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19 Commits

Author SHA1 Message Date
Ryan Walters
968eb39b64 feat: fix emscripten browser logging, streamline console initialization and logging 2025-09-04 14:07:24 -05:00
Ryan Walters
0759019c8b fix: allow Window events, allows proper logical canvas resizing
You have no idea how much pain this has been causing me.
2025-09-04 13:26:08 -05:00
Ryan Walters
17188df729 refactor(test): remove dead code and consolidate test utilities 2025-09-04 11:53:29 -05:00
Ryan Walters
b34c63cf9c feat: add aspect ratio demo bin 2025-09-04 11:20:00 -05:00
Ryan Walters
57e7f395d7 feat: add drag reference control relaxation with easing, mild refactor 2025-09-04 11:19:48 -05:00
Ryan Walters
1f5af2cd96 feat: touch movement controls 2025-09-04 11:02:51 -05:00
Ryan Walters
36a2f00d8c chore: set explicit ARGB8888 pixel format for transparency support, 'web' task with caddy fs 2025-09-04 00:13:48 -05:00
Ryan Walters
b8c7c29376 fix: calculation for rect position scaling in debug_renderer 2025-09-03 23:23:56 -05:00
Ryan Walters
a3c4e5267f refactor: consolidate rendering systems into a combined render system for improved performance and reduced overhead 2025-09-03 23:09:19 -05:00
Ryan Walters
3e630bcbef feat: run input_system less, rework profiling system to allow for conditional ticks, prepopulate and simplify locking mechanisms, drop RwLock 2025-09-03 23:09:19 -05:00
Ryan Walters
33775166a7 feat: add batching & merging of lines in debug rendering 2025-09-03 19:45:55 -05:00
Ryan Walters
f2732a7ff7 feat: improve debug rendering performance via batch rendering of rects 2025-09-03 19:15:05 -05:00
Ryan Walters
6771dea02b fix: avoid padding jitter with constant name padding, minor timing calculation fixes 2025-09-03 19:00:45 -05:00
Ryan Walters
23f43288e1 feat: implement optimized text rendering by caching font characters into special atlas 2025-09-03 17:31:48 -05:00
Ryan Walters
028ee28840 fix: remove redundant double canvas copy 2025-09-03 17:31:06 -05:00
Ryan Walters
a489bff0d1 chore: add timing demo bin 2025-09-03 17:31:06 -05:00
Ryan Walters
0907b5ebe7 chore: remove unused functions, add 'web' task to Justfile 2025-09-03 16:31:21 -05:00
Ryan Walters
4cc5816d1f refactor: use small_rng for Emscripten only, simplify platform to top-level functions only, no trait/struct 2025-09-03 11:11:04 -05:00
Ryan Walters
208ad3e733 chore: move spin-sleep to desktop only, rearrange Cargo dependencies 2025-09-03 11:04:06 -05:00
35 changed files with 1857 additions and 1104 deletions

40
Cargo.lock generated
View File

@@ -722,6 +722,15 @@ dependencies = [
"portable-atomic",
]
[[package]]
name = "ppv-lite86"
version = "0.2.21"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "85eae3c4ed2f50dcfe72643da4befc30deadb458a9b590d720cde2f2b1e97da9"
dependencies = [
"zerocopy",
]
[[package]]
name = "pretty_assertions"
version = "1.4.1"
@@ -762,6 +771,17 @@ version = "0.9.2"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "6db2770f06117d490610c7488547d543617b21bfa07796d7a12f6f1bd53850d1"
dependencies = [
"rand_chacha",
"rand_core",
]
[[package]]
name = "rand_chacha"
version = "0.9.0"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "d3022b5f1df60f26e1ffddd6c66e8aa15de382ae63b3a0c1bfc0e4d3e3f325cb"
dependencies = [
"ppv-lite86",
"rand_core",
]
@@ -1529,3 +1549,23 @@ 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",
]

View File

@@ -13,30 +13,51 @@ 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]
bevy_ecs = "0.16.1"
glam = "0.30.5"
pathfinding = "4.14"
tracing = { version = "0.1.41", features = ["max_level_debug", "release_max_level_debug"]}
tracing-error = "0.2.0"
tracing-subscriber = {version = "0.3.20", features = ["env-filter"]}
thiserror = "2.0.16"
anyhow = "1.0"
bevy_ecs = "0.16.1"
glam = "0.30.5"
rand = { version = "0.9.2", default-features = false, features = ["small_rng", "os_rng"] }
pathfinding = "4.14"
smallvec = "1.15.1"
bitflags = "2.9.4"
micromap = "0.1.0"
circular-buffer = "1.1.0"
parking_lot = "0.12.3"
spin_sleep = "1.3.2"
strum = "0.27.2"
strum_macros = "0.27.2"
phf = { version = "0.13.1", features = ["macros"] }
thousands = "0.2.0"
num-width = "0.1.0"
# 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(target_os = "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 = "0.61.3", features = ["Win32_Security", "Win32_Storage_FileSystem", "Win32_System_Console"] }
windows-sys = { version = "0.60.2", 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 = "1.3.2"
# 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"
@@ -59,32 +80,16 @@ opt-level = 3
lto = false
panic = 'unwind'
# LTO optimizations, no unwinding on panic, optimize for size
# Optimized release profile for size
[profile.release]
opt-level = "z"
lto = true
panic = "abort"
opt-level = "z"
# Used for customizing console output on Windows; both are required due to the `windows` crate having poor Result handling with `GetStdHandle`.
[target.'cfg(target_os = "windows")'.dependencies]
windows = { version = "0.61.3", features = ["Win32_Security", "Win32_Storage_FileSystem", "Win32_System_Console"] }
windows-sys = { version = "0.60.2", features = ["Win32_System_Console"] }
# On desktop platforms, build SDL2 with cargo-vcpkg
[target.'cfg(not(target_os = "emscripten"))'.dependencies.sdl2]
version = "0.38"
default-features = false
features = ["image", "ttf", "gfx", "mixer", "unsafe_textures", "static-link", "use-vcpkg"]
# On Emscripten, we don't use cargo-vcpkg
[target.'cfg(target_os = "emscripten")'.dependencies]
sdl2 = { version = "0.38", default-features = false, features = ["image", "ttf", "gfx", "mixer", "unsafe_textures"] }
libc = "0.2.175" # TODO: Describe why this is required.
[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" }

View File

@@ -3,7 +3,7 @@ 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"
coverage_exclude_pattern := "src\\\\app\\.rs|audio\\.rs|src\\\\error\\.rs|platform\\\\emscripten\\.rs|bin\\\\.+\\.rs|main\\.rs|platform\\\\desktop\\.rs|platform\\\\tracing_buffer\\.rs|platform\\\\buffered_writer\\.rs|systems\\\\debug\\.rs|systems\\\\profiling\\.rs"
binary_extension := if os() == "windows" { ".exe" } else { "" }
@@ -38,3 +38,7 @@ coverage:
samply:
cargo build --profile profile
samply record ./target/profile/pacman{{ binary_extension }}
# Build the project for Emscripten
web:
bun run web.build.ts; caddy file-server --root dist

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@@ -4,7 +4,7 @@ use crate::error::{GameError, GameResult};
use crate::constants::{CANVAS_SIZE, LOOP_TIME, SCALE};
use crate::game::Game;
use crate::platform::get_platform;
use crate::platform;
use sdl2::{AudioSubsystem, Sdl};
/// Main application wrapper that manages SDL initialization, window lifecycle, and the game loop.
@@ -89,7 +89,7 @@ impl App {
let start = Instant::now();
let dt = self.last_tick.elapsed().as_secs_f32();
self.last_tick = Instant::now();
self.last_tick = start;
let exit = self.game.tick(dt);
@@ -101,7 +101,7 @@ 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);
}
}

View File

@@ -44,7 +44,7 @@ impl Asset {
mod imp {
use super::*;
use crate::error::AssetError;
use crate::platform::get_platform;
use crate::platform;
/// Loads asset bytes using the appropriate platform-specific method.
///
@@ -58,7 +58,7 @@ 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)
platform::get_asset_bytes(asset)
}
}

130
src/bin/aspect_demo.rs Normal file
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@@ -0,0 +1,130 @@
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(())
}

91
src/bin/timing_demo.rs Normal file
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@@ -0,0 +1,91 @@
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(())
}

View File

@@ -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;

View File

@@ -13,15 +13,18 @@ use crate::systems::blinking::Blinking;
use crate::systems::components::{GhostAnimation, GhostState, LastAnimationState};
use crate::systems::movement::{BufferedDirection, Position, Velocity};
use crate::systems::profiling::SystemId;
use crate::systems::render::touch_ui_render_system;
use crate::systems::render::RenderDirty;
use crate::systems::{self, ghost_collision_system, present_system, Hidden, LinearAnimation, MovementModifiers, NodeId};
use crate::systems::{
audio_system, blinking_system, collision_system, debug_render_system, directional_render_system, dirty_render_system,
eaten_ghost_system, ghost_movement_system, ghost_state_system, hud_render_system, item_system, linear_render_system, profile,
render_system, AudioEvent, AudioResource, AudioState, BackbufferResource, Collider, DebugFontResource, DebugState,
DebugTextureResource, DeltaTime, DirectionalAnimation, EntityType, Frozen, Ghost, GhostAnimations, GhostBundle,
GhostCollider, GlobalState, ItemBundle, ItemCollider, MapTextureResource, PacmanCollider, PlayerBundle, PlayerControlled,
Renderable, ScoreResource, StartupSequence, SystemTimings,
self, combined_render_system, ghost_collision_system, present_system, Hidden, LinearAnimation, MovementModifiers, NodeId,
};
use crate::systems::{
audio_system, blinking_system, collision_system, directional_render_system, dirty_render_system, eaten_ghost_system,
ghost_movement_system, ghost_state_system, hud_render_system, item_system, linear_render_system, profile, AudioEvent,
AudioResource, AudioState, BackbufferResource, Collider, DebugState, DebugTextureResource, DeltaTime, DirectionalAnimation,
EntityType, Frozen, Ghost, GhostAnimations, GhostBundle, GhostCollider, GlobalState, ItemBundle, ItemCollider,
MapTextureResource, PacmanCollider, PlayerBundle, PlayerControlled, Renderable, ScoreResource, StartupSequence,
SystemTimings,
};
use crate::texture::animated::{DirectionalTiles, TileSequence};
use crate::texture::sprite::AtlasTile;
@@ -29,8 +32,9 @@ use bevy_ecs::event::EventRegistry;
use bevy_ecs::observer::Trigger;
use bevy_ecs::schedule::common_conditions::resource_changed;
use bevy_ecs::schedule::{Condition, IntoScheduleConfigs, Schedule, SystemSet};
use bevy_ecs::system::ResMut;
use bevy_ecs::system::{Local, ResMut};
use bevy_ecs::world::World;
use glam::UVec2;
use sdl2::event::EventType;
use sdl2::image::LoadTexture;
use sdl2::render::{BlendMode, Canvas, ScaleMode, TextureCreator};
@@ -42,6 +46,7 @@ use crate::{
asset::{get_asset_bytes, Asset},
events::GameCommand,
map::render::MapRenderer,
systems::debug::{BatchedLinesResource, TtfAtlasResource},
systems::input::{Bindings, CursorPosition},
texture::sprite::{AtlasMapper, SpriteAtlas},
};
@@ -104,9 +109,9 @@ impl Game {
EventType::ControllerTouchpadDown,
EventType::ControllerTouchpadMotion,
EventType::ControllerTouchpadUp,
EventType::FingerDown,
EventType::FingerUp,
EventType::FingerMotion,
// EventType::FingerDown, // Enable for touch controls
// EventType::FingerUp, // Enable for touch controls
// EventType::FingerMotion, // Enable for touch controls
EventType::DollarGesture,
EventType::DollarRecord,
EventType::MultiGesture,
@@ -123,12 +128,11 @@ impl Game {
EventType::TextInput,
EventType::TextEditing,
EventType::Display,
EventType::Window,
// EventType::Window,
EventType::MouseWheel,
EventType::MouseMotion,
EventType::MouseButtonDown,
EventType::MouseButtonUp,
EventType::MouseButtonDown,
// EventType::MouseMotion,
// EventType::MouseButtonDown, // Enable for desktop touch testing
// EventType::MouseButtonUp, // Enable for desktop touch testing
EventType::AppDidEnterBackground,
EventType::AppWillEnterForeground,
EventType::AppWillEnterBackground,
@@ -155,19 +159,24 @@ impl Game {
// Create debug texture at output resolution for crisp debug rendering
let output_size = canvas.output_size().unwrap();
let mut debug_texture = texture_creator
.create_texture_target(None, output_size.0, output_size.1)
.create_texture_target(Some(sdl2::pixels::PixelFormatEnum::ARGB8888), output_size.0, output_size.1)
.map_err(|e| GameError::Sdl(e.to_string()))?;
// Debug texture is copied over the backbuffer, it requires transparency abilities
debug_texture.set_blend_mode(BlendMode::Blend);
debug_texture.set_scale_mode(ScaleMode::Nearest);
// Create debug text atlas for efficient debug rendering
let font_data: &'static [u8] = get_asset_bytes(Asset::Font)?.to_vec().leak();
let font_asset = RWops::from_bytes(font_data).map_err(|_| GameError::Sdl("Failed to load font".to_string()))?;
let debug_font = ttf_context
.load_font_from_rwops(font_asset, constants::ui::DEBUG_FONT_SIZE)
.map_err(|e| GameError::Sdl(e.to_string()))?;
let mut ttf_atlas = crate::texture::ttf::TtfAtlas::new(&texture_creator, &debug_font)?;
// Populate the atlas with actual character data
ttf_atlas.populate_atlas(&mut canvas, &texture_creator, &debug_font)?;
// Initialize audio system
let audio = crate::audio::Audio::new();
@@ -293,6 +302,10 @@ impl Game {
EventRegistry::register_event::<GameEvent>(&mut world);
EventRegistry::register_event::<AudioEvent>(&mut world);
let scale =
(UVec2::from(canvas.output_size().unwrap()).as_vec2() / UVec2::from(canvas.logical_size()).as_vec2()).min_element();
world.insert_resource(BatchedLinesResource::new(&map, scale));
world.insert_resource(Self::create_ghost_animations(&atlas)?);
world.insert_resource(map);
world.insert_resource(GlobalState { exit: false });
@@ -304,6 +317,7 @@ impl Game {
world.insert_resource(DebugState::default());
world.insert_resource(AudioState::default());
world.insert_resource(CursorPosition::default());
world.insert_resource(systems::input::TouchState::default());
world.insert_resource(StartupSequence::new(
constants::startup::STARTUP_FRAMES,
constants::startup::STARTUP_TICKS_PER_FRAME,
@@ -315,7 +329,7 @@ impl Game {
world.insert_non_send_resource(BackbufferResource(backbuffer));
world.insert_non_send_resource(MapTextureResource(map_texture));
world.insert_non_send_resource(DebugTextureResource(debug_texture));
world.insert_non_send_resource(DebugFontResource(debug_font));
world.insert_non_send_resource(TtfAtlasResource(ttf_atlas));
world.insert_non_send_resource(AudioResource(audio));
world.add_observer(
@@ -341,9 +355,7 @@ impl Game {
let directional_render_system = profile(SystemId::DirectionalRender, directional_render_system);
let linear_render_system = profile(SystemId::LinearRender, linear_render_system);
let dirty_render_system = profile(SystemId::DirtyRender, dirty_render_system);
let render_system = profile(SystemId::Render, render_system);
let hud_render_system = profile(SystemId::HudRender, hud_render_system);
let debug_render_system = profile(SystemId::DebugRender, debug_render_system);
let present_system = profile(SystemId::Present, present_system);
let unified_ghost_state_system = profile(SystemId::GhostStateAnimation, ghost_state_system);
@@ -354,7 +366,11 @@ impl Game {
schedule.add_systems((
forced_dirty_system.run_if(resource_changed::<ScoreResource>.or(resource_changed::<StartupSequence>)),
(
input_system,
input_system.run_if(|mut local: Local<u8>| {
*local = local.wrapping_add(1u8);
// run every nth frame
*local % 2 == 0
}),
player_control_system,
player_movement_system,
startup_stage_system,
@@ -371,9 +387,9 @@ impl Game {
directional_render_system,
linear_render_system,
dirty_render_system,
render_system,
combined_render_system,
hud_render_system,
debug_render_system,
touch_ui_render_system,
present_system,
)
.chain(),

View File

@@ -2,7 +2,7 @@
#![windows_subsystem = "windows"]
use crate::{app::App, constants::LOOP_TIME};
use tracing::{debug, info, warn};
use tracing::info;
mod app;
mod asset;
@@ -22,20 +22,9 @@ mod texture;
/// This function initializes SDL, the window, the game state, and then enters
/// the main game loop.
pub fn main() {
let platform = platform::get_platform();
if platform.requires_console() {
// Setup buffered tracing subscriber that will buffer logs until console is ready
let switchable_writer = platform::tracing_buffer::setup_switchable_subscriber();
// Initialize platform-specific console
platform.init_console().expect("Could not initialize console");
// Now that console is initialized, flush buffered logs and switch to direct output
debug!("Switching to direct logging mode and flushing buffer...");
if let Err(error) = switchable_writer.switch_to_direct_mode() {
warn!("Failed to flush buffered logs to console: {error:?}");
}
}
// 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");

View File

@@ -3,171 +3,175 @@
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;
pub fn sleep(duration: Duration, focused: bool) {
if focused {
spin_sleep::sleep(duration);
} else {
std::thread::sleep(duration);
}
}
impl CommonPlatform for Platform {
fn sleep(&self, duration: Duration, focused: bool) {
if focused {
spin_sleep::sleep(duration);
pub fn init_console() -> Result<(), PlatformError> {
#[cfg(windows)]
{
use crate::platform::tracing_buffer::setup_switchable_subscriber;
use tracing::{debug, info};
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 {
std::thread::sleep(duration);
debug!("No existing console window found");
}
if let Some(file_type) = is_output_setup()? {
debug!(r#type = file_type, "Existing output detected");
} else {
debug!("No existing output detected");
// Try to attach to parent console for direct cargo run
attach_to_parent_console()?;
info!("Successfully attached to parent console");
}
// Now that console is initialized, flush buffered logs and switch to direct output
debug!("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:?}");
}
}
fn get_time(&self) -> f64 {
std::time::Instant::now().elapsed().as_secs_f64()
}
Ok(())
}
fn init_console(&self) -> Result<(), PlatformError> {
#[cfg(windows)]
{
use tracing::{debug, info};
use windows::Win32::System::Console::GetConsoleWindow;
// Check if we already have a console window
if unsafe { !GetConsoleWindow().0.is_null() } {
debug!("Already have a console window");
return Ok(());
} else {
debug!("No existing console window found");
}
if let Some(file_type) = Self::is_output_setup()? {
debug!(r#type = file_type, "Existing output detected");
} else {
debug!("No existing output detected");
// Try to attach to parent console for direct cargo run
Self::attach_to_parent_console()?;
info!("Successfully attached to parent console");
}
}
Ok(())
}
fn requires_console(&self) -> bool {
cfg!(windows)
}
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 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"))),
}
}
pub fn rng() -> ThreadRng {
rand::rng()
}
/* Internal functions */
/// Check if the output stream has been setup by a parent process
/// Windows-only
#[cfg(windows)]
impl Platform {
/// Check if the output stream has been setup by a parent process
fn is_output_setup() -> Result<Option<&'static str>, PlatformError> {
use tracing::{debug, warn};
fn is_output_setup() -> Result<Option<&'static str>, PlatformError> {
use tracing::{debug, warn};
use windows::Win32::Storage::FileSystem::{
GetFileType, FILE_TYPE_CHAR, FILE_TYPE_DISK, FILE_TYPE_PIPE, FILE_TYPE_REMOTE, FILE_TYPE_UNKNOWN,
};
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},
};
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")
}
};
debug!("File type: {file_type:?}, well known: {well_known}");
// If it's anything recognizable and valid, assume that a parent process has setup an output stream
Ok(well_known.then_some(file_type))
}
/// Try to attach to parent console
fn attach_to_parent_console() -> Result<(), PlatformError> {
use windows::{
core::PCSTR,
Win32::{
Foundation::{GENERIC_READ, GENERIC_WRITE},
Storage::FileSystem::{CreateFileA, FILE_FLAGS_AND_ATTRIBUTES, FILE_SHARE_READ, FILE_SHARE_WRITE, OPEN_EXISTING},
System::Console::{
AttachConsole, FreeConsole, SetStdHandle, ATTACH_PARENT_PROCESS, STD_ERROR_HANDLE, STD_OUTPUT_HANDLE,
},
},
};
// Attach the process to the parent's console
unsafe { AttachConsole(ATTACH_PARENT_PROCESS) }
.map_err(|e| PlatformError::ConsoleInit(format!("Failed to attach to parent console: {:?}", e)))?;
let handle = unsafe {
let pcstr = PCSTR::from_raw(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,
)
// 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()));
}
.map_err(|e| PlatformError::ConsoleInit(format!("Failed to create console handle: {:?}", e)))?;
handle => handle,
};
// 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))?;
// 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")
}
};
Ok(())
}
debug!("File type: {file_type:?}, well known: {well_known}");
// If it's anything recognizable and valid, assume that a parent process has setup an output stream
Ok(well_known.then_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(())
}

View File

@@ -1,66 +1,96 @@
//! 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 requires_console(&self) -> bool {
false
}
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 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
#[allow(dead_code)]
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;
// Standard C functions that Emscripten redirects to console
fn printf(format: *const u8, ...) -> i32;
}
unsafe fn get_canvas_size() -> (u32, 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)
.without_time()
.with_target(false),
)
.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(())
}
}
#[allow(dead_code)]
pub fn get_canvas_size() -> Option<(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)
unsafe {
emscripten_get_element_css_size(c"canvas".as_ptr().cast(), &mut width, &mut height);
if width == 0.0 || height == 0.0 {
return None;
}
}
Some((width as u32, height as u32))
}
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()
}

View File

@@ -1,52 +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"))]
pub mod buffered_writer;
#[cfg(not(target_os = "emscripten"))]
mod desktop;
#[cfg(not(target_os = "emscripten"))]
pub mod tracing_buffer;
#[cfg(not(target_os = "emscripten"))]
pub use desktop::*;
#[cfg(target_os = "emscripten")]
pub use emscripten::*;
#[cfg(target_os = "emscripten")]
mod emscripten;
pub mod buffered_writer;
pub mod tracing_buffer;
/// Cross-platform abstraction layer providing unified APIs for platform-specific operations.
pub trait CommonPlatform {
/// Platform-specific sleep function (required due to Emscripten's non-standard sleep requirements).
///
/// 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>;
/// Whether the platform requires a console to be initialized.
fn requires_console(&self) -> bool;
}
/// 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
}
}

View File

@@ -1,17 +1,20 @@
//! Debug rendering system
use std::cmp::Ordering;
use crate::constants::BOARD_PIXEL_OFFSET;
use crate::constants::{BOARD_PIXEL_OFFSET, CANVAS_SIZE};
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 bevy_ecs::system::{Query, Res};
use glam::{IVec2, UVec2, 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::collections::{HashMap, HashSet};
use tracing::warn;
#[derive(Resource, Default, Debug, Copy, Clone)]
pub struct DebugState {
@@ -25,31 +28,143 @@ fn f32_to_u8(value: f32) -> u8 {
/// Resource to hold the debug texture for persistent rendering
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
fn render_timing_display(
canvas: &mut Canvas<Window>,
texture_creator: &mut TextureCreator<WindowContext>,
timings: &SystemTimings,
font: &Font,
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 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 +190,148 @@ 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)]
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>,
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();
let output = UVec2::from(canvas.output_size().unwrap()).as_vec2();
let logical = CANVAS_SIZE.as_vec2();
let scale = (output / logical).min_element();
// Get texture creator before entering the closure to avoid borrowing conflicts
let mut texture_creator = canvas.texture_creator();
let font = &debug_font.0;
// Create debug text renderer
let text_renderer = TtfRenderer::new(1.0);
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 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(0.6),
..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();
}
for (id, node) in map.graph.nodes().enumerate() {
let pos = node.position;
// 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
})
});
// Transform position using common method
let pos = transform_position_with_offset(pos, scale);
let size = (2.0 * scale) as u32;
debug_canvas
.fill_rect(Rect::new(pos.x - (size as i32 / 2), pos.y - (size as i32 / 2), size, size))
.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 rects: Vec<_> = map
.graph
.nodes()
.enumerate()
.filter_map(|(id, node)| {
let pos = transform_position_with_offset(node.position, scale);
let size = (2.0 * scale) as u32;
let rect = Rect::new(pos.x - (size as i32 / 2), pos.y - (size as i32 / 2), size, size);
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();
}
// 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;
}
// Render timing information in the top-left corner
render_timing_display(debug_canvas, &mut texture_creator, &timings, font);
})
.unwrap();
Some(rect)
})
.collect();
if rects.len() > rects.capacity() {
warn!(
capacity = rects.capacity(),
count = rects.len(),
"Node rects capacity exceeded"
);
}
// 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);
let node_id_text = closest_node_id.to_string();
let text_pos = Vec2::new((pos.x + 10) as f32, (pos.y - 5) as f32);
text_renderer
.render_text(
canvas,
&mut ttf_atlas.0,
&node_id_text,
text_pos,
Color {
a: f32_to_u8(0.4),
..Color::WHITE
},
)
.unwrap();
}
// Render timing information in the top-left corner
render_timing_display(canvas, timings, &text_renderer, &mut ttf_atlas.0);
}

View File

@@ -1,3 +1,4 @@
use crate::platform;
use crate::systems::components::{DirectionalAnimation, Frozen, GhostAnimation, GhostState, LastAnimationState, LinearAnimation};
use crate::{
map::{
@@ -14,9 +15,7 @@ use crate::{
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;
/// Autonomous ghost AI system implementing randomized movement with backtracking avoidance.
@@ -49,7 +48,7 @@ pub fn ghost_movement_system(
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;

View File

@@ -15,6 +15,12 @@ use crate::{
map::direction::Direction,
};
// Touch input constants
const TOUCH_DIRECTION_THRESHOLD: f32 = 10.0;
const TOUCH_EASING_DISTANCE_THRESHOLD: f32 = 1.0;
const MAX_TOUCH_MOVEMENT_SPEED: f32 = 100.0;
const TOUCH_EASING_FACTOR: f32 = 1.5;
#[derive(Resource, Default, Debug, Copy, Clone)]
pub enum CursorPosition {
#[default]
@@ -25,6 +31,30 @@ pub enum CursorPosition {
},
}
#[derive(Resource, Default, Debug)]
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>,
@@ -125,12 +155,62 @@ pub fn process_simple_key_events(bindings: &mut Bindings, frame_events: &[Simple
emitted_events
}
/// Calculates the primary direction from a 2D vector delta
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.
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<EventPump>,
mut cursor: ResMut<CursorPosition>,
mut touch_state: ResMut<TouchState>,
) {
let mut cursor_seen = false;
// Collect all events for this frame.
@@ -138,14 +218,12 @@ pub fn input_system(
// Warn if the smallvec was heap allocated due to exceeding stack capacity
#[cfg(debug_assertions)]
{
if frame_events.len() > frame_events.capacity() {
tracing::warn!(
"More than {} events in a frame, consider adjusting stack capacity: {:?}",
frame_events.capacity(),
frame_events
);
}
if frame_events.len() > frame_events.capacity() {
tracing::warn!(
"More than {} events in a frame, consider adjusting stack capacity: {:?}",
frame_events.capacity(),
frame_events
);
}
// Handle non-keyboard events inline and build a simplified keyboard event stream.
@@ -161,6 +239,43 @@ 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);
}
}
// 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::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 {
@@ -178,6 +293,9 @@ pub fn input_system(
simple_key_events.push(SimpleKeyEvent::KeyUp(key));
}
}
Event::RenderTargetsReset { .. } | Event::Window { .. } => {
// No-op
}
_ => {
tracing::warn!("Unhandled event, consider disabling: {:?}", event);
}
@@ -190,6 +308,25 @@ 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.0);
// 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;
if *remaining_time <= 0.0 {

View File

@@ -3,12 +3,12 @@ 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::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.
@@ -16,7 +16,7 @@ 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)]
#[derive(EnumCount, EnumIter, IntoStaticStr, Debug, PartialEq, Eq, Hash, Copy, Clone)]
pub enum SystemId {
Input,
PlayerControls,
@@ -46,7 +46,7 @@ impl Display for SystemId {
}
}
#[derive(Resource, Default, Debug)]
#[derive(Resource, Debug)]
pub struct SystemTimings {
/// Map of system names to a queue of durations, using a circular buffer.
///
@@ -55,52 +55,64 @@ pub struct SystemTimings {
///
/// 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>>,
///
/// Pre-populated with all SystemId variants during initialization to avoid runtime allocations
/// and allow systems to have default zero timings when they don't submit data.
pub timings: Map<SystemId, Mutex<CircularBuffer<TIMING_WINDOW_SIZE, Duration>>, MAX_SYSTEMS>,
}
impl Default for SystemTimings {
fn default() -> Self {
let mut timings = Map::new();
// Pre-populate with all SystemId variants to avoid runtime allocations
// and provide default zero timings for systems that don't submit data
for id in SystemId::iter() {
timings.insert(id, Mutex::new(CircularBuffer::new()));
}
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);
});
// Since all SystemId variants are pre-populated, we can use a simple read lock
let queue = self
.timings
.get(&id)
.expect("SystemId not found in pre-populated map - this is a bug");
queue.lock().push_back(duration);
}
pub fn get_stats(&self) -> Map<SystemId, (Duration, Duration), MAX_SYSTEMS> {
let timings = self.timings.read();
let mut stats = Map::new();
for (id, queue) in timings.iter() {
if queue.lock().is_empty() {
// Iterate over all SystemId variants to ensure every system has an entry
for id in SystemId::iter() {
let queue = self
.timings
.get(&id)
.expect("SystemId not found in pre-populated map - this is a bug");
let queue_guard = queue.lock();
if queue_guard.is_empty() {
// Return zero timing for systems that haven't submitted any data
stats.insert(id, (Duration::ZERO, Duration::ZERO));
continue;
}
let durations: Vec<f64> = queue.lock().iter().map(|d| d.as_secs_f64() * 1000.0).collect();
let durations: Vec<f64> = queue_guard.iter().map(|d| d.as_secs_f64() * 1000.0).collect();
let count = durations.len() as f64;
let sum: f64 = durations.iter().sum();
let mean = sum / count;
let variance = durations.iter().map(|x| (x - mean).powi(2)).sum::<f64>() / count;
let variance = durations.iter().map(|x| (x - mean).powi(2)).sum::<f64>() / (count - 1.0).max(1.0);
let std_dev = variance.sqrt();
stats.insert(
*id,
id,
(
Duration::from_secs_f64(mean / 1000.0),
Duration::from_secs_f64(std_dev / 1000.0),
@@ -113,8 +125,7 @@ impl SystemTimings {
pub fn get_total_stats(&self) -> (Duration, Duration) {
let duration_sums = {
let timings = self.timings.read();
timings
self.timings
.iter()
.map(|(_, queue)| queue.lock().iter().sum::<Duration>())
.collect::<Vec<_>>()
@@ -128,7 +139,7 @@ impl SystemTimings {
diff_secs * diff_secs
})
.sum::<f64>()
/ duration_sums.len() as f64;
/ (duration_sums.len() - 1).max(1) as f64;
let std_dev_secs = variance.sqrt();
(mean, Duration::from_secs_f64(std_dev_secs))
@@ -250,17 +261,22 @@ 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!(

View File

@@ -1,9 +1,11 @@
use crate::constants::CANVAS_SIZE;
use crate::error::{GameError, TextureError};
use crate::map::builder::Map;
use crate::systems::input::TouchState;
use crate::systems::{
DebugState, DebugTextureResource, DeltaTime, DirectionalAnimation, LinearAnimation, Position, Renderable, ScoreResource,
StartupSequence, Velocity,
debug_render_system, BatchedLinesResource, Collider, CursorPosition, DebugState, DebugTextureResource, DeltaTime,
DirectionalAnimation, LinearAnimation, Position, Renderable, ScoreResource, StartupSequence, SystemId, SystemTimings,
TtfAtlasResource, Velocity,
};
use crate::texture::sprite::SpriteAtlas;
use crate::texture::text::TextTexture;
@@ -18,6 +20,7 @@ use sdl2::pixels::Color;
use sdl2::rect::{Point, Rect};
use sdl2::render::{BlendMode, Canvas, Texture};
use sdl2::video::Window;
use std::time::Instant;
#[derive(Resource, Default)]
pub struct RenderDirty(pub bool);
@@ -25,6 +28,13 @@ pub struct RenderDirty(pub bool);
#[derive(Component)]
pub struct Hidden;
/// 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>,
@@ -105,6 +115,79 @@ 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);
/// 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));
}
}
}
});
}
}
/// Renders the HUD (score, lives, etc.) on top of the game.
pub fn hud_render_system(
mut backbuffer: NonSendMut<BackbufferResource>,
@@ -172,61 +255,138 @@ pub fn hud_render_system(
#[allow(clippy::too_many_arguments)]
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, &Position), Without<Hidden>>,
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());
}
// 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,
);
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)]
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>,
map: Res<Map>,
dirty: Res<RenderDirty>,
renderables: Query<(Entity, &Renderable, &Position), Without<Hidden>>,
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,
&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
if let Some(duration) = render_duration {
timings.add_timing(SystemId::Render, duration);
}
if let Some(duration) = debug_render_duration {
timings.add_timing(SystemId::DebugRender, duration);
}
}
pub fn present_system(

View File

@@ -2,3 +2,4 @@ pub mod animated;
pub mod blinking;
pub mod sprite;
pub mod text;
pub mod ttf;

272
src/texture/ttf.rs Normal file
View File

@@ -0,0 +1,272 @@
//! 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>,
}
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,
})
}
/// 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
.char_tiles
.values()
.map(|tile| tile.size.y)
.max()
.unwrap_or(0)
.saturating_mul(self.scale as u32)
}
}

View File

@@ -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);
// }

View File

@@ -1,19 +1,10 @@
use glam::U16Vec2;
use pacman::texture::blinking::BlinkingTexture;
use pacman::texture::sprite::AtlasTile;
use sdl2::pixels::Color;
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;
#[test]
fn test_blinking_texture() {
let tile = mock_atlas_tile(1);
let tile = common::mock_atlas_tile(1);
let mut texture = BlinkingTexture::new(tile, 0.5);
assert!(texture.is_on());
@@ -30,7 +21,7 @@ fn test_blinking_texture() {
#[test]
fn test_blinking_texture_partial_duration() {
let tile = mock_atlas_tile(1);
let tile = common::mock_atlas_tile(1);
let mut texture = BlinkingTexture::new(tile, 0.5);
texture.tick(0.625);
@@ -40,7 +31,7 @@ fn test_blinking_texture_partial_duration() {
#[test]
fn test_blinking_texture_negative_time() {
let tile = mock_atlas_tile(1);
let tile = common::mock_atlas_tile(1);
let mut texture = BlinkingTexture::new(tile, 0.5);
texture.tick(-0.1);

View File

@@ -1,73 +1,7 @@
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 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() {
@@ -81,7 +15,7 @@ fn test_collider_collision_detection() {
#[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 };
@@ -101,9 +35,9 @@ fn test_check_collision_helper() {
#[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 = 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
@@ -113,9 +47,9 @@ fn test_collision_system_pacman_item() {
#[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
@@ -125,9 +59,9 @@ 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 = 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
@@ -137,10 +71,10 @@ fn test_collision_system_no_collision() {
#[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

View File

@@ -1,12 +1,26 @@
#![allow(dead_code)]
use bevy_ecs::{entity::Entity, event::Events, world::World};
use glam::{U16Vec2, Vec2};
use pacman::{
asset::{get_asset_bytes, Asset},
constants::RAW_BOARD,
events::GameEvent,
game::ATLAS_FRAMES,
texture::sprite::{AtlasMapper, SpriteAtlas},
map::{
builder::Map,
direction::Direction,
graph::{Graph, Node},
},
systems::{
AudioEvent, AudioState, BufferedDirection, Collider, DebugState, DeltaTime, EntityType, Ghost, GhostCollider, GhostState,
GlobalState, ItemCollider, MovementModifiers, PacmanCollider, PlayerControlled, Position, ScoreResource, Velocity,
},
texture::sprite::{AtlasMapper, AtlasTile, SpriteAtlas},
};
use sdl2::{
image::LoadTexture,
pixels::Color,
render::{Canvas, TextureCreator},
video::{Window, WindowContext},
Sdl,
@@ -38,3 +52,122 @@ pub fn create_atlas(canvas: &mut sdl2::render::Canvas<sdl2::video::Window>) -> S
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 {
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(DeltaTime(1.0 / 60.0)); // 60 FPS
world.insert_resource(create_test_map());
world
}
/// 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 send_collision_event(world: &mut World, entity1: Entity, entity2: Entity) {
let mut events = world.resource_mut::<Events<GameEvent>>();
events.send(GameEvent::Collision(entity1, entity2));
}
/// 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)),
}
}

View File

@@ -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));
}
}

View File

@@ -1,23 +1,7 @@
use pacman::map::direction::Direction;
use pacman::map::graph::{Graph, Node, TraversalFlags};
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() {
@@ -124,14 +108,14 @@ fn should_error_on_negative_edge_distance() {
#[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());
}
#[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());
@@ -141,7 +125,7 @@ fn should_allow_replacing_an_edge() {
#[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);

View File

@@ -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);
}

View File

@@ -1,13 +1,7 @@
use bevy_ecs::{entity::Entity, event::Events, system::RunSystemOnce, world::World};
use bevy_ecs::{entity::Entity, system::RunSystemOnce};
use pacman::systems::{is_valid_item_collision, item_system, EntityType, GhostState, Position, ScoreResource};
use pacman::{
events::GameEvent,
map::builder::Map,
systems::{
is_valid_item_collision, item_system, AudioEvent, AudioState, EntityType, Ghost, GhostCollider, GhostState, ItemCollider,
PacmanCollider, Position, ScoreResource,
},
};
mod common;
#[test]
fn test_calculate_score_for_item() {
@@ -44,62 +38,14 @@ fn test_is_valid_item_collision() {
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));
}
#[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 = common::create_test_world();
let pacman = common::spawn_test_pacman(&mut world, 0);
let pellet = common::spawn_test_item(&mut world, 1, EntityType::Pellet);
// Send collision event
send_collision_event(&mut world, pacman, pellet);
common::send_collision_event(&mut world, pacman, pellet);
// Run the item system
world.run_system_once(item_system).expect("System should run successfully");
@@ -119,11 +65,11 @@ fn test_item_system_pellet_collection() {
#[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 = common::create_test_world();
let pacman = common::spawn_test_pacman(&mut world, 0);
let power_pellet = common::spawn_test_item(&mut world, 1, EntityType::PowerPellet);
send_collision_event(&mut world, pacman, power_pellet);
common::send_collision_event(&mut world, pacman, power_pellet);
world.run_system_once(item_system).expect("System should run successfully");
@@ -142,16 +88,16 @@ fn test_item_system_power_pellet_collection() {
#[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 = common::create_test_world();
let pacman = common::spawn_test_pacman(&mut world, 0);
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::send_collision_event(&mut world, pacman, pellet1);
common::send_collision_event(&mut world, pacman, pellet2);
common::send_collision_event(&mut world, pacman, power_pellet);
world.run_system_once(item_system).expect("System should run successfully");
@@ -176,8 +122,8 @@ fn test_item_system_multiple_collections() {
#[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 = common::create_test_world();
let pacman = common::spawn_test_pacman(&mut world, 0);
// Create a ghost entity (not an item)
let ghost = world.spawn((Position::Stopped { node: 2 }, EntityType::Ghost)).id();
@@ -186,7 +132,7 @@ 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::send_collision_event(&mut world, pacman, ghost);
world.run_system_once(item_system).expect("System should run successfully");
@@ -205,9 +151,9 @@ fn test_item_system_ignores_non_item_collisions() {
#[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 = 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;
@@ -227,13 +173,13 @@ fn test_item_system_no_collision_events() {
#[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 = common::create_test_world();
let pacman = common::spawn_test_pacman(&mut world, 0);
// 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::send_collision_event(&mut world, pacman, fake_entity);
// System should handle gracefully and not crash
world
@@ -247,15 +193,15 @@ fn test_item_system_collision_with_missing_entity() {
#[test]
fn test_item_system_preserves_existing_score() {
let mut world = create_test_world();
let mut world = 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 pacman = common::spawn_test_pacman(&mut world, 0);
let pellet = common::spawn_test_item(&mut world, 1, EntityType::Pellet);
send_collision_event(&mut world, pacman, pellet);
common::send_collision_event(&mut world, pacman, pellet);
world.run_system_once(item_system).expect("System should run successfully");
@@ -266,17 +212,17 @@ fn test_item_system_preserves_existing_score() {
#[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 = common::create_test_world();
let pacman = common::spawn_test_pacman(&mut world, 0);
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::send_collision_event(&mut world, pacman, power_pellet);
world.run_system_once(item_system).expect("System should run successfully");

View File

@@ -34,61 +34,3 @@ fn test_map_node_positions() {
assert_eq!(node.position, expected_pos);
}
}
// #[test]
// fn test_generate_items() {
// use pacman::texture::sprite::{AtlasMapper, MapperFrame, SpriteAtlas};
// use std::collections::HashMap;
// let map = Map::new(RAW_BOARD).unwrap();
// // 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,
// },
// );
// let mapper = AtlasMapper { frames };
// let texture = unsafe { std::mem::transmute::<usize, Texture<'static>>(0usize) };
// let atlas = SpriteAtlas::new(texture, mapper);
// let items = map.generate_items(&atlas).unwrap();
// // Verify we have items
// assert!(!items.is_empty());
// // 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()));
// }

View File

@@ -1,28 +1,8 @@
use glam::Vec2;
use pacman::map::direction::Direction;
use pacman::map::graph::{Graph, Node};
use pacman::systems::movement::{BufferedDirection, Position, Velocity};
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() {
@@ -127,7 +107,7 @@ fn test_position_tick_overshoot_with_overflow() {
#[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();
@@ -141,7 +121,7 @@ fn test_position_get_pixel_position_stopped() {
#[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,

View File

@@ -1,63 +1,17 @@
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,
},
};
// 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() {
@@ -155,17 +109,13 @@ fn test_entity_type_traversal_flags() {
assert_eq!(EntityType::PowerPellet.traversal_flags(), 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
@@ -190,11 +140,11 @@ 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
@@ -208,11 +158,11 @@ fn test_player_control_system_exit_command() {
#[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
@@ -226,11 +176,11 @@ fn test_player_control_system_toggle_debug() {
#[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
@@ -243,7 +193,7 @@ fn test_player_control_system_mute_audio() {
// 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");
@@ -255,10 +205,10 @@ fn test_player_control_system_mute_audio() {
#[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
@@ -272,8 +222,8 @@ fn test_player_control_system_no_player_entity() {
#[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 {
@@ -305,8 +255,8 @@ fn test_player_movement_system_buffered_direction_expires() {
#[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
@@ -330,8 +280,8 @@ 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 {
@@ -361,8 +311,8 @@ 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 {
@@ -386,8 +336,8 @@ fn test_player_movement_system_no_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 {
@@ -414,17 +364,13 @@ 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
@@ -454,11 +400,11 @@ 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");
@@ -493,21 +439,21 @@ fn test_buffered_direction_timing() {
#[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");
@@ -526,15 +472,15 @@ 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 +488,7 @@ 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 +496,7 @@ 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");

View File

@@ -1,5 +1,22 @@
use pacman::systems::profiling::{SystemId, SystemTimings};
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!(
diff < tolerance,
"Expected {expected:?} ± {tolerance:.0?}, got {actual:?}, off by {diff:?} ({concern})",
concern = $concern,
expected = $expected,
actual = $actual,
tolerance = tolerance,
diff = diff
);
};
}
#[test]
fn test_timing_statistics() {
@@ -14,47 +31,80 @@ fn test_timing_statistics() {
timings.add_timing(SystemId::Blinking, Duration::from_millis(3));
timings.add_timing(SystemId::Blinking, Duration::from_millis(2));
timings.add_timing(SystemId::Blinking, Duration::from_millis(1));
fn close_enough(a: Duration, b: Duration) -> bool {
if a > b {
a - b < Duration::from_micros(500) // 0.1ms
} else {
b - a < Duration::from_micros(500)
}
{
let stats = timings.get_stats();
let (avg, std_dev) = stats.get(&SystemId::PlayerControls).unwrap();
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
);
{
let (total_avg, total_std) = timings.get_total_stats();
assert_close!(total_avg, Duration::from_millis(2), "Total average timing across all systems");
assert_close!(
total_std,
Duration::from_millis(7),
"Total standard deviation timing across all systems"
);
}
}
// #[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));
// let stats = timings.get_stats();
// let (avg, _) = stats.get("test_system").unwrap();
let stats = timings.get_stats();
// // 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_eq!(stats.len(), expected_count, "All SystemId variants should be in stats");
// 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
for id in SystemId::iter() {
if id != SystemId::PlayerControls {
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_pre_populated_timing_entries() {
let timings = SystemTimings::default();
// Verify that we can add timing to any SystemId without panicking
// (this would fail with the old implementation if the entry didn't exist)
for id in SystemId::iter() {
timings.add_timing(id, Duration::from_nanos(1));
}
// Verify all systems now have non-zero timing
let stats = timings.get_stats();
for id in SystemId::iter() {
let (avg, _) = stats.get(&id).unwrap();
assert!(
*avg > Duration::ZERO,
"System {:?} should have non-zero timing after add_timing",
id
);
}
}

View File

@@ -1,14 +1,12 @@
use glam::U16Vec2;
use pacman::texture::sprite::{AtlasMapper, AtlasTile, MapperFrame, SpriteAtlas};
use pacman::texture::sprite::{AtlasMapper, AtlasTile, MapperFrame};
use sdl2::pixels::Color;
use std::collections::HashMap;
fn mock_texture() -> sdl2::render::Texture {
unsafe { std::mem::transmute(0usize) }
}
mod common;
#[test]
fn test_sprite_atlas_basic() {
fn test_atlas_mapper_frame_lookup() {
let mut frames = HashMap::new();
frames.insert(
"test".to_string(),
@@ -19,19 +17,17 @@ fn test_sprite_atlas_basic() {
);
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 direct frame lookup
let frame = mapper.frames.get("test");
assert!(frame.is_some());
let frame = frame.unwrap();
assert_eq!(frame.pos, U16Vec2::new(10, 20));
assert_eq!(frame.size, U16Vec2::new(32, 64));
}
#[test]
fn test_sprite_atlas_multiple_tiles() {
fn test_atlas_mapper_multiple_frames() {
let mut frames = HashMap::new();
frames.insert(
"tile1".to_string(),
@@ -49,27 +45,12 @@ fn test_sprite_atlas_multiple_tiles() {
);
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));
assert_eq!(mapper.frames.len(), 2);
assert!(mapper.frames.contains_key("tile1"));
assert!(mapper.frames.contains_key("tile2"));
assert!(!mapper.frames.contains_key("tile3"));
assert!(mapper.frames.get("nonexistent").is_none());
}
#[test]

View File

@@ -1,9 +1,9 @@
use pacman::texture::{sprite::SpriteAtlas, text::TextTexture};
use crate::common::create_atlas;
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();

View File

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