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...

29 Commits

Author SHA1 Message Date
Ryan Walters
b60888219b fix: remove unused BlinkingTexture 2025-09-06 12:15:03 -05:00
Ryan Walters
3c50bfeab6 refactor: add ticks to DeltaTime, rewrite Blinking system for tick-based calculations with absolute calculations, rewrite Blinking/Direction tests 2025-09-06 12:15:03 -05:00
Ryan Walters
132067c573 feat: re-implement CustomFormatter to clone Full formatterr 2025-09-06 12:15:03 -05:00
Ryan Walters
42e309a46b feat: enhance profiling with tick-based timing management and zero-padding for skipped frames 2025-09-06 12:15:02 -05:00
Ryan Walters
a38423f006 refactor: use welford's algorithm for one-pass avg/std dev. calculations, input logging tweaks 2025-09-06 12:15:02 -05:00
Ryan Walters
07bd127596 chore: move ttf context out of game.rs, remove unnecessary window event logging 2025-09-06 12:15:01 -05:00
Ryan Walters
da42d017e7 refactor: reorganize game.rs new() into separate functions 2025-09-06 12:15:01 -05:00
Ryan Walters
8b623ffabe feat: sprite enums for avoiding hardcoded string paths 2025-09-06 12:15:01 -05:00
Ryan Walters
af81390e30 fix: use LARGE_SCALE for BatchedLineResource calculations 2025-09-06 12:15:00 -05:00
Ryan Walters
2fabd5d7a2 feat: measure total system timings using threading indifferent method, padded formatting 2025-09-06 12:15:00 -05:00
Ryan Walters
bcd9865430 chore: move BufferedWriter into tracing_buffer.rs 2025-09-06 12:15:00 -05:00
Ryan Walters
ed16da1e8f feat: special formatting with game tick counter, remove date from tracing formatter 2025-09-06 12:14:59 -05:00
Ryan Walters
14882531c9 fix(ci): allow dead code in buffered_writer & tracing_buffer for desktop non-windows checks 2025-09-06 12:14:59 -05:00
Ryan Walters
2d36d49b13 feat: enumerate and display render driver info, increase node id text opacity 2025-09-06 12:14:59 -05:00
Ryan Walters
0f1e1d4d42 fix: do not use canvas.output_size() for calculations due to browser behavior 2025-09-04 16:06:28 -05:00
Ryan Walters
9e029966dc chore: setup --debug/--release args for web build script & recipe, fix test lint 2025-09-04 14:47:35 -05:00
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
46 changed files with 2228 additions and 1314 deletions

127
Cargo.lock generated
View File

@@ -301,6 +301,15 @@ dependencies = [
"syn", "syn",
] ]
[[package]]
name = "deranged"
version = "0.5.3"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "d630bccd429a5bb5a64b5e94f693bfc48c9f8566418fda4c494cc94f911f87cc"
dependencies = [
"powerfmt",
]
[[package]] [[package]]
name = "derive_more" name = "derive_more"
version = "1.0.0" version = "1.0.0"
@@ -561,6 +570,76 @@ dependencies = [
"windows-sys 0.52.0", "windows-sys 0.52.0",
] ]
[[package]]
name = "num"
version = "0.4.3"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "35bd024e8b2ff75562e5f34e7f4905839deb4b22955ef5e73d2fea1b9813cb23"
dependencies = [
"num-bigint",
"num-complex",
"num-integer",
"num-iter",
"num-rational",
"num-traits",
]
[[package]]
name = "num-bigint"
version = "0.4.6"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "a5e44f723f1133c9deac646763579fdb3ac745e418f2a7af9cd0c431da1f20b9"
dependencies = [
"num-integer",
"num-traits",
]
[[package]]
name = "num-complex"
version = "0.4.6"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "73f88a1307638156682bada9d7604135552957b7818057dcef22705b4d509495"
dependencies = [
"num-traits",
]
[[package]]
name = "num-conv"
version = "0.1.0"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "51d515d32fb182ee37cda2ccdcb92950d6a3c2893aa280e540671c2cd0f3b1d9"
[[package]]
name = "num-integer"
version = "0.1.46"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "7969661fd2958a5cb096e56c8e1ad0444ac2bbcd0061bd28660485a44879858f"
dependencies = [
"num-traits",
]
[[package]]
name = "num-iter"
version = "0.1.45"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "1429034a0490724d0075ebb2bc9e875d6503c3cf69e235a8941aa757d83ef5bf"
dependencies = [
"autocfg",
"num-integer",
"num-traits",
]
[[package]]
name = "num-rational"
version = "0.4.2"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "f83d14da390562dca69fc84082e73e548e1ad308d24accdedd2720017cb37824"
dependencies = [
"num-bigint",
"num-integer",
"num-traits",
]
[[package]] [[package]]
name = "num-traits" name = "num-traits"
version = "0.2.19" version = "0.2.19"
@@ -603,11 +682,13 @@ dependencies = [
"serde", "serde",
"serde_json", "serde_json",
"smallvec", "smallvec",
"speculoos",
"spin_sleep", "spin_sleep",
"strum", "strum",
"strum_macros", "strum_macros",
"thiserror", "thiserror",
"thousands", "thousands",
"time",
"tracing", "tracing",
"tracing-error", "tracing-error",
"tracing-subscriber", "tracing-subscriber",
@@ -722,6 +803,12 @@ dependencies = [
"portable-atomic", "portable-atomic",
] ]
[[package]]
name = "powerfmt"
version = "0.2.0"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "439ee305def115ba05938db6eb1644ff94165c5ab5e9420d1c1bcedbba909391"
[[package]] [[package]]
name = "ppv-lite86" name = "ppv-lite86"
version = "0.2.21" version = "0.2.21"
@@ -943,6 +1030,16 @@ dependencies = [
"serde", "serde",
] ]
[[package]]
name = "speculoos"
version = "0.13.0"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "00c84ba5fa63b0de837c0d3cef5373ac1c3c6342053b7f446a210a1dde79a034"
dependencies = [
"num",
"serde_json",
]
[[package]] [[package]]
name = "spin" name = "spin"
version = "0.9.8" version = "0.9.8"
@@ -1032,6 +1129,36 @@ dependencies = [
"once_cell", "once_cell",
] ]
[[package]]
name = "time"
version = "0.3.43"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "83bde6f1ec10e72d583d91623c939f623002284ef622b87de38cfd546cbf2031"
dependencies = [
"deranged",
"num-conv",
"powerfmt",
"serde",
"time-core",
"time-macros",
]
[[package]]
name = "time-core"
version = "0.1.6"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "40868e7c1d2f0b8d73e4a8c7f0ff63af4f6d19be117e90bd73eb1d62cf831c6b"
[[package]]
name = "time-macros"
version = "0.2.24"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "30cfb0125f12d9c277f35663a0a33f8c30190f4e4574868a330595412d34ebf3"
dependencies = [
"num-conv",
"time-core",
]
[[package]] [[package]]
name = "toml_datetime" name = "toml_datetime"
version = "0.6.11" version = "0.6.11"

View File

@@ -24,6 +24,7 @@ pathfinding = "4.14"
tracing = { version = "0.1.41", features = ["max_level_debug", "release_max_level_debug"]} tracing = { version = "0.1.41", features = ["max_level_debug", "release_max_level_debug"]}
tracing-error = "0.2.0" tracing-error = "0.2.0"
tracing-subscriber = {version = "0.3.20", features = ["env-filter"]} tracing-subscriber = {version = "0.3.20", features = ["env-filter"]}
time = { version = "0.3.43", features = ["formatting", "macros"] }
thiserror = "2.0.16" thiserror = "2.0.16"
anyhow = "1.0" anyhow = "1.0"
smallvec = "1.15.1" smallvec = "1.15.1"
@@ -61,6 +62,7 @@ libc = "0.2.175" # TODO: Describe why this is required.
[dev-dependencies] [dev-dependencies]
pretty_assertions = "1.4.1" pretty_assertions = "1.4.1"
speculoos = "0.13.0"
[build-dependencies] [build-dependencies]
phf = { version = "0.13.1", features = ["macros"] } phf = { version = "0.13.1", features = ["macros"] }

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 # Regex to exclude files from coverage report, double escapes for Justfile + CLI
# You can use src\\\\..., but the filename alone is acceptable too # 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 { "" } binary_extension := if os() == "windows" { ".exe" } else { "" }
@@ -40,5 +40,6 @@ samply:
samply record ./target/profile/pacman{{ binary_extension }} samply record ./target/profile/pacman{{ binary_extension }}
# Build the project for Emscripten # Build the project for Emscripten
web: web *args:
bun run web.build.ts bun run web.build.ts {{args}};
caddy file-server --root dist

View File

@@ -1,17 +1,18 @@
use std::collections::HashMap;
use std::time::{Duration, Instant}; use std::time::{Duration, Instant};
use crate::error::{GameError, GameResult}; use crate::error::{GameError, GameResult};
use crate::constants::{CANVAS_SIZE, LOOP_TIME, SCALE}; use crate::constants::{CANVAS_SIZE, LOOP_TIME, SCALE};
use crate::formatter;
use crate::game::Game; use crate::game::Game;
use crate::platform; use crate::platform;
use sdl2::pixels::PixelFormatEnum;
use sdl2::render::RendererInfo;
use sdl2::{AudioSubsystem, Sdl}; use sdl2::{AudioSubsystem, Sdl};
use tracing::debug;
/// Main application wrapper that manages SDL initialization, window lifecycle, and the game loop. /// Main application wrapper that manages SDL initialization, window lifecycle, and the game loop.
///
/// Handles platform-specific setup, maintains consistent frame timing, and delegates
/// game logic to the contained `Game` instance. The app manages focus state to
/// optimize CPU usage when the window loses focus.
pub struct App { pub struct App {
pub game: Game, pub game: Game,
last_tick: Instant, last_tick: Instant,
@@ -24,19 +25,15 @@ pub struct App {
impl App { impl App {
/// Initializes SDL subsystems, creates the game window, and sets up the game state. /// Initializes SDL subsystems, creates the game window, and sets up the game state.
/// ///
/// Performs comprehensive initialization including video/audio subsystems,
/// window creation with proper scaling, and canvas configuration. All SDL
/// resources are leaked to maintain 'static lifetimes required by the game architecture.
///
/// # Errors /// # Errors
/// ///
/// Returns `GameError::Sdl` if any SDL initialization step fails, or propagates /// Returns `GameError::Sdl` if any SDL initialization step fails, or propagates
/// errors from `Game::new()` during game state setup. /// errors from `Game::new()` during game state setup.
pub fn new() -> GameResult<Self> { pub fn new() -> GameResult<Self> {
let sdl_context = sdl2::init().map_err(|e| GameError::Sdl(e.to_string()))?; let sdl_context = sdl2::init().map_err(|e| GameError::Sdl(e.to_string()))?;
let ttf_context = sdl2::ttf::init().map_err(|e| GameError::Sdl(e.to_string()))?;
let video_subsystem = sdl_context.video().map_err(|e| GameError::Sdl(e.to_string()))?; let video_subsystem = sdl_context.video().map_err(|e| GameError::Sdl(e.to_string()))?;
let audio_subsystem = sdl_context.audio().map_err(|e| GameError::Sdl(e.to_string()))?; let audio_subsystem = sdl_context.audio().map_err(|e| GameError::Sdl(e.to_string()))?;
// TTF context is initialized within Game::new where it is leaked for font usage
let event_pump = sdl_context.event_pump().map_err(|e| GameError::Sdl(e.to_string()))?; let event_pump = sdl_context.event_pump().map_err(|e| GameError::Sdl(e.to_string()))?;
let window = video_subsystem let window = video_subsystem
@@ -50,20 +47,55 @@ impl App {
.build() .build()
.map_err(|e| GameError::Sdl(e.to_string()))?; .map_err(|e| GameError::Sdl(e.to_string()))?;
#[derive(Debug)]
struct DriverDetail {
info: RendererInfo,
index: usize,
}
let drivers: HashMap<&'static str, DriverDetail> = sdl2::render::drivers()
.enumerate()
.map(|(index, d)| (d.name, DriverDetail { info: d, index }))
.collect::<HashMap<_, _>>();
let get_driver =
|name: &'static str| -> Option<u32> { drivers.get(name.to_lowercase().as_str()).map(|d| d.index as u32) };
{
let mut names = drivers.keys().collect::<Vec<_>>();
names.sort_by_key(|k| get_driver(k));
debug!("Drivers: {names:?}")
}
// Count the number of times each pixel format is supported by each driver
let pixel_format_counts: HashMap<PixelFormatEnum, usize> = drivers
.values()
.flat_map(|d| d.info.texture_formats.iter())
.fold(HashMap::new(), |mut counts, format| {
*counts.entry(*format).or_insert(0) += 1;
counts
});
debug!("Pixel format counts: {pixel_format_counts:?}");
let index = get_driver("direct3d");
debug!("Driver index: {index:?}");
let mut canvas = window let mut canvas = window
.into_canvas() .into_canvas()
.accelerated() .accelerated()
// .index(index)
.build() .build()
.map_err(|e| GameError::Sdl(e.to_string()))?; .map_err(|e| GameError::Sdl(e.to_string()))?;
canvas canvas
.set_logical_size(CANVAS_SIZE.x, CANVAS_SIZE.y) .set_logical_size(CANVAS_SIZE.x, CANVAS_SIZE.y)
.map_err(|e| GameError::Sdl(e.to_string()))?; .map_err(|e| GameError::Sdl(e.to_string()))?;
debug!("Renderer: {:?}", canvas.info());
let texture_creator = canvas.texture_creator(); let texture_creator = canvas.texture_creator();
let game = Game::new(canvas, texture_creator, event_pump)?; let game = Game::new(canvas, ttf_context, texture_creator, event_pump)?;
// game.audio.set_mute(cfg!(debug_assertions));
Ok(App { Ok(App {
game, game,
@@ -89,7 +121,10 @@ impl App {
let start = Instant::now(); let start = Instant::now();
let dt = self.last_tick.elapsed().as_secs_f32(); let dt = self.last_tick.elapsed().as_secs_f32();
self.last_tick = Instant::now(); self.last_tick = start;
// Increment the global tick counter for tracing
formatter::increment_tick();
let exit = self.game.tick(dt); let exit = self.game.tick(dt);

130
src/bin/aspect_demo.rs Normal file
View File

@@ -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(())
}

View File

@@ -8,8 +8,8 @@ use glam::UVec2;
/// ///
/// Calculated as 1/60th of a second (≈16.67ms). /// Calculated as 1/60th of a second (≈16.67ms).
/// ///
/// Written out explicitly to satisfy const-eval constraints. /// Uses integer arithmetic to avoid floating-point precision loss.
pub const LOOP_TIME: Duration = Duration::from_nanos((1_000_000_000.0 / 60.0) as u64); pub const LOOP_TIME: Duration = Duration::from_nanos(1_000_000_000 / 60);
/// The size of each cell, in pixels. /// The size of each cell, in pixels.
pub const CELL_SIZE: u32 = 8; pub const CELL_SIZE: u32 = 8;
@@ -49,6 +49,13 @@ pub const CANVAS_SIZE: UVec2 = UVec2::new(
(BOARD_CELL_SIZE.y + BOARD_CELL_OFFSET.y) * CELL_SIZE, (BOARD_CELL_SIZE.y + BOARD_CELL_OFFSET.y) * CELL_SIZE,
); );
pub const LARGE_SCALE: f32 = 2.6;
pub const LARGE_CANVAS_SIZE: UVec2 = UVec2::new(
(((BOARD_CELL_SIZE.x + BOARD_CELL_OFFSET.x) * CELL_SIZE) as f32 * LARGE_SCALE) as u32,
(((BOARD_CELL_SIZE.y + BOARD_CELL_OFFSET.y) * CELL_SIZE) as f32 * LARGE_SCALE) as u32,
);
/// Collider size constants for different entity types /// Collider size constants for different entity types
pub mod collider { pub mod collider {
use super::CELL_SIZE; use super::CELL_SIZE;
@@ -65,8 +72,8 @@ pub mod collider {
pub mod ui { pub mod ui {
/// Debug font size in points /// Debug font size in points
pub const DEBUG_FONT_SIZE: u16 = 12; pub const DEBUG_FONT_SIZE: u16 = 12;
/// Power pellet blink rate in seconds /// Power pellet blink rate in ticks (at 60 FPS, 12 ticks = 0.2 seconds)
pub const POWER_PELLET_BLINK_RATE: f32 = 0.2; pub const POWER_PELLET_BLINK_RATE: u32 = 12;
} }
/// Map tile types that define gameplay behavior and collision properties. /// Map tile types that define gameplay behavior and collision properties.

160
src/formatter.rs Normal file
View File

@@ -0,0 +1,160 @@
//! Custom tracing formatter with tick counter integration
use std::fmt;
use std::sync::atomic::{AtomicU64, Ordering};
use time::macros::format_description;
use time::{format_description::FormatItem, OffsetDateTime};
use tracing::{Event, Level, Subscriber};
use tracing_subscriber::fmt::format::Writer;
use tracing_subscriber::fmt::{FmtContext, FormatEvent, FormatFields, FormattedFields};
use tracing_subscriber::registry::LookupSpan;
/// Global atomic counter for tracking game ticks
static TICK_COUNTER: AtomicU64 = AtomicU64::new(0);
/// Maximum value for tick counter display (16-bit hex)
const TICK_DISPLAY_MASK: u64 = 0xFFFF;
/// Cached format description for timestamps
/// Uses 3 subsecond digits on Emscripten, 5 otherwise for better performance
#[cfg(target_os = "emscripten")]
const TIMESTAMP_FORMAT: &[FormatItem<'static>] = format_description!("[hour]:[minute]:[second].[subsecond digits:3]");
#[cfg(not(target_os = "emscripten"))]
const TIMESTAMP_FORMAT: &[FormatItem<'static>] = format_description!("[hour]:[minute]:[second].[subsecond digits:5]");
/// A custom formatter that includes both timestamp and tick counter in hexadecimal
///
/// Re-implementation of the Full formatter to add a tick counter and timestamp.
pub struct CustomFormatter;
impl<S, N> FormatEvent<S, N> for CustomFormatter
where
S: Subscriber + for<'a> LookupSpan<'a>,
N: for<'a> FormatFields<'a> + 'static,
{
fn format_event(&self, ctx: &FmtContext<'_, S, N>, mut writer: Writer<'_>, event: &Event<'_>) -> fmt::Result {
let meta = event.metadata();
// 1) Timestamp (dimmed when ANSI)
let now = OffsetDateTime::now_utc();
let formatted_time = now.format(&TIMESTAMP_FORMAT).map_err(|e| {
eprintln!("Failed to format timestamp: {}", e);
fmt::Error
})?;
write_dimmed(&mut writer, formatted_time)?;
writer.write_char(' ')?;
// 2) Tick counter, dim when ANSI
let tick_count = get_tick_count() & TICK_DISPLAY_MASK;
if writer.has_ansi_escapes() {
write!(writer, "\x1b[2m0x{:04X}\x1b[0m ", tick_count)?;
} else {
write!(writer, "0x{:04X} ", tick_count)?;
}
// 3) Colored 5-char level like Full
write_colored_level(&mut writer, meta.level())?;
writer.write_char(' ')?;
// 4) Span scope chain (bold names, fields in braces, dimmed ':')
if let Some(scope) = ctx.event_scope() {
let mut saw_any = false;
for span in scope.from_root() {
write_bold(&mut writer, span.metadata().name())?;
saw_any = true;
let ext = span.extensions();
if let Some(fields) = &ext.get::<FormattedFields<N>>() {
if !fields.is_empty() {
write_bold(&mut writer, "{")?;
write!(writer, "{}", fields)?;
write_bold(&mut writer, "}")?;
}
}
if writer.has_ansi_escapes() {
write!(writer, "\x1b[2m:\x1b[0m")?;
} else {
writer.write_char(':')?;
}
}
if saw_any {
writer.write_char(' ')?;
}
}
// 5) Target (dimmed), then a space
if writer.has_ansi_escapes() {
write!(writer, "\x1b[2m{}\x1b[0m\x1b[2m:\x1b[0m ", meta.target())?;
} else {
write!(writer, "{}: ", meta.target())?;
}
// 6) Event fields
ctx.format_fields(writer.by_ref(), event)?;
// 7) Newline
writeln!(writer)
}
}
/// Write the verbosity level with the same coloring/alignment as the Full formatter.
fn write_colored_level(writer: &mut Writer<'_>, level: &Level) -> fmt::Result {
if writer.has_ansi_escapes() {
// Basic ANSI color sequences; reset with \x1b[0m
let (color, text) = match *level {
Level::TRACE => ("\x1b[35m", "TRACE"), // purple
Level::DEBUG => ("\x1b[34m", "DEBUG"), // blue
Level::INFO => ("\x1b[32m", " INFO"), // green, note leading space
Level::WARN => ("\x1b[33m", " WARN"), // yellow, note leading space
Level::ERROR => ("\x1b[31m", "ERROR"), // red
};
write!(writer, "{}{}\x1b[0m", color, text)
} else {
// Right-pad to width 5 like Full's non-ANSI mode
match *level {
Level::TRACE => write!(writer, "{:>5}", "TRACE"),
Level::DEBUG => write!(writer, "{:>5}", "DEBUG"),
Level::INFO => write!(writer, "{:>5}", " INFO"),
Level::WARN => write!(writer, "{:>5}", " WARN"),
Level::ERROR => write!(writer, "{:>5}", "ERROR"),
}
}
}
fn write_dimmed(writer: &mut Writer<'_>, s: impl fmt::Display) -> fmt::Result {
if writer.has_ansi_escapes() {
write!(writer, "\x1b[2m{}\x1b[0m", s)
} else {
write!(writer, "{}", s)
}
}
fn write_bold(writer: &mut Writer<'_>, s: impl fmt::Display) -> fmt::Result {
if writer.has_ansi_escapes() {
write!(writer, "\x1b[1m{}\x1b[0m", s)
} else {
write!(writer, "{}", s)
}
}
/// Increment the global tick counter by 1
///
/// This should be called once per game tick/frame from the main game loop
pub fn increment_tick() {
TICK_COUNTER.fetch_add(1, Ordering::Relaxed);
}
/// Get the current tick count
///
/// Returns the current value of the global tick counter
pub fn get_tick_count() -> u64 {
TICK_COUNTER.load(Ordering::Relaxed)
}
/// Reset the tick counter to 0
///
/// This can be used for testing or when restarting the game
#[allow(dead_code)]
pub fn reset_tick_counter() {
TICK_COUNTER.store(0, Ordering::Relaxed);
}

View File

@@ -5,31 +5,36 @@ include!(concat!(env!("OUT_DIR"), "/atlas_data.rs"));
use std::collections::HashMap; use std::collections::HashMap;
use crate::constants::{self, animation, MapTile, CANVAS_SIZE}; use crate::constants::{self, animation, MapTile, CANVAS_SIZE};
use crate::error::{GameError, GameResult, TextureError}; use crate::error::{GameError, GameResult};
use crate::events::GameEvent; use crate::events::GameEvent;
use crate::map::builder::Map; use crate::map::builder::Map;
use crate::map::direction::Direction; use crate::map::direction::Direction;
use crate::systems::blinking::Blinking; use crate::systems::blinking::Blinking;
use crate::systems::components::{GhostAnimation, GhostState, LastAnimationState}; use crate::systems::components::{GhostAnimation, GhostState, LastAnimationState};
use crate::systems::movement::{BufferedDirection, Position, Velocity}; use crate::systems::movement::{BufferedDirection, Position, Velocity};
use crate::systems::profiling::SystemId; use crate::systems::profiling::{SystemId, Timing};
use crate::systems::render::touch_ui_render_system;
use crate::systems::render::RenderDirty; use crate::systems::render::RenderDirty;
use crate::systems::{self, ghost_collision_system, present_system, Hidden, LinearAnimation, MovementModifiers, NodeId};
use crate::systems::{ use crate::systems::{
audio_system, blinking_system, collision_system, debug_render_system, directional_render_system, dirty_render_system, self, combined_render_system, ghost_collision_system, present_system, Hidden, LinearAnimation, MovementModifiers, NodeId,
eaten_ghost_system, ghost_movement_system, ghost_state_system, hud_render_system, item_system, linear_render_system, profile, TouchState,
render_system, AudioEvent, AudioResource, AudioState, BackbufferResource, Collider, DebugState, DebugTextureResource, };
DeltaTime, DirectionalAnimation, EntityType, Frozen, Ghost, GhostAnimations, GhostBundle, GhostCollider, GlobalState, use crate::systems::{
ItemBundle, ItemCollider, MapTextureResource, PacmanCollider, PlayerBundle, PlayerControlled, Renderable, ScoreResource, audio_system, blinking_system, collision_system, directional_render_system, dirty_render_system, eaten_ghost_system,
StartupSequence, SystemTimings, 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::animated::{DirectionalTiles, TileSequence};
use crate::texture::sprite::AtlasTile; use crate::texture::sprite::AtlasTile;
use crate::texture::sprites::{FrightenedColor, GameSprite, GhostSprite, MazeSprite, PacmanSprite};
use bevy_ecs::event::EventRegistry; use bevy_ecs::event::EventRegistry;
use bevy_ecs::observer::Trigger; use bevy_ecs::observer::Trigger;
use bevy_ecs::schedule::common_conditions::resource_changed; use bevy_ecs::schedule::common_conditions::resource_changed;
use bevy_ecs::schedule::{Condition, IntoScheduleConfigs, Schedule, SystemSet}; 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 bevy_ecs::world::World;
use sdl2::event::EventType; use sdl2::event::EventType;
use sdl2::image::LoadTexture; use sdl2::image::LoadTexture;
@@ -42,7 +47,7 @@ use crate::{
asset::{get_asset_bytes, Asset}, asset::{get_asset_bytes, Asset},
events::GameCommand, events::GameCommand,
map::render::MapRenderer, map::render::MapRenderer,
systems::debug::TtfAtlasResource, systems::debug::{BatchedLinesResource, TtfAtlasResource},
systems::input::{Bindings, CursorPosition}, systems::input::{Bindings, CursorPosition},
texture::sprite::{AtlasMapper, SpriteAtlas}, texture::sprite::{AtlasMapper, SpriteAtlas},
}; };
@@ -84,10 +89,55 @@ impl Game {
/// errors, or entity initialization issues. /// errors, or entity initialization issues.
pub fn new( pub fn new(
mut canvas: Canvas<Window>, mut canvas: Canvas<Window>,
ttf_context: sdl2::ttf::Sdl2TtfContext,
texture_creator: TextureCreator<WindowContext>, texture_creator: TextureCreator<WindowContext>,
mut event_pump: EventPump, mut event_pump: EventPump,
) -> GameResult<Game> { ) -> GameResult<Game> {
// Disable uninteresting events Self::disable_sdl_events(&mut event_pump);
let (backbuffer, mut map_texture, debug_texture, ttf_atlas) =
Self::setup_textures_and_fonts(&mut canvas, &texture_creator, ttf_context)?;
let audio = crate::audio::Audio::new();
let (mut atlas, map_tiles) = Self::load_atlas_and_map_tiles(&texture_creator)?;
canvas
.with_texture_canvas(&mut map_texture, |map_canvas| {
MapRenderer::render_map(map_canvas, &mut atlas, &map_tiles);
})
.map_err(|e| GameError::Sdl(e.to_string()))?;
let map = Map::new(constants::RAW_BOARD)?;
let (player_animation, player_start_sprite) = Self::create_player_animations(&atlas)?;
let player_bundle = Self::create_player_bundle(&map, player_animation, player_start_sprite);
let mut world = World::default();
let mut schedule = Schedule::default();
Self::setup_ecs(&mut world);
Self::insert_resources(
&mut world,
map,
audio,
atlas,
event_pump,
canvas,
backbuffer,
map_texture,
debug_texture,
ttf_atlas,
)?;
Self::configure_schedule(&mut schedule);
world.spawn(player_bundle).insert((Frozen, Hidden));
Self::spawn_ghosts(&mut world)?;
Self::spawn_items(&mut world)?;
Ok(Game { world, schedule })
}
fn disable_sdl_events(event_pump: &mut EventPump) {
for event_type in [ for event_type in [
EventType::JoyAxisMotion, EventType::JoyAxisMotion,
EventType::JoyBallMotion, EventType::JoyBallMotion,
@@ -105,9 +155,6 @@ impl Game {
EventType::ControllerTouchpadDown, EventType::ControllerTouchpadDown,
EventType::ControllerTouchpadMotion, EventType::ControllerTouchpadMotion,
EventType::ControllerTouchpadUp, EventType::ControllerTouchpadUp,
EventType::FingerDown,
EventType::FingerUp,
EventType::FingerMotion,
EventType::DollarGesture, EventType::DollarGesture,
EventType::DollarRecord, EventType::DollarRecord,
EventType::MultiGesture, EventType::MultiGesture,
@@ -124,12 +171,7 @@ impl Game {
EventType::TextInput, EventType::TextInput,
EventType::TextEditing, EventType::TextEditing,
EventType::Display, EventType::Display,
EventType::Window,
EventType::MouseWheel, EventType::MouseWheel,
EventType::MouseMotion,
EventType::MouseButtonDown,
EventType::MouseButtonUp,
EventType::MouseButtonDown,
EventType::AppDidEnterBackground, EventType::AppDidEnterBackground,
EventType::AppWillEnterForeground, EventType::AppWillEnterForeground,
EventType::AppWillEnterBackground, EventType::AppWillEnterBackground,
@@ -141,8 +183,18 @@ impl Game {
] { ] {
event_pump.disable_event(event_type); event_pump.disable_event(event_type);
} }
}
let ttf_context = Box::leak(Box::new(sdl2::ttf::init().map_err(|e| GameError::Sdl(e.to_string()))?)); fn setup_textures_and_fonts(
canvas: &mut Canvas<Window>,
texture_creator: &TextureCreator<WindowContext>,
ttf_context: sdl2::ttf::Sdl2TtfContext,
) -> GameResult<(
sdl2::render::Texture,
sdl2::render::Texture,
sdl2::render::Texture,
crate::texture::ttf::TtfAtlas,
)> {
let mut backbuffer = texture_creator let mut backbuffer = texture_creator
.create_texture_target(None, CANVAS_SIZE.x, CANVAS_SIZE.y) .create_texture_target(None, CANVAS_SIZE.x, CANVAS_SIZE.y)
.map_err(|e| GameError::Sdl(e.to_string()))?; .map_err(|e| GameError::Sdl(e.to_string()))?;
@@ -153,31 +205,26 @@ impl Game {
.map_err(|e| GameError::Sdl(e.to_string()))?; .map_err(|e| GameError::Sdl(e.to_string()))?;
map_texture.set_scale_mode(ScaleMode::Nearest); map_texture.set_scale_mode(ScaleMode::Nearest);
// Create debug texture at output resolution for crisp debug rendering let output_size = constants::LARGE_CANVAS_SIZE;
let output_size = canvas.output_size().unwrap();
let mut debug_texture = texture_creator 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.x, output_size.y)
.map_err(|e| GameError::Sdl(e.to_string()))?; .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_blend_mode(BlendMode::Blend);
debug_texture.set_scale_mode(ScaleMode::Nearest); 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_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 font_asset = RWops::from_bytes(font_data).map_err(|_| GameError::Sdl("Failed to load font".to_string()))?;
let debug_font = ttf_context let debug_font = ttf_context
.load_font_from_rwops(font_asset, constants::ui::DEBUG_FONT_SIZE) .load_font_from_rwops(font_asset, constants::ui::DEBUG_FONT_SIZE)
.map_err(|e| GameError::Sdl(e.to_string()))?; .map_err(|e| GameError::Sdl(e.to_string()))?;
let mut ttf_atlas = crate::texture::ttf::TtfAtlas::new(&texture_creator, &debug_font)?; let mut ttf_atlas = crate::texture::ttf::TtfAtlas::new(texture_creator, &debug_font)?;
// Populate the atlas with actual character data ttf_atlas.populate_atlas(canvas, texture_creator, &debug_font)?;
ttf_atlas.populate_atlas(&mut canvas, &texture_creator, &debug_font)?;
// Initialize audio system Ok((backbuffer, map_texture, debug_texture, ttf_atlas))
let audio = crate::audio::Audio::new(); }
// Load atlas and create map texture fn load_atlas_and_map_tiles(texture_creator: &TextureCreator<WindowContext>) -> GameResult<(SpriteAtlas, Vec<AtlasTile>)> {
let atlas_bytes = get_asset_bytes(Asset::AtlasImage)?; let atlas_bytes = get_asset_bytes(Asset::AtlasImage)?;
let atlas_texture = texture_creator.load_texture_bytes(&atlas_bytes).map_err(|e| { let atlas_texture = texture_creator.load_texture_bytes(&atlas_bytes).map_err(|e| {
if e.to_string().contains("format") || e.to_string().contains("unsupported") { if e.to_string().contains("format") || e.to_string().contains("unsupported") {
@@ -192,57 +239,44 @@ impl Game {
let atlas_mapper = AtlasMapper { let atlas_mapper = AtlasMapper {
frames: ATLAS_FRAMES.into_iter().map(|(k, v)| (k.to_string(), *v)).collect(), frames: ATLAS_FRAMES.into_iter().map(|(k, v)| (k.to_string(), *v)).collect(),
}; };
let mut atlas = SpriteAtlas::new(atlas_texture, atlas_mapper); let atlas = SpriteAtlas::new(atlas_texture, atlas_mapper);
// Create map tiles
let mut map_tiles = Vec::with_capacity(35); let mut map_tiles = Vec::with_capacity(35);
for i in 0..35 { for i in 0..35 {
let tile_name = format!("maze/tiles/{}.png", i); let tile_name = GameSprite::Maze(MazeSprite::Tile(i)).to_path();
let tile = atlas.get_tile(&tile_name).unwrap(); let tile = atlas.get_tile(&tile_name)?;
map_tiles.push(tile); map_tiles.push(tile);
} }
// Render map to texture Ok((atlas, map_tiles))
canvas }
.with_texture_canvas(&mut map_texture, |map_canvas| {
MapRenderer::render_map(map_canvas, &mut atlas, &map_tiles);
})
.map_err(|e| GameError::Sdl(e.to_string()))?;
let map = Map::new(constants::RAW_BOARD)?; fn create_player_animations(atlas: &SpriteAtlas) -> GameResult<(DirectionalAnimation, AtlasTile)> {
// Create directional animated textures for Pac-Man
let up_moving_tiles = [ let up_moving_tiles = [
SpriteAtlas::get_tile(&atlas, "pacman/up_a.png") SpriteAtlas::get_tile(atlas, &GameSprite::Pacman(PacmanSprite::Moving(Direction::Up, 0)).to_path())?,
.ok_or_else(|| GameError::Texture(TextureError::AtlasTileNotFound("pacman/up_a.png".to_string())))?, SpriteAtlas::get_tile(atlas, &GameSprite::Pacman(PacmanSprite::Moving(Direction::Up, 1)).to_path())?,
SpriteAtlas::get_tile(&atlas, "pacman/up_b.png") SpriteAtlas::get_tile(atlas, &GameSprite::Pacman(PacmanSprite::Full).to_path())?,
.ok_or_else(|| GameError::Texture(TextureError::AtlasTileNotFound("pacman/up_b.png".to_string())))?,
SpriteAtlas::get_tile(&atlas, "pacman/full.png")
.ok_or_else(|| GameError::Texture(TextureError::AtlasTileNotFound("pacman/full.png".to_string())))?,
]; ];
let down_moving_tiles = [ let down_moving_tiles = [
SpriteAtlas::get_tile(&atlas, "pacman/down_a.png") SpriteAtlas::get_tile(atlas, &GameSprite::Pacman(PacmanSprite::Moving(Direction::Down, 0)).to_path())?,
.ok_or_else(|| GameError::Texture(TextureError::AtlasTileNotFound("pacman/down_a.png".to_string())))?, SpriteAtlas::get_tile(atlas, &GameSprite::Pacman(PacmanSprite::Moving(Direction::Down, 1)).to_path())?,
SpriteAtlas::get_tile(&atlas, "pacman/down_b.png") SpriteAtlas::get_tile(atlas, &GameSprite::Pacman(PacmanSprite::Full).to_path())?,
.ok_or_else(|| GameError::Texture(TextureError::AtlasTileNotFound("pacman/down_b.png".to_string())))?,
SpriteAtlas::get_tile(&atlas, "pacman/full.png")
.ok_or_else(|| GameError::Texture(TextureError::AtlasTileNotFound("pacman/full.png".to_string())))?,
]; ];
let left_moving_tiles = [ let left_moving_tiles = [
SpriteAtlas::get_tile(&atlas, "pacman/left_a.png") SpriteAtlas::get_tile(atlas, &GameSprite::Pacman(PacmanSprite::Moving(Direction::Left, 0)).to_path())?,
.ok_or_else(|| GameError::Texture(TextureError::AtlasTileNotFound("pacman/left_a.png".to_string())))?, SpriteAtlas::get_tile(atlas, &GameSprite::Pacman(PacmanSprite::Moving(Direction::Left, 1)).to_path())?,
SpriteAtlas::get_tile(&atlas, "pacman/left_b.png") SpriteAtlas::get_tile(atlas, &GameSprite::Pacman(PacmanSprite::Full).to_path())?,
.ok_or_else(|| GameError::Texture(TextureError::AtlasTileNotFound("pacman/left_b.png".to_string())))?,
SpriteAtlas::get_tile(&atlas, "pacman/full.png")
.ok_or_else(|| GameError::Texture(TextureError::AtlasTileNotFound("pacman/full.png".to_string())))?,
]; ];
let right_moving_tiles = [ let right_moving_tiles = [
SpriteAtlas::get_tile(&atlas, "pacman/right_a.png") SpriteAtlas::get_tile(
.ok_or_else(|| GameError::Texture(TextureError::AtlasTileNotFound("pacman/right_a.png".to_string())))?, atlas,
SpriteAtlas::get_tile(&atlas, "pacman/right_b.png") &GameSprite::Pacman(PacmanSprite::Moving(Direction::Right, 0)).to_path(),
.ok_or_else(|| GameError::Texture(TextureError::AtlasTileNotFound("pacman/right_b.png".to_string())))?, )?,
SpriteAtlas::get_tile(&atlas, "pacman/full.png") SpriteAtlas::get_tile(
.ok_or_else(|| GameError::Texture(TextureError::AtlasTileNotFound("pacman/full.png".to_string())))?, atlas,
&GameSprite::Pacman(PacmanSprite::Moving(Direction::Right, 1)).to_path(),
)?,
SpriteAtlas::get_tile(atlas, &GameSprite::Pacman(PacmanSprite::Full).to_path())?,
]; ];
let moving_tiles = DirectionalTiles::new( let moving_tiles = DirectionalTiles::new(
@@ -252,14 +286,16 @@ impl Game {
TileSequence::new(&right_moving_tiles), TileSequence::new(&right_moving_tiles),
); );
let up_stopped_tile = SpriteAtlas::get_tile(&atlas, "pacman/up_b.png") let up_stopped_tile =
.ok_or_else(|| GameError::Texture(TextureError::AtlasTileNotFound("pacman/up_b.png".to_string())))?; SpriteAtlas::get_tile(atlas, &GameSprite::Pacman(PacmanSprite::Moving(Direction::Up, 1)).to_path())?;
let down_stopped_tile = SpriteAtlas::get_tile(&atlas, "pacman/down_b.png") let down_stopped_tile =
.ok_or_else(|| GameError::Texture(TextureError::AtlasTileNotFound("pacman/down_b.png".to_string())))?; SpriteAtlas::get_tile(atlas, &GameSprite::Pacman(PacmanSprite::Moving(Direction::Down, 1)).to_path())?;
let left_stopped_tile = SpriteAtlas::get_tile(&atlas, "pacman/left_b.png") let left_stopped_tile =
.ok_or_else(|| GameError::Texture(TextureError::AtlasTileNotFound("pacman/left_b.png".to_string())))?; SpriteAtlas::get_tile(atlas, &GameSprite::Pacman(PacmanSprite::Moving(Direction::Left, 1)).to_path())?;
let right_stopped_tile = SpriteAtlas::get_tile(&atlas, "pacman/right_b.png") let right_stopped_tile = SpriteAtlas::get_tile(
.ok_or_else(|| GameError::Texture(TextureError::AtlasTileNotFound("pacman/right_b.png".to_string())))?; atlas,
&GameSprite::Pacman(PacmanSprite::Moving(Direction::Right, 1)).to_path(),
)?;
let stopped_tiles = DirectionalTiles::new( let stopped_tiles = DirectionalTiles::new(
TileSequence::new(&[up_stopped_tile]), TileSequence::new(&[up_stopped_tile]),
@@ -268,7 +304,14 @@ impl Game {
TileSequence::new(&[right_stopped_tile]), TileSequence::new(&[right_stopped_tile]),
); );
let player = PlayerBundle { let player_animation = DirectionalAnimation::new(moving_tiles, stopped_tiles, 5);
let player_start_sprite = SpriteAtlas::get_tile(atlas, &GameSprite::Pacman(PacmanSprite::Full).to_path())?;
Ok((player_animation, player_start_sprite))
}
fn create_player_bundle(map: &Map, player_animation: DirectionalAnimation, player_start_sprite: AtlasTile) -> PlayerBundle {
PlayerBundle {
player: PlayerControlled, player: PlayerControlled,
position: Position::Stopped { position: Position::Stopped {
node: map.start_positions.pacman, node: map.start_positions.pacman,
@@ -280,49 +323,22 @@ impl Game {
movement_modifiers: MovementModifiers::default(), movement_modifiers: MovementModifiers::default(),
buffered_direction: BufferedDirection::None, buffered_direction: BufferedDirection::None,
sprite: Renderable { sprite: Renderable {
sprite: SpriteAtlas::get_tile(&atlas, "pacman/full.png") sprite: player_start_sprite,
.ok_or_else(|| GameError::Texture(TextureError::AtlasTileNotFound("pacman/full.png".to_string())))?,
layer: 0, layer: 0,
}, },
directional_animation: DirectionalAnimation::new(moving_tiles, stopped_tiles, 5), directional_animation: player_animation,
entity_type: EntityType::Player, entity_type: EntityType::Player,
collider: Collider { collider: Collider {
size: constants::collider::PLAYER_GHOST_SIZE, size: constants::collider::PLAYER_GHOST_SIZE,
}, },
pacman_collider: PacmanCollider, pacman_collider: PacmanCollider,
}; }
}
let mut world = World::default(); fn setup_ecs(world: &mut World) {
let mut schedule = Schedule::default(); EventRegistry::register_event::<GameError>(world);
EventRegistry::register_event::<GameEvent>(world);
EventRegistry::register_event::<GameError>(&mut world); EventRegistry::register_event::<AudioEvent>(world);
EventRegistry::register_event::<GameEvent>(&mut world);
EventRegistry::register_event::<AudioEvent>(&mut world);
world.insert_resource(Self::create_ghost_animations(&atlas)?);
world.insert_resource(map);
world.insert_resource(GlobalState { exit: false });
world.insert_resource(ScoreResource(0));
world.insert_resource(SystemTimings::default());
world.insert_resource(Bindings::default());
world.insert_resource(DeltaTime(0f32));
world.insert_resource(RenderDirty::default());
world.insert_resource(DebugState::default());
world.insert_resource(AudioState::default());
world.insert_resource(CursorPosition::default());
world.insert_resource(StartupSequence::new(
constants::startup::STARTUP_FRAMES,
constants::startup::STARTUP_TICKS_PER_FRAME,
));
world.insert_non_send_resource(atlas);
world.insert_non_send_resource(event_pump);
world.insert_non_send_resource::<&mut Canvas<Window>>(Box::leak(Box::new(canvas)));
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(TtfAtlasResource(ttf_atlas));
world.insert_non_send_resource(AudioResource(audio));
world.add_observer( world.add_observer(
|event: Trigger<GameEvent>, mut state: ResMut<GlobalState>, _score: ResMut<ScoreResource>| { |event: Trigger<GameEvent>, mut state: ResMut<GlobalState>, _score: ResMut<ScoreResource>| {
@@ -331,7 +347,53 @@ impl Game {
} }
}, },
); );
}
#[allow(clippy::too_many_arguments)]
fn insert_resources(
world: &mut World,
map: Map,
audio: crate::audio::Audio,
atlas: SpriteAtlas,
event_pump: EventPump,
canvas: Canvas<Window>,
backbuffer: sdl2::render::Texture,
map_texture: sdl2::render::Texture,
debug_texture: sdl2::render::Texture,
ttf_atlas: crate::texture::ttf::TtfAtlas,
) -> GameResult<()> {
world.insert_non_send_resource(atlas);
world.insert_resource(Self::create_ghost_animations(world.non_send_resource::<SpriteAtlas>())?);
world.insert_resource(BatchedLinesResource::new(&map, constants::LARGE_SCALE));
world.insert_resource(map);
world.insert_resource(GlobalState { exit: false });
world.insert_resource(ScoreResource(0));
world.insert_resource(SystemTimings::default());
world.insert_resource(Timing::default());
world.insert_resource(Bindings::default());
world.insert_resource(DeltaTime { seconds: 0.0, ticks: 0 });
world.insert_resource(RenderDirty::default());
world.insert_resource(DebugState::default());
world.insert_resource(AudioState::default());
world.insert_resource(CursorPosition::default());
world.insert_resource(TouchState::default());
world.insert_resource(StartupSequence::new(
constants::startup::STARTUP_FRAMES,
constants::startup::STARTUP_TICKS_PER_FRAME,
));
world.insert_non_send_resource(event_pump);
world.insert_non_send_resource::<&mut Canvas<Window>>(Box::leak(Box::new(canvas)));
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(TtfAtlasResource(ttf_atlas));
world.insert_non_send_resource(AudioResource(audio));
Ok(())
}
fn configure_schedule(schedule: &mut Schedule) {
let input_system = profile(SystemId::Input, systems::input::input_system); let input_system = profile(SystemId::Input, systems::input::input_system);
let player_control_system = profile(SystemId::PlayerControls, systems::player_control_system); let player_control_system = profile(SystemId::PlayerControls, systems::player_control_system);
let player_movement_system = profile(SystemId::PlayerMovement, systems::player_movement_system); let player_movement_system = profile(SystemId::PlayerMovement, systems::player_movement_system);
@@ -347,9 +409,7 @@ impl Game {
let directional_render_system = profile(SystemId::DirectionalRender, directional_render_system); let directional_render_system = profile(SystemId::DirectionalRender, directional_render_system);
let linear_render_system = profile(SystemId::LinearRender, linear_render_system); let linear_render_system = profile(SystemId::LinearRender, linear_render_system);
let dirty_render_system = profile(SystemId::DirtyRender, dirty_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 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 present_system = profile(SystemId::Present, present_system);
let unified_ghost_state_system = profile(SystemId::GhostStateAnimation, ghost_state_system); let unified_ghost_state_system = profile(SystemId::GhostStateAnimation, ghost_state_system);
@@ -360,7 +420,11 @@ impl Game {
schedule.add_systems(( schedule.add_systems((
forced_dirty_system.run_if(resource_changed::<ScoreResource>.or(resource_changed::<StartupSequence>)), 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_control_system,
player_movement_system, player_movement_system,
startup_stage_system, startup_stage_system,
@@ -377,26 +441,25 @@ impl Game {
directional_render_system, directional_render_system,
linear_render_system, linear_render_system,
dirty_render_system, dirty_render_system,
render_system, combined_render_system,
hud_render_system, hud_render_system,
debug_render_system, touch_ui_render_system,
present_system, present_system,
) )
.chain(), .chain(),
)); ));
}
// Spawn player and attach initial state bundle fn spawn_items(world: &mut World) -> GameResult<()> {
world.spawn(player).insert((Frozen, Hidden)); let pellet_sprite = SpriteAtlas::get_tile(
world.non_send_resource::<SpriteAtlas>(),
&GameSprite::Maze(MazeSprite::Pellet).to_path(),
)?;
let energizer_sprite = SpriteAtlas::get_tile(
world.non_send_resource::<SpriteAtlas>(),
&GameSprite::Maze(MazeSprite::Energizer).to_path(),
)?;
// Spawn ghosts
Self::spawn_ghosts(&mut world)?;
let pellet_sprite = SpriteAtlas::get_tile(world.non_send_resource::<SpriteAtlas>(), "maze/pellet.png")
.ok_or_else(|| GameError::Texture(TextureError::AtlasTileNotFound("maze/pellet.png".to_string())))?;
let energizer_sprite = SpriteAtlas::get_tile(world.non_send_resource::<SpriteAtlas>(), "maze/energizer.png")
.ok_or_else(|| GameError::Texture(TextureError::AtlasTileNotFound("maze/energizer.png".to_string())))?;
// Build a list of item entities to spawn from the map
let nodes: Vec<(NodeId, EntityType, AtlasTile, f32)> = world let nodes: Vec<(NodeId, EntityType, AtlasTile, f32)> = world
.resource::<Map>() .resource::<Map>()
.iter_nodes() .iter_nodes()
@@ -412,7 +475,6 @@ impl Game {
}) })
.collect(); .collect();
// Construct and spawn the item entities
for (id, item_type, sprite, size) in nodes { for (id, item_type, sprite, size) in nodes {
let mut item = world.spawn(ItemBundle { let mut item = world.spawn(ItemBundle {
position: Position::Stopped { node: id }, position: Position::Stopped { node: id },
@@ -422,13 +484,11 @@ impl Game {
item_collider: ItemCollider, item_collider: ItemCollider,
}); });
// Make power pellets blink
if item_type == EntityType::PowerPellet { if item_type == EntityType::PowerPellet {
item.insert((Frozen, Blinking::new(constants::ui::POWER_PELLET_BLINK_RATE))); item.insert((Frozen, Blinking::new(constants::ui::POWER_PELLET_BLINK_RATE)));
} }
} }
Ok(())
Ok(Game { world, schedule })
} }
/// Creates and spawns all four ghosts with unique AI personalities and directional animations. /// Creates and spawns all four ghosts with unique AI personalities and directional animations.
@@ -454,6 +514,7 @@ impl Game {
let ghost = { let ghost = {
let animations = *world.resource::<GhostAnimations>().get_normal(&ghost_type).unwrap(); let animations = *world.resource::<GhostAnimations>().get_normal(&ghost_type).unwrap();
let atlas = world.non_send_resource::<SpriteAtlas>(); let atlas = world.non_send_resource::<SpriteAtlas>();
let sprite_path = GameSprite::Ghost(GhostSprite::Normal(ghost_type, Direction::Left, 0)).to_path();
GhostBundle { GhostBundle {
ghost: ghost_type, ghost: ghost_type,
@@ -463,14 +524,7 @@ impl Game {
direction: Direction::Left, direction: Direction::Left,
}, },
sprite: Renderable { sprite: Renderable {
sprite: SpriteAtlas::get_tile(atlas, &format!("ghost/{}/left_a.png", ghost_type.as_str())).ok_or_else( sprite: SpriteAtlas::get_tile(atlas, &sprite_path)?,
|| {
GameError::Texture(TextureError::AtlasTileNotFound(format!(
"ghost/{}/left_a.png",
ghost_type.as_str()
)))
},
)?,
layer: 0, layer: 0,
}, },
directional_animation: animations, directional_animation: animations,
@@ -492,18 +546,10 @@ impl Game {
fn create_ghost_animations(atlas: &SpriteAtlas) -> GameResult<GhostAnimations> { fn create_ghost_animations(atlas: &SpriteAtlas) -> GameResult<GhostAnimations> {
// Eaten (eyes) animations - single tile per direction // Eaten (eyes) animations - single tile per direction
let up_eye = atlas let up_eye = atlas.get_tile(&GameSprite::Ghost(GhostSprite::Eyes(Direction::Up)).to_path())?;
.get_tile("ghost/eyes/up.png") let down_eye = atlas.get_tile(&GameSprite::Ghost(GhostSprite::Eyes(Direction::Down)).to_path())?;
.ok_or_else(|| GameError::Texture(TextureError::AtlasTileNotFound("ghost/eyes/up.png".to_string())))?; let left_eye = atlas.get_tile(&GameSprite::Ghost(GhostSprite::Eyes(Direction::Left)).to_path())?;
let down_eye = atlas let right_eye = atlas.get_tile(&GameSprite::Ghost(GhostSprite::Eyes(Direction::Right)).to_path())?;
.get_tile("ghost/eyes/down.png")
.ok_or_else(|| GameError::Texture(TextureError::AtlasTileNotFound("ghost/eyes/down.png".to_string())))?;
let left_eye = atlas
.get_tile("ghost/eyes/left.png")
.ok_or_else(|| GameError::Texture(TextureError::AtlasTileNotFound("ghost/eyes/left.png".to_string())))?;
let right_eye = atlas
.get_tile("ghost/eyes/right.png")
.ok_or_else(|| GameError::Texture(TextureError::AtlasTileNotFound("ghost/eyes/right.png".to_string())))?;
let eyes_tiles = DirectionalTiles::new( let eyes_tiles = DirectionalTiles::new(
TileSequence::new(&[up_eye]), TileSequence::new(&[up_eye]),
@@ -518,76 +564,20 @@ impl Game {
for ghost_type in [Ghost::Blinky, Ghost::Pinky, Ghost::Inky, Ghost::Clyde] { for ghost_type in [Ghost::Blinky, Ghost::Pinky, Ghost::Inky, Ghost::Clyde] {
// Normal animations - create directional tiles for each direction // Normal animations - create directional tiles for each direction
let up_tiles = [ let up_tiles = [
atlas atlas.get_tile(&GameSprite::Ghost(GhostSprite::Normal(ghost_type, Direction::Up, 0)).to_path())?,
.get_tile(&format!("ghost/{}/up_a.png", ghost_type.as_str())) atlas.get_tile(&GameSprite::Ghost(GhostSprite::Normal(ghost_type, Direction::Up, 1)).to_path())?,
.ok_or_else(|| {
GameError::Texture(TextureError::AtlasTileNotFound(format!(
"ghost/{}/up_a.png",
ghost_type.as_str()
)))
})?,
atlas
.get_tile(&format!("ghost/{}/up_b.png", ghost_type.as_str()))
.ok_or_else(|| {
GameError::Texture(TextureError::AtlasTileNotFound(format!(
"ghost/{}/up_b.png",
ghost_type.as_str()
)))
})?,
]; ];
let down_tiles = [ let down_tiles = [
atlas atlas.get_tile(&GameSprite::Ghost(GhostSprite::Normal(ghost_type, Direction::Down, 0)).to_path())?,
.get_tile(&format!("ghost/{}/down_a.png", ghost_type.as_str())) atlas.get_tile(&GameSprite::Ghost(GhostSprite::Normal(ghost_type, Direction::Down, 1)).to_path())?,
.ok_or_else(|| {
GameError::Texture(TextureError::AtlasTileNotFound(format!(
"ghost/{}/down_a.png",
ghost_type.as_str()
)))
})?,
atlas
.get_tile(&format!("ghost/{}/down_b.png", ghost_type.as_str()))
.ok_or_else(|| {
GameError::Texture(TextureError::AtlasTileNotFound(format!(
"ghost/{}/down_b.png",
ghost_type.as_str()
)))
})?,
]; ];
let left_tiles = [ let left_tiles = [
atlas atlas.get_tile(&GameSprite::Ghost(GhostSprite::Normal(ghost_type, Direction::Left, 0)).to_path())?,
.get_tile(&format!("ghost/{}/left_a.png", ghost_type.as_str())) atlas.get_tile(&GameSprite::Ghost(GhostSprite::Normal(ghost_type, Direction::Left, 1)).to_path())?,
.ok_or_else(|| {
GameError::Texture(TextureError::AtlasTileNotFound(format!(
"ghost/{}/left_a.png",
ghost_type.as_str()
)))
})?,
atlas
.get_tile(&format!("ghost/{}/left_b.png", ghost_type.as_str()))
.ok_or_else(|| {
GameError::Texture(TextureError::AtlasTileNotFound(format!(
"ghost/{}/left_b.png",
ghost_type.as_str()
)))
})?,
]; ];
let right_tiles = [ let right_tiles = [
atlas atlas.get_tile(&GameSprite::Ghost(GhostSprite::Normal(ghost_type, Direction::Right, 0)).to_path())?,
.get_tile(&format!("ghost/{}/right_a.png", ghost_type.as_str())) atlas.get_tile(&GameSprite::Ghost(GhostSprite::Normal(ghost_type, Direction::Right, 1)).to_path())?,
.ok_or_else(|| {
GameError::Texture(TextureError::AtlasTileNotFound(format!(
"ghost/{}/right_a.png",
ghost_type.as_str()
)))
})?,
atlas
.get_tile(&format!("ghost/{}/right_b.png", ghost_type.as_str()))
.ok_or_else(|| {
GameError::Texture(TextureError::AtlasTileNotFound(format!(
"ghost/{}/right_b.png",
ghost_type.as_str()
)))
})?,
]; ];
let normal_moving = DirectionalTiles::new( let normal_moving = DirectionalTiles::new(
@@ -603,18 +593,14 @@ impl Game {
let (frightened, frightened_flashing) = { let (frightened, frightened_flashing) = {
// Load frightened animation tiles (same for all ghosts) // Load frightened animation tiles (same for all ghosts)
let frightened_blue_a = atlas let frightened_blue_a =
.get_tile("ghost/frightened/blue_a.png") atlas.get_tile(&GameSprite::Ghost(GhostSprite::Frightened(FrightenedColor::Blue, 0)).to_path())?;
.ok_or_else(|| GameError::Texture(TextureError::AtlasTileNotFound("ghost/frightened/blue_a.png".to_string())))?; let frightened_blue_b =
let frightened_blue_b = atlas atlas.get_tile(&GameSprite::Ghost(GhostSprite::Frightened(FrightenedColor::Blue, 1)).to_path())?;
.get_tile("ghost/frightened/blue_b.png") let frightened_white_a =
.ok_or_else(|| GameError::Texture(TextureError::AtlasTileNotFound("ghost/frightened/blue_b.png".to_string())))?; atlas.get_tile(&GameSprite::Ghost(GhostSprite::Frightened(FrightenedColor::White, 0)).to_path())?;
let frightened_white_a = atlas let frightened_white_b =
.get_tile("ghost/frightened/white_a.png") atlas.get_tile(&GameSprite::Ghost(GhostSprite::Frightened(FrightenedColor::White, 1)).to_path())?;
.ok_or_else(|| GameError::Texture(TextureError::AtlasTileNotFound("ghost/frightened/white_a.png".to_string())))?;
let frightened_white_b = atlas
.get_tile("ghost/frightened/white_b.png")
.ok_or_else(|| GameError::Texture(TextureError::AtlasTileNotFound("ghost/frightened/white_b.png".to_string())))?;
( (
LinearAnimation::new( LinearAnimation::new(
@@ -647,10 +633,23 @@ impl Game {
/// ///
/// `true` if the game should terminate (exit command received), `false` to continue /// `true` if the game should terminate (exit command received), `false` to continue
pub fn tick(&mut self, dt: f32) -> bool { pub fn tick(&mut self, dt: f32) -> bool {
self.world.insert_resource(DeltaTime(dt)); self.world.insert_resource(DeltaTime { seconds: dt, ticks: 1 });
// Run all systems // Note: We don't need to read the current tick here since we increment it after running systems
// Measure total frame time including all systems
let start = std::time::Instant::now();
self.schedule.run(&mut self.world); self.schedule.run(&mut self.world);
let total_duration = start.elapsed();
// Increment tick counter and record the total timing
if let (Some(timings), Some(timing)) = (
self.world.get_resource::<systems::profiling::SystemTimings>(),
self.world.get_resource::<Timing>(),
) {
let new_tick = timing.increment_tick();
timings.add_total_timing(total_duration, new_tick);
}
let state = self let state = self
.world .world

View File

@@ -6,6 +6,7 @@ pub mod audio;
pub mod constants; pub mod constants;
pub mod error; pub mod error;
pub mod events; pub mod events;
pub mod formatter;
pub mod game; pub mod game;
pub mod map; pub mod map;
pub mod platform; pub mod platform;

View File

@@ -2,7 +2,7 @@
#![windows_subsystem = "windows"] #![windows_subsystem = "windows"]
use crate::{app::App, constants::LOOP_TIME}; use crate::{app::App, constants::LOOP_TIME};
use tracing::{debug, info, warn}; use tracing::info;
mod app; mod app;
mod asset; mod asset;
@@ -11,6 +11,7 @@ mod constants;
mod error; mod error;
mod events; mod events;
mod formatter;
mod game; mod game;
mod map; mod map;
mod platform; mod platform;
@@ -22,20 +23,10 @@ mod texture;
/// This function initializes SDL, the window, the game state, and then enters /// This function initializes SDL, the window, the game state, and then enters
/// the main game loop. /// the main game loop.
pub fn main() { pub fn main() {
if platform::requires_console() { // On Windows, this connects output streams to the console dynamically
// Setup buffered tracing subscriber that will buffer logs until console is ready // On Emscripten, this connects the subscriber to the browser console
let switchable_writer = platform::tracing_buffer::setup_switchable_subscriber();
// Initialize platform-specific console
platform::init_console().expect("Could not initialize 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:?}");
}
}
let mut app = App::new().expect("Could not create app"); let mut app = App::new().expect("Could not create app");
info!(loop_time = ?LOOP_TIME, "Starting game loop"); info!(loop_time = ?LOOP_TIME, "Starting game loop");

View File

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

View File

@@ -20,9 +20,13 @@ pub fn sleep(duration: Duration, focused: bool) {
pub fn init_console() -> Result<(), PlatformError> { pub fn init_console() -> Result<(), PlatformError> {
#[cfg(windows)] #[cfg(windows)]
{ {
use crate::platform::tracing_buffer::setup_switchable_subscriber;
use tracing::{debug, info}; use tracing::{debug, info};
use windows::Win32::System::Console::GetConsoleWindow; 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 // Check if we already have a console window
if unsafe { !GetConsoleWindow().0.is_null() } { if unsafe { !GetConsoleWindow().0.is_null() } {
debug!("Already have a console window"); debug!("Already have a console window");
@@ -40,15 +44,19 @@ pub fn init_console() -> Result<(), PlatformError> {
attach_to_parent_console()?; attach_to_parent_console()?;
info!("Successfully attached 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:?}");
}
} }
Ok(()) Ok(())
} }
pub fn requires_console() -> bool {
cfg!(windows)
}
pub fn get_asset_bytes(asset: Asset) -> Result<Cow<'static, [u8]>, AssetError> { pub fn get_asset_bytes(asset: Asset) -> Result<Cow<'static, [u8]>, AssetError> {
match asset { match asset {
Asset::Wav1 => Ok(Cow::Borrowed(include_bytes!("../../assets/game/sound/waka/1.ogg"))), Asset::Wav1 => Ok(Cow::Borrowed(include_bytes!("../../assets/game/sound/waka/1.ogg"))),

View File

@@ -1,18 +1,22 @@
//! Emscripten platform implementation. //! Emscripten platform implementation.
use std::borrow::Cow;
use std::time::Duration;
use crate::asset::Asset; use crate::asset::Asset;
use crate::error::{AssetError, PlatformError}; use crate::error::{AssetError, PlatformError};
use crate::formatter::CustomFormatter;
use rand::{rngs::SmallRng, SeedableRng}; 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 // Emscripten FFI functions
#[allow(dead_code)] #[allow(dead_code)]
extern "C" { extern "C" {
fn emscripten_get_now() -> f64;
fn emscripten_sleep(ms: u32); fn emscripten_sleep(ms: u32);
fn emscripten_get_element_css_size(target: *const u8, width: *mut f64, height: *mut f64) -> i32; 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;
} }
pub fn sleep(duration: Duration, _focused: bool) { pub fn sleep(duration: Duration, _focused: bool) {
@@ -22,13 +26,46 @@ pub fn sleep(duration: Duration, _focused: bool) {
} }
pub fn init_console() -> Result<(), PlatformError> { pub fn init_console() -> Result<(), PlatformError> {
Ok(()) // No-op for Emscripten use tracing_subscriber::{fmt, layer::SubscriberExt, EnvFilter};
// Set up a custom tracing subscriber that writes directly to emscripten console
let subscriber = tracing_subscriber::registry()
.with(
fmt::layer()
.with_writer(|| EmscriptenConsoleWriter)
.with_ansi(false)
.event_format(CustomFormatter),
)
.with(EnvFilter::try_from_default_env().unwrap_or_else(|_| EnvFilter::new("debug")));
tracing::subscriber::set_global_default(subscriber)
.map_err(|e| PlatformError::ConsoleInit(format!("Failed to set tracing subscriber: {}", e)))?;
Ok(())
} }
pub fn requires_console() -> bool { /// A writer that outputs to the browser console via printf (redirected by emscripten)
false 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)> { pub fn get_canvas_size() -> Option<(u32, u32)> {
let mut width = 0.0; let mut width = 0.0;
let mut height = 0.0; let mut height = 0.0;
@@ -43,18 +80,13 @@ pub fn get_canvas_size() -> Option<(u32, u32)> {
} }
pub fn get_asset_bytes(asset: Asset) -> Result<Cow<'static, [u8]>, AssetError> { pub fn get_asset_bytes(asset: Asset) -> Result<Cow<'static, [u8]>, AssetError> {
use sdl2::rwops::RWops;
use std::io::Read;
let path = format!("assets/game/{}", asset.path()); let path = format!("assets/game/{}", asset.path());
let mut rwops = RWops::from_file(&path, "rb").map_err(|_| AssetError::NotFound(asset.path().to_string()))?; 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 len = rwops.len().ok_or_else(|| AssetError::NotFound(asset.path().to_string()))?;
let mut buf = vec![0u8; len]; let mut buf = vec![0u8; len];
rwops rwops.read_exact(&mut buf).map_err(|e| AssetError::Io(io::Error::other(e)))?;
.read_exact(&mut buf)
.map_err(|e| AssetError::Io(std::io::Error::other(e)))?;
Ok(Cow::Owned(buf)) Ok(Cow::Owned(buf))
} }

View File

@@ -1,10 +1,10 @@
//! Platform abstraction layer for cross-platform functionality. //! Platform abstraction layer for cross-platform functionality.
pub mod buffered_writer;
pub mod tracing_buffer;
#[cfg(not(target_os = "emscripten"))] #[cfg(not(target_os = "emscripten"))]
mod desktop; mod desktop;
#[cfg(not(target_os = "emscripten"))] #[cfg(not(target_os = "emscripten"))]
pub mod tracing_buffer;
#[cfg(not(target_os = "emscripten"))]
pub use desktop::*; pub use desktop::*;
#[cfg(target_os = "emscripten")] #[cfg(target_os = "emscripten")]

View File

@@ -1,12 +1,66 @@
#![allow(dead_code)]
//! Buffered tracing setup for handling logs before console attachment. //! Buffered tracing setup for handling logs before console attachment.
use crate::platform::buffered_writer::BufferedWriter; use crate::formatter::CustomFormatter;
use parking_lot::Mutex;
use std::io; use std::io;
use std::io::Write;
use std::sync::Arc;
use tracing::{debug, Level}; use tracing::{debug, Level};
use tracing_error::ErrorLayer; use tracing_error::ErrorLayer;
use tracing_subscriber::fmt::MakeWriter; use tracing_subscriber::fmt::MakeWriter;
use tracing_subscriber::layer::SubscriberExt; use tracing_subscriber::layer::SubscriberExt;
/// A thread-safe buffered writer that stores logs in memory until flushed.
#[derive(Clone)]
pub struct BufferedWriter {
buffer: Arc<Mutex<Vec<u8>>>,
}
impl BufferedWriter {
/// Creates a new buffered writer.
pub fn new() -> Self {
Self {
buffer: Arc::new(Mutex::new(Vec::new())),
}
}
/// Flushes all buffered content to the provided writer and clears the buffer.
pub fn flush_to<W: Write>(&self, mut writer: W) -> io::Result<()> {
let mut buffer = self.buffer.lock();
if !buffer.is_empty() {
writer.write_all(&buffer)?;
writer.flush()?;
buffer.clear();
}
Ok(())
}
/// Returns the current buffer size in bytes.
pub fn buffer_size(&self) -> usize {
self.buffer.lock().len()
}
}
impl Write for BufferedWriter {
fn write(&mut self, buf: &[u8]) -> io::Result<usize> {
let mut buffer = self.buffer.lock();
buffer.extend_from_slice(buf);
Ok(buf.len())
}
fn flush(&mut self) -> io::Result<()> {
// For buffered writer, flush is a no-op since we're storing in memory
Ok(())
}
}
impl Default for BufferedWriter {
fn default() -> Self {
Self::new()
}
}
/// A writer that can switch between buffering and direct output. /// A writer that can switch between buffering and direct output.
#[derive(Clone, Default)] #[derive(Clone, Default)]
pub struct SwitchableWriter { pub struct SwitchableWriter {
@@ -88,6 +142,7 @@ pub fn setup_switchable_subscriber() -> SwitchableWriter {
let _subscriber = tracing_subscriber::fmt() let _subscriber = tracing_subscriber::fmt()
.with_ansi(cfg!(not(target_os = "emscripten"))) .with_ansi(cfg!(not(target_os = "emscripten")))
.with_max_level(Level::DEBUG) .with_max_level(Level::DEBUG)
.event_format(CustomFormatter)
.with_writer(make_writer) .with_writer(make_writer)
.finish() .finish()
.with(ErrorLayer::default()); .with(ErrorLayer::default());

View File

@@ -12,20 +12,24 @@ use crate::systems::{
#[derive(Component, Debug)] #[derive(Component, Debug)]
pub struct Blinking { pub struct Blinking {
pub timer: f32, pub tick_timer: u32,
pub interval: f32, pub interval_ticks: u32,
} }
impl Blinking { impl Blinking {
pub fn new(interval: f32) -> Self { pub fn new(interval_ticks: u32) -> Self {
Self { timer: 0.0, interval } Self {
tick_timer: 0,
interval_ticks,
}
} }
} }
/// Updates blinking entities by toggling their visibility at regular intervals. /// Updates blinking entities by toggling their visibility at regular intervals.
/// ///
/// This system manages entities that have both `Blinking` and `Renderable` components, /// This system manages entities that have both `Blinking` and `Renderable` components,
/// accumulating time and toggling visibility when the specified interval is reached. /// accumulating ticks and toggling visibility when the specified interval is reached.
/// Uses integer arithmetic for deterministic behavior.
#[allow(clippy::type_complexity)] #[allow(clippy::type_complexity)]
pub fn blinking_system( pub fn blinking_system(
mut commands: Commands, mut commands: Commands,
@@ -42,18 +46,35 @@ pub fn blinking_system(
continue; continue;
} }
// Increase the timer by the delta time // Increase the timer by the delta ticks
blinking.timer += time.0; blinking.tick_timer += time.ticks;
// If the timer is less than the interval, there's nothing to do yet // Handle zero interval case (immediate toggling)
if blinking.timer < blinking.interval { if blinking.interval_ticks == 0 {
if time.ticks > 0 {
if hidden {
commands.entity(entity).remove::<Hidden>();
} else {
commands.entity(entity).insert(Hidden);
}
}
continue; continue;
} }
// Subtract the interval (allows for the timer to retain partial interval progress) // Calculate how many complete intervals have passed
blinking.timer -= blinking.interval; let complete_intervals = blinking.tick_timer / blinking.interval_ticks;
// Toggle the Hidden component // If no complete intervals have passed, there's nothing to do yet
if complete_intervals == 0 {
continue;
}
// Update the timer to the remainder after complete intervals
blinking.tick_timer %= blinking.interval_ticks;
// Toggle the Hidden component for each complete interval
// Since toggling twice is a no-op, we only need to toggle if the count is odd
if complete_intervals % 2 == 1 {
if hidden { if hidden {
commands.entity(entity).remove::<Hidden>(); commands.entity(entity).remove::<Hidden>();
} else { } else {
@@ -61,3 +82,4 @@ pub fn blinking_system(
} }
} }
} }
}

View File

@@ -142,8 +142,6 @@ pub fn ghost_collision_system(
events.write(AudioEvent::PlayEat); events.write(AudioEvent::PlayEat);
} else { } else {
// Pac-Man dies (this would need a death system) // Pac-Man dies (this would need a death system)
// For now, just log it
tracing::warn!("Pac-Man collided with ghost while not frightened!");
} }
} }
} }

View File

@@ -162,7 +162,35 @@ pub struct GlobalState {
pub struct ScoreResource(pub u32); pub struct ScoreResource(pub u32);
#[derive(Resource)] #[derive(Resource)]
pub struct DeltaTime(pub f32); pub struct DeltaTime {
/// Floating-point delta time in seconds
pub seconds: f32,
/// Integer tick delta (usually 1, but can be different for testing)
pub ticks: u32,
}
#[allow(dead_code)]
impl DeltaTime {
/// Creates a new DeltaTime from a floating-point delta time in seconds
///
/// While this method exists as a helper, it does not mean that seconds and ticks are interchangeable.
pub fn from_seconds(seconds: f32) -> Self {
Self {
seconds,
ticks: (seconds * 60.0).round() as u32,
}
}
/// Creates a new DeltaTime from an integer tick delta
///
/// While this method exists as a helper, it does not mean that seconds and ticks are interchangeable.
pub fn from_ticks(ticks: u32) -> Self {
Self {
seconds: ticks as f32 / 60.0,
ticks,
}
}
}
/// Movement modifiers that can affect Pac-Man's speed or handling. /// Movement modifiers that can affect Pac-Man's speed or handling.
#[derive(Component, Debug, Clone, Copy)] #[derive(Component, Debug, Clone, Copy)]

View File

@@ -1,17 +1,20 @@
//! Debug rendering system //! Debug rendering system
use std::cmp::Ordering; use std::cmp::Ordering;
use crate::constants::BOARD_PIXEL_OFFSET; use crate::constants::{self, BOARD_PIXEL_OFFSET};
use crate::map::builder::Map; use crate::map::builder::Map;
use crate::systems::{Collider, CursorPosition, NodeId, Position, SystemTimings}; use crate::systems::{Collider, CursorPosition, NodeId, Position, SystemTimings};
use crate::texture::ttf::{TtfAtlas, TtfRenderer}; use crate::texture::ttf::{TtfAtlas, TtfRenderer};
use bevy_ecs::resource::Resource; use bevy_ecs::resource::Resource;
use bevy_ecs::system::{NonSendMut, Query, Res}; use bevy_ecs::system::{Query, Res};
use glam::{IVec2, UVec2, Vec2}; use glam::{IVec2, Vec2};
use sdl2::pixels::Color; use sdl2::pixels::Color;
use sdl2::rect::{Point, Rect}; use sdl2::rect::{Point, Rect};
use sdl2::render::{Canvas, Texture}; use sdl2::render::{Canvas, Texture};
use sdl2::video::Window; use sdl2::video::Window;
use smallvec::SmallVec;
use std::collections::{HashMap, HashSet};
use tracing::warn;
#[derive(Resource, Default, Debug, Copy, Clone)] #[derive(Resource, Default, Debug, Copy, Clone)]
pub struct DebugState { pub struct DebugState {
@@ -28,6 +31,118 @@ pub struct DebugTextureResource(pub Texture);
/// Resource to hold the TTF text atlas /// Resource to hold the TTF text atlas
pub struct TtfAtlasResource(pub TtfAtlas); 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) /// Transforms a position from logical canvas coordinates to output canvas coordinates (with board offset)
fn transform_position_with_offset(pos: Vec2, scale: f32) -> IVec2 { fn transform_position_with_offset(pos: Vec2, scale: f32) -> IVec2 {
((pos + BOARD_PIXEL_OFFSET.as_vec2()) * scale).as_ivec2() ((pos + BOARD_PIXEL_OFFSET.as_vec2()) * scale).as_ivec2()
@@ -37,11 +152,12 @@ fn transform_position_with_offset(pos: Vec2, scale: f32) -> IVec2 {
fn render_timing_display( fn render_timing_display(
canvas: &mut Canvas<Window>, canvas: &mut Canvas<Window>,
timings: &SystemTimings, timings: &SystemTimings,
current_tick: u64,
text_renderer: &TtfRenderer, text_renderer: &TtfRenderer,
atlas: &mut TtfAtlas, atlas: &mut TtfAtlas,
) { ) {
// Format timing information using the formatting module // Format timing information using the formatting module
let lines = timings.format_timing_display(); let lines = timings.format_timing_display(current_tick);
let line_height = text_renderer.text_height(atlas) as i32 + 2; // Add 2px line spacing let line_height = text_renderer.text_height(atlas) as i32 + 2; // Add 2px line spacing
let padding = 10; let padding = 10;
@@ -88,35 +204,30 @@ fn render_timing_display(
#[allow(clippy::too_many_arguments)] #[allow(clippy::too_many_arguments)]
pub fn debug_render_system( pub fn debug_render_system(
mut canvas: NonSendMut<&mut Canvas<Window>>, canvas: &mut Canvas<Window>,
mut debug_texture: NonSendMut<DebugTextureResource>, ttf_atlas: &mut TtfAtlasResource,
mut ttf_atlas: NonSendMut<TtfAtlasResource>, batched_lines: &Res<BatchedLinesResource>,
debug_state: Res<DebugState>, debug_state: &Res<DebugState>,
timings: Res<SystemTimings>, timings: &Res<SystemTimings>,
map: Res<Map>, timing: &Res<crate::systems::profiling::Timing>,
colliders: Query<(&Collider, &Position)>, map: &Res<Map>,
cursor: Res<CursorPosition>, colliders: &Query<(&Collider, &Position)>,
cursor: &Res<CursorPosition>,
) { ) {
if !debug_state.enabled { if !debug_state.enabled {
return; return;
} }
let scale =
(UVec2::from(canvas.output_size().unwrap()).as_vec2() / UVec2::from(canvas.logical_size()).as_vec2()).min_element();
// Create debug text renderer // Create debug text renderer
let text_renderer = TtfRenderer::new(1.0); let text_renderer = TtfRenderer::new(1.0);
let cursor_world_pos = match *cursor { let cursor_world_pos = match &**cursor {
CursorPosition::None => None, CursorPosition::None => None,
CursorPosition::Some { position, .. } => Some(position - BOARD_PIXEL_OFFSET.as_vec2()), 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 // Clear the debug canvas
debug_canvas.set_draw_color(Color::RGBA(0, 0, 0, 0)); canvas.set_draw_color(Color::RGBA(0, 0, 0, 0));
debug_canvas.clear(); canvas.clear();
// Find the closest node to the cursor // Find the closest node to the cursor
let closest_node = if let Some(cursor_world_pos) = cursor_world_pos { let closest_node = if let Some(cursor_world_pos) = cursor_world_pos {
@@ -130,74 +241,89 @@ pub fn debug_render_system(
None None
}; };
debug_canvas.set_draw_color(Color::GREEN); canvas.set_draw_color(Color::GREEN);
for (collider, position) in colliders.iter() { {
let rects = colliders
.iter()
.map(|(collider, position)| {
let pos = position.get_pixel_position(&map.graph).unwrap(); let pos = position.get_pixel_position(&map.graph).unwrap();
// Transform position and size using common methods // Transform position and size using common methods
let pos = (pos * scale).as_ivec2(); let pos = (pos * constants::LARGE_SCALE).as_ivec2();
let size = (collider.size * scale) as u32; let size = (collider.size * constants::LARGE_SCALE) as u32;
let rect = Rect::from_center(Point::from((pos.x, pos.y)), size, size); Rect::from_center(Point::from((pos.x, pos.y)), size, size)
debug_canvas.draw_rect(rect).unwrap(); })
.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 { canvas.set_draw_color(Color {
a: f32_to_u8(0.4), a: f32_to_u8(0.65),
..Color::RED ..Color::RED
}); });
debug_canvas.set_blend_mode(sdl2::render::BlendMode::Blend); 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;
// Transform positions using common method // Use cached batched line segments
let start = transform_position_with_offset(start_node_model.position, scale); batched_lines.render(canvas);
let end = transform_position_with_offset(end_node, scale);
debug_canvas {
.draw_line(Point::from((start.x, start.y)), Point::from((end.x, end.y))) let rects: Vec<_> = map
.unwrap(); .graph
.nodes()
.enumerate()
.filter_map(|(id, node)| {
let pos = transform_position_with_offset(node.position, constants::LARGE_SCALE);
let size = (2.0 * constants::LARGE_SCALE) as u32;
let rect = Rect::new(pos.x - (size as i32 / 2), pos.y - (size as i32 / 2), size, size);
// 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;
} }
for (id, node) in map.graph.nodes().enumerate() { Some(rect)
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
}) })
}); .collect();
// Transform position using common method if rects.len() > rects.capacity() {
let pos = transform_position_with_offset(pos, scale); warn!(
let size = (2.0 * scale) as u32; capacity = rects.capacity(),
count = rects.len(),
"Node rects capacity exceeded"
);
}
debug_canvas // Draw the non-closest nodes all at once in blue
.fill_rect(Rect::new(pos.x - (size as i32 / 2), pos.y - (size as i32 / 2), size, size)) canvas.set_draw_color(Color::BLUE);
.unwrap(); canvas.fill_rects(&rects).unwrap();
} }
// Render node ID if a node is highlighted // Render node ID if a node is highlighted
if let Some(closest_node_id) = closest_node { if let Some(closest_node_id) = closest_node {
let node = map.graph.get_node(closest_node_id as NodeId).unwrap(); let node = map.graph.get_node(closest_node_id as NodeId).unwrap();
let pos = transform_position_with_offset(node.position, scale); let pos = transform_position_with_offset(node.position, constants::LARGE_SCALE);
let node_id_text = closest_node_id.to_string(); let node_id_text = closest_node_id.to_string();
let text_pos = Vec2::new((pos.x + 10) as f32, (pos.y - 5) as f32); let text_pos = Vec2::new((pos.x + 10) as f32, (pos.y - 5) as f32);
text_renderer text_renderer
.render_text( .render_text(
debug_canvas, canvas,
&mut ttf_atlas.0, &mut ttf_atlas.0,
&node_id_text, &node_id_text,
text_pos, text_pos,
Color { Color {
a: f32_to_u8(0.4), a: f32_to_u8(0.9),
..Color::WHITE ..Color::WHITE
}, },
) )
@@ -205,7 +331,8 @@ pub fn debug_render_system(
} }
// Render timing information in the top-left corner // Render timing information in the top-left corner
render_timing_display(debug_canvas, &timings, &text_renderer, &mut ttf_atlas.0); // Use previous tick since current tick is incomplete (frame is still running)
}) let current_tick = timing.get_current_tick();
.unwrap(); let previous_tick = current_tick.saturating_sub(1);
render_timing_display(canvas, timings, previous_tick, &text_renderer, &mut ttf_atlas.0);
} }

View File

@@ -25,7 +25,7 @@ pub fn ghost_movement_system(
mut ghosts: Query<(&Ghost, &mut Velocity, &mut Position), Without<Frozen>>, mut ghosts: Query<(&Ghost, &mut Velocity, &mut Position), Without<Frozen>>,
) { ) {
for (_ghost, mut velocity, mut position) in ghosts.iter_mut() { for (_ghost, mut velocity, mut position) in ghosts.iter_mut() {
let mut distance = velocity.speed * 60.0 * delta_time.0; let mut distance = velocity.speed * 60.0 * delta_time.seconds;
loop { loop {
match *position { match *position {
Position::Stopped { node: current_node } => { Position::Stopped { node: current_node } => {
@@ -111,7 +111,7 @@ pub fn eaten_ghost_system(
} }
} }
Position::Moving { to, .. } => { Position::Moving { to, .. } => {
let distance = velocity.speed * 60.0 * delta_time.0; let distance = velocity.speed * 60.0 * delta_time.seconds;
if let Some(_overflow) = position.tick(distance) { if let Some(_overflow) = position.tick(distance) {
// Reached target node, check if we're at ghost house center // Reached target node, check if we're at ghost house center
if to == ghost_house_center { if to == ghost_house_center {

View File

@@ -6,7 +6,11 @@ use bevy_ecs::{
system::{NonSendMut, Res, ResMut}, system::{NonSendMut, Res, ResMut},
}; };
use glam::Vec2; use glam::Vec2;
use sdl2::{event::Event, keyboard::Keycode, EventPump}; use sdl2::{
event::{Event, WindowEvent},
keyboard::Keycode,
EventPump,
};
use smallvec::{smallvec, SmallVec}; use smallvec::{smallvec, SmallVec};
use crate::systems::components::DeltaTime; use crate::systems::components::DeltaTime;
@@ -15,6 +19,12 @@ use crate::{
map::direction::Direction, 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)] #[derive(Resource, Default, Debug, Copy, Clone)]
pub enum CursorPosition { pub enum CursorPosition {
#[default] #[default]
@@ -25,6 +35,30 @@ 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)] #[derive(Resource, Debug, Clone)]
pub struct Bindings { pub struct Bindings {
key_bindings: HashMap<Keycode, GameCommand>, key_bindings: HashMap<Keycode, GameCommand>,
@@ -125,12 +159,62 @@ pub fn process_simple_key_events(bindings: &mut Bindings, frame_events: &[Simple
emitted_events 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( pub fn input_system(
delta_time: Res<DeltaTime>, delta_time: Res<DeltaTime>,
mut bindings: ResMut<Bindings>, mut bindings: ResMut<Bindings>,
mut writer: EventWriter<GameEvent>, mut writer: EventWriter<GameEvent>,
mut pump: NonSendMut<EventPump>, mut pump: NonSendMut<EventPump>,
mut cursor: ResMut<CursorPosition>, mut cursor: ResMut<CursorPosition>,
mut touch_state: ResMut<TouchState>,
) { ) {
let mut cursor_seen = false; let mut cursor_seen = false;
// Collect all events for this frame. // Collect all events for this frame.
@@ -138,7 +222,6 @@ pub fn input_system(
// Warn if the smallvec was heap allocated due to exceeding stack capacity // Warn if the smallvec was heap allocated due to exceeding stack capacity
#[cfg(debug_assertions)] #[cfg(debug_assertions)]
{
if frame_events.len() > frame_events.capacity() { if frame_events.len() > frame_events.capacity() {
tracing::warn!( tracing::warn!(
"More than {} events in a frame, consider adjusting stack capacity: {:?}", "More than {} events in a frame, consider adjusting stack capacity: {:?}",
@@ -146,7 +229,6 @@ pub fn input_system(
frame_events frame_events
); );
} }
}
// Handle non-keyboard events inline and build a simplified keyboard event stream. // Handle non-keyboard events inline and build a simplified keyboard event stream.
let mut simple_key_events: SmallVec<[SimpleKeyEvent; 3]> = smallvec![]; let mut simple_key_events: SmallVec<[SimpleKeyEvent; 3]> = smallvec![];
@@ -161,6 +243,43 @@ pub fn input_system(
remaining_time: 0.20, remaining_time: 0.20,
}; };
cursor_seen = true; 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, .. } => { Event::KeyDown { keycode, repeat, .. } => {
if let Some(key) = keycode { if let Some(key) = keycode {
@@ -178,8 +297,15 @@ pub fn input_system(
simple_key_events.push(SimpleKeyEvent::KeyUp(key)); simple_key_events.push(SimpleKeyEvent::KeyUp(key));
} }
} }
Event::Window { win_event, .. } => {
if let WindowEvent::Resized(w, h) = win_event {
tracing::info!(width = w, height = h, event = ?win_event, "Window Resized");
}
}
// Despite disabling this event, it's still received, so we ignore it explicitly.
Event::RenderTargetsReset { .. } => {}
_ => { _ => {
tracing::warn!("Unhandled event, consider disabling: {:?}", event); tracing::warn!(event = ?event, "Unhandled Event");
} }
} }
} }
@@ -190,8 +316,27 @@ pub fn input_system(
writer.write(event); writer.write(event);
} }
// Update touch reference position with easing
if let Some(ref mut touch_data) = touch_state.active_touch {
// Apply easing to the reference position and get the delta for direction calculation
let (delta, distance) = update_touch_reference_position(touch_data, delta_time.seconds);
// Check for direction based on updated reference position
if distance >= TOUCH_DIRECTION_THRESHOLD {
let direction = calculate_direction_from_delta(delta);
// Only send command if direction has changed
if touch_data.current_direction != Some(direction) {
touch_data.current_direction = Some(direction);
writer.write(GameEvent::Command(GameCommand::MovePlayer(direction)));
}
} else if touch_data.current_direction.is_some() {
touch_data.current_direction = None;
}
}
if let (false, CursorPosition::Some { remaining_time, .. }) = (cursor_seen, &mut *cursor) { if let (false, CursorPosition::Some { remaining_time, .. }) = (cursor_seen, &mut *cursor) {
*remaining_time -= delta_time.0; *remaining_time -= delta_time.seconds;
if *remaining_time <= 0.0 { if *remaining_time <= 0.0 {
*cursor = CursorPosition::None; *cursor = CursorPosition::None;
} }

View File

@@ -99,12 +99,12 @@ pub fn player_movement_system(
} else { } else {
*buffered_direction = BufferedDirection::Some { *buffered_direction = BufferedDirection::Some {
direction, direction,
remaining_time: remaining_time - delta_time.0, remaining_time: remaining_time - delta_time.seconds,
}; };
} }
} }
let mut distance = velocity.speed * modifiers.speed_multiplier * 60.0 * delta_time.0; let mut distance = velocity.speed * modifiers.speed_multiplier * 60.0 * delta_time.seconds;
loop { loop {
match *position { match *position {

View File

@@ -1,14 +1,14 @@
use bevy_ecs::system::IntoSystem; use bevy_ecs::system::IntoSystem;
use bevy_ecs::{resource::Resource, system::System}; use bevy_ecs::{resource::Resource, system::System};
use circular_buffer::CircularBuffer; use circular_buffer::CircularBuffer;
use micromap::Map;
use num_width::NumberWidth; use num_width::NumberWidth;
use parking_lot::{Mutex, RwLock}; use parking_lot::Mutex;
use smallvec::SmallVec; use smallvec::SmallVec;
use std::fmt::Display; use std::fmt::Display;
use std::sync::atomic::{AtomicU64, Ordering};
use std::time::Duration; use std::time::Duration;
use strum::EnumCount; use strum::{EnumCount, IntoEnumIterator};
use strum_macros::{EnumCount, IntoStaticStr}; use strum_macros::{EnumCount, EnumIter, IntoStaticStr};
use thousands::Separable; use thousands::Separable;
/// The maximum number of systems that can be profiled. Must not be exceeded, or it will panic. /// The maximum number of systems that can be profiled. Must not be exceeded, or it will panic.
@@ -16,8 +16,127 @@ const MAX_SYSTEMS: usize = SystemId::COUNT;
/// The number of durations to keep in the circular buffer. /// The number of durations to keep in the circular buffer.
const TIMING_WINDOW_SIZE: usize = 30; const TIMING_WINDOW_SIZE: usize = 30;
#[derive(EnumCount, IntoStaticStr, Debug, PartialEq, Eq, Hash, Copy, Clone)] /// A timing buffer that tracks durations and automatically inserts zero durations for skipped ticks.
#[derive(Debug, Default)]
pub struct TimingBuffer {
/// Circular buffer storing timing durations
buffer: CircularBuffer<TIMING_WINDOW_SIZE, Duration>,
/// The last tick when this buffer was updated
last_tick: u64,
}
impl TimingBuffer {
/// Adds a timing duration for the current tick.
///
/// # Panics
///
/// Panics if `current_tick` is less than `last_tick`, indicating time went backwards.
pub fn add_timing(&mut self, duration: Duration, current_tick: u64) {
if current_tick < self.last_tick {
panic!(
"Time went backwards: current_tick ({}) < last_tick ({})",
current_tick, self.last_tick
);
}
// Insert zero durations for any skipped ticks (but not the current tick)
if current_tick > self.last_tick {
let skipped_ticks = current_tick - self.last_tick - 1;
for _ in 0..skipped_ticks {
self.buffer.push_back(Duration::ZERO);
}
}
// Add the actual timing
self.buffer.push_back(duration);
self.last_tick = current_tick;
}
/// Gets statistics for this timing buffer.
///
/// # Panics
///
/// Panics if `current_tick` is less than `last_tick`, indicating time went backwards.
pub fn get_stats(&mut self, current_tick: u64) -> (Duration, Duration) {
// Insert zero durations for any skipped ticks since last update (but not the current tick)
if current_tick > self.last_tick {
let skipped_ticks = current_tick - self.last_tick - 1;
for _ in 0..skipped_ticks {
self.buffer.push_back(Duration::ZERO);
}
self.last_tick = current_tick;
}
// Calculate statistics using Welford's algorithm
let mut sample_count = 0u16;
let mut running_mean = 0.0;
let mut sum_squared_diff = 0.0;
let skip = self.last_tick.saturating_sub(current_tick);
for duration in self.buffer.iter().skip(skip as usize) {
let duration_secs = duration.as_secs_f32();
sample_count += 1;
let diff_from_mean = duration_secs - running_mean;
running_mean += diff_from_mean / sample_count as f32;
let diff_from_new_mean = duration_secs - running_mean;
sum_squared_diff += diff_from_mean * diff_from_new_mean;
}
if sample_count > 0 {
let variance = if sample_count > 1 {
sum_squared_diff / (sample_count - 1) as f32
} else {
0.0
};
(
Duration::from_secs_f32(running_mean),
Duration::from_secs_f32(variance.sqrt()),
)
} else {
(Duration::ZERO, Duration::ZERO)
}
}
}
/// A resource that tracks the current game tick using an atomic counter.
/// This ensures thread-safe access to the tick counter across systems.
#[derive(Resource, Debug)]
pub struct Timing {
/// Atomic counter for the current game tick
current_tick: AtomicU64,
}
impl Timing {
/// Creates a new Timing resource starting at tick 0
pub fn new() -> Self {
Self {
current_tick: AtomicU64::new(0),
}
}
/// Gets the current tick value
pub fn get_current_tick(&self) -> u64 {
self.current_tick.load(Ordering::Relaxed)
}
/// Increments the tick counter and returns the new value
pub fn increment_tick(&self) -> u64 {
self.current_tick.fetch_add(1, Ordering::Relaxed) + 1
}
}
impl Default for Timing {
fn default() -> Self {
Self::new()
}
}
#[derive(EnumCount, EnumIter, IntoStaticStr, Debug, PartialEq, Eq, Hash, Copy, Clone)]
pub enum SystemId { pub enum SystemId {
Total,
Input, Input,
PlayerControls, PlayerControls,
Ghost, Ghost,
@@ -42,117 +161,86 @@ pub enum SystemId {
impl Display for SystemId { impl Display for SystemId {
fn fmt(&self, f: &mut std::fmt::Formatter<'_>) -> std::fmt::Result { fn fmt(&self, f: &mut std::fmt::Formatter<'_>) -> std::fmt::Result {
// Use strum_macros::IntoStaticStr to get the static string
write!(f, "{}", Into::<&'static str>::into(self).to_ascii_lowercase()) write!(f, "{}", Into::<&'static str>::into(self).to_ascii_lowercase())
} }
} }
#[derive(Resource, Default, Debug)] #[derive(Resource, Debug)]
pub struct SystemTimings { pub struct SystemTimings {
/// Map of system names to a queue of durations, using a circular buffer. /// Statically sized map of system names to timing buffers.
/// pub timings: micromap::Map<SystemId, Mutex<TimingBuffer>, MAX_SYSTEMS>,
/// Uses a RwLock to allow multiple readers for the HashMap, and a Mutex on the circular buffer for exclusive access. }
/// This is probably overkill, but it's fun to play with.
/// impl Default for SystemTimings {
/// Also, we use a micromap::Map as the number of systems is generally quite small. fn default() -> Self {
/// Just make sure to set the capacity appropriately, or it will panic. let mut timings = micromap::Map::new();
pub timings: RwLock<Map<SystemId, Mutex<CircularBuffer<TIMING_WINDOW_SIZE, Duration>>, MAX_SYSTEMS>>,
// Pre-populate with all SystemId variants to avoid runtime allocations
for id in SystemId::iter() {
timings.insert(id, Mutex::new(TimingBuffer::default()));
}
Self { timings }
}
} }
impl SystemTimings { impl SystemTimings {
pub fn add_timing(&self, id: SystemId, duration: Duration) { pub fn add_timing(&self, id: SystemId, duration: Duration, current_tick: u64) {
// acquire a upgradable read lock // Since all SystemId variants are pre-populated, we can use a simple read lock
let mut timings = self.timings.upgradable_read(); let buffer = self
.timings
// 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) .get(&id)
.expect("System name not found in map after contains_key check"); .expect("SystemId not found in pre-populated map - this is a bug");
let mut queue = queue.lock(); buffer.lock().add_timing(duration, current_tick);
queue.push_back(duration);
return;
} }
// otherwise, acquire a write lock and insert a new queue /// Add timing for the Total system (total frame time including scheduler.run)
timings.with_upgraded(|timings| { pub fn add_total_timing(&self, duration: Duration, current_tick: u64) {
let queue = timings.entry(id).or_insert_with(|| Mutex::new(CircularBuffer::new())); self.add_timing(SystemId::Total, duration, current_tick);
queue.lock().push_back(duration);
});
} }
pub fn get_stats(&self) -> Map<SystemId, (Duration, Duration), MAX_SYSTEMS> { pub fn get_stats(&self, current_tick: u64) -> micromap::Map<SystemId, (Duration, Duration), MAX_SYSTEMS> {
let timings = self.timings.read(); let mut stats = micromap::Map::new();
let mut stats = Map::new();
for (id, queue) in timings.iter() { // Iterate over all SystemId variants to ensure every system has an entry
if queue.lock().is_empty() { for id in SystemId::iter() {
continue; let buffer = self
} .timings
.get(&id)
.expect("SystemId not found in pre-populated map - this is a bug");
let durations: Vec<f64> = queue.lock().iter().map(|d| d.as_secs_f64() * 1000.0).collect(); let (average, standard_deviation) = buffer.lock().get_stats(current_tick);
let count = durations.len() as f64; stats.insert(id, (average, standard_deviation));
let sum: f64 = durations.iter().sum();
let mean = sum / count;
let variance = durations.iter().map(|x| (x - mean).powi(2)).sum::<f64>() / count;
let std_dev = variance.sqrt();
stats.insert(
*id,
(
Duration::from_secs_f64(mean / 1000.0),
Duration::from_secs_f64(std_dev / 1000.0),
),
);
} }
stats stats
} }
pub fn get_total_stats(&self) -> (Duration, Duration) { pub fn format_timing_display(&self, current_tick: u64) -> SmallVec<[String; SystemId::COUNT]> {
let duration_sums = { let stats = self.get_stats(current_tick);
let timings = self.timings.read();
timings
.iter()
.map(|(_, queue)| queue.lock().iter().sum::<Duration>())
.collect::<Vec<_>>()
};
let mean = duration_sums.iter().sum::<Duration>() / duration_sums.len() as u32; // Get the Total system metrics instead of averaging all systems
let variance = duration_sums let (total_avg, total_std) = stats
.iter() .get(&SystemId::Total)
.map(|x| { .copied()
let diff_secs = x.as_secs_f64() - mean.as_secs_f64(); .unwrap_or((Duration::ZERO, Duration::ZERO));
diff_secs * diff_secs
})
.sum::<f64>()
/ duration_sums.len() as f64;
let std_dev_secs = variance.sqrt();
(mean, Duration::from_secs_f64(std_dev_secs))
}
pub fn format_timing_display(&self) -> SmallVec<[String; SystemId::COUNT]> {
let stats = self.get_stats();
let (total_avg, total_std) = self.get_total_stats();
let effective_fps = match 1.0 / total_avg.as_secs_f64() { let effective_fps = match 1.0 / total_avg.as_secs_f64() {
f if f > 100.0 => (f as u32).separate_with_commas(), f if f > 100.0 => format!("{:>5} FPS", (f as u32).separate_with_commas()),
f if f < 10.0 => format!("{:.1} FPS", f), f if f < 10.0 => format!("{:.1} FPS", f),
f => format!("{:.0} FPS", f), f => format!("{:5.0} FPS", f),
}; };
// Collect timing data for formatting // Collect timing data for formatting
let mut timing_data = vec![(effective_fps, total_avg, total_std)]; let mut timing_data = vec![(effective_fps, total_avg, total_std)];
// Sort the stats by average duration // Sort the stats by average duration, excluding the Total system
let mut sorted_stats: Vec<_> = stats.iter().collect(); let mut sorted_stats: Vec<_> = stats.iter().filter(|(id, _)| **id != SystemId::Total).collect();
sorted_stats.sort_by(|a, b| b.1 .0.cmp(&a.1 .0)); sorted_stats.sort_by(|a, b| b.1 .0.cmp(&a.1 .0));
// Add the top 5 most expensive systems // Add the top 7 most expensive systems (excluding Total)
for (name, (avg, std_dev)) in sorted_stats.iter().take(7) { for (name, (avg, std_dev)) in sorted_stats.iter().take(9) {
timing_data.push((name.to_string(), *avg, *std_dev)); timing_data.push((name.to_string(), *avg, *std_dev));
} }
@@ -177,8 +265,9 @@ where
system.run((), world); system.run((), world);
let duration = start.elapsed(); let duration = start.elapsed();
if let Some(timings) = world.get_resource::<SystemTimings>() { if let (Some(timings), Some(timing)) = (world.get_resource::<SystemTimings>(), world.get_resource::<Timing>()) {
timings.add_timing(id, duration); let current_tick = timing.get_current_tick();
timings.add_timing(id, duration, current_tick);
} }
} }
} }
@@ -250,11 +339,11 @@ pub fn format_timing_display(
}) })
.collect::<SmallVec<[Entry; 12]>>(); .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 let (max_avg_int_width, max_avg_decimal_width, max_std_int_width, max_std_decimal_width) =
entries
.iter() .iter()
.fold((0, 0, 3, 0, 3), |(name_w, avg_int_w, avg_dec_w, std_int_w, std_dec_w), e| { .fold((0, 3, 0, 3), |(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_int_w.max(e.avg_int.width() as usize),
avg_dec_w.max(e.avg_decimal.width() as usize), avg_dec_w.max(e.avg_decimal.width() as usize),
std_int_w.max(e.std_int.width() as usize), std_int_w.max(e.std_int.width() as usize),
@@ -262,6 +351,11 @@ pub fn format_timing_display(
) )
}); });
let max_name_width = SystemId::iter()
.map(|id| id.to_string().len())
.max()
.expect("SystemId::iter() returned an empty iterator");
entries.iter().map(|e| { entries.iter().map(|e| {
format!( format!(
"{name:max_name_width$} : {avg_int:max_avg_int_width$}.{avg_decimal:<max_avg_decimal_width$}{avg_unit} ± {std_int:max_std_int_width$}.{std_decimal:<max_std_decimal_width$}{std_unit}", "{name:max_name_width$} : {avg_int:max_avg_int_width$}.{avg_decimal:<max_avg_decimal_width$}{avg_unit} ± {std_int:max_std_int_width$}.{std_decimal:<max_std_decimal_width$}{std_unit}",

View File

@@ -1,9 +1,11 @@
use crate::constants::CANVAS_SIZE; use crate::constants::CANVAS_SIZE;
use crate::error::{GameError, TextureError}; use crate::error::{GameError, TextureError};
use crate::map::builder::Map; use crate::map::builder::Map;
use crate::systems::input::TouchState;
use crate::systems::{ use crate::systems::{
DebugState, DebugTextureResource, DeltaTime, DirectionalAnimation, LinearAnimation, Position, Renderable, ScoreResource, debug_render_system, BatchedLinesResource, Collider, CursorPosition, DebugState, DebugTextureResource, DeltaTime,
StartupSequence, Velocity, DirectionalAnimation, LinearAnimation, Position, Renderable, ScoreResource, StartupSequence, SystemId, SystemTimings,
TtfAtlasResource, Velocity,
}; };
use crate::texture::sprite::SpriteAtlas; use crate::texture::sprite::SpriteAtlas;
use crate::texture::text::TextTexture; use crate::texture::text::TextTexture;
@@ -18,6 +20,7 @@ use sdl2::pixels::Color;
use sdl2::rect::{Point, Rect}; use sdl2::rect::{Point, Rect};
use sdl2::render::{BlendMode, Canvas, Texture}; use sdl2::render::{BlendMode, Canvas, Texture};
use sdl2::video::Window; use sdl2::video::Window;
use std::time::Instant;
#[derive(Resource, Default)] #[derive(Resource, Default)]
pub struct RenderDirty(pub bool); pub struct RenderDirty(pub bool);
@@ -25,6 +28,13 @@ pub struct RenderDirty(pub bool);
#[derive(Component)] #[derive(Component)]
pub struct Hidden; 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)] #[allow(clippy::type_complexity)]
pub fn dirty_render_system( pub fn dirty_render_system(
mut dirty: ResMut<RenderDirty>, mut dirty: ResMut<RenderDirty>,
@@ -45,7 +55,7 @@ pub fn directional_render_system(
dt: Res<DeltaTime>, dt: Res<DeltaTime>,
mut query: Query<(&Position, &Velocity, &mut DirectionalAnimation, &mut Renderable)>, mut query: Query<(&Position, &Velocity, &mut DirectionalAnimation, &mut Renderable)>,
) { ) {
let ticks = (dt.0 * 60.0).round() as u16; // Convert from seconds to ticks at 60 ticks/sec let ticks = (dt.seconds * 60.0).round() as u16; // Convert from seconds to ticks at 60 ticks/sec
for (position, velocity, mut anim, mut renderable) in query.iter_mut() { for (position, velocity, mut anim, mut renderable) in query.iter_mut() {
let stopped = matches!(position, Position::Stopped { .. }); let stopped = matches!(position, Position::Stopped { .. });
@@ -80,7 +90,7 @@ pub fn directional_render_system(
/// ///
/// This system handles entities that use LinearAnimation component for simple frame cycling. /// This system handles entities that use LinearAnimation component for simple frame cycling.
pub fn linear_render_system(dt: Res<DeltaTime>, mut query: Query<(&mut LinearAnimation, &mut Renderable)>) { pub fn linear_render_system(dt: Res<DeltaTime>, mut query: Query<(&mut LinearAnimation, &mut Renderable)>) {
let ticks = (dt.0 * 60.0).round() as u16; // Convert from seconds to ticks at 60 ticks/sec let ticks = (dt.seconds * 60.0).round() as u16; // Convert from seconds to ticks at 60 ticks/sec
for (mut anim, mut renderable) in query.iter_mut() { for (mut anim, mut renderable) in query.iter_mut() {
// Tick animation // Tick animation
@@ -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. /// 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); 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. /// Renders the HUD (score, lives, etc.) on top of the game.
pub fn hud_render_system( pub fn hud_render_system(
mut backbuffer: NonSendMut<BackbufferResource>, mut backbuffer: NonSendMut<BackbufferResource>,
@@ -172,27 +255,24 @@ pub fn hud_render_system(
#[allow(clippy::too_many_arguments)] #[allow(clippy::too_many_arguments)]
pub fn render_system( pub fn render_system(
mut canvas: NonSendMut<&mut Canvas<Window>>, canvas: &mut Canvas<Window>,
map_texture: NonSendMut<MapTextureResource>, map_texture: &NonSendMut<MapTextureResource>,
mut backbuffer: NonSendMut<BackbufferResource>, atlas: &mut SpriteAtlas,
mut atlas: NonSendMut<SpriteAtlas>, map: &Res<Map>,
map: Res<Map>, dirty: &Res<RenderDirty>,
dirty: Res<RenderDirty>, renderables: &Query<(Entity, &Renderable, &Position), Without<Hidden>>,
renderables: Query<(Entity, &Renderable, &Position), Without<Hidden>>, errors: &mut EventWriter<GameError>,
mut errors: EventWriter<GameError>,
) { ) {
if !dirty.0 { if !dirty.0 {
return; return;
} }
// Render to backbuffer
canvas
.with_texture_canvas(&mut backbuffer.0, |backbuffer_canvas| {
// Clear the backbuffer // Clear the backbuffer
backbuffer_canvas.set_draw_color(sdl2::pixels::Color::BLACK); canvas.set_draw_color(sdl2::pixels::Color::BLACK);
backbuffer_canvas.clear(); canvas.clear();
// Copy the pre-rendered map texture to the backbuffer // Copy the pre-rendered map texture to the backbuffer
if let Err(e) = backbuffer_canvas.copy(&map_texture.0, None, None) { if let Err(e) = canvas.copy(&map_texture.0, None, None) {
errors.write(TextureError::RenderFailed(e.to_string()).into()); errors.write(TextureError::RenderFailed(e.to_string()).into());
} }
@@ -213,7 +293,7 @@ pub fn render_system(
renderable renderable
.sprite .sprite
.render(backbuffer_canvas, &mut atlas, dest) .render(canvas, atlas, dest)
.err() .err()
.map(|e| errors.write(TextureError::RenderFailed(e.to_string()).into())); .map(|e| errors.write(TextureError::RenderFailed(e.to_string()).into()));
} }
@@ -222,9 +302,95 @@ pub fn render_system(
} }
} }
} }
}) }
.err()
.map(|e| errors.write(TextureError::RenderFailed(e.to_string()).into())); /// 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>,
timing: Res<crate::systems::profiling::Timing>,
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;
}
// 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;
}
let start_time = Instant::now();
debug_render_system(
texture_canvas,
&mut ttf_atlas,
&batched_lines,
&debug_state,
&timings,
&timing,
&map,
&colliders,
&cursor,
);
debug_render_duration = Some(start_time.elapsed());
}
});
if let Err(e) = result {
errors.write(TextureError::RenderFailed(e.to_string()).into());
}
// Record timings for each system independently
let current_tick = timing.get_current_tick();
if let Some(duration) = render_duration {
timings.add_timing(SystemId::Render, duration, current_tick);
}
if let Some(duration) = debug_render_duration {
timings.add_timing(SystemId::DebugRender, duration, current_tick);
}
} }
pub fn present_system( pub fn present_system(

View File

@@ -1,46 +0,0 @@
#![allow(dead_code)]
use crate::texture::sprite::AtlasTile;
#[derive(Clone)]
pub struct BlinkingTexture {
tile: AtlasTile,
blink_duration: f32,
time_bank: f32,
is_on: bool,
}
impl BlinkingTexture {
pub fn new(tile: AtlasTile, blink_duration: f32) -> Self {
Self {
tile,
blink_duration,
time_bank: 0.0,
is_on: true,
}
}
pub fn tick(&mut self, dt: f32) {
self.time_bank += dt;
if self.time_bank >= self.blink_duration {
self.time_bank -= self.blink_duration;
self.is_on = !self.is_on;
}
}
pub fn is_on(&self) -> bool {
self.is_on
}
pub fn tile(&self) -> &AtlasTile {
&self.tile
}
// Helper methods for testing
pub fn time_bank(&self) -> f32 {
self.time_bank
}
pub fn blink_duration(&self) -> f32 {
self.blink_duration
}
}

View File

@@ -1,5 +1,5 @@
pub mod animated; pub mod animated;
pub mod blinking;
pub mod sprite; pub mod sprite;
pub mod sprites;
pub mod text; pub mod text;
pub mod ttf; pub mod ttf;

View File

@@ -20,7 +20,8 @@ pub struct MapperFrame {
pub size: U16Vec2, pub size: U16Vec2,
} }
#[derive(Copy, Clone, Debug, PartialEq)] /// A single tile within a sprite atlas, defined by its position and size.
#[derive(Debug, Clone, Copy, PartialEq, Eq, Hash, Default)]
pub struct AtlasTile { pub struct AtlasTile {
pub pos: U16Vec2, pub pos: U16Vec2,
pub size: U16Vec2, pub size: U16Vec2,
@@ -89,9 +90,11 @@ pub struct SpriteAtlas {
impl SpriteAtlas { impl SpriteAtlas {
pub fn new(texture: Texture, mapper: AtlasMapper) -> Self { pub fn new(texture: Texture, mapper: AtlasMapper) -> Self {
let tiles = mapper.frames.into_iter().collect();
Self { Self {
texture, texture,
tiles: mapper.frames, tiles,
default_color: None, default_color: None,
last_modulation: None, last_modulation: None,
} }
@@ -103,11 +106,15 @@ impl SpriteAtlas {
/// for the named sprite, or `None` if the sprite name is not found in the /// for the named sprite, or `None` if the sprite name is not found in the
/// atlas. The returned tile can be used for immediate rendering or stored /// atlas. The returned tile can be used for immediate rendering or stored
/// for repeated use in animations and entity sprites. /// for repeated use in animations and entity sprites.
pub fn get_tile(&self, name: &str) -> Option<AtlasTile> { pub fn get_tile(&self, name: &str) -> Result<AtlasTile, TextureError> {
self.tiles.get(name).map(|frame| AtlasTile { let frame = self
.tiles
.get(name)
.ok_or_else(|| TextureError::AtlasTileNotFound(name.to_string()))?;
Ok(AtlasTile {
pos: frame.pos, pos: frame.pos,
size: frame.size, size: frame.size,
color: None, color: self.default_color,
}) })
} }

104
src/texture/sprites.rs Normal file
View File

@@ -0,0 +1,104 @@
//! A structured representation of all sprite assets in the game.
//!
//! This module provides a set of enums to represent every sprite, allowing for
//! type-safe access to asset paths and avoiding the use of raw strings.
//! The `GameSprite` enum is the main entry point, and its `to_path` method
//! generates the correct path for a given sprite in the texture atlas.
use crate::map::direction::Direction;
use crate::systems::components::Ghost;
/// Represents the different sprites for Pac-Man.
#[derive(Debug, Clone, Copy, PartialEq, Eq, Hash)]
pub enum PacmanSprite {
/// A moving Pac-Man sprite for a given direction and animation frame.
Moving(Direction, u8),
/// The full, closed-mouth Pac-Man sprite.
Full,
}
/// Represents the color of a frightened ghost.
#[derive(Debug, Clone, Copy, PartialEq, Eq, Hash)]
pub enum FrightenedColor {
Blue,
White,
}
/// Represents the different sprites for ghosts.
#[derive(Debug, Clone, Copy, PartialEq, Eq, Hash)]
pub enum GhostSprite {
/// The normal appearance of a ghost for a given type, direction, and animation frame.
Normal(Ghost, Direction, u8),
/// The frightened appearance of a ghost, with a specific color and animation frame.
Frightened(FrightenedColor, u8),
/// The "eyes only" appearance of a ghost after being eaten.
Eyes(Direction),
}
/// Represents the different sprites for the maze and collectibles.
#[derive(Debug, Clone, Copy, PartialEq, Eq, Hash)]
pub enum MazeSprite {
/// A specific tile of the maze.
Tile(u8),
/// A standard pellet.
Pellet,
/// An energizer/power pellet.
Energizer,
}
/// A top-level enum that encompasses all game sprites.
#[derive(Debug, Clone, Copy, PartialEq, Eq, Hash)]
pub enum GameSprite {
Pacman(PacmanSprite),
Ghost(GhostSprite),
Maze(MazeSprite),
}
impl GameSprite {
/// Generates the asset path for the sprite.
///
/// This path corresponds to the filename in the texture atlas JSON file.
pub fn to_path(self) -> String {
match self {
GameSprite::Pacman(sprite) => match sprite {
PacmanSprite::Moving(dir, frame) => {
let frame_char = match frame {
0 => 'a',
1 => 'b',
_ => panic!("Invalid animation frame"),
};
format!("pacman/{}_{}.png", dir.as_ref().to_lowercase(), frame_char)
}
PacmanSprite::Full => "pacman/full.png".to_string(),
},
GameSprite::Ghost(sprite) => match sprite {
GhostSprite::Normal(ghost, dir, frame) => {
let frame_char = match frame {
0 => 'a',
1 => 'b',
_ => panic!("Invalid animation frame"),
};
format!("ghost/{}/{}_{}.png", ghost.as_str(), dir.as_ref().to_lowercase(), frame_char)
}
GhostSprite::Frightened(color, frame) => {
let frame_char = match frame {
0 => 'a',
1 => 'b',
_ => panic!("Invalid animation frame"),
};
let color_str = match color {
FrightenedColor::Blue => "blue",
FrightenedColor::White => "white",
};
format!("ghost/frightened/{}_{}.png", color_str, frame_char)
}
GhostSprite::Eyes(dir) => format!("ghost/eyes/{}.png", dir.as_ref().to_lowercase()),
},
GameSprite::Maze(sprite) => match sprite {
MazeSprite::Tile(index) => format!("maze/tiles/{}.png", index),
MazeSprite::Pellet => "maze/pellet.png".to_string(),
MazeSprite::Energizer => "maze/energizer.png".to_string(),
},
}
}
}

View File

@@ -60,10 +60,7 @@ use sdl2::pixels::Color;
use sdl2::render::{Canvas, RenderTarget}; use sdl2::render::{Canvas, RenderTarget};
use std::collections::HashMap; use std::collections::HashMap;
use crate::{ use crate::texture::sprite::{AtlasTile, SpriteAtlas};
error::{GameError, TextureError},
texture::sprite::{AtlasTile, SpriteAtlas},
};
/// Converts a character to its tile name in the atlas. /// Converts a character to its tile name in the atlas.
fn char_to_tile_name(c: char) -> Option<String> { fn char_to_tile_name(c: char) -> Option<String> {
@@ -122,9 +119,7 @@ impl TextTexture {
} }
if let Some(tile_name) = char_to_tile_name(c) { if let Some(tile_name) = char_to_tile_name(c) {
let tile = atlas let tile = atlas.get_tile(&tile_name)?;
.get_tile(&tile_name)
.ok_or(GameError::Texture(TextureError::AtlasTileNotFound(tile_name)))?;
self.char_map.insert(c, tile); self.char_map.insert(c, tile);
Ok(self.char_map.get(&c)) Ok(self.char_map.get(&c))
} else { } else {

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

@@ -1,49 +0,0 @@
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)),
}
}
#[test]
fn test_blinking_texture() {
let tile = mock_atlas_tile(1);
let mut texture = BlinkingTexture::new(tile, 0.5);
assert!(texture.is_on());
texture.tick(0.5);
assert!(!texture.is_on());
texture.tick(0.5);
assert!(texture.is_on());
texture.tick(0.5);
assert!(!texture.is_on());
}
#[test]
fn test_blinking_texture_partial_duration() {
let tile = mock_atlas_tile(1);
let mut texture = BlinkingTexture::new(tile, 0.5);
texture.tick(0.625);
assert!(!texture.is_on());
assert_eq!(texture.time_bank(), 0.125);
}
#[test]
fn test_blinking_texture_negative_time() {
let tile = mock_atlas_tile(1);
let mut texture = BlinkingTexture::new(tile, 0.5);
texture.tick(-0.1);
assert!(texture.is_on());
assert_eq!(texture.time_bank(), -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::{ mod common;
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()
}
#[test] #[test]
fn test_collider_collision_detection() { fn test_collider_collision_detection() {
@@ -81,7 +15,7 @@ fn test_collider_collision_detection() {
#[test] #[test]
fn test_check_collision_helper() { fn test_check_collision_helper() {
let map = create_test_map(); let map = common::create_test_map();
let pos1 = Position::Stopped { node: 0 }; let pos1 = Position::Stopped { node: 0 };
let pos2 = Position::Stopped { node: 0 }; // Same position let pos2 = Position::Stopped { node: 0 }; // Same position
let collider1 = Collider { size: 10.0 }; let collider1 = Collider { size: 10.0 };
@@ -101,9 +35,9 @@ fn test_check_collision_helper() {
#[test] #[test]
fn test_collision_system_pacman_item() { fn test_collision_system_pacman_item() {
let mut world = create_test_world(); let mut world = common::create_test_world();
let _pacman = spawn_test_pacman(&mut world); let _pacman = common::spawn_test_pacman(&mut world, 0);
let _item = spawn_test_item(&mut world); let _item = common::spawn_test_item(&mut world, 0, EntityType::Pellet);
// Run collision system - should not panic // Run collision system - should not panic
world world
@@ -113,9 +47,9 @@ fn test_collision_system_pacman_item() {
#[test] #[test]
fn test_collision_system_pacman_ghost() { fn test_collision_system_pacman_ghost() {
let mut world = create_test_world(); let mut world = common::create_test_world();
let _pacman = spawn_test_pacman(&mut world); let _pacman = common::spawn_test_pacman(&mut world, 0);
let _ghost = spawn_test_ghost(&mut world); let _ghost = common::spawn_test_ghost(&mut world, 0, GhostState::Normal);
// Run collision system - should not panic // Run collision system - should not panic
world world
@@ -125,9 +59,9 @@ fn test_collision_system_pacman_ghost() {
#[test] #[test]
fn test_collision_system_no_collision() { fn test_collision_system_no_collision() {
let mut world = create_test_world(); let mut world = common::create_test_world();
let _pacman = spawn_test_pacman(&mut world); let _pacman = common::spawn_test_pacman(&mut world, 0);
let _ghost = spawn_test_ghost_at_node(&mut world, 1); // Different node let _ghost = common::spawn_test_ghost(&mut world, 1, GhostState::Normal); // Different node
// Run collision system - should not panic // Run collision system - should not panic
world world
@@ -137,10 +71,10 @@ fn test_collision_system_no_collision() {
#[test] #[test]
fn test_collision_system_multiple_entities() { fn test_collision_system_multiple_entities() {
let mut world = create_test_world(); let mut world = common::create_test_world();
let _pacman = spawn_test_pacman(&mut world); let _pacman = common::spawn_test_pacman(&mut world, 0);
let _item = spawn_test_item(&mut world); let _item = common::spawn_test_item(&mut world, 0, EntityType::Pellet);
let _ghost = spawn_test_ghost(&mut world); let _ghost = common::spawn_test_ghost(&mut world, 0, GhostState::Normal);
// Run collision system - should not panic // Run collision system - should not panic
world world

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@@ -1,12 +1,26 @@
#![allow(dead_code)] #![allow(dead_code)]
use bevy_ecs::{entity::Entity, event::Events, world::World};
use glam::{U16Vec2, Vec2};
use pacman::{ use pacman::{
asset::{get_asset_bytes, Asset}, asset::{get_asset_bytes, Asset},
constants::RAW_BOARD,
events::GameEvent,
game::ATLAS_FRAMES, 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::{ use sdl2::{
image::LoadTexture, image::LoadTexture,
pixels::Color,
render::{Canvas, TextureCreator}, render::{Canvas, TextureCreator},
video::{Window, WindowContext}, video::{Window, WindowContext},
Sdl, Sdl,
@@ -38,3 +52,125 @@ pub fn create_atlas(canvas: &mut sdl2::render::Canvas<sdl2::video::Window>) -> S
SpriteAtlas::new(texture, atlas_mapper) 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 {
seconds: 1.0 / 60.0,
ticks: 1,
}); // 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)),
}
}

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@@ -1,5 +1,5 @@
use glam::I8Vec2;
use pacman::map::direction::*; use pacman::map::direction::*;
use speculoos::prelude::*;
#[test] #[test]
fn test_direction_opposite() { fn test_direction_opposite() {
@@ -11,21 +11,47 @@ fn test_direction_opposite() {
]; ];
for (dir, expected) in test_cases { for (dir, expected) in test_cases {
assert_eq!(dir.opposite(), expected); assert_that(&dir.opposite()).is_equal_to(expected);
} }
} }
#[test] #[test]
fn test_direction_as_ivec2() { fn test_direction_opposite_symmetry() {
let test_cases = [ // Test that opposite() is symmetric: opposite(opposite(d)) == d
(Direction::Up, -I8Vec2::Y), for &dir in &Direction::DIRECTIONS {
(Direction::Down, I8Vec2::Y), assert_that(&dir.opposite().opposite()).is_equal_to(dir);
(Direction::Left, -I8Vec2::X), }
(Direction::Right, I8Vec2::X), }
];
for (dir, expected) in test_cases { #[test]
assert_eq!(dir.as_ivec2(), expected); fn test_direction_opposite_exhaustive() {
assert_eq!(I8Vec2::from(dir), expected); // Test that every direction has a unique opposite
let mut opposites = std::collections::HashSet::new();
for &dir in &Direction::DIRECTIONS {
let opposite = dir.opposite();
assert_that(&opposites.insert(opposite)).is_true();
} }
assert_that(&opposites).has_length(4);
}
#[test]
fn test_direction_as_usize_exhaustive() {
// Test that as_usize() returns unique values for all directions
let mut usizes = std::collections::HashSet::new();
for &dir in &Direction::DIRECTIONS {
let usize_val = dir.as_usize();
assert_that(&usizes.insert(usize_val)).is_true();
}
assert_that(&usizes).has_length(4);
}
#[test]
fn test_direction_as_ivec2_exhaustive() {
// Test that as_ivec2() returns unique values for all directions
let mut ivec2s = std::collections::HashSet::new();
for &dir in &Direction::DIRECTIONS {
let ivec2_val = dir.as_ivec2();
assert_that(&ivec2s.insert(ivec2_val)).is_true();
}
assert_that(&ivec2s).has_length(4);
} }

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@@ -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));
}
}

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@@ -1,23 +1,7 @@
use pacman::map::direction::Direction; use pacman::map::direction::Direction;
use pacman::map::graph::{Graph, Node, TraversalFlags}; use pacman::map::graph::{Graph, Node, TraversalFlags};
fn create_test_graph() -> Graph { mod common;
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
}
#[test] #[test]
fn test_graph_basic_operations() { fn test_graph_basic_operations() {
@@ -124,14 +108,14 @@ fn should_error_on_negative_edge_distance() {
#[test] #[test]
fn should_error_on_duplicate_edge_without_replace() { 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); let result = graph.add_edge(0, 1, false, None, Direction::Right, TraversalFlags::ALL);
assert!(result.is_err()); assert!(result.is_err());
} }
#[test] #[test]
fn should_allow_replacing_an_edge() { 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); let result = graph.add_edge(0, 1, true, Some(42.0), Direction::Right, TraversalFlags::ALL);
assert!(result.is_ok()); assert!(result.is_ok());
@@ -141,7 +125,7 @@ fn should_allow_replacing_an_edge() {
#[test] #[test]
fn should_find_edge_between_nodes() { fn should_find_edge_between_nodes() {
let graph = create_test_graph(); let graph = common::create_test_graph();
let edge = graph.find_edge(0, 1); let edge = graph.find_edge(0, 1);
assert!(edge.is_some()); assert!(edge.is_some());
assert_eq!(edge.unwrap().target, 1); assert_eq!(edge.unwrap().target, 1);

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@@ -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);
}

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@@ -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::{ mod common;
events::GameEvent,
map::builder::Map,
systems::{
is_valid_item_collision, item_system, AudioEvent, AudioState, EntityType, Ghost, GhostCollider, GhostState, ItemCollider,
PacmanCollider, Position, ScoreResource,
},
};
#[test] #[test]
fn test_calculate_score_for_item() { 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)); 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] #[test]
fn test_item_system_pellet_collection() { fn test_item_system_pellet_collection() {
let mut world = create_test_world(); let mut world = common::create_test_world();
let pacman = spawn_test_pacman(&mut world); let pacman = common::spawn_test_pacman(&mut world, 0);
let pellet = spawn_test_item(&mut world, EntityType::Pellet); let pellet = common::spawn_test_item(&mut world, 1, EntityType::Pellet);
// Send collision event // Send collision event
send_collision_event(&mut world, pacman, pellet); common::send_collision_event(&mut world, pacman, pellet);
// Run the item system // Run the item system
world.run_system_once(item_system).expect("System should run successfully"); world.run_system_once(item_system).expect("System should run successfully");
@@ -119,11 +65,11 @@ fn test_item_system_pellet_collection() {
#[test] #[test]
fn test_item_system_power_pellet_collection() { fn test_item_system_power_pellet_collection() {
let mut world = create_test_world(); let mut world = common::create_test_world();
let pacman = spawn_test_pacman(&mut world); let pacman = common::spawn_test_pacman(&mut world, 0);
let power_pellet = spawn_test_item(&mut world, EntityType::PowerPellet); 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"); world.run_system_once(item_system).expect("System should run successfully");
@@ -142,16 +88,16 @@ fn test_item_system_power_pellet_collection() {
#[test] #[test]
fn test_item_system_multiple_collections() { fn test_item_system_multiple_collections() {
let mut world = create_test_world(); let mut world = common::create_test_world();
let pacman = spawn_test_pacman(&mut world); let pacman = common::spawn_test_pacman(&mut world, 0);
let pellet1 = spawn_test_item(&mut world, EntityType::Pellet); let pellet1 = common::spawn_test_item(&mut world, 1, EntityType::Pellet);
let pellet2 = spawn_test_item(&mut world, EntityType::Pellet); let pellet2 = common::spawn_test_item(&mut world, 2, EntityType::Pellet);
let power_pellet = spawn_test_item(&mut world, EntityType::PowerPellet); let power_pellet = common::spawn_test_item(&mut world, 3, EntityType::PowerPellet);
// Send multiple collision events // Send multiple collision events
send_collision_event(&mut world, pacman, pellet1); common::send_collision_event(&mut world, pacman, pellet1);
send_collision_event(&mut world, pacman, pellet2); common::send_collision_event(&mut world, pacman, pellet2);
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"); world.run_system_once(item_system).expect("System should run successfully");
@@ -176,8 +122,8 @@ fn test_item_system_multiple_collections() {
#[test] #[test]
fn test_item_system_ignores_non_item_collisions() { fn test_item_system_ignores_non_item_collisions() {
let mut world = create_test_world(); let mut world = common::create_test_world();
let pacman = spawn_test_pacman(&mut world); let pacman = common::spawn_test_pacman(&mut world, 0);
// Create a ghost entity (not an item) // Create a ghost entity (not an item)
let ghost = world.spawn((Position::Stopped { node: 2 }, EntityType::Ghost)).id(); 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; let initial_score = world.resource::<ScoreResource>().0;
// Send collision event between pacman and ghost // 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"); world.run_system_once(item_system).expect("System should run successfully");
@@ -205,9 +151,9 @@ fn test_item_system_ignores_non_item_collisions() {
#[test] #[test]
fn test_item_system_no_collision_events() { fn test_item_system_no_collision_events() {
let mut world = create_test_world(); let mut world = common::create_test_world();
let _pacman = spawn_test_pacman(&mut world); let _pacman = common::spawn_test_pacman(&mut world, 0);
let _pellet = spawn_test_item(&mut world, EntityType::Pellet); let _pellet = common::spawn_test_item(&mut world, 1, EntityType::Pellet);
let initial_score = world.resource::<ScoreResource>().0; let initial_score = world.resource::<ScoreResource>().0;
@@ -227,13 +173,13 @@ fn test_item_system_no_collision_events() {
#[test] #[test]
fn test_item_system_collision_with_missing_entity() { fn test_item_system_collision_with_missing_entity() {
let mut world = create_test_world(); let mut world = common::create_test_world();
let pacman = spawn_test_pacman(&mut world); let pacman = common::spawn_test_pacman(&mut world, 0);
// Create a fake entity ID that doesn't exist // Create a fake entity ID that doesn't exist
let fake_entity = Entity::from_raw(999); 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 // System should handle gracefully and not crash
world world
@@ -247,15 +193,15 @@ fn test_item_system_collision_with_missing_entity() {
#[test] #[test]
fn test_item_system_preserves_existing_score() { fn test_item_system_preserves_existing_score() {
let mut world = create_test_world(); let mut world = common::create_test_world();
// Set initial score // Set initial score
world.insert_resource(ScoreResource(100)); world.insert_resource(ScoreResource(100));
let pacman = spawn_test_pacman(&mut world); let pacman = common::spawn_test_pacman(&mut world, 0);
let pellet = spawn_test_item(&mut world, EntityType::Pellet); let pellet = common::spawn_test_item(&mut world, 1, EntityType::Pellet);
send_collision_event(&mut world, pacman, pellet); common::send_collision_event(&mut world, pacman, pellet);
world.run_system_once(item_system).expect("System should run successfully"); world.run_system_once(item_system).expect("System should run successfully");
@@ -266,17 +212,17 @@ fn test_item_system_preserves_existing_score() {
#[test] #[test]
fn test_power_pellet_does_not_affect_ghosts_in_eyes_state() { fn test_power_pellet_does_not_affect_ghosts_in_eyes_state() {
let mut world = create_test_world(); let mut world = common::create_test_world();
let pacman = spawn_test_pacman(&mut world); let pacman = common::spawn_test_pacman(&mut world, 0);
let power_pellet = spawn_test_item(&mut world, EntityType::PowerPellet); let power_pellet = common::spawn_test_item(&mut world, 1, EntityType::PowerPellet);
// Spawn a ghost in Eyes state (returning to ghost house) // 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 // 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"); world.run_system_once(item_system).expect("System should run successfully");

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@@ -34,61 +34,3 @@ fn test_map_node_positions() {
assert_eq!(node.position, expected_pos); 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()));
// }

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@@ -1,28 +1,8 @@
use glam::Vec2; use glam::Vec2;
use pacman::map::direction::Direction; use pacman::map::direction::Direction;
use pacman::map::graph::{Graph, Node};
use pacman::systems::movement::{BufferedDirection, Position, Velocity}; use pacman::systems::movement::{BufferedDirection, Position, Velocity};
fn create_test_graph() -> Graph { mod common;
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
}
#[test] #[test]
fn test_position_is_at_node() { fn test_position_is_at_node() {
@@ -127,7 +107,7 @@ fn test_position_tick_overshoot_with_overflow() {
#[test] #[test]
fn test_position_get_pixel_position_stopped() { 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 pos = Position::Stopped { node: 0 };
let pixel_pos = pos.get_pixel_position(&graph).unwrap(); let pixel_pos = pos.get_pixel_position(&graph).unwrap();
@@ -141,7 +121,7 @@ fn test_position_get_pixel_position_stopped() {
#[test] #[test]
fn test_position_get_pixel_position_moving() { fn test_position_get_pixel_position_moving() {
let graph = create_test_graph(); let graph = common::create_test_graph();
let pos = Position::Moving { let pos = Position::Moving {
from: 0, from: 0,
to: 1, 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::{ use pacman::{
events::{GameCommand, GameEvent}, events::{GameCommand, GameEvent},
map::{ map::{
builder::Map,
direction::Direction, direction::Direction,
graph::{Edge, TraversalFlags}, graph::{Edge, TraversalFlags},
}, },
systems::{ systems::{
can_traverse, player_control_system, player_movement_system, AudioState, BufferedDirection, DebugState, DeltaTime, 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 mod common;
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));
}
#[test] #[test]
fn test_can_traverse_player_on_all_edges() { 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()); assert_eq!(EntityType::PowerPellet.traversal_flags(), TraversalFlags::empty());
} }
// ============================================================================
// ECS System Tests
// ============================================================================
#[test] #[test]
fn test_player_control_system_move_command() { fn test_player_control_system_move_command() {
let mut world = create_test_world(); let mut world = common::create_test_world();
let _player = spawn_test_player(&mut world); let _player = common::spawn_test_player(&mut world, 0);
// Send move command // 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 // Run the system
world world
@@ -190,11 +140,11 @@ fn test_player_control_system_move_command() {
#[test] #[test]
fn test_player_control_system_exit_command() { fn test_player_control_system_exit_command() {
let mut world = create_test_world(); let mut world = common::create_test_world();
let _player = spawn_test_player(&mut world); let _player = common::spawn_test_player(&mut world, 0);
// Send exit command // Send exit command
send_game_event(&mut world, GameCommand::Exit); common::send_game_event(&mut world, GameEvent::Command(GameCommand::Exit));
// Run the system // Run the system
world world
@@ -208,11 +158,11 @@ fn test_player_control_system_exit_command() {
#[test] #[test]
fn test_player_control_system_toggle_debug() { fn test_player_control_system_toggle_debug() {
let mut world = create_test_world(); let mut world = common::create_test_world();
let _player = spawn_test_player(&mut world); let _player = common::spawn_test_player(&mut world, 0);
// Send toggle debug command // Send toggle debug command
send_game_event(&mut world, GameCommand::ToggleDebug); common::send_game_event(&mut world, GameEvent::Command(GameCommand::ToggleDebug));
// Run the system // Run the system
world world
@@ -226,11 +176,11 @@ fn test_player_control_system_toggle_debug() {
#[test] #[test]
fn test_player_control_system_mute_audio() { fn test_player_control_system_mute_audio() {
let mut world = create_test_world(); let mut world = common::create_test_world();
let _player = spawn_test_player(&mut world); let _player = common::spawn_test_player(&mut world, 0);
// Send mute audio command // Send mute audio command
send_game_event(&mut world, GameCommand::MuteAudio); common::send_game_event(&mut world, GameEvent::Command(GameCommand::MuteAudio));
// Run the system // Run the system
world world
@@ -243,7 +193,7 @@ fn test_player_control_system_mute_audio() {
// Send mute audio command again to unmute - need fresh events // Send mute audio command again to unmute - need fresh events
world.resource_mut::<Events<GameEvent>>().clear(); // Clear previous 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 world
.run_system_once(player_control_system) .run_system_once(player_control_system)
.expect("System should run successfully"); .expect("System should run successfully");
@@ -255,10 +205,10 @@ fn test_player_control_system_mute_audio() {
#[test] #[test]
fn test_player_control_system_no_player_entity() { 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 // 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 // Run the system - should write an error
world world
@@ -272,8 +222,8 @@ fn test_player_control_system_no_player_entity() {
#[test] #[test]
fn test_player_movement_system_buffered_direction_expires() { fn test_player_movement_system_buffered_direction_expires() {
let mut world = create_test_world(); let mut world = common::create_test_world();
let player = spawn_test_player(&mut world); let player = common::spawn_test_player(&mut world, 0);
// Set a buffered direction with short time // Set a buffered direction with short time
world.entity_mut(player).insert(BufferedDirection::Some { world.entity_mut(player).insert(BufferedDirection::Some {
@@ -282,7 +232,7 @@ fn test_player_movement_system_buffered_direction_expires() {
}); });
// Set delta time to expire the buffered direction // Set delta time to expire the buffered direction
world.insert_resource(DeltaTime(0.02)); world.insert_resource(DeltaTime::from_seconds(0.02));
// Run the system // Run the system
world world
@@ -305,8 +255,8 @@ fn test_player_movement_system_buffered_direction_expires() {
#[test] #[test]
fn test_player_movement_system_start_moving_from_stopped() { fn test_player_movement_system_start_moving_from_stopped() {
let mut world = create_test_world(); let mut world = common::create_test_world();
let _player = spawn_test_player(&mut world); let _player = common::spawn_test_player(&mut world, 0);
// Player starts at node 0, facing right (towards node 1) // Player starts at node 0, facing right (towards node 1)
// Should start moving when system runs // Should start moving when system runs
@@ -330,8 +280,8 @@ fn test_player_movement_system_start_moving_from_stopped() {
#[test] #[test]
fn test_player_movement_system_buffered_direction_change() { fn test_player_movement_system_buffered_direction_change() {
let mut world = create_test_world(); let mut world = common::create_test_world();
let player = spawn_test_player(&mut world); let player = common::spawn_test_player(&mut world, 0);
// Set a buffered direction to go down (towards node 2) // Set a buffered direction to go down (towards node 2)
world.entity_mut(player).insert(BufferedDirection::Some { world.entity_mut(player).insert(BufferedDirection::Some {
@@ -361,8 +311,8 @@ fn test_player_movement_system_buffered_direction_change() {
#[test] #[test]
fn test_player_movement_system_no_valid_edge() { fn test_player_movement_system_no_valid_edge() {
let mut world = create_test_world(); let mut world = common::create_test_world();
let player = spawn_test_player(&mut world); let player = common::spawn_test_player(&mut world, 0);
// Set velocity to direction with no edge // Set velocity to direction with no edge
world.entity_mut(player).insert(Velocity { world.entity_mut(player).insert(Velocity {
@@ -386,8 +336,8 @@ fn test_player_movement_system_no_valid_edge() {
#[test] #[test]
fn test_player_movement_system_continue_moving() { fn test_player_movement_system_continue_moving() {
let mut world = create_test_world(); let mut world = common::create_test_world();
let player = spawn_test_player(&mut world); let player = common::spawn_test_player(&mut world, 0);
// Set player to already be moving // Set player to already be moving
world.entity_mut(player).insert(Position::Moving { world.entity_mut(player).insert(Position::Moving {
@@ -414,17 +364,13 @@ fn test_player_movement_system_continue_moving() {
} }
} }
// ============================================================================
// Integration Tests
// ============================================================================
#[test] #[test]
fn test_full_player_input_to_movement_flow() { fn test_full_player_input_to_movement_flow() {
let mut world = create_test_world(); let mut world = common::create_test_world();
let _player = spawn_test_player(&mut world); let _player = common::spawn_test_player(&mut world, 0);
// Send move command // 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 // Run control system to process input
world world
@@ -454,17 +400,17 @@ fn test_full_player_input_to_movement_flow() {
#[test] #[test]
fn test_buffered_direction_timing() { fn test_buffered_direction_timing() {
let mut world = create_test_world(); let mut world = common::create_test_world();
let _player = spawn_test_player(&mut world); let _player = common::spawn_test_player(&mut world, 0);
// Send move command // 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 world
.run_system_once(player_control_system) .run_system_once(player_control_system)
.expect("System should run successfully"); .expect("System should run successfully");
// Run movement system multiple times with small delta times // Run movement system multiple times with small delta times
world.insert_resource(DeltaTime(0.1)); // 0.1 seconds world.insert_resource(DeltaTime::from_seconds(0.1)); // 0.1 seconds
// First run - buffered direction should still be active // First run - buffered direction should still be active
world world
@@ -482,7 +428,7 @@ fn test_buffered_direction_timing() {
} }
// Run again to fully expire the buffered direction // Run again to fully expire the buffered direction
world.insert_resource(DeltaTime(0.2)); // Total 0.3 seconds, should expire world.insert_resource(DeltaTime::from_seconds(0.2)); // Total 0.3 seconds, should expire
world world
.run_system_once(player_movement_system) .run_system_once(player_movement_system)
.expect("System should run successfully"); .expect("System should run successfully");
@@ -493,21 +439,21 @@ fn test_buffered_direction_timing() {
#[test] #[test]
fn test_multiple_rapid_direction_changes() { fn test_multiple_rapid_direction_changes() {
let mut world = create_test_world(); let mut world = common::create_test_world();
let _player = spawn_test_player(&mut world); let _player = common::spawn_test_player(&mut world, 0);
// Send multiple rapid direction changes // 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 world
.run_system_once(player_control_system) .run_system_once(player_control_system)
.expect("System should run successfully"); .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 world
.run_system_once(player_control_system) .run_system_once(player_control_system)
.expect("System should run successfully"); .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 world
.run_system_once(player_control_system) .run_system_once(player_control_system)
.expect("System should run successfully"); .expect("System should run successfully");
@@ -526,15 +472,15 @@ fn test_multiple_rapid_direction_changes() {
#[test] #[test]
fn test_player_state_persistence_across_systems() { fn test_player_state_persistence_across_systems() {
let mut world = create_test_world(); let mut world = common::create_test_world();
let _player = spawn_test_player(&mut world); let _player = common::spawn_test_player(&mut world, 0);
// Test that multiple commands can be processed - but need to handle events properly // Test that multiple commands can be processed - but need to handle events properly
// Clear any existing events first // Clear any existing events first
world.resource_mut::<Events<GameEvent>>().clear(); world.resource_mut::<Events<GameEvent>>().clear();
// Toggle debug mode // Toggle debug mode
send_game_event(&mut world, GameCommand::ToggleDebug); common::send_game_event(&mut world, GameEvent::Command(GameCommand::ToggleDebug));
world world
.run_system_once(player_control_system) .run_system_once(player_control_system)
.expect("System should run successfully"); .expect("System should run successfully");
@@ -542,7 +488,7 @@ fn test_player_state_persistence_across_systems() {
// Clear events and mute audio // Clear events and mute audio
world.resource_mut::<Events<GameEvent>>().clear(); world.resource_mut::<Events<GameEvent>>().clear();
send_game_event(&mut world, GameCommand::MuteAudio); common::send_game_event(&mut world, GameEvent::Command(GameCommand::MuteAudio));
world world
.run_system_once(player_control_system) .run_system_once(player_control_system)
.expect("System should run successfully"); .expect("System should run successfully");
@@ -550,7 +496,7 @@ fn test_player_state_persistence_across_systems() {
// Clear events and move player // Clear events and move player
world.resource_mut::<Events<GameEvent>>().clear(); 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 world
.run_system_once(player_control_system) .run_system_once(player_control_system)
.expect("System should run successfully"); .expect("System should run successfully");

View File

@@ -1,60 +1,125 @@
use pacman::systems::profiling::{SystemId, SystemTimings}; use pacman::systems::profiling::{SystemId, SystemTimings};
use std::time::Duration; 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] #[test]
fn test_timing_statistics() { fn test_timing_statistics() {
let timings = SystemTimings::default(); let timings = SystemTimings::default();
// 10ms average, 2ms std dev // Add consecutive timing measurements (no skipped ticks to avoid zero padding)
timings.add_timing(SystemId::PlayerControls, Duration::from_millis(10)); timings.add_timing(SystemId::PlayerControls, Duration::from_millis(10), 1);
timings.add_timing(SystemId::PlayerControls, Duration::from_millis(12)); timings.add_timing(SystemId::PlayerControls, Duration::from_millis(12), 2);
timings.add_timing(SystemId::PlayerControls, Duration::from_millis(8)); timings.add_timing(SystemId::PlayerControls, Duration::from_millis(8), 3);
// 2ms average, 1ms std dev // Add consecutive timing measurements for another system
timings.add_timing(SystemId::Blinking, Duration::from_millis(3)); timings.add_timing(SystemId::Blinking, Duration::from_millis(3), 1);
timings.add_timing(SystemId::Blinking, Duration::from_millis(2)); timings.add_timing(SystemId::Blinking, Duration::from_millis(2), 2);
timings.add_timing(SystemId::Blinking, Duration::from_millis(1)); timings.add_timing(SystemId::Blinking, Duration::from_millis(1), 3);
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 stats = timings.get_stats(3);
let (avg, std_dev) = stats.get(&SystemId::PlayerControls).unwrap(); let (avg, std_dev) = stats.get(&SystemId::PlayerControls).unwrap();
// Average should be 10ms, standard deviation should be small assert_close!(*avg, Duration::from_millis(10), "PlayerControls average timing");
assert!(close_enough(*avg, Duration::from_millis(10)), "avg: {:?}", avg); assert_close!(*std_dev, Duration::from_millis(2), "PlayerControls standard deviation timing");
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
);
} }
// #[test] // Note: get_total_stats() was removed as we now use the Total system directly
// fn test_window_size_limit() { // This test now focuses on individual system statistics
// let timings = SystemTimings::default(); }
// // Add more than 90 timings to test window size limit #[test]
// for i in 0..100 { fn test_default_zero_timing_for_unused_systems() {
// timings.add_timing("test_system", Duration::from_millis(i)); let timings = SystemTimings::default();
// }
// let stats = timings.get_stats(); // Add timing data for only one system
// let (avg, _) = stats.get("test_system").unwrap(); timings.add_timing(SystemId::PlayerControls, Duration::from_millis(5), 1);
// // Should only keep the last 90 values, so average should be around 55ms let stats = timings.get_stats(1);
// // (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 (excluding Total which is special)
for id in SystemId::iter() {
if id != SystemId::PlayerControls && id != SystemId::Total {
let (avg, std_dev) = stats.get(&id).unwrap();
assert_close!(
*avg,
Duration::ZERO,
format!("Unused system {:?} should have zero avg timing", id)
);
assert_close!(
*std_dev,
Duration::ZERO,
format!("Unused system {:?} should have zero std dev", id)
);
}
}
}
#[test]
fn test_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)
// Use the same tick for all systems to avoid zero-padding
for id in SystemId::iter() {
timings.add_timing(id, Duration::from_nanos(1), 1);
}
// Verify all systems now have non-zero timing
let stats = timings.get_stats(1);
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
);
}
}
#[test]
fn test_total_system_timing() {
let timings = SystemTimings::default();
// Add some timing data to the Total system
timings.add_total_timing(Duration::from_millis(16), 1);
timings.add_total_timing(Duration::from_millis(18), 2);
timings.add_total_timing(Duration::from_millis(14), 3);
let stats = timings.get_stats(3);
let (avg, std_dev) = stats.get(&SystemId::Total).unwrap();
// Should have 16ms average (16+18+14)/3 = 16ms
assert_close!(*avg, Duration::from_millis(16), "Total system average timing");
// Should have some standard deviation
assert!(
*std_dev > Duration::ZERO,
"Total system should have non-zero std dev with multiple measurements"
);
}

View File

@@ -1,14 +1,12 @@
use glam::U16Vec2; use glam::U16Vec2;
use pacman::texture::sprite::{AtlasMapper, AtlasTile, MapperFrame, SpriteAtlas}; use pacman::texture::sprite::{AtlasMapper, AtlasTile, MapperFrame};
use sdl2::pixels::Color; use sdl2::pixels::Color;
use std::collections::HashMap; use std::collections::HashMap;
fn mock_texture() -> sdl2::render::Texture { mod common;
unsafe { std::mem::transmute(0usize) }
}
#[test] #[test]
fn test_sprite_atlas_basic() { fn test_atlas_mapper_frame_lookup() {
let mut frames = HashMap::new(); let mut frames = HashMap::new();
frames.insert( frames.insert(
"test".to_string(), "test".to_string(),
@@ -19,19 +17,17 @@ fn test_sprite_atlas_basic() {
); );
let mapper = AtlasMapper { frames }; let mapper = AtlasMapper { frames };
let texture = mock_texture();
let atlas = SpriteAtlas::new(texture, mapper);
let tile = atlas.get_tile("test"); // Test direct frame lookup
assert!(tile.is_some()); let frame = mapper.frames.get("test");
let tile = tile.unwrap(); assert!(frame.is_some());
assert_eq!(tile.pos, glam::U16Vec2::new(10, 20)); let frame = frame.unwrap();
assert_eq!(tile.size, glam::U16Vec2::new(32, 64)); assert_eq!(frame.pos, U16Vec2::new(10, 20));
assert_eq!(tile.color, None); assert_eq!(frame.size, U16Vec2::new(32, 64));
} }
#[test] #[test]
fn test_sprite_atlas_multiple_tiles() { fn test_atlas_mapper_multiple_frames() {
let mut frames = HashMap::new(); let mut frames = HashMap::new();
frames.insert( frames.insert(
"tile1".to_string(), "tile1".to_string(),
@@ -49,27 +45,12 @@ fn test_sprite_atlas_multiple_tiles() {
); );
let mapper = AtlasMapper { frames }; let mapper = AtlasMapper { frames };
let texture = mock_texture();
let atlas = SpriteAtlas::new(texture, mapper);
assert_eq!(atlas.tiles_count(), 2); assert_eq!(mapper.frames.len(), 2);
assert!(atlas.has_tile("tile1")); assert!(mapper.frames.contains_key("tile1"));
assert!(atlas.has_tile("tile2")); assert!(mapper.frames.contains_key("tile2"));
assert!(!atlas.has_tile("tile3")); assert!(!mapper.frames.contains_key("tile3"));
assert!(atlas.get_tile("nonexistent").is_none()); assert!(!mapper.frames.contains_key("nonexistent"));
}
#[test]
fn test_sprite_atlas_color() {
let mapper = AtlasMapper { frames: HashMap::new() };
let texture = mock_texture();
let mut atlas = SpriteAtlas::new(texture, mapper);
assert_eq!(atlas.default_color(), None);
let color = Color::RGB(255, 0, 0);
atlas.set_color(color);
assert_eq!(atlas.default_color(), Some(color));
} }
#[test] #[test]

View File

@@ -1,9 +1,9 @@
use pacman::texture::{sprite::SpriteAtlas, text::TextTexture}; use pacman::texture::{sprite::SpriteAtlas, text::TextTexture};
use crate::common::create_atlas;
mod common; mod common;
use common::create_atlas;
/// Helper function to get all characters that should be in the atlas /// Helper function to get all characters that should be in the atlas
fn get_all_chars() -> String { fn get_all_chars() -> String {
let mut chars = Vec::new(); 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();
}

View File

@@ -501,7 +501,6 @@ async function activateEmsdk(
return { vars }; return { vars };
} }
async function main() { async function main() {
// Print the OS detected // Print the OS detected
logger.debug( logger.debug(
@@ -515,7 +514,19 @@ async function main() {
.exhaustive() .exhaustive()
); );
const release = process.env.RELEASE !== "0"; // Parse command line args for build mode
const args = process.argv.slice(2);
let release = true; // Default to release mode
for (let i = 0; i < args.length; i++) {
const arg = args[i];
if (arg === "-d" || arg === "--debug") {
release = false;
} else if (arg === "-r" || arg === "--release") {
release = true;
}
}
const emsdkDir = resolve("./emsdk"); const emsdkDir = resolve("./emsdk");
// Activate the Emscripten SDK (returns null if already activated) // Activate the Emscripten SDK (returns null if already activated)