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11 Commits
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f2732a7ff7 |
4
Justfile
4
Justfile
@@ -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
130
src/bin/aspect_demo.rs
Normal file
@@ -0,0 +1,130 @@
|
|||||||
|
use std::time::{Duration, Instant};
|
||||||
|
|
||||||
|
use sdl2::event::Event;
|
||||||
|
use sdl2::keyboard::Keycode;
|
||||||
|
use sdl2::pixels::Color;
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||||||
|
use sdl2::rect::Rect;
|
||||||
|
|
||||||
|
// A self-contained SDL2 demo showing how to keep a consistent aspect ratio
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||||||
|
// with letterboxing/pillarboxing in a resizable window.
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||||||
|
//
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||||||
|
// This uses SDL2's logical size feature, which automatically sets a viewport
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||||||
|
// to preserve the target aspect ratio and adds black bars as needed.
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||||||
|
// We also clear the full window to black and then clear the logical viewport
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||||||
|
// 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)
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||||||
|
|
||||||
|
fn main() -> Result<(), String> {
|
||||||
|
// Initialize SDL2
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||||||
|
let sdl = sdl2::init()?;
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||||||
|
let video = sdl.video()?;
|
||||||
|
|
||||||
|
// Create a resizable window
|
||||||
|
let window = video
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||||||
|
.window("SDL2 Aspect Ratio Demo", 960, 540)
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||||||
|
.resizable()
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||||||
|
.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(())
|
||||||
|
}
|
||||||
56
src/game.rs
56
src/game.rs
@@ -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(),
|
||||||
|
|||||||
@@ -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;
|
||||||
|
|||||||
@@ -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);
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -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 {
|
||||||
|
|||||||
@@ -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<_>>()
|
||||||
|
|||||||
@@ -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(
|
||||||
|
|||||||
@@ -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);
|
|
||||||
// }
|
|
||||||
@@ -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);
|
||||||
|
|||||||
@@ -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
|
||||||
|
|||||||
@@ -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)),
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|||||||
@@ -1,19 +0,0 @@
|
|||||||
use pacman::events::{GameCommand, GameEvent};
|
|
||||||
use pacman::map::direction::Direction;
|
|
||||||
|
|
||||||
#[test]
|
|
||||||
fn test_game_command_to_game_event_conversion_all_variants() {
|
|
||||||
let commands = vec![
|
|
||||||
GameCommand::Exit,
|
|
||||||
GameCommand::MovePlayer(Direction::Up),
|
|
||||||
GameCommand::ToggleDebug,
|
|
||||||
GameCommand::MuteAudio,
|
|
||||||
GameCommand::ResetLevel,
|
|
||||||
GameCommand::TogglePause,
|
|
||||||
];
|
|
||||||
|
|
||||||
for command in commands {
|
|
||||||
let event: GameEvent = command.into();
|
|
||||||
assert_eq!(event, GameEvent::Command(command));
|
|
||||||
}
|
|
||||||
}
|
|
||||||
@@ -1,23 +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);
|
||||||
|
|||||||
26
tests/hud.rs
26
tests/hud.rs
@@ -1,26 +0,0 @@
|
|||||||
use bevy_ecs::{event::Events, world::World};
|
|
||||||
|
|
||||||
use pacman::{error::GameError, systems::components::ScoreResource};
|
|
||||||
|
|
||||||
fn create_test_world() -> World {
|
|
||||||
let mut world = World::new();
|
|
||||||
|
|
||||||
// Add required resources
|
|
||||||
world.insert_resource(Events::<GameError>::default());
|
|
||||||
world.insert_resource(ScoreResource(1230)); // Test score
|
|
||||||
|
|
||||||
world
|
|
||||||
}
|
|
||||||
|
|
||||||
#[test]
|
|
||||||
fn test_hud_render_system_runs_without_error() {
|
|
||||||
let world = create_test_world();
|
|
||||||
|
|
||||||
// The HUD render system requires SDL2 resources that aren't available in tests,
|
|
||||||
// but we can at least verify it doesn't panic when called
|
|
||||||
// In a real test environment, we'd need to mock the SDL2 canvas and atlas
|
|
||||||
|
|
||||||
// For now, just verify the score resource is accessible
|
|
||||||
let score = world.resource::<ScoreResource>();
|
|
||||||
assert_eq!(score.0, 1230);
|
|
||||||
}
|
|
||||||
130
tests/item.rs
130
tests/item.rs
@@ -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");
|
||||||
|
|
||||||
|
|||||||
@@ -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()));
|
|
||||||
// }
|
|
||||||
|
|||||||
@@ -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,
|
||||||
|
|||||||
142
tests/player.rs
142
tests/player.rs
@@ -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");
|
||||||
|
|||||||
@@ -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
|
||||||
|
);
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -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]
|
||||||
|
|||||||
@@ -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();
|
||||||
|
|||||||
@@ -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();
|
|
||||||
}
|
|
||||||
Reference in New Issue
Block a user