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23 changed files with 1115 additions and 757 deletions

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@@ -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 { "" }
@@ -41,4 +41,4 @@ samply:
# Build the project for Emscripten # Build the project for Emscripten
web: web:
bun run web.build.ts bun run web.build.ts; caddy file-server --root dist

130
src/bin/aspect_demo.rs Normal file
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@@ -0,0 +1,130 @@
use std::time::{Duration, Instant};
use sdl2::event::Event;
use sdl2::keyboard::Keycode;
use sdl2::pixels::Color;
use sdl2::rect::Rect;
// A self-contained SDL2 demo showing how to keep a consistent aspect ratio
// with letterboxing/pillarboxing in a resizable window.
//
// This uses SDL2's logical size feature, which automatically sets a viewport
// to preserve the target aspect ratio and adds black bars as needed.
// We also clear the full window to black and then clear the logical viewport
// to a content color, so bars remain visibly black.
const LOGICAL_WIDTH: u32 = 320; // target content width
const LOGICAL_HEIGHT: u32 = 180; // target content height (16:9)
fn main() -> Result<(), String> {
// Initialize SDL2
let sdl = sdl2::init()?;
let video = sdl.video()?;
// Create a resizable window
let window = video
.window("SDL2 Aspect Ratio Demo", 960, 540)
.resizable()
.position_centered()
.build()
.map_err(|e| e.to_string())?;
let mut canvas = window.into_canvas().build().map_err(|e| e.to_string())?;
// Set the desired logical (virtual) resolution. SDL will letterbox/pillarbox
// as needed to preserve this aspect ratio when the window is resized.
canvas
.set_logical_size(LOGICAL_WIDTH, LOGICAL_HEIGHT)
.map_err(|e| e.to_string())?;
// Optional: uncomment to enforce integer scaling only (more retro look)
// canvas.set_integer_scale(true)?;
let mut events = sdl.event_pump()?;
let mut running = true;
let start = Instant::now();
let mut last_log = Instant::now();
while running {
for event in events.poll_iter() {
match event {
Event::Quit { .. }
| Event::KeyDown {
keycode: Some(Keycode::Escape),
..
} => {
running = false;
}
Event::Window { win_event, .. } => {
// Periodically log window size and the computed viewport
// to demonstrate how letterboxing/pillarboxing behaves.
use sdl2::event::WindowEvent;
match win_event {
WindowEvent::Resized(_, _)
| WindowEvent::SizeChanged(_, _)
| WindowEvent::Maximized
| WindowEvent::Restored => {
if last_log.elapsed() > Duration::from_millis(250) {
let out_size = canvas.output_size()?;
let viewport = canvas.viewport();
println!(
"window={}x{}, viewport x={}, y={}, w={}, h={}",
out_size.0,
out_size.1,
viewport.x(),
viewport.y(),
viewport.width(),
viewport.height()
);
last_log = Instant::now();
}
}
_ => {}
}
}
_ => {}
}
}
// 1) Clear the entire window to black (no viewport) so the bars are black
canvas.set_viewport(None);
canvas.set_draw_color(Color::RGB(0, 0, 0));
canvas.clear();
// 2) Re-apply logical size so SDL sets a viewport that preserves aspect
// ratio. Clearing now only affects the letterboxed content area.
canvas
.set_logical_size(LOGICAL_WIDTH, LOGICAL_HEIGHT)
.map_err(|e| e.to_string())?;
// Fill the content area with a background color to differentiate from bars
canvas.set_draw_color(Color::RGB(30, 30, 40));
canvas.clear();
// Draw a simple grid to visualize scaling clearly
canvas.set_draw_color(Color::RGB(60, 60, 90));
let step = 20i32;
for x in (0..=LOGICAL_WIDTH as i32).step_by(step as usize) {
let _ = canvas.draw_line(sdl2::rect::Point::new(x, 0), sdl2::rect::Point::new(x, LOGICAL_HEIGHT as i32));
}
for y in (0..=LOGICAL_HEIGHT as i32).step_by(step as usize) {
let _ = canvas.draw_line(sdl2::rect::Point::new(0, y), sdl2::rect::Point::new(LOGICAL_WIDTH as i32, y));
}
// Draw a border around the logical content area
canvas.set_draw_color(Color::RGB(200, 200, 220));
let border = Rect::new(0, 0, LOGICAL_WIDTH, LOGICAL_HEIGHT);
canvas.draw_rect(border)?;
// Draw a moving box to demonstrate dynamic content staying within aspect
let elapsed_ms = start.elapsed().as_millis() as i32;
let t = (elapsed_ms / 8) % LOGICAL_WIDTH as i32;
let box_rect = Rect::new(t - 10, (LOGICAL_HEIGHT as i32 / 2) - 10, 20, 20);
canvas.set_draw_color(Color::RGB(255, 140, 0));
canvas.fill_rect(box_rect).ok();
canvas.present();
}
Ok(())
}

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@@ -13,15 +13,18 @@ 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;
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, };
render_system, AudioEvent, AudioResource, AudioState, BackbufferResource, Collider, DebugState, DebugTextureResource, use crate::systems::{
DeltaTime, DirectionalAnimation, EntityType, Frozen, Ghost, GhostAnimations, GhostBundle, GhostCollider, GlobalState, audio_system, blinking_system, collision_system, directional_render_system, dirty_render_system, eaten_ghost_system,
ItemBundle, ItemCollider, MapTextureResource, PacmanCollider, PlayerBundle, PlayerControlled, Renderable, ScoreResource, ghost_movement_system, ghost_state_system, hud_render_system, item_system, linear_render_system, profile, AudioEvent,
StartupSequence, SystemTimings, 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;
@@ -29,8 +32,9 @@ 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 glam::UVec2;
use sdl2::event::EventType; use sdl2::event::EventType;
use sdl2::image::LoadTexture; use sdl2::image::LoadTexture;
use sdl2::render::{BlendMode, Canvas, ScaleMode, TextureCreator}; use sdl2::render::{BlendMode, Canvas, ScaleMode, TextureCreator};
@@ -42,7 +46,7 @@ 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},
}; };
@@ -105,9 +109,9 @@ impl Game {
EventType::ControllerTouchpadDown, EventType::ControllerTouchpadDown,
EventType::ControllerTouchpadMotion, EventType::ControllerTouchpadMotion,
EventType::ControllerTouchpadUp, EventType::ControllerTouchpadUp,
EventType::FingerDown, // EventType::FingerDown, // Enable for touch controls
EventType::FingerUp, // EventType::FingerUp, // Enable for touch controls
EventType::FingerMotion, // EventType::FingerMotion, // Enable for touch controls
EventType::DollarGesture, EventType::DollarGesture,
EventType::DollarRecord, EventType::DollarRecord,
EventType::MultiGesture, EventType::MultiGesture,
@@ -124,12 +128,11 @@ impl Game {
EventType::TextInput, EventType::TextInput,
EventType::TextEditing, EventType::TextEditing,
EventType::Display, EventType::Display,
EventType::Window, // EventType::Window,
EventType::MouseWheel, EventType::MouseWheel,
EventType::MouseMotion, // EventType::MouseMotion,
EventType::MouseButtonDown, // EventType::MouseButtonDown, // Enable for desktop touch testing
EventType::MouseButtonUp, // EventType::MouseButtonUp, // Enable for desktop touch testing
EventType::MouseButtonDown,
EventType::AppDidEnterBackground, EventType::AppDidEnterBackground,
EventType::AppWillEnterForeground, EventType::AppWillEnterForeground,
EventType::AppWillEnterBackground, EventType::AppWillEnterBackground,
@@ -156,7 +159,7 @@ impl Game {
// Create debug texture at output resolution for crisp debug rendering // Create debug texture at output resolution for crisp debug rendering
let output_size = canvas.output_size().unwrap(); 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.0, output_size.1)
.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 is copied over the backbuffer, it requires transparency abilities
@@ -299,6 +302,10 @@ impl Game {
EventRegistry::register_event::<GameEvent>(&mut world); EventRegistry::register_event::<GameEvent>(&mut world);
EventRegistry::register_event::<AudioEvent>(&mut world); EventRegistry::register_event::<AudioEvent>(&mut world);
let scale =
(UVec2::from(canvas.output_size().unwrap()).as_vec2() / UVec2::from(canvas.logical_size()).as_vec2()).min_element();
world.insert_resource(BatchedLinesResource::new(&map, scale));
world.insert_resource(Self::create_ghost_animations(&atlas)?); world.insert_resource(Self::create_ghost_animations(&atlas)?);
world.insert_resource(map); world.insert_resource(map);
world.insert_resource(GlobalState { exit: false }); world.insert_resource(GlobalState { exit: false });
@@ -310,6 +317,7 @@ impl Game {
world.insert_resource(DebugState::default()); world.insert_resource(DebugState::default());
world.insert_resource(AudioState::default()); world.insert_resource(AudioState::default());
world.insert_resource(CursorPosition::default()); world.insert_resource(CursorPosition::default());
world.insert_resource(systems::input::TouchState::default());
world.insert_resource(StartupSequence::new( world.insert_resource(StartupSequence::new(
constants::startup::STARTUP_FRAMES, constants::startup::STARTUP_FRAMES,
constants::startup::STARTUP_TICKS_PER_FRAME, constants::startup::STARTUP_TICKS_PER_FRAME,
@@ -347,9 +355,7 @@ 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 +366,11 @@ 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,
@@ -377,9 +387,9 @@ 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(),

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@@ -29,6 +29,7 @@ pub fn requires_console() -> bool {
false false
} }
#[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;

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::{BOARD_PIXEL_OFFSET, CANVAS_SIZE};
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, UVec2, 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()
@@ -88,124 +203,135 @@ 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>, map: &Res<Map>,
colliders: Query<(&Collider, &Position)>, colliders: &Query<(&Collider, &Position)>,
cursor: Res<CursorPosition>, cursor: &Res<CursorPosition>,
) { ) {
if !debug_state.enabled { if !debug_state.enabled {
return; return;
} }
let scale = let output = UVec2::from(canvas.output_size().unwrap()).as_vec2();
(UVec2::from(canvas.output_size().unwrap()).as_vec2() / UVec2::from(canvas.logical_size()).as_vec2()).min_element(); let logical = CANVAS_SIZE.as_vec2();
let scale = (output / logical).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 // Clear the debug canvas
canvas canvas.set_draw_color(Color::RGBA(0, 0, 0, 0));
.with_texture_canvas(&mut debug_texture.0, |debug_canvas| { canvas.clear();
// Clear the debug canvas
debug_canvas.set_draw_color(Color::RGBA(0, 0, 0, 0));
debug_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 {
map.graph map.graph
.nodes() .nodes()
.map(|node| node.position.distance(cursor_world_pos)) .map(|node| node.position.distance(cursor_world_pos))
.enumerate() .enumerate()
.min_by(|(_, a), (_, b)| a.partial_cmp(b).unwrap_or(Ordering::Less)) .min_by(|(_, a), (_, b)| a.partial_cmp(b).unwrap_or(Ordering::Less))
.map(|(id, _)| id) .map(|(id, _)| id)
} else { } else {
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 * scale).as_ivec2();
let size = (collider.size * scale) as u32; let size = (collider.size * 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(0.6),
..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()
for (id, node) in map.graph.nodes().enumerate() { .filter_map(|(id, node)| {
let pos = node.position;
// Set color based on whether the node is the closest to the cursor
debug_canvas.set_draw_color(Color {
a: f32_to_u8(if Some(id) == closest_node { 0.75 } else { 0.6 }),
..(if Some(id) == closest_node {
Color::YELLOW
} else {
Color::BLUE
})
});
// Transform position using common method
let pos = transform_position_with_offset(pos, scale);
let size = (2.0 * scale) as u32;
debug_canvas
.fill_rect(Rect::new(pos.x - (size as i32 / 2), pos.y - (size as i32 / 2), size, size))
.unwrap();
}
// Render node ID if a node is highlighted
if let Some(closest_node_id) = closest_node {
let node = map.graph.get_node(closest_node_id as NodeId).unwrap();
let pos = transform_position_with_offset(node.position, scale); let pos = transform_position_with_offset(node.position, scale);
let size = (2.0 * scale) as u32;
let rect = Rect::new(pos.x - (size as i32 / 2), pos.y - (size as i32 / 2), size, size);
let node_id_text = closest_node_id.to_string(); // If the node is the one closest to the cursor, draw it immediately
let text_pos = Vec2::new((pos.x + 10) as f32, (pos.y - 5) as f32); if closest_node == Some(id) {
canvas.set_draw_color(Color::YELLOW);
canvas.fill_rect(rect).unwrap();
return None;
}
text_renderer Some(rect)
.render_text( })
debug_canvas, .collect();
&mut ttf_atlas.0,
&node_id_text,
text_pos,
Color {
a: f32_to_u8(0.4),
..Color::WHITE
},
)
.unwrap();
}
// Render timing information in the top-left corner if rects.len() > rects.capacity() {
render_timing_display(debug_canvas, &timings, &text_renderer, &mut ttf_atlas.0); warn!(
}) capacity = rects.capacity(),
.unwrap(); count = rects.len(),
"Node rects capacity exceeded"
);
}
// Draw the non-closest nodes all at once in blue
canvas.set_draw_color(Color::BLUE);
canvas.fill_rects(&rects).unwrap();
}
// Render node ID if a node is highlighted
if let Some(closest_node_id) = closest_node {
let node = map.graph.get_node(closest_node_id as NodeId).unwrap();
let pos = transform_position_with_offset(node.position, scale);
let node_id_text = closest_node_id.to_string();
let text_pos = Vec2::new((pos.x + 10) as f32, (pos.y - 5) as f32);
text_renderer
.render_text(
canvas,
&mut ttf_atlas.0,
&node_id_text,
text_pos,
Color {
a: f32_to_u8(0.4),
..Color::WHITE
},
)
.unwrap();
}
// Render timing information in the top-left corner
render_timing_display(canvas, timings, &text_renderer, &mut ttf_atlas.0);
} }

View File

@@ -15,6 +15,12 @@ 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 +31,30 @@ pub enum CursorPosition {
}, },
} }
#[derive(Resource, Default, Debug)]
pub struct TouchState {
pub active_touch: Option<TouchData>,
}
#[derive(Debug, Clone)]
pub struct TouchData {
pub finger_id: i64,
pub start_pos: Vec2,
pub current_pos: Vec2,
pub current_direction: Option<Direction>,
}
impl TouchData {
pub fn new(finger_id: i64, start_pos: Vec2) -> Self {
Self {
finger_id,
start_pos,
current_pos: start_pos,
current_direction: None,
}
}
}
#[derive(Resource, Debug, Clone)] #[derive(Resource, Debug, Clone)]
pub struct Bindings { pub struct Bindings {
key_bindings: HashMap<Keycode, GameCommand>, key_bindings: HashMap<Keycode, GameCommand>,
@@ -125,12 +155,62 @@ 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.
@@ -159,6 +239,43 @@ 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 {
@@ -188,6 +305,25 @@ 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.0);
// Check for direction based on updated reference position
if distance >= TOUCH_DIRECTION_THRESHOLD {
let direction = calculate_direction_from_delta(delta);
// Only send command if direction has changed
if touch_data.current_direction != Some(direction) {
touch_data.current_direction = Some(direction);
writer.write(GameEvent::Command(GameCommand::MovePlayer(direction)));
}
} else if touch_data.current_direction.is_some() {
touch_data.current_direction = None;
}
}
if let (false, CursorPosition::Some { remaining_time, .. }) = (cursor_seen, &mut *cursor) { if let (false, CursorPosition::Some { remaining_time, .. }) = (cursor_seen, &mut *cursor) {
*remaining_time -= delta_time.0; *remaining_time -= delta_time.0;
if *remaining_time <= 0.0 { if *remaining_time <= 0.0 {

View File

@@ -3,7 +3,7 @@ use bevy_ecs::{resource::Resource, system::System};
use circular_buffer::CircularBuffer; use circular_buffer::CircularBuffer;
use micromap::Map; 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::time::Duration; use std::time::Duration;
@@ -46,7 +46,7 @@ impl Display for SystemId {
} }
} }
#[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. /// Map of system names to a queue of durations, using a circular buffer.
/// ///
@@ -55,42 +55,54 @@ pub struct SystemTimings {
/// ///
/// Also, we use a micromap::Map as the number of systems is generally quite small. /// Also, we use a micromap::Map as the number of systems is generally quite small.
/// Just make sure to set the capacity appropriately, or it will panic. /// Just make sure to set the capacity appropriately, or it will panic.
pub timings: RwLock<Map<SystemId, Mutex<CircularBuffer<TIMING_WINDOW_SIZE, Duration>>, MAX_SYSTEMS>>, ///
/// Pre-populated with all SystemId variants during initialization to avoid runtime allocations
/// and allow systems to have default zero timings when they don't submit data.
pub timings: Map<SystemId, Mutex<CircularBuffer<TIMING_WINDOW_SIZE, Duration>>, MAX_SYSTEMS>,
}
impl Default for SystemTimings {
fn default() -> Self {
let mut timings = Map::new();
// Pre-populate with all SystemId variants to avoid runtime allocations
// and provide default zero timings for systems that don't submit data
for id in SystemId::iter() {
timings.insert(id, Mutex::new(CircularBuffer::new()));
}
Self { timings }
}
} }
impl SystemTimings { impl SystemTimings {
pub fn add_timing(&self, id: SystemId, duration: Duration) { pub fn add_timing(&self, id: SystemId, duration: Duration) {
// 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 queue = self
.timings
// happy path, the name is already in the map (no need to mutate the hashmap) .get(&id)
if timings.contains_key(&id) { .expect("SystemId not found in pre-populated map - this is a bug");
let queue = timings queue.lock().push_back(duration);
.get(&id)
.expect("System name not found in map after contains_key check");
let mut queue = queue.lock();
queue.push_back(duration);
return;
}
// otherwise, acquire a write lock and insert a new queue
timings.with_upgraded(|timings| {
let queue = timings.entry(id).or_insert_with(|| Mutex::new(CircularBuffer::new()));
queue.lock().push_back(duration);
});
} }
pub fn get_stats(&self) -> Map<SystemId, (Duration, Duration), MAX_SYSTEMS> { pub fn get_stats(&self) -> Map<SystemId, (Duration, Duration), MAX_SYSTEMS> {
let timings = self.timings.read();
let mut stats = 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() {
let queue = self
.timings
.get(&id)
.expect("SystemId not found in pre-populated map - this is a bug");
let queue_guard = queue.lock();
if queue_guard.is_empty() {
// Return zero timing for systems that haven't submitted any data
stats.insert(id, (Duration::ZERO, Duration::ZERO));
continue; continue;
} }
let durations: Vec<f64> = queue.lock().iter().map(|d| d.as_secs_f64() * 1000.0).collect(); let durations: Vec<f64> = queue_guard.iter().map(|d| d.as_secs_f64() * 1000.0).collect();
let count = durations.len() as f64; let count = durations.len() as f64;
let sum: f64 = durations.iter().sum(); let sum: f64 = durations.iter().sum();
@@ -100,7 +112,7 @@ impl SystemTimings {
let std_dev = variance.sqrt(); let std_dev = variance.sqrt();
stats.insert( stats.insert(
*id, id,
( (
Duration::from_secs_f64(mean / 1000.0), Duration::from_secs_f64(mean / 1000.0),
Duration::from_secs_f64(std_dev / 1000.0), Duration::from_secs_f64(std_dev / 1000.0),
@@ -113,8 +125,7 @@ impl SystemTimings {
pub fn get_total_stats(&self) -> (Duration, Duration) { pub fn get_total_stats(&self) -> (Duration, Duration) {
let duration_sums = { let duration_sums = {
let timings = self.timings.read(); self.timings
timings
.iter() .iter()
.map(|(_, queue)| queue.lock().iter().sum::<Duration>()) .map(|(_, queue)| queue.lock().iter().sum::<Duration>())
.collect::<Vec<_>>() .collect::<Vec<_>>()

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>,
@@ -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>,
@@ -172,59 +255,138 @@ pub fn hud_render_system(
#[allow(clippy::too_many_arguments)] #[allow(clippy::too_many_arguments)]
pub fn render_system( pub fn render_system(
canvas: &mut Canvas<Window>,
map_texture: &NonSendMut<MapTextureResource>,
atlas: &mut SpriteAtlas,
map: &Res<Map>,
dirty: &Res<RenderDirty>,
renderables: &Query<(Entity, &Renderable, &Position), Without<Hidden>>,
errors: &mut EventWriter<GameError>,
) {
if !dirty.0 {
return;
}
// Clear the backbuffer
canvas.set_draw_color(sdl2::pixels::Color::BLACK);
canvas.clear();
// Copy the pre-rendered map texture to the backbuffer
if let Err(e) = canvas.copy(&map_texture.0, None, None) {
errors.write(TextureError::RenderFailed(e.to_string()).into());
}
// Render all entities to the backbuffer
for (_, renderable, position) in renderables
.iter()
.sort_by_key::<(Entity, &Renderable, &Position), _>(|(_, renderable, _)| renderable.layer)
.rev()
{
let pos = position.get_pixel_position(&map.graph);
match pos {
Ok(pos) => {
let dest = Rect::from_center(
Point::from((pos.x as i32, pos.y as i32)),
renderable.sprite.size.x as u32,
renderable.sprite.size.y as u32,
);
renderable
.sprite
.render(canvas, atlas, dest)
.err()
.map(|e| errors.write(TextureError::RenderFailed(e.to_string()).into()));
}
Err(e) => {
errors.write(e);
}
}
}
}
/// Combined render system that renders to both backbuffer and debug textures in a single
/// with_multiple_texture_canvas call for reduced overhead
#[allow(clippy::too_many_arguments)]
pub fn combined_render_system(
mut canvas: NonSendMut<&mut Canvas<Window>>, mut canvas: NonSendMut<&mut Canvas<Window>>,
map_texture: NonSendMut<MapTextureResource>, map_texture: NonSendMut<MapTextureResource>,
mut backbuffer: NonSendMut<BackbufferResource>, mut backbuffer: NonSendMut<BackbufferResource>,
mut debug_texture: NonSendMut<DebugTextureResource>,
mut atlas: NonSendMut<SpriteAtlas>, mut atlas: NonSendMut<SpriteAtlas>,
mut ttf_atlas: NonSendMut<TtfAtlasResource>,
batched_lines: Res<BatchedLinesResource>,
debug_state: Res<DebugState>,
timings: Res<SystemTimings>,
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>>,
colliders: Query<(&Collider, &Position)>,
cursor: Res<CursorPosition>,
mut errors: 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
backbuffer_canvas.set_draw_color(sdl2::pixels::Color::BLACK);
backbuffer_canvas.clear();
// Copy the pre-rendered map texture to the backbuffer // Prepare textures and render targets
if let Err(e) = backbuffer_canvas.copy(&map_texture.0, None, None) { let textures = [
errors.write(TextureError::RenderFailed(e.to_string()).into()); (&mut backbuffer.0, RenderTarget::Backbuffer),
(&mut debug_texture.0, RenderTarget::Debug),
];
// Record timing for each system independently
let mut render_duration = None;
let mut debug_render_duration = None;
let result = canvas.with_multiple_texture_canvas(textures.iter(), |texture_canvas, render_target| match render_target {
RenderTarget::Backbuffer => {
let start_time = Instant::now();
render_system(
texture_canvas,
&map_texture,
&mut atlas,
&map,
&dirty,
&renderables,
&mut errors,
);
render_duration = Some(start_time.elapsed());
}
RenderTarget::Debug => {
if !debug_state.enabled {
return;
} }
// Render all entities to the backbuffer let start_time = Instant::now();
for (_, renderable, position) in renderables
.iter()
.sort_by_key::<(Entity, &Renderable, &Position), _>(|(_, renderable, _)| renderable.layer)
.rev()
{
let pos = position.get_pixel_position(&map.graph);
match pos {
Ok(pos) => {
let dest = Rect::from_center(
Point::from((pos.x as i32, pos.y as i32)),
renderable.sprite.size.x as u32,
renderable.sprite.size.y as u32,
);
renderable debug_render_system(
.sprite texture_canvas,
.render(backbuffer_canvas, &mut atlas, dest) &mut ttf_atlas,
.err() &batched_lines,
.map(|e| errors.write(TextureError::RenderFailed(e.to_string()).into())); &debug_state,
} &timings,
Err(e) => { &map,
errors.write(e); &colliders,
} &cursor,
} );
}
}) debug_render_duration = Some(start_time.elapsed());
.err() }
.map(|e| errors.write(TextureError::RenderFailed(e.to_string()).into())); });
if let Err(e) = result {
errors.write(TextureError::RenderFailed(e.to_string()).into());
}
// Record timings for each system independently
if let Some(duration) = render_duration {
timings.add_timing(SystemId::Render, duration);
}
if let Some(duration) = debug_render_duration {
timings.add_timing(SystemId::DebugRender, duration);
}
} }
pub fn present_system( pub fn present_system(

View File

@@ -1,57 +0,0 @@
// use glam::U16Vec2;
// use pacman::error::{AnimatedTextureError, GameError, TextureError};
// use pacman::texture::sprite::AtlasTile;
// use sdl2::pixels::Color;
// use smallvec::smallvec;
// fn mock_atlas_tile(id: u32) -> AtlasTile {
// AtlasTile {
// pos: U16Vec2::new(0, 0),
// size: U16Vec2::new(16, 16),
// color: Some(Color::RGB(id as u8, 0, 0)),
// }
// }
// #[test]
// fn test_animated_texture_creation_errors() {
// let tiles = smallvec![mock_atlas_tile(1), mock_atlas_tile(2)];
// assert!(matches!(
// AnimatedTexture::new(tiles.clone(), 0).unwrap_err(),
// GameError::Texture(TextureError::Animated(AnimatedTextureError::InvalidFrameDuration(0)))
// ));
// }
// #[test]
// fn test_animated_texture_advancement() {
// let tiles = smallvec![mock_atlas_tile(1), mock_atlas_tile(2), mock_atlas_tile(3)];
// let mut texture = AnimatedTexture::new(tiles, 10).unwrap();
// assert_eq!(texture.current_frame(), 0);
// texture.tick(25);
// assert_eq!(texture.current_frame(), 2);
// assert_eq!(texture.time_bank(), 5);
// }
// #[test]
// fn test_animated_texture_wrap_around() {
// let tiles = smallvec![mock_atlas_tile(1), mock_atlas_tile(2)];
// let mut texture = AnimatedTexture::new(tiles, 10).unwrap();
// texture.tick(10);
// assert_eq!(texture.current_frame(), 1);
// texture.tick(10);
// assert_eq!(texture.current_frame(), 0);
// }
// #[test]
// fn test_animated_texture_single_frame() {
// let tiles = smallvec![mock_atlas_tile(1)];
// let mut texture = AnimatedTexture::new(tiles, 10).unwrap();
// texture.tick(10);
// assert_eq!(texture.current_frame(), 0);
// assert_eq!(texture.current_tile().color.unwrap().r, 1);
// }

View File

@@ -1,19 +1,10 @@
use glam::U16Vec2;
use pacman::texture::blinking::BlinkingTexture; use pacman::texture::blinking::BlinkingTexture;
use pacman::texture::sprite::AtlasTile;
use sdl2::pixels::Color;
fn mock_atlas_tile(id: u32) -> AtlasTile { mod common;
AtlasTile {
pos: U16Vec2::new(0, 0),
size: U16Vec2::new(16, 16),
color: Some(Color::RGB(id as u8, 0, 0)),
}
}
#[test] #[test]
fn test_blinking_texture() { fn test_blinking_texture() {
let tile = mock_atlas_tile(1); let tile = common::mock_atlas_tile(1);
let mut texture = BlinkingTexture::new(tile, 0.5); let mut texture = BlinkingTexture::new(tile, 0.5);
assert!(texture.is_on()); assert!(texture.is_on());
@@ -30,7 +21,7 @@ fn test_blinking_texture() {
#[test] #[test]
fn test_blinking_texture_partial_duration() { fn test_blinking_texture_partial_duration() {
let tile = mock_atlas_tile(1); let tile = common::mock_atlas_tile(1);
let mut texture = BlinkingTexture::new(tile, 0.5); let mut texture = BlinkingTexture::new(tile, 0.5);
texture.tick(0.625); texture.tick(0.625);
@@ -40,7 +31,7 @@ fn test_blinking_texture_partial_duration() {
#[test] #[test]
fn test_blinking_texture_negative_time() { fn test_blinking_texture_negative_time() {
let tile = mock_atlas_tile(1); let tile = common::mock_atlas_tile(1);
let mut texture = BlinkingTexture::new(tile, 0.5); let mut texture = BlinkingTexture::new(tile, 0.5);
texture.tick(-0.1); texture.tick(-0.1);

View File

@@ -1,73 +1,7 @@
use bevy_ecs::{entity::Entity, event::Events, system::RunSystemOnce, world::World}; use bevy_ecs::system::RunSystemOnce;
use pacman::systems::{check_collision, collision_system, Collider, EntityType, GhostState, Position};
use pacman::{ 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

View File

@@ -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 +52,122 @@ 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(1.0 / 60.0)); // 60 FPS
world.insert_resource(create_test_map());
world
}
/// Creates a test map using the default RAW_BOARD
pub fn create_test_map() -> Map {
Map::new(RAW_BOARD).expect("Failed to create test map")
}
/// Spawns a test Pac-Man entity at the specified node
pub fn spawn_test_pacman(world: &mut World, node: usize) -> Entity {
world
.spawn((
Position::Stopped { node: node as u16 },
Collider { size: 10.0 },
PacmanCollider,
EntityType::Player,
))
.id()
}
/// Spawns a controllable test player entity
pub fn spawn_test_player(world: &mut World, node: usize) -> Entity {
world
.spawn((
PlayerControlled,
Position::Stopped { node: node as u16 },
Velocity {
speed: 1.0,
direction: Direction::Right,
},
BufferedDirection::None,
EntityType::Player,
MovementModifiers::default(),
))
.id()
}
/// Spawns a test item entity at the specified node
pub fn spawn_test_item(world: &mut World, node: usize, item_type: EntityType) -> Entity {
world
.spawn((
Position::Stopped { node: node as u16 },
Collider { size: 8.0 },
ItemCollider,
item_type,
))
.id()
}
/// Spawns a test ghost entity at the specified node
pub fn spawn_test_ghost(world: &mut World, node: usize, ghost_state: GhostState) -> Entity {
world
.spawn((
Position::Stopped { node: node as u16 },
Collider { size: 12.0 },
GhostCollider,
Ghost::Blinky,
EntityType::Ghost,
ghost_state,
))
.id()
}
/// Sends a game event to the world
pub fn send_game_event(world: &mut World, event: GameEvent) {
let mut events = world.resource_mut::<Events<GameEvent>>();
events.send(event);
}
/// Sends a collision event between two entities
pub fn send_collision_event(world: &mut World, entity1: Entity, entity2: Entity) {
let mut events = world.resource_mut::<Events<GameEvent>>();
events.send(GameEvent::Collision(entity1, entity2));
}
/// Creates a mock atlas tile for testing
pub fn mock_atlas_tile(id: u32) -> AtlasTile {
AtlasTile {
pos: U16Vec2::new(0, 0),
size: U16Vec2::new(16, 16),
color: Some(Color::RGB(id as u8, 0, 0)),
}
}

View File

@@ -1,19 +0,0 @@
use pacman::events::{GameCommand, GameEvent};
use pacman::map::direction::Direction;
#[test]
fn test_game_command_to_game_event_conversion_all_variants() {
let commands = vec![
GameCommand::Exit,
GameCommand::MovePlayer(Direction::Up),
GameCommand::ToggleDebug,
GameCommand::MuteAudio,
GameCommand::ResetLevel,
GameCommand::TogglePause,
];
for command in commands {
let event: GameEvent = command.into();
assert_eq!(event, GameEvent::Command(command));
}
}

View File

@@ -1,23 +1,7 @@
use pacman::map::direction::Direction; use pacman::map::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);

View File

@@ -1,26 +0,0 @@
use bevy_ecs::{event::Events, world::World};
use pacman::{error::GameError, systems::components::ScoreResource};
fn create_test_world() -> World {
let mut world = World::new();
// Add required resources
world.insert_resource(Events::<GameError>::default());
world.insert_resource(ScoreResource(1230)); // Test score
world
}
#[test]
fn test_hud_render_system_runs_without_error() {
let world = create_test_world();
// The HUD render system requires SDL2 resources that aren't available in tests,
// but we can at least verify it doesn't panic when called
// In a real test environment, we'd need to mock the SDL2 canvas and atlas
// For now, just verify the score resource is accessible
let score = world.resource::<ScoreResource>();
assert_eq!(score.0, 1230);
}

View File

@@ -1,13 +1,7 @@
use bevy_ecs::{entity::Entity, event::Events, system::RunSystemOnce, world::World}; use bevy_ecs::{entity::Entity, system::RunSystemOnce};
use pacman::systems::{is_valid_item_collision, item_system, EntityType, GhostState, Position, ScoreResource};
use pacman::{ 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");

View File

@@ -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()));
// }

View File

@@ -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 {
@@ -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
@@ -454,11 +400,11 @@ 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");
@@ -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

@@ -1,5 +1,22 @@
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() {
@@ -15,30 +32,79 @@ fn test_timing_statistics() {
timings.add_timing(SystemId::Blinking, Duration::from_millis(2)); timings.add_timing(SystemId::Blinking, Duration::from_millis(2));
timings.add_timing(SystemId::Blinking, Duration::from_millis(1)); timings.add_timing(SystemId::Blinking, Duration::from_millis(1));
fn close_enough(a: Duration, b: Duration) -> bool { {
if a > b { let stats = timings.get_stats();
a - b < Duration::from_micros(500) // 0.1ms let (avg, std_dev) = stats.get(&SystemId::PlayerControls).unwrap();
} else {
b - a < Duration::from_micros(500) assert_close!(*avg, Duration::from_millis(10), "PlayerControls average timing");
} assert_close!(*std_dev, Duration::from_millis(2), "PlayerControls standard deviation timing");
} }
let stats = timings.get_stats(); {
let (avg, std_dev) = stats.get(&SystemId::PlayerControls).unwrap(); let (total_avg, total_std) = timings.get_total_stats();
assert_close!(total_avg, Duration::from_millis(2), "Total average timing across all systems");
// Average should be 10ms, standard deviation should be small assert_close!(
assert!(close_enough(*avg, Duration::from_millis(10)), "avg: {:?}", avg); total_std,
assert!(close_enough(*std_dev, Duration::from_millis(2)), "std_dev: {:?}", std_dev); Duration::from_millis(7),
"Total standard deviation timing across all systems"
let (total_avg, total_std) = timings.get_total_stats(); );
assert!( }
close_enough(total_avg, Duration::from_millis(18)), }
"total_avg: {:?}",
total_avg #[test]
); fn test_default_zero_timing_for_unused_systems() {
assert!( let timings = SystemTimings::default();
close_enough(total_std, Duration::from_millis(17)),
"total_std: {:?}", // Add timing data for only one system
total_std timings.add_timing(SystemId::PlayerControls, Duration::from_millis(5));
);
let stats = timings.get_stats();
// Verify all SystemId variants are present in the stats
let expected_count = SystemId::iter().count();
assert_eq!(stats.len(), expected_count, "All SystemId variants should be in stats");
// Verify that the system with data has non-zero timing
let (avg, std_dev) = stats.get(&SystemId::PlayerControls).unwrap();
assert_close!(*avg, Duration::from_millis(5), "System with data should have correct timing");
assert_close!(*std_dev, Duration::ZERO, "Single measurement should have zero std dev");
// Verify that all other systems have zero timing
for id in SystemId::iter() {
if id != SystemId::PlayerControls {
let (avg, std_dev) = stats.get(&id).unwrap();
assert_close!(
*avg,
Duration::ZERO,
format!("Unused system {:?} should have zero avg timing", id)
);
assert_close!(
*std_dev,
Duration::ZERO,
format!("Unused system {:?} should have zero std dev", id)
);
}
}
}
#[test]
fn test_pre_populated_timing_entries() {
let timings = SystemTimings::default();
// Verify that we can add timing to any SystemId without panicking
// (this would fail with the old implementation if the entry didn't exist)
for id in SystemId::iter() {
timings.add_timing(id, Duration::from_nanos(1));
}
// Verify all systems now have non-zero timing
let stats = timings.get_stats();
for id in SystemId::iter() {
let (avg, _) = stats.get(&id).unwrap();
assert!(
*avg > Duration::ZERO,
"System {:?} should have non-zero timing after add_timing",
id
);
}
} }

View File

@@ -1,14 +1,12 @@
use glam::U16Vec2; use 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.get("nonexistent").is_none());
}
#[test]
fn test_sprite_atlas_color() {
let mapper = AtlasMapper { frames: HashMap::new() };
let texture = mock_texture();
let mut atlas = SpriteAtlas::new(texture, mapper);
assert_eq!(atlas.default_color(), None);
let color = Color::RGB(255, 0, 0);
atlas.set_color(color);
assert_eq!(atlas.default_color(), Some(color));
} }
#[test] #[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();
}