S, N> FormatEvent<S, N> for CustomFormatter
|
||||
where
|
||||
S: Subscriber + for<'a> LookupSpan<'a>,
|
||||
N: for<'a> FormatFields<'a> + 'static,
|
||||
{
|
||||
fn format_event(&self, ctx: &FmtContext<'_, S, N>, mut writer: Writer<'_>, event: &Event<'_>) -> fmt::Result {
|
||||
let meta = event.metadata();
|
||||
|
||||
// 1) Timestamp (dimmed when ANSI)
|
||||
let now = OffsetDateTime::now_utc();
|
||||
let formatted_time = now.format(&TIMESTAMP_FORMAT).map_err(|e| {
|
||||
eprintln!("Failed to format timestamp: {}", e);
|
||||
fmt::Error
|
||||
})?;
|
||||
write_dimmed(&mut writer, formatted_time)?;
|
||||
writer.write_char(' ')?;
|
||||
|
||||
// 2) Tick counter, dim when ANSI
|
||||
let tick_count = get_tick_count() & TICK_DISPLAY_MASK;
|
||||
if writer.has_ansi_escapes() {
|
||||
write!(writer, "\x1b[2m0x{:04X}\x1b[0m ", tick_count)?;
|
||||
} else {
|
||||
write!(writer, "0x{:04X} ", tick_count)?;
|
||||
}
|
||||
|
||||
// 3) Colored 5-char level like Full
|
||||
write_colored_level(&mut writer, meta.level())?;
|
||||
writer.write_char(' ')?;
|
||||
|
||||
// 4) Span scope chain (bold names, fields in braces, dimmed ':')
|
||||
if let Some(scope) = ctx.event_scope() {
|
||||
let mut saw_any = false;
|
||||
for span in scope.from_root() {
|
||||
write_bold(&mut writer, span.metadata().name())?;
|
||||
saw_any = true;
|
||||
let ext = span.extensions();
|
||||
if let Some(fields) = &ext.get::<FormattedFields<N>>() {
|
||||
if !fields.is_empty() {
|
||||
write_bold(&mut writer, "{")?;
|
||||
write!(writer, "{}", fields)?;
|
||||
write_bold(&mut writer, "}")?;
|
||||
}
|
||||
}
|
||||
if writer.has_ansi_escapes() {
|
||||
write!(writer, "\x1b[2m:\x1b[0m")?;
|
||||
} else {
|
||||
writer.write_char(':')?;
|
||||
}
|
||||
}
|
||||
if saw_any {
|
||||
writer.write_char(' ')?;
|
||||
}
|
||||
}
|
||||
|
||||
// 5) Target (dimmed), then a space
|
||||
if writer.has_ansi_escapes() {
|
||||
write!(writer, "\x1b[2m{}\x1b[0m\x1b[2m:\x1b[0m ", meta.target())?;
|
||||
} else {
|
||||
write!(writer, "{}: ", meta.target())?;
|
||||
}
|
||||
|
||||
// 6) Event fields
|
||||
ctx.format_fields(writer.by_ref(), event)?;
|
||||
|
||||
// 7) Newline
|
||||
writeln!(writer)
|
||||
}
|
||||
}
|
||||
|
||||
/// Write the verbosity level with the same coloring/alignment as the Full formatter.
|
||||
fn write_colored_level(writer: &mut Writer<'_>, level: &Level) -> fmt::Result {
|
||||
if writer.has_ansi_escapes() {
|
||||
// Basic ANSI color sequences; reset with \x1b[0m
|
||||
let (color, text) = match *level {
|
||||
Level::TRACE => ("\x1b[35m", "TRACE"), // purple
|
||||
Level::DEBUG => ("\x1b[34m", "DEBUG"), // blue
|
||||
Level::INFO => ("\x1b[32m", " INFO"), // green, note leading space
|
||||
Level::WARN => ("\x1b[33m", " WARN"), // yellow, note leading space
|
||||
Level::ERROR => ("\x1b[31m", "ERROR"), // red
|
||||
};
|
||||
write!(writer, "{}{}\x1b[0m", color, text)
|
||||
} else {
|
||||
// Right-pad to width 5 like Full's non-ANSI mode
|
||||
match *level {
|
||||
Level::TRACE => write!(writer, "{:>5}", "TRACE"),
|
||||
Level::DEBUG => write!(writer, "{:>5}", "DEBUG"),
|
||||
Level::INFO => write!(writer, "{:>5}", " INFO"),
|
||||
Level::WARN => write!(writer, "{:>5}", " WARN"),
|
||||
Level::ERROR => write!(writer, "{:>5}", "ERROR"),
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
fn write_dimmed(writer: &mut Writer<'_>, s: impl fmt::Display) -> fmt::Result {
|
||||
if writer.has_ansi_escapes() {
|
||||
write!(writer, "\x1b[2m{}\x1b[0m", s)
|
||||
} else {
|
||||
write!(writer, "{}", s)
|
||||
}
|
||||
}
|
||||
|
||||
fn write_bold(writer: &mut Writer<'_>, s: impl fmt::Display) -> fmt::Result {
|
||||
if writer.has_ansi_escapes() {
|
||||
write!(writer, "\x1b[1m{}\x1b[0m", s)
|
||||
} else {
|
||||
write!(writer, "{}", s)
|
||||
}
|
||||
}
|
||||
|
||||
/// Increment the global tick counter by 1
|
||||
///
|
||||
/// This should be called once per game tick/frame from the main game loop
|
||||
pub fn increment_tick() {
|
||||
TICK_COUNTER.fetch_add(1, Ordering::Relaxed);
|
||||
}
|
||||
|
||||
/// Get the current tick count
|
||||
///
|
||||
/// Returns the current value of the global tick counter
|
||||
pub fn get_tick_count() -> u64 {
|
||||
TICK_COUNTER.load(Ordering::Relaxed)
|
||||
}
|
||||
784
src/game.rs
784
src/game.rs
File diff suppressed because it is too large
Load Diff
15
src/lib.rs
15
src/lib.rs
@@ -1,13 +1,22 @@
|
||||
//! Pac-Man game library crate.
|
||||
#![cfg_attr(coverage_nightly, feature(coverage_attribute))]
|
||||
|
||||
#[cfg_attr(coverage_nightly, coverage(off))]
|
||||
pub mod app;
|
||||
pub mod asset;
|
||||
#[cfg_attr(coverage_nightly, coverage(off))]
|
||||
pub mod audio;
|
||||
pub mod constants;
|
||||
#[cfg_attr(coverage_nightly, coverage(off))]
|
||||
pub mod error;
|
||||
#[cfg_attr(coverage_nightly, coverage(off))]
|
||||
pub mod events;
|
||||
#[cfg_attr(coverage_nightly, coverage(off))]
|
||||
pub mod formatter;
|
||||
#[cfg_attr(coverage_nightly, coverage(off))]
|
||||
pub mod platform;
|
||||
|
||||
pub mod asset;
|
||||
pub mod constants;
|
||||
pub mod game;
|
||||
pub mod map;
|
||||
pub mod platform;
|
||||
pub mod systems;
|
||||
pub mod texture;
|
||||
|
||||
34
src/main.rs
34
src/main.rs
@@ -1,20 +1,29 @@
|
||||
// Note: This disables the console window on Windows. We manually re-attach to the parent terminal or process later on.
|
||||
#![windows_subsystem = "windows"]
|
||||
#![cfg_attr(coverage_nightly, feature(coverage_attribute))]
|
||||
#![cfg_attr(coverage_nightly, coverage(off))]
|
||||
|
||||
use crate::{app::App, constants::LOOP_TIME};
|
||||
use tracing::info;
|
||||
use tracing_error::ErrorLayer;
|
||||
use tracing_subscriber::layer::SubscriberExt;
|
||||
|
||||
// These modules are excluded from coverage.
|
||||
#[cfg_attr(coverage_nightly, coverage(off))]
|
||||
mod app;
|
||||
mod asset;
|
||||
#[cfg_attr(coverage_nightly, coverage(off))]
|
||||
mod audio;
|
||||
mod constants;
|
||||
|
||||
#[cfg_attr(coverage_nightly, coverage(off))]
|
||||
mod error;
|
||||
#[cfg_attr(coverage_nightly, coverage(off))]
|
||||
mod events;
|
||||
#[cfg_attr(coverage_nightly, coverage(off))]
|
||||
mod formatter;
|
||||
#[cfg_attr(coverage_nightly, coverage(off))]
|
||||
mod platform;
|
||||
|
||||
mod asset;
|
||||
mod constants;
|
||||
mod game;
|
||||
mod map;
|
||||
mod platform;
|
||||
mod systems;
|
||||
mod texture;
|
||||
|
||||
@@ -23,18 +32,13 @@ 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());
|
||||
|
||||
tracing::subscriber::set_global_default(subscriber).expect("Could not set global default");
|
||||
// On Windows, this connects output streams to the console dynamically
|
||||
// On Emscripten, this connects the subscriber to the browser console
|
||||
platform::init_console().expect("Could not initialize console");
|
||||
|
||||
let mut app = App::new().expect("Could not create app");
|
||||
|
||||
info!("Starting game loop ({:?})", LOOP_TIME);
|
||||
info!(loop_time = ?LOOP_TIME, "Starting game loop");
|
||||
|
||||
loop {
|
||||
if !app.run() {
|
||||
|
||||
@@ -3,7 +3,7 @@ use crate::constants::{MapTile, BOARD_CELL_SIZE, CELL_SIZE};
|
||||
use crate::map::direction::Direction;
|
||||
use crate::map::graph::{Graph, Node, TraversalFlags};
|
||||
use crate::map::parser::MapTileParser;
|
||||
use crate::systems::movement::NodeId;
|
||||
use crate::systems::{NodeId, Position};
|
||||
use bevy_ecs::resource::Resource;
|
||||
use glam::{I8Vec2, IVec2, Vec2};
|
||||
use std::collections::{HashMap, VecDeque};
|
||||
@@ -25,6 +25,8 @@ pub struct NodePositions {
|
||||
pub inky: NodeId,
|
||||
/// Clyde starts in the center of the ghost house
|
||||
pub clyde: NodeId,
|
||||
/// Fruit spawn location directly below the ghost house
|
||||
pub fruit_spawn: Position,
|
||||
}
|
||||
|
||||
/// Complete maze representation combining visual layout with navigation pathfinding.
|
||||
@@ -56,11 +58,17 @@ impl Map {
|
||||
/// This function will panic if the board layout contains unknown characters or if
|
||||
/// the house door is not defined by exactly two '=' characters.
|
||||
pub fn new(raw_board: [&str; BOARD_CELL_SIZE.y as usize]) -> GameResult<Map> {
|
||||
debug!("Starting map construction from character layout");
|
||||
let parsed_map = MapTileParser::parse_board(raw_board)?;
|
||||
|
||||
let map = parsed_map.tiles;
|
||||
let house_door = parsed_map.house_door;
|
||||
let tunnel_ends = parsed_map.tunnel_ends;
|
||||
debug!(
|
||||
house_door_count = house_door.len(),
|
||||
tunnel_ends_count = tunnel_ends.len(),
|
||||
"Parsed map special locations"
|
||||
);
|
||||
|
||||
let mut graph = Graph::new();
|
||||
let mut grid_to_node = HashMap::new();
|
||||
@@ -148,17 +156,39 @@ impl Map {
|
||||
let (house_entrance_node_id, left_center_node_id, center_center_node_id, right_center_node_id) =
|
||||
Self::build_house(&mut graph, &grid_to_node, &house_door)?;
|
||||
|
||||
// Find fruit spawn location (directly below ghost house)
|
||||
let left_node_position = I8Vec2::new(13, 17);
|
||||
let left_node_id = grid_to_node.get(&left_node_position).unwrap();
|
||||
let right_node_position = I8Vec2::new(14, 17);
|
||||
let right_node_id = grid_to_node.get(&right_node_position).unwrap();
|
||||
|
||||
let distance = graph
|
||||
.get_node(*right_node_id)
|
||||
.unwrap()
|
||||
.position
|
||||
.distance(graph.get_node(*left_node_id).unwrap().position);
|
||||
|
||||
// interpolate between the two nodes
|
||||
let fruit_spawn_position: Position = Position::Moving {
|
||||
from: *left_node_id,
|
||||
to: *right_node_id,
|
||||
remaining_distance: distance / 2.0,
|
||||
};
|
||||
|
||||
let start_positions = NodePositions {
|
||||
pacman: grid_to_node[&start_pos],
|
||||
blinky: house_entrance_node_id,
|
||||
pinky: left_center_node_id,
|
||||
inky: right_center_node_id,
|
||||
clyde: center_center_node_id,
|
||||
fruit_spawn: fruit_spawn_position,
|
||||
};
|
||||
|
||||
// Build tunnel connections
|
||||
debug!("Building tunnel connections");
|
||||
Self::build_tunnels(&mut graph, &grid_to_node, &tunnel_ends)?;
|
||||
|
||||
debug!(node_count = graph.nodes().count(), "Map construction completed successfully");
|
||||
Ok(Map {
|
||||
graph,
|
||||
grid_to_node,
|
||||
@@ -359,12 +389,7 @@ impl Map {
|
||||
+ IVec2::from(Direction::Left.as_ivec2()).as_vec2() * (CELL_SIZE as f32 * 2.0),
|
||||
},
|
||||
)
|
||||
.map_err(|e| {
|
||||
MapError::InvalidConfig(format!(
|
||||
"Failed to connect left tunnel entrance to left tunnel hidden node: {}",
|
||||
e
|
||||
))
|
||||
})?
|
||||
.expect("Failed to connect left tunnel entrance to left tunnel hidden node")
|
||||
};
|
||||
|
||||
// Create the right tunnel nodes
|
||||
@@ -384,12 +409,7 @@ impl Map {
|
||||
+ IVec2::from(Direction::Right.as_ivec2()).as_vec2() * (CELL_SIZE as f32 * 2.0),
|
||||
},
|
||||
)
|
||||
.map_err(|e| {
|
||||
MapError::InvalidConfig(format!(
|
||||
"Failed to connect right tunnel entrance to right tunnel hidden node: {}",
|
||||
e
|
||||
))
|
||||
})?
|
||||
.expect("Failed to connect right tunnel entrance to right tunnel hidden node")
|
||||
};
|
||||
|
||||
// Connect the left tunnel hidden node to the right tunnel hidden node
|
||||
@@ -401,12 +421,7 @@ impl Map {
|
||||
Some(0.0),
|
||||
Direction::Left,
|
||||
)
|
||||
.map_err(|e| {
|
||||
MapError::InvalidConfig(format!(
|
||||
"Failed to connect left tunnel hidden node to right tunnel hidden node: {}",
|
||||
e
|
||||
))
|
||||
})?;
|
||||
.expect("Failed to connect left tunnel hidden node to right tunnel hidden node");
|
||||
|
||||
Ok(())
|
||||
}
|
||||
|
||||
@@ -1,6 +1,6 @@
|
||||
use glam::Vec2;
|
||||
|
||||
use crate::systems::movement::NodeId;
|
||||
use crate::systems::NodeId;
|
||||
|
||||
use super::direction::Direction;
|
||||
|
||||
|
||||
@@ -3,42 +3,176 @@
|
||||
use std::borrow::Cow;
|
||||
use std::time::Duration;
|
||||
|
||||
use rand::rngs::ThreadRng;
|
||||
|
||||
use crate::asset::Asset;
|
||||
use crate::error::{AssetError, PlatformError};
|
||||
use crate::platform::CommonPlatform;
|
||||
|
||||
/// Desktop platform implementation.
|
||||
pub struct Platform;
|
||||
|
||||
impl CommonPlatform for Platform {
|
||||
fn sleep(&self, duration: Duration, focused: bool) {
|
||||
if focused {
|
||||
spin_sleep::sleep(duration);
|
||||
} else {
|
||||
std::thread::sleep(duration);
|
||||
}
|
||||
}
|
||||
|
||||
fn get_time(&self) -> f64 {
|
||||
std::time::Instant::now().elapsed().as_secs_f64()
|
||||
}
|
||||
|
||||
fn init_console(&self) -> Result<(), PlatformError> {
|
||||
Ok(())
|
||||
}
|
||||
|
||||
fn get_canvas_size(&self) -> Option<(u32, u32)> {
|
||||
None // Desktop doesn't need this
|
||||
}
|
||||
|
||||
fn get_asset_bytes(&self, asset: Asset) -> Result<Cow<'static, [u8]>, AssetError> {
|
||||
match asset {
|
||||
Asset::Wav1 => Ok(Cow::Borrowed(include_bytes!("../../assets/game/sound/waka/1.ogg"))),
|
||||
Asset::Wav2 => Ok(Cow::Borrowed(include_bytes!("../../assets/game/sound/waka/2.ogg"))),
|
||||
Asset::Wav3 => Ok(Cow::Borrowed(include_bytes!("../../assets/game/sound/waka/3.ogg"))),
|
||||
Asset::Wav4 => Ok(Cow::Borrowed(include_bytes!("../../assets/game/sound/waka/4.ogg"))),
|
||||
Asset::AtlasImage => Ok(Cow::Borrowed(include_bytes!("../../assets/game/atlas.png"))),
|
||||
Asset::Font => Ok(Cow::Borrowed(include_bytes!("../../assets/game/TerminalVector.ttf"))),
|
||||
}
|
||||
pub fn sleep(duration: Duration, focused: bool) {
|
||||
if focused {
|
||||
spin_sleep::sleep(duration);
|
||||
} else {
|
||||
std::thread::sleep(duration);
|
||||
}
|
||||
}
|
||||
|
||||
pub fn init_console() -> Result<(), PlatformError> {
|
||||
#[cfg(windows)]
|
||||
{
|
||||
use crate::platform::tracing_buffer::setup_switchable_subscriber;
|
||||
use tracing::{debug, info, trace};
|
||||
use windows::Win32::System::Console::GetConsoleWindow;
|
||||
|
||||
// Setup buffered tracing subscriber that will buffer logs until console is ready
|
||||
let switchable_writer = setup_switchable_subscriber();
|
||||
|
||||
// Check if we already have a console window
|
||||
if unsafe { !GetConsoleWindow().0.is_null() } {
|
||||
debug!("Already have a console window");
|
||||
return Ok(());
|
||||
} else {
|
||||
trace!("No existing console window found");
|
||||
}
|
||||
|
||||
if let Some(file_type) = is_output_setup()? {
|
||||
trace!(r#type = file_type, "Existing output detected");
|
||||
} else {
|
||||
trace!("No existing output detected");
|
||||
|
||||
// Try to attach to parent console for direct cargo run
|
||||
attach_to_parent_console()?;
|
||||
info!("Successfully attached to parent console");
|
||||
}
|
||||
|
||||
// Now that console is initialized, flush buffered logs and switch to direct output
|
||||
trace!("Switching to direct logging mode and flushing buffer...");
|
||||
if let Err(error) = switchable_writer.switch_to_direct_mode() {
|
||||
use tracing::warn;
|
||||
|
||||
warn!("Failed to flush buffered logs to console: {error:?}");
|
||||
}
|
||||
}
|
||||
|
||||
Ok(())
|
||||
}
|
||||
|
||||
pub fn get_asset_bytes(asset: Asset) -> Result<Cow<'static, [u8]>, AssetError> {
|
||||
match asset {
|
||||
Asset::Wav1 => Ok(Cow::Borrowed(include_bytes!("../../assets/game/sound/waka/1.ogg"))),
|
||||
Asset::Wav2 => Ok(Cow::Borrowed(include_bytes!("../../assets/game/sound/waka/2.ogg"))),
|
||||
Asset::Wav3 => Ok(Cow::Borrowed(include_bytes!("../../assets/game/sound/waka/3.ogg"))),
|
||||
Asset::Wav4 => Ok(Cow::Borrowed(include_bytes!("../../assets/game/sound/waka/4.ogg"))),
|
||||
Asset::AtlasImage => Ok(Cow::Borrowed(include_bytes!("../../assets/game/atlas.png"))),
|
||||
Asset::Font => Ok(Cow::Borrowed(include_bytes!("../../assets/game/TerminalVector.ttf"))),
|
||||
Asset::DeathSound => Ok(Cow::Borrowed(include_bytes!("../../assets/game/sound/pacman_death.wav"))),
|
||||
}
|
||||
}
|
||||
|
||||
pub fn rng() -> ThreadRng {
|
||||
rand::rng()
|
||||
}
|
||||
|
||||
/* Internal functions */
|
||||
|
||||
/// Check if the output stream has been setup by a parent process
|
||||
/// Windows-only
|
||||
#[cfg(windows)]
|
||||
fn is_output_setup() -> Result<Option<&'static str>, PlatformError> {
|
||||
use tracing::{trace, warn};
|
||||
|
||||
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 and whether it's 'well known' (i.e. we trust it to be a reasonable output destination)
|
||||
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")
|
||||
}
|
||||
};
|
||||
|
||||
trace!("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_some(file_type))
|
||||
}
|
||||
|
||||
/// Try to attach to parent console
|
||||
/// Windows-only
|
||||
#[cfg(windows)]
|
||||
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(c"CONOUT$".as_ptr() as *const u8);
|
||||
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(())
|
||||
}
|
||||
|
||||
@@ -1,62 +1,79 @@
|
||||
//! Emscripten platform implementation.
|
||||
|
||||
use std::borrow::Cow;
|
||||
use std::time::Duration;
|
||||
|
||||
use crate::asset::Asset;
|
||||
use crate::error::{AssetError, PlatformError};
|
||||
use crate::platform::CommonPlatform;
|
||||
|
||||
/// Emscripten platform implementation.
|
||||
pub struct Platform;
|
||||
|
||||
impl CommonPlatform for Platform {
|
||||
fn sleep(&self, duration: Duration, _focused: bool) {
|
||||
unsafe {
|
||||
emscripten_sleep(duration.as_millis() as u32);
|
||||
}
|
||||
}
|
||||
|
||||
fn get_time(&self) -> f64 {
|
||||
unsafe { emscripten_get_now() }
|
||||
}
|
||||
|
||||
fn init_console(&self) -> Result<(), PlatformError> {
|
||||
Ok(()) // No-op for Emscripten
|
||||
}
|
||||
|
||||
fn get_canvas_size(&self) -> Option<(u32, u32)> {
|
||||
Some(unsafe { get_canvas_size() })
|
||||
}
|
||||
|
||||
fn get_asset_bytes(&self, asset: Asset) -> Result<Cow<'static, [u8]>, AssetError> {
|
||||
use sdl2::rwops::RWops;
|
||||
use std::io::Read;
|
||||
|
||||
let path = format!("assets/game/{}", asset.path());
|
||||
let mut rwops = RWops::from_file(&path, "rb").map_err(|_| AssetError::NotFound(asset.path().to_string()))?;
|
||||
|
||||
let len = rwops.len().ok_or_else(|| AssetError::NotFound(asset.path().to_string()))?;
|
||||
|
||||
let mut buf = vec![0u8; len];
|
||||
rwops
|
||||
.read_exact(&mut buf)
|
||||
.map_err(|e| AssetError::Io(std::io::Error::other(e)))?;
|
||||
|
||||
Ok(Cow::Owned(buf))
|
||||
}
|
||||
}
|
||||
use crate::formatter::CustomFormatter;
|
||||
use rand::{rngs::SmallRng, SeedableRng};
|
||||
use sdl2::rwops::RWops;
|
||||
use std::borrow::Cow;
|
||||
use std::ffi::CString;
|
||||
use std::io::{self, Read, Write};
|
||||
use std::time::Duration;
|
||||
|
||||
// Emscripten FFI functions
|
||||
extern "C" {
|
||||
fn emscripten_get_now() -> f64;
|
||||
fn emscripten_sleep(ms: u32);
|
||||
fn emscripten_get_element_css_size(target: *const u8, width: *mut f64, height: *mut f64) -> i32;
|
||||
fn printf(format: *const u8, ...) -> i32;
|
||||
}
|
||||
|
||||
unsafe fn get_canvas_size() -> (u32, u32) {
|
||||
let mut width = 0.0;
|
||||
let mut height = 0.0;
|
||||
emscripten_get_element_css_size(c"canvas".as_ptr().cast(), &mut width, &mut height);
|
||||
(width as u32, height as u32)
|
||||
pub fn sleep(duration: Duration, _focused: bool) {
|
||||
unsafe {
|
||||
emscripten_sleep(duration.as_millis() as u32);
|
||||
}
|
||||
}
|
||||
|
||||
pub fn init_console() -> Result<(), PlatformError> {
|
||||
use tracing_subscriber::{fmt, layer::SubscriberExt, EnvFilter};
|
||||
|
||||
// Set up a custom tracing subscriber that writes directly to emscripten console
|
||||
let subscriber = tracing_subscriber::registry()
|
||||
.with(
|
||||
fmt::layer()
|
||||
.with_writer(|| EmscriptenConsoleWriter)
|
||||
.with_ansi(false)
|
||||
.event_format(CustomFormatter),
|
||||
)
|
||||
.with(EnvFilter::try_from_default_env().unwrap_or_else(|_| EnvFilter::new("debug")));
|
||||
|
||||
tracing::subscriber::set_global_default(subscriber)
|
||||
.map_err(|e| PlatformError::ConsoleInit(format!("Failed to set tracing subscriber: {}", e)))?;
|
||||
|
||||
Ok(())
|
||||
}
|
||||
|
||||
/// A writer that outputs to the browser console via printf (redirected by emscripten)
|
||||
struct EmscriptenConsoleWriter;
|
||||
|
||||
impl Write for EmscriptenConsoleWriter {
|
||||
fn write(&mut self, buf: &[u8]) -> io::Result<usize> {
|
||||
if let Ok(s) = std::str::from_utf8(buf) {
|
||||
if let Ok(cstr) = CString::new(s.trim_end_matches('\n')) {
|
||||
let format_str = CString::new("%s\n").unwrap();
|
||||
unsafe {
|
||||
printf(format_str.as_ptr().cast(), cstr.as_ptr());
|
||||
}
|
||||
}
|
||||
}
|
||||
Ok(buf.len())
|
||||
}
|
||||
|
||||
fn flush(&mut self) -> io::Result<()> {
|
||||
Ok(())
|
||||
}
|
||||
}
|
||||
|
||||
pub fn get_asset_bytes(asset: Asset) -> Result<Cow<'static, [u8]>, AssetError> {
|
||||
let path = format!("assets/game/{}", asset.path());
|
||||
let mut rwops = RWops::from_file(&path, "rb").map_err(|_| AssetError::NotFound(asset.path().to_string()))?;
|
||||
|
||||
let len = rwops.len().ok_or_else(|| AssetError::NotFound(asset.path().to_string()))?;
|
||||
|
||||
let mut buf = vec![0u8; len];
|
||||
rwops.read_exact(&mut buf).map_err(|e| AssetError::Io(io::Error::other(e)))?;
|
||||
|
||||
Ok(Cow::Owned(buf))
|
||||
}
|
||||
|
||||
pub fn rng() -> SmallRng {
|
||||
SmallRng::from_os_rng()
|
||||
}
|
||||
|
||||
@@ -1,46 +1,15 @@
|
||||
//! Platform abstraction layer for cross-platform functionality.
|
||||
|
||||
use crate::asset::Asset;
|
||||
use crate::error::{AssetError, PlatformError};
|
||||
use std::borrow::Cow;
|
||||
use std::time::Duration;
|
||||
|
||||
#[cfg(not(target_os = "emscripten"))]
|
||||
mod desktop;
|
||||
#[cfg(not(target_os = "emscripten"))]
|
||||
pub use desktop::*;
|
||||
|
||||
/// Tracing buffer is only used on Windows.
|
||||
#[cfg(windows)]
|
||||
pub mod tracing_buffer;
|
||||
|
||||
#[cfg(target_os = "emscripten")]
|
||||
pub use emscripten::*;
|
||||
#[cfg(target_os = "emscripten")]
|
||||
mod emscripten;
|
||||
|
||||
/// 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).
|
||||
///
|
||||
/// Provides access to current window focus state, useful for changing sleep algorithm conditionally.
|
||||
fn sleep(&self, duration: Duration, focused: bool);
|
||||
|
||||
#[allow(dead_code)]
|
||||
fn get_time(&self) -> f64;
|
||||
|
||||
/// Configures platform-specific console and debugging output capabilities.
|
||||
fn init_console(&self) -> Result<(), PlatformError>;
|
||||
|
||||
/// Retrieves the actual display canvas dimensions.
|
||||
#[allow(dead_code)]
|
||||
fn get_canvas_size(&self) -> Option<(u32, u32)>;
|
||||
|
||||
/// Loads raw asset data using the appropriate platform-specific method.
|
||||
fn get_asset_bytes(&self, asset: Asset) -> Result<Cow<'static, [u8]>, AssetError>;
|
||||
}
|
||||
|
||||
/// Returns the appropriate platform implementation based on compile-time target.
|
||||
#[allow(dead_code)]
|
||||
pub fn get_platform() -> &'static dyn CommonPlatform {
|
||||
#[cfg(not(target_os = "emscripten"))]
|
||||
{
|
||||
&desktop::Platform
|
||||
}
|
||||
|
||||
#[cfg(target_os = "emscripten")]
|
||||
{
|
||||
&emscripten::Platform
|
||||
}
|
||||
}
|
||||
|
||||
152
src/platform/tracing_buffer.rs
Normal file
152
src/platform/tracing_buffer.rs
Normal file
@@ -0,0 +1,152 @@
|
||||
//! Buffered tracing setup for handling logs before console attachment.
|
||||
|
||||
use crate::formatter::CustomFormatter;
|
||||
use parking_lot::Mutex;
|
||||
use std::io;
|
||||
use std::io::Write;
|
||||
use std::sync::Arc;
|
||||
use tracing::{debug, Level};
|
||||
use tracing_error::ErrorLayer;
|
||||
use tracing_subscriber::fmt::MakeWriter;
|
||||
use tracing_subscriber::layer::SubscriberExt;
|
||||
|
||||
/// 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()
|
||||
}
|
||||
}
|
||||
|
||||
/// 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<()> {
|
||||
let buffer_size = {
|
||||
// Acquire the lock
|
||||
let mut mode = self.direct_mode.lock();
|
||||
|
||||
// Get buffer size before flushing for debug logging
|
||||
let buffer_size = self.buffered_writer.buffer_size();
|
||||
|
||||
// Flush any buffered content
|
||||
self.buffered_writer.flush_to(io::stdout())?;
|
||||
|
||||
// Switch to direct mode (and drop the lock)
|
||||
*mode = true;
|
||||
|
||||
buffer_size
|
||||
};
|
||||
|
||||
// Log how much was buffered (this will now go directly to stdout)
|
||||
debug!("Flushed {buffer_size:?} bytes of buffered logs to console");
|
||||
|
||||
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)
|
||||
.event_format(CustomFormatter)
|
||||
.with_writer(make_writer)
|
||||
.finish()
|
||||
.with(ErrorLayer::default());
|
||||
|
||||
tracing::subscriber::set_global_default(_subscriber).expect("Could not set global default switchable subscriber");
|
||||
|
||||
switchable_writer
|
||||
}
|
||||
66
src/systems/animation/blinking.rs
Normal file
66
src/systems/animation/blinking.rs
Normal file
@@ -0,0 +1,66 @@
|
||||
use bevy_ecs::{
|
||||
component::Component,
|
||||
query::{Has, With},
|
||||
system::{Query, Res},
|
||||
};
|
||||
|
||||
use crate::systems::{DeltaTime, Frozen, Renderable, Visibility};
|
||||
|
||||
#[derive(Component, Debug)]
|
||||
pub struct Blinking {
|
||||
pub tick_timer: u32,
|
||||
pub interval_ticks: u32,
|
||||
}
|
||||
|
||||
impl Blinking {
|
||||
pub fn new(interval_ticks: u32) -> Self {
|
||||
Self {
|
||||
tick_timer: 0,
|
||||
interval_ticks,
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// Updates blinking entities by toggling their visibility at regular intervals.
|
||||
///
|
||||
/// This system manages entities that have both `Blinking` and `Renderable` components,
|
||||
/// accumulating ticks and toggling visibility when the specified interval is reached.
|
||||
/// Uses integer arithmetic for deterministic behavior.
|
||||
#[allow(clippy::type_complexity)]
|
||||
pub fn blinking_system(time: Res<DeltaTime>, mut query: Query<(&mut Blinking, &mut Visibility, Has<Frozen>), With<Renderable>>) {
|
||||
for (mut blinking, mut visibility, frozen) in query.iter_mut() {
|
||||
// If the entity is frozen, blinking is disabled and the entity is made visible
|
||||
if frozen {
|
||||
visibility.show();
|
||||
continue;
|
||||
}
|
||||
|
||||
// Increase the timer by the delta ticks
|
||||
blinking.tick_timer += time.ticks;
|
||||
|
||||
// Handle zero interval case (immediate toggling)
|
||||
if blinking.interval_ticks == 0 {
|
||||
if time.ticks > 0 {
|
||||
visibility.toggle();
|
||||
}
|
||||
continue;
|
||||
}
|
||||
|
||||
// Calculate how many complete intervals have passed
|
||||
let complete_intervals = blinking.tick_timer / blinking.interval_ticks;
|
||||
|
||||
// If no complete intervals have passed, there's nothing to do yet
|
||||
if complete_intervals == 0 {
|
||||
continue;
|
||||
}
|
||||
|
||||
// Update the timer to the remainder after complete intervals
|
||||
blinking.tick_timer %= blinking.interval_ticks;
|
||||
|
||||
// Toggle the visibility for each complete interval
|
||||
// Since toggling twice is a no-op, we only need to toggle if the count is odd
|
||||
if complete_intervals % 2 == 1 {
|
||||
visibility.toggle();
|
||||
}
|
||||
}
|
||||
}
|
||||
104
src/systems/animation/directional.rs
Normal file
104
src/systems/animation/directional.rs
Normal file
@@ -0,0 +1,104 @@
|
||||
use bevy_ecs::{
|
||||
component::Component,
|
||||
query::{Has, Or, With, Without},
|
||||
system::{Query, Res},
|
||||
};
|
||||
|
||||
use crate::{
|
||||
systems::{DeltaTime, Dying, Frozen, LinearAnimation, Looping, Position, Renderable, Velocity},
|
||||
texture::animated::DirectionalTiles,
|
||||
};
|
||||
|
||||
/// Directional animation component with shared timing across all directions
|
||||
#[derive(Component, Clone)]
|
||||
pub struct DirectionalAnimation {
|
||||
pub moving_tiles: DirectionalTiles,
|
||||
pub stopped_tiles: DirectionalTiles,
|
||||
pub current_frame: usize,
|
||||
pub time_bank: u16,
|
||||
pub frame_duration: u16,
|
||||
}
|
||||
|
||||
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 {
|
||||
moving_tiles,
|
||||
stopped_tiles,
|
||||
current_frame: 0,
|
||||
time_bank: 0,
|
||||
frame_duration,
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// Updates directional animated entities with synchronized timing across directions.
|
||||
///
|
||||
/// 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 query: Query<(&Position, &Velocity, &mut DirectionalAnimation, &mut Renderable, Has<Frozen>)>,
|
||||
) {
|
||||
let ticks = (dt.seconds * 60.0).round() as u16; // Convert from seconds to ticks at 60 ticks/sec
|
||||
|
||||
for (position, velocity, mut anim, mut renderable, frozen) in query.iter_mut() {
|
||||
let stopped = matches!(position, Position::Stopped { .. });
|
||||
|
||||
// Only tick animation when moving to preserve stopped frame
|
||||
if !stopped && !frozen {
|
||||
// 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 {
|
||||
anim.moving_tiles.get(velocity.direction)
|
||||
};
|
||||
|
||||
if !tiles.is_empty() {
|
||||
let new_tile = tiles.get_tile(anim.current_frame);
|
||||
if renderable.sprite != new_tile {
|
||||
renderable.sprite = new_tile;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// System that updates `Renderable` sprites for entities with `LinearAnimation`.
|
||||
#[allow(clippy::type_complexity)]
|
||||
pub fn linear_render_system(
|
||||
dt: Res<DeltaTime>,
|
||||
mut query: Query<(&mut LinearAnimation, &mut Renderable, Has<Looping>), Or<(Without<Frozen>, With<Dying>)>>,
|
||||
) {
|
||||
for (mut anim, mut renderable, looping) in query.iter_mut() {
|
||||
if anim.finished {
|
||||
continue;
|
||||
}
|
||||
|
||||
anim.time_bank += dt.ticks as u16;
|
||||
let frames_to_advance = (anim.time_bank / anim.frame_duration) as usize;
|
||||
|
||||
if frames_to_advance == 0 {
|
||||
continue;
|
||||
}
|
||||
|
||||
let total_frames = anim.tiles.len();
|
||||
|
||||
if !looping && anim.current_frame + frames_to_advance >= total_frames {
|
||||
anim.finished = true;
|
||||
anim.current_frame = total_frames - 1;
|
||||
} else {
|
||||
anim.current_frame += frames_to_advance;
|
||||
}
|
||||
|
||||
anim.time_bank %= anim.frame_duration;
|
||||
renderable.sprite = anim.tiles.get_tile(anim.current_frame);
|
||||
}
|
||||
}
|
||||
30
src/systems/animation/linear.rs
Normal file
30
src/systems/animation/linear.rs
Normal file
@@ -0,0 +1,30 @@
|
||||
use crate::texture::animated::TileSequence;
|
||||
use bevy_ecs::component::Component;
|
||||
use bevy_ecs::resource::Resource;
|
||||
|
||||
/// Tag component to mark animations that should loop when they reach the end
|
||||
#[derive(Component, Clone, Copy, Debug, PartialEq, Eq)]
|
||||
pub struct Looping;
|
||||
|
||||
/// Linear animation component for non-directional animations (frightened ghosts)
|
||||
#[derive(Component, Resource, Clone)]
|
||||
pub struct LinearAnimation {
|
||||
pub tiles: TileSequence,
|
||||
pub current_frame: usize,
|
||||
pub time_bank: u16,
|
||||
pub frame_duration: u16,
|
||||
pub finished: bool,
|
||||
}
|
||||
|
||||
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,
|
||||
finished: false,
|
||||
}
|
||||
}
|
||||
}
|
||||
7
src/systems/animation/mod.rs
Normal file
7
src/systems/animation/mod.rs
Normal file
@@ -0,0 +1,7 @@
|
||||
mod blinking;
|
||||
mod directional;
|
||||
mod linear;
|
||||
|
||||
pub use self::blinking::*;
|
||||
pub use self::directional::*;
|
||||
pub use self::linear::*;
|
||||
@@ -9,6 +9,7 @@ use bevy_ecs::{
|
||||
resource::Resource,
|
||||
system::{NonSendMut, ResMut},
|
||||
};
|
||||
use tracing::{debug, trace};
|
||||
|
||||
use crate::{audio::Audio, error::GameError};
|
||||
|
||||
@@ -26,6 +27,10 @@ pub struct AudioState {
|
||||
pub enum AudioEvent {
|
||||
/// Play the "eat" sound when Pac-Man consumes a pellet
|
||||
PlayEat,
|
||||
/// Play the death sound
|
||||
PlayDeath,
|
||||
/// Stop all currently playing sounds
|
||||
StopAll,
|
||||
}
|
||||
|
||||
/// Non-send resource wrapper for SDL2 audio system
|
||||
@@ -45,6 +50,7 @@ pub fn audio_system(
|
||||
) {
|
||||
// Set mute state if it has changed
|
||||
if audio.0.is_muted() != audio_state.muted {
|
||||
debug!(muted = audio_state.muted, "Audio mute state changed");
|
||||
audio.0.set_mute(audio_state.muted);
|
||||
}
|
||||
|
||||
@@ -53,10 +59,37 @@ pub fn audio_system(
|
||||
match event {
|
||||
AudioEvent::PlayEat => {
|
||||
if !audio.0.is_disabled() && !audio_state.muted {
|
||||
trace!(sound_index = audio_state.sound_index, "Playing eat sound");
|
||||
audio.0.eat();
|
||||
// Update the sound index for cycling through sounds
|
||||
audio_state.sound_index = (audio_state.sound_index + 1) % 4;
|
||||
// 4 eat sounds available
|
||||
} else {
|
||||
debug!(
|
||||
disabled = audio.0.is_disabled(),
|
||||
muted = audio_state.muted,
|
||||
"Skipping eat sound due to audio state"
|
||||
);
|
||||
}
|
||||
}
|
||||
AudioEvent::PlayDeath => {
|
||||
if !audio.0.is_disabled() && !audio_state.muted {
|
||||
trace!("Playing death sound");
|
||||
audio.0.death();
|
||||
} else {
|
||||
debug!(
|
||||
disabled = audio.0.is_disabled(),
|
||||
muted = audio_state.muted,
|
||||
"Skipping death sound due to audio state"
|
||||
);
|
||||
}
|
||||
}
|
||||
AudioEvent::StopAll => {
|
||||
if !audio.0.is_disabled() {
|
||||
debug!("Stopping all audio");
|
||||
audio.0.stop_all();
|
||||
} else {
|
||||
debug!("Audio disabled, ignoring stop all request");
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,63 +0,0 @@
|
||||
use bevy_ecs::{
|
||||
component::Component,
|
||||
entity::Entity,
|
||||
query::{Has, With},
|
||||
system::{Commands, Query, Res},
|
||||
};
|
||||
|
||||
use crate::systems::{
|
||||
components::{DeltaTime, Renderable},
|
||||
Frozen, Hidden,
|
||||
};
|
||||
|
||||
#[derive(Component, Debug)]
|
||||
pub struct Blinking {
|
||||
pub timer: f32,
|
||||
pub interval: f32,
|
||||
}
|
||||
|
||||
impl Blinking {
|
||||
pub fn new(interval: f32) -> Self {
|
||||
Self { timer: 0.0, interval }
|
||||
}
|
||||
}
|
||||
|
||||
/// Updates blinking entities by toggling their visibility at regular intervals.
|
||||
///
|
||||
/// This system manages entities that have both `Blinking` and `Renderable` components,
|
||||
/// accumulating time and toggling visibility when the specified interval is reached.
|
||||
#[allow(clippy::type_complexity)]
|
||||
pub fn blinking_system(
|
||||
mut commands: Commands,
|
||||
time: Res<DeltaTime>,
|
||||
mut query: Query<(Entity, &mut Blinking, Has<Hidden>, Has<Frozen>), With<Renderable>>,
|
||||
) {
|
||||
for (entity, mut blinking, hidden, frozen) in query.iter_mut() {
|
||||
// If the entity is frozen, blinking is disabled and the entity is unhidden (if it was hidden)
|
||||
if frozen {
|
||||
if hidden {
|
||||
commands.entity(entity).remove::<Hidden>();
|
||||
}
|
||||
|
||||
continue;
|
||||
}
|
||||
|
||||
// Increase the timer by the delta time
|
||||
blinking.timer += time.0;
|
||||
|
||||
// If the timer is less than the interval, there's nothing to do yet
|
||||
if blinking.timer < blinking.interval {
|
||||
continue;
|
||||
}
|
||||
|
||||
// Subtract the interval (allows for the timer to retain partial interval progress)
|
||||
blinking.timer -= blinking.interval;
|
||||
|
||||
// Toggle the Hidden component
|
||||
if hidden {
|
||||
commands.entity(entity).remove::<Hidden>();
|
||||
} else {
|
||||
commands.entity(entity).insert(Hidden);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,15 +1,25 @@
|
||||
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::{Query, Res, ResMut};
|
||||
use bevy_ecs::{
|
||||
component::Component,
|
||||
entity::Entity,
|
||||
event::EventWriter,
|
||||
observer::Trigger,
|
||||
query::With,
|
||||
system::{Commands, Query, Res, ResMut},
|
||||
};
|
||||
use tracing::{debug, trace, warn};
|
||||
|
||||
use crate::error::GameError;
|
||||
use crate::events::GameEvent;
|
||||
use crate::map::builder::Map;
|
||||
use crate::systems::movement::Position;
|
||||
use crate::systems::{AudioEvent, Ghost, GhostState, PlayerControlled, ScoreResource};
|
||||
use crate::{
|
||||
constants,
|
||||
systems::{movement::Position, AudioEvent, DyingSequence, FruitSprites, GameStage, Ghost, ScoreResource, SpawnTrigger},
|
||||
};
|
||||
use crate::{error::GameError, systems::GhostState};
|
||||
use crate::{
|
||||
events::{CollisionTrigger, StageTransition},
|
||||
systems::PelletCount,
|
||||
};
|
||||
use crate::{map::builder::Map, systems::EntityType};
|
||||
|
||||
/// A component for defining the collision area of an entity.
|
||||
#[derive(Component)]
|
||||
pub struct Collider {
|
||||
pub size: f32,
|
||||
@@ -52,22 +62,23 @@ pub fn check_collision(
|
||||
Ok(collider1.collides_with(collider2.size, distance))
|
||||
}
|
||||
|
||||
/// Detects overlapping entities and generates collision events for gameplay systems.
|
||||
/// Detects overlapping entities and triggers collision observers immediately.
|
||||
///
|
||||
/// Performs distance-based collision detection between Pac-Man and collectible items
|
||||
/// using each entity's position and collision radius. When entities overlap, emits
|
||||
/// a `GameEvent::Collision` for the item system to handle scoring and removal.
|
||||
/// using each entity's position and collision radius. When entities overlap, triggers
|
||||
/// collision observers for immediate handling without race conditions.
|
||||
/// Collision detection accounts for both entities being in motion and supports
|
||||
/// circular collision boundaries for accurate gameplay feel.
|
||||
///
|
||||
/// Also detects collisions between Pac-Man and ghosts for gameplay mechanics like
|
||||
/// power pellet effects, ghost eating, and player death.
|
||||
#[allow(clippy::too_many_arguments)]
|
||||
pub fn collision_system(
|
||||
map: Res<Map>,
|
||||
pacman_query: Query<(Entity, &Position, &Collider), With<PacmanCollider>>,
|
||||
item_query: Query<(Entity, &Position, &Collider), With<ItemCollider>>,
|
||||
ghost_query: Query<(Entity, &Position, &Collider), With<GhostCollider>>,
|
||||
mut events: EventWriter<GameEvent>,
|
||||
ghost_query: Query<(Entity, &Position, &Collider, &Ghost, &GhostState), With<GhostCollider>>,
|
||||
mut commands: Commands,
|
||||
mut errors: EventWriter<GameError>,
|
||||
) {
|
||||
// Check PACMAN × ITEM collisions
|
||||
@@ -76,7 +87,8 @@ pub fn collision_system(
|
||||
match check_collision(pacman_pos, pacman_collider, item_pos, item_collider, &map) {
|
||||
Ok(colliding) => {
|
||||
if colliding {
|
||||
events.write(GameEvent::Collision(pacman_entity, item_entity));
|
||||
trace!("Item collision detected");
|
||||
commands.trigger(CollisionTrigger::ItemCollision { item: item_entity });
|
||||
}
|
||||
}
|
||||
Err(e) => {
|
||||
@@ -89,12 +101,19 @@ pub fn collision_system(
|
||||
}
|
||||
|
||||
// Check PACMAN × GHOST collisions
|
||||
for (ghost_entity, ghost_pos, ghost_collider) in ghost_query.iter() {
|
||||
for (ghost_entity, ghost_pos, ghost_collider, ghost, ghost_state) in ghost_query.iter() {
|
||||
match check_collision(pacman_pos, pacman_collider, ghost_pos, ghost_collider, &map) {
|
||||
Ok(colliding) => {
|
||||
if colliding {
|
||||
events.write(GameEvent::Collision(pacman_entity, ghost_entity));
|
||||
if !colliding || matches!(*ghost_state, GhostState::Eyes) {
|
||||
continue;
|
||||
}
|
||||
|
||||
trace!(ghost = ?ghost, "Ghost collision detected");
|
||||
commands.trigger(CollisionTrigger::GhostCollision {
|
||||
pacman: pacman_entity,
|
||||
ghost: ghost_entity,
|
||||
ghost_type: *ghost,
|
||||
});
|
||||
}
|
||||
Err(e) => {
|
||||
errors.write(GameError::InvalidState(format!(
|
||||
@@ -107,45 +126,128 @@ pub fn collision_system(
|
||||
}
|
||||
}
|
||||
|
||||
pub fn ghost_collision_system(
|
||||
mut collision_events: EventReader<GameEvent>,
|
||||
/// Observer for handling ghost collisions immediately when they occur
|
||||
#[allow(clippy::too_many_arguments)]
|
||||
pub fn ghost_collision_observer(
|
||||
trigger: Trigger<CollisionTrigger>,
|
||||
mut stage_events: EventWriter<StageTransition>,
|
||||
mut score: ResMut<ScoreResource>,
|
||||
pacman_query: Query<(), With<PlayerControlled>>,
|
||||
ghost_query: Query<(Entity, &Ghost), With<GhostCollider>>,
|
||||
mut game_state: ResMut<GameStage>,
|
||||
mut ghost_state_query: Query<&mut GhostState>,
|
||||
mut events: EventWriter<AudioEvent>,
|
||||
) {
|
||||
for event in collision_events.read() {
|
||||
if let GameEvent::Collision(entity1, entity2) = event {
|
||||
// Check if one is Pacman and the other is a ghost
|
||||
let (_pacman_entity, ghost_entity) = if pacman_query.get(*entity1).is_ok() && ghost_query.get(*entity2).is_ok() {
|
||||
(*entity1, *entity2)
|
||||
} else if pacman_query.get(*entity2).is_ok() && ghost_query.get(*entity1).is_ok() {
|
||||
(*entity2, *entity1)
|
||||
if let CollisionTrigger::GhostCollision {
|
||||
pacman: _pacman,
|
||||
ghost,
|
||||
ghost_type,
|
||||
} = *trigger
|
||||
{
|
||||
// Check if Pac-Man is already dying
|
||||
if matches!(*game_state, GameStage::PlayerDying(_)) {
|
||||
return;
|
||||
}
|
||||
|
||||
// Check if the ghost is frightened
|
||||
if let Ok(mut ghost_state) = ghost_state_query.get_mut(ghost) {
|
||||
// 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)
|
||||
debug!(ghost = ?ghost_type, score_added = 200, new_score = score.0 + 200, "Pacman ate frightened ghost");
|
||||
score.0 += 200;
|
||||
|
||||
*ghost_state = GhostState::Eyes;
|
||||
|
||||
// Enter short pause to show bonus points, hide ghost, then set Eyes after pause
|
||||
// Request transition via event so stage_system can process it
|
||||
stage_events.write(StageTransition::GhostEatenPause {
|
||||
ghost_entity: ghost,
|
||||
ghost_type,
|
||||
});
|
||||
|
||||
// Play eat sound
|
||||
events.write(AudioEvent::PlayEat);
|
||||
} else if matches!(*ghost_state, GhostState::Normal) {
|
||||
// Pac-Man dies
|
||||
warn!(ghost = ?ghost_type, "Pacman hit by normal ghost, player dies");
|
||||
*game_state = GameStage::PlayerDying(DyingSequence::Frozen { remaining_ticks: 60 });
|
||||
events.write(AudioEvent::StopAll);
|
||||
} else {
|
||||
continue;
|
||||
};
|
||||
trace!(ghost_state = ?*ghost_state, "Ghost collision ignored due to state");
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Check if the ghost is frightened
|
||||
if let Ok((ghost_ent, _ghost_type)) = ghost_query.get(ghost_entity) {
|
||||
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;
|
||||
/// Observer for handling item collisions immediately when they occur
|
||||
#[allow(clippy::too_many_arguments)]
|
||||
pub fn item_collision_observer(
|
||||
trigger: Trigger<CollisionTrigger>,
|
||||
mut commands: Commands,
|
||||
mut score: ResMut<ScoreResource>,
|
||||
mut pellet_count: ResMut<PelletCount>,
|
||||
item_query: Query<(Entity, &EntityType, &Position), With<ItemCollider>>,
|
||||
mut ghost_query: Query<&mut GhostState, With<GhostCollider>>,
|
||||
mut fruit_sprites: ResMut<FruitSprites>,
|
||||
mut events: EventWriter<AudioEvent>,
|
||||
) {
|
||||
if let CollisionTrigger::ItemCollision { item } = *trigger {
|
||||
// Get the item type and update score
|
||||
if let Ok((item_ent, entity_type, position)) = item_query.get(item) {
|
||||
if let Some(score_value) = entity_type.score_value() {
|
||||
trace!(item_entity = ?item_ent, item_type = ?entity_type, score_value, new_score = score.0 + score_value, "Item collected by player");
|
||||
score.0 += score_value;
|
||||
|
||||
// Set ghost state to Eyes
|
||||
*ghost_state = GhostState::Eyes;
|
||||
// Remove the collected item
|
||||
commands.entity(item_ent).despawn();
|
||||
|
||||
// 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!");
|
||||
// Track pellet consumption for fruit spawning
|
||||
if *entity_type == EntityType::Pellet {
|
||||
pellet_count.0 += 1;
|
||||
trace!(pellet_count = pellet_count.0, "Pellet consumed");
|
||||
|
||||
// Check if we should spawn a fruit
|
||||
if pellet_count.0 == 5 || pellet_count.0 == 170 {
|
||||
debug!(pellet_count = pellet_count.0, "Fruit spawn milestone reached");
|
||||
commands.trigger(SpawnTrigger::Fruit);
|
||||
}
|
||||
}
|
||||
|
||||
// Trigger bonus points effect if a fruit is collected
|
||||
if let EntityType::Fruit(fruit) = *entity_type {
|
||||
fruit_sprites.0.push(fruit);
|
||||
|
||||
commands.trigger(SpawnTrigger::Bonus {
|
||||
position: *position,
|
||||
value: entity_type.score_value().unwrap(),
|
||||
ttl: 60 * 2,
|
||||
});
|
||||
}
|
||||
|
||||
// Trigger audio if appropriate
|
||||
if entity_type.is_collectible() {
|
||||
events.write(AudioEvent::PlayEat);
|
||||
}
|
||||
|
||||
// Make non-eaten ghosts frightened when power pellet is collected
|
||||
if matches!(*entity_type, EntityType::PowerPellet) {
|
||||
debug!(
|
||||
duration_ticks = constants::animation::GHOST_FRIGHTENED_TICKS,
|
||||
"Power pellet collected, frightening ghosts"
|
||||
);
|
||||
for mut ghost_state in ghost_query.iter_mut() {
|
||||
if matches!(*ghost_state, GhostState::Normal) {
|
||||
*ghost_state = GhostState::new_frightened(
|
||||
constants::animation::GHOST_FRIGHTENED_TICKS,
|
||||
constants::animation::GHOST_FRIGHTENED_FLASH_START_TICKS,
|
||||
);
|
||||
}
|
||||
}
|
||||
debug!(
|
||||
frightened_count = ghost_query.iter().count(),
|
||||
"Ghosts set to frightened state"
|
||||
);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
43
src/systems/common/bundles.rs
Normal file
43
src/systems/common/bundles.rs
Normal file
@@ -0,0 +1,43 @@
|
||||
use bevy_ecs::bundle::Bundle;
|
||||
|
||||
use crate::systems::{
|
||||
BufferedDirection, Collider, DirectionalAnimation, EntityType, Ghost, GhostCollider, GhostState, ItemCollider,
|
||||
LastAnimationState, MovementModifiers, PacmanCollider, PlayerControlled, Position, Renderable, Velocity,
|
||||
};
|
||||
|
||||
#[derive(Bundle)]
|
||||
pub struct PlayerBundle {
|
||||
pub player: PlayerControlled,
|
||||
pub position: Position,
|
||||
pub velocity: Velocity,
|
||||
pub buffered_direction: BufferedDirection,
|
||||
pub sprite: Renderable,
|
||||
pub directional_animation: DirectionalAnimation,
|
||||
pub entity_type: EntityType,
|
||||
pub collider: Collider,
|
||||
pub movement_modifiers: MovementModifiers,
|
||||
pub pacman_collider: PacmanCollider,
|
||||
}
|
||||
|
||||
#[derive(Bundle)]
|
||||
pub struct ItemBundle {
|
||||
pub position: Position,
|
||||
pub sprite: Renderable,
|
||||
pub entity_type: EntityType,
|
||||
pub collider: Collider,
|
||||
pub item_collider: ItemCollider,
|
||||
}
|
||||
|
||||
#[derive(Bundle)]
|
||||
pub struct GhostBundle {
|
||||
pub ghost: Ghost,
|
||||
pub position: Position,
|
||||
pub velocity: Velocity,
|
||||
pub sprite: Renderable,
|
||||
pub directional_animation: DirectionalAnimation,
|
||||
pub entity_type: EntityType,
|
||||
pub collider: Collider,
|
||||
pub ghost_collider: GhostCollider,
|
||||
pub ghost_state: GhostState,
|
||||
pub last_animation_state: LastAnimationState,
|
||||
}
|
||||
106
src/systems/common/components.rs
Normal file
106
src/systems/common/components.rs
Normal file
@@ -0,0 +1,106 @@
|
||||
use bevy_ecs::{component::Component, resource::Resource};
|
||||
|
||||
use crate::{map::graph::TraversalFlags, systems::FruitType};
|
||||
|
||||
/// A tag component denoting the type of entity.
|
||||
#[derive(Component, Debug, Clone, Copy, PartialEq, Eq, Hash)]
|
||||
pub enum EntityType {
|
||||
Player,
|
||||
Ghost,
|
||||
Pellet,
|
||||
PowerPellet,
|
||||
Fruit(FruitType),
|
||||
Effect,
|
||||
}
|
||||
|
||||
impl EntityType {
|
||||
/// Returns the traversal flags for this entity type.
|
||||
pub fn traversal_flags(&self) -> TraversalFlags {
|
||||
match self {
|
||||
EntityType::Player => TraversalFlags::PACMAN,
|
||||
EntityType::Ghost => TraversalFlags::GHOST,
|
||||
_ => TraversalFlags::empty(), // Static entities don't traverse
|
||||
}
|
||||
}
|
||||
pub fn score_value(&self) -> Option<u32> {
|
||||
match self {
|
||||
EntityType::Pellet => Some(10),
|
||||
EntityType::PowerPellet => Some(50),
|
||||
EntityType::Fruit(fruit_type) => Some(fruit_type.score_value()),
|
||||
_ => None,
|
||||
}
|
||||
}
|
||||
|
||||
pub fn is_collectible(&self) -> bool {
|
||||
matches!(self, EntityType::Pellet | EntityType::PowerPellet | EntityType::Fruit(_))
|
||||
}
|
||||
}
|
||||
|
||||
#[derive(Resource)]
|
||||
pub struct GlobalState {
|
||||
pub exit: bool,
|
||||
}
|
||||
|
||||
#[derive(Resource)]
|
||||
pub struct ScoreResource(pub u32);
|
||||
|
||||
#[derive(Resource)]
|
||||
pub struct DeltaTime {
|
||||
/// Floating-point delta time in seconds
|
||||
pub seconds: f32,
|
||||
/// Integer tick delta (usually 1, but can be different for testing)
|
||||
pub ticks: u32,
|
||||
}
|
||||
|
||||
#[allow(dead_code)]
|
||||
impl DeltaTime {
|
||||
/// Creates a new DeltaTime from a floating-point delta time in seconds
|
||||
///
|
||||
/// While this method exists as a helper, it does not mean that seconds and ticks are interchangeable.
|
||||
pub fn from_seconds(seconds: f32) -> Self {
|
||||
Self {
|
||||
seconds,
|
||||
ticks: (seconds * 60.0).round() as u32,
|
||||
}
|
||||
}
|
||||
|
||||
/// Creates a new DeltaTime from an integer tick delta
|
||||
///
|
||||
/// While this method exists as a helper, it does not mean that seconds and ticks are interchangeable.
|
||||
pub fn from_ticks(ticks: u32) -> Self {
|
||||
Self {
|
||||
seconds: ticks as f32 / 60.0,
|
||||
ticks,
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// Movement modifiers that can affect Pac-Man's speed or handling.
|
||||
#[derive(Component, Debug, Clone, Copy)]
|
||||
pub struct MovementModifiers {
|
||||
/// Multiplier applied to base speed (e.g., tunnels)
|
||||
pub speed_multiplier: f32,
|
||||
/// True when currently in a tunnel slowdown region
|
||||
pub tunnel_slowdown_active: bool,
|
||||
}
|
||||
|
||||
impl Default for MovementModifiers {
|
||||
fn default() -> Self {
|
||||
Self {
|
||||
speed_multiplier: 1.0,
|
||||
tunnel_slowdown_active: false,
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// Tag component for entities that should be frozen during startup
|
||||
#[derive(Component, Debug, Clone, Copy, PartialEq, Eq)]
|
||||
pub struct Frozen;
|
||||
|
||||
/// Component for HUD life sprite entities.
|
||||
/// Each life sprite entity has an index indicating its position from left to right (0, 1, 2, etc.).
|
||||
/// This mostly functions as a tag component for sprites.
|
||||
#[derive(Component, Debug, Clone, Copy)]
|
||||
pub struct PlayerLife {
|
||||
pub index: u32,
|
||||
}
|
||||
5
src/systems/common/mod.rs
Normal file
5
src/systems/common/mod.rs
Normal file
@@ -0,0 +1,5 @@
|
||||
pub mod bundles;
|
||||
pub mod components;
|
||||
|
||||
pub use self::bundles::*;
|
||||
pub use self::components::*;
|
||||
@@ -1,364 +0,0 @@
|
||||
use std::collections::HashMap;
|
||||
|
||||
use bevy_ecs::{bundle::Bundle, component::Component, resource::Resource};
|
||||
use bitflags::bitflags;
|
||||
|
||||
use crate::{
|
||||
map::graph::TraversalFlags,
|
||||
systems::{
|
||||
movement::{BufferedDirection, Position, Velocity},
|
||||
Collider, GhostCollider, ItemCollider, PacmanCollider,
|
||||
},
|
||||
texture::{
|
||||
animated::{DirectionalTiles, TileSequence},
|
||||
sprite::AtlasTile,
|
||||
},
|
||||
};
|
||||
|
||||
/// A tag component for entities that are controlled by the player.
|
||||
#[derive(Default, Component)]
|
||||
pub struct PlayerControlled;
|
||||
|
||||
#[derive(Component, Debug, Clone, Copy, PartialEq, Eq, Hash)]
|
||||
pub enum Ghost {
|
||||
Blinky,
|
||||
Pinky,
|
||||
Inky,
|
||||
Clyde,
|
||||
}
|
||||
|
||||
impl Ghost {
|
||||
/// Returns the ghost type name for atlas lookups.
|
||||
pub fn as_str(self) -> &'static str {
|
||||
match self {
|
||||
Ghost::Blinky => "blinky",
|
||||
Ghost::Pinky => "pinky",
|
||||
Ghost::Inky => "inky",
|
||||
Ghost::Clyde => "clyde",
|
||||
}
|
||||
}
|
||||
|
||||
/// Returns the base movement speed for this ghost type.
|
||||
pub fn base_speed(self) -> f32 {
|
||||
match self {
|
||||
Ghost::Blinky => 1.0,
|
||||
Ghost::Pinky => 0.95,
|
||||
Ghost::Inky => 0.9,
|
||||
Ghost::Clyde => 0.85,
|
||||
}
|
||||
}
|
||||
|
||||
/// Returns the ghost's color for debug rendering.
|
||||
#[allow(dead_code)]
|
||||
pub fn debug_color(&self) -> sdl2::pixels::Color {
|
||||
match self {
|
||||
Ghost::Blinky => sdl2::pixels::Color::RGB(255, 0, 0), // Red
|
||||
Ghost::Pinky => sdl2::pixels::Color::RGB(255, 182, 255), // Pink
|
||||
Ghost::Inky => sdl2::pixels::Color::RGB(0, 255, 255), // Cyan
|
||||
Ghost::Clyde => sdl2::pixels::Color::RGB(255, 182, 85), // Orange
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// A tag component denoting the type of entity.
|
||||
#[derive(Component, Debug, Clone, Copy, PartialEq, Eq, Hash)]
|
||||
pub enum EntityType {
|
||||
Player,
|
||||
Ghost,
|
||||
Pellet,
|
||||
PowerPellet,
|
||||
}
|
||||
|
||||
impl EntityType {
|
||||
/// Returns the traversal flags for this entity type.
|
||||
pub fn traversal_flags(&self) -> TraversalFlags {
|
||||
match self {
|
||||
EntityType::Player => TraversalFlags::PACMAN,
|
||||
EntityType::Ghost => TraversalFlags::GHOST,
|
||||
_ => TraversalFlags::empty(), // Static entities don't traverse
|
||||
}
|
||||
}
|
||||
pub fn score_value(&self) -> Option<u32> {
|
||||
match self {
|
||||
EntityType::Pellet => Some(10),
|
||||
EntityType::PowerPellet => Some(50),
|
||||
_ => None,
|
||||
}
|
||||
}
|
||||
|
||||
pub fn is_collectible(&self) -> bool {
|
||||
matches!(self, EntityType::Pellet | EntityType::PowerPellet)
|
||||
}
|
||||
}
|
||||
|
||||
/// A component for entities that have a sprite, with a layer for ordering.
|
||||
///
|
||||
/// This is intended to be modified by other entities allowing animation.
|
||||
#[derive(Component)]
|
||||
pub struct Renderable {
|
||||
pub sprite: AtlasTile,
|
||||
pub layer: u8,
|
||||
}
|
||||
|
||||
/// 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 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 {
|
||||
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,
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
bitflags! {
|
||||
#[derive(Component, Default, Clone, Copy, Debug, PartialEq, Eq, PartialOrd, Ord, Hash)]
|
||||
pub struct CollisionLayer: u8 {
|
||||
const PACMAN = 1 << 0;
|
||||
const GHOST = 1 << 1;
|
||||
const ITEM = 1 << 2;
|
||||
}
|
||||
}
|
||||
|
||||
#[derive(Resource)]
|
||||
pub struct GlobalState {
|
||||
pub exit: bool,
|
||||
}
|
||||
|
||||
#[derive(Resource)]
|
||||
pub struct ScoreResource(pub u32);
|
||||
|
||||
#[derive(Resource)]
|
||||
pub struct DeltaTime(pub f32);
|
||||
|
||||
/// Movement modifiers that can affect Pac-Man's speed or handling.
|
||||
#[derive(Component, Debug, Clone, Copy)]
|
||||
pub struct MovementModifiers {
|
||||
/// Multiplier applied to base speed (e.g., tunnels)
|
||||
pub speed_multiplier: f32,
|
||||
/// True when currently in a tunnel slowdown region
|
||||
pub tunnel_slowdown_active: bool,
|
||||
}
|
||||
|
||||
impl Default for MovementModifiers {
|
||||
fn default() -> Self {
|
||||
Self {
|
||||
speed_multiplier: 1.0,
|
||||
tunnel_slowdown_active: false,
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// Tag component for entities that should be frozen during startup
|
||||
#[derive(Component, Debug, Clone, Copy)]
|
||||
pub struct Frozen;
|
||||
|
||||
/// Tag component for eaten ghosts
|
||||
#[derive(Component, Debug, Clone, Copy)]
|
||||
pub struct Eaten;
|
||||
|
||||
#[derive(Component, Debug, Clone, Copy)]
|
||||
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.
|
||||
/// Note that this is used in micromap which has a fixed size based on the number of variants,
|
||||
/// so extending this should be done with caution, and will require updating the micromap's capacity.
|
||||
#[derive(Debug, Clone, Copy, PartialEq, Eq, Hash)]
|
||||
pub enum GhostAnimation {
|
||||
/// Normal ghost appearance with directional movement animations
|
||||
Normal,
|
||||
/// Blue ghost appearance when vulnerable (power pellet active)
|
||||
Frightened { flash: bool },
|
||||
/// Eyes-only animation when ghost has been consumed by Pac-Man (Eaten state)
|
||||
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
|
||||
/// to animation sets for each ghost type. The animation system uses this resource
|
||||
/// 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 the normal directional animation for each ghost type.
|
||||
#[derive(Resource)]
|
||||
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 {
|
||||
pub player: PlayerControlled,
|
||||
pub position: Position,
|
||||
pub velocity: Velocity,
|
||||
pub buffered_direction: BufferedDirection,
|
||||
pub sprite: Renderable,
|
||||
pub directional_animation: DirectionalAnimation,
|
||||
pub entity_type: EntityType,
|
||||
pub collider: Collider,
|
||||
pub movement_modifiers: MovementModifiers,
|
||||
pub pacman_collider: PacmanCollider,
|
||||
}
|
||||
|
||||
#[derive(Bundle)]
|
||||
pub struct ItemBundle {
|
||||
pub position: Position,
|
||||
pub sprite: Renderable,
|
||||
pub entity_type: EntityType,
|
||||
pub collider: Collider,
|
||||
pub item_collider: ItemCollider,
|
||||
}
|
||||
|
||||
#[derive(Bundle)]
|
||||
pub struct GhostBundle {
|
||||
pub ghost: Ghost,
|
||||
pub position: Position,
|
||||
pub velocity: Velocity,
|
||||
pub sprite: Renderable,
|
||||
pub directional_animation: DirectionalAnimation,
|
||||
pub entity_type: EntityType,
|
||||
pub collider: Collider,
|
||||
pub ghost_collider: GhostCollider,
|
||||
pub ghost_state: GhostState,
|
||||
pub last_animation_state: LastAnimationState,
|
||||
}
|
||||
@@ -1,17 +1,19 @@
|
||||
//! Debug rendering system
|
||||
use std::cmp::Ordering;
|
||||
|
||||
use crate::constants::BOARD_PIXEL_OFFSET;
|
||||
use crate::constants::{self, BOARD_PIXEL_OFFSET};
|
||||
use crate::map::builder::Map;
|
||||
use crate::systems::{Collider, CursorPosition, NodeId, Position, SystemTimings};
|
||||
use crate::texture::ttf::{TtfAtlas, TtfRenderer};
|
||||
use bevy_ecs::resource::Resource;
|
||||
use bevy_ecs::system::{NonSendMut, Query, Res};
|
||||
use glam::{IVec2, UVec2, Vec2};
|
||||
use bevy_ecs::system::{Query, Res};
|
||||
use glam::{IVec2, Vec2};
|
||||
use sdl2::pixels::Color;
|
||||
use sdl2::rect::{Point, Rect};
|
||||
use sdl2::render::{Canvas, Texture, TextureCreator};
|
||||
use sdl2::ttf::Font;
|
||||
use sdl2::video::{Window, WindowContext};
|
||||
use sdl2::render::{Canvas, Texture};
|
||||
use sdl2::video::Window;
|
||||
use smallvec::SmallVec;
|
||||
use std::cmp::Ordering;
|
||||
use std::collections::{HashMap, HashSet};
|
||||
use tracing::warn;
|
||||
|
||||
#[derive(Resource, Default, Debug, Copy, Clone)]
|
||||
pub struct DebugState {
|
||||
@@ -23,33 +25,147 @@ fn f32_to_u8(value: f32) -> u8 {
|
||||
}
|
||||
|
||||
/// Resource to hold the debug texture for persistent rendering
|
||||
pub struct DebugTextureResource(pub Texture<'static>);
|
||||
pub struct DebugTextureResource(pub Texture);
|
||||
|
||||
/// Resource to hold the debug font
|
||||
pub struct DebugFontResource(pub Font<'static, 'static>);
|
||||
/// Resource to hold the TTF text atlas
|
||||
pub struct TtfAtlasResource(pub TtfAtlas);
|
||||
|
||||
/// Resource to hold pre-computed batched line segments
|
||||
#[derive(Resource, Default, Debug, Clone)]
|
||||
pub struct BatchedLinesResource {
|
||||
horizontal_lines: Vec<(i32, i32, i32)>, // (y, x_start, x_end)
|
||||
vertical_lines: Vec<(i32, i32, i32)>, // (x, y_start, y_end)
|
||||
}
|
||||
|
||||
impl BatchedLinesResource {
|
||||
/// Computes and caches batched line segments for the map graph
|
||||
pub fn new(map: &Map, scale: f32) -> Self {
|
||||
let mut horizontal_segments: HashMap<i32, Vec<(i32, i32)>> = HashMap::new();
|
||||
let mut vertical_segments: HashMap<i32, Vec<(i32, i32)>> = HashMap::new();
|
||||
let mut processed_edges: HashSet<(u16, u16)> = HashSet::new();
|
||||
|
||||
// Process all edges and group them by axis
|
||||
for (start_node_id, edge) in map.graph.edges() {
|
||||
// Acquire a stable key for the edge (from < to)
|
||||
let edge_key = (start_node_id.min(edge.target), start_node_id.max(edge.target));
|
||||
|
||||
// Skip if we've already processed this edge in the reverse direction
|
||||
if processed_edges.contains(&edge_key) {
|
||||
continue;
|
||||
}
|
||||
processed_edges.insert(edge_key);
|
||||
|
||||
let start_pos = map.graph.get_node(start_node_id).unwrap().position;
|
||||
let end_pos = map.graph.get_node(edge.target).unwrap().position;
|
||||
|
||||
let start = transform_position_with_offset(start_pos, scale);
|
||||
let end = transform_position_with_offset(end_pos, scale);
|
||||
|
||||
// Determine if this is a horizontal or vertical line
|
||||
if (start.y - end.y).abs() < 2 {
|
||||
// Horizontal line (allowing for slight vertical variance)
|
||||
let y = start.y;
|
||||
let x_min = start.x.min(end.x);
|
||||
let x_max = start.x.max(end.x);
|
||||
horizontal_segments.entry(y).or_default().push((x_min, x_max));
|
||||
} else if (start.x - end.x).abs() < 2 {
|
||||
// Vertical line (allowing for slight horizontal variance)
|
||||
let x = start.x;
|
||||
let y_min = start.y.min(end.y);
|
||||
let y_max = start.y.max(end.y);
|
||||
vertical_segments.entry(x).or_default().push((y_min, y_max));
|
||||
}
|
||||
}
|
||||
|
||||
/// Merges overlapping or adjacent segments into continuous lines
|
||||
fn merge_segments(segments: Vec<(i32, i32)>) -> Vec<(i32, i32)> {
|
||||
if segments.is_empty() {
|
||||
return Vec::new();
|
||||
}
|
||||
|
||||
let mut merged = Vec::new();
|
||||
let mut current_start = segments[0].0;
|
||||
let mut current_end = segments[0].1;
|
||||
|
||||
for &(start, end) in segments.iter().skip(1) {
|
||||
if start <= current_end + 1 {
|
||||
// Adjacent or overlapping
|
||||
current_end = current_end.max(end);
|
||||
} else {
|
||||
merged.push((current_start, current_end));
|
||||
current_start = start;
|
||||
current_end = end;
|
||||
}
|
||||
}
|
||||
|
||||
merged.push((current_start, current_end));
|
||||
merged
|
||||
}
|
||||
|
||||
// Convert to flat vectors for fast iteration during rendering
|
||||
let horizontal_lines = horizontal_segments
|
||||
.into_iter()
|
||||
.flat_map(|(y, mut segments)| {
|
||||
segments.sort_unstable_by_key(|(start, _)| *start);
|
||||
let merged = merge_segments(segments);
|
||||
merged.into_iter().map(move |(x_start, x_end)| (y, x_start, x_end))
|
||||
})
|
||||
.collect::<Vec<_>>();
|
||||
|
||||
let vertical_lines = vertical_segments
|
||||
.into_iter()
|
||||
.flat_map(|(x, mut segments)| {
|
||||
segments.sort_unstable_by_key(|(start, _)| *start);
|
||||
let merged = merge_segments(segments);
|
||||
merged.into_iter().map(move |(y_start, y_end)| (x, y_start, y_end))
|
||||
})
|
||||
.collect::<Vec<_>>();
|
||||
|
||||
Self {
|
||||
horizontal_lines,
|
||||
vertical_lines,
|
||||
}
|
||||
}
|
||||
|
||||
pub fn render(&self, canvas: &mut Canvas<Window>) {
|
||||
// Render horizontal lines
|
||||
for &(y, x_start, x_end) in &self.horizontal_lines {
|
||||
let points = [Point::new(x_start, y), Point::new(x_end, y)];
|
||||
let _ = canvas.draw_lines(&points[..]);
|
||||
}
|
||||
|
||||
// Render vertical lines
|
||||
for &(x, y_start, y_end) in &self.vertical_lines {
|
||||
let points = [Point::new(x, y_start), Point::new(x, y_end)];
|
||||
let _ = canvas.draw_lines(&points[..]);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// Transforms a position from logical canvas coordinates to output canvas coordinates (with board offset)
|
||||
fn transform_position_with_offset(pos: Vec2, scale: f32) -> IVec2 {
|
||||
((pos + BOARD_PIXEL_OFFSET.as_vec2()) * scale).as_ivec2()
|
||||
}
|
||||
|
||||
/// Renders timing information in the top-left corner of the screen
|
||||
/// Renders timing information in the top-left corner of the screen using the debug text atlas
|
||||
#[cfg_attr(coverage_nightly, coverage(off))]
|
||||
fn render_timing_display(
|
||||
canvas: &mut Canvas<Window>,
|
||||
texture_creator: &mut TextureCreator<WindowContext>,
|
||||
timings: &SystemTimings,
|
||||
font: &Font,
|
||||
current_tick: u64,
|
||||
text_renderer: &TtfRenderer,
|
||||
atlas: &mut TtfAtlas,
|
||||
) {
|
||||
// Format timing information using the formatting module
|
||||
let lines = timings.format_timing_display();
|
||||
let line_height = 14; // Approximate line height for 12pt font
|
||||
let lines = timings.format_timing_display(current_tick);
|
||||
let line_height = text_renderer.text_height(atlas) as i32 + 2; // Add 2px line spacing
|
||||
let padding = 10;
|
||||
|
||||
// Calculate background dimensions
|
||||
let max_width = lines
|
||||
.iter()
|
||||
.filter(|l| !l.is_empty()) // Don't consider empty lines for width
|
||||
.map(|line| font.size_of(line).unwrap().0)
|
||||
.map(|line| text_renderer.text_width(atlas, line))
|
||||
.max()
|
||||
.unwrap_or(0);
|
||||
|
||||
@@ -75,133 +191,149 @@ fn render_timing_display(
|
||||
continue;
|
||||
}
|
||||
|
||||
// Render each line
|
||||
let surface = font.render(line).blended(Color::RGBA(255, 255, 255, 200)).unwrap();
|
||||
let texture = texture_creator.create_texture_from_surface(&surface).unwrap();
|
||||
|
||||
// Position each line below the previous one
|
||||
let y_pos = padding + (i * line_height) as i32;
|
||||
let dest = Rect::new(padding, y_pos, texture.query().width, texture.query().height);
|
||||
canvas.copy(&texture, None, dest).unwrap();
|
||||
let y_pos = padding + (i as i32 * line_height);
|
||||
let position = Vec2::new(padding as f32, y_pos as f32);
|
||||
|
||||
// Render the line using the debug text renderer
|
||||
text_renderer
|
||||
.render_text(canvas, atlas, line, position, Color::RGBA(255, 255, 255, 200))
|
||||
.unwrap();
|
||||
}
|
||||
}
|
||||
|
||||
#[allow(clippy::too_many_arguments)]
|
||||
#[cfg_attr(coverage_nightly, coverage(off))]
|
||||
pub fn debug_render_system(
|
||||
mut canvas: NonSendMut<&mut Canvas<Window>>,
|
||||
mut debug_texture: NonSendMut<DebugTextureResource>,
|
||||
debug_font: NonSendMut<DebugFontResource>,
|
||||
debug_state: Res<DebugState>,
|
||||
timings: Res<SystemTimings>,
|
||||
map: Res<Map>,
|
||||
colliders: Query<(&Collider, &Position)>,
|
||||
cursor: Res<CursorPosition>,
|
||||
canvas: &mut Canvas<Window>,
|
||||
ttf_atlas: &mut TtfAtlasResource,
|
||||
batched_lines: &Res<BatchedLinesResource>,
|
||||
debug_state: &Res<DebugState>,
|
||||
timings: &Res<SystemTimings>,
|
||||
timing: &Res<crate::systems::profiling::Timing>,
|
||||
map: &Res<Map>,
|
||||
colliders: &Query<(&Collider, &Position)>,
|
||||
cursor: &Res<CursorPosition>,
|
||||
) {
|
||||
if !debug_state.enabled {
|
||||
return;
|
||||
}
|
||||
let scale =
|
||||
(UVec2::from(canvas.output_size().unwrap()).as_vec2() / UVec2::from(canvas.logical_size()).as_vec2()).min_element();
|
||||
// Create debug text renderer
|
||||
let text_renderer = TtfRenderer::new(1.0);
|
||||
|
||||
// Get texture creator before entering the closure to avoid borrowing conflicts
|
||||
let mut texture_creator = canvas.texture_creator();
|
||||
let font = &debug_font.0;
|
||||
|
||||
let cursor_world_pos = match *cursor {
|
||||
let cursor_world_pos = match &**cursor {
|
||||
CursorPosition::None => None,
|
||||
CursorPosition::Some { position, .. } => Some(position - BOARD_PIXEL_OFFSET.as_vec2()),
|
||||
};
|
||||
|
||||
// Draw debug info on the high-resolution debug texture
|
||||
canvas
|
||||
.with_texture_canvas(&mut debug_texture.0, |debug_canvas| {
|
||||
// Clear the debug canvas
|
||||
debug_canvas.set_draw_color(Color::RGBA(0, 0, 0, 0));
|
||||
debug_canvas.clear();
|
||||
// Clear the debug canvas
|
||||
canvas.set_draw_color(Color::RGBA(0, 0, 0, 0));
|
||||
canvas.clear();
|
||||
|
||||
// Find the closest node to the cursor
|
||||
let closest_node = if let Some(cursor_world_pos) = cursor_world_pos {
|
||||
map.graph
|
||||
.nodes()
|
||||
.map(|node| node.position.distance(cursor_world_pos))
|
||||
.enumerate()
|
||||
.min_by(|(_, a), (_, b)| a.partial_cmp(b).unwrap_or(Ordering::Less))
|
||||
.map(|(id, _)| id)
|
||||
} else {
|
||||
None
|
||||
};
|
||||
// Find the closest node to the cursor
|
||||
let closest_node = if let Some(cursor_world_pos) = cursor_world_pos {
|
||||
map.graph
|
||||
.nodes()
|
||||
.map(|node| node.position.distance(cursor_world_pos))
|
||||
.enumerate()
|
||||
.min_by(|(_, a), (_, b)| a.partial_cmp(b).unwrap_or(Ordering::Less))
|
||||
.map(|(id, _)| id)
|
||||
} else {
|
||||
None
|
||||
};
|
||||
|
||||
debug_canvas.set_draw_color(Color::GREEN);
|
||||
for (collider, position) in colliders.iter() {
|
||||
canvas.set_draw_color(Color::GREEN);
|
||||
{
|
||||
let rects = colliders
|
||||
.iter()
|
||||
.map(|(collider, position)| {
|
||||
let pos = position.get_pixel_position(&map.graph).unwrap();
|
||||
|
||||
// Transform position and size using common methods
|
||||
let pos = (pos * scale).as_ivec2();
|
||||
let size = (collider.size * scale) as u32;
|
||||
let pos = (pos * constants::LARGE_SCALE).as_ivec2();
|
||||
let size = (collider.size * constants::LARGE_SCALE) as u32;
|
||||
|
||||
let rect = Rect::from_center(Point::from((pos.x, pos.y)), size, size);
|
||||
debug_canvas.draw_rect(rect).unwrap();
|
||||
}
|
||||
Rect::from_center(Point::from((pos.x, pos.y)), size, size)
|
||||
})
|
||||
.collect::<SmallVec<[Rect; 100]>>();
|
||||
if rects.len() > rects.capacity() {
|
||||
warn!(
|
||||
capacity = rects.capacity(),
|
||||
count = rects.len(),
|
||||
"Collider rects capacity exceeded"
|
||||
);
|
||||
}
|
||||
canvas.draw_rects(&rects).unwrap();
|
||||
}
|
||||
|
||||
debug_canvas.set_draw_color(Color {
|
||||
a: f32_to_u8(0.4),
|
||||
..Color::RED
|
||||
});
|
||||
debug_canvas.set_blend_mode(sdl2::render::BlendMode::Blend);
|
||||
for (start_node, end_node) in map.graph.edges() {
|
||||
let start_node_model = map.graph.get_node(start_node).unwrap();
|
||||
let end_node = map.graph.get_node(end_node.target).unwrap().position;
|
||||
canvas.set_draw_color(Color {
|
||||
a: f32_to_u8(0.65),
|
||||
..Color::RED
|
||||
});
|
||||
canvas.set_blend_mode(sdl2::render::BlendMode::Blend);
|
||||
|
||||
// Transform positions using common method
|
||||
let start = transform_position_with_offset(start_node_model.position, scale);
|
||||
let end = transform_position_with_offset(end_node, scale);
|
||||
// Use cached batched line segments
|
||||
batched_lines.render(canvas);
|
||||
|
||||
debug_canvas
|
||||
.draw_line(Point::from((start.x, start.y)), Point::from((end.x, end.y)))
|
||||
.unwrap();
|
||||
}
|
||||
{
|
||||
let rects: Vec<_> = map
|
||||
.graph
|
||||
.nodes()
|
||||
.enumerate()
|
||||
.filter_map(|(id, node)| {
|
||||
let pos = transform_position_with_offset(node.position, constants::LARGE_SCALE);
|
||||
let size = (2.0 * constants::LARGE_SCALE) as u32;
|
||||
let rect = Rect::new(pos.x - (size as i32 / 2), pos.y - (size as i32 / 2), size, size);
|
||||
|
||||
for (id, node) in map.graph.nodes().enumerate() {
|
||||
let pos = node.position;
|
||||
// If the node is the one closest to the cursor, draw it immediately
|
||||
if closest_node == Some(id) {
|
||||
canvas.set_draw_color(Color::YELLOW);
|
||||
canvas.fill_rect(rect).unwrap();
|
||||
return None;
|
||||
}
|
||||
|
||||
// Set color based on whether the node is the closest to the cursor
|
||||
debug_canvas.set_draw_color(Color {
|
||||
a: f32_to_u8(if Some(id) == closest_node { 0.75 } else { 0.6 }),
|
||||
..(if Some(id) == closest_node {
|
||||
Color::YELLOW
|
||||
} else {
|
||||
Color::BLUE
|
||||
})
|
||||
});
|
||||
Some(rect)
|
||||
})
|
||||
.collect();
|
||||
|
||||
// Transform position using common method
|
||||
let pos = transform_position_with_offset(pos, scale);
|
||||
let size = (2.0 * scale) as u32;
|
||||
if rects.len() > rects.capacity() {
|
||||
warn!(
|
||||
capacity = rects.capacity(),
|
||||
count = rects.len(),
|
||||
"Node rects capacity exceeded"
|
||||
);
|
||||
}
|
||||
|
||||
debug_canvas
|
||||
.fill_rect(Rect::new(pos.x - (size as i32 / 2), pos.y - (size as i32 / 2), size, size))
|
||||
.unwrap();
|
||||
}
|
||||
// Draw the non-closest nodes all at once in blue
|
||||
canvas.set_draw_color(Color::BLUE);
|
||||
canvas.fill_rects(&rects).unwrap();
|
||||
}
|
||||
|
||||
// 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 as NodeId).unwrap();
|
||||
let pos = transform_position_with_offset(node.position, scale);
|
||||
// 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 as NodeId).unwrap();
|
||||
let pos = transform_position_with_offset(node.position, constants::LARGE_SCALE);
|
||||
|
||||
let surface = font
|
||||
.render(&closest_node_id.to_string())
|
||||
.blended(Color {
|
||||
a: f32_to_u8(0.4),
|
||||
..Color::WHITE
|
||||
})
|
||||
.unwrap();
|
||||
let texture = texture_creator.create_texture_from_surface(&surface).unwrap();
|
||||
let dest = Rect::new(pos.x + 10, pos.y - 5, texture.query().width, texture.query().height);
|
||||
debug_canvas.copy(&texture, None, dest).unwrap();
|
||||
}
|
||||
let node_id_text = closest_node_id.to_string();
|
||||
let text_pos = Vec2::new((pos.x + 10) as f32, (pos.y - 5) as f32);
|
||||
|
||||
// Render timing information in the top-left corner
|
||||
render_timing_display(debug_canvas, &mut texture_creator, &timings, font);
|
||||
})
|
||||
.unwrap();
|
||||
text_renderer
|
||||
.render_text(
|
||||
canvas,
|
||||
&mut ttf_atlas.0,
|
||||
&node_id_text,
|
||||
text_pos,
|
||||
Color {
|
||||
a: f32_to_u8(0.9),
|
||||
..Color::WHITE
|
||||
},
|
||||
)
|
||||
.unwrap();
|
||||
}
|
||||
|
||||
// Render timing information in the top-left corner
|
||||
// Use previous tick since current tick is incomplete (frame is still running)
|
||||
let current_tick = timing.get_current_tick();
|
||||
let previous_tick = current_tick.saturating_sub(1);
|
||||
render_timing_display(canvas, timings, previous_tick, &text_renderer, &mut ttf_atlas.0);
|
||||
}
|
||||
|
||||
@@ -1,4 +1,7 @@
|
||||
use crate::systems::components::{DirectionalAnimation, Frozen, GhostAnimation, GhostState, LastAnimationState, LinearAnimation};
|
||||
use std::collections::HashMap;
|
||||
|
||||
use crate::platform;
|
||||
use crate::systems::{DirectionalAnimation, Frozen, LinearAnimation, Looping};
|
||||
use crate::{
|
||||
map::{
|
||||
builder::Map,
|
||||
@@ -6,19 +9,186 @@ use crate::{
|
||||
graph::{Edge, TraversalFlags},
|
||||
},
|
||||
systems::{
|
||||
components::{DeltaTime, Ghost},
|
||||
components::DeltaTime,
|
||||
movement::{Position, Velocity},
|
||||
},
|
||||
};
|
||||
use bevy_ecs::component::Component;
|
||||
use bevy_ecs::resource::Resource;
|
||||
use tracing::{debug, trace, warn};
|
||||
|
||||
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;
|
||||
use smallvec::SmallVec;
|
||||
|
||||
/// Tag component for Pac-Man during his death animation.
|
||||
/// This is mainly because the Frozen tag would stop both movement and animation, while the Dying tag can signal that the animation should continue despite being frozen.
|
||||
#[derive(Component, Debug, Clone, Copy)]
|
||||
pub struct Dying;
|
||||
|
||||
#[derive(Component, Debug, Clone, Copy, PartialEq, Eq, Hash)]
|
||||
pub enum Ghost {
|
||||
Blinky,
|
||||
Pinky,
|
||||
Inky,
|
||||
Clyde,
|
||||
}
|
||||
|
||||
impl Ghost {
|
||||
/// Returns the ghost type name for atlas lookups.
|
||||
pub fn as_str(self) -> &'static str {
|
||||
match self {
|
||||
Ghost::Blinky => "blinky",
|
||||
Ghost::Pinky => "pinky",
|
||||
Ghost::Inky => "inky",
|
||||
Ghost::Clyde => "clyde",
|
||||
}
|
||||
}
|
||||
|
||||
/// Returns the base movement speed for this ghost type.
|
||||
pub fn base_speed(self) -> f32 {
|
||||
match self {
|
||||
Ghost::Blinky => 1.0,
|
||||
Ghost::Pinky => 0.95,
|
||||
Ghost::Inky => 0.9,
|
||||
Ghost::Clyde => 0.85,
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
#[derive(Component, Debug, Clone, Copy, PartialEq, Eq)]
|
||||
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,
|
||||
}
|
||||
|
||||
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.
|
||||
/// Note that this is used in micromap which has a fixed size based on the number of variants,
|
||||
/// so extending this should be done with caution, and will require updating the micromap's capacity.
|
||||
#[derive(Debug, Clone, Copy, PartialEq, Eq, Hash)]
|
||||
pub enum GhostAnimation {
|
||||
/// Normal ghost appearance with directional movement animations
|
||||
Normal,
|
||||
/// Blue ghost appearance when vulnerable (power pellet active)
|
||||
Frightened { flash: bool },
|
||||
/// Eyes-only animation when ghost has been consumed by Pac-Man (Eaten state)
|
||||
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
|
||||
/// to animation sets for each ghost type. The animation system uses this resource
|
||||
/// 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 the normal directional animation for each ghost type.
|
||||
#[derive(Resource)]
|
||||
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
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// Autonomous ghost AI system implementing randomized movement with backtracking avoidance.
|
||||
pub fn ghost_movement_system(
|
||||
map: Res<Map>,
|
||||
@@ -26,7 +196,7 @@ pub fn ghost_movement_system(
|
||||
mut ghosts: Query<(&Ghost, &mut Velocity, &mut Position), Without<Frozen>>,
|
||||
) {
|
||||
for (_ghost, mut velocity, mut position) in ghosts.iter_mut() {
|
||||
let mut distance = velocity.speed * 60.0 * delta_time.0;
|
||||
let mut distance = velocity.speed * 60.0 * delta_time.seconds;
|
||||
loop {
|
||||
match *position {
|
||||
Position::Stopped { node: current_node } => {
|
||||
@@ -44,12 +214,14 @@ pub fn ghost_movement_system(
|
||||
|
||||
let new_edge: Edge = if non_opposite_options.is_empty() {
|
||||
if let Some(edge) = intersection.get(opposite) {
|
||||
trace!(node = current_node, ghost = ?_ghost, direction = ?opposite, "Ghost forced to reverse direction");
|
||||
edge
|
||||
} else {
|
||||
warn!(node = current_node, ghost = ?_ghost, "Ghost stuck with no available directions");
|
||||
break;
|
||||
}
|
||||
} else {
|
||||
*non_opposite_options.choose(&mut SmallRng::from_os_rng()).unwrap()
|
||||
*non_opposite_options.choose(&mut platform::rng()).unwrap()
|
||||
};
|
||||
|
||||
velocity.direction = new_edge.direction;
|
||||
@@ -82,7 +254,7 @@ pub fn ghost_movement_system(
|
||||
pub fn eaten_ghost_system(
|
||||
map: Res<Map>,
|
||||
delta_time: Res<DeltaTime>,
|
||||
mut eaten_ghosts: Query<(&Ghost, &mut Position, &mut Velocity, &mut GhostState)>,
|
||||
mut eaten_ghosts: Query<(&Ghost, &mut Position, &mut Velocity, &mut GhostState), Without<Frozen>>,
|
||||
) {
|
||||
for (ghost_type, mut position, mut velocity, mut ghost_state) in eaten_ghosts.iter_mut() {
|
||||
// Only process ghosts that are in Eyes state
|
||||
@@ -112,11 +284,12 @@ pub fn eaten_ghost_system(
|
||||
}
|
||||
}
|
||||
Position::Moving { to, .. } => {
|
||||
let distance = velocity.speed * 60.0 * delta_time.0;
|
||||
let distance = velocity.speed * 60.0 * delta_time.seconds;
|
||||
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 - set state back to normal
|
||||
debug!(ghost = ?ghost_type, "Eaten ghost reached ghost house, respawning as normal");
|
||||
*ghost_state = GhostState::Normal;
|
||||
// Reset to stopped at ghost house center
|
||||
*position = Position::Stopped {
|
||||
@@ -180,6 +353,10 @@ fn find_direction_to_target(
|
||||
None
|
||||
}
|
||||
|
||||
/// Component to track the last animation state for efficient change detection
|
||||
#[derive(Component, Debug, Clone, Copy, PartialEq)]
|
||||
pub struct LastAnimationState(pub GhostAnimation);
|
||||
|
||||
/// Unified system that manages ghost state transitions and animations with component swapping
|
||||
pub fn ghost_state_system(
|
||||
mut commands: Commands,
|
||||
@@ -193,24 +370,30 @@ pub fn ghost_state_system(
|
||||
// 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 {
|
||||
trace!(ghost = ?ghost_type, old_state = ?last_animation_state.0, new_state = ?current_animation_state, "Ghost animation state changed");
|
||||
match current_animation_state {
|
||||
GhostAnimation::Frightened { flash } => {
|
||||
// Remove DirectionalAnimation, add LinearAnimation
|
||||
// Remove DirectionalAnimation, add LinearAnimation with Looping component
|
||||
commands
|
||||
.entity(entity)
|
||||
.remove::<DirectionalAnimation>()
|
||||
.insert(*animations.frightened(flash));
|
||||
.insert(animations.frightened(flash).clone())
|
||||
.insert(Looping);
|
||||
}
|
||||
GhostAnimation::Normal => {
|
||||
// Remove LinearAnimation, add DirectionalAnimation
|
||||
// Remove LinearAnimation and Looping, add DirectionalAnimation
|
||||
commands
|
||||
.entity(entity)
|
||||
.remove::<LinearAnimation>()
|
||||
.insert(*animations.get_normal(ghost_type).unwrap());
|
||||
.remove::<(LinearAnimation, Looping)>()
|
||||
.insert(animations.get_normal(ghost_type).unwrap().clone());
|
||||
}
|
||||
GhostAnimation::Eyes => {
|
||||
// Remove LinearAnimation, add DirectionalAnimation (eyes animation)
|
||||
commands.entity(entity).remove::<LinearAnimation>().insert(*animations.eyes());
|
||||
// Remove LinearAnimation and Looping, add DirectionalAnimation (eyes animation)
|
||||
trace!(ghost = ?ghost_type, "Switching to eyes animation for eaten ghost");
|
||||
commands
|
||||
.entity(entity)
|
||||
.remove::<(LinearAnimation, Looping)>()
|
||||
.insert(animations.eyes().clone());
|
||||
}
|
||||
}
|
||||
last_animation_state.0 = current_animation_state;
|
||||
|
||||
79
src/systems/hud/fruits.rs
Normal file
79
src/systems/hud/fruits.rs
Normal file
@@ -0,0 +1,79 @@
|
||||
use crate::systems::item::FruitType;
|
||||
use crate::texture::sprites::GameSprite;
|
||||
use bevy_ecs::component::Component;
|
||||
use bevy_ecs::resource::Resource;
|
||||
|
||||
#[derive(Component)]
|
||||
pub struct FruitInHud {
|
||||
pub index: u32,
|
||||
}
|
||||
|
||||
#[derive(Resource, Default)]
|
||||
pub struct FruitSprites(pub Vec<FruitType>);
|
||||
|
||||
use crate::constants::{BOARD_BOTTOM_PIXEL_OFFSET, CANVAS_SIZE, CELL_SIZE};
|
||||
use crate::error::GameError;
|
||||
use crate::systems::{PixelPosition, Renderable};
|
||||
use crate::texture::sprite::SpriteAtlas;
|
||||
use bevy_ecs::entity::Entity;
|
||||
use bevy_ecs::event::EventWriter;
|
||||
use bevy_ecs::system::{Commands, NonSendMut, Query, Res};
|
||||
use glam::Vec2;
|
||||
|
||||
/// Calculates the pixel position for a fruit sprite based on its index
|
||||
fn calculate_fruit_sprite_position(index: u32) -> Vec2 {
|
||||
let start_x = CANVAS_SIZE.x - CELL_SIZE * 2; // 2 cells from right
|
||||
let start_y = CANVAS_SIZE.y - BOARD_BOTTOM_PIXEL_OFFSET.y + (CELL_SIZE / 2) + 1; // In bottom area
|
||||
let sprite_spacing = CELL_SIZE + CELL_SIZE / 2; // 1.5 cells between sprites
|
||||
|
||||
let x = start_x - ((index as f32) * (sprite_spacing as f32 * 1.5)).round() as u32;
|
||||
let y = start_y - CELL_SIZE / 2;
|
||||
|
||||
Vec2::new((x - CELL_SIZE) as f32, (y + CELL_SIZE) as f32)
|
||||
}
|
||||
|
||||
/// System that manages fruit sprite entities in the HUD.
|
||||
/// Spawns and despawns fruit sprite entities based on changes to FruitSprites resource.
|
||||
/// Displays up to 6 fruits, sorted by value.
|
||||
pub fn fruit_sprite_system(
|
||||
mut commands: Commands,
|
||||
atlas: NonSendMut<SpriteAtlas>,
|
||||
current_fruit_sprites: Query<(Entity, &FruitInHud)>,
|
||||
fruit_sprites: Res<FruitSprites>,
|
||||
mut errors: EventWriter<GameError>,
|
||||
) {
|
||||
// We only want to display the greatest 6 fruits
|
||||
let fruits_to_display: Vec<_> = fruit_sprites.0.iter().rev().take(6).collect();
|
||||
|
||||
let mut current_sprites: Vec<_> = current_fruit_sprites.iter().collect();
|
||||
current_sprites.sort_by_key(|(_, fruit)| fruit.index);
|
||||
|
||||
// Despawn all current sprites. We will respawn them.
|
||||
// This is simpler than trying to match them up.
|
||||
for (entity, _) in ¤t_sprites {
|
||||
commands.entity(*entity).despawn();
|
||||
}
|
||||
|
||||
for (i, fruit_type) in fruits_to_display.iter().enumerate() {
|
||||
let fruit_sprite = match atlas.get_tile(&GameSprite::Fruit(**fruit_type).to_path()) {
|
||||
Ok(sprite) => sprite,
|
||||
Err(e) => {
|
||||
errors.write(e.into());
|
||||
continue;
|
||||
}
|
||||
};
|
||||
|
||||
let position = calculate_fruit_sprite_position(i as u32);
|
||||
|
||||
commands.spawn((
|
||||
FruitInHud { index: i as u32 },
|
||||
Renderable {
|
||||
sprite: fruit_sprite,
|
||||
layer: 255, // High layer to render on top
|
||||
},
|
||||
PixelPosition {
|
||||
pixel_position: position,
|
||||
},
|
||||
));
|
||||
}
|
||||
}
|
||||
89
src/systems/hud/lives.rs
Normal file
89
src/systems/hud/lives.rs
Normal file
@@ -0,0 +1,89 @@
|
||||
use std::cmp::Ordering;
|
||||
|
||||
use crate::constants::{BOARD_BOTTOM_PIXEL_OFFSET, CANVAS_SIZE, CELL_SIZE};
|
||||
use crate::error::GameError;
|
||||
use crate::map::direction::Direction;
|
||||
use crate::systems::{PixelPosition, PlayerLife, PlayerLives, Renderable};
|
||||
use crate::texture::sprite::SpriteAtlas;
|
||||
use crate::texture::sprites::{GameSprite, PacmanSprite};
|
||||
use bevy_ecs::entity::Entity;
|
||||
use bevy_ecs::event::EventWriter;
|
||||
use bevy_ecs::system::{Commands, NonSendMut, Query, Res};
|
||||
use glam::Vec2;
|
||||
|
||||
/// Calculates the pixel position for a life sprite based on its index
|
||||
fn calculate_life_sprite_position(index: u32) -> Vec2 {
|
||||
let start_x = CELL_SIZE * 2; // 2 cells from left
|
||||
let start_y = CANVAS_SIZE.y - BOARD_BOTTOM_PIXEL_OFFSET.y + (CELL_SIZE / 2) + 1; // In bottom area
|
||||
let sprite_spacing = CELL_SIZE + CELL_SIZE / 2; // 1.5 cells between sprites
|
||||
|
||||
let x = start_x + ((index as f32) * (sprite_spacing as f32 * 1.5)).round() as u32;
|
||||
let y = start_y - CELL_SIZE / 2;
|
||||
|
||||
Vec2::new((x + CELL_SIZE) as f32, (y + CELL_SIZE) as f32)
|
||||
}
|
||||
|
||||
/// System that manages player life sprite entities.
|
||||
/// Spawns and despawns life sprite entities based on changes to PlayerLives resource.
|
||||
/// Each life sprite is positioned based on its index (0, 1, 2, etc. from left to right).
|
||||
pub fn player_life_sprite_system(
|
||||
mut commands: Commands,
|
||||
atlas: NonSendMut<SpriteAtlas>,
|
||||
current_life_sprites: Query<(Entity, &PlayerLife)>,
|
||||
player_lives: Res<PlayerLives>,
|
||||
mut errors: EventWriter<GameError>,
|
||||
) {
|
||||
let displayed_lives = player_lives.0.saturating_sub(1);
|
||||
|
||||
// Get current life sprite entities, sorted by index
|
||||
let mut current_sprites: Vec<_> = current_life_sprites.iter().collect();
|
||||
current_sprites.sort_by_key(|(_, life)| life.index);
|
||||
let current_count = current_sprites.len() as u8;
|
||||
|
||||
// Calculate the difference
|
||||
let diff = (displayed_lives as i8) - (current_count as i8);
|
||||
|
||||
match diff.cmp(&0) {
|
||||
// Ignore when the number of lives displayed is correct
|
||||
Ordering::Equal => {}
|
||||
// Spawn new life sprites
|
||||
Ordering::Greater => {
|
||||
let life_sprite = match atlas.get_tile(&GameSprite::Pacman(PacmanSprite::Moving(Direction::Left, 1)).to_path()) {
|
||||
Ok(sprite) => sprite,
|
||||
Err(e) => {
|
||||
errors.write(e.into());
|
||||
return;
|
||||
}
|
||||
};
|
||||
|
||||
for i in 0..diff {
|
||||
let position = calculate_life_sprite_position(i as u32);
|
||||
|
||||
commands.spawn((
|
||||
PlayerLife { index: i as u32 },
|
||||
Renderable {
|
||||
sprite: life_sprite,
|
||||
layer: 255, // High layer to render on top
|
||||
},
|
||||
PixelPosition {
|
||||
pixel_position: position,
|
||||
},
|
||||
));
|
||||
}
|
||||
}
|
||||
// Remove excess life sprites (highest indices first)
|
||||
Ordering::Less => {
|
||||
let to_remove = diff.unsigned_abs();
|
||||
let sprites_to_remove: Vec<_> = current_sprites
|
||||
.iter()
|
||||
.rev() // Start from highest index
|
||||
.take(to_remove as usize)
|
||||
.map(|(entity, _)| *entity)
|
||||
.collect();
|
||||
|
||||
for entity in sprites_to_remove {
|
||||
commands.entity(entity).despawn();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
9
src/systems/hud/mod.rs
Normal file
9
src/systems/hud/mod.rs
Normal file
@@ -0,0 +1,9 @@
|
||||
pub mod fruits;
|
||||
pub mod lives;
|
||||
pub mod score;
|
||||
pub mod touch;
|
||||
|
||||
pub use self::fruits::*;
|
||||
pub use self::lives::*;
|
||||
pub use self::score::*;
|
||||
pub use self::touch::*;
|
||||
86
src/systems/hud/score.rs
Normal file
86
src/systems/hud/score.rs
Normal file
@@ -0,0 +1,86 @@
|
||||
use crate::constants;
|
||||
use crate::error::{GameError, TextureError};
|
||||
use crate::systems::{BackbufferResource, GameStage, ScoreResource, StartupSequence};
|
||||
use crate::texture::sprite::SpriteAtlas;
|
||||
use crate::texture::text::TextTexture;
|
||||
use bevy_ecs::event::EventWriter;
|
||||
use bevy_ecs::system::{NonSendMut, Res};
|
||||
use sdl2::pixels::Color;
|
||||
use sdl2::render::Canvas;
|
||||
use sdl2::video::Window;
|
||||
|
||||
/// Renders the HUD (score, lives, etc.) on top of the game.
|
||||
#[allow(clippy::too_many_arguments)]
|
||||
pub fn hud_render_system(
|
||||
mut backbuffer: NonSendMut<BackbufferResource>,
|
||||
mut canvas: NonSendMut<&mut Canvas<Window>>,
|
||||
mut atlas: NonSendMut<SpriteAtlas>,
|
||||
score: Res<ScoreResource>,
|
||||
stage: Res<GameStage>,
|
||||
mut errors: EventWriter<GameError>,
|
||||
) {
|
||||
let _ = canvas.with_texture_canvas(&mut backbuffer.0, |canvas| {
|
||||
let mut text_renderer = TextTexture::new(1.0);
|
||||
|
||||
// Render lives and high score text in white
|
||||
let lives_text = "1UP HIGH SCORE ";
|
||||
let lives_position = glam::UVec2::new(4 + 8 * 3, 2); // x_offset + lives_offset * 8, y_offset
|
||||
|
||||
if let Err(e) = text_renderer.render(canvas, &mut atlas, lives_text, lives_position) {
|
||||
errors.write(TextureError::RenderFailed(format!("Failed to render lives text: {}", e)).into());
|
||||
}
|
||||
|
||||
// Render score text
|
||||
let score_text = format!("{:02}", score.0);
|
||||
let score_offset = 7 - (score_text.len() as i32);
|
||||
let score_position = glam::UVec2::new(4 + 8 * score_offset as u32, 10); // x_offset + score_offset * 8, 8 + y_offset
|
||||
|
||||
if let Err(e) = text_renderer.render(canvas, &mut atlas, &score_text, score_position) {
|
||||
errors.write(TextureError::RenderFailed(format!("Failed to render score text: {}", e)).into());
|
||||
}
|
||||
|
||||
// Render high score text
|
||||
let high_score_text = format!("{:02}", score.0);
|
||||
let high_score_offset = 17 - (high_score_text.len() as i32);
|
||||
let high_score_position = glam::UVec2::new(4 + 8 * high_score_offset as u32, 10); // x_offset + score_offset * 8, 8 + y_offset
|
||||
if let Err(e) = text_renderer.render(canvas, &mut atlas, &high_score_text, high_score_position) {
|
||||
errors.write(TextureError::RenderFailed(format!("Failed to render high score text: {}", e)).into());
|
||||
}
|
||||
|
||||
// Render GAME OVER text
|
||||
if matches!(*stage, GameStage::GameOver) {
|
||||
let game_over_text = "GAME OVER";
|
||||
let game_over_width = text_renderer.text_width(game_over_text);
|
||||
let game_over_position = glam::UVec2::new((constants::CANVAS_SIZE.x - game_over_width) / 2, 160);
|
||||
if let Err(e) = text_renderer.render_with_color(canvas, &mut atlas, game_over_text, game_over_position, Color::RED) {
|
||||
errors.write(TextureError::RenderFailed(format!("Failed to render GAME OVER text: {}", e)).into());
|
||||
}
|
||||
}
|
||||
|
||||
// Render text based on StartupSequence stage
|
||||
if matches!(
|
||||
*stage,
|
||||
GameStage::Starting(StartupSequence::TextOnly { .. })
|
||||
| GameStage::Starting(StartupSequence::CharactersVisible { .. })
|
||||
) {
|
||||
let ready_text = "READY!";
|
||||
let ready_width = text_renderer.text_width(ready_text);
|
||||
let ready_position = glam::UVec2::new((constants::CANVAS_SIZE.x - ready_width) / 2, 160);
|
||||
if let Err(e) = text_renderer.render_with_color(canvas, &mut atlas, ready_text, ready_position, Color::YELLOW) {
|
||||
errors.write(TextureError::RenderFailed(format!("Failed to render READY text: {}", e)).into());
|
||||
}
|
||||
|
||||
if matches!(*stage, GameStage::Starting(StartupSequence::TextOnly { .. })) {
|
||||
let player_one_text = "PLAYER ONE";
|
||||
let player_one_width = text_renderer.text_width(player_one_text);
|
||||
let player_one_position = glam::UVec2::new((constants::CANVAS_SIZE.x - player_one_width) / 2, 113);
|
||||
|
||||
if let Err(e) =
|
||||
text_renderer.render_with_color(canvas, &mut atlas, player_one_text, player_one_position, Color::CYAN)
|
||||
{
|
||||
errors.write(TextureError::RenderFailed(format!("Failed to render PLAYER ONE text: {}", e)).into());
|
||||
}
|
||||
}
|
||||
}
|
||||
});
|
||||
}
|
||||
81
src/systems/hud/touch.rs
Normal file
81
src/systems/hud/touch.rs
Normal file
@@ -0,0 +1,81 @@
|
||||
use crate::error::{GameError, TextureError};
|
||||
use crate::systems::{BackbufferResource, TouchState};
|
||||
use bevy_ecs::event::EventWriter;
|
||||
use bevy_ecs::system::{NonSendMut, Res};
|
||||
use sdl2::pixels::Color;
|
||||
use sdl2::rect::Point;
|
||||
use sdl2::render::{BlendMode, Canvas};
|
||||
use sdl2::video::Window;
|
||||
|
||||
/// Renders touch UI overlay for mobile/testing.
|
||||
pub fn touch_ui_render_system(
|
||||
mut backbuffer: NonSendMut<BackbufferResource>,
|
||||
mut canvas: NonSendMut<&mut Canvas<Window>>,
|
||||
touch_state: Res<TouchState>,
|
||||
mut errors: EventWriter<GameError>,
|
||||
) {
|
||||
if let Some(ref touch_data) = touch_state.active_touch {
|
||||
let _ = canvas.with_texture_canvas(&mut backbuffer.0, |canvas| {
|
||||
// Set blend mode for transparency
|
||||
canvas.set_blend_mode(BlendMode::Blend);
|
||||
|
||||
// Draw semi-transparent circle at touch start position
|
||||
canvas.set_draw_color(Color::RGBA(255, 255, 255, 100));
|
||||
let center = Point::new(touch_data.start_pos.x as i32, touch_data.start_pos.y as i32);
|
||||
|
||||
// Draw a simple circle by drawing filled rectangles (basic approach)
|
||||
let radius = 30;
|
||||
for dy in -radius..=radius {
|
||||
for dx in -radius..=radius {
|
||||
if dx * dx + dy * dy <= radius * radius {
|
||||
let point = Point::new(center.x + dx, center.y + dy);
|
||||
if let Err(e) = canvas.draw_point(point) {
|
||||
errors.write(TextureError::RenderFailed(format!("Touch UI render error: {}", e)).into());
|
||||
return;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Draw direction indicator if we have a direction
|
||||
if let Some(direction) = touch_data.current_direction {
|
||||
canvas.set_draw_color(Color::RGBA(0, 255, 0, 150));
|
||||
|
||||
// Draw arrow indicating direction
|
||||
let arrow_length = 40;
|
||||
let (dx, dy) = match direction {
|
||||
crate::map::direction::Direction::Up => (0, -arrow_length),
|
||||
crate::map::direction::Direction::Down => (0, arrow_length),
|
||||
crate::map::direction::Direction::Left => (-arrow_length, 0),
|
||||
crate::map::direction::Direction::Right => (arrow_length, 0),
|
||||
};
|
||||
|
||||
let end_point = Point::new(center.x + dx, center.y + dy);
|
||||
if let Err(e) = canvas.draw_line(center, end_point) {
|
||||
errors.write(TextureError::RenderFailed(format!("Touch arrow render error: {}", e)).into());
|
||||
}
|
||||
|
||||
// Draw arrowhead (simple approach)
|
||||
let arrow_size = 8;
|
||||
match direction {
|
||||
crate::map::direction::Direction::Up => {
|
||||
let _ = canvas.draw_line(end_point, Point::new(end_point.x - arrow_size, end_point.y + arrow_size));
|
||||
let _ = canvas.draw_line(end_point, Point::new(end_point.x + arrow_size, end_point.y + arrow_size));
|
||||
}
|
||||
crate::map::direction::Direction::Down => {
|
||||
let _ = canvas.draw_line(end_point, Point::new(end_point.x - arrow_size, end_point.y - arrow_size));
|
||||
let _ = canvas.draw_line(end_point, Point::new(end_point.x + arrow_size, end_point.y - arrow_size));
|
||||
}
|
||||
crate::map::direction::Direction::Left => {
|
||||
let _ = canvas.draw_line(end_point, Point::new(end_point.x + arrow_size, end_point.y - arrow_size));
|
||||
let _ = canvas.draw_line(end_point, Point::new(end_point.x + arrow_size, end_point.y + arrow_size));
|
||||
}
|
||||
crate::map::direction::Direction::Right => {
|
||||
let _ = canvas.draw_line(end_point, Point::new(end_point.x - arrow_size, end_point.y - arrow_size));
|
||||
let _ = canvas.draw_line(end_point, Point::new(end_point.x - arrow_size, end_point.y + arrow_size));
|
||||
}
|
||||
}
|
||||
}
|
||||
});
|
||||
}
|
||||
}
|
||||
@@ -6,14 +6,25 @@ use bevy_ecs::{
|
||||
system::{NonSendMut, Res, ResMut},
|
||||
};
|
||||
use glam::Vec2;
|
||||
use sdl2::{event::Event, keyboard::Keycode, EventPump};
|
||||
use sdl2::{
|
||||
event::{Event, WindowEvent},
|
||||
keyboard::Keycode,
|
||||
EventPump,
|
||||
};
|
||||
use smallvec::{smallvec, SmallVec};
|
||||
|
||||
use crate::systems::components::DeltaTime;
|
||||
use crate::systems::DeltaTime;
|
||||
use crate::{
|
||||
events::{GameCommand, GameEvent},
|
||||
map::direction::Direction,
|
||||
};
|
||||
|
||||
// Touch input constants
|
||||
pub const TOUCH_DIRECTION_THRESHOLD: f32 = 10.0;
|
||||
pub const TOUCH_EASING_DISTANCE_THRESHOLD: f32 = 1.0;
|
||||
pub const MAX_TOUCH_MOVEMENT_SPEED: f32 = 100.0;
|
||||
pub const TOUCH_EASING_FACTOR: f32 = 1.5;
|
||||
|
||||
#[derive(Resource, Default, Debug, Copy, Clone)]
|
||||
pub enum CursorPosition {
|
||||
#[default]
|
||||
@@ -24,6 +35,30 @@ pub enum CursorPosition {
|
||||
},
|
||||
}
|
||||
|
||||
#[derive(Resource, Default, Debug, Clone)]
|
||||
pub struct TouchState {
|
||||
pub active_touch: Option<TouchData>,
|
||||
}
|
||||
|
||||
#[derive(Debug, Clone)]
|
||||
pub struct TouchData {
|
||||
pub finger_id: i64,
|
||||
pub start_pos: Vec2,
|
||||
pub current_pos: Vec2,
|
||||
pub current_direction: Option<Direction>,
|
||||
}
|
||||
|
||||
impl TouchData {
|
||||
pub fn new(finger_id: i64, start_pos: Vec2) -> Self {
|
||||
Self {
|
||||
finger_id,
|
||||
start_pos,
|
||||
current_pos: start_pos,
|
||||
current_direction: None,
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
#[derive(Resource, Debug, Clone)]
|
||||
pub struct Bindings {
|
||||
key_bindings: HashMap<Keycode, GameCommand>,
|
||||
@@ -124,19 +159,69 @@ pub fn process_simple_key_events(bindings: &mut Bindings, frame_events: &[Simple
|
||||
emitted_events
|
||||
}
|
||||
|
||||
/// Calculates the primary direction from a 2D vector delta
|
||||
pub fn calculate_direction_from_delta(delta: Vec2) -> Direction {
|
||||
if delta.x.abs() > delta.y.abs() {
|
||||
if delta.x > 0.0 {
|
||||
Direction::Right
|
||||
} else {
|
||||
Direction::Left
|
||||
}
|
||||
} else if delta.y > 0.0 {
|
||||
Direction::Down
|
||||
} else {
|
||||
Direction::Up
|
||||
}
|
||||
}
|
||||
|
||||
/// Updates the touch reference position with easing
|
||||
///
|
||||
/// This slowly moves the start_pos towards the current_pos, with the speed
|
||||
/// decreasing as the distance gets smaller. The maximum movement speed is capped.
|
||||
/// Returns the delta vector and its length for reuse by the caller.
|
||||
pub fn update_touch_reference_position(touch_data: &mut TouchData, delta_time: f32) -> (Vec2, f32) {
|
||||
// Calculate the vector from start to current position
|
||||
let delta = touch_data.current_pos - touch_data.start_pos;
|
||||
let distance = delta.length();
|
||||
|
||||
// If there's no significant distance, nothing to do
|
||||
if distance < TOUCH_EASING_DISTANCE_THRESHOLD {
|
||||
return (delta, distance);
|
||||
}
|
||||
|
||||
// Calculate speed based on distance (slower as it gets closer)
|
||||
// The easing function creates a curve where movement slows down as it approaches the target
|
||||
let speed = (distance / TOUCH_EASING_FACTOR).min(MAX_TOUCH_MOVEMENT_SPEED);
|
||||
|
||||
// Calculate movement distance for this frame
|
||||
let movement_amount = speed * delta_time;
|
||||
|
||||
// If the movement would overshoot, just set to target
|
||||
if movement_amount >= distance {
|
||||
touch_data.start_pos = touch_data.current_pos;
|
||||
} else {
|
||||
// Use direct vector scaling instead of normalization
|
||||
let scale_factor = movement_amount / distance;
|
||||
touch_data.start_pos += delta * scale_factor;
|
||||
}
|
||||
|
||||
(delta, distance)
|
||||
}
|
||||
|
||||
pub fn input_system(
|
||||
delta_time: Res<DeltaTime>,
|
||||
mut bindings: ResMut<Bindings>,
|
||||
mut writer: EventWriter<GameEvent>,
|
||||
mut pump: NonSendMut<&'static mut EventPump>,
|
||||
mut pump: NonSendMut<EventPump>,
|
||||
mut cursor: ResMut<CursorPosition>,
|
||||
mut touch_state: ResMut<TouchState>,
|
||||
) {
|
||||
let mut cursor_seen = false;
|
||||
// Collect all events for this frame.
|
||||
let frame_events: Vec<Event> = pump.poll_iter().collect();
|
||||
let frame_events: SmallVec<[Event; 3]> = pump.poll_iter().collect();
|
||||
|
||||
// Handle non-keyboard events inline and build a simplified keyboard event stream.
|
||||
let mut simple_key_events = Vec::new();
|
||||
let mut simple_key_events: SmallVec<[SimpleKeyEvent; 3]> = smallvec![];
|
||||
for event in &frame_events {
|
||||
match *event {
|
||||
Event::Quit { .. } => {
|
||||
@@ -148,22 +233,70 @@ pub fn input_system(
|
||||
remaining_time: 0.20,
|
||||
};
|
||||
cursor_seen = true;
|
||||
|
||||
// Handle mouse motion as touch motion for desktop testing
|
||||
if let Some(ref mut touch_data) = touch_state.active_touch {
|
||||
touch_data.current_pos = Vec2::new(x as f32, y as f32);
|
||||
}
|
||||
}
|
||||
Event::KeyDown {
|
||||
keycode: Some(key),
|
||||
repeat: false,
|
||||
..
|
||||
} => {
|
||||
simple_key_events.push(SimpleKeyEvent::KeyDown(key));
|
||||
// Handle mouse events as touch for desktop testing
|
||||
Event::MouseButtonDown { x, y, .. } => {
|
||||
let pos = Vec2::new(x as f32, y as f32);
|
||||
touch_state.active_touch = Some(TouchData::new(0, pos)); // Use ID 0 for mouse
|
||||
}
|
||||
Event::KeyUp {
|
||||
keycode: Some(key),
|
||||
repeat: false,
|
||||
..
|
||||
} => {
|
||||
simple_key_events.push(SimpleKeyEvent::KeyUp(key));
|
||||
Event::MouseButtonUp { .. } => {
|
||||
touch_state.active_touch = None;
|
||||
}
|
||||
// Handle actual touch events for mobile
|
||||
Event::FingerDown { finger_id, x, y, .. } => {
|
||||
// Convert normalized coordinates (0.0-1.0) to screen coordinates
|
||||
let screen_x = x * crate::constants::CANVAS_SIZE.x as f32;
|
||||
let screen_y = y * crate::constants::CANVAS_SIZE.y as f32;
|
||||
let pos = Vec2::new(screen_x, screen_y);
|
||||
touch_state.active_touch = Some(TouchData::new(finger_id, pos));
|
||||
}
|
||||
Event::FingerMotion { finger_id, x, y, .. } => {
|
||||
if let Some(ref mut touch_data) = touch_state.active_touch {
|
||||
if touch_data.finger_id == finger_id {
|
||||
let screen_x = x * crate::constants::CANVAS_SIZE.x as f32;
|
||||
let screen_y = y * crate::constants::CANVAS_SIZE.y as f32;
|
||||
touch_data.current_pos = Vec2::new(screen_x, screen_y);
|
||||
}
|
||||
}
|
||||
}
|
||||
Event::FingerUp { finger_id, .. } => {
|
||||
if let Some(ref touch_data) = touch_state.active_touch {
|
||||
if touch_data.finger_id == finger_id {
|
||||
touch_state.active_touch = None;
|
||||
}
|
||||
}
|
||||
}
|
||||
Event::KeyDown { keycode, repeat, .. } => {
|
||||
if let Some(key) = keycode {
|
||||
if repeat {
|
||||
continue;
|
||||
}
|
||||
simple_key_events.push(SimpleKeyEvent::KeyDown(key));
|
||||
}
|
||||
}
|
||||
Event::KeyUp { keycode, repeat, .. } => {
|
||||
if let Some(key) = keycode {
|
||||
if repeat {
|
||||
continue;
|
||||
}
|
||||
simple_key_events.push(SimpleKeyEvent::KeyUp(key));
|
||||
}
|
||||
}
|
||||
Event::Window { win_event, .. } => {
|
||||
if let WindowEvent::Resized(w, h) = win_event {
|
||||
tracing::info!(width = w, height = h, event = ?win_event, "Window Resized");
|
||||
}
|
||||
}
|
||||
// Despite disabling this event, it's still received, so we ignore it explicitly.
|
||||
Event::RenderTargetsReset { .. } => {}
|
||||
_ => {
|
||||
tracing::warn!(event = ?event, "Unhandled Event");
|
||||
}
|
||||
_ => {}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -173,8 +306,27 @@ pub fn input_system(
|
||||
writer.write(event);
|
||||
}
|
||||
|
||||
// Update touch reference position with easing
|
||||
if let Some(ref mut touch_data) = touch_state.active_touch {
|
||||
// Apply easing to the reference position and get the delta for direction calculation
|
||||
let (delta, distance) = update_touch_reference_position(touch_data, delta_time.seconds);
|
||||
|
||||
// Check for direction based on updated reference position
|
||||
if distance >= TOUCH_DIRECTION_THRESHOLD {
|
||||
let direction = calculate_direction_from_delta(delta);
|
||||
|
||||
// Only send command if direction has changed
|
||||
if touch_data.current_direction != Some(direction) {
|
||||
touch_data.current_direction = Some(direction);
|
||||
writer.write(GameEvent::Command(GameCommand::MovePlayer(direction)));
|
||||
}
|
||||
} else if touch_data.current_direction.is_some() {
|
||||
touch_data.current_direction = None;
|
||||
}
|
||||
}
|
||||
|
||||
if let (false, CursorPosition::Some { remaining_time, .. }) = (cursor_seen, &mut *cursor) {
|
||||
*remaining_time -= delta_time.0;
|
||||
*remaining_time -= delta_time.seconds;
|
||||
if *remaining_time <= 0.0 {
|
||||
*cursor = CursorPosition::None;
|
||||
}
|
||||
|
||||
@@ -1,74 +1,137 @@
|
||||
use bevy_ecs::{
|
||||
entity::Entity,
|
||||
event::{EventReader, EventWriter},
|
||||
query::With,
|
||||
system::{Commands, Query, ResMut},
|
||||
event::Event,
|
||||
observer::Trigger,
|
||||
system::{Commands, NonSendMut, Res},
|
||||
};
|
||||
use strum_macros::IntoStaticStr;
|
||||
use tracing::debug;
|
||||
|
||||
use crate::{
|
||||
constants::animation::FRIGHTENED_FLASH_START_TICKS,
|
||||
events::GameEvent,
|
||||
systems::{AudioEvent, EntityType, GhostCollider, GhostState, ItemCollider, PacmanCollider, ScoreResource},
|
||||
constants,
|
||||
map::builder::Map,
|
||||
systems::{common::bundles::ItemBundle, Collider, Position, Renderable, TimeToLive},
|
||||
texture::{
|
||||
sprite::SpriteAtlas,
|
||||
sprites::{EffectSprite, GameSprite},
|
||||
},
|
||||
};
|
||||
|
||||
/// Determines if a collision between two entity types should be handled by the item system.
|
||||
///
|
||||
/// Returns `true` if one entity is a player and the other is a collectible item.
|
||||
#[allow(dead_code)]
|
||||
pub fn is_valid_item_collision(entity1: EntityType, entity2: EntityType) -> bool {
|
||||
match (entity1, entity2) {
|
||||
(EntityType::Player, entity) | (entity, EntityType::Player) => entity.is_collectible(),
|
||||
_ => false,
|
||||
use crate::{systems::common::components::EntityType, systems::ItemCollider};
|
||||
|
||||
use std::cmp::Ordering;
|
||||
|
||||
/// Tracks the number of pellets consumed by the player for fruit spawning mechanics.
|
||||
#[derive(bevy_ecs::resource::Resource, Debug, Default)]
|
||||
pub struct PelletCount(pub u32);
|
||||
|
||||
/// Represents the different fruit sprites that can appear as bonus items.
|
||||
#[derive(IntoStaticStr, Debug, Clone, Copy, PartialEq, Eq, Hash)]
|
||||
#[strum(serialize_all = "snake_case")]
|
||||
pub enum FruitType {
|
||||
Cherry,
|
||||
Strawberry,
|
||||
Orange,
|
||||
Apple,
|
||||
Melon,
|
||||
Galaxian,
|
||||
Bell,
|
||||
Key,
|
||||
}
|
||||
|
||||
impl PartialOrd for FruitType {
|
||||
fn partial_cmp(&self, other: &Self) -> Option<Ordering> {
|
||||
Some(self.cmp(other))
|
||||
}
|
||||
}
|
||||
|
||||
pub fn item_system(
|
||||
mut commands: Commands,
|
||||
mut collision_events: EventReader<GameEvent>,
|
||||
mut score: ResMut<ScoreResource>,
|
||||
pacman_query: Query<Entity, With<PacmanCollider>>,
|
||||
item_query: Query<(Entity, &EntityType), With<ItemCollider>>,
|
||||
mut ghost_query: Query<&mut GhostState, With<GhostCollider>>,
|
||||
mut events: EventWriter<AudioEvent>,
|
||||
) {
|
||||
for event in collision_events.read() {
|
||||
if let GameEvent::Collision(entity1, entity2) = event {
|
||||
// Check if one is Pacman and the other is an item
|
||||
let (_pacman_entity, item_entity) = if pacman_query.get(*entity1).is_ok() && item_query.get(*entity2).is_ok() {
|
||||
(*entity1, *entity2)
|
||||
} else if pacman_query.get(*entity2).is_ok() && item_query.get(*entity1).is_ok() {
|
||||
(*entity2, *entity1)
|
||||
} else {
|
||||
continue;
|
||||
};
|
||||
impl Ord for FruitType {
|
||||
fn cmp(&self, other: &Self) -> Ordering {
|
||||
(self.score_value()).cmp(&other.score_value())
|
||||
}
|
||||
}
|
||||
|
||||
// Get the item type and update score
|
||||
if let Ok((item_ent, entity_type)) = item_query.get(item_entity) {
|
||||
if let Some(score_value) = entity_type.score_value() {
|
||||
score.0 += score_value;
|
||||
impl FruitType {
|
||||
/// Returns the score value for this fruit type.
|
||||
pub fn score_value(self) -> u32 {
|
||||
match self {
|
||||
FruitType::Cherry => 100,
|
||||
FruitType::Strawberry => 300,
|
||||
FruitType::Orange => 500,
|
||||
FruitType::Apple => 700,
|
||||
FruitType::Melon => 1000,
|
||||
FruitType::Galaxian => 2000,
|
||||
FruitType::Bell => 3000,
|
||||
FruitType::Key => 5000,
|
||||
}
|
||||
}
|
||||
|
||||
// Remove the collected item
|
||||
commands.entity(item_ent).despawn();
|
||||
|
||||
// Trigger audio if appropriate
|
||||
if entity_type.is_collectible() {
|
||||
events.write(AudioEvent::PlayEat);
|
||||
}
|
||||
|
||||
// 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; // 5 seconds total
|
||||
|
||||
// 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);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
pub fn from_index(index: u8) -> Self {
|
||||
match index {
|
||||
0 => FruitType::Cherry,
|
||||
1 => FruitType::Strawberry,
|
||||
2 => FruitType::Orange,
|
||||
3 => FruitType::Apple,
|
||||
4 => FruitType::Melon,
|
||||
5 => FruitType::Galaxian,
|
||||
6 => FruitType::Bell,
|
||||
7 => FruitType::Key,
|
||||
_ => panic!("Invalid fruit index: {}", index),
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// Trigger to spawn a fruit
|
||||
#[derive(Event, Clone, Copy, Debug)]
|
||||
pub enum SpawnTrigger {
|
||||
Fruit,
|
||||
Bonus { position: Position, value: u32, ttl: u32 },
|
||||
}
|
||||
|
||||
pub fn spawn_fruit_observer(
|
||||
trigger: Trigger<SpawnTrigger>,
|
||||
mut commands: Commands,
|
||||
atlas: NonSendMut<SpriteAtlas>,
|
||||
map: Res<Map>,
|
||||
) {
|
||||
let entity = match *trigger {
|
||||
SpawnTrigger::Fruit => {
|
||||
// Use cherry sprite as the default fruit (first fruit in original Pac-Man)
|
||||
let sprite = &atlas
|
||||
.get_tile(&GameSprite::Fruit(FruitType::from_index(0)).to_path())
|
||||
.unwrap();
|
||||
let bundle = ItemBundle {
|
||||
position: map.start_positions.fruit_spawn,
|
||||
sprite: Renderable {
|
||||
sprite: *sprite,
|
||||
layer: 1,
|
||||
},
|
||||
entity_type: EntityType::Fruit(FruitType::Cherry),
|
||||
collider: Collider {
|
||||
size: constants::collider::FRUIT_SIZE,
|
||||
},
|
||||
item_collider: ItemCollider,
|
||||
};
|
||||
|
||||
commands.spawn(bundle)
|
||||
}
|
||||
SpawnTrigger::Bonus { position, value, ttl } => {
|
||||
let sprite = &atlas
|
||||
.get_tile(&GameSprite::Effect(EffectSprite::Bonus(value)).to_path())
|
||||
.unwrap();
|
||||
|
||||
let bundle = (
|
||||
position,
|
||||
TimeToLive::new(ttl),
|
||||
Renderable {
|
||||
sprite: *sprite,
|
||||
layer: 1,
|
||||
},
|
||||
EntityType::Effect,
|
||||
);
|
||||
|
||||
commands.spawn(bundle)
|
||||
}
|
||||
};
|
||||
|
||||
debug!(entity = ?entity.id(), "Entity spawned via trigger");
|
||||
}
|
||||
|
||||
33
src/systems/lifetime.rs
Normal file
33
src/systems/lifetime.rs
Normal file
@@ -0,0 +1,33 @@
|
||||
use bevy_ecs::{
|
||||
component::Component,
|
||||
entity::Entity,
|
||||
system::{Commands, Query, Res},
|
||||
};
|
||||
|
||||
use crate::systems::DeltaTime;
|
||||
|
||||
/// Component for entities that should be automatically deleted after a certain number of ticks
|
||||
#[derive(Component, Debug, Clone, Copy)]
|
||||
pub struct TimeToLive {
|
||||
pub remaining_ticks: u32,
|
||||
}
|
||||
|
||||
impl TimeToLive {
|
||||
pub fn new(ticks: u32) -> Self {
|
||||
Self { remaining_ticks: ticks }
|
||||
}
|
||||
}
|
||||
|
||||
/// System that manages entities with TimeToLive components, decrementing their remaining ticks
|
||||
/// and despawning them when they expire
|
||||
pub fn time_to_live_system(mut commands: Commands, dt: Res<DeltaTime>, mut query: Query<(Entity, &mut TimeToLive)>) {
|
||||
for (entity, mut ttl) in query.iter_mut() {
|
||||
if ttl.remaining_ticks <= dt.ticks {
|
||||
// Entity has expired, despawn it
|
||||
commands.entity(entity).despawn();
|
||||
} else {
|
||||
// Decrement remaining time
|
||||
ttl.remaining_ticks = ttl.remaining_ticks.saturating_sub(dt.ticks);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,32 +1,41 @@
|
||||
//! The Entity-Component-System (ECS) module.
|
||||
//!
|
||||
//! This module contains all the ECS-related logic, including components, systems,
|
||||
//! and resources.
|
||||
//! This module contains all the systems in the game.
|
||||
|
||||
// These modules are excluded from coverage.
|
||||
#[cfg_attr(coverage_nightly, coverage(off))]
|
||||
pub mod audio;
|
||||
pub mod blinking;
|
||||
pub mod collision;
|
||||
pub mod components;
|
||||
#[cfg_attr(coverage_nightly, coverage(off))]
|
||||
pub mod debug;
|
||||
pub mod ghost;
|
||||
#[cfg_attr(coverage_nightly, coverage(off))]
|
||||
pub mod profiling;
|
||||
#[cfg_attr(coverage_nightly, coverage(off))]
|
||||
pub mod render;
|
||||
|
||||
mod animation;
|
||||
mod collision;
|
||||
pub mod common;
|
||||
mod ghost;
|
||||
mod hud;
|
||||
pub mod input;
|
||||
pub mod item;
|
||||
pub mod lifetime;
|
||||
pub mod movement;
|
||||
pub mod player;
|
||||
pub mod profiling;
|
||||
pub mod render;
|
||||
pub mod stage;
|
||||
pub mod state;
|
||||
|
||||
// Re-export all the modules. Do not fine-tune the exports.
|
||||
|
||||
pub use self::animation::*;
|
||||
pub use self::audio::*;
|
||||
pub use self::blinking::*;
|
||||
pub use self::collision::*;
|
||||
pub use self::components::*;
|
||||
pub use self::common::*;
|
||||
pub use self::debug::*;
|
||||
pub use self::ghost::*;
|
||||
pub use self::hud::*;
|
||||
pub use self::input::*;
|
||||
pub use self::item::*;
|
||||
pub use self::lifetime::*;
|
||||
pub use self::movement::*;
|
||||
pub use self::player::*;
|
||||
pub use self::profiling::*;
|
||||
pub use self::render::*;
|
||||
pub use self::stage::*;
|
||||
pub use self::state::*;
|
||||
|
||||
@@ -1,21 +1,26 @@
|
||||
use bevy_ecs::{
|
||||
event::{EventReader, EventWriter},
|
||||
component::Component,
|
||||
event::EventReader,
|
||||
query::{With, Without},
|
||||
system::{Query, Res, ResMut},
|
||||
system::{Query, Res, ResMut, Single},
|
||||
};
|
||||
use tracing::trace;
|
||||
|
||||
use crate::{
|
||||
error::GameError,
|
||||
events::{GameCommand, GameEvent},
|
||||
map::{builder::Map, graph::Edge},
|
||||
systems::{
|
||||
components::{DeltaTime, EntityType, Frozen, GlobalState, MovementModifiers, PlayerControlled},
|
||||
components::{DeltaTime, EntityType, Frozen, GlobalState, MovementModifiers},
|
||||
debug::DebugState,
|
||||
movement::{BufferedDirection, Position, Velocity},
|
||||
AudioState,
|
||||
},
|
||||
};
|
||||
|
||||
/// A tag component for entities that are controlled by the player.
|
||||
#[derive(Default, Component)]
|
||||
pub struct PlayerControlled;
|
||||
|
||||
pub fn can_traverse(entity_type: EntityType, edge: Edge) -> bool {
|
||||
let entity_flags = entity_type.traversal_flags();
|
||||
edge.traversal_flags.contains(entity_flags)
|
||||
@@ -27,48 +32,40 @@ pub fn can_traverse(entity_type: EntityType, edge: Edge) -> bool {
|
||||
/// toggling, audio muting, and game exit requests. Movement commands are buffered
|
||||
/// to allow direction changes before reaching intersections, improving gameplay
|
||||
/// responsiveness. Non-movement commands immediately modify global game state.
|
||||
#[allow(clippy::type_complexity)]
|
||||
pub fn player_control_system(
|
||||
mut events: EventReader<GameEvent>,
|
||||
mut state: ResMut<GlobalState>,
|
||||
mut debug_state: ResMut<DebugState>,
|
||||
mut audio_state: ResMut<AudioState>,
|
||||
mut players: Query<&mut BufferedDirection, (With<PlayerControlled>, Without<Frozen>)>,
|
||||
mut errors: EventWriter<GameError>,
|
||||
mut player: Option<Single<&mut BufferedDirection, (With<PlayerControlled>, Without<Frozen>)>>,
|
||||
) {
|
||||
// Handle events
|
||||
for event in events.read() {
|
||||
if let GameEvent::Command(command) = event {
|
||||
match command {
|
||||
GameCommand::MovePlayer(direction) => {
|
||||
// Get the player's movable component (ensuring there is only one player)
|
||||
let mut buffered_direction = match players.single_mut() {
|
||||
Ok(tuple) => tuple,
|
||||
Err(e) => {
|
||||
errors.write(GameError::InvalidState(format!(
|
||||
"No/multiple entities queried for player system: {}",
|
||||
e
|
||||
)));
|
||||
return;
|
||||
}
|
||||
};
|
||||
let GameEvent::Command(command) = event;
|
||||
|
||||
*buffered_direction = BufferedDirection::Some {
|
||||
match command {
|
||||
GameCommand::MovePlayer(direction) => {
|
||||
// Only handle movement if there's an unfrozen player
|
||||
if let Some(player_single) = player.as_mut() {
|
||||
trace!(direction = ?*direction, "Player direction buffered for movement");
|
||||
***player_single = BufferedDirection::Some {
|
||||
direction: *direction,
|
||||
remaining_time: 0.25,
|
||||
};
|
||||
}
|
||||
GameCommand::Exit => {
|
||||
state.exit = true;
|
||||
}
|
||||
GameCommand::ToggleDebug => {
|
||||
debug_state.enabled = !debug_state.enabled;
|
||||
}
|
||||
GameCommand::MuteAudio => {
|
||||
audio_state.muted = !audio_state.muted;
|
||||
tracing::info!("Audio {}", if audio_state.muted { "muted" } else { "unmuted" });
|
||||
}
|
||||
_ => {}
|
||||
}
|
||||
GameCommand::Exit => {
|
||||
state.exit = true;
|
||||
}
|
||||
GameCommand::ToggleDebug => {
|
||||
debug_state.enabled = !debug_state.enabled;
|
||||
}
|
||||
GameCommand::MuteAudio => {
|
||||
audio_state.muted = !audio_state.muted;
|
||||
tracing::info!("Audio {}", if audio_state.muted { "muted" } else { "unmuted" });
|
||||
}
|
||||
_ => {}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -86,6 +83,7 @@ pub fn player_movement_system(
|
||||
(&MovementModifiers, &mut Position, &mut Velocity, &mut BufferedDirection),
|
||||
(With<PlayerControlled>, Without<Frozen>),
|
||||
>,
|
||||
mut last_stopped_node: bevy_ecs::system::Local<Option<crate::systems::movement::NodeId>>,
|
||||
) {
|
||||
for (modifiers, mut position, mut velocity, mut buffered_direction) in entities.iter_mut() {
|
||||
// Decrement the buffered direction remaining time
|
||||
@@ -95,16 +93,17 @@ pub fn player_movement_system(
|
||||
} = *buffered_direction
|
||||
{
|
||||
if remaining_time <= 0.0 {
|
||||
trace!("Buffered direction expired");
|
||||
*buffered_direction = BufferedDirection::None;
|
||||
} else {
|
||||
*buffered_direction = BufferedDirection::Some {
|
||||
direction,
|
||||
remaining_time: remaining_time - delta_time.0,
|
||||
remaining_time: remaining_time - delta_time.seconds,
|
||||
};
|
||||
}
|
||||
}
|
||||
|
||||
let mut distance = velocity.speed * modifiers.speed_multiplier * 60.0 * delta_time.0;
|
||||
let mut distance = velocity.speed * modifiers.speed_multiplier * 60.0 * delta_time.seconds;
|
||||
|
||||
loop {
|
||||
match *position {
|
||||
@@ -115,6 +114,8 @@ pub fn player_movement_system(
|
||||
if let Some(edge) = map.graph.find_edge_in_direction(position.current_node(), direction) {
|
||||
// If there is an edge in that direction (and it's traversable), start moving towards it and consume the buffered direction.
|
||||
if can_traverse(EntityType::Player, edge) {
|
||||
trace!(from = position.current_node(), to = edge.target, direction = ?direction, "Player started moving using buffered direction");
|
||||
*last_stopped_node = None; // Reset stopped state when starting to move
|
||||
velocity.direction = edge.direction;
|
||||
*position = Position::Moving {
|
||||
from: position.current_node(),
|
||||
@@ -129,6 +130,8 @@ pub fn player_movement_system(
|
||||
// If there is no buffered direction (or it's not yet valid), continue in the current direction.
|
||||
if let Some(edge) = map.graph.find_edge_in_direction(position.current_node(), velocity.direction) {
|
||||
if can_traverse(EntityType::Player, edge) {
|
||||
trace!(from = position.current_node(), to = edge.target, direction = ?velocity.direction, "Player continued in current direction");
|
||||
*last_stopped_node = None; // Reset stopped state when starting to move
|
||||
velocity.direction = edge.direction;
|
||||
*position = Position::Moving {
|
||||
from: position.current_node(),
|
||||
@@ -138,6 +141,11 @@ pub fn player_movement_system(
|
||||
}
|
||||
} else {
|
||||
// No edge in our current direction either, erase the buffered direction and stop.
|
||||
let current_node = position.current_node();
|
||||
if *last_stopped_node != Some(current_node) {
|
||||
trace!(node = current_node, direction = ?velocity.direction, "Player stopped - no valid edge in current direction");
|
||||
*last_stopped_node = Some(current_node);
|
||||
}
|
||||
*buffered_direction = BufferedDirection::None;
|
||||
break;
|
||||
}
|
||||
@@ -155,14 +163,23 @@ pub fn player_movement_system(
|
||||
}
|
||||
|
||||
/// Applies tunnel slowdown based on the current node tile
|
||||
pub fn player_tunnel_slowdown_system(map: Res<Map>, mut q: Query<(&Position, &mut MovementModifiers), With<PlayerControlled>>) {
|
||||
if let Ok((position, mut modifiers)) = q.single_mut() {
|
||||
let node = position.current_node();
|
||||
let in_tunnel = map
|
||||
.tile_at_node(node)
|
||||
.map(|t| t == crate::constants::MapTile::Tunnel)
|
||||
.unwrap_or(false);
|
||||
modifiers.tunnel_slowdown_active = in_tunnel;
|
||||
modifiers.speed_multiplier = if in_tunnel { 0.6 } else { 1.0 };
|
||||
pub fn player_tunnel_slowdown_system(map: Res<Map>, player: Single<(&Position, &mut MovementModifiers), With<PlayerControlled>>) {
|
||||
let (position, mut modifiers) = player.into_inner();
|
||||
let node = position.current_node();
|
||||
let in_tunnel = map
|
||||
.tile_at_node(node)
|
||||
.map(|t| t == crate::constants::MapTile::Tunnel)
|
||||
.unwrap_or(false);
|
||||
|
||||
if modifiers.tunnel_slowdown_active != in_tunnel {
|
||||
trace!(
|
||||
node,
|
||||
in_tunnel,
|
||||
speed_multiplier = if in_tunnel { 0.6 } else { 1.0 },
|
||||
"Player tunnel slowdown state changed"
|
||||
);
|
||||
}
|
||||
|
||||
modifiers.tunnel_slowdown_active = in_tunnel;
|
||||
modifiers.speed_multiplier = if in_tunnel { 0.6 } else { 1.0 };
|
||||
}
|
||||
|
||||
@@ -1,14 +1,14 @@
|
||||
use bevy_ecs::system::IntoSystem;
|
||||
use bevy_ecs::{resource::Resource, system::System};
|
||||
use circular_buffer::CircularBuffer;
|
||||
use micromap::Map;
|
||||
use num_width::NumberWidth;
|
||||
use parking_lot::{Mutex, RwLock};
|
||||
use parking_lot::Mutex;
|
||||
use smallvec::SmallVec;
|
||||
use std::fmt::Display;
|
||||
use std::sync::atomic::{AtomicU64, Ordering};
|
||||
use std::time::Duration;
|
||||
use strum::EnumCount;
|
||||
use strum_macros::{EnumCount, IntoStaticStr};
|
||||
use strum::{EnumCount, IntoEnumIterator};
|
||||
use strum_macros::{EnumCount, EnumIter, IntoStaticStr};
|
||||
use thousands::Separable;
|
||||
|
||||
/// The maximum number of systems that can be profiled. Must not be exceeded, or it will panic.
|
||||
@@ -16,8 +16,132 @@ const MAX_SYSTEMS: usize = SystemId::COUNT;
|
||||
/// The number of durations to keep in the circular buffer.
|
||||
const TIMING_WINDOW_SIZE: usize = 30;
|
||||
|
||||
#[derive(EnumCount, IntoStaticStr, Debug, PartialEq, Eq, Hash, Copy, Clone)]
|
||||
/// A timing buffer that tracks durations and automatically inserts zero durations for skipped ticks.
|
||||
#[derive(Debug, Default)]
|
||||
pub struct TimingBuffer {
|
||||
/// Circular buffer storing timing durations
|
||||
buffer: CircularBuffer<TIMING_WINDOW_SIZE, Duration>,
|
||||
/// The last tick when this buffer was updated
|
||||
last_tick: u64,
|
||||
}
|
||||
|
||||
impl TimingBuffer {
|
||||
/// Adds a timing duration for the current tick.
|
||||
///
|
||||
/// # Panics
|
||||
///
|
||||
/// Panics if `current_tick` is less than `last_tick`, indicating time went backwards.
|
||||
pub fn add_timing(&mut self, duration: Duration, current_tick: u64) {
|
||||
if current_tick < self.last_tick {
|
||||
panic!(
|
||||
"Time went backwards: current_tick ({}) < last_tick ({})",
|
||||
current_tick, self.last_tick
|
||||
);
|
||||
}
|
||||
|
||||
// Insert zero durations for any skipped ticks (but not the current tick)
|
||||
if current_tick > self.last_tick {
|
||||
let skipped_ticks = current_tick - self.last_tick - 1;
|
||||
for _ in 0..skipped_ticks {
|
||||
self.buffer.push_back(Duration::ZERO);
|
||||
}
|
||||
}
|
||||
|
||||
// Add the actual timing
|
||||
self.buffer.push_back(duration);
|
||||
self.last_tick = current_tick;
|
||||
}
|
||||
|
||||
/// Gets the most recent timing from the buffer.
|
||||
pub fn get_most_recent_timing(&self) -> Duration {
|
||||
self.buffer.back().copied().unwrap_or(Duration::ZERO)
|
||||
}
|
||||
|
||||
/// Gets statistics for this timing buffer.
|
||||
///
|
||||
/// # Panics
|
||||
///
|
||||
/// Panics if `current_tick` is less than `last_tick`, indicating time went backwards.
|
||||
pub fn get_stats(&mut self, current_tick: u64) -> (Duration, Duration) {
|
||||
// Insert zero durations for any skipped ticks since last update (but not the current tick)
|
||||
if current_tick > self.last_tick {
|
||||
let skipped_ticks = current_tick - self.last_tick - 1;
|
||||
for _ in 0..skipped_ticks {
|
||||
self.buffer.push_back(Duration::ZERO);
|
||||
}
|
||||
self.last_tick = current_tick;
|
||||
}
|
||||
|
||||
// Calculate statistics using Welford's algorithm
|
||||
let mut sample_count = 0u16;
|
||||
let mut running_mean = 0.0;
|
||||
let mut sum_squared_diff = 0.0;
|
||||
|
||||
let skip = self.last_tick.saturating_sub(current_tick);
|
||||
for duration in self.buffer.iter().skip(skip as usize) {
|
||||
let duration_secs = duration.as_secs_f32();
|
||||
sample_count += 1;
|
||||
|
||||
let diff_from_mean = duration_secs - running_mean;
|
||||
running_mean += diff_from_mean / sample_count as f32;
|
||||
|
||||
let diff_from_new_mean = duration_secs - running_mean;
|
||||
sum_squared_diff += diff_from_mean * diff_from_new_mean;
|
||||
}
|
||||
|
||||
if sample_count > 0 {
|
||||
let variance = if sample_count > 1 {
|
||||
sum_squared_diff / (sample_count - 1) as f32
|
||||
} else {
|
||||
0.0
|
||||
};
|
||||
|
||||
(
|
||||
Duration::from_secs_f32(running_mean),
|
||||
Duration::from_secs_f32(variance.sqrt()),
|
||||
)
|
||||
} else {
|
||||
(Duration::ZERO, Duration::ZERO)
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// A resource that tracks the current game tick using an atomic counter.
|
||||
/// This ensures thread-safe access to the tick counter across systems.
|
||||
#[derive(Resource, Debug)]
|
||||
pub struct Timing {
|
||||
/// Atomic counter for the current game tick
|
||||
current_tick: AtomicU64,
|
||||
}
|
||||
|
||||
impl Timing {
|
||||
/// Creates a new Timing resource starting at tick 0
|
||||
pub fn new() -> Self {
|
||||
Self {
|
||||
current_tick: AtomicU64::new(0),
|
||||
}
|
||||
}
|
||||
|
||||
/// Gets the current tick value
|
||||
pub fn get_current_tick(&self) -> u64 {
|
||||
self.current_tick.load(Ordering::Relaxed)
|
||||
}
|
||||
|
||||
/// Increments the tick counter and returns the new value
|
||||
pub fn increment_tick(&self) -> u64 {
|
||||
self.current_tick.fetch_add(1, Ordering::Relaxed) + 1
|
||||
}
|
||||
}
|
||||
|
||||
impl Default for Timing {
|
||||
fn default() -> Self {
|
||||
Self::new()
|
||||
}
|
||||
}
|
||||
|
||||
#[derive(EnumCount, EnumIter, IntoStaticStr, Debug, PartialEq, Eq, Hash, Copy, Clone)]
|
||||
pub enum SystemId {
|
||||
Total,
|
||||
Input,
|
||||
PlayerControls,
|
||||
Ghost,
|
||||
@@ -38,127 +162,152 @@ pub enum SystemId {
|
||||
Stage,
|
||||
GhostStateAnimation,
|
||||
EatenGhost,
|
||||
TimeToLive,
|
||||
}
|
||||
|
||||
impl Display for SystemId {
|
||||
fn fmt(&self, f: &mut std::fmt::Formatter<'_>) -> std::fmt::Result {
|
||||
// Use strum_macros::IntoStaticStr to get the static string
|
||||
write!(f, "{}", Into::<&'static str>::into(self).to_ascii_lowercase())
|
||||
}
|
||||
}
|
||||
|
||||
#[derive(Resource, Default, Debug)]
|
||||
#[derive(Resource, Debug)]
|
||||
pub struct SystemTimings {
|
||||
/// Map of system names to a queue of durations, using a circular buffer.
|
||||
///
|
||||
/// Uses a RwLock to allow multiple readers for the HashMap, and a Mutex on the circular buffer for exclusive access.
|
||||
/// This is probably overkill, but it's fun to play with.
|
||||
///
|
||||
/// Also, we use a micromap::Map as the number of systems is generally quite small.
|
||||
/// Just make sure to set the capacity appropriately, or it will panic.
|
||||
pub timings: RwLock<Map<SystemId, Mutex<CircularBuffer<TIMING_WINDOW_SIZE, Duration>>, MAX_SYSTEMS>>,
|
||||
/// Statically sized map of system names to timing buffers.
|
||||
pub timings: micromap::Map<SystemId, Mutex<TimingBuffer>, MAX_SYSTEMS>,
|
||||
}
|
||||
|
||||
impl Default for SystemTimings {
|
||||
fn default() -> Self {
|
||||
let mut timings = micromap::Map::new();
|
||||
|
||||
// Pre-populate with all SystemId variants to avoid runtime allocations
|
||||
for id in SystemId::iter() {
|
||||
timings.insert(id, Mutex::new(TimingBuffer::default()));
|
||||
}
|
||||
|
||||
Self { timings }
|
||||
}
|
||||
}
|
||||
|
||||
impl SystemTimings {
|
||||
pub fn add_timing(&self, id: SystemId, duration: Duration) {
|
||||
// acquire a upgradable read lock
|
||||
let mut timings = self.timings.upgradable_read();
|
||||
|
||||
// happy path, the name is already in the map (no need to mutate the hashmap)
|
||||
if timings.contains_key(&id) {
|
||||
let queue = timings
|
||||
.get(&id)
|
||||
.expect("System name not found in map after contains_key check");
|
||||
let mut queue = queue.lock();
|
||||
|
||||
queue.push_back(duration);
|
||||
return;
|
||||
}
|
||||
|
||||
// otherwise, acquire a write lock and insert a new queue
|
||||
timings.with_upgraded(|timings| {
|
||||
let queue = timings.entry(id).or_insert_with(|| Mutex::new(CircularBuffer::new()));
|
||||
queue.lock().push_back(duration);
|
||||
});
|
||||
pub fn add_timing(&self, id: SystemId, duration: Duration, current_tick: u64) {
|
||||
// Since all SystemId variants are pre-populated, we can use a simple read lock
|
||||
let buffer = self
|
||||
.timings
|
||||
.get(&id)
|
||||
.expect("SystemId not found in pre-populated map - this is a bug");
|
||||
buffer.lock().add_timing(duration, current_tick);
|
||||
}
|
||||
|
||||
pub fn get_stats(&self) -> Map<SystemId, (Duration, Duration), MAX_SYSTEMS> {
|
||||
let timings = self.timings.read();
|
||||
let mut stats = Map::new();
|
||||
/// Add timing for the Total system (total frame time including scheduler.run)
|
||||
pub fn add_total_timing(&self, duration: Duration, current_tick: u64) {
|
||||
self.add_timing(SystemId::Total, duration, current_tick);
|
||||
}
|
||||
|
||||
for (id, queue) in timings.iter() {
|
||||
if queue.lock().is_empty() {
|
||||
continue;
|
||||
}
|
||||
pub fn get_stats(&self, current_tick: u64) -> micromap::Map<SystemId, (Duration, Duration), MAX_SYSTEMS> {
|
||||
let mut stats = micromap::Map::new();
|
||||
|
||||
let durations: Vec<f64> = queue.lock().iter().map(|d| d.as_secs_f64() * 1000.0).collect();
|
||||
let count = durations.len() as f64;
|
||||
// Iterate over all SystemId variants to ensure every system has an entry
|
||||
for id in SystemId::iter() {
|
||||
let buffer = self
|
||||
.timings
|
||||
.get(&id)
|
||||
.expect("SystemId not found in pre-populated map - this is a bug");
|
||||
|
||||
let sum: f64 = durations.iter().sum();
|
||||
let mean = sum / count;
|
||||
|
||||
let variance = durations.iter().map(|x| (x - mean).powi(2)).sum::<f64>() / count;
|
||||
let std_dev = variance.sqrt();
|
||||
|
||||
stats.insert(
|
||||
*id,
|
||||
(
|
||||
Duration::from_secs_f64(mean / 1000.0),
|
||||
Duration::from_secs_f64(std_dev / 1000.0),
|
||||
),
|
||||
);
|
||||
let (average, standard_deviation) = buffer.lock().get_stats(current_tick);
|
||||
stats.insert(id, (average, standard_deviation));
|
||||
}
|
||||
|
||||
stats
|
||||
}
|
||||
|
||||
pub fn get_total_stats(&self) -> (Duration, Duration) {
|
||||
let duration_sums = {
|
||||
let timings = self.timings.read();
|
||||
timings
|
||||
.iter()
|
||||
.map(|(_, queue)| queue.lock().iter().sum::<Duration>())
|
||||
.collect::<Vec<_>>()
|
||||
};
|
||||
pub fn format_timing_display(&self, current_tick: u64) -> SmallVec<[String; SystemId::COUNT]> {
|
||||
let stats = self.get_stats(current_tick);
|
||||
|
||||
let mean = duration_sums.iter().sum::<Duration>() / duration_sums.len() as u32;
|
||||
let variance = duration_sums
|
||||
.iter()
|
||||
.map(|x| {
|
||||
let diff_secs = x.as_secs_f64() - mean.as_secs_f64();
|
||||
diff_secs * diff_secs
|
||||
})
|
||||
.sum::<f64>()
|
||||
/ duration_sums.len() as f64;
|
||||
let std_dev_secs = variance.sqrt();
|
||||
|
||||
(mean, Duration::from_secs_f64(std_dev_secs))
|
||||
}
|
||||
|
||||
pub fn format_timing_display(&self) -> SmallVec<[String; SystemId::COUNT]> {
|
||||
let stats = self.get_stats();
|
||||
let (total_avg, total_std) = self.get_total_stats();
|
||||
// Get the Total system metrics instead of averaging all systems
|
||||
let (total_avg, total_std) = stats
|
||||
.get(&SystemId::Total)
|
||||
.copied()
|
||||
.unwrap_or((Duration::ZERO, Duration::ZERO));
|
||||
|
||||
let effective_fps = match 1.0 / total_avg.as_secs_f64() {
|
||||
f if f > 100.0 => (f as u32).separate_with_commas(),
|
||||
f if f > 100.0 => format!("{:>5} FPS", (f as u32).separate_with_commas()),
|
||||
f if f < 10.0 => format!("{:.1} FPS", f),
|
||||
f => format!("{:.0} FPS", f),
|
||||
f => format!("{:5.0} FPS", f),
|
||||
};
|
||||
|
||||
// Collect timing data for formatting
|
||||
let mut timing_data = vec![(effective_fps, total_avg, total_std)];
|
||||
|
||||
// Sort the stats by average duration
|
||||
let mut sorted_stats: Vec<_> = stats.iter().collect();
|
||||
// Sort the stats by average duration, excluding the Total system
|
||||
let mut sorted_stats: Vec<_> = stats.iter().filter(|(id, _)| **id != SystemId::Total).collect();
|
||||
sorted_stats.sort_by(|a, b| b.1 .0.cmp(&a.1 .0));
|
||||
|
||||
// Add the top 5 most expensive systems
|
||||
for (name, (avg, std_dev)) in sorted_stats.iter().take(7) {
|
||||
// Add the top 7 most expensive systems (excluding Total)
|
||||
for (name, (avg, std_dev)) in sorted_stats.iter().take(9) {
|
||||
timing_data.push((name.to_string(), *avg, *std_dev));
|
||||
}
|
||||
|
||||
// Use the formatting module to format the data
|
||||
format_timing_display(timing_data)
|
||||
}
|
||||
|
||||
/// Returns a list of systems with their timings, likely responsible for slow frame timings.
|
||||
///
|
||||
/// First, checks if any systems took longer than 2ms on the most recent tick.
|
||||
/// If none exceed 2ms, accumulates systems until the top 30% of total timing
|
||||
/// is reached, stopping at 5 systems maximum.
|
||||
///
|
||||
/// Returns tuples of (SystemId, Duration) in a SmallVec capped at 5 items.
|
||||
pub fn get_slowest_systems(&self) -> SmallVec<[(SystemId, Duration); 5]> {
|
||||
let mut system_timings: Vec<(SystemId, Duration)> = Vec::new();
|
||||
let mut total_duration = Duration::ZERO;
|
||||
|
||||
// Collect most recent timing for each system (excluding Total)
|
||||
for id in SystemId::iter() {
|
||||
if id == SystemId::Total {
|
||||
continue;
|
||||
}
|
||||
|
||||
if let Some(buffer) = self.timings.get(&id) {
|
||||
let recent_timing = buffer.lock().get_most_recent_timing();
|
||||
system_timings.push((id, recent_timing));
|
||||
total_duration += recent_timing;
|
||||
}
|
||||
}
|
||||
|
||||
// Sort by duration (highest first)
|
||||
system_timings.sort_by(|a, b| b.1.cmp(&a.1));
|
||||
|
||||
// Check for systems over 2ms threshold
|
||||
let over_threshold: SmallVec<[(SystemId, Duration); 5]> = system_timings
|
||||
.iter()
|
||||
.filter(|(_, duration)| duration.as_millis() >= 2)
|
||||
.copied()
|
||||
.collect();
|
||||
|
||||
if !over_threshold.is_empty() {
|
||||
return over_threshold;
|
||||
}
|
||||
|
||||
// Accumulate top systems until 30% of total is reached (max 5 systems)
|
||||
let threshold = total_duration.as_nanos() as f64 * 0.3;
|
||||
let mut accumulated = 0u128;
|
||||
let mut result = SmallVec::new();
|
||||
|
||||
for (id, duration) in system_timings.iter().take(5) {
|
||||
result.push((*id, *duration));
|
||||
accumulated += duration.as_nanos();
|
||||
|
||||
if accumulated as f64 >= threshold {
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
result
|
||||
}
|
||||
}
|
||||
|
||||
pub fn profile<S, M>(id: SystemId, system: S) -> impl FnMut(&mut bevy_ecs::world::World)
|
||||
@@ -177,8 +326,9 @@ where
|
||||
system.run((), world);
|
||||
let duration = start.elapsed();
|
||||
|
||||
if let Some(timings) = world.get_resource::<SystemTimings>() {
|
||||
timings.add_timing(id, duration);
|
||||
if let (Some(timings), Some(timing)) = (world.get_resource::<SystemTimings>(), world.get_resource::<Timing>()) {
|
||||
let current_tick = timing.get_current_tick();
|
||||
timings.add_timing(id, duration, current_tick);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -250,17 +400,22 @@ pub fn format_timing_display(
|
||||
})
|
||||
.collect::<SmallVec<[Entry; 12]>>();
|
||||
|
||||
let (max_name_width, max_avg_int_width, max_avg_decimal_width, max_std_int_width, max_std_decimal_width) = entries
|
||||
.iter()
|
||||
.fold((0, 0, 3, 0, 3), |(name_w, avg_int_w, avg_dec_w, std_int_w, std_dec_w), e| {
|
||||
(
|
||||
name_w.max(e.name.len()),
|
||||
avg_int_w.max(e.avg_int.width() as usize),
|
||||
avg_dec_w.max(e.avg_decimal.width() as usize),
|
||||
std_int_w.max(e.std_int.width() as usize),
|
||||
std_dec_w.max(e.std_decimal.width() as usize),
|
||||
)
|
||||
});
|
||||
let (max_avg_int_width, max_avg_decimal_width, max_std_int_width, max_std_decimal_width) =
|
||||
entries
|
||||
.iter()
|
||||
.fold((0, 3, 0, 3), |(avg_int_w, avg_dec_w, std_int_w, std_dec_w), e| {
|
||||
(
|
||||
avg_int_w.max(e.avg_int.width() as usize),
|
||||
avg_dec_w.max(e.avg_decimal.width() as usize),
|
||||
std_int_w.max(e.std_int.width() as usize),
|
||||
std_dec_w.max(e.std_decimal.width() as usize),
|
||||
)
|
||||
});
|
||||
|
||||
let max_name_width = SystemId::iter()
|
||||
.map(|id| id.to_string().len())
|
||||
.max()
|
||||
.expect("SystemId::iter() returned an empty iterator");
|
||||
|
||||
entries.iter().map(|e| {
|
||||
format!(
|
||||
|
||||
@@ -1,23 +1,31 @@
|
||||
use crate::constants::CANVAS_SIZE;
|
||||
use crate::error::{GameError, TextureError};
|
||||
use crate::map::builder::Map;
|
||||
use crate::systems::{
|
||||
DebugState, DebugTextureResource, DeltaTime, DirectionalAnimation, LinearAnimation, Position, Renderable, ScoreResource,
|
||||
StartupSequence, Velocity,
|
||||
debug_render_system, BatchedLinesResource, Collider, CursorPosition, DebugState, DebugTextureResource, Position, SystemId,
|
||||
SystemTimings, TtfAtlasResource,
|
||||
};
|
||||
use crate::texture::sprite::SpriteAtlas;
|
||||
use crate::texture::text::TextTexture;
|
||||
use crate::texture::sprite::{AtlasTile, SpriteAtlas};
|
||||
use bevy_ecs::component::Component;
|
||||
use bevy_ecs::entity::Entity;
|
||||
use bevy_ecs::event::EventWriter;
|
||||
use bevy_ecs::query::{Changed, Or, Without};
|
||||
use bevy_ecs::query::{Changed, Or, With};
|
||||
use bevy_ecs::removal_detection::RemovedComponents;
|
||||
use bevy_ecs::resource::Resource;
|
||||
use bevy_ecs::system::{NonSendMut, Query, Res, ResMut};
|
||||
use sdl2::pixels::Color;
|
||||
use glam::Vec2;
|
||||
use sdl2::rect::{Point, Rect};
|
||||
use sdl2::render::{BlendMode, Canvas, Texture};
|
||||
use sdl2::video::Window;
|
||||
use std::time::Instant;
|
||||
|
||||
/// A component for entities that have a sprite, with a layer for ordering.
|
||||
///
|
||||
/// This is intended to be modified by other entities allowing animation.
|
||||
#[derive(Component)]
|
||||
pub struct Renderable {
|
||||
pub sprite: AtlasTile,
|
||||
pub layer: u8,
|
||||
}
|
||||
|
||||
#[derive(Resource, Default)]
|
||||
pub struct RenderDirty(pub bool);
|
||||
@@ -25,208 +33,253 @@ pub struct RenderDirty(pub bool);
|
||||
#[derive(Component)]
|
||||
pub struct Hidden;
|
||||
|
||||
/// A component that controls entity visibility in the render system.
|
||||
///
|
||||
/// Entities without this component are considered visible by default.
|
||||
/// This allows for efficient rendering where only entities that need
|
||||
/// visibility control have this component.
|
||||
#[derive(Component, Debug, Clone, Copy, PartialEq, Eq)]
|
||||
pub struct Visibility(pub bool);
|
||||
|
||||
impl Default for Visibility {
|
||||
fn default() -> Self {
|
||||
Self(true) // Default to visible
|
||||
}
|
||||
}
|
||||
|
||||
impl Visibility {
|
||||
/// Creates a visible Visibility component
|
||||
pub fn visible() -> Self {
|
||||
Self(true)
|
||||
}
|
||||
|
||||
/// Creates a hidden Visibility component
|
||||
pub fn hidden() -> Self {
|
||||
Self(false)
|
||||
}
|
||||
|
||||
/// Returns true if the entity is visible
|
||||
pub fn is_visible(&self) -> bool {
|
||||
self.0
|
||||
}
|
||||
|
||||
/// Returns true if the entity is hidden
|
||||
#[allow(dead_code)] // Used in tests
|
||||
pub fn is_hidden(&self) -> bool {
|
||||
!self.0
|
||||
}
|
||||
|
||||
/// Makes the entity visible
|
||||
pub fn show(&mut self) {
|
||||
self.0 = true;
|
||||
}
|
||||
|
||||
/// Toggles the visibility state
|
||||
pub fn toggle(&mut self) {
|
||||
self.0 = !self.0;
|
||||
}
|
||||
}
|
||||
|
||||
/// Enum to identify which texture is being rendered to in the combined render system
|
||||
#[derive(Debug, Clone, Copy)]
|
||||
enum RenderTarget {
|
||||
Backbuffer,
|
||||
Debug,
|
||||
}
|
||||
|
||||
#[allow(clippy::type_complexity)]
|
||||
pub fn dirty_render_system(
|
||||
mut dirty: ResMut<RenderDirty>,
|
||||
changed: Query<(), Or<(Changed<Renderable>, Changed<Position>)>>,
|
||||
removed_hidden: RemovedComponents<Hidden>,
|
||||
changed: Query<(), Or<(Changed<Renderable>, Changed<Position>, Changed<Visibility>)>>,
|
||||
removed_renderables: RemovedComponents<Renderable>,
|
||||
) {
|
||||
if !changed.is_empty() || !removed_hidden.is_empty() || !removed_renderables.is_empty() {
|
||||
if changed.iter().count() > 0 || !removed_renderables.is_empty() {
|
||||
dirty.0 = true;
|
||||
}
|
||||
}
|
||||
|
||||
/// Updates directional animated entities with synchronized timing across directions.
|
||||
///
|
||||
/// 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 query: Query<(&Position, &Velocity, &mut DirectionalAnimation, &mut Renderable)>,
|
||||
) {
|
||||
let ticks = (dt.0 * 60.0).round() as u16; // Convert from seconds to ticks at 60 ticks/sec
|
||||
|
||||
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 {
|
||||
anim.moving_tiles.get(velocity.direction)
|
||||
};
|
||||
|
||||
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;
|
||||
}
|
||||
}
|
||||
}
|
||||
/// Component for Renderables to store an exact pixel position
|
||||
#[derive(Component)]
|
||||
pub struct PixelPosition {
|
||||
pub pixel_position: Vec2,
|
||||
}
|
||||
|
||||
/// A non-send resource for the map texture. This just wraps the texture with a type so it can be differentiated when exposed as a resource.
|
||||
pub struct MapTextureResource(pub Texture<'static>);
|
||||
pub struct MapTextureResource(pub Texture);
|
||||
|
||||
/// A non-send resource for the backbuffer texture. This just wraps the texture with a type so it can be differentiated when exposed as a resource.
|
||||
pub struct BackbufferResource(pub Texture<'static>);
|
||||
|
||||
/// Renders the HUD (score, lives, etc.) on top of the game.
|
||||
pub fn hud_render_system(
|
||||
mut backbuffer: NonSendMut<BackbufferResource>,
|
||||
mut canvas: NonSendMut<&mut Canvas<Window>>,
|
||||
mut atlas: NonSendMut<SpriteAtlas>,
|
||||
score: Res<ScoreResource>,
|
||||
startup: Res<StartupSequence>,
|
||||
mut errors: EventWriter<GameError>,
|
||||
) {
|
||||
let _ = canvas.with_texture_canvas(&mut backbuffer.0, |canvas| {
|
||||
let mut text_renderer = TextTexture::new(1.0);
|
||||
|
||||
// Render lives and high score text in white
|
||||
let lives = 3; // TODO: Get from actual lives resource
|
||||
let lives_text = format!("{lives}UP HIGH SCORE ");
|
||||
let lives_position = glam::UVec2::new(4 + 8 * 3, 2); // x_offset + lives_offset * 8, y_offset
|
||||
|
||||
if let Err(e) = text_renderer.render(canvas, &mut atlas, &lives_text, lives_position) {
|
||||
errors.write(TextureError::RenderFailed(format!("Failed to render lives text: {}", e)).into());
|
||||
}
|
||||
|
||||
// Render score text
|
||||
let score_text = format!("{:02}", score.0);
|
||||
let score_offset = 7 - (score_text.len() as i32);
|
||||
let score_position = glam::UVec2::new(4 + 8 * score_offset as u32, 10); // x_offset + score_offset * 8, 8 + y_offset
|
||||
|
||||
if let Err(e) = text_renderer.render(canvas, &mut atlas, &score_text, score_position) {
|
||||
errors.write(TextureError::RenderFailed(format!("Failed to render score text: {}", e)).into());
|
||||
}
|
||||
|
||||
// Render high score text
|
||||
let high_score_text = format!("{:02}", score.0);
|
||||
let high_score_offset = 17 - (high_score_text.len() as i32);
|
||||
let high_score_position = glam::UVec2::new(4 + 8 * high_score_offset as u32, 10); // x_offset + score_offset * 8, 8 + y_offset
|
||||
if let Err(e) = text_renderer.render(canvas, &mut atlas, &high_score_text, high_score_position) {
|
||||
errors.write(TextureError::RenderFailed(format!("Failed to render high score text: {}", e)).into());
|
||||
}
|
||||
|
||||
// Render text based on StartupSequence stage
|
||||
if matches!(
|
||||
*startup,
|
||||
StartupSequence::TextOnly { .. } | StartupSequence::CharactersVisible { .. }
|
||||
) {
|
||||
let ready_text = "READY!";
|
||||
let ready_width = text_renderer.text_width(ready_text);
|
||||
let ready_position = glam::UVec2::new((CANVAS_SIZE.x - ready_width) / 2, 160);
|
||||
if let Err(e) = text_renderer.render_with_color(canvas, &mut atlas, ready_text, ready_position, Color::YELLOW) {
|
||||
errors.write(TextureError::RenderFailed(format!("Failed to render READY text: {}", e)).into());
|
||||
}
|
||||
|
||||
if matches!(*startup, StartupSequence::TextOnly { .. }) {
|
||||
let player_one_text = "PLAYER ONE";
|
||||
let player_one_width = text_renderer.text_width(player_one_text);
|
||||
let player_one_position = glam::UVec2::new((CANVAS_SIZE.x - player_one_width) / 2, 113);
|
||||
|
||||
if let Err(e) =
|
||||
text_renderer.render_with_color(canvas, &mut atlas, player_one_text, player_one_position, Color::CYAN)
|
||||
{
|
||||
errors.write(TextureError::RenderFailed(format!("Failed to render PLAYER ONE text: {}", e)).into());
|
||||
}
|
||||
}
|
||||
}
|
||||
});
|
||||
}
|
||||
pub struct BackbufferResource(pub Texture);
|
||||
|
||||
#[allow(clippy::too_many_arguments)]
|
||||
#[allow(clippy::type_complexity)]
|
||||
pub fn render_system(
|
||||
canvas: &mut Canvas<Window>,
|
||||
map_texture: &NonSendMut<MapTextureResource>,
|
||||
atlas: &mut SpriteAtlas,
|
||||
map: &Res<Map>,
|
||||
dirty: &Res<RenderDirty>,
|
||||
renderables: &Query<
|
||||
(
|
||||
Entity,
|
||||
&Renderable,
|
||||
Option<&Position>,
|
||||
Option<&PixelPosition>,
|
||||
Option<&Visibility>,
|
||||
),
|
||||
Or<(With<Position>, With<PixelPosition>)>,
|
||||
>,
|
||||
errors: &mut EventWriter<GameError>,
|
||||
) {
|
||||
if !dirty.0 {
|
||||
return;
|
||||
}
|
||||
|
||||
// Clear the backbuffer
|
||||
canvas.set_draw_color(sdl2::pixels::Color::BLACK);
|
||||
canvas.clear();
|
||||
|
||||
// Copy the pre-rendered map texture to the backbuffer
|
||||
if let Err(e) = canvas.copy(&map_texture.0, None, None) {
|
||||
errors.write(TextureError::RenderFailed(e.to_string()).into());
|
||||
}
|
||||
|
||||
// Collect and filter visible entities, then sort by layer
|
||||
let mut visible_entities: Vec<_> = renderables
|
||||
.iter()
|
||||
.filter(|(_, _, _, _, visibility)| visibility.copied().unwrap_or_default().is_visible())
|
||||
.collect();
|
||||
|
||||
visible_entities.sort_by_key(|(_, renderable, _, _, _)| renderable.layer);
|
||||
visible_entities.reverse();
|
||||
|
||||
// Render all visible entities to the backbuffer
|
||||
for (_entity, renderable, position, pixel_position, _visibility) in visible_entities {
|
||||
let pos = if let Some(position) = position {
|
||||
position.get_pixel_position(&map.graph)
|
||||
} else {
|
||||
Ok(pixel_position
|
||||
.expect("Pixel position should be present via query filtering, but got None on both")
|
||||
.pixel_position)
|
||||
};
|
||||
|
||||
match pos {
|
||||
Ok(pos) => {
|
||||
let dest = Rect::from_center(
|
||||
Point::from((pos.x as i32, pos.y as i32)),
|
||||
renderable.sprite.size.x as u32,
|
||||
renderable.sprite.size.y as u32,
|
||||
);
|
||||
|
||||
renderable
|
||||
.sprite
|
||||
.render(canvas, atlas, dest)
|
||||
.err()
|
||||
.map(|e| errors.write(TextureError::RenderFailed(e.to_string()).into()));
|
||||
}
|
||||
Err(e) => {
|
||||
errors.write(e);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// Combined render system that renders to both backbuffer and debug textures in a single
|
||||
/// with_multiple_texture_canvas call for reduced overhead
|
||||
#[allow(clippy::too_many_arguments)]
|
||||
#[allow(clippy::type_complexity)]
|
||||
pub fn combined_render_system(
|
||||
mut canvas: NonSendMut<&mut Canvas<Window>>,
|
||||
map_texture: NonSendMut<MapTextureResource>,
|
||||
mut backbuffer: NonSendMut<BackbufferResource>,
|
||||
mut debug_texture: NonSendMut<DebugTextureResource>,
|
||||
mut atlas: NonSendMut<SpriteAtlas>,
|
||||
mut ttf_atlas: NonSendMut<TtfAtlasResource>,
|
||||
batched_lines: Res<BatchedLinesResource>,
|
||||
debug_state: Res<DebugState>,
|
||||
timings: Res<SystemTimings>,
|
||||
timing: Res<crate::systems::profiling::Timing>,
|
||||
map: Res<Map>,
|
||||
dirty: Res<RenderDirty>,
|
||||
renderables: Query<(Entity, &Renderable, &Position), Without<Hidden>>,
|
||||
renderables: Query<
|
||||
(
|
||||
Entity,
|
||||
&Renderable,
|
||||
Option<&Position>,
|
||||
Option<&PixelPosition>,
|
||||
Option<&Visibility>,
|
||||
),
|
||||
Or<(With<Position>, With<PixelPosition>)>,
|
||||
>,
|
||||
colliders: Query<(&Collider, &Position)>,
|
||||
cursor: Res<CursorPosition>,
|
||||
mut errors: EventWriter<GameError>,
|
||||
) {
|
||||
if !dirty.0 {
|
||||
return;
|
||||
}
|
||||
// Render to backbuffer
|
||||
canvas
|
||||
.with_texture_canvas(&mut backbuffer.0, |backbuffer_canvas| {
|
||||
// Clear the backbuffer
|
||||
backbuffer_canvas.set_draw_color(sdl2::pixels::Color::BLACK);
|
||||
backbuffer_canvas.clear();
|
||||
|
||||
// Copy the pre-rendered map texture to the backbuffer
|
||||
if let Err(e) = backbuffer_canvas.copy(&map_texture.0, None, None) {
|
||||
errors.write(TextureError::RenderFailed(e.to_string()).into());
|
||||
// Prepare textures and render targets
|
||||
let textures = [
|
||||
(&mut backbuffer.0, RenderTarget::Backbuffer),
|
||||
(&mut debug_texture.0, RenderTarget::Debug),
|
||||
];
|
||||
|
||||
// Record timing for each system independently
|
||||
let mut render_duration = None;
|
||||
let mut debug_render_duration = None;
|
||||
|
||||
let result = canvas.with_multiple_texture_canvas(textures.iter(), |texture_canvas, render_target| match render_target {
|
||||
RenderTarget::Backbuffer => {
|
||||
let start_time = Instant::now();
|
||||
|
||||
render_system(
|
||||
texture_canvas,
|
||||
&map_texture,
|
||||
&mut atlas,
|
||||
&map,
|
||||
&dirty,
|
||||
&renderables,
|
||||
&mut errors,
|
||||
);
|
||||
|
||||
render_duration = Some(start_time.elapsed());
|
||||
}
|
||||
RenderTarget::Debug => {
|
||||
if !debug_state.enabled {
|
||||
return;
|
||||
}
|
||||
|
||||
// Render all entities to the backbuffer
|
||||
for (_, renderable, position) in renderables
|
||||
.iter()
|
||||
.sort_by_key::<(Entity, &Renderable, &Position), _>(|(_, renderable, _)| renderable.layer)
|
||||
.rev()
|
||||
{
|
||||
let pos = position.get_pixel_position(&map.graph);
|
||||
match pos {
|
||||
Ok(pos) => {
|
||||
let dest = Rect::from_center(
|
||||
Point::from((pos.x as i32, pos.y as i32)),
|
||||
renderable.sprite.size.x as u32,
|
||||
renderable.sprite.size.y as u32,
|
||||
);
|
||||
let start_time = Instant::now();
|
||||
|
||||
renderable
|
||||
.sprite
|
||||
.render(backbuffer_canvas, &mut atlas, dest)
|
||||
.err()
|
||||
.map(|e| errors.write(TextureError::RenderFailed(e.to_string()).into()));
|
||||
}
|
||||
Err(e) => {
|
||||
errors.write(e);
|
||||
}
|
||||
}
|
||||
}
|
||||
})
|
||||
.err()
|
||||
.map(|e| errors.write(TextureError::RenderFailed(e.to_string()).into()));
|
||||
debug_render_system(
|
||||
texture_canvas,
|
||||
&mut ttf_atlas,
|
||||
&batched_lines,
|
||||
&debug_state,
|
||||
&timings,
|
||||
&timing,
|
||||
&map,
|
||||
&colliders,
|
||||
&cursor,
|
||||
);
|
||||
|
||||
canvas.copy(&backbuffer.0, None, None).unwrap();
|
||||
debug_render_duration = Some(start_time.elapsed());
|
||||
}
|
||||
});
|
||||
|
||||
if let Err(e) = result {
|
||||
errors.write(TextureError::RenderFailed(e.to_string()).into());
|
||||
}
|
||||
|
||||
// Record timings for each system independently
|
||||
let current_tick = timing.get_current_tick();
|
||||
|
||||
if let Some(duration) = render_duration {
|
||||
timings.add_timing(SystemId::Render, duration, current_tick);
|
||||
}
|
||||
if let Some(duration) = debug_render_duration {
|
||||
timings.add_timing(SystemId::DebugRender, duration, current_tick);
|
||||
}
|
||||
}
|
||||
|
||||
pub fn present_system(
|
||||
|
||||
@@ -1,101 +0,0 @@
|
||||
use bevy_ecs::{
|
||||
entity::Entity,
|
||||
query::With,
|
||||
resource::Resource,
|
||||
system::{Commands, Query, ResMut},
|
||||
};
|
||||
use tracing::debug;
|
||||
|
||||
use crate::systems::{Blinking, Frozen, GhostCollider, Hidden, PlayerControlled};
|
||||
|
||||
#[derive(Resource, Debug, Clone, Copy)]
|
||||
pub enum StartupSequence {
|
||||
/// Stage 1: Text-only stage
|
||||
/// - Player & ghosts are hidden
|
||||
/// - READY! and PLAYER ONE text are shown
|
||||
/// - Energizers do not blink
|
||||
TextOnly {
|
||||
/// Remaining ticks in this stage
|
||||
remaining_ticks: u32,
|
||||
},
|
||||
/// Stage 2: Characters visible stage
|
||||
/// - PLAYER ONE text is hidden, READY! text remains
|
||||
/// - Ghosts and Pac-Man are now shown
|
||||
CharactersVisible {
|
||||
/// Remaining ticks in this stage
|
||||
remaining_ticks: u32,
|
||||
},
|
||||
/// Stage 3: Game begins
|
||||
/// - Final state, game is fully active
|
||||
GameActive,
|
||||
}
|
||||
|
||||
impl StartupSequence {
|
||||
/// Creates a new StartupSequence with the specified duration in ticks
|
||||
pub fn new(text_only_ticks: u32, _characters_visible_ticks: u32) -> Self {
|
||||
Self::TextOnly {
|
||||
remaining_ticks: text_only_ticks,
|
||||
}
|
||||
}
|
||||
|
||||
/// Ticks the timer by one frame, returning transition information if state changes
|
||||
pub fn tick(&mut self) -> Option<(StartupSequence, StartupSequence)> {
|
||||
match self {
|
||||
StartupSequence::TextOnly { remaining_ticks } => {
|
||||
if *remaining_ticks > 0 {
|
||||
*remaining_ticks -= 1;
|
||||
None
|
||||
} else {
|
||||
let from = *self;
|
||||
*self = StartupSequence::CharactersVisible {
|
||||
remaining_ticks: 60, // 1 second at 60 FPS
|
||||
};
|
||||
Some((from, *self))
|
||||
}
|
||||
}
|
||||
StartupSequence::CharactersVisible { remaining_ticks } => {
|
||||
if *remaining_ticks > 0 {
|
||||
*remaining_ticks -= 1;
|
||||
None
|
||||
} else {
|
||||
let from = *self;
|
||||
*self = StartupSequence::GameActive;
|
||||
Some((from, *self))
|
||||
}
|
||||
}
|
||||
StartupSequence::GameActive => None,
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// Handles startup sequence transitions and component management
|
||||
pub fn startup_stage_system(
|
||||
mut startup: ResMut<StartupSequence>,
|
||||
mut commands: Commands,
|
||||
mut blinking_query: Query<Entity, With<Blinking>>,
|
||||
mut player_query: Query<Entity, With<PlayerControlled>>,
|
||||
mut ghost_query: Query<Entity, With<GhostCollider>>,
|
||||
) {
|
||||
if let Some((from, to)) = startup.tick() {
|
||||
debug!("StartupSequence transition from {from:?} to {to:?}");
|
||||
match (from, to) {
|
||||
(StartupSequence::TextOnly { .. }, StartupSequence::CharactersVisible { .. }) => {
|
||||
// Unhide the player & ghosts
|
||||
for entity in player_query.iter_mut().chain(ghost_query.iter_mut()) {
|
||||
commands.entity(entity).remove::<Hidden>();
|
||||
}
|
||||
}
|
||||
(StartupSequence::CharactersVisible { .. }, StartupSequence::GameActive) => {
|
||||
// Unfreeze the player & ghosts & pellet blinking
|
||||
for entity in player_query
|
||||
.iter_mut()
|
||||
.chain(ghost_query.iter_mut())
|
||||
.chain(blinking_query.iter_mut())
|
||||
{
|
||||
commands.entity(entity).remove::<Frozen>();
|
||||
}
|
||||
}
|
||||
_ => {}
|
||||
}
|
||||
}
|
||||
}
|
||||
410
src/systems/state.rs
Normal file
410
src/systems/state.rs
Normal file
@@ -0,0 +1,410 @@
|
||||
use std::mem::discriminant;
|
||||
use tracing::{debug, info, warn};
|
||||
|
||||
use crate::constants;
|
||||
use crate::events::StageTransition;
|
||||
use crate::map::direction::Direction;
|
||||
use crate::systems::{EntityType, ItemCollider, SpawnTrigger, Velocity};
|
||||
use crate::{
|
||||
map::builder::Map,
|
||||
systems::{
|
||||
AudioEvent, Blinking, DirectionalAnimation, Dying, Frozen, Ghost, GhostCollider, GhostState, LinearAnimation, Looping,
|
||||
NodeId, PlayerControlled, Position, Visibility,
|
||||
},
|
||||
};
|
||||
use bevy_ecs::{
|
||||
entity::Entity,
|
||||
event::{EventReader, EventWriter},
|
||||
query::{With, Without},
|
||||
resource::Resource,
|
||||
system::{Commands, Query, Res, ResMut, Single},
|
||||
};
|
||||
|
||||
#[derive(Resource, Clone)]
|
||||
pub struct PlayerAnimation(pub DirectionalAnimation);
|
||||
|
||||
#[derive(Resource, Clone)]
|
||||
pub struct PlayerDeathAnimation(pub LinearAnimation);
|
||||
|
||||
/// A resource to track the overall stage of the game from a high-level perspective.
|
||||
#[derive(Resource, Debug, PartialEq, Eq, Clone, Copy)]
|
||||
pub enum GameStage {
|
||||
Starting(StartupSequence),
|
||||
/// The main gameplay loop is active.
|
||||
Playing,
|
||||
/// Short freeze after Pac-Man eats a ghost to display bonus score
|
||||
GhostEatenPause {
|
||||
remaining_ticks: u32,
|
||||
ghost_entity: Entity,
|
||||
ghost_type: Ghost,
|
||||
node: NodeId,
|
||||
},
|
||||
/// The player has died and the death sequence is in progress. At the end, the player will return to the startup sequence or game over.
|
||||
PlayerDying(DyingSequence),
|
||||
/// The game has ended.
|
||||
GameOver,
|
||||
}
|
||||
|
||||
pub trait TooSimilar {
|
||||
fn too_similar(&self, other: &Self) -> bool;
|
||||
}
|
||||
|
||||
impl TooSimilar for GameStage {
|
||||
fn too_similar(&self, other: &Self) -> bool {
|
||||
discriminant(self) == discriminant(other) && {
|
||||
// These states are very simple, so they're 'too similar' automatically
|
||||
if matches!(self, GameStage::Playing | GameStage::GameOver) {
|
||||
return true;
|
||||
}
|
||||
|
||||
// Since the discriminant is the same but the values are different, it's the interior value that is somehow different
|
||||
match (self, other) {
|
||||
// These states are similar if their interior values are similar as well
|
||||
(GameStage::Starting(startup), GameStage::Starting(other)) => startup.too_similar(other),
|
||||
(GameStage::PlayerDying(dying), GameStage::PlayerDying(other)) => dying.too_similar(other),
|
||||
(
|
||||
GameStage::GhostEatenPause {
|
||||
ghost_entity,
|
||||
ghost_type,
|
||||
node,
|
||||
..
|
||||
},
|
||||
GameStage::GhostEatenPause {
|
||||
ghost_entity: other_ghost_entity,
|
||||
ghost_type: other_ghost_type,
|
||||
node: other_node,
|
||||
..
|
||||
},
|
||||
) => ghost_entity == other_ghost_entity && ghost_type == other_ghost_type && node == other_node,
|
||||
// Already handled, but kept to properly exhaust the match
|
||||
(GameStage::Playing, _) | (GameStage::GameOver, _) => unreachable!(),
|
||||
_ => unreachable!(),
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// A resource that manages the multi-stage startup sequence of the game.
|
||||
#[derive(Debug, PartialEq, Eq, Clone, Copy)]
|
||||
pub enum StartupSequence {
|
||||
/// Stage 1: Text-only stage
|
||||
/// - Player & ghosts are hidden
|
||||
/// - READY! and PLAYER ONE text are shown
|
||||
/// - Energizers do not blink
|
||||
TextOnly {
|
||||
/// Remaining ticks in this stage
|
||||
remaining_ticks: u32,
|
||||
},
|
||||
/// Stage 2: Characters visible stage
|
||||
/// - PLAYER ONE text is hidden, READY! text remains
|
||||
/// - Ghosts and Pac-Man are now shown
|
||||
CharactersVisible {
|
||||
/// Remaining ticks in this stage
|
||||
remaining_ticks: u32,
|
||||
},
|
||||
}
|
||||
|
||||
impl Default for GameStage {
|
||||
fn default() -> Self {
|
||||
Self::Playing
|
||||
}
|
||||
}
|
||||
|
||||
impl TooSimilar for StartupSequence {
|
||||
fn too_similar(&self, other: &Self) -> bool {
|
||||
discriminant(self) == discriminant(other)
|
||||
}
|
||||
}
|
||||
|
||||
/// The state machine for the multi-stage death sequence.
|
||||
#[derive(Debug, PartialEq, Eq, Clone, Copy)]
|
||||
pub enum DyingSequence {
|
||||
/// Initial stage: entities are frozen, waiting for a delay.
|
||||
Frozen { remaining_ticks: u32 },
|
||||
/// Second stage: Pac-Man's death animation is playing.
|
||||
Animating { remaining_ticks: u32 },
|
||||
/// Third stage: Pac-Man is now gone, waiting a moment before the level restarts.
|
||||
Hidden { remaining_ticks: u32 },
|
||||
}
|
||||
|
||||
impl TooSimilar for DyingSequence {
|
||||
fn too_similar(&self, other: &Self) -> bool {
|
||||
discriminant(self) == discriminant(other)
|
||||
}
|
||||
}
|
||||
|
||||
/// A resource to store the number of player lives.
|
||||
#[derive(Resource, Debug)]
|
||||
pub struct PlayerLives(pub u8);
|
||||
|
||||
impl Default for PlayerLives {
|
||||
fn default() -> Self {
|
||||
Self(3)
|
||||
}
|
||||
}
|
||||
|
||||
/// Handles startup sequence transitions and component management
|
||||
#[allow(clippy::too_many_arguments)]
|
||||
#[allow(clippy::type_complexity)]
|
||||
pub fn stage_system(
|
||||
mut game_state: ResMut<GameStage>,
|
||||
player_death_animation: Res<PlayerDeathAnimation>,
|
||||
player_animation: Res<PlayerAnimation>,
|
||||
mut player_lives: ResMut<PlayerLives>,
|
||||
map: Res<Map>,
|
||||
mut commands: Commands,
|
||||
mut audio_events: EventWriter<AudioEvent>,
|
||||
mut stage_event_reader: EventReader<StageTransition>,
|
||||
mut blinking_query: Query<Entity, With<Blinking>>,
|
||||
player: Single<(Entity, &mut Position), With<PlayerControlled>>,
|
||||
mut item_query: Query<(Entity, &EntityType), With<ItemCollider>>,
|
||||
mut ghost_query: Query<(Entity, &Ghost, &mut Position, &mut GhostState), (With<GhostCollider>, Without<PlayerControlled>)>,
|
||||
) {
|
||||
let old_state = *game_state;
|
||||
let mut new_state: Option<GameStage> = None;
|
||||
|
||||
// Handle stage transition requests before normal ticking
|
||||
for event in stage_event_reader.read() {
|
||||
let StageTransition::GhostEatenPause {
|
||||
ghost_entity,
|
||||
ghost_type,
|
||||
} = *event;
|
||||
let pac_node = player.1.current_node();
|
||||
|
||||
debug!(ghost = ?ghost_type, node = pac_node, "Ghost eaten, entering pause state");
|
||||
new_state = Some(GameStage::GhostEatenPause {
|
||||
remaining_ticks: 30,
|
||||
ghost_entity,
|
||||
ghost_type,
|
||||
node: pac_node,
|
||||
});
|
||||
}
|
||||
|
||||
let new_state: GameStage = match new_state.unwrap_or(*game_state) {
|
||||
GameStage::Starting(startup) => match startup {
|
||||
StartupSequence::TextOnly { remaining_ticks } => {
|
||||
if remaining_ticks > 0 {
|
||||
GameStage::Starting(StartupSequence::TextOnly {
|
||||
remaining_ticks: remaining_ticks - 1,
|
||||
})
|
||||
} else {
|
||||
GameStage::Starting(StartupSequence::CharactersVisible { remaining_ticks: 60 })
|
||||
}
|
||||
}
|
||||
StartupSequence::CharactersVisible { remaining_ticks } => {
|
||||
if remaining_ticks > 0 {
|
||||
GameStage::Starting(StartupSequence::CharactersVisible {
|
||||
remaining_ticks: remaining_ticks - 1,
|
||||
})
|
||||
} else {
|
||||
info!("Startup sequence completed, beginning gameplay");
|
||||
GameStage::Playing
|
||||
}
|
||||
}
|
||||
},
|
||||
GameStage::Playing => GameStage::Playing,
|
||||
GameStage::GhostEatenPause {
|
||||
remaining_ticks,
|
||||
ghost_entity,
|
||||
ghost_type,
|
||||
node,
|
||||
} => {
|
||||
if remaining_ticks > 0 {
|
||||
GameStage::GhostEatenPause {
|
||||
remaining_ticks: remaining_ticks.saturating_sub(1),
|
||||
ghost_entity,
|
||||
ghost_type,
|
||||
node,
|
||||
}
|
||||
} else {
|
||||
debug!("Ghost eaten pause ended, resuming gameplay");
|
||||
GameStage::Playing
|
||||
}
|
||||
}
|
||||
GameStage::PlayerDying(dying) => match dying {
|
||||
DyingSequence::Frozen { remaining_ticks } => {
|
||||
if remaining_ticks > 0 {
|
||||
GameStage::PlayerDying(DyingSequence::Frozen {
|
||||
remaining_ticks: remaining_ticks - 1,
|
||||
})
|
||||
} else {
|
||||
let death_animation = &player_death_animation.0;
|
||||
let remaining_ticks = (death_animation.tiles.len() * death_animation.frame_duration as usize) as u32;
|
||||
debug!(animation_frames = remaining_ticks, "Starting player death animation");
|
||||
GameStage::PlayerDying(DyingSequence::Animating { remaining_ticks })
|
||||
}
|
||||
}
|
||||
DyingSequence::Animating { remaining_ticks } => {
|
||||
if remaining_ticks > 0 {
|
||||
GameStage::PlayerDying(DyingSequence::Animating {
|
||||
remaining_ticks: remaining_ticks - 1,
|
||||
})
|
||||
} else {
|
||||
GameStage::PlayerDying(DyingSequence::Hidden { remaining_ticks: 60 })
|
||||
}
|
||||
}
|
||||
DyingSequence::Hidden { remaining_ticks } => {
|
||||
if remaining_ticks > 0 {
|
||||
GameStage::PlayerDying(DyingSequence::Hidden {
|
||||
remaining_ticks: remaining_ticks - 1,
|
||||
})
|
||||
} else {
|
||||
player_lives.0 = player_lives.0.saturating_sub(1);
|
||||
|
||||
if player_lives.0 > 0 {
|
||||
info!(remaining_lives = player_lives.0, "Player died, returning to startup sequence");
|
||||
GameStage::Starting(StartupSequence::CharactersVisible { remaining_ticks: 60 })
|
||||
} else {
|
||||
warn!("All lives lost, game over");
|
||||
GameStage::GameOver
|
||||
}
|
||||
}
|
||||
}
|
||||
},
|
||||
GameStage::GameOver => GameStage::GameOver,
|
||||
};
|
||||
|
||||
if old_state == new_state {
|
||||
return;
|
||||
}
|
||||
|
||||
if !old_state.too_similar(&new_state) {
|
||||
debug!(old_state = ?old_state, new_state = ?new_state, "Game stage transition");
|
||||
}
|
||||
|
||||
match (old_state, new_state) {
|
||||
(GameStage::Playing, GameStage::GhostEatenPause { ghost_entity, node, .. }) => {
|
||||
// Freeze the player & non-eaten ghosts
|
||||
commands.entity(player.0).insert(Frozen);
|
||||
commands.entity(ghost_entity).insert(Frozen);
|
||||
for (entity, _, _, state) in ghost_query.iter_mut() {
|
||||
// Only freeze ghosts that are not currently eaten
|
||||
if *state != GhostState::Eyes {
|
||||
debug!(ghost = ?entity, "Freezing ghost");
|
||||
commands.entity(entity).insert(Frozen);
|
||||
}
|
||||
}
|
||||
|
||||
// Hide the player & eaten ghost
|
||||
commands.entity(player.0).insert(Visibility::hidden());
|
||||
commands.entity(ghost_entity).insert(Visibility::hidden());
|
||||
|
||||
// Spawn bonus points entity at Pac-Man's position
|
||||
commands.trigger(SpawnTrigger::Bonus {
|
||||
position: Position::Stopped { node },
|
||||
// TODO: Doubling score value for each consecutive ghost eaten
|
||||
value: 200,
|
||||
ttl: 30,
|
||||
});
|
||||
}
|
||||
(GameStage::GhostEatenPause { ghost_entity, .. }, GameStage::Playing) => {
|
||||
// Unfreeze and reveal the player & all ghosts
|
||||
commands.entity(player.0).remove::<Frozen>().insert(Visibility::visible());
|
||||
for (entity, _, _, _) in ghost_query.iter_mut() {
|
||||
commands.entity(entity).remove::<Frozen>().insert(Visibility::visible());
|
||||
}
|
||||
|
||||
// Reveal the eaten ghost and switch it to Eyes state
|
||||
commands.entity(ghost_entity).insert(GhostState::Eyes);
|
||||
}
|
||||
(_, GameStage::PlayerDying(DyingSequence::Frozen { .. })) => {
|
||||
// Freeze the player & ghosts
|
||||
commands.entity(player.0).insert(Frozen);
|
||||
for (entity, _, _, _) in ghost_query.iter_mut() {
|
||||
commands.entity(entity).insert(Frozen);
|
||||
}
|
||||
}
|
||||
(GameStage::PlayerDying(DyingSequence::Frozen { .. }), GameStage::PlayerDying(DyingSequence::Animating { .. })) => {
|
||||
// Hide the ghosts
|
||||
for (entity, _, _, _) in ghost_query.iter_mut() {
|
||||
commands.entity(entity).insert(Visibility::hidden());
|
||||
}
|
||||
|
||||
// Start Pac-Man's death animation
|
||||
commands
|
||||
.entity(player.0)
|
||||
.remove::<DirectionalAnimation>()
|
||||
.insert((Dying, player_death_animation.0.clone()));
|
||||
|
||||
// Play the death sound
|
||||
audio_events.write(AudioEvent::PlayDeath);
|
||||
}
|
||||
(_, GameStage::PlayerDying(DyingSequence::Hidden { .. })) => {
|
||||
// Pac-Man's death animation is complete, so he should be hidden just like the ghosts.
|
||||
// Then, we reset them all back to their original positions and states.
|
||||
|
||||
// Freeze the blinking power pellets, force them to be visible (if they were hidden by blinking)
|
||||
for entity in blinking_query.iter_mut() {
|
||||
commands.entity(entity).insert(Frozen).insert(Visibility::visible());
|
||||
}
|
||||
|
||||
// Delete any fruit entities
|
||||
for (entity, _) in item_query
|
||||
.iter_mut()
|
||||
.filter(|(_, entity_type)| matches!(entity_type, EntityType::Fruit(_)))
|
||||
{
|
||||
commands.entity(entity).despawn();
|
||||
}
|
||||
|
||||
// Reset the player animation
|
||||
commands
|
||||
.entity(player.0)
|
||||
.remove::<(Dying, LinearAnimation, Looping)>()
|
||||
.insert((
|
||||
Velocity {
|
||||
speed: constants::mechanics::PLAYER_SPEED,
|
||||
direction: Direction::Left,
|
||||
},
|
||||
Position::Stopped {
|
||||
node: map.start_positions.pacman,
|
||||
},
|
||||
player_animation.0.clone(),
|
||||
Visibility::hidden(),
|
||||
Frozen,
|
||||
));
|
||||
|
||||
// Reset ghost positions and state
|
||||
for (ghost_entity, ghost, _, _) in ghost_query.iter_mut() {
|
||||
commands.entity(ghost_entity).insert((
|
||||
GhostState::Normal,
|
||||
Position::Stopped {
|
||||
node: match ghost {
|
||||
Ghost::Blinky => map.start_positions.blinky,
|
||||
Ghost::Pinky => map.start_positions.pinky,
|
||||
Ghost::Inky => map.start_positions.inky,
|
||||
Ghost::Clyde => map.start_positions.clyde,
|
||||
},
|
||||
},
|
||||
Frozen,
|
||||
Visibility::hidden(),
|
||||
));
|
||||
}
|
||||
}
|
||||
(_, GameStage::Starting(StartupSequence::CharactersVisible { .. })) => {
|
||||
// Unhide the player & ghosts
|
||||
commands.entity(player.0).insert(Visibility::visible());
|
||||
for (entity, _, _, _) in ghost_query.iter_mut() {
|
||||
commands.entity(entity).insert(Visibility::visible());
|
||||
}
|
||||
}
|
||||
(GameStage::Starting(StartupSequence::CharactersVisible { .. }), GameStage::Playing) => {
|
||||
// Unfreeze the player & ghosts & blinking
|
||||
commands.entity(player.0).remove::<Frozen>();
|
||||
for (entity, _, _, _) in ghost_query.iter_mut() {
|
||||
commands.entity(entity).remove::<Frozen>();
|
||||
}
|
||||
for entity in blinking_query.iter_mut() {
|
||||
commands.entity(entity).remove::<Frozen>();
|
||||
}
|
||||
}
|
||||
(_, GameStage::GameOver) => {
|
||||
// Freeze blinking
|
||||
for entity in blinking_query.iter_mut() {
|
||||
commands.entity(entity).insert(Frozen);
|
||||
}
|
||||
}
|
||||
_ => {}
|
||||
}
|
||||
|
||||
*game_state = new_state;
|
||||
}
|
||||
@@ -1,53 +1,45 @@
|
||||
use crate::map::direction::Direction;
|
||||
use crate::texture::sprite::AtlasTile;
|
||||
use glam::U16Vec2;
|
||||
|
||||
/// Fixed-size tile sequence that avoids heap allocation
|
||||
#[derive(Clone, Copy, Debug)]
|
||||
use crate::{map::direction::Direction, texture::sprite::AtlasTile};
|
||||
|
||||
/// A sequence of tiles for animation, backed by a vector.
|
||||
#[derive(Debug, Clone)]
|
||||
pub struct TileSequence {
|
||||
tiles: [AtlasTile; 4], // Fixed array, max 4 frames
|
||||
count: usize, // Actual number of frames used
|
||||
tiles: Vec<AtlasTile>,
|
||||
}
|
||||
|
||||
impl TileSequence {
|
||||
/// Creates a new tile sequence from a slice of tiles
|
||||
/// 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];
|
||||
|
||||
let count = tiles.len().min(4);
|
||||
tile_array[..count].copy_from_slice(&tiles[..count]);
|
||||
|
||||
Self {
|
||||
tiles: tile_array,
|
||||
count,
|
||||
}
|
||||
Self { tiles: tiles.to_vec() }
|
||||
}
|
||||
|
||||
/// 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,
|
||||
if self.tiles.is_empty() {
|
||||
// Return a default or handle the error appropriately
|
||||
// For now, let's return a default tile, assuming it's a sensible default
|
||||
return AtlasTile {
|
||||
pos: U16Vec2::ZERO,
|
||||
size: U16Vec2::ZERO,
|
||||
color: None,
|
||||
}
|
||||
} else {
|
||||
self.tiles[frame % self.count]
|
||||
};
|
||||
}
|
||||
self.tiles[frame % self.tiles.len()]
|
||||
}
|
||||
|
||||
/// Returns true if this sequence has no tiles
|
||||
pub fn len(&self) -> usize {
|
||||
self.tiles.len()
|
||||
}
|
||||
|
||||
/// Checks if the sequence contains any tiles.
|
||||
pub fn is_empty(&self) -> bool {
|
||||
self.count == 0
|
||||
self.tiles.is_empty()
|
||||
}
|
||||
}
|
||||
|
||||
/// Type-safe directional tile storage with named fields
|
||||
#[derive(Clone, Copy, Debug)]
|
||||
/// A collection of tile sequences for each cardinal direction.
|
||||
#[derive(Debug, Clone)]
|
||||
pub struct DirectionalTiles {
|
||||
pub up: TileSequence,
|
||||
pub down: TileSequence,
|
||||
|
||||
@@ -1,46 +0,0 @@
|
||||
#![allow(dead_code)]
|
||||
use crate::texture::sprite::AtlasTile;
|
||||
|
||||
#[derive(Clone)]
|
||||
pub struct BlinkingTexture {
|
||||
tile: AtlasTile,
|
||||
blink_duration: f32,
|
||||
time_bank: f32,
|
||||
is_on: bool,
|
||||
}
|
||||
|
||||
impl BlinkingTexture {
|
||||
pub fn new(tile: AtlasTile, blink_duration: f32) -> Self {
|
||||
Self {
|
||||
tile,
|
||||
blink_duration,
|
||||
time_bank: 0.0,
|
||||
is_on: true,
|
||||
}
|
||||
}
|
||||
|
||||
pub fn tick(&mut self, dt: f32) {
|
||||
self.time_bank += dt;
|
||||
if self.time_bank >= self.blink_duration {
|
||||
self.time_bank -= self.blink_duration;
|
||||
self.is_on = !self.is_on;
|
||||
}
|
||||
}
|
||||
|
||||
pub fn is_on(&self) -> bool {
|
||||
self.is_on
|
||||
}
|
||||
|
||||
pub fn tile(&self) -> &AtlasTile {
|
||||
&self.tile
|
||||
}
|
||||
|
||||
// Helper methods for testing
|
||||
pub fn time_bank(&self) -> f32 {
|
||||
self.time_bank
|
||||
}
|
||||
|
||||
pub fn blink_duration(&self) -> f32 {
|
||||
self.blink_duration
|
||||
}
|
||||
}
|
||||
@@ -1,4 +1,5 @@
|
||||
pub mod animated;
|
||||
pub mod blinking;
|
||||
pub mod sprite;
|
||||
pub mod sprites;
|
||||
pub mod text;
|
||||
pub mod ttf;
|
||||
|
||||
@@ -4,6 +4,7 @@ use sdl2::pixels::Color;
|
||||
use sdl2::rect::Rect;
|
||||
use sdl2::render::{Canvas, RenderTarget, Texture};
|
||||
use std::collections::HashMap;
|
||||
use tracing::debug;
|
||||
|
||||
use crate::error::TextureError;
|
||||
|
||||
@@ -20,7 +21,8 @@ pub struct MapperFrame {
|
||||
pub size: U16Vec2,
|
||||
}
|
||||
|
||||
#[derive(Copy, Clone, Debug, PartialEq)]
|
||||
/// A single tile within a sprite atlas, defined by its position and size.
|
||||
#[derive(Debug, Clone, Copy, PartialEq, Eq, Hash, Default)]
|
||||
pub struct AtlasTile {
|
||||
pub pos: U16Vec2,
|
||||
pub size: U16Vec2,
|
||||
@@ -56,19 +58,6 @@ impl AtlasTile {
|
||||
canvas.copy(&atlas.texture, src, dest).map_err(TextureError::RenderFailed)?;
|
||||
Ok(())
|
||||
}
|
||||
|
||||
/// Creates a new atlas tile.
|
||||
#[allow(dead_code)]
|
||||
pub fn new(pos: U16Vec2, size: U16Vec2, color: Option<Color>) -> Self {
|
||||
Self { pos, size, color }
|
||||
}
|
||||
|
||||
/// Sets the color of the tile.
|
||||
#[allow(dead_code)]
|
||||
pub fn with_color(mut self, color: Color) -> Self {
|
||||
self.color = Some(color);
|
||||
self
|
||||
}
|
||||
}
|
||||
|
||||
/// High-performance sprite atlas providing fast texture region lookups and rendering.
|
||||
@@ -79,7 +68,7 @@ impl AtlasTile {
|
||||
/// and optional default color modulation configuration.
|
||||
pub struct SpriteAtlas {
|
||||
/// The combined texture containing all sprite frames
|
||||
texture: Texture<'static>,
|
||||
texture: Texture,
|
||||
/// Mapping from sprite names to their pixel coordinates within the texture
|
||||
tiles: HashMap<String, MapperFrame>,
|
||||
default_color: Option<Color>,
|
||||
@@ -88,10 +77,14 @@ pub struct SpriteAtlas {
|
||||
}
|
||||
|
||||
impl SpriteAtlas {
|
||||
pub fn new(texture: Texture<'static>, mapper: AtlasMapper) -> Self {
|
||||
pub fn new(texture: Texture, mapper: AtlasMapper) -> Self {
|
||||
let tile_count = mapper.frames.len();
|
||||
let tiles = mapper.frames.into_iter().collect();
|
||||
|
||||
debug!(tile_count, "Created sprite atlas");
|
||||
Self {
|
||||
texture,
|
||||
tiles: mapper.frames,
|
||||
tiles,
|
||||
default_color: None,
|
||||
last_modulation: None,
|
||||
}
|
||||
@@ -103,39 +96,15 @@ impl SpriteAtlas {
|
||||
/// for the named sprite, or `None` if the sprite name is not found in the
|
||||
/// atlas. The returned tile can be used for immediate rendering or stored
|
||||
/// for repeated use in animations and entity sprites.
|
||||
pub fn get_tile(&self, name: &str) -> Option<AtlasTile> {
|
||||
self.tiles.get(name).map(|frame| AtlasTile {
|
||||
pub fn get_tile(&self, name: &str) -> Result<AtlasTile, TextureError> {
|
||||
let frame = self.tiles.get(name).ok_or_else(|| {
|
||||
debug!(tile_name = name, "Atlas tile not found");
|
||||
TextureError::AtlasTileNotFound(name.to_string())
|
||||
})?;
|
||||
Ok(AtlasTile {
|
||||
pos: frame.pos,
|
||||
size: frame.size,
|
||||
color: None,
|
||||
color: self.default_color,
|
||||
})
|
||||
}
|
||||
|
||||
#[allow(dead_code)]
|
||||
pub fn set_color(&mut self, color: Color) {
|
||||
self.default_color = Some(color);
|
||||
}
|
||||
|
||||
#[allow(dead_code)]
|
||||
pub fn texture(&self) -> &Texture<'static> {
|
||||
&self.texture
|
||||
}
|
||||
|
||||
/// Returns the number of tiles in the atlas.
|
||||
#[allow(dead_code)]
|
||||
pub fn tiles_count(&self) -> usize {
|
||||
self.tiles.len()
|
||||
}
|
||||
|
||||
/// Returns true if the atlas has a tile with the given name.
|
||||
#[allow(dead_code)]
|
||||
pub fn has_tile(&self, name: &str) -> bool {
|
||||
self.tiles.contains_key(name)
|
||||
}
|
||||
|
||||
/// Returns the default color of the atlas.
|
||||
#[allow(dead_code)]
|
||||
pub fn default_color(&self) -> Option<Color> {
|
||||
self.default_color
|
||||
}
|
||||
}
|
||||
|
||||
133
src/texture/sprites.rs
Normal file
133
src/texture/sprites.rs
Normal file
@@ -0,0 +1,133 @@
|
||||
//! A structured representation of all sprite assets in the game.
|
||||
//!
|
||||
//! This module provides a set of enums to represent every sprite, allowing for
|
||||
//! type-safe access to asset paths and avoiding the use of raw strings.
|
||||
//! The `GameSprite` enum is the main entry point, and its `to_path` method
|
||||
//! generates the correct path for a given sprite in the texture atlas.
|
||||
|
||||
use crate::{
|
||||
map::direction::Direction,
|
||||
systems::{FruitType, Ghost},
|
||||
};
|
||||
|
||||
/// Represents the different sprites for Pac-Man.
|
||||
#[derive(Debug, Clone, Copy, PartialEq, Eq, Hash)]
|
||||
pub enum PacmanSprite {
|
||||
/// A moving Pac-Man sprite for a given direction and animation frame.
|
||||
Moving(Direction, u8),
|
||||
/// The full, closed-mouth Pac-Man sprite.
|
||||
Full,
|
||||
/// A single frame of the dying animation.
|
||||
Dying(u8),
|
||||
}
|
||||
|
||||
/// Represents the color of a frightened ghost.
|
||||
#[derive(Debug, Clone, Copy, PartialEq, Eq, Hash)]
|
||||
pub enum FrightenedColor {
|
||||
Blue,
|
||||
White,
|
||||
}
|
||||
|
||||
/// Represents the different sprites for ghosts.
|
||||
#[derive(Debug, Clone, Copy, PartialEq, Eq, Hash)]
|
||||
pub enum GhostSprite {
|
||||
/// The normal appearance of a ghost for a given type, direction, and animation frame.
|
||||
Normal(Ghost, Direction, u8),
|
||||
/// The frightened appearance of a ghost, with a specific color and animation frame.
|
||||
Frightened(FrightenedColor, u8),
|
||||
/// The "eyes only" appearance of a ghost after being eaten.
|
||||
Eyes(Direction),
|
||||
}
|
||||
|
||||
/// Represents the different sprites for the maze and collectibles.
|
||||
#[derive(Debug, Clone, Copy, PartialEq, Eq, Hash)]
|
||||
pub enum MazeSprite {
|
||||
/// A specific tile of the maze.
|
||||
Tile(u8),
|
||||
/// A standard pellet.
|
||||
Pellet,
|
||||
/// An energizer/power pellet.
|
||||
Energizer,
|
||||
}
|
||||
|
||||
/// Represents the different effect sprites that can appear as bonus items.
|
||||
#[derive(Debug, Clone, Copy, PartialEq, Eq, Hash)]
|
||||
pub enum EffectSprite {
|
||||
Bonus(u32),
|
||||
}
|
||||
|
||||
/// A top-level enum that encompasses all game sprites.
|
||||
#[derive(Debug, Clone, Copy, PartialEq, Eq, Hash)]
|
||||
pub enum GameSprite {
|
||||
Pacman(PacmanSprite),
|
||||
Ghost(GhostSprite),
|
||||
Maze(MazeSprite),
|
||||
Fruit(FruitType),
|
||||
Effect(EffectSprite),
|
||||
}
|
||||
|
||||
impl GameSprite {
|
||||
/// Generates the asset path for the sprite.
|
||||
///
|
||||
/// This path corresponds to the filename in the texture atlas JSON file.
|
||||
pub fn to_path(self) -> String {
|
||||
match self {
|
||||
GameSprite::Pacman(PacmanSprite::Moving(dir, frame)) => format!(
|
||||
"pacman/{}_{}.png",
|
||||
dir.as_ref(),
|
||||
match frame {
|
||||
0 => "a",
|
||||
1 => "b",
|
||||
_ => panic!("Invalid animation frame"),
|
||||
}
|
||||
),
|
||||
GameSprite::Pacman(PacmanSprite::Full) => "pacman/full.png".to_string(),
|
||||
GameSprite::Pacman(PacmanSprite::Dying(frame)) => format!("pacman/death/{}.png", frame),
|
||||
|
||||
// Ghost sprites
|
||||
GameSprite::Ghost(GhostSprite::Normal(ghost_type, dir, frame)) => {
|
||||
let frame_char = match frame {
|
||||
0 => 'a',
|
||||
1 => 'b',
|
||||
_ => panic!("Invalid animation frame"),
|
||||
};
|
||||
format!(
|
||||
"ghost/{}/{}_{}.png",
|
||||
ghost_type.as_str(),
|
||||
dir.as_ref().to_lowercase(),
|
||||
frame_char
|
||||
)
|
||||
}
|
||||
GameSprite::Ghost(GhostSprite::Frightened(color, frame)) => {
|
||||
let frame_char = match frame {
|
||||
0 => 'a',
|
||||
1 => 'b',
|
||||
_ => panic!("Invalid animation frame"),
|
||||
};
|
||||
let color_str = match color {
|
||||
FrightenedColor::Blue => "blue",
|
||||
FrightenedColor::White => "white",
|
||||
};
|
||||
format!("ghost/frightened/{}_{}.png", color_str, frame_char)
|
||||
}
|
||||
GameSprite::Ghost(GhostSprite::Eyes(dir)) => format!("ghost/eyes/{}.png", dir.as_ref().to_lowercase()),
|
||||
|
||||
// Maze sprites
|
||||
GameSprite::Maze(MazeSprite::Tile(index)) => format!("maze/tiles/{}.png", index),
|
||||
GameSprite::Maze(MazeSprite::Pellet) => "maze/pellet.png".to_string(),
|
||||
GameSprite::Maze(MazeSprite::Energizer) => "maze/energizer.png".to_string(),
|
||||
|
||||
// Fruit sprites
|
||||
GameSprite::Fruit(fruit) => format!("edible/{}.png", Into::<&'static str>::into(fruit)),
|
||||
|
||||
// Effect sprites
|
||||
GameSprite::Effect(EffectSprite::Bonus(value)) => match value {
|
||||
100 | 200 | 300 | 400 | 700 | 800 | 1000 | 2000 | 3000 | 5000 => format!("effects/{}.png", value),
|
||||
_ => {
|
||||
tracing::warn!("Invalid bonus value: {}", value);
|
||||
"effects/100.png".to_string()
|
||||
}
|
||||
},
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,5 +1,3 @@
|
||||
#![allow(dead_code)]
|
||||
|
||||
//! This module provides text rendering using the texture atlas.
|
||||
//!
|
||||
//! The TextTexture system renders text from the atlas using character mapping.
|
||||
@@ -60,10 +58,7 @@ use sdl2::pixels::Color;
|
||||
use sdl2::render::{Canvas, RenderTarget};
|
||||
use std::collections::HashMap;
|
||||
|
||||
use crate::{
|
||||
error::{GameError, TextureError},
|
||||
texture::sprite::{AtlasTile, SpriteAtlas},
|
||||
};
|
||||
use crate::texture::sprite::{AtlasTile, SpriteAtlas};
|
||||
|
||||
/// Converts a character to its tile name in the atlas.
|
||||
fn char_to_tile_name(c: char) -> Option<String> {
|
||||
@@ -112,6 +107,7 @@ impl TextTexture {
|
||||
}
|
||||
}
|
||||
|
||||
#[allow(dead_code)]
|
||||
pub fn get_char_map(&self) -> &HashMap<char, AtlasTile> {
|
||||
&self.char_map
|
||||
}
|
||||
@@ -122,9 +118,7 @@ impl TextTexture {
|
||||
}
|
||||
|
||||
if let Some(tile_name) = char_to_tile_name(c) {
|
||||
let tile = atlas
|
||||
.get_tile(&tile_name)
|
||||
.ok_or(GameError::Texture(TextureError::AtlasTileNotFound(tile_name)))?;
|
||||
let tile = atlas.get_tile(&tile_name)?;
|
||||
self.char_map.insert(c, tile);
|
||||
Ok(self.char_map.get(&c))
|
||||
} else {
|
||||
@@ -172,26 +166,6 @@ impl TextTexture {
|
||||
Ok(())
|
||||
}
|
||||
|
||||
/// Sets the default color for text rendering.
|
||||
pub fn set_color(&mut self, color: Color) {
|
||||
self.default_color = Some(color);
|
||||
}
|
||||
|
||||
/// Gets the current default color.
|
||||
pub fn color(&self) -> Option<Color> {
|
||||
self.default_color
|
||||
}
|
||||
|
||||
/// Sets the scale for text rendering.
|
||||
pub fn set_scale(&mut self, scale: f32) {
|
||||
self.scale = scale;
|
||||
}
|
||||
|
||||
/// Gets the current scale.
|
||||
pub fn scale(&self) -> f32 {
|
||||
self.scale
|
||||
}
|
||||
|
||||
/// Calculates the width of a string in pixels at the current scale.
|
||||
pub fn text_width(&self, text: &str) -> u32 {
|
||||
let char_width = (8.0 * self.scale) as u32;
|
||||
|
||||
269
src/texture/ttf.rs
Normal file
269
src/texture/ttf.rs
Normal file
@@ -0,0 +1,269 @@
|
||||
//! TTF font rendering using pre-rendered character atlas.
|
||||
//!
|
||||
//! This module provides efficient TTF font rendering by pre-rendering all needed
|
||||
//! characters into a texture atlas at startup, avoiding expensive SDL2 font
|
||||
//! surface-to-texture conversions every frame.
|
||||
|
||||
use glam::{UVec2, Vec2};
|
||||
use sdl2::pixels::Color;
|
||||
use sdl2::rect::Rect;
|
||||
use sdl2::render::{Canvas, RenderTarget, Texture, TextureCreator};
|
||||
|
||||
use sdl2::ttf::Font;
|
||||
use sdl2::video::WindowContext;
|
||||
use std::collections::HashMap;
|
||||
|
||||
use crate::error::{GameError, TextureError};
|
||||
|
||||
/// Character atlas tile representing a single rendered character
|
||||
#[derive(Clone, Copy, Debug)]
|
||||
pub struct TtfCharTile {
|
||||
pub pos: UVec2,
|
||||
pub size: UVec2,
|
||||
pub advance: u32, // Character advance width for proportional fonts
|
||||
}
|
||||
|
||||
/// TTF text atlas containing pre-rendered characters for efficient rendering
|
||||
pub struct TtfAtlas {
|
||||
/// The texture containing all rendered characters
|
||||
texture: Texture,
|
||||
/// Mapping from character to its position and size in the atlas
|
||||
char_tiles: HashMap<char, TtfCharTile>,
|
||||
/// Cached color modulation state to avoid redundant SDL2 calls
|
||||
last_modulation: Option<Color>,
|
||||
/// Cached maximum character height
|
||||
max_char_height: u32,
|
||||
}
|
||||
|
||||
const TTF_CHARS: &str = "0123456789ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz.,:-/()ms μµ%± ";
|
||||
|
||||
impl TtfAtlas {
|
||||
/// Creates a new TTF text atlas by pre-rendering all needed characters.
|
||||
///
|
||||
/// This should be called once at startup. It renders all characters that might
|
||||
/// be used in text rendering into a single texture atlas for efficient GPU rendering.
|
||||
pub fn new(texture_creator: &TextureCreator<WindowContext>, font: &Font) -> Result<Self, GameError> {
|
||||
// Calculate character dimensions and advance widths for proportional fonts
|
||||
let mut char_tiles = HashMap::new();
|
||||
let mut max_height = 0u32;
|
||||
let mut total_width = 0u32;
|
||||
let mut char_metrics = Vec::new();
|
||||
|
||||
// First pass: measure all characters
|
||||
for c in TTF_CHARS.chars() {
|
||||
if c == ' ' {
|
||||
// Handle space character specially - measure a non-space character for height
|
||||
let space_height = font.size_of("0").map_err(|e| GameError::Sdl(e.to_string()))?.1;
|
||||
let space_advance = font.size_of(" ").map_err(|e| GameError::Sdl(e.to_string()))?.0;
|
||||
char_tiles.insert(
|
||||
c,
|
||||
TtfCharTile {
|
||||
pos: UVec2::ZERO, // Will be set during population
|
||||
size: UVec2::new(0, space_height), // Space has no visual content
|
||||
advance: space_advance,
|
||||
},
|
||||
);
|
||||
max_height = max_height.max(space_height);
|
||||
char_metrics.push((c, 0, space_height, space_advance));
|
||||
} else {
|
||||
let (advance, height) = font.size_of(&c.to_string()).map_err(|e| GameError::Sdl(e.to_string()))?;
|
||||
char_tiles.insert(
|
||||
c,
|
||||
TtfCharTile {
|
||||
pos: UVec2::ZERO, // Will be set during population
|
||||
size: UVec2::new(advance, height),
|
||||
advance,
|
||||
},
|
||||
);
|
||||
max_height = max_height.max(height);
|
||||
total_width += advance;
|
||||
char_metrics.push((c, advance, height, advance));
|
||||
}
|
||||
}
|
||||
|
||||
// Calculate atlas dimensions (pack characters horizontally for better space utilization)
|
||||
let atlas_size = UVec2::new(total_width, max_height);
|
||||
|
||||
// Create atlas texture as a render target
|
||||
let mut atlas_texture = texture_creator
|
||||
.create_texture_target(None, atlas_size.x, atlas_size.y)
|
||||
.map_err(|e| GameError::Sdl(e.to_string()))?;
|
||||
atlas_texture.set_blend_mode(sdl2::render::BlendMode::Blend);
|
||||
|
||||
// Second pass: calculate positions
|
||||
let mut current_x = 0u32;
|
||||
for (c, width, _height, _advance) in char_metrics {
|
||||
if let Some(tile) = char_tiles.get_mut(&c) {
|
||||
tile.pos = UVec2::new(current_x, 0);
|
||||
current_x += width;
|
||||
}
|
||||
}
|
||||
|
||||
Ok(Self {
|
||||
texture: atlas_texture,
|
||||
char_tiles,
|
||||
last_modulation: None,
|
||||
max_char_height: max_height,
|
||||
})
|
||||
}
|
||||
|
||||
/// Renders all characters to the atlas texture using a canvas.
|
||||
/// This must be called after creation to populate the atlas.
|
||||
pub fn populate_atlas<C: RenderTarget>(
|
||||
&mut self,
|
||||
canvas: &mut Canvas<C>,
|
||||
texture_creator: &TextureCreator<WindowContext>,
|
||||
font: &Font,
|
||||
) -> Result<(), GameError> {
|
||||
let mut render_error: Option<GameError> = None;
|
||||
|
||||
let result = canvas.with_texture_canvas(&mut self.texture, |atlas_canvas| {
|
||||
// Clear with transparent background
|
||||
atlas_canvas.set_draw_color(Color::RGBA(0, 0, 0, 0));
|
||||
atlas_canvas.clear();
|
||||
|
||||
for c in TTF_CHARS.chars() {
|
||||
if c == ' ' {
|
||||
// Skip rendering space character - it has no visual content
|
||||
continue;
|
||||
}
|
||||
|
||||
// Render character to surface
|
||||
let surface = match font.render(&c.to_string()).blended(Color::WHITE) {
|
||||
Ok(s) => s,
|
||||
Err(e) => {
|
||||
render_error = Some(GameError::Sdl(e.to_string()));
|
||||
return;
|
||||
}
|
||||
};
|
||||
|
||||
// Create texture from surface
|
||||
let char_texture = match texture_creator.create_texture_from_surface(&surface) {
|
||||
Ok(t) => t,
|
||||
Err(e) => {
|
||||
render_error = Some(GameError::Sdl(e.to_string()));
|
||||
return;
|
||||
}
|
||||
};
|
||||
|
||||
// Get character tile info
|
||||
let tile = match self.char_tiles.get(&c) {
|
||||
Some(t) => t,
|
||||
None => {
|
||||
render_error = Some(GameError::Sdl(format!("Character '{}' not found in atlas tiles", c)));
|
||||
return;
|
||||
}
|
||||
};
|
||||
|
||||
// Copy character to atlas
|
||||
let dest = Rect::new(tile.pos.x as i32, tile.pos.y as i32, tile.size.x, tile.size.y);
|
||||
if let Err(e) = atlas_canvas.copy(&char_texture, None, dest) {
|
||||
render_error = Some(GameError::Sdl(e.to_string()));
|
||||
return;
|
||||
}
|
||||
}
|
||||
});
|
||||
|
||||
// Check the result of with_texture_canvas and any render error
|
||||
if let Err(e) = result {
|
||||
return Err(GameError::Sdl(e.to_string()));
|
||||
}
|
||||
|
||||
if let Some(error) = render_error {
|
||||
return Err(error);
|
||||
}
|
||||
|
||||
Ok(())
|
||||
}
|
||||
|
||||
/// Gets a character tile from the atlas
|
||||
pub fn get_char_tile(&self, c: char) -> Option<&TtfCharTile> {
|
||||
self.char_tiles.get(&c)
|
||||
}
|
||||
}
|
||||
|
||||
/// TTF text renderer that uses the pre-rendered character atlas
|
||||
pub struct TtfRenderer {
|
||||
scale: f32,
|
||||
}
|
||||
|
||||
impl TtfRenderer {
|
||||
pub fn new(scale: f32) -> Self {
|
||||
Self { scale }
|
||||
}
|
||||
|
||||
/// Renders a string of text at the given position with the specified color
|
||||
pub fn render_text<C: RenderTarget>(
|
||||
&self,
|
||||
canvas: &mut Canvas<C>,
|
||||
atlas: &mut TtfAtlas,
|
||||
text: &str,
|
||||
position: Vec2,
|
||||
color: Color,
|
||||
) -> Result<(), TextureError> {
|
||||
let mut x_offset = 0.0;
|
||||
|
||||
// Apply color modulation once at the beginning if needed
|
||||
if atlas.last_modulation != Some(color) {
|
||||
atlas.texture.set_color_mod(color.r, color.g, color.b);
|
||||
atlas.texture.set_alpha_mod(color.a);
|
||||
atlas.last_modulation = Some(color);
|
||||
}
|
||||
|
||||
for c in text.chars() {
|
||||
// Get character tile info first to avoid borrowing conflicts
|
||||
let char_tile = atlas.get_char_tile(c);
|
||||
|
||||
if let Some(char_tile) = char_tile {
|
||||
if char_tile.size.x > 0 && char_tile.size.y > 0 {
|
||||
// Only render non-space characters
|
||||
let dest = Rect::new(
|
||||
(position.x + x_offset) as i32,
|
||||
position.y as i32,
|
||||
(char_tile.size.x as f32 * self.scale) as u32,
|
||||
(char_tile.size.y as f32 * self.scale) as u32,
|
||||
);
|
||||
|
||||
// Render the character directly
|
||||
let src = Rect::new(
|
||||
char_tile.pos.x as i32,
|
||||
char_tile.pos.y as i32,
|
||||
char_tile.size.x,
|
||||
char_tile.size.y,
|
||||
);
|
||||
canvas.copy(&atlas.texture, src, dest).map_err(TextureError::RenderFailed)?;
|
||||
}
|
||||
|
||||
// Advance by character advance width (proportional spacing)
|
||||
x_offset += char_tile.advance as f32 * self.scale;
|
||||
} else {
|
||||
// Fallback for unsupported characters - use a reasonable default
|
||||
x_offset += 8.0 * self.scale;
|
||||
}
|
||||
}
|
||||
|
||||
Ok(())
|
||||
}
|
||||
|
||||
/// Calculate the width of a text string in pixels
|
||||
pub fn text_width(&self, atlas: &TtfAtlas, text: &str) -> u32 {
|
||||
let mut total_width = 0u32;
|
||||
|
||||
for c in text.chars() {
|
||||
if let Some(char_tile) = atlas.get_char_tile(c) {
|
||||
total_width += (char_tile.advance as f32 * self.scale) as u32;
|
||||
} else {
|
||||
// Fallback for unsupported characters
|
||||
total_width += (8.0 * self.scale) as u32;
|
||||
}
|
||||
}
|
||||
|
||||
total_width
|
||||
}
|
||||
|
||||
/// Calculate the height of text in pixels
|
||||
pub fn text_height(&self, atlas: &TtfAtlas) -> u32 {
|
||||
// Find the maximum height among all characters
|
||||
(atlas.max_char_height as f32 * self.scale) as u32
|
||||
}
|
||||
}
|
||||
@@ -1,57 +0,0 @@
|
||||
// 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)),
|
||||
// }
|
||||
// }
|
||||
|
||||
// #[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).unwrap_err(),
|
||||
// GameError::Texture(TextureError::Animated(AnimatedTextureError::InvalidFrameDuration(0)))
|
||||
// ));
|
||||
// }
|
||||
|
||||
// #[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();
|
||||
|
||||
// assert_eq!(texture.current_frame(), 0);
|
||||
|
||||
// texture.tick(25);
|
||||
// assert_eq!(texture.current_frame(), 2);
|
||||
// assert_eq!(texture.time_bank(), 5);
|
||||
// }
|
||||
|
||||
// #[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();
|
||||
|
||||
// texture.tick(10);
|
||||
// assert_eq!(texture.current_frame(), 1);
|
||||
|
||||
// texture.tick(10);
|
||||
// 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();
|
||||
|
||||
// texture.tick(10);
|
||||
// assert_eq!(texture.current_frame(), 0);
|
||||
// assert_eq!(texture.current_tile().color.unwrap().r, 1);
|
||||
// }
|
||||
17
tests/asset.rs
Normal file
17
tests/asset.rs
Normal file
@@ -0,0 +1,17 @@
|
||||
use pacman::asset::Asset;
|
||||
use speculoos::prelude::*;
|
||||
use strum::IntoEnumIterator;
|
||||
|
||||
#[test]
|
||||
fn all_asset_paths_exist() {
|
||||
for asset in Asset::iter() {
|
||||
let path = asset.path();
|
||||
let full_path = format!("assets/game/{}", path);
|
||||
|
||||
let metadata = std::fs::metadata(&full_path)
|
||||
.map_err(|e| format!("Error getting metadata for {}: {}", full_path, e))
|
||||
.unwrap();
|
||||
assert_that(&metadata.is_file()).is_true();
|
||||
assert_that(&metadata.len()).is_greater_than(1024);
|
||||
}
|
||||
}
|
||||
@@ -1,49 +1,327 @@
|
||||
use glam::U16Vec2;
|
||||
use pacman::texture::blinking::BlinkingTexture;
|
||||
use pacman::texture::sprite::AtlasTile;
|
||||
use sdl2::pixels::Color;
|
||||
use bevy_ecs::{entity::Entity, system::RunSystemOnce, world::World};
|
||||
use pacman::systems::{blinking_system, Blinking, DeltaTime, Frozen, Renderable, Visibility};
|
||||
use speculoos::prelude::*;
|
||||
|
||||
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)),
|
||||
}
|
||||
mod common;
|
||||
|
||||
/// Creates a test world with blinking system resources
|
||||
fn create_blinking_test_world() -> World {
|
||||
let mut world = World::new();
|
||||
world.insert_resource(DeltaTime::from_ticks(1));
|
||||
world
|
||||
}
|
||||
|
||||
/// Spawns a test entity with blinking and renderable components
|
||||
fn spawn_blinking_entity(world: &mut World, interval_ticks: u32) -> Entity {
|
||||
world
|
||||
.spawn((
|
||||
Blinking::new(interval_ticks),
|
||||
Renderable {
|
||||
sprite: common::mock_atlas_tile(1),
|
||||
layer: 0,
|
||||
},
|
||||
Visibility::visible(),
|
||||
))
|
||||
.id()
|
||||
}
|
||||
|
||||
/// Spawns a test entity with blinking, renderable, and hidden visibility
|
||||
fn spawn_hidden_blinking_entity(world: &mut World, interval_ticks: u32) -> Entity {
|
||||
world
|
||||
.spawn((
|
||||
Blinking::new(interval_ticks),
|
||||
Renderable {
|
||||
sprite: common::mock_atlas_tile(1),
|
||||
layer: 0,
|
||||
},
|
||||
Visibility::hidden(),
|
||||
))
|
||||
.id()
|
||||
}
|
||||
|
||||
/// Spawns a test entity with blinking, renderable, and frozen components
|
||||
fn spawn_frozen_blinking_entity(world: &mut World, interval_ticks: u32) -> Entity {
|
||||
world
|
||||
.spawn((
|
||||
Blinking::new(interval_ticks),
|
||||
Renderable {
|
||||
sprite: common::mock_atlas_tile(1),
|
||||
layer: 0,
|
||||
},
|
||||
Visibility::visible(),
|
||||
Frozen,
|
||||
))
|
||||
.id()
|
||||
}
|
||||
|
||||
/// Spawns a test entity with blinking, renderable, hidden visibility, and frozen components
|
||||
fn spawn_frozen_hidden_blinking_entity(world: &mut World, interval_ticks: u32) -> Entity {
|
||||
world
|
||||
.spawn((
|
||||
Blinking::new(interval_ticks),
|
||||
Renderable {
|
||||
sprite: common::mock_atlas_tile(1),
|
||||
layer: 0,
|
||||
},
|
||||
Visibility::hidden(),
|
||||
Frozen,
|
||||
))
|
||||
.id()
|
||||
}
|
||||
|
||||
/// Runs the blinking system with the given delta time
|
||||
fn run_blinking_system(world: &mut World, delta_ticks: u32) {
|
||||
world.resource_mut::<DeltaTime>().ticks = delta_ticks;
|
||||
world.run_system_once(blinking_system).unwrap();
|
||||
}
|
||||
|
||||
/// Checks if an entity is visible
|
||||
fn is_entity_visible(world: &World, entity: Entity) -> bool {
|
||||
world
|
||||
.entity(entity)
|
||||
.get::<Visibility>()
|
||||
.map(|v| v.is_visible())
|
||||
.unwrap_or(true) // Default to visible if no Visibility component
|
||||
}
|
||||
|
||||
/// Checks if an entity is hidden
|
||||
fn is_entity_hidden(world: &World, entity: Entity) -> bool {
|
||||
world
|
||||
.entity(entity)
|
||||
.get::<Visibility>()
|
||||
.map(|v| v.is_hidden())
|
||||
.unwrap_or(false) // Default to visible if no Visibility component
|
||||
}
|
||||
|
||||
/// Checks if an entity has the Frozen component
|
||||
fn has_frozen_component(world: &World, entity: Entity) -> bool {
|
||||
world.entity(entity).contains::<Frozen>()
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn test_blinking_texture() {
|
||||
let tile = mock_atlas_tile(1);
|
||||
let mut texture = BlinkingTexture::new(tile, 0.5);
|
||||
fn test_blinking_component_creation() {
|
||||
let blinking = Blinking::new(10);
|
||||
|
||||
assert!(texture.is_on());
|
||||
|
||||
texture.tick(0.5);
|
||||
assert!(!texture.is_on());
|
||||
|
||||
texture.tick(0.5);
|
||||
assert!(texture.is_on());
|
||||
|
||||
texture.tick(0.5);
|
||||
assert!(!texture.is_on());
|
||||
assert_that(&blinking.tick_timer).is_equal_to(0);
|
||||
assert_that(&blinking.interval_ticks).is_equal_to(10);
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn test_blinking_texture_partial_duration() {
|
||||
let tile = mock_atlas_tile(1);
|
||||
let mut texture = BlinkingTexture::new(tile, 0.5);
|
||||
fn test_blinking_system_normal_interval_no_toggle() {
|
||||
let mut world = create_blinking_test_world();
|
||||
let entity = spawn_blinking_entity(&mut world, 5);
|
||||
|
||||
texture.tick(0.625);
|
||||
assert!(!texture.is_on());
|
||||
assert_eq!(texture.time_bank(), 0.125);
|
||||
// Run system with 3 ticks (less than interval)
|
||||
run_blinking_system(&mut world, 3);
|
||||
|
||||
// Entity should not be hidden yet
|
||||
assert_that(&is_entity_visible(&world, entity)).is_true();
|
||||
|
||||
// Check that timer was updated
|
||||
let blinking = world.entity(entity).get::<Blinking>().unwrap();
|
||||
assert_that(&blinking.tick_timer).is_equal_to(3);
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn test_blinking_texture_negative_time() {
|
||||
let tile = mock_atlas_tile(1);
|
||||
let mut texture = BlinkingTexture::new(tile, 0.5);
|
||||
fn test_blinking_system_normal_interval_first_toggle() {
|
||||
let mut world = create_blinking_test_world();
|
||||
let entity = spawn_blinking_entity(&mut world, 5);
|
||||
|
||||
texture.tick(-0.1);
|
||||
assert!(texture.is_on());
|
||||
assert_eq!(texture.time_bank(), -0.1);
|
||||
// Run system with 5 ticks (exactly one interval)
|
||||
run_blinking_system(&mut world, 5);
|
||||
|
||||
// Entity should now be hidden
|
||||
assert_that(&is_entity_hidden(&world, entity)).is_true();
|
||||
|
||||
// Check that timer was reset
|
||||
let blinking = world.entity(entity).get::<Blinking>().unwrap();
|
||||
assert_that(&blinking.tick_timer).is_equal_to(0);
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn test_blinking_system_normal_interval_second_toggle() {
|
||||
let mut world = create_blinking_test_world();
|
||||
let entity = spawn_blinking_entity(&mut world, 5);
|
||||
|
||||
// First toggle: 5 ticks
|
||||
run_blinking_system(&mut world, 5);
|
||||
assert_that(&is_entity_hidden(&world, entity)).is_true();
|
||||
|
||||
// Second toggle: another 5 ticks
|
||||
run_blinking_system(&mut world, 5);
|
||||
assert_that(&is_entity_visible(&world, entity)).is_true();
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn test_blinking_system_normal_interval_multiple_intervals() {
|
||||
let mut world = create_blinking_test_world();
|
||||
let entity = spawn_blinking_entity(&mut world, 3);
|
||||
|
||||
// Run system with 7 ticks (2 complete intervals + 1 remainder)
|
||||
run_blinking_system(&mut world, 7);
|
||||
|
||||
// Should toggle twice (even number), so back to original state (not hidden)
|
||||
assert_that(&is_entity_visible(&world, entity)).is_true();
|
||||
|
||||
// Check that timer was updated to remainder
|
||||
let blinking = world.entity(entity).get::<Blinking>().unwrap();
|
||||
assert_that(&blinking.tick_timer).is_equal_to(1);
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn test_blinking_system_normal_interval_odd_intervals() {
|
||||
let mut world = create_blinking_test_world();
|
||||
let entity = spawn_blinking_entity(&mut world, 2);
|
||||
|
||||
// Run system with 5 ticks (2 complete intervals + 1 remainder)
|
||||
run_blinking_system(&mut world, 5);
|
||||
|
||||
// Should toggle twice (even number), so back to original state (not hidden)
|
||||
assert_that(&is_entity_visible(&world, entity)).is_true();
|
||||
|
||||
// Check that timer was updated to remainder
|
||||
let blinking = world.entity(entity).get::<Blinking>().unwrap();
|
||||
assert_that(&blinking.tick_timer).is_equal_to(1);
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn test_blinking_system_zero_interval_with_ticks() {
|
||||
let mut world = create_blinking_test_world();
|
||||
let entity = spawn_blinking_entity(&mut world, 0);
|
||||
|
||||
// Run system with any positive ticks
|
||||
run_blinking_system(&mut world, 1);
|
||||
|
||||
// Entity should be hidden immediately
|
||||
assert_that(&is_entity_hidden(&world, entity)).is_true();
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn test_blinking_system_zero_interval_no_ticks() {
|
||||
let mut world = create_blinking_test_world();
|
||||
let entity = spawn_blinking_entity(&mut world, 0);
|
||||
|
||||
// Run system with 0 ticks
|
||||
run_blinking_system(&mut world, 0);
|
||||
|
||||
// Entity should not be hidden (no time passed)
|
||||
assert_that(&is_entity_visible(&world, entity)).is_true();
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn test_blinking_system_zero_interval_toggle_back() {
|
||||
let mut world = create_blinking_test_world();
|
||||
let entity = spawn_hidden_blinking_entity(&mut world, 0);
|
||||
|
||||
// Run system with any positive ticks
|
||||
run_blinking_system(&mut world, 1);
|
||||
|
||||
// Entity should be unhidden
|
||||
assert_that(&is_entity_visible(&world, entity)).is_true();
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn test_blinking_system_frozen_entity_unhidden() {
|
||||
let mut world = create_blinking_test_world();
|
||||
let entity = spawn_frozen_hidden_blinking_entity(&mut world, 5);
|
||||
|
||||
// Run system with ticks
|
||||
run_blinking_system(&mut world, 10);
|
||||
|
||||
// Frozen entity should be unhidden and stay unhidden
|
||||
assert_that(&is_entity_visible(&world, entity)).is_true();
|
||||
assert_that(&has_frozen_component(&world, entity)).is_true();
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn test_blinking_system_frozen_entity_no_blinking() {
|
||||
let mut world = create_blinking_test_world();
|
||||
let entity = spawn_frozen_blinking_entity(&mut world, 5);
|
||||
|
||||
// Run system with ticks
|
||||
run_blinking_system(&mut world, 10);
|
||||
|
||||
// Frozen entity should not be hidden (blinking disabled)
|
||||
assert_that(&is_entity_visible(&world, entity)).is_true();
|
||||
assert_that(&has_frozen_component(&world, entity)).is_true();
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn test_blinking_system_frozen_entity_timer_not_updated() {
|
||||
let mut world = create_blinking_test_world();
|
||||
let entity = spawn_frozen_blinking_entity(&mut world, 5);
|
||||
|
||||
// Run system with ticks
|
||||
run_blinking_system(&mut world, 10);
|
||||
|
||||
// Timer should not be updated for frozen entities
|
||||
let blinking = world.entity(entity).get::<Blinking>().unwrap();
|
||||
assert_that(&blinking.tick_timer).is_equal_to(0);
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn test_blinking_system_entity_without_renderable_ignored() {
|
||||
let mut world = create_blinking_test_world();
|
||||
|
||||
// Spawn entity with only Blinking component (no Renderable)
|
||||
let entity = world.spawn(Blinking::new(5)).id();
|
||||
|
||||
// Run system
|
||||
run_blinking_system(&mut world, 10);
|
||||
|
||||
// Entity should not be affected (not in query)
|
||||
assert_that(&is_entity_visible(&world, entity)).is_true();
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn test_blinking_system_entity_without_blinking_ignored() {
|
||||
let mut world = create_blinking_test_world();
|
||||
|
||||
// Spawn entity with only Renderable component (no Blinking)
|
||||
let entity = world
|
||||
.spawn(Renderable {
|
||||
sprite: common::mock_atlas_tile(1),
|
||||
layer: 0,
|
||||
})
|
||||
.id();
|
||||
|
||||
// Run system
|
||||
run_blinking_system(&mut world, 10);
|
||||
|
||||
// Entity should not be affected (not in query)
|
||||
assert_that(&is_entity_visible(&world, entity)).is_true();
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn test_blinking_system_large_interval() {
|
||||
let mut world = create_blinking_test_world();
|
||||
let entity = spawn_blinking_entity(&mut world, 1000);
|
||||
|
||||
// Run system with 500 ticks (less than interval)
|
||||
run_blinking_system(&mut world, 500);
|
||||
|
||||
// Entity should not be hidden yet
|
||||
assert_that(&is_entity_visible(&world, entity)).is_true();
|
||||
|
||||
// Check that timer was updated
|
||||
let blinking = world.entity(entity).get::<Blinking>().unwrap();
|
||||
assert_that(&blinking.tick_timer).is_equal_to(500);
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn test_blinking_system_very_small_interval() {
|
||||
let mut world = create_blinking_test_world();
|
||||
let entity = spawn_blinking_entity(&mut world, 1);
|
||||
|
||||
// Run system with 1 tick
|
||||
run_blinking_system(&mut world, 1);
|
||||
|
||||
// Entity should be hidden
|
||||
assert_that(&is_entity_hidden(&world, entity)).is_true();
|
||||
|
||||
// Run system with another 1 tick
|
||||
run_blinking_system(&mut world, 1);
|
||||
|
||||
// Entity should be unhidden
|
||||
assert_that(&is_entity_visible(&world, entity)).is_true();
|
||||
}
|
||||
|
||||
@@ -1,73 +1,8 @@
|
||||
use bevy_ecs::{entity::Entity, event::Events, system::RunSystemOnce, world::World};
|
||||
use bevy_ecs::system::RunSystemOnce;
|
||||
use pacman::systems::{check_collision, collision_system, Collider, EntityType, GhostState, Position};
|
||||
use speculoos::prelude::*;
|
||||
|
||||
use pacman::{
|
||||
error::GameError,
|
||||
events::GameEvent,
|
||||
map::builder::Map,
|
||||
systems::{
|
||||
check_collision, collision_system, Collider, EntityType, Ghost, GhostCollider, ItemCollider, NodeId, PacmanCollider,
|
||||
Position,
|
||||
},
|
||||
};
|
||||
|
||||
fn create_test_world() -> World {
|
||||
let mut world = World::new();
|
||||
|
||||
// Add required resources
|
||||
world.insert_resource(Events::<GameEvent>::default());
|
||||
world.insert_resource(Events::<GameError>::default());
|
||||
|
||||
// Add a minimal test map
|
||||
world.insert_resource(create_test_map());
|
||||
|
||||
world
|
||||
}
|
||||
|
||||
fn create_test_map() -> Map {
|
||||
use pacman::constants::RAW_BOARD;
|
||||
Map::new(RAW_BOARD).expect("Failed to create test map")
|
||||
}
|
||||
|
||||
fn spawn_test_pacman(world: &mut World) -> Entity {
|
||||
world
|
||||
.spawn((Position::Stopped { node: 0 }, Collider { size: 10.0 }, PacmanCollider))
|
||||
.id()
|
||||
}
|
||||
|
||||
fn spawn_test_item(world: &mut World) -> Entity {
|
||||
world
|
||||
.spawn((
|
||||
Position::Stopped { node: 0 },
|
||||
Collider { size: 8.0 },
|
||||
ItemCollider,
|
||||
EntityType::Pellet,
|
||||
))
|
||||
.id()
|
||||
}
|
||||
|
||||
fn spawn_test_ghost(world: &mut World) -> Entity {
|
||||
world
|
||||
.spawn((
|
||||
Position::Stopped { node: 0 },
|
||||
Collider { size: 12.0 },
|
||||
GhostCollider,
|
||||
Ghost::Blinky,
|
||||
EntityType::Ghost,
|
||||
))
|
||||
.id()
|
||||
}
|
||||
|
||||
fn spawn_test_ghost_at_node(world: &mut World, node: usize) -> Entity {
|
||||
world
|
||||
.spawn((
|
||||
Position::Stopped { node: node as NodeId },
|
||||
Collider { size: 12.0 },
|
||||
GhostCollider,
|
||||
Ghost::Blinky,
|
||||
EntityType::Ghost,
|
||||
))
|
||||
.id()
|
||||
}
|
||||
mod common;
|
||||
|
||||
#[test]
|
||||
fn test_collider_collision_detection() {
|
||||
@@ -75,13 +10,13 @@ fn test_collider_collision_detection() {
|
||||
let collider2 = Collider { size: 8.0 };
|
||||
|
||||
// Test collision detection
|
||||
assert!(collider1.collides_with(collider2.size, 5.0)); // Should collide (distance < 9.0)
|
||||
assert!(!collider1.collides_with(collider2.size, 15.0)); // Should not collide (distance > 9.0)
|
||||
assert_that(&collider1.collides_with(collider2.size, 5.0)).is_true(); // Should collide (distance < 9.0)
|
||||
assert_that(&collider1.collides_with(collider2.size, 15.0)).is_false(); // Should not collide (distance > 9.0)
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn test_check_collision_helper() {
|
||||
let map = create_test_map();
|
||||
let map = common::create_test_map();
|
||||
let pos1 = Position::Stopped { node: 0 };
|
||||
let pos2 = Position::Stopped { node: 0 }; // Same position
|
||||
let collider1 = Collider { size: 10.0 };
|
||||
@@ -89,33 +24,31 @@ fn test_check_collision_helper() {
|
||||
|
||||
// Test collision at same position
|
||||
let result = check_collision(&pos1, &collider1, &pos2, &collider2, &map);
|
||||
assert!(result.is_ok());
|
||||
assert!(result.unwrap()); // Should collide at same position
|
||||
assert_that(&result.is_ok()).is_true();
|
||||
assert_that(&result.unwrap()).is_true(); // Should collide at same position
|
||||
|
||||
// Test collision at different positions
|
||||
let pos3 = Position::Stopped { node: 1 }; // Different position
|
||||
let result = check_collision(&pos1, &collider1, &pos3, &collider2, &map);
|
||||
assert!(result.is_ok());
|
||||
assert_that(&result.is_ok()).is_true();
|
||||
// May or may not collide depending on actual node positions
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn test_collision_system_pacman_item() {
|
||||
let mut world = create_test_world();
|
||||
let _pacman = spawn_test_pacman(&mut world);
|
||||
let _item = spawn_test_item(&mut world);
|
||||
let (mut world, mut schedule) = common::create_test_world();
|
||||
let _pacman = common::spawn_test_pacman(&mut world, 0);
|
||||
let _item = common::spawn_test_item(&mut world, 0, EntityType::Pellet);
|
||||
|
||||
// Run collision system - should not panic
|
||||
world
|
||||
.run_system_once(collision_system)
|
||||
.expect("System should run successfully");
|
||||
schedule.run(&mut world);
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn test_collision_system_pacman_ghost() {
|
||||
let mut world = create_test_world();
|
||||
let _pacman = spawn_test_pacman(&mut world);
|
||||
let _ghost = spawn_test_ghost(&mut world);
|
||||
let (mut world, _) = common::create_test_world();
|
||||
let _pacman = common::spawn_test_pacman(&mut world, 0);
|
||||
let _ghost = common::spawn_test_ghost(&mut world, 0, GhostState::Normal);
|
||||
|
||||
// Run collision system - should not panic
|
||||
world
|
||||
@@ -125,22 +58,20 @@ fn test_collision_system_pacman_ghost() {
|
||||
|
||||
#[test]
|
||||
fn test_collision_system_no_collision() {
|
||||
let mut world = create_test_world();
|
||||
let _pacman = spawn_test_pacman(&mut world);
|
||||
let _ghost = spawn_test_ghost_at_node(&mut world, 1); // Different node
|
||||
let (mut world, mut schedule) = common::create_test_world();
|
||||
let _pacman = common::spawn_test_pacman(&mut world, 0);
|
||||
let _ghost = common::spawn_test_ghost(&mut world, 1, GhostState::Normal); // Different node
|
||||
|
||||
// Run collision system - should not panic
|
||||
world
|
||||
.run_system_once(collision_system)
|
||||
.expect("System should run successfully");
|
||||
schedule.run(&mut world);
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn test_collision_system_multiple_entities() {
|
||||
let mut world = create_test_world();
|
||||
let _pacman = spawn_test_pacman(&mut world);
|
||||
let _item = spawn_test_item(&mut world);
|
||||
let _ghost = spawn_test_ghost(&mut world);
|
||||
let (mut world, _) = common::create_test_world();
|
||||
let _pacman = common::spawn_test_pacman(&mut world, 0);
|
||||
let _item = common::spawn_test_item(&mut world, 0, EntityType::Pellet);
|
||||
let _ghost = common::spawn_test_ghost(&mut world, 0, GhostState::Normal);
|
||||
|
||||
// Run collision system - should not panic
|
||||
world
|
||||
|
||||
181
tests/common.rs
Normal file
181
tests/common.rs
Normal file
@@ -0,0 +1,181 @@
|
||||
#![allow(dead_code)]
|
||||
|
||||
use bevy_ecs::{entity::Entity, event::Events, schedule::Schedule, world::World};
|
||||
use glam::{U16Vec2, Vec2};
|
||||
use pacman::{
|
||||
asset::{get_asset_bytes, Asset},
|
||||
constants::RAW_BOARD,
|
||||
events::{CollisionTrigger, GameEvent},
|
||||
game::ATLAS_FRAMES,
|
||||
map::{
|
||||
builder::Map,
|
||||
direction::Direction,
|
||||
graph::{Graph, Node},
|
||||
},
|
||||
systems::{
|
||||
item_collision_observer, AudioEvent, AudioState, BufferedDirection, Collider, DebugState, DeltaTime, EntityType, Ghost,
|
||||
GhostCollider, GhostState, GlobalState, ItemCollider, MovementModifiers, PacmanCollider, PelletCount, PlayerControlled,
|
||||
Position, ScoreResource, Velocity,
|
||||
},
|
||||
texture::sprite::{AtlasMapper, AtlasTile, SpriteAtlas},
|
||||
};
|
||||
use sdl2::{
|
||||
image::LoadTexture,
|
||||
pixels::Color,
|
||||
render::{Canvas, TextureCreator},
|
||||
video::{Window, WindowContext},
|
||||
Sdl,
|
||||
};
|
||||
|
||||
pub fn setup_sdl() -> Result<(Canvas<Window>, TextureCreator<WindowContext>, Sdl), String> {
|
||||
let sdl_context = sdl2::init()?;
|
||||
let video_subsystem = sdl_context.video()?;
|
||||
let window = video_subsystem
|
||||
.window("test", 800, 600)
|
||||
.position_centered()
|
||||
.hidden()
|
||||
.build()
|
||||
.map_err(|e| e.to_string())?;
|
||||
let canvas = window.into_canvas().build().map_err(|e| e.to_string())?;
|
||||
let texture_creator = canvas.texture_creator();
|
||||
Ok((canvas, texture_creator, sdl_context))
|
||||
}
|
||||
|
||||
pub fn create_atlas(canvas: &mut sdl2::render::Canvas<sdl2::video::Window>) -> SpriteAtlas {
|
||||
let texture_creator = canvas.texture_creator();
|
||||
let atlas_bytes = get_asset_bytes(Asset::AtlasImage).unwrap();
|
||||
|
||||
let texture = texture_creator.load_texture_bytes(&atlas_bytes).unwrap();
|
||||
|
||||
let atlas_mapper = AtlasMapper {
|
||||
frames: ATLAS_FRAMES.into_iter().map(|(k, v)| (k.to_string(), *v)).collect(),
|
||||
};
|
||||
|
||||
SpriteAtlas::new(texture, atlas_mapper)
|
||||
}
|
||||
|
||||
/// Creates a simple test graph with 3 connected nodes for testing
|
||||
pub fn create_test_graph() -> Graph {
|
||||
let mut graph = Graph::new();
|
||||
|
||||
let node0 = graph.add_node(Node {
|
||||
position: Vec2::new(0.0, 0.0),
|
||||
});
|
||||
let node1 = graph.add_node(Node {
|
||||
position: Vec2::new(16.0, 0.0),
|
||||
});
|
||||
let node2 = graph.add_node(Node {
|
||||
position: Vec2::new(0.0, 16.0),
|
||||
});
|
||||
|
||||
graph.connect(node0, node1, false, None, Direction::Right).unwrap();
|
||||
graph.connect(node0, node2, false, None, Direction::Down).unwrap();
|
||||
|
||||
graph
|
||||
}
|
||||
|
||||
/// Creates a basic test world with required resources for ECS systems
|
||||
pub fn create_test_world() -> (World, Schedule) {
|
||||
let mut world = World::new();
|
||||
|
||||
// Add required resources
|
||||
world.insert_resource(Events::<GameEvent>::default());
|
||||
world.insert_resource(Events::<pacman::error::GameError>::default());
|
||||
world.insert_resource(Events::<AudioEvent>::default());
|
||||
world.insert_resource(ScoreResource(0));
|
||||
world.insert_resource(AudioState::default());
|
||||
world.insert_resource(GlobalState { exit: false });
|
||||
world.insert_resource(DebugState::default());
|
||||
world.insert_resource(PelletCount(0));
|
||||
world.insert_resource(DeltaTime {
|
||||
seconds: 1.0 / 60.0,
|
||||
ticks: 1,
|
||||
}); // 60 FPS
|
||||
world.insert_resource(create_test_map());
|
||||
|
||||
let schedule = Schedule::default();
|
||||
|
||||
world.add_observer(item_collision_observer);
|
||||
|
||||
(world, schedule)
|
||||
}
|
||||
|
||||
/// Creates a test map using the default RAW_BOARD
|
||||
pub fn create_test_map() -> Map {
|
||||
Map::new(RAW_BOARD).expect("Failed to create test map")
|
||||
}
|
||||
|
||||
/// Spawns a test Pac-Man entity at the specified node
|
||||
pub fn spawn_test_pacman(world: &mut World, node: usize) -> Entity {
|
||||
world
|
||||
.spawn((
|
||||
Position::Stopped { node: node as u16 },
|
||||
Collider { size: 10.0 },
|
||||
PacmanCollider,
|
||||
EntityType::Player,
|
||||
))
|
||||
.id()
|
||||
}
|
||||
|
||||
/// Spawns a controllable test player entity
|
||||
pub fn spawn_test_player(world: &mut World, node: usize) -> Entity {
|
||||
world
|
||||
.spawn((
|
||||
PlayerControlled,
|
||||
Position::Stopped { node: node as u16 },
|
||||
Velocity {
|
||||
speed: 1.0,
|
||||
direction: Direction::Right,
|
||||
},
|
||||
BufferedDirection::None,
|
||||
EntityType::Player,
|
||||
MovementModifiers::default(),
|
||||
))
|
||||
.id()
|
||||
}
|
||||
|
||||
/// Spawns a test item entity at the specified node
|
||||
pub fn spawn_test_item(world: &mut World, node: usize, item_type: EntityType) -> Entity {
|
||||
world
|
||||
.spawn((
|
||||
Position::Stopped { node: node as u16 },
|
||||
Collider { size: 8.0 },
|
||||
ItemCollider,
|
||||
item_type,
|
||||
))
|
||||
.id()
|
||||
}
|
||||
|
||||
/// Spawns a test ghost entity at the specified node
|
||||
pub fn spawn_test_ghost(world: &mut World, node: usize, ghost_state: GhostState) -> Entity {
|
||||
world
|
||||
.spawn((
|
||||
Position::Stopped { node: node as u16 },
|
||||
Collider { size: 12.0 },
|
||||
GhostCollider,
|
||||
Ghost::Blinky,
|
||||
EntityType::Ghost,
|
||||
ghost_state,
|
||||
))
|
||||
.id()
|
||||
}
|
||||
|
||||
/// Sends a game event to the world
|
||||
pub fn send_game_event(world: &mut World, event: GameEvent) {
|
||||
let mut events = world.resource_mut::<Events<GameEvent>>();
|
||||
events.send(event);
|
||||
}
|
||||
|
||||
/// Sends a collision event between two entities
|
||||
pub fn trigger_collision(world: &mut World, event: CollisionTrigger) {
|
||||
world.trigger(event);
|
||||
}
|
||||
|
||||
/// Creates a mock atlas tile for testing
|
||||
pub 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)),
|
||||
}
|
||||
}
|
||||
@@ -1,41 +0,0 @@
|
||||
#![allow(dead_code)]
|
||||
|
||||
use pacman::{
|
||||
asset::{get_asset_bytes, Asset},
|
||||
game::ATLAS_FRAMES,
|
||||
texture::sprite::{AtlasMapper, SpriteAtlas},
|
||||
};
|
||||
use sdl2::{
|
||||
image::LoadTexture,
|
||||
render::{Canvas, Texture, TextureCreator},
|
||||
video::{Window, WindowContext},
|
||||
Sdl,
|
||||
};
|
||||
|
||||
pub fn setup_sdl() -> Result<(Canvas<Window>, TextureCreator<WindowContext>, Sdl), String> {
|
||||
let sdl_context = sdl2::init()?;
|
||||
let video_subsystem = sdl_context.video()?;
|
||||
let window = video_subsystem
|
||||
.window("test", 800, 600)
|
||||
.position_centered()
|
||||
.hidden()
|
||||
.build()
|
||||
.map_err(|e| e.to_string())?;
|
||||
let canvas = window.into_canvas().build().map_err(|e| e.to_string())?;
|
||||
let texture_creator = canvas.texture_creator();
|
||||
Ok((canvas, texture_creator, sdl_context))
|
||||
}
|
||||
|
||||
pub fn create_atlas(canvas: &mut sdl2::render::Canvas<sdl2::video::Window>) -> SpriteAtlas {
|
||||
let texture_creator = canvas.texture_creator();
|
||||
let atlas_bytes = get_asset_bytes(Asset::AtlasImage).unwrap();
|
||||
|
||||
let texture = texture_creator.load_texture_bytes(&atlas_bytes).unwrap();
|
||||
let texture: Texture<'static> = unsafe { std::mem::transmute(texture) };
|
||||
|
||||
let atlas_mapper = AtlasMapper {
|
||||
frames: ATLAS_FRAMES.into_iter().map(|(k, v)| (k.to_string(), *v)).collect(),
|
||||
};
|
||||
|
||||
SpriteAtlas::new(texture, atlas_mapper)
|
||||
}
|
||||
@@ -1,35 +0,0 @@
|
||||
use pacman::constants::*;
|
||||
|
||||
#[test]
|
||||
fn test_raw_board_structure() {
|
||||
// Test board dimensions match expected size
|
||||
assert_eq!(RAW_BOARD.len(), BOARD_CELL_SIZE.y as usize);
|
||||
for row in RAW_BOARD.iter() {
|
||||
assert_eq!(row.len(), BOARD_CELL_SIZE.x as usize);
|
||||
}
|
||||
|
||||
// Test boundaries are properly walled
|
||||
assert!(RAW_BOARD[0].chars().all(|c| c == '#'));
|
||||
assert!(RAW_BOARD[RAW_BOARD.len() - 1].chars().all(|c| c == '#'));
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn test_raw_board_contains_required_elements() {
|
||||
// Test that essential game elements are present
|
||||
assert!(
|
||||
RAW_BOARD.iter().any(|row| row.contains('X')),
|
||||
"Board should contain Pac-Man start position"
|
||||
);
|
||||
assert!(
|
||||
RAW_BOARD.iter().any(|row| row.contains("==")),
|
||||
"Board should contain ghost house door"
|
||||
);
|
||||
assert!(
|
||||
RAW_BOARD.iter().any(|row| row.chars().any(|c| c == 'T')),
|
||||
"Board should contain tunnel entrances"
|
||||
);
|
||||
assert!(
|
||||
RAW_BOARD.iter().any(|row| row.chars().any(|c| c == 'o')),
|
||||
"Board should contain power pellets"
|
||||
);
|
||||
}
|
||||
@@ -1,5 +1,5 @@
|
||||
use glam::I8Vec2;
|
||||
use pacman::map::direction::*;
|
||||
use speculoos::prelude::*;
|
||||
|
||||
#[test]
|
||||
fn test_direction_opposite() {
|
||||
@@ -11,21 +11,47 @@ fn test_direction_opposite() {
|
||||
];
|
||||
|
||||
for (dir, expected) in test_cases {
|
||||
assert_eq!(dir.opposite(), expected);
|
||||
assert_that(&dir.opposite()).is_equal_to(expected);
|
||||
}
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn test_direction_as_ivec2() {
|
||||
let test_cases = [
|
||||
(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!(I8Vec2::from(dir), expected);
|
||||
fn test_direction_opposite_symmetry() {
|
||||
// Test that opposite() is symmetric: opposite(opposite(d)) == d
|
||||
for &dir in &Direction::DIRECTIONS {
|
||||
assert_that(&dir.opposite().opposite()).is_equal_to(dir);
|
||||
}
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn test_direction_opposite_exhaustive() {
|
||||
// Test that every direction has a unique opposite
|
||||
let mut opposites = std::collections::HashSet::new();
|
||||
for &dir in &Direction::DIRECTIONS {
|
||||
let opposite = dir.opposite();
|
||||
assert_that(&opposites.insert(opposite)).is_true();
|
||||
}
|
||||
assert_that(&opposites).has_length(4);
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn test_direction_as_usize_exhaustive() {
|
||||
// Test that as_usize() returns unique values for all directions
|
||||
let mut usizes = std::collections::HashSet::new();
|
||||
for &dir in &Direction::DIRECTIONS {
|
||||
let usize_val = dir.as_usize();
|
||||
assert_that(&usizes.insert(usize_val)).is_true();
|
||||
}
|
||||
assert_that(&usizes).has_length(4);
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn test_direction_as_ivec2_exhaustive() {
|
||||
// Test that as_ivec2() returns unique values for all directions
|
||||
let mut ivec2s = std::collections::HashSet::new();
|
||||
for &dir in &Direction::DIRECTIONS {
|
||||
let ivec2_val = dir.as_ivec2();
|
||||
assert_that(&ivec2s.insert(ivec2_val)).is_true();
|
||||
}
|
||||
assert_that(&ivec2s).has_length(4);
|
||||
}
|
||||
|
||||
134
tests/error.rs
134
tests/error.rs
@@ -1,134 +0,0 @@
|
||||
use pacman::error::{
|
||||
AssetError, EntityError, GameError, GameResult, IntoGameError, MapError, OptionExt, ParseError, ResultExt, TextureError,
|
||||
};
|
||||
use std::io;
|
||||
|
||||
#[test]
|
||||
fn test_game_error_from_asset_error() {
|
||||
let asset_error = AssetError::NotFound("test.png".to_string());
|
||||
let game_error: GameError = asset_error.into();
|
||||
assert!(matches!(game_error, GameError::Asset(_)));
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn test_game_error_from_parse_error() {
|
||||
let parse_error = ParseError::UnknownCharacter('Z');
|
||||
let game_error: GameError = parse_error.into();
|
||||
assert!(matches!(game_error, GameError::MapParse(_)));
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn test_game_error_from_map_error() {
|
||||
let map_error = MapError::NodeNotFound(42);
|
||||
let game_error: GameError = map_error.into();
|
||||
assert!(matches!(game_error, GameError::Map(_)));
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn test_game_error_from_texture_error() {
|
||||
let texture_error = TextureError::LoadFailed("Failed to load".to_string());
|
||||
let game_error: GameError = texture_error.into();
|
||||
assert!(matches!(game_error, GameError::Texture(_)));
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn test_game_error_from_entity_error() {
|
||||
let entity_error = EntityError::NodeNotFound(10);
|
||||
let game_error: GameError = entity_error.into();
|
||||
assert!(matches!(game_error, GameError::Entity(_)));
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn test_game_error_from_io_error() {
|
||||
let io_error = io::Error::new(io::ErrorKind::NotFound, "File not found");
|
||||
let game_error: GameError = io_error.into();
|
||||
assert!(matches!(game_error, GameError::Io(_)));
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn test_asset_error_from_io_error() {
|
||||
let io_error = io::Error::new(io::ErrorKind::PermissionDenied, "Permission denied");
|
||||
let asset_error: AssetError = io_error.into();
|
||||
assert!(matches!(asset_error, AssetError::Io(_)));
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn test_parse_error_display() {
|
||||
let error = ParseError::UnknownCharacter('!');
|
||||
assert_eq!(error.to_string(), "Unknown character in board: !");
|
||||
|
||||
let error = ParseError::InvalidHouseDoorCount(3);
|
||||
assert_eq!(error.to_string(), "House door must have exactly 2 positions, found 3");
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn test_entity_error_display() {
|
||||
let error = EntityError::NodeNotFound(42);
|
||||
assert_eq!(error.to_string(), "Node not found in graph: 42");
|
||||
|
||||
let error = EntityError::EdgeNotFound { from: 1, to: 2 };
|
||||
assert_eq!(error.to_string(), "Edge not found: from 1 to 2");
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn test_into_game_error_trait() {
|
||||
let result: Result<i32, io::Error> = Err(io::Error::new(io::ErrorKind::Other, "test error"));
|
||||
let game_result: GameResult<i32> = result.into_game_error();
|
||||
|
||||
assert!(game_result.is_err());
|
||||
if let Err(GameError::InvalidState(msg)) = game_result {
|
||||
assert!(msg.contains("test error"));
|
||||
} else {
|
||||
panic!("Expected InvalidState error");
|
||||
}
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn test_into_game_error_trait_success() {
|
||||
let result: Result<i32, io::Error> = Ok(42);
|
||||
let game_result: GameResult<i32> = result.into_game_error();
|
||||
|
||||
assert_eq!(game_result.unwrap(), 42);
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn test_option_ext_some() {
|
||||
let option: Option<i32> = Some(42);
|
||||
let result: GameResult<i32> = option.ok_or_game_error(|| GameError::InvalidState("Not found".to_string()));
|
||||
|
||||
assert_eq!(result.unwrap(), 42);
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn test_option_ext_none() {
|
||||
let option: Option<i32> = None;
|
||||
let result: GameResult<i32> = option.ok_or_game_error(|| GameError::InvalidState("Not found".to_string()));
|
||||
|
||||
assert!(result.is_err());
|
||||
if let Err(GameError::InvalidState(msg)) = result {
|
||||
assert_eq!(msg, "Not found");
|
||||
} else {
|
||||
panic!("Expected InvalidState error");
|
||||
}
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn test_result_ext_success() {
|
||||
let result: Result<i32, io::Error> = Ok(42);
|
||||
let game_result: GameResult<i32> = result.with_context(|_| GameError::InvalidState("Context".to_string()));
|
||||
|
||||
assert_eq!(game_result.unwrap(), 42);
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn test_result_ext_error() {
|
||||
let result: Result<i32, io::Error> = Err(io::Error::new(io::ErrorKind::Other, "original error"));
|
||||
let game_result: GameResult<i32> = result.with_context(|_| GameError::InvalidState("Context error".to_string()));
|
||||
|
||||
assert!(game_result.is_err());
|
||||
if let Err(GameError::InvalidState(msg)) = game_result {
|
||||
assert_eq!(msg, "Context error");
|
||||
} else {
|
||||
panic!("Expected InvalidState error");
|
||||
}
|
||||
}
|
||||
@@ -1,19 +0,0 @@
|
||||
use pacman::events::{GameCommand, GameEvent};
|
||||
use pacman::map::direction::Direction;
|
||||
|
||||
#[test]
|
||||
fn test_game_command_to_game_event_conversion_all_variants() {
|
||||
let commands = vec![
|
||||
GameCommand::Exit,
|
||||
GameCommand::MovePlayer(Direction::Up),
|
||||
GameCommand::ToggleDebug,
|
||||
GameCommand::MuteAudio,
|
||||
GameCommand::ResetLevel,
|
||||
GameCommand::TogglePause,
|
||||
];
|
||||
|
||||
for command in commands {
|
||||
let event: GameEvent = command.into();
|
||||
assert_eq!(event, GameEvent::Command(command));
|
||||
}
|
||||
}
|
||||
@@ -1,8 +1,7 @@
|
||||
use pacman::systems::profiling::format_timing_display;
|
||||
use speculoos::prelude::*;
|
||||
use std::time::Duration;
|
||||
|
||||
use pretty_assertions::assert_eq;
|
||||
|
||||
fn get_timing_data() -> Vec<(String, Duration, Duration)> {
|
||||
vec![
|
||||
("total".to_string(), Duration::from_micros(1234), Duration::from_micros(570)),
|
||||
@@ -53,45 +52,25 @@ fn test_complex_formatting_alignment() {
|
||||
});
|
||||
|
||||
// Assert that all positions were found
|
||||
assert_eq!(
|
||||
[
|
||||
assert_that(
|
||||
&[
|
||||
&colon_positions,
|
||||
&first_decimal_positions,
|
||||
&second_decimal_positions,
|
||||
&first_unit_positions,
|
||||
&second_unit_positions
|
||||
&second_unit_positions,
|
||||
]
|
||||
.iter()
|
||||
.all(|p| p.len() == 6),
|
||||
true
|
||||
);
|
||||
)
|
||||
.is_true();
|
||||
|
||||
// Assert that all positions are the same
|
||||
assert!(
|
||||
colon_positions.iter().all(|&p| p == colon_positions[0]),
|
||||
"colon positions are not the same {:?}",
|
||||
colon_positions
|
||||
);
|
||||
assert!(
|
||||
first_decimal_positions.iter().all(|&p| p == first_decimal_positions[0]),
|
||||
"first decimal positions are not the same {:?}",
|
||||
first_decimal_positions
|
||||
);
|
||||
assert!(
|
||||
second_decimal_positions.iter().all(|&p| p == second_decimal_positions[0]),
|
||||
"second decimal positions are not the same {:?}",
|
||||
second_decimal_positions
|
||||
);
|
||||
assert!(
|
||||
first_unit_positions.iter().all(|&p| p == first_unit_positions[0]),
|
||||
"first unit positions are not the same {:?}",
|
||||
first_unit_positions
|
||||
);
|
||||
assert!(
|
||||
second_unit_positions.iter().all(|&p| p == second_unit_positions[0]),
|
||||
"second unit positions are not the same {:?}",
|
||||
second_unit_positions
|
||||
);
|
||||
assert_that(&colon_positions.iter().all(|&p| p == colon_positions[0])).is_true();
|
||||
assert_that(&first_decimal_positions.iter().all(|&p| p == first_decimal_positions[0])).is_true();
|
||||
assert_that(&second_decimal_positions.iter().all(|&p| p == second_decimal_positions[0])).is_true();
|
||||
assert_that(&first_unit_positions.iter().all(|&p| p == first_unit_positions[0])).is_true();
|
||||
assert_that(&second_unit_positions.iter().all(|&p| p == second_unit_positions[0])).is_true();
|
||||
}
|
||||
|
||||
#[test]
|
||||
@@ -105,17 +84,17 @@ fn test_format_timing_display_basic() {
|
||||
let formatted = format_timing_display(timing_data);
|
||||
|
||||
// Should have 3 lines (one for each system)
|
||||
assert_eq!(formatted.len(), 3);
|
||||
assert_that(&formatted.len()).is_equal_to(3);
|
||||
|
||||
// Each line should contain the system name
|
||||
assert!(formatted.iter().any(|line| line.contains("render")));
|
||||
assert!(formatted.iter().any(|line| line.contains("input")));
|
||||
assert!(formatted.iter().any(|line| line.contains("physics")));
|
||||
assert_that(&formatted.iter().any(|line| line.contains("render"))).is_true();
|
||||
assert_that(&formatted.iter().any(|line| line.contains("input"))).is_true();
|
||||
assert_that(&formatted.iter().any(|line| line.contains("physics"))).is_true();
|
||||
|
||||
// Each line should contain timing information with proper units
|
||||
for line in formatted.iter() {
|
||||
assert!(line.contains(":"), "Line should contain colon separator: {}", line);
|
||||
assert!(line.contains("±"), "Line should contain ± symbol: {}", line);
|
||||
assert_that(&line.contains(":")).is_true();
|
||||
assert_that(&line.contains("±")).is_true();
|
||||
}
|
||||
}
|
||||
|
||||
@@ -132,10 +111,10 @@ fn test_format_timing_display_units() {
|
||||
|
||||
// Check that appropriate units are used
|
||||
let all_lines = formatted.join(" ");
|
||||
assert!(all_lines.contains("s"), "Should contain seconds unit");
|
||||
assert!(all_lines.contains("ms"), "Should contain milliseconds unit");
|
||||
assert!(all_lines.contains("µs"), "Should contain microseconds unit");
|
||||
assert!(all_lines.contains("ns"), "Should contain nanoseconds unit");
|
||||
assert_that(&all_lines.contains("s")).is_true();
|
||||
assert_that(&all_lines.contains("ms")).is_true();
|
||||
assert_that(&all_lines.contains("µs")).is_true();
|
||||
assert_that(&all_lines.contains("ns")).is_true();
|
||||
}
|
||||
|
||||
#[test]
|
||||
@@ -157,9 +136,6 @@ fn test_format_timing_display_alignment() {
|
||||
// All colons should be at the same position (aligned)
|
||||
if colon_positions.len() > 1 {
|
||||
let first_pos = colon_positions[0];
|
||||
assert!(
|
||||
colon_positions.iter().all(|&pos| pos == first_pos),
|
||||
"Colons should be aligned at the same position"
|
||||
);
|
||||
assert_that(&colon_positions.iter().all(|&pos| pos == first_pos)).is_true();
|
||||
}
|
||||
}
|
||||
|
||||
79
tests/game.rs
Normal file
79
tests/game.rs
Normal file
@@ -0,0 +1,79 @@
|
||||
use pacman::error::{GameError, GameResult};
|
||||
use pacman::game::Game;
|
||||
use speculoos::prelude::*;
|
||||
|
||||
mod common;
|
||||
|
||||
use common::setup_sdl;
|
||||
|
||||
#[test]
|
||||
fn test_game_30_seconds_60fps() -> GameResult<()> {
|
||||
let (canvas, texture_creator, _sdl_context) = setup_sdl().map_err(GameError::Sdl)?;
|
||||
let ttf_context = sdl2::ttf::init().map_err(GameError::Sdl)?;
|
||||
let event_pump = _sdl_context
|
||||
.event_pump()
|
||||
.map_err(|e| pacman::error::GameError::Sdl(e.to_string()))?;
|
||||
|
||||
let mut game = Game::new(canvas, ttf_context, texture_creator, event_pump)?;
|
||||
|
||||
// Run for 30 seconds at 60 FPS = 1800 frames
|
||||
let frame_time = 1.0 / 60.0;
|
||||
let total_frames = 1800;
|
||||
let mut frame_count = 0;
|
||||
|
||||
for _ in 0..total_frames {
|
||||
let should_exit = game.tick(frame_time);
|
||||
|
||||
if should_exit {
|
||||
break;
|
||||
}
|
||||
|
||||
frame_count += 1;
|
||||
}
|
||||
|
||||
assert_eq!(
|
||||
frame_count, total_frames,
|
||||
"Should have processed exactly {} frames",
|
||||
total_frames
|
||||
);
|
||||
Ok(())
|
||||
}
|
||||
|
||||
/// Test that runs the game for 30 seconds with variable frame timing
|
||||
#[test]
|
||||
fn test_game_30_seconds_variable_timing() -> GameResult<()> {
|
||||
let (canvas, texture_creator, _sdl_context) = setup_sdl().map_err(GameError::Sdl)?;
|
||||
let ttf_context = sdl2::ttf::init().map_err(|e| GameError::Sdl(e.to_string()))?;
|
||||
let event_pump = _sdl_context
|
||||
.event_pump()
|
||||
.map_err(|e| pacman::error::GameError::Sdl(e.to_string()))?;
|
||||
|
||||
let mut game = Game::new(canvas, ttf_context, texture_creator, event_pump)?;
|
||||
|
||||
// Simulate 30 seconds with variable frame timing
|
||||
let mut total_time = 0.0;
|
||||
let target_time = 30.0;
|
||||
let mut frame_count = 0;
|
||||
|
||||
while total_time < target_time {
|
||||
// Alternate between different frame rates to simulate real gameplay
|
||||
let frame_time = match frame_count % 4 {
|
||||
0 => 1.0 / 60.0, // 60 FPS
|
||||
1 => 1.0 / 30.0, // 30 FPS (lag spike)
|
||||
2 => 1.0 / 120.0, // 120 FPS (very fast)
|
||||
_ => 1.0 / 60.0, // 60 FPS
|
||||
};
|
||||
|
||||
let should_exit = game.tick(frame_time);
|
||||
|
||||
if should_exit {
|
||||
break;
|
||||
}
|
||||
|
||||
total_time += frame_time;
|
||||
frame_count += 1;
|
||||
}
|
||||
|
||||
assert_that(&total_time).is_greater_than_or_equal_to(target_time);
|
||||
Ok(())
|
||||
}
|
||||
@@ -1,23 +1,8 @@
|
||||
use pacman::map::direction::Direction;
|
||||
use pacman::map::graph::{Graph, Node, TraversalFlags};
|
||||
use speculoos::prelude::*;
|
||||
|
||||
fn create_test_graph() -> Graph {
|
||||
let mut graph = Graph::new();
|
||||
let node1 = graph.add_node(Node {
|
||||
position: glam::Vec2::new(0.0, 0.0),
|
||||
});
|
||||
let node2 = graph.add_node(Node {
|
||||
position: glam::Vec2::new(16.0, 0.0),
|
||||
});
|
||||
let node3 = graph.add_node(Node {
|
||||
position: glam::Vec2::new(0.0, 16.0),
|
||||
});
|
||||
|
||||
graph.connect(node1, node2, false, None, Direction::Right).unwrap();
|
||||
graph.connect(node1, node3, false, None, Direction::Down).unwrap();
|
||||
|
||||
graph
|
||||
}
|
||||
mod common;
|
||||
|
||||
#[test]
|
||||
fn test_graph_basic_operations() {
|
||||
@@ -29,10 +14,10 @@ fn test_graph_basic_operations() {
|
||||
position: glam::Vec2::new(16.0, 0.0),
|
||||
});
|
||||
|
||||
assert_eq!(graph.nodes().count(), 2);
|
||||
assert!(graph.get_node(node1).is_some());
|
||||
assert!(graph.get_node(node2).is_some());
|
||||
assert!(graph.get_node(999).is_none());
|
||||
assert_that(&graph.nodes().count()).is_equal_to(2);
|
||||
assert_that(&graph.get_node(node1).is_some()).is_true();
|
||||
assert_that(&graph.get_node(node2).is_some()).is_true();
|
||||
assert_that(&graph.get_node(999).is_none()).is_true();
|
||||
}
|
||||
|
||||
#[test]
|
||||
@@ -45,15 +30,15 @@ fn test_graph_connect() {
|
||||
position: glam::Vec2::new(16.0, 0.0),
|
||||
});
|
||||
|
||||
assert!(graph.connect(node1, node2, false, None, Direction::Right).is_ok());
|
||||
assert_that(&graph.connect(node1, node2, false, None, Direction::Right).is_ok()).is_true();
|
||||
|
||||
let edge1 = graph.find_edge_in_direction(node1, Direction::Right);
|
||||
let edge2 = graph.find_edge_in_direction(node2, Direction::Left);
|
||||
|
||||
assert!(edge1.is_some());
|
||||
assert!(edge2.is_some());
|
||||
assert_eq!(edge1.unwrap().target, node2);
|
||||
assert_eq!(edge2.unwrap().target, node1);
|
||||
assert_that(&edge1.is_some()).is_true();
|
||||
assert_that(&edge2.is_some()).is_true();
|
||||
assert_that(&edge1.unwrap().target).is_equal_to(node2);
|
||||
assert_that(&edge2.unwrap().target).is_equal_to(node1);
|
||||
}
|
||||
|
||||
#[test]
|
||||
@@ -63,8 +48,8 @@ fn test_graph_connect_errors() {
|
||||
position: glam::Vec2::new(0.0, 0.0),
|
||||
});
|
||||
|
||||
assert!(graph.connect(node1, 999, false, None, Direction::Right).is_err());
|
||||
assert!(graph.connect(999, node1, false, None, Direction::Right).is_err());
|
||||
assert_that(&graph.connect(node1, 999, false, None, Direction::Right).is_err()).is_true();
|
||||
assert_that(&graph.connect(999, node1, false, None, Direction::Right).is_err()).is_true();
|
||||
}
|
||||
|
||||
#[test]
|
||||
@@ -82,7 +67,7 @@ fn test_graph_edge_permissions() {
|
||||
.unwrap();
|
||||
|
||||
let edge = graph.find_edge_in_direction(node1, Direction::Right).unwrap();
|
||||
assert_eq!(edge.traversal_flags, TraversalFlags::GHOST);
|
||||
assert_that(&edge.traversal_flags).is_equal_to(TraversalFlags::GHOST);
|
||||
}
|
||||
|
||||
#[test]
|
||||
@@ -102,10 +87,10 @@ fn should_add_connected_node() {
|
||||
)
|
||||
.unwrap();
|
||||
|
||||
assert_eq!(graph.nodes().count(), 2);
|
||||
assert_that(&graph.nodes().count()).is_equal_to(2);
|
||||
let edge = graph.find_edge(node1, node2);
|
||||
assert!(edge.is_some());
|
||||
assert_eq!(edge.unwrap().direction, Direction::Right);
|
||||
assert_that(&edge.is_some()).is_true();
|
||||
assert_that(&edge.unwrap().direction).is_equal_to(Direction::Right);
|
||||
}
|
||||
|
||||
#[test]
|
||||
@@ -119,33 +104,33 @@ fn should_error_on_negative_edge_distance() {
|
||||
});
|
||||
|
||||
let result = graph.add_edge(node1, node2, false, Some(-1.0), Direction::Right, TraversalFlags::ALL);
|
||||
assert!(result.is_err());
|
||||
assert_that(&result.is_err()).is_true();
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn should_error_on_duplicate_edge_without_replace() {
|
||||
let mut graph = create_test_graph();
|
||||
let mut graph = common::create_test_graph();
|
||||
let result = graph.add_edge(0, 1, false, None, Direction::Right, TraversalFlags::ALL);
|
||||
assert!(result.is_err());
|
||||
assert_that(&result.is_err()).is_true();
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn should_allow_replacing_an_edge() {
|
||||
let mut graph = create_test_graph();
|
||||
let mut graph = common::create_test_graph();
|
||||
let result = graph.add_edge(0, 1, true, Some(42.0), Direction::Right, TraversalFlags::ALL);
|
||||
assert!(result.is_ok());
|
||||
assert_that(&result.is_ok()).is_true();
|
||||
|
||||
let edge = graph.find_edge(0, 1).unwrap();
|
||||
assert_eq!(edge.distance, 42.0);
|
||||
assert_that(&edge.distance).is_equal_to(42.0);
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn should_find_edge_between_nodes() {
|
||||
let graph = create_test_graph();
|
||||
let graph = common::create_test_graph();
|
||||
let edge = graph.find_edge(0, 1);
|
||||
assert!(edge.is_some());
|
||||
assert_eq!(edge.unwrap().target, 1);
|
||||
assert_that(&edge.is_some()).is_true();
|
||||
assert_that(&edge.unwrap().target).is_equal_to(1);
|
||||
|
||||
let non_existent_edge = graph.find_edge(0, 99);
|
||||
assert!(non_existent_edge.is_none());
|
||||
assert_that(&non_existent_edge.is_none()).is_true();
|
||||
}
|
||||
|
||||
26
tests/hud.rs
26
tests/hud.rs
@@ -1,26 +0,0 @@
|
||||
use bevy_ecs::{event::Events, world::World};
|
||||
|
||||
use pacman::{error::GameError, systems::components::ScoreResource};
|
||||
|
||||
fn create_test_world() -> World {
|
||||
let mut world = World::new();
|
||||
|
||||
// Add required resources
|
||||
world.insert_resource(Events::<GameError>::default());
|
||||
world.insert_resource(ScoreResource(1230)); // Test score
|
||||
|
||||
world
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn test_hud_render_system_runs_without_error() {
|
||||
let world = create_test_world();
|
||||
|
||||
// The HUD render system requires SDL2 resources that aren't available in tests,
|
||||
// but we can at least verify it doesn't panic when called
|
||||
// In a real test environment, we'd need to mock the SDL2 canvas and atlas
|
||||
|
||||
// For now, just verify the score resource is accessible
|
||||
let score = world.resource::<ScoreResource>();
|
||||
assert_eq!(score.0, 1230);
|
||||
}
|
||||
333
tests/input.rs
333
tests/input.rs
@@ -1,38 +1,321 @@
|
||||
use glam::Vec2;
|
||||
use pacman::events::{GameCommand, GameEvent};
|
||||
use pacman::map::direction::Direction;
|
||||
use pacman::systems::input::{process_simple_key_events, Bindings, SimpleKeyEvent};
|
||||
use pacman::systems::input::{
|
||||
calculate_direction_from_delta, process_simple_key_events, update_touch_reference_position, Bindings, CursorPosition,
|
||||
SimpleKeyEvent, TouchData, TouchState, TOUCH_DIRECTION_THRESHOLD, TOUCH_EASING_DISTANCE_THRESHOLD,
|
||||
};
|
||||
use sdl2::keyboard::Keycode;
|
||||
use speculoos::prelude::*;
|
||||
|
||||
#[test]
|
||||
fn resumes_previous_direction_when_secondary_key_released() {
|
||||
let mut bindings = Bindings::default();
|
||||
// Test modules for better organization
|
||||
mod keyboard_tests {
|
||||
use super::*;
|
||||
|
||||
// Frame 1: Press W (Up) => emits Move Up
|
||||
let events = process_simple_key_events(&mut bindings, &[SimpleKeyEvent::KeyDown(Keycode::W)]);
|
||||
assert!(events.contains(&GameEvent::Command(GameCommand::MovePlayer(Direction::Up))));
|
||||
#[test]
|
||||
fn key_down_emits_bound_command() {
|
||||
let mut bindings = Bindings::default();
|
||||
let events = process_simple_key_events(&mut bindings, &[SimpleKeyEvent::KeyDown(Keycode::W)]);
|
||||
assert_that(&events).contains(GameEvent::Command(GameCommand::MovePlayer(Direction::Up)));
|
||||
}
|
||||
|
||||
// Frame 2: Press D (Right) => emits Move Right
|
||||
let events = process_simple_key_events(&mut bindings, &[SimpleKeyEvent::KeyDown(Keycode::D)]);
|
||||
assert!(events.contains(&GameEvent::Command(GameCommand::MovePlayer(Direction::Right))));
|
||||
#[test]
|
||||
fn key_down_emits_non_movement_commands() {
|
||||
let mut bindings = Bindings::default();
|
||||
let events = process_simple_key_events(&mut bindings, &[SimpleKeyEvent::KeyDown(Keycode::P)]);
|
||||
assert_that(&events).contains(GameEvent::Command(GameCommand::TogglePause));
|
||||
}
|
||||
|
||||
// Frame 3: Release D, no new key this frame => should continue previous key W (Up)
|
||||
let events = process_simple_key_events(&mut bindings, &[SimpleKeyEvent::KeyUp(Keycode::D)]);
|
||||
assert!(events.contains(&GameEvent::Command(GameCommand::MovePlayer(Direction::Up))));
|
||||
#[test]
|
||||
fn unbound_key_emits_nothing() {
|
||||
let mut bindings = Bindings::default();
|
||||
let events = process_simple_key_events(&mut bindings, &[SimpleKeyEvent::KeyDown(Keycode::Z)]);
|
||||
assert_that(&events).is_empty();
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn movement_key_held_continues_across_frames() {
|
||||
let mut bindings = Bindings::default();
|
||||
process_simple_key_events(&mut bindings, &[SimpleKeyEvent::KeyDown(Keycode::Left)]);
|
||||
let events = process_simple_key_events(&mut bindings, &[]);
|
||||
assert_that(&events).contains(GameEvent::Command(GameCommand::MovePlayer(Direction::Left)));
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn releasing_movement_key_stops_continuation() {
|
||||
let mut bindings = Bindings::default();
|
||||
process_simple_key_events(&mut bindings, &[SimpleKeyEvent::KeyDown(Keycode::Up)]);
|
||||
let events = process_simple_key_events(&mut bindings, &[SimpleKeyEvent::KeyUp(Keycode::Up)]);
|
||||
assert_that(&events).is_empty();
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn multiple_movement_keys_resumes_previous_when_current_released() {
|
||||
let mut bindings = Bindings::default();
|
||||
process_simple_key_events(&mut bindings, &[SimpleKeyEvent::KeyDown(Keycode::W)]);
|
||||
process_simple_key_events(&mut bindings, &[SimpleKeyEvent::KeyDown(Keycode::D)]);
|
||||
let events = process_simple_key_events(&mut bindings, &[SimpleKeyEvent::KeyUp(Keycode::D)]);
|
||||
assert_that(&events).contains(GameEvent::Command(GameCommand::MovePlayer(Direction::Up)));
|
||||
}
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn holds_last_pressed_key_across_frames_when_no_new_input() {
|
||||
let mut bindings = Bindings::default();
|
||||
mod direction_calculation_tests {
|
||||
use super::*;
|
||||
|
||||
// Frame 1: Press Left
|
||||
let events = process_simple_key_events(&mut bindings, &[SimpleKeyEvent::KeyDown(Keycode::Left)]);
|
||||
assert!(events.contains(&GameEvent::Command(GameCommand::MovePlayer(Direction::Left))));
|
||||
#[test]
|
||||
fn prioritizes_horizontal_movement() {
|
||||
let test_cases = vec![
|
||||
(Vec2::new(6.0, 5.0), Direction::Right),
|
||||
(Vec2::new(-6.0, 5.0), Direction::Left),
|
||||
];
|
||||
|
||||
// Frame 2: No input => continues Left
|
||||
let events = process_simple_key_events(&mut bindings, &[]);
|
||||
assert!(events.contains(&GameEvent::Command(GameCommand::MovePlayer(Direction::Left))));
|
||||
for (delta, expected) in test_cases {
|
||||
assert_that(&calculate_direction_from_delta(delta)).is_equal_to(expected);
|
||||
}
|
||||
}
|
||||
|
||||
// Frame 3: Release Left, no input remains => nothing emitted
|
||||
let events = process_simple_key_events(&mut bindings, &[SimpleKeyEvent::KeyUp(Keycode::Left)]);
|
||||
assert!(events.is_empty());
|
||||
#[test]
|
||||
fn uses_vertical_when_dominant() {
|
||||
let test_cases = vec![
|
||||
(Vec2::new(3.0, 10.0), Direction::Down),
|
||||
(Vec2::new(3.0, -10.0), Direction::Up),
|
||||
];
|
||||
|
||||
for (delta, expected) in test_cases {
|
||||
assert_that(&calculate_direction_from_delta(delta)).is_equal_to(expected);
|
||||
}
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn handles_zero_delta() {
|
||||
let delta = Vec2::ZERO;
|
||||
// Should default to Up when both components are zero
|
||||
assert_that(&calculate_direction_from_delta(delta)).is_equal_to(Direction::Up);
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn handles_equal_magnitudes() {
|
||||
// When x and y have equal absolute values, should prioritize vertical
|
||||
let delta = Vec2::new(5.0, 5.0);
|
||||
assert_that(&calculate_direction_from_delta(delta)).is_equal_to(Direction::Down);
|
||||
|
||||
let delta = Vec2::new(-5.0, 5.0);
|
||||
assert_that(&calculate_direction_from_delta(delta)).is_equal_to(Direction::Down);
|
||||
}
|
||||
}
|
||||
|
||||
mod touch_easing_tests {
|
||||
use super::*;
|
||||
|
||||
#[test]
|
||||
fn easing_within_threshold_does_nothing() {
|
||||
let mut touch_data = TouchData::new(0, Vec2::new(100.0, 100.0));
|
||||
touch_data.current_pos = Vec2::new(100.0 + TOUCH_EASING_DISTANCE_THRESHOLD - 0.1, 100.0);
|
||||
|
||||
let (_delta, distance) = update_touch_reference_position(&mut touch_data, 0.016);
|
||||
|
||||
assert_that(&distance).is_less_than(TOUCH_EASING_DISTANCE_THRESHOLD);
|
||||
assert_that(&touch_data.start_pos).is_equal_to(Vec2::new(100.0, 100.0));
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn easing_beyond_threshold_moves_towards_target() {
|
||||
let mut touch_data = TouchData::new(0, Vec2::new(100.0, 100.0));
|
||||
touch_data.current_pos = Vec2::new(150.0, 100.0);
|
||||
|
||||
let original_start_pos = touch_data.start_pos;
|
||||
let (_delta, distance) = update_touch_reference_position(&mut touch_data, 0.016);
|
||||
|
||||
assert_that(&distance).is_greater_than(TOUCH_EASING_DISTANCE_THRESHOLD);
|
||||
assert_that(&touch_data.start_pos.x).is_greater_than(original_start_pos.x);
|
||||
assert_that(&touch_data.start_pos.x).is_less_than(touch_data.current_pos.x);
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn easing_overshoot_sets_to_target() {
|
||||
let mut touch_data = TouchData::new(0, Vec2::new(100.0, 100.0));
|
||||
touch_data.current_pos = Vec2::new(101.0, 100.0);
|
||||
|
||||
let (_delta, _distance) = update_touch_reference_position(&mut touch_data, 10.0);
|
||||
|
||||
assert_that(&touch_data.start_pos).is_equal_to(touch_data.current_pos);
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn easing_returns_correct_delta() {
|
||||
let mut touch_data = TouchData::new(0, Vec2::new(100.0, 100.0));
|
||||
touch_data.current_pos = Vec2::new(120.0, 110.0);
|
||||
|
||||
let (delta, distance) = update_touch_reference_position(&mut touch_data, 0.016);
|
||||
|
||||
let expected_delta = Vec2::new(20.0, 10.0);
|
||||
let expected_distance = expected_delta.length();
|
||||
|
||||
assert_that(&delta).is_equal_to(expected_delta);
|
||||
assert_that(&distance).is_equal_to(expected_distance);
|
||||
}
|
||||
}
|
||||
|
||||
// Integration tests for the full input system
|
||||
mod integration_tests {
|
||||
use super::*;
|
||||
|
||||
fn mouse_motion_event(x: i32, y: i32) -> sdl2::event::Event {
|
||||
sdl2::event::Event::MouseMotion {
|
||||
x,
|
||||
y,
|
||||
xrel: 0,
|
||||
yrel: 0,
|
||||
mousestate: sdl2::mouse::MouseState::from_sdl_state(0),
|
||||
which: 0,
|
||||
window_id: 0,
|
||||
timestamp: 0,
|
||||
}
|
||||
}
|
||||
|
||||
fn mouse_button_down_event(x: i32, y: i32) -> sdl2::event::Event {
|
||||
sdl2::event::Event::MouseButtonDown {
|
||||
x,
|
||||
y,
|
||||
mouse_btn: sdl2::mouse::MouseButton::Left,
|
||||
clicks: 1,
|
||||
which: 0,
|
||||
window_id: 0,
|
||||
timestamp: 0,
|
||||
}
|
||||
}
|
||||
|
||||
fn mouse_button_up_event(x: i32, y: i32) -> sdl2::event::Event {
|
||||
sdl2::event::Event::MouseButtonUp {
|
||||
x,
|
||||
y,
|
||||
mouse_btn: sdl2::mouse::MouseButton::Left,
|
||||
clicks: 1,
|
||||
which: 0,
|
||||
window_id: 0,
|
||||
timestamp: 0,
|
||||
}
|
||||
}
|
||||
|
||||
// Simplified helper for testing SDL integration
|
||||
fn run_input_system_with_events(events: Vec<sdl2::event::Event>, delta_time: f32) -> (CursorPosition, TouchState) {
|
||||
use bevy_ecs::{event::Events, system::RunSystemOnce, world::World};
|
||||
use pacman::systems::components::DeltaTime;
|
||||
use pacman::systems::input::input_system;
|
||||
|
||||
let sdl_context = sdl2::init().expect("Failed to initialize SDL");
|
||||
let event_subsystem = sdl_context.event().expect("Failed to get event subsystem");
|
||||
let event_pump = sdl_context.event_pump().expect("Failed to create event pump");
|
||||
|
||||
let mut world = World::new();
|
||||
world.insert_resource(Events::<GameEvent>::default());
|
||||
world.insert_resource(DeltaTime {
|
||||
seconds: delta_time,
|
||||
ticks: 1,
|
||||
});
|
||||
world.insert_resource(Bindings::default());
|
||||
world.insert_resource(CursorPosition::None);
|
||||
world.insert_resource(TouchState::default());
|
||||
world.insert_non_send_resource(event_pump);
|
||||
|
||||
// Inject events into SDL's event queue
|
||||
for event in events {
|
||||
event_subsystem.push_event(event).expect("Failed to push event");
|
||||
}
|
||||
|
||||
// Run the real input system
|
||||
world
|
||||
.run_system_once(input_system)
|
||||
.expect("Input system should run successfully");
|
||||
|
||||
let cursor = *world.resource::<CursorPosition>();
|
||||
let touch_state = world.resource::<TouchState>().clone();
|
||||
|
||||
(cursor, touch_state)
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn mouse_motion_updates_cursor_position() {
|
||||
let events = vec![mouse_motion_event(100, 200)];
|
||||
let (cursor, _touch_state) = run_input_system_with_events(events, 0.016);
|
||||
|
||||
match cursor {
|
||||
CursorPosition::Some {
|
||||
position,
|
||||
remaining_time,
|
||||
} => {
|
||||
assert_that(&position).is_equal_to(Vec2::new(100.0, 200.0));
|
||||
assert_that(&remaining_time).is_equal_to(0.20);
|
||||
}
|
||||
CursorPosition::None => panic!("Expected cursor position to be set"),
|
||||
}
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn mouse_button_down_starts_touch() {
|
||||
let events = vec![mouse_button_down_event(150, 250)];
|
||||
let (_cursor, touch_state) = run_input_system_with_events(events, 0.016);
|
||||
|
||||
assert_that(&touch_state.active_touch).is_some();
|
||||
if let Some(touch_data) = &touch_state.active_touch {
|
||||
assert_that(&touch_data.finger_id).is_equal_to(0);
|
||||
assert_that(&touch_data.start_pos).is_equal_to(Vec2::new(150.0, 250.0));
|
||||
}
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn mouse_button_up_ends_touch() {
|
||||
let events = vec![mouse_button_down_event(150, 250), mouse_button_up_event(150, 250)];
|
||||
let (_cursor, touch_state) = run_input_system_with_events(events, 0.016);
|
||||
|
||||
assert_that(&touch_state.active_touch).is_none();
|
||||
}
|
||||
}
|
||||
|
||||
// Touch direction tests
|
||||
mod touch_direction_tests {
|
||||
use super::*;
|
||||
|
||||
#[test]
|
||||
fn movement_above_threshold_emits_direction() {
|
||||
let mut touch_data = TouchData::new(1, Vec2::new(100.0, 100.0));
|
||||
touch_data.current_pos = Vec2::new(100.0 + TOUCH_DIRECTION_THRESHOLD + 5.0, 100.0);
|
||||
|
||||
let (delta, distance) = update_touch_reference_position(&mut touch_data, 0.016);
|
||||
|
||||
assert_that(&distance).is_greater_than_or_equal_to(TOUCH_DIRECTION_THRESHOLD);
|
||||
let direction = calculate_direction_from_delta(delta);
|
||||
assert_that(&direction).is_equal_to(Direction::Right);
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn movement_below_threshold_no_direction() {
|
||||
let mut touch_data = TouchData::new(1, Vec2::new(100.0, 100.0));
|
||||
touch_data.current_pos = Vec2::new(100.0 + TOUCH_DIRECTION_THRESHOLD - 1.0, 100.0);
|
||||
|
||||
let (_delta, distance) = update_touch_reference_position(&mut touch_data, 0.016);
|
||||
|
||||
assert_that(&distance).is_less_than(TOUCH_DIRECTION_THRESHOLD);
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn all_directions_work_correctly() {
|
||||
let test_cases = vec![
|
||||
(Vec2::new(TOUCH_DIRECTION_THRESHOLD + 5.0, 0.0), Direction::Right),
|
||||
(Vec2::new(-TOUCH_DIRECTION_THRESHOLD - 5.0, 0.0), Direction::Left),
|
||||
(Vec2::new(0.0, TOUCH_DIRECTION_THRESHOLD + 5.0), Direction::Down),
|
||||
(Vec2::new(0.0, -TOUCH_DIRECTION_THRESHOLD - 5.0), Direction::Up),
|
||||
];
|
||||
|
||||
for (offset, expected_direction) in test_cases {
|
||||
let mut touch_data = TouchData::new(1, Vec2::new(100.0, 100.0));
|
||||
touch_data.current_pos = Vec2::new(100.0, 100.0) + offset;
|
||||
|
||||
let (delta, distance) = update_touch_reference_position(&mut touch_data, 0.016);
|
||||
|
||||
assert_that(&distance).is_greater_than_or_equal_to(TOUCH_DIRECTION_THRESHOLD);
|
||||
let direction = calculate_direction_from_delta(delta);
|
||||
assert_that(&direction).is_equal_to(expected_direction);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
214
tests/item.rs
214
tests/item.rs
@@ -1,112 +1,45 @@
|
||||
use bevy_ecs::{entity::Entity, event::Events, system::RunSystemOnce, world::World};
|
||||
|
||||
use bevy_ecs::entity::Entity;
|
||||
use pacman::{
|
||||
events::GameEvent,
|
||||
map::builder::Map,
|
||||
systems::{
|
||||
is_valid_item_collision, item_system, AudioEvent, AudioState, EntityType, Ghost, GhostCollider, GhostState, ItemCollider,
|
||||
PacmanCollider, Position, ScoreResource,
|
||||
},
|
||||
events::CollisionTrigger,
|
||||
systems::{EntityType, GhostState, Position, ScoreResource},
|
||||
};
|
||||
use speculoos::prelude::*;
|
||||
|
||||
mod common;
|
||||
|
||||
#[test]
|
||||
fn test_calculate_score_for_item() {
|
||||
assert!(EntityType::Pellet.score_value() < EntityType::PowerPellet.score_value());
|
||||
assert!(EntityType::Pellet.score_value().is_some());
|
||||
assert!(EntityType::PowerPellet.score_value().is_some());
|
||||
assert!(EntityType::Player.score_value().is_none());
|
||||
assert!(EntityType::Ghost.score_value().is_none());
|
||||
assert_that(&(EntityType::Pellet.score_value() < EntityType::PowerPellet.score_value())).is_true();
|
||||
assert_that(&EntityType::Pellet.score_value().is_some()).is_true();
|
||||
assert_that(&EntityType::PowerPellet.score_value().is_some()).is_true();
|
||||
assert_that(&EntityType::Player.score_value().is_none()).is_true();
|
||||
assert_that(&EntityType::Ghost.score_value().is_none()).is_true();
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn test_is_collectible_item() {
|
||||
// Collectible
|
||||
assert!(EntityType::Pellet.is_collectible());
|
||||
assert!(EntityType::PowerPellet.is_collectible());
|
||||
assert_that(&EntityType::Pellet.is_collectible()).is_true();
|
||||
assert_that(&EntityType::PowerPellet.is_collectible()).is_true();
|
||||
|
||||
// Non-collectible
|
||||
assert!(!EntityType::Player.is_collectible());
|
||||
assert!(!EntityType::Ghost.is_collectible());
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn test_is_valid_item_collision() {
|
||||
// Player-item collisions should be valid
|
||||
assert!(is_valid_item_collision(EntityType::Player, EntityType::Pellet));
|
||||
assert!(is_valid_item_collision(EntityType::Player, EntityType::PowerPellet));
|
||||
assert!(is_valid_item_collision(EntityType::Pellet, EntityType::Player));
|
||||
assert!(is_valid_item_collision(EntityType::PowerPellet, EntityType::Player));
|
||||
|
||||
// Non-player-item collisions should be invalid
|
||||
assert!(!is_valid_item_collision(EntityType::Player, EntityType::Ghost));
|
||||
assert!(!is_valid_item_collision(EntityType::Ghost, EntityType::Pellet));
|
||||
assert!(!is_valid_item_collision(EntityType::Pellet, EntityType::PowerPellet));
|
||||
assert!(!is_valid_item_collision(EntityType::Player, EntityType::Player));
|
||||
}
|
||||
|
||||
fn create_test_world() -> World {
|
||||
let mut world = World::new();
|
||||
|
||||
// Add required resources
|
||||
world.insert_resource(ScoreResource(0));
|
||||
world.insert_resource(AudioState::default());
|
||||
world.insert_resource(Events::<GameEvent>::default());
|
||||
world.insert_resource(Events::<AudioEvent>::default());
|
||||
world.insert_resource(Events::<pacman::error::GameError>::default());
|
||||
|
||||
// Add a minimal test map
|
||||
world.insert_resource(create_test_map());
|
||||
|
||||
world
|
||||
}
|
||||
|
||||
fn create_test_map() -> Map {
|
||||
use pacman::constants::RAW_BOARD;
|
||||
Map::new(RAW_BOARD).expect("Failed to create test map")
|
||||
}
|
||||
|
||||
fn spawn_test_pacman(world: &mut World) -> Entity {
|
||||
world
|
||||
.spawn((Position::Stopped { node: 0 }, EntityType::Player, PacmanCollider))
|
||||
.id()
|
||||
}
|
||||
|
||||
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));
|
||||
assert_that(&EntityType::Player.is_collectible()).is_false();
|
||||
assert_that(&EntityType::Ghost.is_collectible()).is_false();
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn test_item_system_pellet_collection() {
|
||||
let mut world = create_test_world();
|
||||
let pacman = spawn_test_pacman(&mut world);
|
||||
let pellet = spawn_test_item(&mut world, EntityType::Pellet);
|
||||
let (mut world, mut _schedule) = common::create_test_world();
|
||||
let pellet = common::spawn_test_item(&mut world, 1, EntityType::Pellet);
|
||||
|
||||
// Send collision event
|
||||
send_collision_event(&mut world, pacman, pellet);
|
||||
common::trigger_collision(&mut world, CollisionTrigger::ItemCollision { item: pellet });
|
||||
|
||||
// Run the item system
|
||||
world.run_system_once(item_system).expect("System should run successfully");
|
||||
world.flush();
|
||||
|
||||
// Check that score was updated
|
||||
let score = world.resource::<ScoreResource>();
|
||||
assert_eq!(score.0, 10);
|
||||
let score = world.resource_mut::<ScoreResource>();
|
||||
assert_that(&score.0).is_equal_to(10);
|
||||
|
||||
// Check that the pellet was despawned (query should return empty)
|
||||
let item_count = world
|
||||
@@ -114,22 +47,21 @@ fn test_item_system_pellet_collection() {
|
||||
.iter(&world)
|
||||
.filter(|&entity_type| matches!(entity_type, EntityType::Pellet))
|
||||
.count();
|
||||
assert_eq!(item_count, 0);
|
||||
assert_that(&item_count).is_equal_to(0);
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn test_item_system_power_pellet_collection() {
|
||||
let mut world = create_test_world();
|
||||
let pacman = spawn_test_pacman(&mut world);
|
||||
let power_pellet = spawn_test_item(&mut world, EntityType::PowerPellet);
|
||||
let (mut world, mut _schedule) = common::create_test_world();
|
||||
let power_pellet = common::spawn_test_item(&mut world, 1, EntityType::PowerPellet);
|
||||
|
||||
send_collision_event(&mut world, pacman, power_pellet);
|
||||
common::trigger_collision(&mut world, CollisionTrigger::ItemCollision { item: power_pellet });
|
||||
|
||||
world.run_system_once(item_system).expect("System should run successfully");
|
||||
world.flush();
|
||||
|
||||
// Check that score was updated with power pellet value
|
||||
let score = world.resource::<ScoreResource>();
|
||||
assert_eq!(score.0, 50);
|
||||
assert_that(&score.0).is_equal_to(50);
|
||||
|
||||
// Check that the power pellet was despawned (query should return empty)
|
||||
let item_count = world
|
||||
@@ -137,27 +69,26 @@ fn test_item_system_power_pellet_collection() {
|
||||
.iter(&world)
|
||||
.filter(|&entity_type| matches!(entity_type, EntityType::PowerPellet))
|
||||
.count();
|
||||
assert_eq!(item_count, 0);
|
||||
assert_that(&item_count).is_equal_to(0);
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn test_item_system_multiple_collections() {
|
||||
let mut world = create_test_world();
|
||||
let pacman = spawn_test_pacman(&mut world);
|
||||
let pellet1 = spawn_test_item(&mut world, EntityType::Pellet);
|
||||
let pellet2 = spawn_test_item(&mut world, EntityType::Pellet);
|
||||
let power_pellet = spawn_test_item(&mut world, EntityType::PowerPellet);
|
||||
let (mut world, mut _schedule) = common::create_test_world();
|
||||
let pellet1 = common::spawn_test_item(&mut world, 1, EntityType::Pellet);
|
||||
let pellet2 = common::spawn_test_item(&mut world, 2, EntityType::Pellet);
|
||||
let power_pellet = common::spawn_test_item(&mut world, 3, EntityType::PowerPellet);
|
||||
|
||||
// Send multiple collision events
|
||||
send_collision_event(&mut world, pacman, pellet1);
|
||||
send_collision_event(&mut world, pacman, pellet2);
|
||||
send_collision_event(&mut world, pacman, power_pellet);
|
||||
common::trigger_collision(&mut world, CollisionTrigger::ItemCollision { item: pellet1 });
|
||||
common::trigger_collision(&mut world, CollisionTrigger::ItemCollision { item: pellet2 });
|
||||
common::trigger_collision(&mut world, CollisionTrigger::ItemCollision { item: power_pellet });
|
||||
|
||||
world.run_system_once(item_system).expect("System should run successfully");
|
||||
world.flush();
|
||||
|
||||
// Check final score: 2 pellets (20) + 1 power pellet (50) = 70
|
||||
let score = world.resource::<ScoreResource>();
|
||||
assert_eq!(score.0, 70);
|
||||
assert_that(&score.0).is_equal_to(70);
|
||||
|
||||
// Check that all items were despawned
|
||||
let pellet_count = world
|
||||
@@ -170,14 +101,13 @@ fn test_item_system_multiple_collections() {
|
||||
.iter(&world)
|
||||
.filter(|&entity_type| matches!(entity_type, EntityType::PowerPellet))
|
||||
.count();
|
||||
assert_eq!(pellet_count, 0);
|
||||
assert_eq!(power_pellet_count, 0);
|
||||
assert_that(&pellet_count).is_equal_to(0);
|
||||
assert_that(&power_pellet_count).is_equal_to(0);
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn test_item_system_ignores_non_item_collisions() {
|
||||
let mut world = create_test_world();
|
||||
let pacman = spawn_test_pacman(&mut world);
|
||||
let (mut world, mut _schedule) = common::create_test_world();
|
||||
|
||||
// Create a ghost entity (not an item)
|
||||
let ghost = world.spawn((Position::Stopped { node: 2 }, EntityType::Ghost)).id();
|
||||
@@ -186,13 +116,13 @@ fn test_item_system_ignores_non_item_collisions() {
|
||||
let initial_score = world.resource::<ScoreResource>().0;
|
||||
|
||||
// Send collision event between pacman and ghost
|
||||
send_collision_event(&mut world, pacman, ghost);
|
||||
common::trigger_collision(&mut world, CollisionTrigger::ItemCollision { item: ghost });
|
||||
|
||||
world.run_system_once(item_system).expect("System should run successfully");
|
||||
world.flush();
|
||||
|
||||
// Score should remain unchanged
|
||||
let score = world.resource::<ScoreResource>();
|
||||
assert_eq!(score.0, initial_score);
|
||||
assert_that(&score.0).is_equal_to(initial_score);
|
||||
|
||||
// Ghost should still exist (not despawned)
|
||||
let ghost_count = world
|
||||
@@ -200,89 +130,83 @@ fn test_item_system_ignores_non_item_collisions() {
|
||||
.iter(&world)
|
||||
.filter(|&entity_type| matches!(entity_type, EntityType::Ghost))
|
||||
.count();
|
||||
assert_eq!(ghost_count, 1);
|
||||
assert_that(&ghost_count).is_equal_to(1);
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn test_item_system_no_collision_events() {
|
||||
let mut world = create_test_world();
|
||||
let _pacman = spawn_test_pacman(&mut world);
|
||||
let _pellet = spawn_test_item(&mut world, EntityType::Pellet);
|
||||
let (mut world, mut _schedule) = common::create_test_world();
|
||||
let _pacman = common::spawn_test_pacman(&mut world, 0);
|
||||
let _pellet = common::spawn_test_item(&mut world, 1, EntityType::Pellet);
|
||||
|
||||
let initial_score = world.resource::<ScoreResource>().0;
|
||||
|
||||
// Run system without any collision events
|
||||
world.run_system_once(item_system).expect("System should run successfully");
|
||||
world.flush();
|
||||
|
||||
// Nothing should change
|
||||
let score = world.resource::<ScoreResource>();
|
||||
assert_eq!(score.0, initial_score);
|
||||
assert_that(&score.0).is_equal_to(initial_score);
|
||||
let pellet_count = world
|
||||
.query::<&EntityType>()
|
||||
.iter(&world)
|
||||
.filter(|&entity_type| matches!(entity_type, EntityType::Pellet))
|
||||
.count();
|
||||
assert_eq!(pellet_count, 1);
|
||||
assert_that(&pellet_count).is_equal_to(1);
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn test_item_system_collision_with_missing_entity() {
|
||||
let mut world = create_test_world();
|
||||
let pacman = spawn_test_pacman(&mut world);
|
||||
let (mut world, mut _schedule) = common::create_test_world();
|
||||
|
||||
// Create a fake entity ID that doesn't exist
|
||||
let fake_entity = Entity::from_raw(999);
|
||||
|
||||
send_collision_event(&mut world, pacman, fake_entity);
|
||||
common::trigger_collision(&mut world, CollisionTrigger::ItemCollision { item: fake_entity });
|
||||
|
||||
// System should handle gracefully and not crash
|
||||
world
|
||||
.run_system_once(item_system)
|
||||
.expect("System should handle missing entities gracefully");
|
||||
|
||||
world.flush();
|
||||
// Score should remain unchanged
|
||||
let score = world.resource::<ScoreResource>();
|
||||
assert_eq!(score.0, 0);
|
||||
assert_that(&score.0).is_equal_to(0);
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn test_item_system_preserves_existing_score() {
|
||||
let mut world = create_test_world();
|
||||
let (mut world, mut _schedule) = common::create_test_world();
|
||||
|
||||
// Set initial score
|
||||
world.insert_resource(ScoreResource(100));
|
||||
|
||||
let pacman = spawn_test_pacman(&mut world);
|
||||
let pellet = spawn_test_item(&mut world, EntityType::Pellet);
|
||||
let pellet = common::spawn_test_item(&mut world, 1, EntityType::Pellet);
|
||||
|
||||
send_collision_event(&mut world, pacman, pellet);
|
||||
common::trigger_collision(&mut world, CollisionTrigger::ItemCollision { item: pellet });
|
||||
|
||||
world.run_system_once(item_system).expect("System should run successfully");
|
||||
world.flush();
|
||||
|
||||
// Score should be initial + pellet value
|
||||
let score = world.resource::<ScoreResource>();
|
||||
assert_eq!(score.0, 110);
|
||||
assert_that(&score.0).is_equal_to(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);
|
||||
let (mut world, mut _schedule) = common::create_test_world();
|
||||
let power_pellet = common::spawn_test_item(&mut world, 1, EntityType::PowerPellet);
|
||||
|
||||
// Spawn a ghost in Eyes state (returning to ghost house)
|
||||
let eyes_ghost = spawn_test_ghost(&mut world, GhostState::Eyes);
|
||||
let eyes_ghost = common::spawn_test_ghost(&mut world, 2, GhostState::Eyes);
|
||||
|
||||
// Spawn a ghost in Normal state
|
||||
let normal_ghost = spawn_test_ghost(&mut world, GhostState::Normal);
|
||||
let normal_ghost = common::spawn_test_ghost(&mut world, 3, GhostState::Normal);
|
||||
|
||||
send_collision_event(&mut world, pacman, power_pellet);
|
||||
common::trigger_collision(&mut world, CollisionTrigger::ItemCollision { item: power_pellet });
|
||||
|
||||
world.run_system_once(item_system).expect("System should run successfully");
|
||||
world.flush();
|
||||
|
||||
// Check that the power pellet was collected and score updated
|
||||
let score = world.resource::<ScoreResource>();
|
||||
assert_eq!(score.0, 50);
|
||||
assert_that(&score.0).is_equal_to(50);
|
||||
|
||||
// Check that the power pellet was despawned
|
||||
let power_pellet_count = world
|
||||
@@ -290,13 +214,13 @@ fn test_power_pellet_does_not_affect_ghosts_in_eyes_state() {
|
||||
.iter(&world)
|
||||
.filter(|&entity_type| matches!(entity_type, EntityType::PowerPellet))
|
||||
.count();
|
||||
assert_eq!(power_pellet_count, 0);
|
||||
assert_that(&power_pellet_count).is_equal_to(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));
|
||||
assert_that(&matches!(*eyes_ghost_state, GhostState::Eyes)).is_true();
|
||||
|
||||
// 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 { .. }));
|
||||
assert_that(&matches!(*normal_ghost_state, GhostState::Frightened { .. })).is_true();
|
||||
}
|
||||
|
||||
@@ -1,13 +1,15 @@
|
||||
use glam::Vec2;
|
||||
use pacman::constants::{CELL_SIZE, RAW_BOARD};
|
||||
use pacman::map::builder::Map;
|
||||
use pacman::map::graph::TraversalFlags;
|
||||
use speculoos::prelude::*;
|
||||
|
||||
#[test]
|
||||
fn test_map_creation() {
|
||||
fn test_map_creation_success() {
|
||||
let map = Map::new(RAW_BOARD).unwrap();
|
||||
|
||||
assert!(map.graph.nodes().count() > 0);
|
||||
assert!(!map.grid_to_node.is_empty());
|
||||
assert_that(&map.graph.nodes().count()).is_greater_than(0);
|
||||
assert_that(&map.grid_to_node.is_empty()).is_false();
|
||||
|
||||
// Check that some connections were made
|
||||
let mut has_connections = false;
|
||||
@@ -17,11 +19,11 @@ fn test_map_creation() {
|
||||
break;
|
||||
}
|
||||
}
|
||||
assert!(has_connections);
|
||||
assert_that(&has_connections).is_true();
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn test_map_node_positions() {
|
||||
fn test_map_node_positions_accuracy() {
|
||||
let map = Map::new(RAW_BOARD).unwrap();
|
||||
|
||||
for (grid_pos, &node_id) in &map.grid_to_node {
|
||||
@@ -31,64 +33,57 @@ fn test_map_node_positions() {
|
||||
(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);
|
||||
assert_that(&node.position).is_equal_to(expected_pos);
|
||||
}
|
||||
}
|
||||
|
||||
// #[test]
|
||||
// fn test_generate_items() {
|
||||
// use pacman::texture::sprite::{AtlasMapper, MapperFrame, SpriteAtlas};
|
||||
// use std::collections::HashMap;
|
||||
#[test]
|
||||
fn test_start_positions_are_valid() {
|
||||
let map = Map::new(RAW_BOARD).unwrap();
|
||||
let positions = &map.start_positions;
|
||||
|
||||
// let map = Map::new(RAW_BOARD).unwrap();
|
||||
// All start positions should exist in the graph
|
||||
assert_that(&map.graph.get_node(positions.pacman)).is_some();
|
||||
assert_that(&map.graph.get_node(positions.blinky)).is_some();
|
||||
assert_that(&map.graph.get_node(positions.pinky)).is_some();
|
||||
assert_that(&map.graph.get_node(positions.inky)).is_some();
|
||||
assert_that(&map.graph.get_node(positions.clyde)).is_some();
|
||||
}
|
||||
|
||||
// // Create a minimal atlas for testing
|
||||
// let mut frames = HashMap::new();
|
||||
// frames.insert(
|
||||
// "maze/pellet.png".to_string(),
|
||||
// MapperFrame {
|
||||
// x: 0,
|
||||
// y: 0,
|
||||
// width: 8,
|
||||
// height: 8,
|
||||
// },
|
||||
// );
|
||||
// frames.insert(
|
||||
// "maze/energizer.png".to_string(),
|
||||
// MapperFrame {
|
||||
// x: 8,
|
||||
// y: 0,
|
||||
// width: 8,
|
||||
// height: 8,
|
||||
// },
|
||||
// );
|
||||
#[test]
|
||||
fn test_ghost_house_has_ghost_only_entrance() {
|
||||
let map = Map::new(RAW_BOARD).unwrap();
|
||||
|
||||
// let mapper = AtlasMapper { frames };
|
||||
// let texture = unsafe { std::mem::transmute::<usize, Texture<'static>>(0usize) };
|
||||
// let atlas = SpriteAtlas::new(texture, mapper);
|
||||
// Find the house entrance node
|
||||
let house_entrance = map.start_positions.blinky;
|
||||
|
||||
// let items = map.generate_items(&atlas).unwrap();
|
||||
// Check that there's a ghost-only connection from the house entrance
|
||||
let mut has_ghost_only_connection = false;
|
||||
for edge in map.graph.adjacency_list[house_entrance as usize].edges() {
|
||||
if edge.traversal_flags == TraversalFlags::GHOST {
|
||||
has_ghost_only_connection = true;
|
||||
break;
|
||||
}
|
||||
}
|
||||
assert_that(&has_ghost_only_connection).is_true();
|
||||
}
|
||||
|
||||
// // Verify we have items
|
||||
// assert!(!items.is_empty());
|
||||
#[test]
|
||||
fn test_tunnel_connections_exist() {
|
||||
let map = Map::new(RAW_BOARD).unwrap();
|
||||
|
||||
// // Count different types
|
||||
// let pellet_count = items
|
||||
// .iter()
|
||||
// .filter(|item| matches!(item.item_type, pacman::entity::item::ItemType::Pellet))
|
||||
// .count();
|
||||
// let energizer_count = items
|
||||
// .iter()
|
||||
// .filter(|item| matches!(item.item_type, pacman::entity::item::ItemType::Energizer))
|
||||
// .count();
|
||||
|
||||
// // Should have both types
|
||||
// assert_eq!(pellet_count, 240);
|
||||
// assert_eq!(energizer_count, 4);
|
||||
|
||||
// // All items should be uncollected initially
|
||||
// assert!(items.iter().all(|item| !item.is_collected()));
|
||||
|
||||
// // All items should have valid node indices
|
||||
// assert!(items.iter().all(|item| item.node_index < map.graph.node_count()));
|
||||
// }
|
||||
// Find tunnel nodes by looking for nodes with zero-distance connections
|
||||
let mut has_tunnel_connection = false;
|
||||
for intersection in &map.graph.adjacency_list {
|
||||
for edge in intersection.edges() {
|
||||
if edge.distance == 0.0f32 {
|
||||
has_tunnel_connection = true;
|
||||
break;
|
||||
}
|
||||
}
|
||||
if has_tunnel_connection {
|
||||
break;
|
||||
}
|
||||
}
|
||||
assert_that(&has_tunnel_connection).is_true();
|
||||
}
|
||||
|
||||
@@ -1,28 +1,9 @@
|
||||
use glam::Vec2;
|
||||
use pacman::map::direction::Direction;
|
||||
use pacman::map::graph::{Graph, Node};
|
||||
use pacman::systems::movement::{BufferedDirection, Position, Velocity};
|
||||
use speculoos::prelude::*;
|
||||
|
||||
fn create_test_graph() -> Graph {
|
||||
let mut graph = Graph::new();
|
||||
|
||||
// Add a few test nodes
|
||||
let node0 = graph.add_node(Node {
|
||||
position: Vec2::new(0.0, 0.0),
|
||||
});
|
||||
let node1 = graph.add_node(Node {
|
||||
position: Vec2::new(16.0, 0.0),
|
||||
});
|
||||
let node2 = graph.add_node(Node {
|
||||
position: Vec2::new(0.0, 16.0),
|
||||
});
|
||||
|
||||
// Connect them
|
||||
graph.connect(node0, node1, false, None, Direction::Right).unwrap();
|
||||
graph.connect(node0, node2, false, None, Direction::Down).unwrap();
|
||||
|
||||
graph
|
||||
}
|
||||
mod common;
|
||||
|
||||
#[test]
|
||||
fn test_position_is_at_node() {
|
||||
@@ -33,8 +14,8 @@ fn test_position_is_at_node() {
|
||||
remaining_distance: 8.0,
|
||||
};
|
||||
|
||||
assert!(stopped_pos.is_at_node());
|
||||
assert!(!moving_pos.is_at_node());
|
||||
assert_that(&stopped_pos.is_at_node()).is_true();
|
||||
assert_that(&moving_pos.is_at_node()).is_false();
|
||||
}
|
||||
|
||||
#[test]
|
||||
@@ -46,8 +27,8 @@ fn test_position_current_node() {
|
||||
remaining_distance: 12.0,
|
||||
};
|
||||
|
||||
assert_eq!(stopped_pos.current_node(), 5);
|
||||
assert_eq!(moving_pos.current_node(), 3);
|
||||
assert_that(&stopped_pos.current_node()).is_equal_to(5);
|
||||
assert_that(&moving_pos.current_node()).is_equal_to(3);
|
||||
}
|
||||
|
||||
#[test]
|
||||
@@ -55,8 +36,8 @@ fn test_position_tick_no_movement_when_stopped() {
|
||||
let mut pos = Position::Stopped { node: 0 };
|
||||
let result = pos.tick(5.0);
|
||||
|
||||
assert!(result.is_none());
|
||||
assert_eq!(pos, Position::Stopped { node: 0 });
|
||||
assert_that(&result.is_none()).is_true();
|
||||
assert_that(&pos).is_equal_to(Position::Stopped { node: 0 });
|
||||
}
|
||||
|
||||
#[test]
|
||||
@@ -68,15 +49,12 @@ fn test_position_tick_no_movement_when_zero_distance() {
|
||||
};
|
||||
let result = pos.tick(0.0);
|
||||
|
||||
assert!(result.is_none());
|
||||
assert_eq!(
|
||||
pos,
|
||||
Position::Moving {
|
||||
from: 0,
|
||||
to: 1,
|
||||
remaining_distance: 10.0,
|
||||
}
|
||||
);
|
||||
assert_that(&result.is_none()).is_true();
|
||||
assert_that(&pos).is_equal_to(Position::Moving {
|
||||
from: 0,
|
||||
to: 1,
|
||||
remaining_distance: 10.0,
|
||||
});
|
||||
}
|
||||
|
||||
#[test]
|
||||
@@ -88,15 +66,12 @@ fn test_position_tick_partial_movement() {
|
||||
};
|
||||
let result = pos.tick(3.0);
|
||||
|
||||
assert!(result.is_none());
|
||||
assert_eq!(
|
||||
pos,
|
||||
Position::Moving {
|
||||
from: 0,
|
||||
to: 1,
|
||||
remaining_distance: 7.0,
|
||||
}
|
||||
);
|
||||
assert_that(&result.is_none()).is_true();
|
||||
assert_that(&pos).is_equal_to(Position::Moving {
|
||||
from: 0,
|
||||
to: 1,
|
||||
remaining_distance: 7.0,
|
||||
});
|
||||
}
|
||||
|
||||
#[test]
|
||||
@@ -108,8 +83,8 @@ fn test_position_tick_exact_arrival() {
|
||||
};
|
||||
let result = pos.tick(5.0);
|
||||
|
||||
assert!(result.is_none());
|
||||
assert_eq!(pos, Position::Stopped { node: 1 });
|
||||
assert_that(&result.is_none()).is_true();
|
||||
assert_that(&pos).is_equal_to(Position::Stopped { node: 1 });
|
||||
}
|
||||
|
||||
#[test]
|
||||
@@ -121,13 +96,13 @@ fn test_position_tick_overshoot_with_overflow() {
|
||||
};
|
||||
let result = pos.tick(8.0);
|
||||
|
||||
assert_eq!(result, Some(5.0));
|
||||
assert_eq!(pos, Position::Stopped { node: 1 });
|
||||
assert_that(&result).is_equal_to(Some(5.0));
|
||||
assert_that(&pos).is_equal_to(Position::Stopped { node: 1 });
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn test_position_get_pixel_position_stopped() {
|
||||
let graph = create_test_graph();
|
||||
let graph = common::create_test_graph();
|
||||
let pos = Position::Stopped { node: 0 };
|
||||
|
||||
let pixel_pos = pos.get_pixel_position(&graph).unwrap();
|
||||
@@ -136,12 +111,12 @@ fn test_position_get_pixel_position_stopped() {
|
||||
0.0 + pacman::constants::BOARD_PIXEL_OFFSET.y as f32,
|
||||
);
|
||||
|
||||
assert_eq!(pixel_pos, expected);
|
||||
assert_that(&pixel_pos).is_equal_to(expected);
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn test_position_get_pixel_position_moving() {
|
||||
let graph = create_test_graph();
|
||||
let graph = common::create_test_graph();
|
||||
let pos = Position::Moving {
|
||||
from: 0,
|
||||
to: 1,
|
||||
@@ -155,7 +130,7 @@ fn test_position_get_pixel_position_moving() {
|
||||
0.0 + pacman::constants::BOARD_PIXEL_OFFSET.y as f32,
|
||||
);
|
||||
|
||||
assert_eq!(pixel_pos, expected);
|
||||
assert_that(&pixel_pos).is_equal_to(expected);
|
||||
}
|
||||
|
||||
#[test]
|
||||
@@ -165,14 +140,14 @@ fn test_velocity_basic_properties() {
|
||||
direction: Direction::Up,
|
||||
};
|
||||
|
||||
assert_eq!(velocity.speed, 2.5);
|
||||
assert_eq!(velocity.direction, Direction::Up);
|
||||
assert_that(&velocity.speed).is_equal_to(2.5);
|
||||
assert_that(&velocity.direction).is_equal_to(Direction::Up);
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn test_buffered_direction_none() {
|
||||
let buffered = BufferedDirection::None;
|
||||
assert_eq!(buffered, BufferedDirection::None);
|
||||
assert_that(&buffered).is_equal_to(BufferedDirection::None);
|
||||
}
|
||||
|
||||
#[test]
|
||||
@@ -187,8 +162,8 @@ fn test_buffered_direction_some() {
|
||||
remaining_time,
|
||||
} = buffered
|
||||
{
|
||||
assert_eq!(direction, Direction::Left);
|
||||
assert_eq!(remaining_time, 0.5);
|
||||
assert_that(&direction).is_equal_to(Direction::Left);
|
||||
assert_that(&remaining_time).is_equal_to(0.5);
|
||||
} else {
|
||||
panic!("Expected BufferedDirection::Some");
|
||||
}
|
||||
|
||||
@@ -1,6 +1,7 @@
|
||||
use pacman::constants::{BOARD_CELL_SIZE, RAW_BOARD};
|
||||
use pacman::error::ParseError;
|
||||
use pacman::map::parser::MapTileParser;
|
||||
use speculoos::prelude::*;
|
||||
|
||||
#[test]
|
||||
fn test_parse_character() {
|
||||
@@ -15,25 +16,25 @@ fn test_parse_character() {
|
||||
];
|
||||
|
||||
for (char, _expected) in test_cases {
|
||||
assert!(matches!(MapTileParser::parse_character(char).unwrap(), _expected));
|
||||
assert_that(&matches!(MapTileParser::parse_character(char).unwrap(), _expected)).is_true();
|
||||
}
|
||||
|
||||
assert!(MapTileParser::parse_character('Z').is_err());
|
||||
assert_that(&MapTileParser::parse_character('Z').is_err()).is_true();
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn test_parse_board() {
|
||||
let result = MapTileParser::parse_board(RAW_BOARD);
|
||||
assert!(result.is_ok());
|
||||
assert_that(&result.is_ok()).is_true();
|
||||
|
||||
let parsed = result.unwrap();
|
||||
assert_eq!(parsed.tiles.len(), BOARD_CELL_SIZE.x as usize);
|
||||
assert_eq!(parsed.tiles[0].len(), BOARD_CELL_SIZE.y as usize);
|
||||
assert!(parsed.house_door[0].is_some());
|
||||
assert!(parsed.house_door[1].is_some());
|
||||
assert!(parsed.tunnel_ends[0].is_some());
|
||||
assert!(parsed.tunnel_ends[1].is_some());
|
||||
assert!(parsed.pacman_start.is_some());
|
||||
assert_that(&parsed.tiles.len()).is_equal_to(BOARD_CELL_SIZE.x as usize);
|
||||
assert_that(&parsed.tiles[0].len()).is_equal_to(BOARD_CELL_SIZE.y as usize);
|
||||
assert_that(&parsed.house_door[0].is_some()).is_true();
|
||||
assert_that(&parsed.house_door[1].is_some()).is_true();
|
||||
assert_that(&parsed.tunnel_ends[0].is_some()).is_true();
|
||||
assert_that(&parsed.tunnel_ends[1].is_some()).is_true();
|
||||
assert_that(&parsed.pacman_start.is_some()).is_true();
|
||||
}
|
||||
|
||||
#[test]
|
||||
@@ -42,6 +43,6 @@ fn test_parse_board_invalid_character() {
|
||||
invalid_board[0] = "###########################Z".to_string();
|
||||
|
||||
let result = MapTileParser::parse_board(invalid_board.each_ref().map(|s| s.as_str()));
|
||||
assert!(result.is_err());
|
||||
assert!(matches!(result.unwrap_err(), ParseError::UnknownCharacter('Z')));
|
||||
assert_that(&result.is_err()).is_true();
|
||||
assert_that(&matches!(result.unwrap_err(), ParseError::UnknownCharacter('Z'))).is_true();
|
||||
}
|
||||
|
||||
222
tests/player.rs
222
tests/player.rs
@@ -1,63 +1,18 @@
|
||||
use bevy_ecs::{entity::Entity, event::Events, system::RunSystemOnce, world::World};
|
||||
|
||||
use bevy_ecs::{event::Events, system::RunSystemOnce};
|
||||
use pacman::{
|
||||
events::{GameCommand, GameEvent},
|
||||
map::{
|
||||
builder::Map,
|
||||
direction::Direction,
|
||||
graph::{Edge, TraversalFlags},
|
||||
},
|
||||
systems::{
|
||||
can_traverse, player_control_system, player_movement_system, AudioState, BufferedDirection, DebugState, DeltaTime,
|
||||
EntityType, GlobalState, MovementModifiers, PlayerControlled, Position, Velocity,
|
||||
EntityType, GlobalState, Position, Velocity,
|
||||
},
|
||||
};
|
||||
use speculoos::prelude::*;
|
||||
|
||||
// Test helper functions for ECS setup
|
||||
fn create_test_world() -> World {
|
||||
let mut world = World::new();
|
||||
|
||||
// Add resources
|
||||
world.insert_resource(GlobalState { exit: false });
|
||||
world.insert_resource(DebugState::default());
|
||||
world.insert_resource(AudioState::default());
|
||||
world.insert_resource(DeltaTime(1.0 / 60.0)); // 60 FPS
|
||||
world.insert_resource(Events::<GameEvent>::default());
|
||||
world.insert_resource(Events::<pacman::error::GameError>::default());
|
||||
|
||||
// Create a simple test map with nodes and edges
|
||||
let test_map = create_test_map();
|
||||
world.insert_resource(test_map);
|
||||
|
||||
world
|
||||
}
|
||||
|
||||
fn create_test_map() -> Map {
|
||||
// Use the actual RAW_BOARD from constants.rs
|
||||
use pacman::constants::RAW_BOARD;
|
||||
Map::new(RAW_BOARD).expect("Failed to create test map")
|
||||
}
|
||||
|
||||
fn spawn_test_player(world: &mut World) -> Entity {
|
||||
world
|
||||
.spawn((
|
||||
PlayerControlled,
|
||||
Position::Stopped { node: 0 },
|
||||
Velocity {
|
||||
speed: 1.0,
|
||||
direction: Direction::Right,
|
||||
},
|
||||
BufferedDirection::None,
|
||||
EntityType::Player,
|
||||
MovementModifiers::default(),
|
||||
))
|
||||
.id()
|
||||
}
|
||||
|
||||
fn send_game_event(world: &mut World, command: GameCommand) {
|
||||
let mut events = world.resource_mut::<Events<GameEvent>>();
|
||||
events.send(GameEvent::Command(command));
|
||||
}
|
||||
mod common;
|
||||
|
||||
#[test]
|
||||
fn test_can_traverse_player_on_all_edges() {
|
||||
@@ -68,7 +23,7 @@ fn test_can_traverse_player_on_all_edges() {
|
||||
traversal_flags: TraversalFlags::ALL,
|
||||
};
|
||||
|
||||
assert!(can_traverse(EntityType::Player, edge));
|
||||
assert_that(&can_traverse(EntityType::Player, edge)).is_true();
|
||||
}
|
||||
|
||||
#[test]
|
||||
@@ -80,7 +35,7 @@ fn test_can_traverse_player_on_pacman_only_edges() {
|
||||
traversal_flags: TraversalFlags::PACMAN,
|
||||
};
|
||||
|
||||
assert!(can_traverse(EntityType::Player, edge));
|
||||
assert_that(&can_traverse(EntityType::Player, edge)).is_true();
|
||||
}
|
||||
|
||||
#[test]
|
||||
@@ -92,7 +47,7 @@ fn test_can_traverse_player_blocked_on_ghost_only_edges() {
|
||||
traversal_flags: TraversalFlags::GHOST,
|
||||
};
|
||||
|
||||
assert!(!can_traverse(EntityType::Player, edge));
|
||||
assert_that(&can_traverse(EntityType::Player, edge)).is_false();
|
||||
}
|
||||
|
||||
#[test]
|
||||
@@ -104,7 +59,7 @@ fn test_can_traverse_ghost_on_all_edges() {
|
||||
traversal_flags: TraversalFlags::ALL,
|
||||
};
|
||||
|
||||
assert!(can_traverse(EntityType::Ghost, edge));
|
||||
assert_that(&can_traverse(EntityType::Ghost, edge)).is_true();
|
||||
}
|
||||
|
||||
#[test]
|
||||
@@ -116,7 +71,7 @@ fn test_can_traverse_ghost_on_ghost_only_edges() {
|
||||
traversal_flags: TraversalFlags::GHOST,
|
||||
};
|
||||
|
||||
assert!(can_traverse(EntityType::Ghost, edge));
|
||||
assert_that(&can_traverse(EntityType::Ghost, edge)).is_true();
|
||||
}
|
||||
|
||||
#[test]
|
||||
@@ -128,7 +83,7 @@ fn test_can_traverse_ghost_blocked_on_pacman_only_edges() {
|
||||
traversal_flags: TraversalFlags::PACMAN,
|
||||
};
|
||||
|
||||
assert!(!can_traverse(EntityType::Ghost, edge));
|
||||
assert_that(&can_traverse(EntityType::Ghost, edge)).is_false();
|
||||
}
|
||||
|
||||
#[test]
|
||||
@@ -143,29 +98,25 @@ fn test_can_traverse_static_entities_flags() {
|
||||
// Static entities have empty traversal flags but can still "traverse"
|
||||
// in the sense that empty flags are contained in any flag set
|
||||
// This is the expected behavior since empty ⊆ any set
|
||||
assert!(can_traverse(EntityType::Pellet, edge));
|
||||
assert!(can_traverse(EntityType::PowerPellet, edge));
|
||||
assert_that(&can_traverse(EntityType::Pellet, edge)).is_true();
|
||||
assert_that(&can_traverse(EntityType::PowerPellet, edge)).is_true();
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn test_entity_type_traversal_flags() {
|
||||
assert_eq!(EntityType::Player.traversal_flags(), TraversalFlags::PACMAN);
|
||||
assert_eq!(EntityType::Ghost.traversal_flags(), TraversalFlags::GHOST);
|
||||
assert_eq!(EntityType::Pellet.traversal_flags(), TraversalFlags::empty());
|
||||
assert_eq!(EntityType::PowerPellet.traversal_flags(), TraversalFlags::empty());
|
||||
assert_that(&EntityType::Player.traversal_flags()).is_equal_to(TraversalFlags::PACMAN);
|
||||
assert_that(&EntityType::Ghost.traversal_flags()).is_equal_to(TraversalFlags::GHOST);
|
||||
assert_that(&EntityType::Pellet.traversal_flags()).is_equal_to(TraversalFlags::empty());
|
||||
assert_that(&EntityType::PowerPellet.traversal_flags()).is_equal_to(TraversalFlags::empty());
|
||||
}
|
||||
|
||||
// ============================================================================
|
||||
// ECS System Tests
|
||||
// ============================================================================
|
||||
|
||||
#[test]
|
||||
fn test_player_control_system_move_command() {
|
||||
let mut world = create_test_world();
|
||||
let _player = spawn_test_player(&mut world);
|
||||
let (mut world, _) = common::create_test_world();
|
||||
let _player = common::spawn_test_player(&mut world, 0);
|
||||
|
||||
// Send move command
|
||||
send_game_event(&mut world, GameCommand::MovePlayer(Direction::Up));
|
||||
common::send_game_event(&mut world, GameEvent::Command(GameCommand::MovePlayer(Direction::Up)));
|
||||
|
||||
// Run the system
|
||||
world
|
||||
@@ -181,8 +132,8 @@ fn test_player_control_system_move_command() {
|
||||
direction,
|
||||
remaining_time,
|
||||
} => {
|
||||
assert_eq!(direction, Direction::Up);
|
||||
assert_eq!(remaining_time, 0.25);
|
||||
assert_that(&direction).is_equal_to(Direction::Up);
|
||||
assert_that(&remaining_time).is_equal_to(0.25);
|
||||
}
|
||||
BufferedDirection::None => panic!("Expected buffered direction to be set"),
|
||||
}
|
||||
@@ -190,11 +141,11 @@ fn test_player_control_system_move_command() {
|
||||
|
||||
#[test]
|
||||
fn test_player_control_system_exit_command() {
|
||||
let mut world = create_test_world();
|
||||
let _player = spawn_test_player(&mut world);
|
||||
let (mut world, _) = common::create_test_world();
|
||||
let _player = common::spawn_test_player(&mut world, 0);
|
||||
|
||||
// Send exit command
|
||||
send_game_event(&mut world, GameCommand::Exit);
|
||||
common::send_game_event(&mut world, GameEvent::Command(GameCommand::Exit));
|
||||
|
||||
// Run the system
|
||||
world
|
||||
@@ -203,16 +154,16 @@ fn test_player_control_system_exit_command() {
|
||||
|
||||
// Check that exit flag was set
|
||||
let state = world.resource::<GlobalState>();
|
||||
assert!(state.exit);
|
||||
assert_that(&state.exit).is_true();
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn test_player_control_system_toggle_debug() {
|
||||
let mut world = create_test_world();
|
||||
let _player = spawn_test_player(&mut world);
|
||||
let (mut world, _) = common::create_test_world();
|
||||
let _player = common::spawn_test_player(&mut world, 0);
|
||||
|
||||
// Send toggle debug command
|
||||
send_game_event(&mut world, GameCommand::ToggleDebug);
|
||||
common::send_game_event(&mut world, GameEvent::Command(GameCommand::ToggleDebug));
|
||||
|
||||
// Run the system
|
||||
world
|
||||
@@ -221,16 +172,16 @@ fn test_player_control_system_toggle_debug() {
|
||||
|
||||
// Check that debug state changed
|
||||
let debug_state = world.resource::<DebugState>();
|
||||
assert!(debug_state.enabled);
|
||||
assert_that(&debug_state.enabled).is_true();
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn test_player_control_system_mute_audio() {
|
||||
let mut world = create_test_world();
|
||||
let _player = spawn_test_player(&mut world);
|
||||
let (mut world, _) = common::create_test_world();
|
||||
let _player = common::spawn_test_player(&mut world, 0);
|
||||
|
||||
// Send mute audio command
|
||||
send_game_event(&mut world, GameCommand::MuteAudio);
|
||||
common::send_game_event(&mut world, GameEvent::Command(GameCommand::MuteAudio));
|
||||
|
||||
// Run the system
|
||||
world
|
||||
@@ -239,41 +190,39 @@ fn test_player_control_system_mute_audio() {
|
||||
|
||||
// Check that audio was muted
|
||||
let audio_state = world.resource::<AudioState>();
|
||||
assert!(audio_state.muted);
|
||||
assert_that(&audio_state.muted).is_true();
|
||||
|
||||
// Send mute audio command again to unmute - need fresh events
|
||||
world.resource_mut::<Events<GameEvent>>().clear(); // Clear previous events
|
||||
send_game_event(&mut world, GameCommand::MuteAudio);
|
||||
common::send_game_event(&mut world, GameEvent::Command(GameCommand::MuteAudio));
|
||||
world
|
||||
.run_system_once(player_control_system)
|
||||
.expect("System should run successfully");
|
||||
|
||||
// Check that audio was unmuted
|
||||
let audio_state = world.resource::<AudioState>();
|
||||
assert!(!audio_state.muted, "Audio should be unmuted after second toggle");
|
||||
assert_that(&audio_state.muted).is_false();
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn test_player_control_system_no_player_entity() {
|
||||
let mut world = create_test_world();
|
||||
let (mut world, _) = common::create_test_world();
|
||||
// Don't spawn a player entity
|
||||
|
||||
send_game_event(&mut world, GameCommand::MovePlayer(Direction::Up));
|
||||
common::send_game_event(&mut world, GameEvent::Command(GameCommand::MovePlayer(Direction::Up)));
|
||||
|
||||
// Run the system - should write an error
|
||||
world
|
||||
.run_system_once(player_control_system)
|
||||
.expect("System should run successfully");
|
||||
.expect("System should run successfully even with no player entity");
|
||||
|
||||
// Check that an error was written (we can't easily check Events without manual management,
|
||||
// so for this test we just verify the system ran without panicking)
|
||||
// In a real implementation, you might expose error checking through the ECS world
|
||||
// The system should run successfully and simply ignore movement commands when there's no player
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn test_player_movement_system_buffered_direction_expires() {
|
||||
let mut world = create_test_world();
|
||||
let player = spawn_test_player(&mut world);
|
||||
let (mut world, _) = common::create_test_world();
|
||||
let player = common::spawn_test_player(&mut world, 0);
|
||||
|
||||
// Set a buffered direction with short time
|
||||
world.entity_mut(player).insert(BufferedDirection::Some {
|
||||
@@ -282,7 +231,7 @@ fn test_player_movement_system_buffered_direction_expires() {
|
||||
});
|
||||
|
||||
// Set delta time to expire the buffered direction
|
||||
world.insert_resource(DeltaTime(0.02));
|
||||
world.insert_resource(DeltaTime::from_seconds(0.02));
|
||||
|
||||
// Run the system
|
||||
world
|
||||
@@ -295,18 +244,15 @@ fn test_player_movement_system_buffered_direction_expires() {
|
||||
match *buffered_direction {
|
||||
BufferedDirection::None => {} // Expected - fully expired
|
||||
BufferedDirection::Some { remaining_time, .. } => {
|
||||
assert!(
|
||||
remaining_time <= 0.0,
|
||||
"Buffered direction should be expired or have non-positive time"
|
||||
);
|
||||
assert_that(&(remaining_time <= 0.0)).is_true();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn test_player_movement_system_start_moving_from_stopped() {
|
||||
let mut world = create_test_world();
|
||||
let _player = spawn_test_player(&mut world);
|
||||
let (mut world, _) = common::create_test_world();
|
||||
let _player = common::spawn_test_player(&mut world, 0);
|
||||
|
||||
// Player starts at node 0, facing right (towards node 1)
|
||||
// Should start moving when system runs
|
||||
@@ -321,7 +267,7 @@ fn test_player_movement_system_start_moving_from_stopped() {
|
||||
|
||||
match *position {
|
||||
Position::Moving { from, .. } => {
|
||||
assert_eq!(from, 0, "Player should start from node 0");
|
||||
assert_that(&from).is_equal_to(0);
|
||||
// Don't assert exact target node since the real map has different connectivity
|
||||
}
|
||||
Position::Stopped { .. } => {} // May stay stopped if no valid edge in current direction
|
||||
@@ -330,8 +276,8 @@ fn test_player_movement_system_start_moving_from_stopped() {
|
||||
|
||||
#[test]
|
||||
fn test_player_movement_system_buffered_direction_change() {
|
||||
let mut world = create_test_world();
|
||||
let player = spawn_test_player(&mut world);
|
||||
let (mut world, _) = common::create_test_world();
|
||||
let player = common::spawn_test_player(&mut world, 0);
|
||||
|
||||
// Set a buffered direction to go down (towards node 2)
|
||||
world.entity_mut(player).insert(BufferedDirection::Some {
|
||||
@@ -349,8 +295,8 @@ fn test_player_movement_system_buffered_direction_change() {
|
||||
|
||||
match *position {
|
||||
Position::Moving { from, to, .. } => {
|
||||
assert_eq!(from, 0);
|
||||
assert_eq!(to, 2); // Should be moving to node 2 (down)
|
||||
assert_that(&from).is_equal_to(0);
|
||||
assert_that(&to).is_equal_to(2); // Should be moving to node 2 (down)
|
||||
}
|
||||
Position::Stopped { .. } => panic!("Player should have started moving"),
|
||||
}
|
||||
@@ -361,8 +307,8 @@ fn test_player_movement_system_buffered_direction_change() {
|
||||
|
||||
#[test]
|
||||
fn test_player_movement_system_no_valid_edge() {
|
||||
let mut world = create_test_world();
|
||||
let player = spawn_test_player(&mut world);
|
||||
let (mut world, _) = common::create_test_world();
|
||||
let player = common::spawn_test_player(&mut world, 0);
|
||||
|
||||
// Set velocity to direction with no edge
|
||||
world.entity_mut(player).insert(Velocity {
|
||||
@@ -379,15 +325,15 @@ fn test_player_movement_system_no_valid_edge() {
|
||||
let position = query.single(&world).expect("Player should exist");
|
||||
|
||||
match *position {
|
||||
Position::Stopped { node } => assert_eq!(node, 0),
|
||||
Position::Stopped { node } => assert_that(&node).is_equal_to(0),
|
||||
Position::Moving { .. } => panic!("Player shouldn't be able to move without valid edge"),
|
||||
}
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn test_player_movement_system_continue_moving() {
|
||||
let mut world = create_test_world();
|
||||
let player = spawn_test_player(&mut world);
|
||||
let (mut world, _) = common::create_test_world();
|
||||
let player = common::spawn_test_player(&mut world, 0);
|
||||
|
||||
// Set player to already be moving
|
||||
world.entity_mut(player).insert(Position::Moving {
|
||||
@@ -406,7 +352,7 @@ fn test_player_movement_system_continue_moving() {
|
||||
|
||||
match *position {
|
||||
Position::Moving { remaining_distance, .. } => {
|
||||
assert!(remaining_distance < 50.0); // Should have moved
|
||||
assert_that(&(remaining_distance < 50.0)).is_true(); // Should have moved
|
||||
}
|
||||
Position::Stopped { .. } => {
|
||||
// If player reached destination, that's also valid
|
||||
@@ -414,17 +360,13 @@ fn test_player_movement_system_continue_moving() {
|
||||
}
|
||||
}
|
||||
|
||||
// ============================================================================
|
||||
// Integration Tests
|
||||
// ============================================================================
|
||||
|
||||
#[test]
|
||||
fn test_full_player_input_to_movement_flow() {
|
||||
let mut world = create_test_world();
|
||||
let _player = spawn_test_player(&mut world);
|
||||
let (mut world, _) = common::create_test_world();
|
||||
let _player = common::spawn_test_player(&mut world, 0);
|
||||
|
||||
// Send move command
|
||||
send_game_event(&mut world, GameCommand::MovePlayer(Direction::Down));
|
||||
common::send_game_event(&mut world, GameEvent::Command(GameCommand::MovePlayer(Direction::Down)));
|
||||
|
||||
// Run control system to process input
|
||||
world
|
||||
@@ -442,8 +384,8 @@ fn test_full_player_input_to_movement_flow() {
|
||||
|
||||
match *position {
|
||||
Position::Moving { from, to, .. } => {
|
||||
assert_eq!(from, 0);
|
||||
assert_eq!(to, 2); // Moving to node 2 (down)
|
||||
assert_that(&from).is_equal_to(0);
|
||||
assert_that(&to).is_equal_to(2); // Moving to node 2 (down)
|
||||
}
|
||||
Position::Stopped { .. } => panic!("Player should be moving"),
|
||||
}
|
||||
@@ -454,17 +396,17 @@ fn test_full_player_input_to_movement_flow() {
|
||||
|
||||
#[test]
|
||||
fn test_buffered_direction_timing() {
|
||||
let mut world = create_test_world();
|
||||
let _player = spawn_test_player(&mut world);
|
||||
let (mut world, _) = common::create_test_world();
|
||||
let _player = common::spawn_test_player(&mut world, 0);
|
||||
|
||||
// Send move command
|
||||
send_game_event(&mut world, GameCommand::MovePlayer(Direction::Up));
|
||||
common::send_game_event(&mut world, GameEvent::Command(GameCommand::MovePlayer(Direction::Up)));
|
||||
world
|
||||
.run_system_once(player_control_system)
|
||||
.expect("System should run successfully");
|
||||
|
||||
// Run movement system multiple times with small delta times
|
||||
world.insert_resource(DeltaTime(0.1)); // 0.1 seconds
|
||||
world.insert_resource(DeltaTime::from_seconds(0.1)); // 0.1 seconds
|
||||
|
||||
// First run - buffered direction should still be active
|
||||
world
|
||||
@@ -475,39 +417,39 @@ fn test_buffered_direction_timing() {
|
||||
|
||||
match *buffered_direction {
|
||||
BufferedDirection::Some { remaining_time, .. } => {
|
||||
assert!(remaining_time > 0.0);
|
||||
assert!(remaining_time < 0.25);
|
||||
assert_that(&(remaining_time > 0.0)).is_true();
|
||||
assert_that(&(remaining_time < 0.25)).is_true();
|
||||
}
|
||||
BufferedDirection::None => panic!("Buffered direction should still be active"),
|
||||
}
|
||||
|
||||
// Run again to fully expire the buffered direction
|
||||
world.insert_resource(DeltaTime(0.2)); // Total 0.3 seconds, should expire
|
||||
world.insert_resource(DeltaTime::from_seconds(0.2)); // Total 0.3 seconds, should expire
|
||||
world
|
||||
.run_system_once(player_movement_system)
|
||||
.expect("System should run successfully");
|
||||
|
||||
let buffered_direction = query.single(&world).expect("Player should exist");
|
||||
assert_eq!(*buffered_direction, BufferedDirection::None);
|
||||
assert_that(buffered_direction).is_equal_to(BufferedDirection::None);
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn test_multiple_rapid_direction_changes() {
|
||||
let mut world = create_test_world();
|
||||
let _player = spawn_test_player(&mut world);
|
||||
let (mut world, _) = common::create_test_world();
|
||||
let _player = common::spawn_test_player(&mut world, 0);
|
||||
|
||||
// Send multiple rapid direction changes
|
||||
send_game_event(&mut world, GameCommand::MovePlayer(Direction::Up));
|
||||
common::send_game_event(&mut world, GameEvent::Command(GameCommand::MovePlayer(Direction::Up)));
|
||||
world
|
||||
.run_system_once(player_control_system)
|
||||
.expect("System should run successfully");
|
||||
|
||||
send_game_event(&mut world, GameCommand::MovePlayer(Direction::Down));
|
||||
common::send_game_event(&mut world, GameEvent::Command(GameCommand::MovePlayer(Direction::Down)));
|
||||
world
|
||||
.run_system_once(player_control_system)
|
||||
.expect("System should run successfully");
|
||||
|
||||
send_game_event(&mut world, GameCommand::MovePlayer(Direction::Left));
|
||||
common::send_game_event(&mut world, GameEvent::Command(GameCommand::MovePlayer(Direction::Left)));
|
||||
world
|
||||
.run_system_once(player_control_system)
|
||||
.expect("System should run successfully");
|
||||
@@ -518,7 +460,7 @@ fn test_multiple_rapid_direction_changes() {
|
||||
|
||||
match *buffered_direction {
|
||||
BufferedDirection::Some { direction, .. } => {
|
||||
assert_eq!(direction, Direction::Left);
|
||||
assert_that(&direction).is_equal_to(Direction::Left);
|
||||
}
|
||||
BufferedDirection::None => panic!("Expected buffered direction"),
|
||||
}
|
||||
@@ -526,15 +468,15 @@ fn test_multiple_rapid_direction_changes() {
|
||||
|
||||
#[test]
|
||||
fn test_player_state_persistence_across_systems() {
|
||||
let mut world = create_test_world();
|
||||
let _player = spawn_test_player(&mut world);
|
||||
let (mut world, _) = common::create_test_world();
|
||||
let _player = common::spawn_test_player(&mut world, 0);
|
||||
|
||||
// Test that multiple commands can be processed - but need to handle events properly
|
||||
// Clear any existing events first
|
||||
world.resource_mut::<Events<GameEvent>>().clear();
|
||||
|
||||
// Toggle debug mode
|
||||
send_game_event(&mut world, GameCommand::ToggleDebug);
|
||||
common::send_game_event(&mut world, GameEvent::Command(GameCommand::ToggleDebug));
|
||||
world
|
||||
.run_system_once(player_control_system)
|
||||
.expect("System should run successfully");
|
||||
@@ -542,7 +484,7 @@ fn test_player_state_persistence_across_systems() {
|
||||
|
||||
// Clear events and mute audio
|
||||
world.resource_mut::<Events<GameEvent>>().clear();
|
||||
send_game_event(&mut world, GameCommand::MuteAudio);
|
||||
common::send_game_event(&mut world, GameEvent::Command(GameCommand::MuteAudio));
|
||||
world
|
||||
.run_system_once(player_control_system)
|
||||
.expect("System should run successfully");
|
||||
@@ -550,7 +492,7 @@ fn test_player_state_persistence_across_systems() {
|
||||
|
||||
// Clear events and move player
|
||||
world.resource_mut::<Events<GameEvent>>().clear();
|
||||
send_game_event(&mut world, GameCommand::MovePlayer(Direction::Down));
|
||||
common::send_game_event(&mut world, GameEvent::Command(GameCommand::MovePlayer(Direction::Down)));
|
||||
world
|
||||
.run_system_once(player_control_system)
|
||||
.expect("System should run successfully");
|
||||
@@ -564,8 +506,8 @@ fn test_player_state_persistence_across_systems() {
|
||||
let position = *query.single(&world).expect("Player should exist");
|
||||
|
||||
// Check that the state changes persisted individually
|
||||
assert!(debug_state_after_toggle.enabled, "Debug state should have toggled");
|
||||
assert!(audio_muted_after_toggle, "Audio should be muted");
|
||||
assert_that(&debug_state_after_toggle.enabled).is_true();
|
||||
assert_that(&audio_muted_after_toggle).is_true();
|
||||
|
||||
// Player position depends on actual map connectivity
|
||||
match position {
|
||||
|
||||
@@ -1,60 +1,92 @@
|
||||
use pacman::systems::profiling::{SystemId, SystemTimings};
|
||||
use speculoos::prelude::*;
|
||||
use std::time::Duration;
|
||||
use strum::IntoEnumIterator;
|
||||
|
||||
macro_rules! assert_close {
|
||||
($actual:expr, $expected:expr, $concern:expr) => {
|
||||
let tolerance = Duration::from_micros(500);
|
||||
let diff = $actual.abs_diff($expected);
|
||||
assert_that(&(diff < tolerance)).is_true();
|
||||
};
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn test_timing_statistics() {
|
||||
let timings = SystemTimings::default();
|
||||
|
||||
// 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));
|
||||
// Add consecutive timing measurements (no skipped ticks to avoid zero padding)
|
||||
timings.add_timing(SystemId::PlayerControls, Duration::from_millis(10), 1);
|
||||
timings.add_timing(SystemId::PlayerControls, Duration::from_millis(12), 2);
|
||||
timings.add_timing(SystemId::PlayerControls, Duration::from_millis(8), 3);
|
||||
|
||||
// 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)
|
||||
}
|
||||
// Add consecutive timing measurements for another system
|
||||
timings.add_timing(SystemId::Blinking, Duration::from_millis(3), 1);
|
||||
timings.add_timing(SystemId::Blinking, Duration::from_millis(2), 2);
|
||||
timings.add_timing(SystemId::Blinking, Duration::from_millis(1), 3);
|
||||
|
||||
{
|
||||
let stats = timings.get_stats(3);
|
||||
let (avg, std_dev) = stats.get(&SystemId::PlayerControls).unwrap();
|
||||
|
||||
assert_close!(*avg, Duration::from_millis(10), "PlayerControls average timing");
|
||||
assert_close!(*std_dev, Duration::from_millis(2), "PlayerControls standard deviation timing");
|
||||
}
|
||||
|
||||
let stats = timings.get_stats();
|
||||
let (avg, std_dev) = stats.get(&SystemId::PlayerControls).unwrap();
|
||||
|
||||
// Average should be 10ms, standard deviation should be small
|
||||
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!(
|
||||
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
|
||||
);
|
||||
// Note: get_total_stats() was removed as we now use the Total system directly
|
||||
// This test now focuses on individual system statistics
|
||||
}
|
||||
|
||||
// #[test]
|
||||
// fn test_window_size_limit() {
|
||||
// let timings = SystemTimings::default();
|
||||
#[test]
|
||||
fn test_default_zero_timing_for_unused_systems() {
|
||||
let timings = SystemTimings::default();
|
||||
|
||||
// // Add more than 90 timings to test window size limit
|
||||
// for i in 0..100 {
|
||||
// timings.add_timing("test_system", Duration::from_millis(i));
|
||||
// }
|
||||
// Add timing data for only one system
|
||||
timings.add_timing(SystemId::PlayerControls, Duration::from_millis(5), 1);
|
||||
|
||||
// let stats = timings.get_stats();
|
||||
// let (avg, _) = stats.get("test_system").unwrap();
|
||||
let stats = timings.get_stats(1);
|
||||
|
||||
// // Should only keep the last 90 values, so average should be around 55ms
|
||||
// // (average of 10-99)
|
||||
// assert!((avg.as_millis() as f64 - 55.0).abs() < 5.0);
|
||||
// }
|
||||
// Verify all SystemId variants are present in the stats
|
||||
let expected_count = SystemId::iter().count();
|
||||
assert_that(&stats.len()).is_equal_to(expected_count);
|
||||
|
||||
// Verify that the system with data has non-zero timing
|
||||
let (avg, std_dev) = stats.get(&SystemId::PlayerControls).unwrap();
|
||||
assert_close!(*avg, Duration::from_millis(5), "System with data should have correct timing");
|
||||
assert_close!(*std_dev, Duration::ZERO, "Single measurement should have zero std dev");
|
||||
|
||||
// Verify that all other systems have zero timing (excluding Total which is special)
|
||||
for id in SystemId::iter() {
|
||||
if id != SystemId::PlayerControls && id != SystemId::Total {
|
||||
let (avg, std_dev) = stats.get(&id).unwrap();
|
||||
assert_close!(
|
||||
*avg,
|
||||
Duration::ZERO,
|
||||
format!("Unused system {:?} should have zero avg timing", id)
|
||||
);
|
||||
assert_close!(
|
||||
*std_dev,
|
||||
Duration::ZERO,
|
||||
format!("Unused system {:?} should have zero std dev", id)
|
||||
);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn test_total_system_timing() {
|
||||
let timings = SystemTimings::default();
|
||||
|
||||
// Add some timing data to the Total system
|
||||
timings.add_total_timing(Duration::from_millis(16), 1);
|
||||
timings.add_total_timing(Duration::from_millis(18), 2);
|
||||
timings.add_total_timing(Duration::from_millis(14), 3);
|
||||
|
||||
let stats = timings.get_stats(3);
|
||||
let (avg, std_dev) = stats.get(&SystemId::Total).unwrap();
|
||||
|
||||
// Should have 16ms average (16+18+14)/3 = 16ms
|
||||
assert_close!(*avg, Duration::from_millis(16), "Total system average timing");
|
||||
// Should have some standard deviation
|
||||
assert_that(&(*std_dev > Duration::ZERO)).is_true();
|
||||
}
|
||||
|
||||
@@ -1,88 +0,0 @@
|
||||
use glam::U16Vec2;
|
||||
use pacman::texture::sprite::{AtlasMapper, AtlasTile, MapperFrame, SpriteAtlas};
|
||||
use sdl2::pixels::Color;
|
||||
use std::collections::HashMap;
|
||||
|
||||
fn mock_texture() -> sdl2::render::Texture<'static> {
|
||||
unsafe { std::mem::transmute(0usize) }
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn test_sprite_atlas_basic() {
|
||||
let mut frames = HashMap::new();
|
||||
frames.insert(
|
||||
"test".to_string(),
|
||||
MapperFrame {
|
||||
pos: U16Vec2::new(10, 20),
|
||||
size: U16Vec2::new(32, 64),
|
||||
},
|
||||
);
|
||||
|
||||
let mapper = AtlasMapper { frames };
|
||||
let texture = mock_texture();
|
||||
let atlas = SpriteAtlas::new(texture, mapper);
|
||||
|
||||
let tile = atlas.get_tile("test");
|
||||
assert!(tile.is_some());
|
||||
let tile = tile.unwrap();
|
||||
assert_eq!(tile.pos, glam::U16Vec2::new(10, 20));
|
||||
assert_eq!(tile.size, glam::U16Vec2::new(32, 64));
|
||||
assert_eq!(tile.color, None);
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn test_sprite_atlas_multiple_tiles() {
|
||||
let mut frames = HashMap::new();
|
||||
frames.insert(
|
||||
"tile1".to_string(),
|
||||
MapperFrame {
|
||||
pos: U16Vec2::new(0, 0),
|
||||
size: U16Vec2::new(32, 32),
|
||||
},
|
||||
);
|
||||
frames.insert(
|
||||
"tile2".to_string(),
|
||||
MapperFrame {
|
||||
pos: U16Vec2::new(32, 0),
|
||||
size: U16Vec2::new(64, 64),
|
||||
},
|
||||
);
|
||||
|
||||
let mapper = AtlasMapper { frames };
|
||||
let texture = mock_texture();
|
||||
let atlas = SpriteAtlas::new(texture, mapper);
|
||||
|
||||
assert_eq!(atlas.tiles_count(), 2);
|
||||
assert!(atlas.has_tile("tile1"));
|
||||
assert!(atlas.has_tile("tile2"));
|
||||
assert!(!atlas.has_tile("tile3"));
|
||||
assert!(atlas.get_tile("nonexistent").is_none());
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn test_sprite_atlas_color() {
|
||||
let mapper = AtlasMapper { frames: HashMap::new() };
|
||||
let texture = mock_texture();
|
||||
let mut atlas = SpriteAtlas::new(texture, mapper);
|
||||
|
||||
assert_eq!(atlas.default_color(), None);
|
||||
|
||||
let color = Color::RGB(255, 0, 0);
|
||||
atlas.set_color(color);
|
||||
assert_eq!(atlas.default_color(), Some(color));
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn test_atlas_tile_new_and_with_color() {
|
||||
let pos = U16Vec2::new(10, 20);
|
||||
let size = U16Vec2::new(30, 40);
|
||||
let color = Color::RGB(100, 150, 200);
|
||||
|
||||
let tile = AtlasTile::new(pos, size, None);
|
||||
assert_eq!(tile.pos, pos);
|
||||
assert_eq!(tile.size, size);
|
||||
assert_eq!(tile.color, None);
|
||||
|
||||
let tile_with_color = tile.with_color(color);
|
||||
assert_eq!(tile_with_color.color, Some(color));
|
||||
}
|
||||
73
tests/sprites.rs
Normal file
73
tests/sprites.rs
Normal file
@@ -0,0 +1,73 @@
|
||||
//! Tests for the sprite path generation.
|
||||
use pacman::{
|
||||
game::ATLAS_FRAMES,
|
||||
map::direction::Direction,
|
||||
systems::Ghost,
|
||||
texture::sprites::{FrightenedColor, GameSprite, GhostSprite, MazeSprite, PacmanSprite},
|
||||
};
|
||||
|
||||
#[test]
|
||||
fn test_all_sprite_paths_exist() {
|
||||
let mut sprites_to_test = Vec::new();
|
||||
|
||||
// Pac-Man sprites
|
||||
for &dir in &[Direction::Up, Direction::Down, Direction::Left, Direction::Right] {
|
||||
for frame in 0..2 {
|
||||
sprites_to_test.push(GameSprite::Pacman(PacmanSprite::Moving(dir, frame)));
|
||||
}
|
||||
}
|
||||
sprites_to_test.push(GameSprite::Pacman(PacmanSprite::Full));
|
||||
for frame in 0..=10 {
|
||||
sprites_to_test.push(GameSprite::Pacman(PacmanSprite::Dying(frame)));
|
||||
}
|
||||
|
||||
// Ghost sprites
|
||||
for &ghost in &[Ghost::Blinky, Ghost::Pinky, Ghost::Inky, Ghost::Clyde] {
|
||||
for &dir in &[Direction::Up, Direction::Down, Direction::Left, Direction::Right] {
|
||||
for frame in 0..2 {
|
||||
sprites_to_test.push(GameSprite::Ghost(GhostSprite::Normal(ghost, dir, frame)));
|
||||
}
|
||||
sprites_to_test.push(GameSprite::Ghost(GhostSprite::Eyes(dir)));
|
||||
}
|
||||
}
|
||||
for &color in &[FrightenedColor::Blue, FrightenedColor::White] {
|
||||
for frame in 0..2 {
|
||||
sprites_to_test.push(GameSprite::Ghost(GhostSprite::Frightened(color, frame)));
|
||||
}
|
||||
}
|
||||
|
||||
// Maze sprites
|
||||
for i in 0..=34 {
|
||||
sprites_to_test.push(GameSprite::Maze(MazeSprite::Tile(i)));
|
||||
}
|
||||
sprites_to_test.push(GameSprite::Maze(MazeSprite::Pellet));
|
||||
sprites_to_test.push(GameSprite::Maze(MazeSprite::Energizer));
|
||||
|
||||
for sprite in sprites_to_test {
|
||||
let path = sprite.to_path();
|
||||
assert!(
|
||||
ATLAS_FRAMES.contains_key(&path),
|
||||
"Sprite path '{}' does not exist in the atlas.",
|
||||
path
|
||||
);
|
||||
}
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn test_invalid_sprite_paths_do_not_exist() {
|
||||
let invalid_sprites = vec![
|
||||
// An invalid Pac-Man dying frame
|
||||
GameSprite::Pacman(PacmanSprite::Dying(99)),
|
||||
// An invalid maze tile
|
||||
GameSprite::Maze(MazeSprite::Tile(99)),
|
||||
];
|
||||
|
||||
for sprite in invalid_sprites {
|
||||
let path = sprite.to_path();
|
||||
assert!(
|
||||
!ATLAS_FRAMES.contains_key(&path),
|
||||
"Invalid sprite path '{}' was found in the atlas, but it should not exist.",
|
||||
path
|
||||
);
|
||||
}
|
||||
}
|
||||
@@ -1,9 +1,10 @@
|
||||
use pacman::texture::{sprite::SpriteAtlas, text::TextTexture};
|
||||
|
||||
use crate::common::create_atlas;
|
||||
use speculoos::prelude::*;
|
||||
|
||||
mod common;
|
||||
|
||||
use common::create_atlas;
|
||||
|
||||
/// Helper function to get all characters that should be in the atlas
|
||||
fn get_all_chars() -> String {
|
||||
let mut chars = Vec::new();
|
||||
@@ -16,22 +17,16 @@ fn get_all_chars() -> String {
|
||||
/// Helper function to check if a character is in the atlas and char_map
|
||||
fn check_char(text_texture: &mut TextTexture, atlas: &mut SpriteAtlas, c: char) {
|
||||
// Check that the character is not in the char_map yet
|
||||
assert!(
|
||||
!text_texture.get_char_map().contains_key(&c),
|
||||
"Character {c} should not yet be in char_map"
|
||||
);
|
||||
assert_that(&text_texture.get_char_map().contains_key(&c)).is_false();
|
||||
|
||||
// Get the tile from the atlas, which caches the tile in the char_map
|
||||
let tile = text_texture.get_tile(c, atlas);
|
||||
|
||||
assert!(tile.is_ok(), "Failed to get tile for character {c}");
|
||||
assert!(tile.unwrap().is_some(), "Tile for character {c} not found in atlas");
|
||||
assert_that(&tile.is_ok()).is_true();
|
||||
assert_that(&tile.unwrap().is_some()).is_true();
|
||||
|
||||
// Check that the tile is now cached in the char_map
|
||||
assert!(
|
||||
text_texture.get_char_map().contains_key(&c),
|
||||
"Tile for character {c} was not cached in char_map"
|
||||
);
|
||||
assert_that(&text_texture.get_char_map().contains_key(&c)).is_true();
|
||||
}
|
||||
|
||||
#[test]
|
||||
@@ -74,8 +69,8 @@ fn test_text_width() -> Result<(), String> {
|
||||
let width = text_texture.text_width(&string);
|
||||
let height = text_texture.text_height();
|
||||
|
||||
assert!(width > 0, "Width for string {string} should be greater than 0");
|
||||
assert!(height > 0, "Height for string {string} should be greater than 0");
|
||||
assert_that(&(width > 0)).is_true();
|
||||
assert_that(&(height > 0)).is_true();
|
||||
}
|
||||
|
||||
Ok(())
|
||||
@@ -86,44 +81,20 @@ fn test_text_scale() -> Result<(), String> {
|
||||
let string = "ABCDEFG !-/\"";
|
||||
let base_width = (string.len() * 8) as u32;
|
||||
|
||||
let mut text_texture = TextTexture::new(0.5);
|
||||
let text_texture = TextTexture::new(0.5);
|
||||
assert_that(&text_texture.text_height()).is_equal_to(4);
|
||||
assert_that(&text_texture.text_width("")).is_equal_to(0);
|
||||
assert_that(&text_texture.text_width(string)).is_equal_to(base_width / 2);
|
||||
|
||||
assert_eq!(text_texture.scale(), 0.5);
|
||||
assert_eq!(text_texture.text_height(), 4);
|
||||
assert_eq!(text_texture.text_width(""), 0);
|
||||
assert_eq!(text_texture.text_width(string), base_width / 2);
|
||||
let text_texture = TextTexture::new(2.0);
|
||||
assert_that(&text_texture.text_height()).is_equal_to(16);
|
||||
assert_that(&text_texture.text_width(string)).is_equal_to(base_width * 2);
|
||||
assert_that(&text_texture.text_width("")).is_equal_to(0);
|
||||
|
||||
text_texture.set_scale(2.0);
|
||||
assert_eq!(text_texture.scale(), 2.0);
|
||||
assert_eq!(text_texture.text_height(), 16);
|
||||
assert_eq!(text_texture.text_width(string), base_width * 2);
|
||||
assert_eq!(text_texture.text_width(""), 0);
|
||||
|
||||
text_texture.set_scale(1.0);
|
||||
assert_eq!(text_texture.scale(), 1.0);
|
||||
assert_eq!(text_texture.text_height(), 8);
|
||||
assert_eq!(text_texture.text_width(string), base_width);
|
||||
assert_eq!(text_texture.text_width(""), 0);
|
||||
|
||||
Ok(())
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn test_text_color() -> Result<(), String> {
|
||||
let mut text_texture = TextTexture::new(1.0);
|
||||
|
||||
// Test default color (should be None initially)
|
||||
assert_eq!(text_texture.color(), None);
|
||||
|
||||
// Test setting color
|
||||
let test_color = sdl2::pixels::Color::YELLOW;
|
||||
text_texture.set_color(test_color);
|
||||
assert_eq!(text_texture.color(), Some(test_color));
|
||||
|
||||
// Test changing color
|
||||
let new_color = sdl2::pixels::Color::RED;
|
||||
text_texture.set_color(new_color);
|
||||
assert_eq!(text_texture.color(), Some(new_color));
|
||||
let text_texture = TextTexture::new(1.0);
|
||||
assert_that(&text_texture.text_height()).is_equal_to(8);
|
||||
assert_that(&text_texture.text_width(string)).is_equal_to(base_width);
|
||||
assert_that(&text_texture.text_width("")).is_equal_to(0);
|
||||
|
||||
Ok(())
|
||||
}
|
||||
|
||||
115
tests/ttf.rs
Normal file
115
tests/ttf.rs
Normal file
@@ -0,0 +1,115 @@
|
||||
use pacman::texture::ttf::{TtfAtlas, TtfRenderer};
|
||||
use sdl2::pixels::Color;
|
||||
|
||||
mod common;
|
||||
|
||||
#[test]
|
||||
fn text_width_calculates_correctly_for_empty_string() {
|
||||
let (mut canvas, texture_creator, _sdl) = common::setup_sdl().unwrap();
|
||||
let _ttf_context = sdl2::ttf::init().unwrap();
|
||||
let font = _ttf_context.load_font("assets/game/TerminalVector.ttf", 16).unwrap();
|
||||
|
||||
let mut atlas = TtfAtlas::new(&texture_creator, &font).unwrap();
|
||||
atlas.populate_atlas(&mut canvas, &texture_creator, &font).unwrap();
|
||||
|
||||
let renderer = TtfRenderer::new(1.0);
|
||||
let width = renderer.text_width(&atlas, "");
|
||||
|
||||
assert_eq!(width, 0);
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn text_width_calculates_correctly_for_single_character() {
|
||||
let (mut canvas, texture_creator, _sdl) = common::setup_sdl().unwrap();
|
||||
let _ttf_context = sdl2::ttf::init().unwrap();
|
||||
let font = _ttf_context.load_font("assets/game/TerminalVector.ttf", 16).unwrap();
|
||||
|
||||
let mut atlas = TtfAtlas::new(&texture_creator, &font).unwrap();
|
||||
atlas.populate_atlas(&mut canvas, &texture_creator, &font).unwrap();
|
||||
|
||||
let renderer = TtfRenderer::new(1.0);
|
||||
let width = renderer.text_width(&atlas, "A");
|
||||
|
||||
assert!(width > 0);
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn text_width_scales_correctly() {
|
||||
let (mut canvas, texture_creator, _sdl) = common::setup_sdl().unwrap();
|
||||
let _ttf_context = sdl2::ttf::init().unwrap();
|
||||
let font = _ttf_context.load_font("assets/game/TerminalVector.ttf", 16).unwrap();
|
||||
|
||||
let mut atlas = TtfAtlas::new(&texture_creator, &font).unwrap();
|
||||
atlas.populate_atlas(&mut canvas, &texture_creator, &font).unwrap();
|
||||
|
||||
let renderer1 = TtfRenderer::new(1.0);
|
||||
let renderer2 = TtfRenderer::new(2.0);
|
||||
|
||||
let width1 = renderer1.text_width(&atlas, "Test");
|
||||
let width2 = renderer2.text_width(&atlas, "Test");
|
||||
|
||||
assert_eq!(width2, width1 * 2);
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn text_height_returns_non_zero_for_valid_atlas() {
|
||||
let (mut canvas, texture_creator, _sdl) = common::setup_sdl().unwrap();
|
||||
let _ttf_context = sdl2::ttf::init().unwrap();
|
||||
let font = _ttf_context.load_font("assets/game/TerminalVector.ttf", 16).unwrap();
|
||||
|
||||
let mut atlas = TtfAtlas::new(&texture_creator, &font).unwrap();
|
||||
atlas.populate_atlas(&mut canvas, &texture_creator, &font).unwrap();
|
||||
|
||||
let renderer = TtfRenderer::new(1.0);
|
||||
let height = renderer.text_height(&atlas);
|
||||
|
||||
assert!(height > 0);
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn text_height_scales_correctly() {
|
||||
let (mut canvas, texture_creator, _sdl) = common::setup_sdl().unwrap();
|
||||
let _ttf_context = sdl2::ttf::init().unwrap();
|
||||
let font = _ttf_context.load_font("assets/game/TerminalVector.ttf", 16).unwrap();
|
||||
|
||||
let mut atlas = TtfAtlas::new(&texture_creator, &font).unwrap();
|
||||
atlas.populate_atlas(&mut canvas, &texture_creator, &font).unwrap();
|
||||
|
||||
let renderer1 = TtfRenderer::new(1.0);
|
||||
let renderer2 = TtfRenderer::new(2.0);
|
||||
|
||||
let height1 = renderer1.text_height(&atlas);
|
||||
let height2 = renderer2.text_height(&atlas);
|
||||
|
||||
assert_eq!(height2, height1 * 2);
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn render_text_handles_empty_string() {
|
||||
let (mut canvas, texture_creator, _sdl) = common::setup_sdl().unwrap();
|
||||
let _ttf_context = sdl2::ttf::init().unwrap();
|
||||
let font = _ttf_context.load_font("assets/game/TerminalVector.ttf", 16).unwrap();
|
||||
|
||||
let mut atlas = TtfAtlas::new(&texture_creator, &font).unwrap();
|
||||
atlas.populate_atlas(&mut canvas, &texture_creator, &font).unwrap();
|
||||
|
||||
let renderer = TtfRenderer::new(1.0);
|
||||
let result = renderer.render_text(&mut canvas, &mut atlas, "", glam::Vec2::new(0.0, 0.0), Color::WHITE);
|
||||
|
||||
assert!(result.is_ok());
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn render_text_handles_single_character() {
|
||||
let (mut canvas, texture_creator, _sdl) = common::setup_sdl().unwrap();
|
||||
let _ttf_context = sdl2::ttf::init().unwrap();
|
||||
let font = _ttf_context.load_font("assets/game/TerminalVector.ttf", 16).unwrap();
|
||||
|
||||
let mut atlas = TtfAtlas::new(&texture_creator, &font).unwrap();
|
||||
atlas.populate_atlas(&mut canvas, &texture_creator, &font).unwrap();
|
||||
|
||||
let renderer = TtfRenderer::new(1.0);
|
||||
let result = renderer.render_text(&mut canvas, &mut atlas, "A", glam::Vec2::new(10.0, 10.0), Color::RED);
|
||||
|
||||
assert!(result.is_ok());
|
||||
}
|
||||
Some files were not shown because too many files have changed in this diff Show More
Reference in New Issue
Block a user