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17 Commits

Author SHA1 Message Date
Ryan Walters
ee2569b70c ci: drop coveralls, add codecov config, change badge 2025-09-06 12:15:07 -05:00
Ryan Walters
84caa6c25f ci: setup codecov coverage 2025-09-06 12:15:06 -05:00
Ryan Walters
f92c9175b9 test: add ttf renderer tests 2025-09-06 12:15:06 -05:00
Ryan Walters
d561b446c5 test: remove useless/redundant tests 2025-09-06 12:15:05 -05:00
Ryan Walters
9219c771d7 test: improve input & map_builder test coverage 2025-09-06 12:15:05 -05:00
Ryan Walters
cd501aafc4 test: general game testing 2025-09-06 12:15:05 -05:00
Ryan Walters
feae1ee191 test: add asset tests, file exists & has min size 2025-09-06 12:15:04 -05:00
Ryan Walters
2f0b9825c6 test: blinking system tests 2025-09-06 12:15:04 -05:00
Ryan Walters
cac490565e refactor: use speculoos for all test assertions 2025-09-06 12:15:04 -05:00
Ryan Walters
b60888219b fix: remove unused BlinkingTexture 2025-09-06 12:15:03 -05:00
Ryan Walters
3c50bfeab6 refactor: add ticks to DeltaTime, rewrite Blinking system for tick-based calculations with absolute calculations, rewrite Blinking/Direction tests 2025-09-06 12:15:03 -05:00
Ryan Walters
132067c573 feat: re-implement CustomFormatter to clone Full formatterr 2025-09-06 12:15:03 -05:00
Ryan Walters
42e309a46b feat: enhance profiling with tick-based timing management and zero-padding for skipped frames 2025-09-06 12:15:02 -05:00
Ryan Walters
a38423f006 refactor: use welford's algorithm for one-pass avg/std dev. calculations, input logging tweaks 2025-09-06 12:15:02 -05:00
Ryan Walters
07bd127596 chore: move ttf context out of game.rs, remove unnecessary window event logging 2025-09-06 12:15:01 -05:00
Ryan Walters
da42d017e7 refactor: reorganize game.rs new() into separate functions 2025-09-06 12:15:01 -05:00
Ryan Walters
8b623ffabe feat: sprite enums for avoiding hardcoded string paths 2025-09-06 12:15:01 -05:00
43 changed files with 1917 additions and 943 deletions

View File

@@ -9,8 +9,6 @@ env:
jobs:
coverage:
runs-on: ubuntu-latest
env:
COVERALLS_REPO_TOKEN: ${{ secrets.COVERALLS_REPO_TOKEN }}
steps:
- name: Checkout code
uses: actions/checkout@v5
@@ -50,33 +48,9 @@ jobs:
run: |
just coverage
- name: Download Coveralls CLI
if: ${{ env.COVERALLS_REPO_TOKEN != '' }}
run: |
# use GitHub Releases URL instead of coveralls.io because they can't maintain their own files; it 404s
curl -L https://github.com/coverallsapp/coverage-reporter/releases/download/v0.6.15/coveralls-linux-x86_64.tar.gz | tar -xz -C /usr/local/bin
- name: Upload coverage to Coveralls
if: ${{ env.COVERALLS_REPO_TOKEN != '' }}
run: |
if [ ! -f "lcov.info" ]; then
echo "Error: lcov.info file not found. Coverage generation may have failed."
exit 1
fi
for i in {1..10}; do
echo "Attempt $i: Uploading coverage to Coveralls..."
if coveralls -n report lcov.info; then
echo "Successfully uploaded coverage report."
exit 0
fi
if [ $i -lt 10 ]; then
delay=$((2**i))
echo "Attempt $i failed. Retrying in $delay seconds..."
sleep $delay
fi
done
echo "Failed to upload coverage report after 10 attempts."
exit 1
- name: Upload coverage reports to Codecov
uses: codecov/codecov-action@v5
with:
token: ${{ secrets.CODECOV_TOKEN }}
files: ./lcov.info
disable_search: true

75
Cargo.lock generated
View File

@@ -570,12 +570,76 @@ dependencies = [
"windows-sys 0.52.0",
]
[[package]]
name = "num"
version = "0.4.3"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "35bd024e8b2ff75562e5f34e7f4905839deb4b22955ef5e73d2fea1b9813cb23"
dependencies = [
"num-bigint",
"num-complex",
"num-integer",
"num-iter",
"num-rational",
"num-traits",
]
[[package]]
name = "num-bigint"
version = "0.4.6"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "a5e44f723f1133c9deac646763579fdb3ac745e418f2a7af9cd0c431da1f20b9"
dependencies = [
"num-integer",
"num-traits",
]
[[package]]
name = "num-complex"
version = "0.4.6"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "73f88a1307638156682bada9d7604135552957b7818057dcef22705b4d509495"
dependencies = [
"num-traits",
]
[[package]]
name = "num-conv"
version = "0.1.0"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "51d515d32fb182ee37cda2ccdcb92950d6a3c2893aa280e540671c2cd0f3b1d9"
[[package]]
name = "num-integer"
version = "0.1.46"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "7969661fd2958a5cb096e56c8e1ad0444ac2bbcd0061bd28660485a44879858f"
dependencies = [
"num-traits",
]
[[package]]
name = "num-iter"
version = "0.1.45"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "1429034a0490724d0075ebb2bc9e875d6503c3cf69e235a8941aa757d83ef5bf"
dependencies = [
"autocfg",
"num-integer",
"num-traits",
]
[[package]]
name = "num-rational"
version = "0.4.2"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "f83d14da390562dca69fc84082e73e548e1ad308d24accdedd2720017cb37824"
dependencies = [
"num-bigint",
"num-integer",
"num-traits",
]
[[package]]
name = "num-traits"
version = "0.2.19"
@@ -618,6 +682,7 @@ dependencies = [
"serde",
"serde_json",
"smallvec",
"speculoos",
"spin_sleep",
"strum",
"strum_macros",
@@ -965,6 +1030,16 @@ dependencies = [
"serde",
]
[[package]]
name = "speculoos"
version = "0.13.0"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "00c84ba5fa63b0de837c0d3cef5373ac1c3c6342053b7f446a210a1dde79a034"
dependencies = [
"num",
"serde_json",
]
[[package]]
name = "spin"
version = "0.9.8"

View File

@@ -62,6 +62,7 @@ libc = "0.2.175" # TODO: Describe why this is required.
[dev-dependencies]
pretty_assertions = "1.4.1"
speculoos = "0.13.0"
[build-dependencies]
phf = { version = "0.13.1", features = ["macros"] }

View File

@@ -1,16 +1,16 @@
# Pac-Man
[![Tests Status][badge-test]][test] [![Build Status][badge-build]][build] [![If you're seeing this, Coveralls.io is broken again and it's not my fault.][badge-coverage]][coverage] [![Online Demo][badge-online-demo]][demo] [![Last Commit][badge-last-commit]][commits]
[![Tests Status][badge-test]][test] [![Build Status][badge-build]][build] [![Code Coverage][badge-coverage]][coverage] [![Online Demo][badge-online-demo]][demo] [![Last Commit][badge-last-commit]][commits]
[badge-test]: https://github.com/Xevion/Pac-Man/actions/workflows/tests.yaml/badge.svg
[badge-build]: https://github.com/Xevion/Pac-Man/actions/workflows/build.yaml/badge.svg
[badge-coverage]: https://coveralls.io/repos/github/Xevion/Pac-Man/badge.svg?branch=master
[badge-coverage]: https://codecov.io/github/Xevion/Pac-Man/branch/master/graph/badge.svg?token=R2RBYUQK3I
[badge-demo]: https://img.shields.io/github/deployments/Xevion/Pac-Man/github-pages?label=GitHub%20Pages
[badge-online-demo]: https://img.shields.io/badge/GitHub%20Pages-Demo-brightgreen
[badge-last-commit]: https://img.shields.io/github/last-commit/Xevion/Pac-Man
[build]: https://github.com/Xevion/Pac-Man/actions/workflows/build.yaml
[test]: https://github.com/Xevion/Pac-Man/actions/workflows/tests.yaml
[coverage]: https://coveralls.io/github/Xevion/Pac-Man?branch=master
[coverage]: https://codecov.io/github/Xevion/Pac-Man
[demo]: https://xevion.github.io/Pac-Man/
[commits]: https://github.com/Xevion/Pac-Man/commits/master

17
codecov.yml Normal file
View File

@@ -0,0 +1,17 @@
coverage:
status:
project:
default:
target: 70%
patch:
default:
informational: true
ignore:
- "src/(?:bin|platform))/.+\\.rs"
- "src/(?:app|events|formatter)\\.rs"
comment:
layout: "reach,diff,flags,files,footer"
behavior: default
require_changes: false

View File

@@ -13,10 +13,6 @@ use sdl2::{AudioSubsystem, Sdl};
use tracing::debug;
/// Main application wrapper that manages SDL initialization, window lifecycle, and the game loop.
///
/// Handles platform-specific setup, maintains consistent frame timing, and delegates
/// game logic to the contained `Game` instance. The app manages focus state to
/// optimize CPU usage when the window loses focus.
pub struct App {
pub game: Game,
last_tick: Instant,
@@ -29,19 +25,15 @@ pub struct App {
impl App {
/// Initializes SDL subsystems, creates the game window, and sets up the game state.
///
/// Performs comprehensive initialization including video/audio subsystems,
/// window creation with proper scaling, and canvas configuration. All SDL
/// resources are leaked to maintain 'static lifetimes required by the game architecture.
///
/// # Errors
///
/// Returns `GameError::Sdl` if any SDL initialization step fails, or propagates
/// errors from `Game::new()` during game state setup.
pub fn new() -> GameResult<Self> {
let sdl_context = sdl2::init().map_err(|e| GameError::Sdl(e.to_string()))?;
let ttf_context = sdl2::ttf::init().map_err(|e| GameError::Sdl(e.to_string()))?;
let video_subsystem = sdl_context.video().map_err(|e| GameError::Sdl(e.to_string()))?;
let audio_subsystem = sdl_context.audio().map_err(|e| GameError::Sdl(e.to_string()))?;
// TTF context is initialized within Game::new where it is leaked for font usage
let event_pump = sdl_context.event_pump().map_err(|e| GameError::Sdl(e.to_string()))?;
let window = video_subsystem
@@ -103,8 +95,7 @@ impl App {
let texture_creator = canvas.texture_creator();
let game = Game::new(canvas, texture_creator, event_pump)?;
// game.audio.set_mute(cfg!(debug_assertions));
let game = Game::new(canvas, ttf_context, texture_creator, event_pump)?;
Ok(App {
game,

View File

@@ -72,8 +72,8 @@ pub mod collider {
pub mod ui {
/// Debug font size in points
pub const DEBUG_FONT_SIZE: u16 = 12;
/// Power pellet blink rate in seconds
pub const POWER_PELLET_BLINK_RATE: f32 = 0.2;
/// Power pellet blink rate in ticks (at 60 FPS, 12 ticks = 0.2 seconds)
pub const POWER_PELLET_BLINK_RATE: u32 = 12;
}
/// Map tile types that define gameplay behavior and collision properties.

View File

@@ -4,9 +4,9 @@ use std::fmt;
use std::sync::atomic::{AtomicU64, Ordering};
use time::macros::format_description;
use time::{format_description::FormatItem, OffsetDateTime};
use tracing::{Event, Subscriber};
use tracing::{Event, Level, Subscriber};
use tracing_subscriber::fmt::format::Writer;
use tracing_subscriber::fmt::{FmtContext, FormatEvent, FormatFields};
use tracing_subscriber::fmt::{FmtContext, FormatEvent, FormatFields, FormattedFields};
use tracing_subscriber::registry::LookupSpan;
/// Global atomic counter for tracking game ticks
@@ -25,15 +25,7 @@ const TIMESTAMP_FORMAT: &[FormatItem<'static>] = format_description!("[hour]:[mi
/// A custom formatter that includes both timestamp and tick counter in hexadecimal
///
/// This formatter provides:
/// - High-precision timestamps (HH:MM:SS.mmm on Emscripten, HH:MM:SS.mmmmm otherwise)
/// - Hexadecimal tick counter for frame correlation
/// - Standard log level and target information
///
/// Performance considerations:
/// - Timestamp format is cached at compile time
/// - Tick counter access is atomic and very fast
/// - Combined formatting operations for efficiency
/// Re-implementation of the Full formatter to add a tick counter and timestamp.
pub struct CustomFormatter;
impl<S, N> FormatEvent<S, N> for CustomFormatter
@@ -42,35 +34,109 @@ where
N: for<'a> FormatFields<'a> + 'static,
{
fn format_event(&self, ctx: &FmtContext<'_, S, N>, mut writer: Writer<'_>, event: &Event<'_>) -> fmt::Result {
// Format timestamp using cached format description
let meta = event.metadata();
// 1) Timestamp (dimmed when ANSI)
let now = OffsetDateTime::now_utc();
let formatted_time = now.format(&TIMESTAMP_FORMAT).map_err(|e| {
// Preserve the original error information for debugging
eprintln!("Failed to format timestamp: {}", e);
fmt::Error
})?;
write_dimmed(&mut writer, formatted_time)?;
writer.write_char(' ')?;
// Get tick count and format everything together
let tick_count = get_tick_count();
let metadata = event.metadata();
// 2) Tick counter, dim when ANSI
let tick_count = get_tick_count() & TICK_DISPLAY_MASK;
if writer.has_ansi_escapes() {
write!(writer, "\x1b[2m0x{:04X}\x1b[0m ", tick_count)?;
} else {
write!(writer, "0x{:04X} ", tick_count)?;
}
// Combined formatting: timestamp, tick counter, level, and target in one write
write!(
writer,
"{} 0x{:04X} {:5} {}: ",
formatted_time,
tick_count & TICK_DISPLAY_MASK,
metadata.level(),
metadata.target()
)?;
// 3) Colored 5-char level like Full
write_colored_level(&mut writer, meta.level())?;
writer.write_char(' ')?;
// Format the fields (the actual log message)
ctx.field_format().format_fields(writer.by_ref(), event)?;
// 4) Span scope chain (bold names, fields in braces, dimmed ':')
if let Some(scope) = ctx.event_scope() {
let mut saw_any = false;
for span in scope.from_root() {
write_bold(&mut writer, span.metadata().name())?;
saw_any = true;
let ext = span.extensions();
if let Some(fields) = &ext.get::<FormattedFields<N>>() {
if !fields.is_empty() {
write_bold(&mut writer, "{")?;
write!(writer, "{}", fields)?;
write_bold(&mut writer, "}")?;
}
}
if writer.has_ansi_escapes() {
write!(writer, "\x1b[2m:\x1b[0m")?;
} else {
writer.write_char(':')?;
}
}
if saw_any {
writer.write_char(' ')?;
}
}
// 5) Target (dimmed), then a space
if writer.has_ansi_escapes() {
write!(writer, "\x1b[2m{}\x1b[0m\x1b[2m:\x1b[0m ", meta.target())?;
} else {
write!(writer, "{}: ", meta.target())?;
}
// 6) Event fields
ctx.format_fields(writer.by_ref(), event)?;
// 7) Newline
writeln!(writer)
}
}
/// Write the verbosity level with the same coloring/alignment as the Full formatter.
fn write_colored_level(writer: &mut Writer<'_>, level: &Level) -> fmt::Result {
if writer.has_ansi_escapes() {
// Basic ANSI color sequences; reset with \x1b[0m
let (color, text) = match *level {
Level::TRACE => ("\x1b[35m", "TRACE"), // purple
Level::DEBUG => ("\x1b[34m", "DEBUG"), // blue
Level::INFO => ("\x1b[32m", " INFO"), // green, note leading space
Level::WARN => ("\x1b[33m", " WARN"), // yellow, note leading space
Level::ERROR => ("\x1b[31m", "ERROR"), // red
};
write!(writer, "{}{}\x1b[0m", color, text)
} else {
// Right-pad to width 5 like Full's non-ANSI mode
match *level {
Level::TRACE => write!(writer, "{:>5}", "TRACE"),
Level::DEBUG => write!(writer, "{:>5}", "DEBUG"),
Level::INFO => write!(writer, "{:>5}", " INFO"),
Level::WARN => write!(writer, "{:>5}", " WARN"),
Level::ERROR => write!(writer, "{:>5}", "ERROR"),
}
}
}
fn write_dimmed(writer: &mut Writer<'_>, s: impl fmt::Display) -> fmt::Result {
if writer.has_ansi_escapes() {
write!(writer, "\x1b[2m{}\x1b[0m", s)
} else {
write!(writer, "{}", s)
}
}
fn write_bold(writer: &mut Writer<'_>, s: impl fmt::Display) -> fmt::Result {
if writer.has_ansi_escapes() {
write!(writer, "\x1b[1m{}\x1b[0m", s)
} else {
write!(writer, "{}", s)
}
}
/// Increment the global tick counter by 1
///
/// This should be called once per game tick/frame from the main game loop

View File

@@ -5,18 +5,19 @@ include!(concat!(env!("OUT_DIR"), "/atlas_data.rs"));
use std::collections::HashMap;
use crate::constants::{self, animation, MapTile, CANVAS_SIZE};
use crate::error::{GameError, GameResult, TextureError};
use crate::error::{GameError, GameResult};
use crate::events::GameEvent;
use crate::map::builder::Map;
use crate::map::direction::Direction;
use crate::systems::blinking::Blinking;
use crate::systems::components::{GhostAnimation, GhostState, LastAnimationState};
use crate::systems::movement::{BufferedDirection, Position, Velocity};
use crate::systems::profiling::SystemId;
use crate::systems::profiling::{SystemId, Timing};
use crate::systems::render::touch_ui_render_system;
use crate::systems::render::RenderDirty;
use crate::systems::{
self, combined_render_system, ghost_collision_system, present_system, Hidden, LinearAnimation, MovementModifiers, NodeId,
TouchState,
};
use crate::systems::{
audio_system, blinking_system, collision_system, directional_render_system, dirty_render_system, eaten_ghost_system,
@@ -28,6 +29,7 @@ use crate::systems::{
};
use crate::texture::animated::{DirectionalTiles, TileSequence};
use crate::texture::sprite::AtlasTile;
use crate::texture::sprites::{FrightenedColor, GameSprite, GhostSprite, MazeSprite, PacmanSprite};
use bevy_ecs::event::EventRegistry;
use bevy_ecs::observer::Trigger;
use bevy_ecs::schedule::common_conditions::resource_changed;
@@ -87,10 +89,55 @@ impl Game {
/// errors, or entity initialization issues.
pub fn new(
mut canvas: Canvas<Window>,
ttf_context: sdl2::ttf::Sdl2TtfContext,
texture_creator: TextureCreator<WindowContext>,
mut event_pump: EventPump,
) -> GameResult<Game> {
// Disable uninteresting events
Self::disable_sdl_events(&mut event_pump);
let (backbuffer, mut map_texture, debug_texture, ttf_atlas) =
Self::setup_textures_and_fonts(&mut canvas, &texture_creator, ttf_context)?;
let audio = crate::audio::Audio::new();
let (mut atlas, map_tiles) = Self::load_atlas_and_map_tiles(&texture_creator)?;
canvas
.with_texture_canvas(&mut map_texture, |map_canvas| {
MapRenderer::render_map(map_canvas, &mut atlas, &map_tiles);
})
.map_err(|e| GameError::Sdl(e.to_string()))?;
let map = Map::new(constants::RAW_BOARD)?;
let (player_animation, player_start_sprite) = Self::create_player_animations(&atlas)?;
let player_bundle = Self::create_player_bundle(&map, player_animation, player_start_sprite);
let mut world = World::default();
let mut schedule = Schedule::default();
Self::setup_ecs(&mut world);
Self::insert_resources(
&mut world,
map,
audio,
atlas,
event_pump,
canvas,
backbuffer,
map_texture,
debug_texture,
ttf_atlas,
)?;
Self::configure_schedule(&mut schedule);
world.spawn(player_bundle).insert((Frozen, Hidden));
Self::spawn_ghosts(&mut world)?;
Self::spawn_items(&mut world)?;
Ok(Game { world, schedule })
}
fn disable_sdl_events(event_pump: &mut EventPump) {
for event_type in [
EventType::JoyAxisMotion,
EventType::JoyBallMotion,
@@ -108,9 +155,6 @@ impl Game {
EventType::ControllerTouchpadDown,
EventType::ControllerTouchpadMotion,
EventType::ControllerTouchpadUp,
// EventType::FingerDown, // Enable for touch controls
// EventType::FingerUp, // Enable for touch controls
// EventType::FingerMotion, // Enable for touch controls
EventType::DollarGesture,
EventType::DollarRecord,
EventType::MultiGesture,
@@ -127,11 +171,7 @@ impl Game {
EventType::TextInput,
EventType::TextEditing,
EventType::Display,
// EventType::Window,
EventType::MouseWheel,
// EventType::MouseMotion,
// EventType::MouseButtonDown, // Enable for desktop touch testing
// EventType::MouseButtonUp, // Enable for desktop touch testing
EventType::AppDidEnterBackground,
EventType::AppWillEnterForeground,
EventType::AppWillEnterBackground,
@@ -143,8 +183,18 @@ impl Game {
] {
event_pump.disable_event(event_type);
}
}
let ttf_context = Box::leak(Box::new(sdl2::ttf::init().map_err(|e| GameError::Sdl(e.to_string()))?));
fn setup_textures_and_fonts(
canvas: &mut Canvas<Window>,
texture_creator: &TextureCreator<WindowContext>,
ttf_context: sdl2::ttf::Sdl2TtfContext,
) -> GameResult<(
sdl2::render::Texture,
sdl2::render::Texture,
sdl2::render::Texture,
crate::texture::ttf::TtfAtlas,
)> {
let mut backbuffer = texture_creator
.create_texture_target(None, CANVAS_SIZE.x, CANVAS_SIZE.y)
.map_err(|e| GameError::Sdl(e.to_string()))?;
@@ -155,31 +205,26 @@ impl Game {
.map_err(|e| GameError::Sdl(e.to_string()))?;
map_texture.set_scale_mode(ScaleMode::Nearest);
// Create debug texture at output resolution for crisp debug rendering
let output_size = constants::LARGE_CANVAS_SIZE;
let mut debug_texture = texture_creator
.create_texture_target(Some(sdl2::pixels::PixelFormatEnum::ARGB8888), output_size.x, output_size.y)
.map_err(|e| GameError::Sdl(e.to_string()))?;
// Debug texture is copied over the backbuffer, it requires transparency abilities
debug_texture.set_blend_mode(BlendMode::Blend);
debug_texture.set_scale_mode(ScaleMode::Nearest);
// Create debug text atlas for efficient debug rendering
let font_data: &'static [u8] = get_asset_bytes(Asset::Font)?.to_vec().leak();
let font_asset = RWops::from_bytes(font_data).map_err(|_| GameError::Sdl("Failed to load font".to_string()))?;
let debug_font = ttf_context
.load_font_from_rwops(font_asset, constants::ui::DEBUG_FONT_SIZE)
.map_err(|e| GameError::Sdl(e.to_string()))?;
let mut ttf_atlas = crate::texture::ttf::TtfAtlas::new(&texture_creator, &debug_font)?;
// Populate the atlas with actual character data
ttf_atlas.populate_atlas(&mut canvas, &texture_creator, &debug_font)?;
let mut ttf_atlas = crate::texture::ttf::TtfAtlas::new(texture_creator, &debug_font)?;
ttf_atlas.populate_atlas(canvas, texture_creator, &debug_font)?;
// Initialize audio system
let audio = crate::audio::Audio::new();
Ok((backbuffer, map_texture, debug_texture, ttf_atlas))
}
// Load atlas and create map texture
fn load_atlas_and_map_tiles(texture_creator: &TextureCreator<WindowContext>) -> GameResult<(SpriteAtlas, Vec<AtlasTile>)> {
let atlas_bytes = get_asset_bytes(Asset::AtlasImage)?;
let atlas_texture = texture_creator.load_texture_bytes(&atlas_bytes).map_err(|e| {
if e.to_string().contains("format") || e.to_string().contains("unsupported") {
@@ -194,57 +239,44 @@ impl Game {
let atlas_mapper = AtlasMapper {
frames: ATLAS_FRAMES.into_iter().map(|(k, v)| (k.to_string(), *v)).collect(),
};
let mut atlas = SpriteAtlas::new(atlas_texture, atlas_mapper);
let atlas = SpriteAtlas::new(atlas_texture, atlas_mapper);
// Create map tiles
let mut map_tiles = Vec::with_capacity(35);
for i in 0..35 {
let tile_name = format!("maze/tiles/{}.png", i);
let tile = atlas.get_tile(&tile_name).unwrap();
let tile_name = GameSprite::Maze(MazeSprite::Tile(i)).to_path();
let tile = atlas.get_tile(&tile_name)?;
map_tiles.push(tile);
}
// Render map to texture
canvas
.with_texture_canvas(&mut map_texture, |map_canvas| {
MapRenderer::render_map(map_canvas, &mut atlas, &map_tiles);
})
.map_err(|e| GameError::Sdl(e.to_string()))?;
Ok((atlas, map_tiles))
}
let map = Map::new(constants::RAW_BOARD)?;
// Create directional animated textures for Pac-Man
fn create_player_animations(atlas: &SpriteAtlas) -> GameResult<(DirectionalAnimation, AtlasTile)> {
let up_moving_tiles = [
SpriteAtlas::get_tile(&atlas, "pacman/up_a.png")
.ok_or_else(|| GameError::Texture(TextureError::AtlasTileNotFound("pacman/up_a.png".to_string())))?,
SpriteAtlas::get_tile(&atlas, "pacman/up_b.png")
.ok_or_else(|| GameError::Texture(TextureError::AtlasTileNotFound("pacman/up_b.png".to_string())))?,
SpriteAtlas::get_tile(&atlas, "pacman/full.png")
.ok_or_else(|| GameError::Texture(TextureError::AtlasTileNotFound("pacman/full.png".to_string())))?,
SpriteAtlas::get_tile(atlas, &GameSprite::Pacman(PacmanSprite::Moving(Direction::Up, 0)).to_path())?,
SpriteAtlas::get_tile(atlas, &GameSprite::Pacman(PacmanSprite::Moving(Direction::Up, 1)).to_path())?,
SpriteAtlas::get_tile(atlas, &GameSprite::Pacman(PacmanSprite::Full).to_path())?,
];
let down_moving_tiles = [
SpriteAtlas::get_tile(&atlas, "pacman/down_a.png")
.ok_or_else(|| GameError::Texture(TextureError::AtlasTileNotFound("pacman/down_a.png".to_string())))?,
SpriteAtlas::get_tile(&atlas, "pacman/down_b.png")
.ok_or_else(|| GameError::Texture(TextureError::AtlasTileNotFound("pacman/down_b.png".to_string())))?,
SpriteAtlas::get_tile(&atlas, "pacman/full.png")
.ok_or_else(|| GameError::Texture(TextureError::AtlasTileNotFound("pacman/full.png".to_string())))?,
SpriteAtlas::get_tile(atlas, &GameSprite::Pacman(PacmanSprite::Moving(Direction::Down, 0)).to_path())?,
SpriteAtlas::get_tile(atlas, &GameSprite::Pacman(PacmanSprite::Moving(Direction::Down, 1)).to_path())?,
SpriteAtlas::get_tile(atlas, &GameSprite::Pacman(PacmanSprite::Full).to_path())?,
];
let left_moving_tiles = [
SpriteAtlas::get_tile(&atlas, "pacman/left_a.png")
.ok_or_else(|| GameError::Texture(TextureError::AtlasTileNotFound("pacman/left_a.png".to_string())))?,
SpriteAtlas::get_tile(&atlas, "pacman/left_b.png")
.ok_or_else(|| GameError::Texture(TextureError::AtlasTileNotFound("pacman/left_b.png".to_string())))?,
SpriteAtlas::get_tile(&atlas, "pacman/full.png")
.ok_or_else(|| GameError::Texture(TextureError::AtlasTileNotFound("pacman/full.png".to_string())))?,
SpriteAtlas::get_tile(atlas, &GameSprite::Pacman(PacmanSprite::Moving(Direction::Left, 0)).to_path())?,
SpriteAtlas::get_tile(atlas, &GameSprite::Pacman(PacmanSprite::Moving(Direction::Left, 1)).to_path())?,
SpriteAtlas::get_tile(atlas, &GameSprite::Pacman(PacmanSprite::Full).to_path())?,
];
let right_moving_tiles = [
SpriteAtlas::get_tile(&atlas, "pacman/right_a.png")
.ok_or_else(|| GameError::Texture(TextureError::AtlasTileNotFound("pacman/right_a.png".to_string())))?,
SpriteAtlas::get_tile(&atlas, "pacman/right_b.png")
.ok_or_else(|| GameError::Texture(TextureError::AtlasTileNotFound("pacman/right_b.png".to_string())))?,
SpriteAtlas::get_tile(&atlas, "pacman/full.png")
.ok_or_else(|| GameError::Texture(TextureError::AtlasTileNotFound("pacman/full.png".to_string())))?,
SpriteAtlas::get_tile(
atlas,
&GameSprite::Pacman(PacmanSprite::Moving(Direction::Right, 0)).to_path(),
)?,
SpriteAtlas::get_tile(
atlas,
&GameSprite::Pacman(PacmanSprite::Moving(Direction::Right, 1)).to_path(),
)?,
SpriteAtlas::get_tile(atlas, &GameSprite::Pacman(PacmanSprite::Full).to_path())?,
];
let moving_tiles = DirectionalTiles::new(
@@ -254,14 +286,16 @@ impl Game {
TileSequence::new(&right_moving_tiles),
);
let up_stopped_tile = SpriteAtlas::get_tile(&atlas, "pacman/up_b.png")
.ok_or_else(|| GameError::Texture(TextureError::AtlasTileNotFound("pacman/up_b.png".to_string())))?;
let down_stopped_tile = SpriteAtlas::get_tile(&atlas, "pacman/down_b.png")
.ok_or_else(|| GameError::Texture(TextureError::AtlasTileNotFound("pacman/down_b.png".to_string())))?;
let left_stopped_tile = SpriteAtlas::get_tile(&atlas, "pacman/left_b.png")
.ok_or_else(|| GameError::Texture(TextureError::AtlasTileNotFound("pacman/left_b.png".to_string())))?;
let right_stopped_tile = SpriteAtlas::get_tile(&atlas, "pacman/right_b.png")
.ok_or_else(|| GameError::Texture(TextureError::AtlasTileNotFound("pacman/right_b.png".to_string())))?;
let up_stopped_tile =
SpriteAtlas::get_tile(atlas, &GameSprite::Pacman(PacmanSprite::Moving(Direction::Up, 1)).to_path())?;
let down_stopped_tile =
SpriteAtlas::get_tile(atlas, &GameSprite::Pacman(PacmanSprite::Moving(Direction::Down, 1)).to_path())?;
let left_stopped_tile =
SpriteAtlas::get_tile(atlas, &GameSprite::Pacman(PacmanSprite::Moving(Direction::Left, 1)).to_path())?;
let right_stopped_tile = SpriteAtlas::get_tile(
atlas,
&GameSprite::Pacman(PacmanSprite::Moving(Direction::Right, 1)).to_path(),
)?;
let stopped_tiles = DirectionalTiles::new(
TileSequence::new(&[up_stopped_tile]),
@@ -270,7 +304,14 @@ impl Game {
TileSequence::new(&[right_stopped_tile]),
);
let player = PlayerBundle {
let player_animation = DirectionalAnimation::new(moving_tiles, stopped_tiles, 5);
let player_start_sprite = SpriteAtlas::get_tile(atlas, &GameSprite::Pacman(PacmanSprite::Full).to_path())?;
Ok((player_animation, player_start_sprite))
}
fn create_player_bundle(map: &Map, player_animation: DirectionalAnimation, player_start_sprite: AtlasTile) -> PlayerBundle {
PlayerBundle {
player: PlayerControlled,
position: Position::Stopped {
node: map.start_positions.pacman,
@@ -282,51 +323,22 @@ impl Game {
movement_modifiers: MovementModifiers::default(),
buffered_direction: BufferedDirection::None,
sprite: Renderable {
sprite: SpriteAtlas::get_tile(&atlas, "pacman/full.png")
.ok_or_else(|| GameError::Texture(TextureError::AtlasTileNotFound("pacman/full.png".to_string())))?,
sprite: player_start_sprite,
layer: 0,
},
directional_animation: DirectionalAnimation::new(moving_tiles, stopped_tiles, 5),
directional_animation: player_animation,
entity_type: EntityType::Player,
collider: Collider {
size: constants::collider::PLAYER_GHOST_SIZE,
},
pacman_collider: PacmanCollider,
};
}
}
let mut world = World::default();
let mut schedule = Schedule::default();
EventRegistry::register_event::<GameError>(&mut world);
EventRegistry::register_event::<GameEvent>(&mut world);
EventRegistry::register_event::<AudioEvent>(&mut world);
world.insert_resource(BatchedLinesResource::new(&map, constants::LARGE_SCALE));
world.insert_resource(Self::create_ghost_animations(&atlas)?);
world.insert_resource(map);
world.insert_resource(GlobalState { exit: false });
world.insert_resource(ScoreResource(0));
world.insert_resource(SystemTimings::default());
world.insert_resource(Bindings::default());
world.insert_resource(DeltaTime(0f32));
world.insert_resource(RenderDirty::default());
world.insert_resource(DebugState::default());
world.insert_resource(AudioState::default());
world.insert_resource(CursorPosition::default());
world.insert_resource(systems::input::TouchState::default());
world.insert_resource(StartupSequence::new(
constants::startup::STARTUP_FRAMES,
constants::startup::STARTUP_TICKS_PER_FRAME,
));
world.insert_non_send_resource(atlas);
world.insert_non_send_resource(event_pump);
world.insert_non_send_resource::<&mut Canvas<Window>>(Box::leak(Box::new(canvas)));
world.insert_non_send_resource(BackbufferResource(backbuffer));
world.insert_non_send_resource(MapTextureResource(map_texture));
world.insert_non_send_resource(DebugTextureResource(debug_texture));
world.insert_non_send_resource(TtfAtlasResource(ttf_atlas));
world.insert_non_send_resource(AudioResource(audio));
fn setup_ecs(world: &mut World) {
EventRegistry::register_event::<GameError>(world);
EventRegistry::register_event::<GameEvent>(world);
EventRegistry::register_event::<AudioEvent>(world);
world.add_observer(
|event: Trigger<GameEvent>, mut state: ResMut<GlobalState>, _score: ResMut<ScoreResource>| {
@@ -335,7 +347,53 @@ impl Game {
}
},
);
}
#[allow(clippy::too_many_arguments)]
fn insert_resources(
world: &mut World,
map: Map,
audio: crate::audio::Audio,
atlas: SpriteAtlas,
event_pump: EventPump,
canvas: Canvas<Window>,
backbuffer: sdl2::render::Texture,
map_texture: sdl2::render::Texture,
debug_texture: sdl2::render::Texture,
ttf_atlas: crate::texture::ttf::TtfAtlas,
) -> GameResult<()> {
world.insert_non_send_resource(atlas);
world.insert_resource(Self::create_ghost_animations(world.non_send_resource::<SpriteAtlas>())?);
world.insert_resource(BatchedLinesResource::new(&map, constants::LARGE_SCALE));
world.insert_resource(map);
world.insert_resource(GlobalState { exit: false });
world.insert_resource(ScoreResource(0));
world.insert_resource(SystemTimings::default());
world.insert_resource(Timing::default());
world.insert_resource(Bindings::default());
world.insert_resource(DeltaTime { seconds: 0.0, ticks: 0 });
world.insert_resource(RenderDirty::default());
world.insert_resource(DebugState::default());
world.insert_resource(AudioState::default());
world.insert_resource(CursorPosition::default());
world.insert_resource(TouchState::default());
world.insert_resource(StartupSequence::new(
constants::startup::STARTUP_FRAMES,
constants::startup::STARTUP_TICKS_PER_FRAME,
));
world.insert_non_send_resource(event_pump);
world.insert_non_send_resource::<&mut Canvas<Window>>(Box::leak(Box::new(canvas)));
world.insert_non_send_resource(BackbufferResource(backbuffer));
world.insert_non_send_resource(MapTextureResource(map_texture));
world.insert_non_send_resource(DebugTextureResource(debug_texture));
world.insert_non_send_resource(TtfAtlasResource(ttf_atlas));
world.insert_non_send_resource(AudioResource(audio));
Ok(())
}
fn configure_schedule(schedule: &mut Schedule) {
let input_system = profile(SystemId::Input, systems::input::input_system);
let player_control_system = profile(SystemId::PlayerControls, systems::player_control_system);
let player_movement_system = profile(SystemId::PlayerMovement, systems::player_movement_system);
@@ -390,19 +448,18 @@ impl Game {
)
.chain(),
));
}
// Spawn player and attach initial state bundle
world.spawn(player).insert((Frozen, Hidden));
fn spawn_items(world: &mut World) -> GameResult<()> {
let pellet_sprite = SpriteAtlas::get_tile(
world.non_send_resource::<SpriteAtlas>(),
&GameSprite::Maze(MazeSprite::Pellet).to_path(),
)?;
let energizer_sprite = SpriteAtlas::get_tile(
world.non_send_resource::<SpriteAtlas>(),
&GameSprite::Maze(MazeSprite::Energizer).to_path(),
)?;
// Spawn ghosts
Self::spawn_ghosts(&mut world)?;
let pellet_sprite = SpriteAtlas::get_tile(world.non_send_resource::<SpriteAtlas>(), "maze/pellet.png")
.ok_or_else(|| GameError::Texture(TextureError::AtlasTileNotFound("maze/pellet.png".to_string())))?;
let energizer_sprite = SpriteAtlas::get_tile(world.non_send_resource::<SpriteAtlas>(), "maze/energizer.png")
.ok_or_else(|| GameError::Texture(TextureError::AtlasTileNotFound("maze/energizer.png".to_string())))?;
// Build a list of item entities to spawn from the map
let nodes: Vec<(NodeId, EntityType, AtlasTile, f32)> = world
.resource::<Map>()
.iter_nodes()
@@ -418,7 +475,6 @@ impl Game {
})
.collect();
// Construct and spawn the item entities
for (id, item_type, sprite, size) in nodes {
let mut item = world.spawn(ItemBundle {
position: Position::Stopped { node: id },
@@ -428,13 +484,11 @@ impl Game {
item_collider: ItemCollider,
});
// Make power pellets blink
if item_type == EntityType::PowerPellet {
item.insert((Frozen, Blinking::new(constants::ui::POWER_PELLET_BLINK_RATE)));
}
}
Ok(Game { world, schedule })
Ok(())
}
/// Creates and spawns all four ghosts with unique AI personalities and directional animations.
@@ -460,6 +514,7 @@ impl Game {
let ghost = {
let animations = *world.resource::<GhostAnimations>().get_normal(&ghost_type).unwrap();
let atlas = world.non_send_resource::<SpriteAtlas>();
let sprite_path = GameSprite::Ghost(GhostSprite::Normal(ghost_type, Direction::Left, 0)).to_path();
GhostBundle {
ghost: ghost_type,
@@ -469,14 +524,7 @@ impl Game {
direction: Direction::Left,
},
sprite: Renderable {
sprite: SpriteAtlas::get_tile(atlas, &format!("ghost/{}/left_a.png", ghost_type.as_str())).ok_or_else(
|| {
GameError::Texture(TextureError::AtlasTileNotFound(format!(
"ghost/{}/left_a.png",
ghost_type.as_str()
)))
},
)?,
sprite: SpriteAtlas::get_tile(atlas, &sprite_path)?,
layer: 0,
},
directional_animation: animations,
@@ -498,18 +546,10 @@ impl Game {
fn create_ghost_animations(atlas: &SpriteAtlas) -> GameResult<GhostAnimations> {
// Eaten (eyes) animations - single tile per direction
let up_eye = atlas
.get_tile("ghost/eyes/up.png")
.ok_or_else(|| GameError::Texture(TextureError::AtlasTileNotFound("ghost/eyes/up.png".to_string())))?;
let down_eye = atlas
.get_tile("ghost/eyes/down.png")
.ok_or_else(|| GameError::Texture(TextureError::AtlasTileNotFound("ghost/eyes/down.png".to_string())))?;
let left_eye = atlas
.get_tile("ghost/eyes/left.png")
.ok_or_else(|| GameError::Texture(TextureError::AtlasTileNotFound("ghost/eyes/left.png".to_string())))?;
let right_eye = atlas
.get_tile("ghost/eyes/right.png")
.ok_or_else(|| GameError::Texture(TextureError::AtlasTileNotFound("ghost/eyes/right.png".to_string())))?;
let up_eye = atlas.get_tile(&GameSprite::Ghost(GhostSprite::Eyes(Direction::Up)).to_path())?;
let down_eye = atlas.get_tile(&GameSprite::Ghost(GhostSprite::Eyes(Direction::Down)).to_path())?;
let left_eye = atlas.get_tile(&GameSprite::Ghost(GhostSprite::Eyes(Direction::Left)).to_path())?;
let right_eye = atlas.get_tile(&GameSprite::Ghost(GhostSprite::Eyes(Direction::Right)).to_path())?;
let eyes_tiles = DirectionalTiles::new(
TileSequence::new(&[up_eye]),
@@ -524,76 +564,20 @@ impl Game {
for ghost_type in [Ghost::Blinky, Ghost::Pinky, Ghost::Inky, Ghost::Clyde] {
// Normal animations - create directional tiles for each direction
let up_tiles = [
atlas
.get_tile(&format!("ghost/{}/up_a.png", ghost_type.as_str()))
.ok_or_else(|| {
GameError::Texture(TextureError::AtlasTileNotFound(format!(
"ghost/{}/up_a.png",
ghost_type.as_str()
)))
})?,
atlas
.get_tile(&format!("ghost/{}/up_b.png", ghost_type.as_str()))
.ok_or_else(|| {
GameError::Texture(TextureError::AtlasTileNotFound(format!(
"ghost/{}/up_b.png",
ghost_type.as_str()
)))
})?,
atlas.get_tile(&GameSprite::Ghost(GhostSprite::Normal(ghost_type, Direction::Up, 0)).to_path())?,
atlas.get_tile(&GameSprite::Ghost(GhostSprite::Normal(ghost_type, Direction::Up, 1)).to_path())?,
];
let down_tiles = [
atlas
.get_tile(&format!("ghost/{}/down_a.png", ghost_type.as_str()))
.ok_or_else(|| {
GameError::Texture(TextureError::AtlasTileNotFound(format!(
"ghost/{}/down_a.png",
ghost_type.as_str()
)))
})?,
atlas
.get_tile(&format!("ghost/{}/down_b.png", ghost_type.as_str()))
.ok_or_else(|| {
GameError::Texture(TextureError::AtlasTileNotFound(format!(
"ghost/{}/down_b.png",
ghost_type.as_str()
)))
})?,
atlas.get_tile(&GameSprite::Ghost(GhostSprite::Normal(ghost_type, Direction::Down, 0)).to_path())?,
atlas.get_tile(&GameSprite::Ghost(GhostSprite::Normal(ghost_type, Direction::Down, 1)).to_path())?,
];
let left_tiles = [
atlas
.get_tile(&format!("ghost/{}/left_a.png", ghost_type.as_str()))
.ok_or_else(|| {
GameError::Texture(TextureError::AtlasTileNotFound(format!(
"ghost/{}/left_a.png",
ghost_type.as_str()
)))
})?,
atlas
.get_tile(&format!("ghost/{}/left_b.png", ghost_type.as_str()))
.ok_or_else(|| {
GameError::Texture(TextureError::AtlasTileNotFound(format!(
"ghost/{}/left_b.png",
ghost_type.as_str()
)))
})?,
atlas.get_tile(&GameSprite::Ghost(GhostSprite::Normal(ghost_type, Direction::Left, 0)).to_path())?,
atlas.get_tile(&GameSprite::Ghost(GhostSprite::Normal(ghost_type, Direction::Left, 1)).to_path())?,
];
let right_tiles = [
atlas
.get_tile(&format!("ghost/{}/right_a.png", ghost_type.as_str()))
.ok_or_else(|| {
GameError::Texture(TextureError::AtlasTileNotFound(format!(
"ghost/{}/right_a.png",
ghost_type.as_str()
)))
})?,
atlas
.get_tile(&format!("ghost/{}/right_b.png", ghost_type.as_str()))
.ok_or_else(|| {
GameError::Texture(TextureError::AtlasTileNotFound(format!(
"ghost/{}/right_b.png",
ghost_type.as_str()
)))
})?,
atlas.get_tile(&GameSprite::Ghost(GhostSprite::Normal(ghost_type, Direction::Right, 0)).to_path())?,
atlas.get_tile(&GameSprite::Ghost(GhostSprite::Normal(ghost_type, Direction::Right, 1)).to_path())?,
];
let normal_moving = DirectionalTiles::new(
@@ -609,18 +593,14 @@ impl Game {
let (frightened, frightened_flashing) = {
// Load frightened animation tiles (same for all ghosts)
let frightened_blue_a = atlas
.get_tile("ghost/frightened/blue_a.png")
.ok_or_else(|| GameError::Texture(TextureError::AtlasTileNotFound("ghost/frightened/blue_a.png".to_string())))?;
let frightened_blue_b = atlas
.get_tile("ghost/frightened/blue_b.png")
.ok_or_else(|| GameError::Texture(TextureError::AtlasTileNotFound("ghost/frightened/blue_b.png".to_string())))?;
let frightened_white_a = atlas
.get_tile("ghost/frightened/white_a.png")
.ok_or_else(|| GameError::Texture(TextureError::AtlasTileNotFound("ghost/frightened/white_a.png".to_string())))?;
let frightened_white_b = atlas
.get_tile("ghost/frightened/white_b.png")
.ok_or_else(|| GameError::Texture(TextureError::AtlasTileNotFound("ghost/frightened/white_b.png".to_string())))?;
let frightened_blue_a =
atlas.get_tile(&GameSprite::Ghost(GhostSprite::Frightened(FrightenedColor::Blue, 0)).to_path())?;
let frightened_blue_b =
atlas.get_tile(&GameSprite::Ghost(GhostSprite::Frightened(FrightenedColor::Blue, 1)).to_path())?;
let frightened_white_a =
atlas.get_tile(&GameSprite::Ghost(GhostSprite::Frightened(FrightenedColor::White, 0)).to_path())?;
let frightened_white_b =
atlas.get_tile(&GameSprite::Ghost(GhostSprite::Frightened(FrightenedColor::White, 1)).to_path())?;
(
LinearAnimation::new(
@@ -653,16 +633,22 @@ impl Game {
///
/// `true` if the game should terminate (exit command received), `false` to continue
pub fn tick(&mut self, dt: f32) -> bool {
self.world.insert_resource(DeltaTime(dt));
self.world.insert_resource(DeltaTime { seconds: dt, ticks: 1 });
// Note: We don't need to read the current tick here since we increment it after running systems
// Measure total frame time including all systems
let start = std::time::Instant::now();
self.schedule.run(&mut self.world);
let total_duration = start.elapsed();
// Record the total timing
if let Some(timings) = self.world.get_resource::<systems::profiling::SystemTimings>() {
timings.add_total_timing(total_duration);
// Increment tick counter and record the total timing
if let (Some(timings), Some(timing)) = (
self.world.get_resource::<systems::profiling::SystemTimings>(),
self.world.get_resource::<Timing>(),
) {
let new_tick = timing.increment_tick();
timings.add_total_timing(total_duration, new_tick);
}
let state = self

View File

@@ -359,12 +359,7 @@ impl Map {
+ IVec2::from(Direction::Left.as_ivec2()).as_vec2() * (CELL_SIZE as f32 * 2.0),
},
)
.map_err(|e| {
MapError::InvalidConfig(format!(
"Failed to connect left tunnel entrance to left tunnel hidden node: {}",
e
))
})?
.expect("Failed to connect left tunnel entrance to left tunnel hidden node")
};
// Create the right tunnel nodes
@@ -384,12 +379,7 @@ impl Map {
+ IVec2::from(Direction::Right.as_ivec2()).as_vec2() * (CELL_SIZE as f32 * 2.0),
},
)
.map_err(|e| {
MapError::InvalidConfig(format!(
"Failed to connect right tunnel entrance to right tunnel hidden node: {}",
e
))
})?
.expect("Failed to connect right tunnel entrance to right tunnel hidden node")
};
// Connect the left tunnel hidden node to the right tunnel hidden node
@@ -401,12 +391,7 @@ impl Map {
Some(0.0),
Direction::Left,
)
.map_err(|e| {
MapError::InvalidConfig(format!(
"Failed to connect left tunnel hidden node to right tunnel hidden node: {}",
e
))
})?;
.expect("Failed to connect left tunnel hidden node to right tunnel hidden node");
Ok(())
}

View File

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

View File

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

View File

@@ -152,11 +152,12 @@ fn transform_position_with_offset(pos: Vec2, scale: f32) -> IVec2 {
fn render_timing_display(
canvas: &mut Canvas<Window>,
timings: &SystemTimings,
current_tick: u64,
text_renderer: &TtfRenderer,
atlas: &mut TtfAtlas,
) {
// Format timing information using the formatting module
let lines = timings.format_timing_display();
let lines = timings.format_timing_display(current_tick);
let line_height = text_renderer.text_height(atlas) as i32 + 2; // Add 2px line spacing
let padding = 10;
@@ -208,6 +209,7 @@ pub fn debug_render_system(
batched_lines: &Res<BatchedLinesResource>,
debug_state: &Res<DebugState>,
timings: &Res<SystemTimings>,
timing: &Res<crate::systems::profiling::Timing>,
map: &Res<Map>,
colliders: &Query<(&Collider, &Position)>,
cursor: &Res<CursorPosition>,
@@ -329,5 +331,8 @@ pub fn debug_render_system(
}
// Render timing information in the top-left corner
render_timing_display(canvas, timings, &text_renderer, &mut ttf_atlas.0);
// Use previous tick since current tick is incomplete (frame is still running)
let current_tick = timing.get_current_tick();
let previous_tick = current_tick.saturating_sub(1);
render_timing_display(canvas, timings, previous_tick, &text_renderer, &mut ttf_atlas.0);
}

View File

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

View File

@@ -12,7 +12,6 @@ use sdl2::{
EventPump,
};
use smallvec::{smallvec, SmallVec};
use tracing::{debug, info};
use crate::systems::components::DeltaTime;
use crate::{
@@ -21,10 +20,10 @@ use crate::{
};
// 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;
pub const TOUCH_DIRECTION_THRESHOLD: f32 = 10.0;
pub const TOUCH_EASING_DISTANCE_THRESHOLD: f32 = 1.0;
pub const MAX_TOUCH_MOVEMENT_SPEED: f32 = 100.0;
pub const TOUCH_EASING_FACTOR: f32 = 1.5;
#[derive(Resource, Default, Debug, Copy, Clone)]
pub enum CursorPosition {
@@ -36,7 +35,7 @@ pub enum CursorPosition {
},
}
#[derive(Resource, Default, Debug)]
#[derive(Resource, Default, Debug, Clone)]
pub struct TouchState {
pub active_touch: Option<TouchData>,
}
@@ -161,7 +160,7 @@ pub fn process_simple_key_events(bindings: &mut Bindings, frame_events: &[Simple
}
/// Calculates the primary direction from a 2D vector delta
fn calculate_direction_from_delta(delta: Vec2) -> Direction {
pub fn calculate_direction_from_delta(delta: Vec2) -> Direction {
if delta.x.abs() > delta.y.abs() {
if delta.x > 0.0 {
Direction::Right
@@ -180,7 +179,7 @@ fn calculate_direction_from_delta(delta: Vec2) -> Direction {
/// 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) {
pub fn update_touch_reference_position(touch_data: &mut TouchData, delta_time: f32) -> (Vec2, f32) {
// Calculate the vector from start to current position
let delta = touch_data.current_pos - touch_data.start_pos;
let distance = delta.length();
@@ -221,16 +220,6 @@ pub fn input_system(
// Collect all events for this frame.
let frame_events: SmallVec<[Event; 3]> = pump.poll_iter().collect();
// Warn if the smallvec was heap allocated due to exceeding stack capacity
#[cfg(debug_assertions)]
if frame_events.len() > frame_events.capacity() {
tracing::warn!(
"More than {} events in a frame, consider adjusting stack capacity: {:?}",
frame_events.capacity(),
frame_events
);
}
// Handle non-keyboard events inline and build a simplified keyboard event stream.
let mut simple_key_events: SmallVec<[SimpleKeyEvent; 3]> = smallvec![];
for event in &frame_events {
@@ -298,19 +287,15 @@ pub fn input_system(
simple_key_events.push(SimpleKeyEvent::KeyUp(key));
}
}
Event::Window { win_event, .. } => match win_event {
WindowEvent::Resized(w, h) => {
info!("Window resized to {}x{}", w, h);
Event::Window { win_event, .. } => {
if let WindowEvent::Resized(w, h) = win_event {
tracing::info!(width = w, height = h, event = ?win_event, "Window Resized");
}
}
// Despite disabling this event, it's still received, so we ignore it explicitly.
Event::RenderTargetsReset { .. } => {}
_ => {
debug!("Window event: {:?}", win_event);
}
},
Event::RenderTargetsReset { .. } => {
// No-op
}
_ => {
tracing::warn!("Unhandled event, consider disabling: {:?}", event);
tracing::warn!(event = ?event, "Unhandled Event");
}
}
}
@@ -324,7 +309,7 @@ pub fn input_system(
// 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);
let (delta, distance) = update_touch_reference_position(touch_data, delta_time.seconds);
// Check for direction based on updated reference position
if distance >= TOUCH_DIRECTION_THRESHOLD {
@@ -341,7 +326,7 @@ pub fn input_system(
}
if let (false, CursorPosition::Some { remaining_time, .. }) = (cursor_seen, &mut *cursor) {
*remaining_time -= delta_time.0;
*remaining_time -= delta_time.seconds;
if *remaining_time <= 0.0 {
*cursor = CursorPosition::None;
}

View File

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

View File

@@ -1,11 +1,11 @@
use bevy_ecs::system::IntoSystem;
use bevy_ecs::{resource::Resource, system::System};
use circular_buffer::CircularBuffer;
use micromap::Map;
use num_width::NumberWidth;
use parking_lot::Mutex;
use smallvec::SmallVec;
use std::fmt::Display;
use std::sync::atomic::{AtomicU64, Ordering};
use std::time::Duration;
use strum::{EnumCount, IntoEnumIterator};
use strum_macros::{EnumCount, EnumIter, IntoStaticStr};
@@ -16,6 +16,124 @@ const MAX_SYSTEMS: usize = SystemId::COUNT;
/// The number of durations to keep in the circular buffer.
const TIMING_WINDOW_SIZE: usize = 30;
/// A timing buffer that tracks durations and automatically inserts zero durations for skipped ticks.
#[derive(Debug, Default)]
pub struct TimingBuffer {
/// Circular buffer storing timing durations
buffer: CircularBuffer<TIMING_WINDOW_SIZE, Duration>,
/// The last tick when this buffer was updated
last_tick: u64,
}
impl TimingBuffer {
/// Adds a timing duration for the current tick.
///
/// # Panics
///
/// Panics if `current_tick` is less than `last_tick`, indicating time went backwards.
pub fn add_timing(&mut self, duration: Duration, current_tick: u64) {
if current_tick < self.last_tick {
panic!(
"Time went backwards: current_tick ({}) < last_tick ({})",
current_tick, self.last_tick
);
}
// Insert zero durations for any skipped ticks (but not the current tick)
if current_tick > self.last_tick {
let skipped_ticks = current_tick - self.last_tick - 1;
for _ in 0..skipped_ticks {
self.buffer.push_back(Duration::ZERO);
}
}
// Add the actual timing
self.buffer.push_back(duration);
self.last_tick = current_tick;
}
/// Gets statistics for this timing buffer.
///
/// # Panics
///
/// Panics if `current_tick` is less than `last_tick`, indicating time went backwards.
pub fn get_stats(&mut self, current_tick: u64) -> (Duration, Duration) {
// Insert zero durations for any skipped ticks since last update (but not the current tick)
if current_tick > self.last_tick {
let skipped_ticks = current_tick - self.last_tick - 1;
for _ in 0..skipped_ticks {
self.buffer.push_back(Duration::ZERO);
}
self.last_tick = current_tick;
}
// Calculate statistics using Welford's algorithm
let mut sample_count = 0u16;
let mut running_mean = 0.0;
let mut sum_squared_diff = 0.0;
let skip = self.last_tick.saturating_sub(current_tick);
for duration in self.buffer.iter().skip(skip as usize) {
let duration_secs = duration.as_secs_f32();
sample_count += 1;
let diff_from_mean = duration_secs - running_mean;
running_mean += diff_from_mean / sample_count as f32;
let diff_from_new_mean = duration_secs - running_mean;
sum_squared_diff += diff_from_mean * diff_from_new_mean;
}
if sample_count > 0 {
let variance = if sample_count > 1 {
sum_squared_diff / (sample_count - 1) as f32
} else {
0.0
};
(
Duration::from_secs_f32(running_mean),
Duration::from_secs_f32(variance.sqrt()),
)
} else {
(Duration::ZERO, Duration::ZERO)
}
}
}
/// A resource that tracks the current game tick using an atomic counter.
/// This ensures thread-safe access to the tick counter across systems.
#[derive(Resource, Debug)]
pub struct Timing {
/// Atomic counter for the current game tick
current_tick: AtomicU64,
}
impl Timing {
/// Creates a new Timing resource starting at tick 0
pub fn new() -> Self {
Self {
current_tick: AtomicU64::new(0),
}
}
/// Gets the current tick value
pub fn get_current_tick(&self) -> u64 {
self.current_tick.load(Ordering::Relaxed)
}
/// Increments the tick counter and returns the new value
pub fn increment_tick(&self) -> u64 {
self.current_tick.fetch_add(1, Ordering::Relaxed) + 1
}
}
impl Default for Timing {
fn default() -> Self {
Self::new()
}
}
#[derive(EnumCount, EnumIter, IntoStaticStr, Debug, PartialEq, Eq, Hash, Copy, Clone)]
pub enum SystemId {
Total,
@@ -43,33 +161,24 @@ pub enum SystemId {
impl Display for SystemId {
fn fmt(&self, f: &mut std::fmt::Formatter<'_>) -> std::fmt::Result {
// Use strum_macros::IntoStaticStr to get the static string
write!(f, "{}", Into::<&'static str>::into(self).to_ascii_lowercase())
}
}
#[derive(Resource, Debug)]
pub struct SystemTimings {
/// Map of system names to a queue of durations, using a circular buffer.
///
/// Uses a RwLock to allow multiple readers for the HashMap, and a Mutex on the circular buffer for exclusive access.
/// This is probably overkill, but it's fun to play with.
///
/// Also, we use a micromap::Map as the number of systems is generally quite small.
/// Just make sure to set the capacity appropriately, or it will panic.
///
/// 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>,
/// Statically sized map of system names to timing buffers.
pub timings: micromap::Map<SystemId, Mutex<TimingBuffer>, MAX_SYSTEMS>,
}
impl Default for SystemTimings {
fn default() -> Self {
let mut timings = Map::new();
let mut timings = micromap::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()));
timings.insert(id, Mutex::new(TimingBuffer::default()));
}
Self { timings }
@@ -77,60 +186,39 @@ impl Default for SystemTimings {
}
impl SystemTimings {
pub fn add_timing(&self, id: SystemId, duration: Duration) {
pub fn add_timing(&self, id: SystemId, duration: Duration, current_tick: u64) {
// Since all SystemId variants are pre-populated, we can use a simple read lock
let queue = self
let buffer = self
.timings
.get(&id)
.expect("SystemId not found in pre-populated map - this is a bug");
queue.lock().push_back(duration);
buffer.lock().add_timing(duration, current_tick);
}
/// Add timing for the Total system (total frame time including scheduler.run)
pub fn add_total_timing(&self, duration: Duration) {
self.add_timing(SystemId::Total, duration);
pub fn add_total_timing(&self, duration: Duration, current_tick: u64) {
self.add_timing(SystemId::Total, duration, current_tick);
}
pub fn get_stats(&self) -> Map<SystemId, (Duration, Duration), MAX_SYSTEMS> {
let mut stats = Map::new();
pub fn get_stats(&self, current_tick: u64) -> micromap::Map<SystemId, (Duration, Duration), MAX_SYSTEMS> {
let mut stats = micromap::Map::new();
// Iterate over all SystemId variants to ensure every system has an entry
for id in SystemId::iter() {
let queue = self
let buffer = self
.timings
.get(&id)
.expect("SystemId not found in pre-populated map - this is a bug");
let queue_guard = queue.lock();
if queue_guard.is_empty() {
// Return zero timing for systems that haven't submitted any data
stats.insert(id, (Duration::ZERO, Duration::ZERO));
continue;
}
let durations: Vec<f64> = queue_guard.iter().map(|d| d.as_secs_f64() * 1000.0).collect();
let count = durations.len() as f64;
let sum: f64 = durations.iter().sum();
let mean = sum / count;
let variance = durations.iter().map(|x| (x - mean).powi(2)).sum::<f64>() / (count - 1.0).max(1.0);
let std_dev = variance.sqrt();
stats.insert(
id,
(
Duration::from_secs_f64(mean / 1000.0),
Duration::from_secs_f64(std_dev / 1000.0),
),
);
let (average, standard_deviation) = buffer.lock().get_stats(current_tick);
stats.insert(id, (average, standard_deviation));
}
stats
}
pub fn format_timing_display(&self) -> SmallVec<[String; SystemId::COUNT]> {
let stats = self.get_stats();
pub fn format_timing_display(&self, current_tick: u64) -> SmallVec<[String; SystemId::COUNT]> {
let stats = self.get_stats(current_tick);
// Get the Total system metrics instead of averaging all systems
let (total_avg, total_std) = stats
@@ -177,8 +265,9 @@ where
system.run((), world);
let duration = start.elapsed();
if let Some(timings) = world.get_resource::<SystemTimings>() {
timings.add_timing(id, duration);
if let (Some(timings), Some(timing)) = (world.get_resource::<SystemTimings>(), world.get_resource::<Timing>()) {
let current_tick = timing.get_current_tick();
timings.add_timing(id, duration, current_tick);
}
}
}

View File

@@ -55,7 +55,7 @@ pub fn directional_render_system(
dt: Res<DeltaTime>,
mut query: Query<(&Position, &Velocity, &mut DirectionalAnimation, &mut Renderable)>,
) {
let ticks = (dt.0 * 60.0).round() as u16; // Convert from seconds to ticks at 60 ticks/sec
let ticks = (dt.seconds * 60.0).round() as u16; // Convert from seconds to ticks at 60 ticks/sec
for (position, velocity, mut anim, mut renderable) in query.iter_mut() {
let stopped = matches!(position, Position::Stopped { .. });
@@ -90,7 +90,7 @@ pub fn directional_render_system(
///
/// This system handles entities that use LinearAnimation component for simple frame cycling.
pub fn linear_render_system(dt: Res<DeltaTime>, mut query: Query<(&mut LinearAnimation, &mut Renderable)>) {
let ticks = (dt.0 * 60.0).round() as u16; // Convert from seconds to ticks at 60 ticks/sec
let ticks = (dt.seconds * 60.0).round() as u16; // Convert from seconds to ticks at 60 ticks/sec
for (mut anim, mut renderable) in query.iter_mut() {
// Tick animation
@@ -317,6 +317,7 @@ pub fn combined_render_system(
batched_lines: Res<BatchedLinesResource>,
debug_state: Res<DebugState>,
timings: Res<SystemTimings>,
timing: Res<crate::systems::profiling::Timing>,
map: Res<Map>,
dirty: Res<RenderDirty>,
renderables: Query<(Entity, &Renderable, &Position), Without<Hidden>>,
@@ -367,6 +368,7 @@ pub fn combined_render_system(
&batched_lines,
&debug_state,
&timings,
&timing,
&map,
&colliders,
&cursor,
@@ -381,11 +383,13 @@ pub fn combined_render_system(
}
// Record timings for each system independently
let current_tick = timing.get_current_tick();
if let Some(duration) = render_duration {
timings.add_timing(SystemId::Render, duration);
timings.add_timing(SystemId::Render, duration, current_tick);
}
if let Some(duration) = debug_render_duration {
timings.add_timing(SystemId::DebugRender, duration);
timings.add_timing(SystemId::DebugRender, duration, current_tick);
}
}

View File

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

View File

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

View File

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

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

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

View File

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

17
tests/asset.rs Normal file
View File

@@ -0,0 +1,17 @@
use pacman::asset::Asset;
use speculoos::prelude::*;
use strum::IntoEnumIterator;
#[test]
fn all_asset_paths_exist() {
for asset in Asset::iter() {
let path = asset.path();
let full_path = format!("assets/game/{}", path);
let metadata = std::fs::metadata(&full_path)
.map_err(|e| format!("Error getting metadata for {}: {}", full_path, e))
.unwrap();
assert_that(&metadata.is_file()).is_true();
assert_that(&metadata.len()).is_greater_than(1024);
}
}

View File

@@ -1,40 +1,316 @@
use pacman::texture::blinking::BlinkingTexture;
use bevy_ecs::{entity::Entity, system::RunSystemOnce, world::World};
use pacman::systems::{
blinking::{blinking_system, Blinking},
components::{DeltaTime, Renderable},
Frozen, Hidden,
};
use speculoos::prelude::*;
mod common;
#[test]
fn test_blinking_texture() {
let tile = common::mock_atlas_tile(1);
let mut texture = BlinkingTexture::new(tile, 0.5);
/// Creates a test world with blinking system resources
fn create_blinking_test_world() -> World {
let mut world = World::new();
world.insert_resource(DeltaTime::from_ticks(1));
world
}
assert!(texture.is_on());
/// Spawns a test entity with blinking and renderable components
fn spawn_blinking_entity(world: &mut World, interval_ticks: u32) -> Entity {
world
.spawn((
Blinking::new(interval_ticks),
Renderable {
sprite: common::mock_atlas_tile(1),
layer: 0,
},
))
.id()
}
texture.tick(0.5);
assert!(!texture.is_on());
/// Spawns a test entity with blinking, renderable, and hidden components
fn spawn_hidden_blinking_entity(world: &mut World, interval_ticks: u32) -> Entity {
world
.spawn((
Blinking::new(interval_ticks),
Renderable {
sprite: common::mock_atlas_tile(1),
layer: 0,
},
Hidden,
))
.id()
}
texture.tick(0.5);
assert!(texture.is_on());
/// Spawns a test entity with blinking, renderable, and frozen components
fn spawn_frozen_blinking_entity(world: &mut World, interval_ticks: u32) -> Entity {
world
.spawn((
Blinking::new(interval_ticks),
Renderable {
sprite: common::mock_atlas_tile(1),
layer: 0,
},
Frozen,
))
.id()
}
texture.tick(0.5);
assert!(!texture.is_on());
/// Spawns a test entity with blinking, renderable, hidden, and frozen components
fn spawn_frozen_hidden_blinking_entity(world: &mut World, interval_ticks: u32) -> Entity {
world
.spawn((
Blinking::new(interval_ticks),
Renderable {
sprite: common::mock_atlas_tile(1),
layer: 0,
},
Hidden,
Frozen,
))
.id()
}
/// Runs the blinking system with the given delta time
fn run_blinking_system(world: &mut World, delta_ticks: u32) {
world.resource_mut::<DeltaTime>().ticks = delta_ticks;
world.run_system_once(blinking_system).unwrap();
}
/// Checks if an entity has the Hidden component
fn has_hidden_component(world: &World, entity: Entity) -> bool {
world.entity(entity).contains::<Hidden>()
}
/// Checks if an entity has the Frozen component
fn has_frozen_component(world: &World, entity: Entity) -> bool {
world.entity(entity).contains::<Frozen>()
}
#[test]
fn test_blinking_texture_partial_duration() {
let tile = common::mock_atlas_tile(1);
let mut texture = BlinkingTexture::new(tile, 0.5);
fn test_blinking_component_creation() {
let blinking = Blinking::new(10);
texture.tick(0.625);
assert!(!texture.is_on());
assert_eq!(texture.time_bank(), 0.125);
assert_that(&blinking.tick_timer).is_equal_to(0);
assert_that(&blinking.interval_ticks).is_equal_to(10);
}
#[test]
fn test_blinking_texture_negative_time() {
let tile = common::mock_atlas_tile(1);
let mut texture = BlinkingTexture::new(tile, 0.5);
fn test_blinking_system_normal_interval_no_toggle() {
let mut world = create_blinking_test_world();
let entity = spawn_blinking_entity(&mut world, 5);
texture.tick(-0.1);
assert!(texture.is_on());
assert_eq!(texture.time_bank(), -0.1);
// Run system with 3 ticks (less than interval)
run_blinking_system(&mut world, 3);
// Entity should not be hidden yet
assert_that(&has_hidden_component(&world, entity)).is_false();
// Check that timer was updated
let blinking = world.entity(entity).get::<Blinking>().unwrap();
assert_that(&blinking.tick_timer).is_equal_to(3);
}
#[test]
fn test_blinking_system_normal_interval_first_toggle() {
let mut world = create_blinking_test_world();
let entity = spawn_blinking_entity(&mut world, 5);
// Run system with 5 ticks (exactly one interval)
run_blinking_system(&mut world, 5);
// Entity should now be hidden
assert_that(&has_hidden_component(&world, entity)).is_true();
// Check that timer was reset
let blinking = world.entity(entity).get::<Blinking>().unwrap();
assert_that(&blinking.tick_timer).is_equal_to(0);
}
#[test]
fn test_blinking_system_normal_interval_second_toggle() {
let mut world = create_blinking_test_world();
let entity = spawn_blinking_entity(&mut world, 5);
// First toggle: 5 ticks
run_blinking_system(&mut world, 5);
assert_that(&has_hidden_component(&world, entity)).is_true();
// Second toggle: another 5 ticks
run_blinking_system(&mut world, 5);
assert_that(&has_hidden_component(&world, entity)).is_false();
}
#[test]
fn test_blinking_system_normal_interval_multiple_intervals() {
let mut world = create_blinking_test_world();
let entity = spawn_blinking_entity(&mut world, 3);
// Run system with 7 ticks (2 complete intervals + 1 remainder)
run_blinking_system(&mut world, 7);
// Should toggle twice (even number), so back to original state (not hidden)
assert_that(&has_hidden_component(&world, entity)).is_false();
// Check that timer was updated to remainder
let blinking = world.entity(entity).get::<Blinking>().unwrap();
assert_that(&blinking.tick_timer).is_equal_to(1);
}
#[test]
fn test_blinking_system_normal_interval_odd_intervals() {
let mut world = create_blinking_test_world();
let entity = spawn_blinking_entity(&mut world, 2);
// Run system with 5 ticks (2 complete intervals + 1 remainder)
run_blinking_system(&mut world, 5);
// Should toggle twice (even number), so back to original state (not hidden)
assert_that(&has_hidden_component(&world, entity)).is_false();
// Check that timer was updated to remainder
let blinking = world.entity(entity).get::<Blinking>().unwrap();
assert_that(&blinking.tick_timer).is_equal_to(1);
}
#[test]
fn test_blinking_system_zero_interval_with_ticks() {
let mut world = create_blinking_test_world();
let entity = spawn_blinking_entity(&mut world, 0);
// Run system with any positive ticks
run_blinking_system(&mut world, 1);
// Entity should be hidden immediately
assert_that(&has_hidden_component(&world, entity)).is_true();
}
#[test]
fn test_blinking_system_zero_interval_no_ticks() {
let mut world = create_blinking_test_world();
let entity = spawn_blinking_entity(&mut world, 0);
// Run system with 0 ticks
run_blinking_system(&mut world, 0);
// Entity should not be hidden (no time passed)
assert_that(&has_hidden_component(&world, entity)).is_false();
}
#[test]
fn test_blinking_system_zero_interval_toggle_back() {
let mut world = create_blinking_test_world();
let entity = spawn_hidden_blinking_entity(&mut world, 0);
// Run system with any positive ticks
run_blinking_system(&mut world, 1);
// Entity should be unhidden
assert_that(&has_hidden_component(&world, entity)).is_false();
}
#[test]
fn test_blinking_system_frozen_entity_unhidden() {
let mut world = create_blinking_test_world();
let entity = spawn_frozen_hidden_blinking_entity(&mut world, 5);
// Run system with ticks
run_blinking_system(&mut world, 10);
// Frozen entity should be unhidden and stay unhidden
assert_that(&has_hidden_component(&world, entity)).is_false();
assert_that(&has_frozen_component(&world, entity)).is_true();
}
#[test]
fn test_blinking_system_frozen_entity_no_blinking() {
let mut world = create_blinking_test_world();
let entity = spawn_frozen_blinking_entity(&mut world, 5);
// Run system with ticks
run_blinking_system(&mut world, 10);
// Frozen entity should not be hidden (blinking disabled)
assert_that(&has_hidden_component(&world, entity)).is_false();
assert_that(&has_frozen_component(&world, entity)).is_true();
}
#[test]
fn test_blinking_system_frozen_entity_timer_not_updated() {
let mut world = create_blinking_test_world();
let entity = spawn_frozen_blinking_entity(&mut world, 5);
// Run system with ticks
run_blinking_system(&mut world, 10);
// Timer should not be updated for frozen entities
let blinking = world.entity(entity).get::<Blinking>().unwrap();
assert_that(&blinking.tick_timer).is_equal_to(0);
}
#[test]
fn test_blinking_system_entity_without_renderable_ignored() {
let mut world = create_blinking_test_world();
// Spawn entity with only Blinking component (no Renderable)
let entity = world.spawn(Blinking::new(5)).id();
// Run system
run_blinking_system(&mut world, 10);
// Entity should not be affected (not in query)
assert_that(&has_hidden_component(&world, entity)).is_false();
}
#[test]
fn test_blinking_system_entity_without_blinking_ignored() {
let mut world = create_blinking_test_world();
// Spawn entity with only Renderable component (no Blinking)
let entity = world
.spawn(Renderable {
sprite: common::mock_atlas_tile(1),
layer: 0,
})
.id();
// Run system
run_blinking_system(&mut world, 10);
// Entity should not be affected (not in query)
assert_that(&has_hidden_component(&world, entity)).is_false();
}
#[test]
fn test_blinking_system_large_interval() {
let mut world = create_blinking_test_world();
let entity = spawn_blinking_entity(&mut world, 1000);
// Run system with 500 ticks (less than interval)
run_blinking_system(&mut world, 500);
// Entity should not be hidden yet
assert_that(&has_hidden_component(&world, entity)).is_false();
// Check that timer was updated
let blinking = world.entity(entity).get::<Blinking>().unwrap();
assert_that(&blinking.tick_timer).is_equal_to(500);
}
#[test]
fn test_blinking_system_very_small_interval() {
let mut world = create_blinking_test_world();
let entity = spawn_blinking_entity(&mut world, 1);
// Run system with 1 tick
run_blinking_system(&mut world, 1);
// Entity should be hidden
assert_that(&has_hidden_component(&world, entity)).is_true();
// Run system with another 1 tick
run_blinking_system(&mut world, 1);
// Entity should be unhidden
assert_that(&has_hidden_component(&world, entity)).is_false();
}

View File

@@ -1,5 +1,6 @@
use bevy_ecs::system::RunSystemOnce;
use pacman::systems::{check_collision, collision_system, Collider, EntityType, GhostState, Position};
use speculoos::prelude::*;
mod common;
@@ -9,8 +10,8 @@ fn test_collider_collision_detection() {
let collider2 = Collider { size: 8.0 };
// Test collision detection
assert!(collider1.collides_with(collider2.size, 5.0)); // Should collide (distance < 9.0)
assert!(!collider1.collides_with(collider2.size, 15.0)); // Should not collide (distance > 9.0)
assert_that(&collider1.collides_with(collider2.size, 5.0)).is_true(); // Should collide (distance < 9.0)
assert_that(&collider1.collides_with(collider2.size, 15.0)).is_false(); // Should not collide (distance > 9.0)
}
#[test]
@@ -23,13 +24,13 @@ fn test_check_collision_helper() {
// Test collision at same position
let result = check_collision(&pos1, &collider1, &pos2, &collider2, &map);
assert!(result.is_ok());
assert!(result.unwrap()); // Should collide at same position
assert_that(&result.is_ok()).is_true();
assert_that(&result.unwrap()).is_true(); // Should collide at same position
// Test collision at different positions
let pos3 = Position::Stopped { node: 1 }; // Different position
let result = check_collision(&pos1, &collider1, &pos3, &collider2, &map);
assert!(result.is_ok());
assert_that(&result.is_ok()).is_true();
// May or may not collide depending on actual node positions
}

View File

@@ -85,7 +85,10 @@ pub fn create_test_world() -> World {
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(DeltaTime {
seconds: 1.0 / 60.0,
ticks: 1,
}); // 60 FPS
world.insert_resource(create_test_map());
world

View File

@@ -1,35 +0,0 @@
use pacman::constants::*;
#[test]
fn test_raw_board_structure() {
// Test board dimensions match expected size
assert_eq!(RAW_BOARD.len(), BOARD_CELL_SIZE.y as usize);
for row in RAW_BOARD.iter() {
assert_eq!(row.len(), BOARD_CELL_SIZE.x as usize);
}
// Test boundaries are properly walled
assert!(RAW_BOARD[0].chars().all(|c| c == '#'));
assert!(RAW_BOARD[RAW_BOARD.len() - 1].chars().all(|c| c == '#'));
}
#[test]
fn test_raw_board_contains_required_elements() {
// Test that essential game elements are present
assert!(
RAW_BOARD.iter().any(|row| row.contains('X')),
"Board should contain Pac-Man start position"
);
assert!(
RAW_BOARD.iter().any(|row| row.contains("==")),
"Board should contain ghost house door"
);
assert!(
RAW_BOARD.iter().any(|row| row.chars().any(|c| c == 'T')),
"Board should contain tunnel entrances"
);
assert!(
RAW_BOARD.iter().any(|row| row.chars().any(|c| c == 'o')),
"Board should contain power pellets"
);
}

View File

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

View File

@@ -1,83 +1,15 @@
use pacman::error::{
AssetError, EntityError, GameError, GameResult, IntoGameError, MapError, OptionExt, ParseError, ResultExt, TextureError,
};
use pacman::error::{GameError, GameResult, IntoGameError, OptionExt, ResultExt};
use speculoos::prelude::*;
use std::io;
#[test]
fn test_game_error_from_asset_error() {
let asset_error = AssetError::NotFound("test.png".to_string());
let game_error: GameError = asset_error.into();
assert!(matches!(game_error, GameError::Asset(_)));
}
#[test]
fn test_game_error_from_parse_error() {
let parse_error = ParseError::UnknownCharacter('Z');
let game_error: GameError = parse_error.into();
assert!(matches!(game_error, GameError::MapParse(_)));
}
#[test]
fn test_game_error_from_map_error() {
let map_error = MapError::NodeNotFound(42);
let game_error: GameError = map_error.into();
assert!(matches!(game_error, GameError::Map(_)));
}
#[test]
fn test_game_error_from_texture_error() {
let texture_error = TextureError::LoadFailed("Failed to load".to_string());
let game_error: GameError = texture_error.into();
assert!(matches!(game_error, GameError::Texture(_)));
}
#[test]
fn test_game_error_from_entity_error() {
let entity_error = EntityError::NodeNotFound(10);
let game_error: GameError = entity_error.into();
assert!(matches!(game_error, GameError::Entity(_)));
}
#[test]
fn test_game_error_from_io_error() {
let io_error = io::Error::new(io::ErrorKind::NotFound, "File not found");
let game_error: GameError = io_error.into();
assert!(matches!(game_error, GameError::Io(_)));
}
#[test]
fn test_asset_error_from_io_error() {
let io_error = io::Error::new(io::ErrorKind::PermissionDenied, "Permission denied");
let asset_error: AssetError = io_error.into();
assert!(matches!(asset_error, AssetError::Io(_)));
}
#[test]
fn test_parse_error_display() {
let error = ParseError::UnknownCharacter('!');
assert_eq!(error.to_string(), "Unknown character in board: !");
let error = ParseError::InvalidHouseDoorCount(3);
assert_eq!(error.to_string(), "House door must have exactly 2 positions, found 3");
}
#[test]
fn test_entity_error_display() {
let error = EntityError::NodeNotFound(42);
assert_eq!(error.to_string(), "Node not found in graph: 42");
let error = EntityError::EdgeNotFound { from: 1, to: 2 };
assert_eq!(error.to_string(), "Edge not found: from 1 to 2");
}
#[test]
fn test_into_game_error_trait() {
let result: Result<i32, io::Error> = Err(io::Error::new(io::ErrorKind::Other, "test error"));
let game_result: GameResult<i32> = result.into_game_error();
assert!(game_result.is_err());
assert_that(&game_result.is_err()).is_true();
if let Err(GameError::InvalidState(msg)) = game_result {
assert!(msg.contains("test error"));
assert_that(&msg.contains("test error")).is_true();
} else {
panic!("Expected InvalidState error");
}
@@ -88,7 +20,7 @@ fn test_into_game_error_trait_success() {
let result: Result<i32, io::Error> = Ok(42);
let game_result: GameResult<i32> = result.into_game_error();
assert_eq!(game_result.unwrap(), 42);
assert_that(&game_result.unwrap()).is_equal_to(42);
}
#[test]
@@ -96,7 +28,7 @@ fn test_option_ext_some() {
let option: Option<i32> = Some(42);
let result: GameResult<i32> = option.ok_or_game_error(|| GameError::InvalidState("Not found".to_string()));
assert_eq!(result.unwrap(), 42);
assert_that(&result.unwrap()).is_equal_to(42);
}
#[test]
@@ -104,9 +36,9 @@ fn test_option_ext_none() {
let option: Option<i32> = None;
let result: GameResult<i32> = option.ok_or_game_error(|| GameError::InvalidState("Not found".to_string()));
assert!(result.is_err());
assert_that(&result.is_err()).is_true();
if let Err(GameError::InvalidState(msg)) = result {
assert_eq!(msg, "Not found");
assert_that(&msg).is_equal_to("Not found".to_string());
} else {
panic!("Expected InvalidState error");
}
@@ -117,7 +49,7 @@ fn test_result_ext_success() {
let result: Result<i32, io::Error> = Ok(42);
let game_result: GameResult<i32> = result.with_context(|_| GameError::InvalidState("Context".to_string()));
assert_eq!(game_result.unwrap(), 42);
assert_that(&game_result.unwrap()).is_equal_to(42);
}
#[test]
@@ -125,9 +57,9 @@ fn test_result_ext_error() {
let result: Result<i32, io::Error> = Err(io::Error::new(io::ErrorKind::Other, "original error"));
let game_result: GameResult<i32> = result.with_context(|_| GameError::InvalidState("Context error".to_string()));
assert!(game_result.is_err());
assert_that(&game_result.is_err()).is_true();
if let Err(GameError::InvalidState(msg)) = game_result {
assert_eq!(msg, "Context error");
assert_that(&msg).is_equal_to("Context error".to_string());
} else {
panic!("Expected InvalidState error");
}

View File

@@ -1,8 +1,7 @@
use pacman::systems::profiling::format_timing_display;
use speculoos::prelude::*;
use std::time::Duration;
use pretty_assertions::assert_eq;
fn get_timing_data() -> Vec<(String, Duration, Duration)> {
vec![
("total".to_string(), Duration::from_micros(1234), Duration::from_micros(570)),
@@ -53,45 +52,25 @@ fn test_complex_formatting_alignment() {
});
// Assert that all positions were found
assert_eq!(
[
assert_that(
&[
&colon_positions,
&first_decimal_positions,
&second_decimal_positions,
&first_unit_positions,
&second_unit_positions
&second_unit_positions,
]
.iter()
.all(|p| p.len() == 6),
true
);
)
.is_true();
// Assert that all positions are the same
assert!(
colon_positions.iter().all(|&p| p == colon_positions[0]),
"colon positions are not the same {:?}",
colon_positions
);
assert!(
first_decimal_positions.iter().all(|&p| p == first_decimal_positions[0]),
"first decimal positions are not the same {:?}",
first_decimal_positions
);
assert!(
second_decimal_positions.iter().all(|&p| p == second_decimal_positions[0]),
"second decimal positions are not the same {:?}",
second_decimal_positions
);
assert!(
first_unit_positions.iter().all(|&p| p == first_unit_positions[0]),
"first unit positions are not the same {:?}",
first_unit_positions
);
assert!(
second_unit_positions.iter().all(|&p| p == second_unit_positions[0]),
"second unit positions are not the same {:?}",
second_unit_positions
);
assert_that(&colon_positions.iter().all(|&p| p == colon_positions[0])).is_true();
assert_that(&first_decimal_positions.iter().all(|&p| p == first_decimal_positions[0])).is_true();
assert_that(&second_decimal_positions.iter().all(|&p| p == second_decimal_positions[0])).is_true();
assert_that(&first_unit_positions.iter().all(|&p| p == first_unit_positions[0])).is_true();
assert_that(&second_unit_positions.iter().all(|&p| p == second_unit_positions[0])).is_true();
}
#[test]
@@ -105,17 +84,17 @@ fn test_format_timing_display_basic() {
let formatted = format_timing_display(timing_data);
// Should have 3 lines (one for each system)
assert_eq!(formatted.len(), 3);
assert_that(&formatted.len()).is_equal_to(3);
// Each line should contain the system name
assert!(formatted.iter().any(|line| line.contains("render")));
assert!(formatted.iter().any(|line| line.contains("input")));
assert!(formatted.iter().any(|line| line.contains("physics")));
assert_that(&formatted.iter().any(|line| line.contains("render"))).is_true();
assert_that(&formatted.iter().any(|line| line.contains("input"))).is_true();
assert_that(&formatted.iter().any(|line| line.contains("physics"))).is_true();
// Each line should contain timing information with proper units
for line in formatted.iter() {
assert!(line.contains(":"), "Line should contain colon separator: {}", line);
assert!(line.contains("±"), "Line should contain ± symbol: {}", line);
assert_that(&line.contains(":")).is_true();
assert_that(&line.contains("±")).is_true();
}
}
@@ -132,10 +111,10 @@ fn test_format_timing_display_units() {
// Check that appropriate units are used
let all_lines = formatted.join(" ");
assert!(all_lines.contains("s"), "Should contain seconds unit");
assert!(all_lines.contains("ms"), "Should contain milliseconds unit");
assert!(all_lines.contains("µs"), "Should contain microseconds unit");
assert!(all_lines.contains("ns"), "Should contain nanoseconds unit");
assert_that(&all_lines.contains("s")).is_true();
assert_that(&all_lines.contains("ms")).is_true();
assert_that(&all_lines.contains("µs")).is_true();
assert_that(&all_lines.contains("ns")).is_true();
}
#[test]
@@ -157,9 +136,6 @@ fn test_format_timing_display_alignment() {
// All colons should be at the same position (aligned)
if colon_positions.len() > 1 {
let first_pos = colon_positions[0];
assert!(
colon_positions.iter().all(|&pos| pos == first_pos),
"Colons should be aligned at the same position"
);
assert_that(&colon_positions.iter().all(|&pos| pos == first_pos)).is_true();
}
}

79
tests/game.rs Normal file
View File

@@ -0,0 +1,79 @@
use pacman::error::{GameError, GameResult};
use pacman::game::Game;
use speculoos::prelude::*;
mod common;
use common::setup_sdl;
#[test]
fn test_game_30_seconds_60fps() -> GameResult<()> {
let (canvas, texture_creator, _sdl_context) = setup_sdl().map_err(GameError::Sdl)?;
let ttf_context = sdl2::ttf::init().map_err(GameError::Sdl)?;
let event_pump = _sdl_context
.event_pump()
.map_err(|e| pacman::error::GameError::Sdl(e.to_string()))?;
let mut game = Game::new(canvas, ttf_context, texture_creator, event_pump)?;
// Run for 30 seconds at 60 FPS = 1800 frames
let frame_time = 1.0 / 60.0;
let total_frames = 1800;
let mut frame_count = 0;
for _ in 0..total_frames {
let should_exit = game.tick(frame_time);
if should_exit {
break;
}
frame_count += 1;
}
assert_eq!(
frame_count, total_frames,
"Should have processed exactly {} frames",
total_frames
);
Ok(())
}
/// Test that runs the game for 30 seconds with variable frame timing
#[test]
fn test_game_30_seconds_variable_timing() -> GameResult<()> {
let (canvas, texture_creator, _sdl_context) = setup_sdl().map_err(GameError::Sdl)?;
let ttf_context = sdl2::ttf::init().map_err(|e| GameError::Sdl(e.to_string()))?;
let event_pump = _sdl_context
.event_pump()
.map_err(|e| pacman::error::GameError::Sdl(e.to_string()))?;
let mut game = Game::new(canvas, ttf_context, texture_creator, event_pump)?;
// Simulate 30 seconds with variable frame timing
let mut total_time = 0.0;
let target_time = 30.0;
let mut frame_count = 0;
while total_time < target_time {
// Alternate between different frame rates to simulate real gameplay
let frame_time = match frame_count % 4 {
0 => 1.0 / 60.0, // 60 FPS
1 => 1.0 / 30.0, // 30 FPS (lag spike)
2 => 1.0 / 120.0, // 120 FPS (very fast)
_ => 1.0 / 60.0, // 60 FPS
};
let should_exit = game.tick(frame_time);
if should_exit {
break;
}
total_time += frame_time;
frame_count += 1;
}
assert_that(&total_time).is_greater_than_or_equal_to(target_time);
Ok(())
}

View File

@@ -1,5 +1,6 @@
use pacman::map::direction::Direction;
use pacman::map::graph::{Graph, Node, TraversalFlags};
use speculoos::prelude::*;
mod common;
@@ -13,10 +14,10 @@ fn test_graph_basic_operations() {
position: glam::Vec2::new(16.0, 0.0),
});
assert_eq!(graph.nodes().count(), 2);
assert!(graph.get_node(node1).is_some());
assert!(graph.get_node(node2).is_some());
assert!(graph.get_node(999).is_none());
assert_that(&graph.nodes().count()).is_equal_to(2);
assert_that(&graph.get_node(node1).is_some()).is_true();
assert_that(&graph.get_node(node2).is_some()).is_true();
assert_that(&graph.get_node(999).is_none()).is_true();
}
#[test]
@@ -29,15 +30,15 @@ fn test_graph_connect() {
position: glam::Vec2::new(16.0, 0.0),
});
assert!(graph.connect(node1, node2, false, None, Direction::Right).is_ok());
assert_that(&graph.connect(node1, node2, false, None, Direction::Right).is_ok()).is_true();
let edge1 = graph.find_edge_in_direction(node1, Direction::Right);
let edge2 = graph.find_edge_in_direction(node2, Direction::Left);
assert!(edge1.is_some());
assert!(edge2.is_some());
assert_eq!(edge1.unwrap().target, node2);
assert_eq!(edge2.unwrap().target, node1);
assert_that(&edge1.is_some()).is_true();
assert_that(&edge2.is_some()).is_true();
assert_that(&edge1.unwrap().target).is_equal_to(node2);
assert_that(&edge2.unwrap().target).is_equal_to(node1);
}
#[test]
@@ -47,8 +48,8 @@ fn test_graph_connect_errors() {
position: glam::Vec2::new(0.0, 0.0),
});
assert!(graph.connect(node1, 999, false, None, Direction::Right).is_err());
assert!(graph.connect(999, node1, false, None, Direction::Right).is_err());
assert_that(&graph.connect(node1, 999, false, None, Direction::Right).is_err()).is_true();
assert_that(&graph.connect(999, node1, false, None, Direction::Right).is_err()).is_true();
}
#[test]
@@ -66,7 +67,7 @@ fn test_graph_edge_permissions() {
.unwrap();
let edge = graph.find_edge_in_direction(node1, Direction::Right).unwrap();
assert_eq!(edge.traversal_flags, TraversalFlags::GHOST);
assert_that(&edge.traversal_flags).is_equal_to(TraversalFlags::GHOST);
}
#[test]
@@ -86,10 +87,10 @@ fn should_add_connected_node() {
)
.unwrap();
assert_eq!(graph.nodes().count(), 2);
assert_that(&graph.nodes().count()).is_equal_to(2);
let edge = graph.find_edge(node1, node2);
assert!(edge.is_some());
assert_eq!(edge.unwrap().direction, Direction::Right);
assert_that(&edge.is_some()).is_true();
assert_that(&edge.unwrap().direction).is_equal_to(Direction::Right);
}
#[test]
@@ -103,33 +104,33 @@ fn should_error_on_negative_edge_distance() {
});
let result = graph.add_edge(node1, node2, false, Some(-1.0), Direction::Right, TraversalFlags::ALL);
assert!(result.is_err());
assert_that(&result.is_err()).is_true();
}
#[test]
fn should_error_on_duplicate_edge_without_replace() {
let mut graph = common::create_test_graph();
let result = graph.add_edge(0, 1, false, None, Direction::Right, TraversalFlags::ALL);
assert!(result.is_err());
assert_that(&result.is_err()).is_true();
}
#[test]
fn should_allow_replacing_an_edge() {
let mut graph = common::create_test_graph();
let result = graph.add_edge(0, 1, true, Some(42.0), Direction::Right, TraversalFlags::ALL);
assert!(result.is_ok());
assert_that(&result.is_ok()).is_true();
let edge = graph.find_edge(0, 1).unwrap();
assert_eq!(edge.distance, 42.0);
assert_that(&edge.distance).is_equal_to(42.0);
}
#[test]
fn should_find_edge_between_nodes() {
let graph = common::create_test_graph();
let edge = graph.find_edge(0, 1);
assert!(edge.is_some());
assert_eq!(edge.unwrap().target, 1);
assert_that(&edge.is_some()).is_true();
assert_that(&edge.unwrap().target).is_equal_to(1);
let non_existent_edge = graph.find_edge(0, 99);
assert!(non_existent_edge.is_none());
assert_that(&non_existent_edge.is_none()).is_true();
}

View File

@@ -1,38 +1,321 @@
use glam::Vec2;
use pacman::events::{GameCommand, GameEvent};
use pacman::map::direction::Direction;
use pacman::systems::input::{process_simple_key_events, Bindings, SimpleKeyEvent};
use pacman::systems::input::{
calculate_direction_from_delta, process_simple_key_events, update_touch_reference_position, Bindings, CursorPosition,
SimpleKeyEvent, TouchData, TouchState, TOUCH_DIRECTION_THRESHOLD, TOUCH_EASING_DISTANCE_THRESHOLD,
};
use sdl2::keyboard::Keycode;
use speculoos::prelude::*;
// Test modules for better organization
mod keyboard_tests {
use super::*;
#[test]
fn resumes_previous_direction_when_secondary_key_released() {
fn key_down_emits_bound_command() {
let mut bindings = Bindings::default();
// Frame 1: Press W (Up) => emits Move Up
let events = process_simple_key_events(&mut bindings, &[SimpleKeyEvent::KeyDown(Keycode::W)]);
assert!(events.contains(&GameEvent::Command(GameCommand::MovePlayer(Direction::Up))));
// Frame 2: Press D (Right) => emits Move Right
let events = process_simple_key_events(&mut bindings, &[SimpleKeyEvent::KeyDown(Keycode::D)]);
assert!(events.contains(&GameEvent::Command(GameCommand::MovePlayer(Direction::Right))));
// Frame 3: Release D, no new key this frame => should continue previous key W (Up)
let events = process_simple_key_events(&mut bindings, &[SimpleKeyEvent::KeyUp(Keycode::D)]);
assert!(events.contains(&GameEvent::Command(GameCommand::MovePlayer(Direction::Up))));
assert_that(&events).contains(GameEvent::Command(GameCommand::MovePlayer(Direction::Up)));
}
#[test]
fn holds_last_pressed_key_across_frames_when_no_new_input() {
fn key_down_emits_non_movement_commands() {
let mut bindings = Bindings::default();
// Frame 1: Press Left
let events = process_simple_key_events(&mut bindings, &[SimpleKeyEvent::KeyDown(Keycode::Left)]);
assert!(events.contains(&GameEvent::Command(GameCommand::MovePlayer(Direction::Left))));
// Frame 2: No input => continues Left
let events = process_simple_key_events(&mut bindings, &[]);
assert!(events.contains(&GameEvent::Command(GameCommand::MovePlayer(Direction::Left))));
// Frame 3: Release Left, no input remains => nothing emitted
let events = process_simple_key_events(&mut bindings, &[SimpleKeyEvent::KeyUp(Keycode::Left)]);
assert!(events.is_empty());
let events = process_simple_key_events(&mut bindings, &[SimpleKeyEvent::KeyDown(Keycode::P)]);
assert_that(&events).contains(GameEvent::Command(GameCommand::TogglePause));
}
#[test]
fn unbound_key_emits_nothing() {
let mut bindings = Bindings::default();
let events = process_simple_key_events(&mut bindings, &[SimpleKeyEvent::KeyDown(Keycode::Z)]);
assert_that(&events).is_empty();
}
#[test]
fn movement_key_held_continues_across_frames() {
let mut bindings = Bindings::default();
process_simple_key_events(&mut bindings, &[SimpleKeyEvent::KeyDown(Keycode::Left)]);
let events = process_simple_key_events(&mut bindings, &[]);
assert_that(&events).contains(GameEvent::Command(GameCommand::MovePlayer(Direction::Left)));
}
#[test]
fn releasing_movement_key_stops_continuation() {
let mut bindings = Bindings::default();
process_simple_key_events(&mut bindings, &[SimpleKeyEvent::KeyDown(Keycode::Up)]);
let events = process_simple_key_events(&mut bindings, &[SimpleKeyEvent::KeyUp(Keycode::Up)]);
assert_that(&events).is_empty();
}
#[test]
fn multiple_movement_keys_resumes_previous_when_current_released() {
let mut bindings = Bindings::default();
process_simple_key_events(&mut bindings, &[SimpleKeyEvent::KeyDown(Keycode::W)]);
process_simple_key_events(&mut bindings, &[SimpleKeyEvent::KeyDown(Keycode::D)]);
let events = process_simple_key_events(&mut bindings, &[SimpleKeyEvent::KeyUp(Keycode::D)]);
assert_that(&events).contains(GameEvent::Command(GameCommand::MovePlayer(Direction::Up)));
}
}
mod direction_calculation_tests {
use super::*;
#[test]
fn prioritizes_horizontal_movement() {
let test_cases = vec![
(Vec2::new(6.0, 5.0), Direction::Right),
(Vec2::new(-6.0, 5.0), Direction::Left),
];
for (delta, expected) in test_cases {
assert_that(&calculate_direction_from_delta(delta)).is_equal_to(expected);
}
}
#[test]
fn uses_vertical_when_dominant() {
let test_cases = vec![
(Vec2::new(3.0, 10.0), Direction::Down),
(Vec2::new(3.0, -10.0), Direction::Up),
];
for (delta, expected) in test_cases {
assert_that(&calculate_direction_from_delta(delta)).is_equal_to(expected);
}
}
#[test]
fn handles_zero_delta() {
let delta = Vec2::ZERO;
// Should default to Up when both components are zero
assert_that(&calculate_direction_from_delta(delta)).is_equal_to(Direction::Up);
}
#[test]
fn handles_equal_magnitudes() {
// When x and y have equal absolute values, should prioritize vertical
let delta = Vec2::new(5.0, 5.0);
assert_that(&calculate_direction_from_delta(delta)).is_equal_to(Direction::Down);
let delta = Vec2::new(-5.0, 5.0);
assert_that(&calculate_direction_from_delta(delta)).is_equal_to(Direction::Down);
}
}
mod touch_easing_tests {
use super::*;
#[test]
fn easing_within_threshold_does_nothing() {
let mut touch_data = TouchData::new(0, Vec2::new(100.0, 100.0));
touch_data.current_pos = Vec2::new(100.0 + TOUCH_EASING_DISTANCE_THRESHOLD - 0.1, 100.0);
let (_delta, distance) = update_touch_reference_position(&mut touch_data, 0.016);
assert_that(&distance).is_less_than(TOUCH_EASING_DISTANCE_THRESHOLD);
assert_that(&touch_data.start_pos).is_equal_to(Vec2::new(100.0, 100.0));
}
#[test]
fn easing_beyond_threshold_moves_towards_target() {
let mut touch_data = TouchData::new(0, Vec2::new(100.0, 100.0));
touch_data.current_pos = Vec2::new(150.0, 100.0);
let original_start_pos = touch_data.start_pos;
let (_delta, distance) = update_touch_reference_position(&mut touch_data, 0.016);
assert_that(&distance).is_greater_than(TOUCH_EASING_DISTANCE_THRESHOLD);
assert_that(&touch_data.start_pos.x).is_greater_than(original_start_pos.x);
assert_that(&touch_data.start_pos.x).is_less_than(touch_data.current_pos.x);
}
#[test]
fn easing_overshoot_sets_to_target() {
let mut touch_data = TouchData::new(0, Vec2::new(100.0, 100.0));
touch_data.current_pos = Vec2::new(101.0, 100.0);
let (_delta, _distance) = update_touch_reference_position(&mut touch_data, 10.0);
assert_that(&touch_data.start_pos).is_equal_to(touch_data.current_pos);
}
#[test]
fn easing_returns_correct_delta() {
let mut touch_data = TouchData::new(0, Vec2::new(100.0, 100.0));
touch_data.current_pos = Vec2::new(120.0, 110.0);
let (delta, distance) = update_touch_reference_position(&mut touch_data, 0.016);
let expected_delta = Vec2::new(20.0, 10.0);
let expected_distance = expected_delta.length();
assert_that(&delta).is_equal_to(expected_delta);
assert_that(&distance).is_equal_to(expected_distance);
}
}
// Integration tests for the full input system
mod integration_tests {
use super::*;
fn mouse_motion_event(x: i32, y: i32) -> sdl2::event::Event {
sdl2::event::Event::MouseMotion {
x,
y,
xrel: 0,
yrel: 0,
mousestate: sdl2::mouse::MouseState::from_sdl_state(0),
which: 0,
window_id: 0,
timestamp: 0,
}
}
fn mouse_button_down_event(x: i32, y: i32) -> sdl2::event::Event {
sdl2::event::Event::MouseButtonDown {
x,
y,
mouse_btn: sdl2::mouse::MouseButton::Left,
clicks: 1,
which: 0,
window_id: 0,
timestamp: 0,
}
}
fn mouse_button_up_event(x: i32, y: i32) -> sdl2::event::Event {
sdl2::event::Event::MouseButtonUp {
x,
y,
mouse_btn: sdl2::mouse::MouseButton::Left,
clicks: 1,
which: 0,
window_id: 0,
timestamp: 0,
}
}
// Simplified helper for testing SDL integration
fn run_input_system_with_events(events: Vec<sdl2::event::Event>, delta_time: f32) -> (CursorPosition, TouchState) {
use bevy_ecs::{event::Events, system::RunSystemOnce, world::World};
use pacman::systems::components::DeltaTime;
use pacman::systems::input::input_system;
let sdl_context = sdl2::init().expect("Failed to initialize SDL");
let event_subsystem = sdl_context.event().expect("Failed to get event subsystem");
let event_pump = sdl_context.event_pump().expect("Failed to create event pump");
let mut world = World::new();
world.insert_resource(Events::<GameEvent>::default());
world.insert_resource(DeltaTime {
seconds: delta_time,
ticks: 1,
});
world.insert_resource(Bindings::default());
world.insert_resource(CursorPosition::None);
world.insert_resource(TouchState::default());
world.insert_non_send_resource(event_pump);
// Inject events into SDL's event queue
for event in events {
event_subsystem.push_event(event).expect("Failed to push event");
}
// Run the real input system
world
.run_system_once(input_system)
.expect("Input system should run successfully");
let cursor = *world.resource::<CursorPosition>();
let touch_state = world.resource::<TouchState>().clone();
(cursor, touch_state)
}
#[test]
fn mouse_motion_updates_cursor_position() {
let events = vec![mouse_motion_event(100, 200)];
let (cursor, _touch_state) = run_input_system_with_events(events, 0.016);
match cursor {
CursorPosition::Some {
position,
remaining_time,
} => {
assert_that(&position).is_equal_to(Vec2::new(100.0, 200.0));
assert_that(&remaining_time).is_equal_to(0.20);
}
CursorPosition::None => panic!("Expected cursor position to be set"),
}
}
#[test]
fn mouse_button_down_starts_touch() {
let events = vec![mouse_button_down_event(150, 250)];
let (_cursor, touch_state) = run_input_system_with_events(events, 0.016);
assert_that(&touch_state.active_touch).is_some();
if let Some(touch_data) = &touch_state.active_touch {
assert_that(&touch_data.finger_id).is_equal_to(0);
assert_that(&touch_data.start_pos).is_equal_to(Vec2::new(150.0, 250.0));
}
}
#[test]
fn mouse_button_up_ends_touch() {
let events = vec![mouse_button_down_event(150, 250), mouse_button_up_event(150, 250)];
let (_cursor, touch_state) = run_input_system_with_events(events, 0.016);
assert_that(&touch_state.active_touch).is_none();
}
}
// Touch direction tests
mod touch_direction_tests {
use super::*;
#[test]
fn movement_above_threshold_emits_direction() {
let mut touch_data = TouchData::new(1, Vec2::new(100.0, 100.0));
touch_data.current_pos = Vec2::new(100.0 + TOUCH_DIRECTION_THRESHOLD + 5.0, 100.0);
let (delta, distance) = update_touch_reference_position(&mut touch_data, 0.016);
assert_that(&distance).is_greater_than_or_equal_to(TOUCH_DIRECTION_THRESHOLD);
let direction = calculate_direction_from_delta(delta);
assert_that(&direction).is_equal_to(Direction::Right);
}
#[test]
fn movement_below_threshold_no_direction() {
let mut touch_data = TouchData::new(1, Vec2::new(100.0, 100.0));
touch_data.current_pos = Vec2::new(100.0 + TOUCH_DIRECTION_THRESHOLD - 1.0, 100.0);
let (_delta, distance) = update_touch_reference_position(&mut touch_data, 0.016);
assert_that(&distance).is_less_than(TOUCH_DIRECTION_THRESHOLD);
}
#[test]
fn all_directions_work_correctly() {
let test_cases = vec![
(Vec2::new(TOUCH_DIRECTION_THRESHOLD + 5.0, 0.0), Direction::Right),
(Vec2::new(-TOUCH_DIRECTION_THRESHOLD - 5.0, 0.0), Direction::Left),
(Vec2::new(0.0, TOUCH_DIRECTION_THRESHOLD + 5.0), Direction::Down),
(Vec2::new(0.0, -TOUCH_DIRECTION_THRESHOLD - 5.0), Direction::Up),
];
for (offset, expected_direction) in test_cases {
let mut touch_data = TouchData::new(1, Vec2::new(100.0, 100.0));
touch_data.current_pos = Vec2::new(100.0, 100.0) + offset;
let (delta, distance) = update_touch_reference_position(&mut touch_data, 0.016);
assert_that(&distance).is_greater_than_or_equal_to(TOUCH_DIRECTION_THRESHOLD);
let direction = calculate_direction_from_delta(delta);
assert_that(&direction).is_equal_to(expected_direction);
}
}
}

View File

@@ -1,41 +1,42 @@
use bevy_ecs::{entity::Entity, system::RunSystemOnce};
use pacman::systems::{is_valid_item_collision, item_system, EntityType, GhostState, Position, ScoreResource};
use speculoos::prelude::*;
mod common;
#[test]
fn test_calculate_score_for_item() {
assert!(EntityType::Pellet.score_value() < EntityType::PowerPellet.score_value());
assert!(EntityType::Pellet.score_value().is_some());
assert!(EntityType::PowerPellet.score_value().is_some());
assert!(EntityType::Player.score_value().is_none());
assert!(EntityType::Ghost.score_value().is_none());
assert_that(&(EntityType::Pellet.score_value() < EntityType::PowerPellet.score_value())).is_true();
assert_that(&EntityType::Pellet.score_value().is_some()).is_true();
assert_that(&EntityType::PowerPellet.score_value().is_some()).is_true();
assert_that(&EntityType::Player.score_value().is_none()).is_true();
assert_that(&EntityType::Ghost.score_value().is_none()).is_true();
}
#[test]
fn test_is_collectible_item() {
// Collectible
assert!(EntityType::Pellet.is_collectible());
assert!(EntityType::PowerPellet.is_collectible());
assert_that(&EntityType::Pellet.is_collectible()).is_true();
assert_that(&EntityType::PowerPellet.is_collectible()).is_true();
// Non-collectible
assert!(!EntityType::Player.is_collectible());
assert!(!EntityType::Ghost.is_collectible());
assert_that(&EntityType::Player.is_collectible()).is_false();
assert_that(&EntityType::Ghost.is_collectible()).is_false();
}
#[test]
fn test_is_valid_item_collision() {
// Player-item collisions should be valid
assert!(is_valid_item_collision(EntityType::Player, EntityType::Pellet));
assert!(is_valid_item_collision(EntityType::Player, EntityType::PowerPellet));
assert!(is_valid_item_collision(EntityType::Pellet, EntityType::Player));
assert!(is_valid_item_collision(EntityType::PowerPellet, EntityType::Player));
assert_that(&is_valid_item_collision(EntityType::Player, EntityType::Pellet)).is_true();
assert_that(&is_valid_item_collision(EntityType::Player, EntityType::PowerPellet)).is_true();
assert_that(&is_valid_item_collision(EntityType::Pellet, EntityType::Player)).is_true();
assert_that(&is_valid_item_collision(EntityType::PowerPellet, EntityType::Player)).is_true();
// Non-player-item collisions should be invalid
assert!(!is_valid_item_collision(EntityType::Player, EntityType::Ghost));
assert!(!is_valid_item_collision(EntityType::Ghost, EntityType::Pellet));
assert!(!is_valid_item_collision(EntityType::Pellet, EntityType::PowerPellet));
assert!(!is_valid_item_collision(EntityType::Player, EntityType::Player));
assert_that(&is_valid_item_collision(EntityType::Player, EntityType::Ghost)).is_false();
assert_that(&is_valid_item_collision(EntityType::Ghost, EntityType::Pellet)).is_false();
assert_that(&is_valid_item_collision(EntityType::Pellet, EntityType::PowerPellet)).is_false();
assert_that(&is_valid_item_collision(EntityType::Player, EntityType::Player)).is_false();
}
#[test]
@@ -52,7 +53,7 @@ fn test_item_system_pellet_collection() {
// Check that score was updated
let score = world.resource::<ScoreResource>();
assert_eq!(score.0, 10);
assert_that(&score.0).is_equal_to(10);
// Check that the pellet was despawned (query should return empty)
let item_count = world
@@ -60,7 +61,7 @@ fn test_item_system_pellet_collection() {
.iter(&world)
.filter(|&entity_type| matches!(entity_type, EntityType::Pellet))
.count();
assert_eq!(item_count, 0);
assert_that(&item_count).is_equal_to(0);
}
#[test]
@@ -75,7 +76,7 @@ fn test_item_system_power_pellet_collection() {
// Check that score was updated with power pellet value
let score = world.resource::<ScoreResource>();
assert_eq!(score.0, 50);
assert_that(&score.0).is_equal_to(50);
// Check that the power pellet was despawned (query should return empty)
let item_count = world
@@ -83,7 +84,7 @@ fn test_item_system_power_pellet_collection() {
.iter(&world)
.filter(|&entity_type| matches!(entity_type, EntityType::PowerPellet))
.count();
assert_eq!(item_count, 0);
assert_that(&item_count).is_equal_to(0);
}
#[test]
@@ -103,7 +104,7 @@ fn test_item_system_multiple_collections() {
// Check final score: 2 pellets (20) + 1 power pellet (50) = 70
let score = world.resource::<ScoreResource>();
assert_eq!(score.0, 70);
assert_that(&score.0).is_equal_to(70);
// Check that all items were despawned
let pellet_count = world
@@ -116,8 +117,8 @@ fn test_item_system_multiple_collections() {
.iter(&world)
.filter(|&entity_type| matches!(entity_type, EntityType::PowerPellet))
.count();
assert_eq!(pellet_count, 0);
assert_eq!(power_pellet_count, 0);
assert_that(&pellet_count).is_equal_to(0);
assert_that(&power_pellet_count).is_equal_to(0);
}
#[test]
@@ -138,7 +139,7 @@ fn test_item_system_ignores_non_item_collisions() {
// Score should remain unchanged
let score = world.resource::<ScoreResource>();
assert_eq!(score.0, initial_score);
assert_that(&score.0).is_equal_to(initial_score);
// Ghost should still exist (not despawned)
let ghost_count = world
@@ -146,7 +147,7 @@ fn test_item_system_ignores_non_item_collisions() {
.iter(&world)
.filter(|&entity_type| matches!(entity_type, EntityType::Ghost))
.count();
assert_eq!(ghost_count, 1);
assert_that(&ghost_count).is_equal_to(1);
}
#[test]
@@ -162,13 +163,13 @@ fn test_item_system_no_collision_events() {
// Nothing should change
let score = world.resource::<ScoreResource>();
assert_eq!(score.0, initial_score);
assert_that(&score.0).is_equal_to(initial_score);
let pellet_count = world
.query::<&EntityType>()
.iter(&world)
.filter(|&entity_type| matches!(entity_type, EntityType::Pellet))
.count();
assert_eq!(pellet_count, 1);
assert_that(&pellet_count).is_equal_to(1);
}
#[test]
@@ -188,7 +189,7 @@ fn test_item_system_collision_with_missing_entity() {
// Score should remain unchanged
let score = world.resource::<ScoreResource>();
assert_eq!(score.0, 0);
assert_that(&score.0).is_equal_to(0);
}
#[test]
@@ -207,7 +208,7 @@ fn test_item_system_preserves_existing_score() {
// Score should be initial + pellet value
let score = world.resource::<ScoreResource>();
assert_eq!(score.0, 110);
assert_that(&score.0).is_equal_to(110);
}
#[test]
@@ -228,7 +229,7 @@ fn test_power_pellet_does_not_affect_ghosts_in_eyes_state() {
// Check that the power pellet was collected and score updated
let score = world.resource::<ScoreResource>();
assert_eq!(score.0, 50);
assert_that(&score.0).is_equal_to(50);
// Check that the power pellet was despawned
let power_pellet_count = world
@@ -236,13 +237,13 @@ fn test_power_pellet_does_not_affect_ghosts_in_eyes_state() {
.iter(&world)
.filter(|&entity_type| matches!(entity_type, EntityType::PowerPellet))
.count();
assert_eq!(power_pellet_count, 0);
assert_that(&power_pellet_count).is_equal_to(0);
// Check that the Eyes ghost state was not changed
let eyes_ghost_state = world.entity(eyes_ghost).get::<GhostState>().unwrap();
assert!(matches!(*eyes_ghost_state, GhostState::Eyes));
assert_that(&matches!(*eyes_ghost_state, GhostState::Eyes)).is_true();
// Check that the Normal ghost state was changed to Frightened
let normal_ghost_state = world.entity(normal_ghost).get::<GhostState>().unwrap();
assert!(matches!(*normal_ghost_state, GhostState::Frightened { .. }));
assert_that(&matches!(*normal_ghost_state, GhostState::Frightened { .. })).is_true();
}

View File

@@ -1,13 +1,15 @@
use glam::Vec2;
use pacman::constants::{CELL_SIZE, RAW_BOARD};
use pacman::map::builder::Map;
use pacman::map::graph::TraversalFlags;
use speculoos::prelude::*;
#[test]
fn test_map_creation() {
fn test_map_creation_success() {
let map = Map::new(RAW_BOARD).unwrap();
assert!(map.graph.nodes().count() > 0);
assert!(!map.grid_to_node.is_empty());
assert_that(&map.graph.nodes().count()).is_greater_than(0);
assert_that(&map.grid_to_node.is_empty()).is_false();
// Check that some connections were made
let mut has_connections = false;
@@ -17,11 +19,11 @@ fn test_map_creation() {
break;
}
}
assert!(has_connections);
assert_that(&has_connections).is_true();
}
#[test]
fn test_map_node_positions() {
fn test_map_node_positions_accuracy() {
let map = Map::new(RAW_BOARD).unwrap();
for (grid_pos, &node_id) in &map.grid_to_node {
@@ -31,6 +33,57 @@ fn test_map_node_positions() {
(grid_pos.y as i32 * CELL_SIZE as i32) as f32,
) + Vec2::splat(CELL_SIZE as f32 / 2.0);
assert_eq!(node.position, expected_pos);
assert_that(&node.position).is_equal_to(expected_pos);
}
}
#[test]
fn test_start_positions_are_valid() {
let map = Map::new(RAW_BOARD).unwrap();
let positions = &map.start_positions;
// All start positions should exist in the graph
assert_that(&map.graph.get_node(positions.pacman)).is_some();
assert_that(&map.graph.get_node(positions.blinky)).is_some();
assert_that(&map.graph.get_node(positions.pinky)).is_some();
assert_that(&map.graph.get_node(positions.inky)).is_some();
assert_that(&map.graph.get_node(positions.clyde)).is_some();
}
#[test]
fn test_ghost_house_has_ghost_only_entrance() {
let map = Map::new(RAW_BOARD).unwrap();
// Find the house entrance node
let house_entrance = map.start_positions.blinky;
// Check that there's a ghost-only connection from the house entrance
let mut has_ghost_only_connection = false;
for edge in map.graph.adjacency_list[house_entrance as usize].edges() {
if edge.traversal_flags == TraversalFlags::GHOST {
has_ghost_only_connection = true;
break;
}
}
assert_that(&has_ghost_only_connection).is_true();
}
#[test]
fn test_tunnel_connections_exist() {
let map = Map::new(RAW_BOARD).unwrap();
// Find tunnel nodes by looking for nodes with zero-distance connections
let mut has_tunnel_connection = false;
for intersection in &map.graph.adjacency_list {
for edge in intersection.edges() {
if edge.distance == 0.0f32 {
has_tunnel_connection = true;
break;
}
}
if has_tunnel_connection {
break;
}
}
assert_that(&has_tunnel_connection).is_true();
}

View File

@@ -1,6 +1,7 @@
use glam::Vec2;
use pacman::map::direction::Direction;
use pacman::systems::movement::{BufferedDirection, Position, Velocity};
use speculoos::prelude::*;
mod common;
@@ -13,8 +14,8 @@ fn test_position_is_at_node() {
remaining_distance: 8.0,
};
assert!(stopped_pos.is_at_node());
assert!(!moving_pos.is_at_node());
assert_that(&stopped_pos.is_at_node()).is_true();
assert_that(&moving_pos.is_at_node()).is_false();
}
#[test]
@@ -26,8 +27,8 @@ fn test_position_current_node() {
remaining_distance: 12.0,
};
assert_eq!(stopped_pos.current_node(), 5);
assert_eq!(moving_pos.current_node(), 3);
assert_that(&stopped_pos.current_node()).is_equal_to(5);
assert_that(&moving_pos.current_node()).is_equal_to(3);
}
#[test]
@@ -35,8 +36,8 @@ fn test_position_tick_no_movement_when_stopped() {
let mut pos = Position::Stopped { node: 0 };
let result = pos.tick(5.0);
assert!(result.is_none());
assert_eq!(pos, Position::Stopped { node: 0 });
assert_that(&result.is_none()).is_true();
assert_that(&pos).is_equal_to(Position::Stopped { node: 0 });
}
#[test]
@@ -48,15 +49,12 @@ fn test_position_tick_no_movement_when_zero_distance() {
};
let result = pos.tick(0.0);
assert!(result.is_none());
assert_eq!(
pos,
Position::Moving {
assert_that(&result.is_none()).is_true();
assert_that(&pos).is_equal_to(Position::Moving {
from: 0,
to: 1,
remaining_distance: 10.0,
}
);
});
}
#[test]
@@ -68,15 +66,12 @@ fn test_position_tick_partial_movement() {
};
let result = pos.tick(3.0);
assert!(result.is_none());
assert_eq!(
pos,
Position::Moving {
assert_that(&result.is_none()).is_true();
assert_that(&pos).is_equal_to(Position::Moving {
from: 0,
to: 1,
remaining_distance: 7.0,
}
);
});
}
#[test]
@@ -88,8 +83,8 @@ fn test_position_tick_exact_arrival() {
};
let result = pos.tick(5.0);
assert!(result.is_none());
assert_eq!(pos, Position::Stopped { node: 1 });
assert_that(&result.is_none()).is_true();
assert_that(&pos).is_equal_to(Position::Stopped { node: 1 });
}
#[test]
@@ -101,8 +96,8 @@ fn test_position_tick_overshoot_with_overflow() {
};
let result = pos.tick(8.0);
assert_eq!(result, Some(5.0));
assert_eq!(pos, Position::Stopped { node: 1 });
assert_that(&result).is_equal_to(Some(5.0));
assert_that(&pos).is_equal_to(Position::Stopped { node: 1 });
}
#[test]
@@ -116,7 +111,7 @@ fn test_position_get_pixel_position_stopped() {
0.0 + pacman::constants::BOARD_PIXEL_OFFSET.y as f32,
);
assert_eq!(pixel_pos, expected);
assert_that(&pixel_pos).is_equal_to(expected);
}
#[test]
@@ -135,7 +130,7 @@ fn test_position_get_pixel_position_moving() {
0.0 + pacman::constants::BOARD_PIXEL_OFFSET.y as f32,
);
assert_eq!(pixel_pos, expected);
assert_that(&pixel_pos).is_equal_to(expected);
}
#[test]
@@ -145,14 +140,14 @@ fn test_velocity_basic_properties() {
direction: Direction::Up,
};
assert_eq!(velocity.speed, 2.5);
assert_eq!(velocity.direction, Direction::Up);
assert_that(&velocity.speed).is_equal_to(2.5);
assert_that(&velocity.direction).is_equal_to(Direction::Up);
}
#[test]
fn test_buffered_direction_none() {
let buffered = BufferedDirection::None;
assert_eq!(buffered, BufferedDirection::None);
assert_that(&buffered).is_equal_to(BufferedDirection::None);
}
#[test]
@@ -167,8 +162,8 @@ fn test_buffered_direction_some() {
remaining_time,
} = buffered
{
assert_eq!(direction, Direction::Left);
assert_eq!(remaining_time, 0.5);
assert_that(&direction).is_equal_to(Direction::Left);
assert_that(&remaining_time).is_equal_to(0.5);
} else {
panic!("Expected BufferedDirection::Some");
}

View File

@@ -1,6 +1,7 @@
use pacman::constants::{BOARD_CELL_SIZE, RAW_BOARD};
use pacman::error::ParseError;
use pacman::map::parser::MapTileParser;
use speculoos::prelude::*;
#[test]
fn test_parse_character() {
@@ -15,25 +16,25 @@ fn test_parse_character() {
];
for (char, _expected) in test_cases {
assert!(matches!(MapTileParser::parse_character(char).unwrap(), _expected));
assert_that(&matches!(MapTileParser::parse_character(char).unwrap(), _expected)).is_true();
}
assert!(MapTileParser::parse_character('Z').is_err());
assert_that(&MapTileParser::parse_character('Z').is_err()).is_true();
}
#[test]
fn test_parse_board() {
let result = MapTileParser::parse_board(RAW_BOARD);
assert!(result.is_ok());
assert_that(&result.is_ok()).is_true();
let parsed = result.unwrap();
assert_eq!(parsed.tiles.len(), BOARD_CELL_SIZE.x as usize);
assert_eq!(parsed.tiles[0].len(), BOARD_CELL_SIZE.y as usize);
assert!(parsed.house_door[0].is_some());
assert!(parsed.house_door[1].is_some());
assert!(parsed.tunnel_ends[0].is_some());
assert!(parsed.tunnel_ends[1].is_some());
assert!(parsed.pacman_start.is_some());
assert_that(&parsed.tiles.len()).is_equal_to(BOARD_CELL_SIZE.x as usize);
assert_that(&parsed.tiles[0].len()).is_equal_to(BOARD_CELL_SIZE.y as usize);
assert_that(&parsed.house_door[0].is_some()).is_true();
assert_that(&parsed.house_door[1].is_some()).is_true();
assert_that(&parsed.tunnel_ends[0].is_some()).is_true();
assert_that(&parsed.tunnel_ends[1].is_some()).is_true();
assert_that(&parsed.pacman_start.is_some()).is_true();
}
#[test]
@@ -42,6 +43,6 @@ fn test_parse_board_invalid_character() {
invalid_board[0] = "###########################Z".to_string();
let result = MapTileParser::parse_board(invalid_board.each_ref().map(|s| s.as_str()));
assert!(result.is_err());
assert!(matches!(result.unwrap_err(), ParseError::UnknownCharacter('Z')));
assert_that(&result.is_err()).is_true();
assert_that(&matches!(result.unwrap_err(), ParseError::UnknownCharacter('Z'))).is_true();
}

View File

@@ -10,6 +10,7 @@ use pacman::{
EntityType, GlobalState, Position, Velocity,
},
};
use speculoos::prelude::*;
mod common;
@@ -22,7 +23,7 @@ fn test_can_traverse_player_on_all_edges() {
traversal_flags: TraversalFlags::ALL,
};
assert!(can_traverse(EntityType::Player, edge));
assert_that(&can_traverse(EntityType::Player, edge)).is_true();
}
#[test]
@@ -34,7 +35,7 @@ fn test_can_traverse_player_on_pacman_only_edges() {
traversal_flags: TraversalFlags::PACMAN,
};
assert!(can_traverse(EntityType::Player, edge));
assert_that(&can_traverse(EntityType::Player, edge)).is_true();
}
#[test]
@@ -46,7 +47,7 @@ fn test_can_traverse_player_blocked_on_ghost_only_edges() {
traversal_flags: TraversalFlags::GHOST,
};
assert!(!can_traverse(EntityType::Player, edge));
assert_that(&can_traverse(EntityType::Player, edge)).is_false();
}
#[test]
@@ -58,7 +59,7 @@ fn test_can_traverse_ghost_on_all_edges() {
traversal_flags: TraversalFlags::ALL,
};
assert!(can_traverse(EntityType::Ghost, edge));
assert_that(&can_traverse(EntityType::Ghost, edge)).is_true();
}
#[test]
@@ -70,7 +71,7 @@ fn test_can_traverse_ghost_on_ghost_only_edges() {
traversal_flags: TraversalFlags::GHOST,
};
assert!(can_traverse(EntityType::Ghost, edge));
assert_that(&can_traverse(EntityType::Ghost, edge)).is_true();
}
#[test]
@@ -82,7 +83,7 @@ fn test_can_traverse_ghost_blocked_on_pacman_only_edges() {
traversal_flags: TraversalFlags::PACMAN,
};
assert!(!can_traverse(EntityType::Ghost, edge));
assert_that(&can_traverse(EntityType::Ghost, edge)).is_false();
}
#[test]
@@ -97,16 +98,16 @@ fn test_can_traverse_static_entities_flags() {
// Static entities have empty traversal flags but can still "traverse"
// in the sense that empty flags are contained in any flag set
// This is the expected behavior since empty ⊆ any set
assert!(can_traverse(EntityType::Pellet, edge));
assert!(can_traverse(EntityType::PowerPellet, edge));
assert_that(&can_traverse(EntityType::Pellet, edge)).is_true();
assert_that(&can_traverse(EntityType::PowerPellet, edge)).is_true();
}
#[test]
fn test_entity_type_traversal_flags() {
assert_eq!(EntityType::Player.traversal_flags(), TraversalFlags::PACMAN);
assert_eq!(EntityType::Ghost.traversal_flags(), TraversalFlags::GHOST);
assert_eq!(EntityType::Pellet.traversal_flags(), TraversalFlags::empty());
assert_eq!(EntityType::PowerPellet.traversal_flags(), TraversalFlags::empty());
assert_that(&EntityType::Player.traversal_flags()).is_equal_to(TraversalFlags::PACMAN);
assert_that(&EntityType::Ghost.traversal_flags()).is_equal_to(TraversalFlags::GHOST);
assert_that(&EntityType::Pellet.traversal_flags()).is_equal_to(TraversalFlags::empty());
assert_that(&EntityType::PowerPellet.traversal_flags()).is_equal_to(TraversalFlags::empty());
}
#[test]
@@ -131,8 +132,8 @@ fn test_player_control_system_move_command() {
direction,
remaining_time,
} => {
assert_eq!(direction, Direction::Up);
assert_eq!(remaining_time, 0.25);
assert_that(&direction).is_equal_to(Direction::Up);
assert_that(&remaining_time).is_equal_to(0.25);
}
BufferedDirection::None => panic!("Expected buffered direction to be set"),
}
@@ -153,7 +154,7 @@ fn test_player_control_system_exit_command() {
// Check that exit flag was set
let state = world.resource::<GlobalState>();
assert!(state.exit);
assert_that(&state.exit).is_true();
}
#[test]
@@ -171,7 +172,7 @@ fn test_player_control_system_toggle_debug() {
// Check that debug state changed
let debug_state = world.resource::<DebugState>();
assert!(debug_state.enabled);
assert_that(&debug_state.enabled).is_true();
}
#[test]
@@ -189,7 +190,7 @@ fn test_player_control_system_mute_audio() {
// Check that audio was muted
let audio_state = world.resource::<AudioState>();
assert!(audio_state.muted);
assert_that(&audio_state.muted).is_true();
// Send mute audio command again to unmute - need fresh events
world.resource_mut::<Events<GameEvent>>().clear(); // Clear previous events
@@ -200,7 +201,7 @@ fn test_player_control_system_mute_audio() {
// Check that audio was unmuted
let audio_state = world.resource::<AudioState>();
assert!(!audio_state.muted, "Audio should be unmuted after second toggle");
assert_that(&audio_state.muted).is_false();
}
#[test]
@@ -232,7 +233,7 @@ fn test_player_movement_system_buffered_direction_expires() {
});
// Set delta time to expire the buffered direction
world.insert_resource(DeltaTime(0.02));
world.insert_resource(DeltaTime::from_seconds(0.02));
// Run the system
world
@@ -245,10 +246,7 @@ fn test_player_movement_system_buffered_direction_expires() {
match *buffered_direction {
BufferedDirection::None => {} // Expected - fully expired
BufferedDirection::Some { remaining_time, .. } => {
assert!(
remaining_time <= 0.0,
"Buffered direction should be expired or have non-positive time"
);
assert_that(&(remaining_time <= 0.0)).is_true();
}
}
}
@@ -271,7 +269,7 @@ fn test_player_movement_system_start_moving_from_stopped() {
match *position {
Position::Moving { from, .. } => {
assert_eq!(from, 0, "Player should start from node 0");
assert_that(&from).is_equal_to(0);
// Don't assert exact target node since the real map has different connectivity
}
Position::Stopped { .. } => {} // May stay stopped if no valid edge in current direction
@@ -299,8 +297,8 @@ fn test_player_movement_system_buffered_direction_change() {
match *position {
Position::Moving { from, to, .. } => {
assert_eq!(from, 0);
assert_eq!(to, 2); // Should be moving to node 2 (down)
assert_that(&from).is_equal_to(0);
assert_that(&to).is_equal_to(2); // Should be moving to node 2 (down)
}
Position::Stopped { .. } => panic!("Player should have started moving"),
}
@@ -329,7 +327,7 @@ fn test_player_movement_system_no_valid_edge() {
let position = query.single(&world).expect("Player should exist");
match *position {
Position::Stopped { node } => assert_eq!(node, 0),
Position::Stopped { node } => assert_that(&node).is_equal_to(0),
Position::Moving { .. } => panic!("Player shouldn't be able to move without valid edge"),
}
}
@@ -356,7 +354,7 @@ fn test_player_movement_system_continue_moving() {
match *position {
Position::Moving { remaining_distance, .. } => {
assert!(remaining_distance < 50.0); // Should have moved
assert_that(&(remaining_distance < 50.0)).is_true(); // Should have moved
}
Position::Stopped { .. } => {
// If player reached destination, that's also valid
@@ -388,8 +386,8 @@ fn test_full_player_input_to_movement_flow() {
match *position {
Position::Moving { from, to, .. } => {
assert_eq!(from, 0);
assert_eq!(to, 2); // Moving to node 2 (down)
assert_that(&from).is_equal_to(0);
assert_that(&to).is_equal_to(2); // Moving to node 2 (down)
}
Position::Stopped { .. } => panic!("Player should be moving"),
}
@@ -410,7 +408,7 @@ fn test_buffered_direction_timing() {
.expect("System should run successfully");
// Run movement system multiple times with small delta times
world.insert_resource(DeltaTime(0.1)); // 0.1 seconds
world.insert_resource(DeltaTime::from_seconds(0.1)); // 0.1 seconds
// First run - buffered direction should still be active
world
@@ -421,20 +419,20 @@ fn test_buffered_direction_timing() {
match *buffered_direction {
BufferedDirection::Some { remaining_time, .. } => {
assert!(remaining_time > 0.0);
assert!(remaining_time < 0.25);
assert_that(&(remaining_time > 0.0)).is_true();
assert_that(&(remaining_time < 0.25)).is_true();
}
BufferedDirection::None => panic!("Buffered direction should still be active"),
}
// Run again to fully expire the buffered direction
world.insert_resource(DeltaTime(0.2)); // Total 0.3 seconds, should expire
world.insert_resource(DeltaTime::from_seconds(0.2)); // Total 0.3 seconds, should expire
world
.run_system_once(player_movement_system)
.expect("System should run successfully");
let buffered_direction = query.single(&world).expect("Player should exist");
assert_eq!(*buffered_direction, BufferedDirection::None);
assert_that(buffered_direction).is_equal_to(BufferedDirection::None);
}
#[test]
@@ -464,7 +462,7 @@ fn test_multiple_rapid_direction_changes() {
match *buffered_direction {
BufferedDirection::Some { direction, .. } => {
assert_eq!(direction, Direction::Left);
assert_that(&direction).is_equal_to(Direction::Left);
}
BufferedDirection::None => panic!("Expected buffered direction"),
}
@@ -510,8 +508,8 @@ fn test_player_state_persistence_across_systems() {
let position = *query.single(&world).expect("Player should exist");
// Check that the state changes persisted individually
assert!(debug_state_after_toggle.enabled, "Debug state should have toggled");
assert!(audio_muted_after_toggle, "Audio should be muted");
assert_that(&debug_state_after_toggle.enabled).is_true();
assert_that(&audio_muted_after_toggle).is_true();
// Player position depends on actual map connectivity
match position {

View File

@@ -1,4 +1,5 @@
use pacman::systems::profiling::{SystemId, SystemTimings};
use speculoos::prelude::*;
use std::time::Duration;
use strum::IntoEnumIterator;
@@ -6,15 +7,7 @@ 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
);
assert_that(&(diff < tolerance)).is_true();
};
}
@@ -22,18 +15,18 @@ macro_rules! assert_close {
fn test_timing_statistics() {
let timings = SystemTimings::default();
// 10ms average, 2ms std dev
timings.add_timing(SystemId::PlayerControls, Duration::from_millis(10));
timings.add_timing(SystemId::PlayerControls, Duration::from_millis(12));
timings.add_timing(SystemId::PlayerControls, Duration::from_millis(8));
// Add consecutive timing measurements (no skipped ticks to avoid zero padding)
timings.add_timing(SystemId::PlayerControls, Duration::from_millis(10), 1);
timings.add_timing(SystemId::PlayerControls, Duration::from_millis(12), 2);
timings.add_timing(SystemId::PlayerControls, Duration::from_millis(8), 3);
// 2ms average, 1ms std dev
timings.add_timing(SystemId::Blinking, Duration::from_millis(3));
timings.add_timing(SystemId::Blinking, Duration::from_millis(2));
timings.add_timing(SystemId::Blinking, Duration::from_millis(1));
// Add consecutive timing measurements for another system
timings.add_timing(SystemId::Blinking, Duration::from_millis(3), 1);
timings.add_timing(SystemId::Blinking, Duration::from_millis(2), 2);
timings.add_timing(SystemId::Blinking, Duration::from_millis(1), 3);
{
let stats = timings.get_stats();
let stats = timings.get_stats(3);
let (avg, std_dev) = stats.get(&SystemId::PlayerControls).unwrap();
assert_close!(*avg, Duration::from_millis(10), "PlayerControls average timing");
@@ -49,13 +42,13 @@ fn test_default_zero_timing_for_unused_systems() {
let timings = SystemTimings::default();
// Add timing data for only one system
timings.add_timing(SystemId::PlayerControls, Duration::from_millis(5));
timings.add_timing(SystemId::PlayerControls, Duration::from_millis(5), 1);
let stats = timings.get_stats();
let stats = timings.get_stats(1);
// 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");
assert_that(&stats.len()).is_equal_to(expected_count);
// Verify that the system with data has non-zero timing
let (avg, std_dev) = stats.get(&SystemId::PlayerControls).unwrap();
@@ -80,45 +73,20 @@ fn test_default_zero_timing_for_unused_systems() {
}
}
#[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
);
}
}
#[test]
fn test_total_system_timing() {
let timings = SystemTimings::default();
// Add some timing data to the Total system
timings.add_total_timing(Duration::from_millis(16));
timings.add_total_timing(Duration::from_millis(18));
timings.add_total_timing(Duration::from_millis(14));
timings.add_total_timing(Duration::from_millis(16), 1);
timings.add_total_timing(Duration::from_millis(18), 2);
timings.add_total_timing(Duration::from_millis(14), 3);
let stats = timings.get_stats();
let stats = timings.get_stats(3);
let (avg, std_dev) = stats.get(&SystemId::Total).unwrap();
// Should have 16ms average (16+18+14)/3 = 16ms
assert_close!(*avg, Duration::from_millis(16), "Total system average timing");
// Should have some standard deviation
assert!(
*std_dev > Duration::ZERO,
"Total system should have non-zero std dev with multiple measurements"
);
assert_that(&(*std_dev > Duration::ZERO)).is_true();
}

View File

@@ -1,6 +1,7 @@
use glam::U16Vec2;
use pacman::texture::sprite::{AtlasMapper, AtlasTile, MapperFrame};
use sdl2::pixels::Color;
use speculoos::prelude::*;
use std::collections::HashMap;
mod common;
@@ -20,10 +21,10 @@ fn test_atlas_mapper_frame_lookup() {
// Test direct frame lookup
let frame = mapper.frames.get("test");
assert!(frame.is_some());
assert_that(&frame.is_some()).is_true();
let frame = frame.unwrap();
assert_eq!(frame.pos, U16Vec2::new(10, 20));
assert_eq!(frame.size, U16Vec2::new(32, 64));
assert_that(&frame.pos).is_equal_to(U16Vec2::new(10, 20));
assert_that(&frame.size).is_equal_to(U16Vec2::new(32, 64));
}
#[test]
@@ -46,11 +47,11 @@ fn test_atlas_mapper_multiple_frames() {
let mapper = AtlasMapper { frames };
assert_eq!(mapper.frames.len(), 2);
assert!(mapper.frames.contains_key("tile1"));
assert!(mapper.frames.contains_key("tile2"));
assert!(!mapper.frames.contains_key("tile3"));
assert!(!mapper.frames.contains_key("nonexistent"));
assert_that(&mapper.frames.len()).is_equal_to(2);
assert_that(&mapper.frames.contains_key("tile1")).is_true();
assert_that(&mapper.frames.contains_key("tile2")).is_true();
assert_that(&mapper.frames.contains_key("tile3")).is_false();
assert_that(&mapper.frames.contains_key("nonexistent")).is_false();
}
#[test]
@@ -60,10 +61,10 @@ fn test_atlas_tile_new_and_with_color() {
let color = Color::RGB(100, 150, 200);
let tile = AtlasTile::new(pos, size, None);
assert_eq!(tile.pos, pos);
assert_eq!(tile.size, size);
assert_eq!(tile.color, None);
assert_that(&tile.pos).is_equal_to(pos);
assert_that(&tile.size).is_equal_to(size);
assert_that(&tile.color).is_equal_to(None);
let tile_with_color = tile.with_color(color);
assert_eq!(tile_with_color.color, Some(color));
assert_that(&tile_with_color.color).is_equal_to(Some(color));
}

View File

@@ -1,4 +1,5 @@
use pacman::texture::{sprite::SpriteAtlas, text::TextTexture};
use speculoos::prelude::*;
mod common;
@@ -16,22 +17,16 @@ fn get_all_chars() -> String {
/// Helper function to check if a character is in the atlas and char_map
fn check_char(text_texture: &mut TextTexture, atlas: &mut SpriteAtlas, c: char) {
// Check that the character is not in the char_map yet
assert!(
!text_texture.get_char_map().contains_key(&c),
"Character {c} should not yet be in char_map"
);
assert_that(&text_texture.get_char_map().contains_key(&c)).is_false();
// Get the tile from the atlas, which caches the tile in the char_map
let tile = text_texture.get_tile(c, atlas);
assert!(tile.is_ok(), "Failed to get tile for character {c}");
assert!(tile.unwrap().is_some(), "Tile for character {c} not found in atlas");
assert_that(&tile.is_ok()).is_true();
assert_that(&tile.unwrap().is_some()).is_true();
// Check that the tile is now cached in the char_map
assert!(
text_texture.get_char_map().contains_key(&c),
"Tile for character {c} was not cached in char_map"
);
assert_that(&text_texture.get_char_map().contains_key(&c)).is_true();
}
#[test]
@@ -74,8 +69,8 @@ fn test_text_width() -> Result<(), String> {
let width = text_texture.text_width(&string);
let height = text_texture.text_height();
assert!(width > 0, "Width for string {string} should be greater than 0");
assert!(height > 0, "Height for string {string} should be greater than 0");
assert_that(&(width > 0)).is_true();
assert_that(&(height > 0)).is_true();
}
Ok(())
@@ -88,22 +83,22 @@ fn test_text_scale() -> Result<(), String> {
let mut text_texture = TextTexture::new(0.5);
assert_eq!(text_texture.scale(), 0.5);
assert_eq!(text_texture.text_height(), 4);
assert_eq!(text_texture.text_width(""), 0);
assert_eq!(text_texture.text_width(string), base_width / 2);
assert_that(&text_texture.scale()).is_equal_to(0.5);
assert_that(&text_texture.text_height()).is_equal_to(4);
assert_that(&text_texture.text_width("")).is_equal_to(0);
assert_that(&text_texture.text_width(string)).is_equal_to(base_width / 2);
text_texture.set_scale(2.0);
assert_eq!(text_texture.scale(), 2.0);
assert_eq!(text_texture.text_height(), 16);
assert_eq!(text_texture.text_width(string), base_width * 2);
assert_eq!(text_texture.text_width(""), 0);
assert_that(&text_texture.scale()).is_equal_to(2.0);
assert_that(&text_texture.text_height()).is_equal_to(16);
assert_that(&text_texture.text_width(string)).is_equal_to(base_width * 2);
assert_that(&text_texture.text_width("")).is_equal_to(0);
text_texture.set_scale(1.0);
assert_eq!(text_texture.scale(), 1.0);
assert_eq!(text_texture.text_height(), 8);
assert_eq!(text_texture.text_width(string), base_width);
assert_eq!(text_texture.text_width(""), 0);
assert_that(&text_texture.scale()).is_equal_to(1.0);
assert_that(&text_texture.text_height()).is_equal_to(8);
assert_that(&text_texture.text_width(string)).is_equal_to(base_width);
assert_that(&text_texture.text_width("")).is_equal_to(0);
Ok(())
}
@@ -113,17 +108,17 @@ fn test_text_color() -> Result<(), String> {
let mut text_texture = TextTexture::new(1.0);
// Test default color (should be None initially)
assert_eq!(text_texture.color(), None);
assert_that(&text_texture.color()).is_equal_to(None);
// Test setting color
let test_color = sdl2::pixels::Color::YELLOW;
text_texture.set_color(test_color);
assert_eq!(text_texture.color(), Some(test_color));
assert_that(&text_texture.color()).is_equal_to(Some(test_color));
// Test changing color
let new_color = sdl2::pixels::Color::RED;
text_texture.set_color(new_color);
assert_eq!(text_texture.color(), Some(new_color));
assert_that(&text_texture.color()).is_equal_to(Some(new_color));
Ok(())
}

115
tests/ttf.rs Normal file
View File

@@ -0,0 +1,115 @@
use pacman::texture::ttf::{TtfAtlas, TtfRenderer};
use sdl2::pixels::Color;
mod common;
#[test]
fn text_width_calculates_correctly_for_empty_string() {
let (mut canvas, texture_creator, _sdl) = common::setup_sdl().unwrap();
let _ttf_context = sdl2::ttf::init().unwrap();
let font = _ttf_context.load_font("assets/game/TerminalVector.ttf", 16).unwrap();
let mut atlas = TtfAtlas::new(&texture_creator, &font).unwrap();
atlas.populate_atlas(&mut canvas, &texture_creator, &font).unwrap();
let renderer = TtfRenderer::new(1.0);
let width = renderer.text_width(&atlas, "");
assert_eq!(width, 0);
}
#[test]
fn text_width_calculates_correctly_for_single_character() {
let (mut canvas, texture_creator, _sdl) = common::setup_sdl().unwrap();
let _ttf_context = sdl2::ttf::init().unwrap();
let font = _ttf_context.load_font("assets/game/TerminalVector.ttf", 16).unwrap();
let mut atlas = TtfAtlas::new(&texture_creator, &font).unwrap();
atlas.populate_atlas(&mut canvas, &texture_creator, &font).unwrap();
let renderer = TtfRenderer::new(1.0);
let width = renderer.text_width(&atlas, "A");
assert!(width > 0);
}
#[test]
fn text_width_scales_correctly() {
let (mut canvas, texture_creator, _sdl) = common::setup_sdl().unwrap();
let _ttf_context = sdl2::ttf::init().unwrap();
let font = _ttf_context.load_font("assets/game/TerminalVector.ttf", 16).unwrap();
let mut atlas = TtfAtlas::new(&texture_creator, &font).unwrap();
atlas.populate_atlas(&mut canvas, &texture_creator, &font).unwrap();
let renderer1 = TtfRenderer::new(1.0);
let renderer2 = TtfRenderer::new(2.0);
let width1 = renderer1.text_width(&atlas, "Test");
let width2 = renderer2.text_width(&atlas, "Test");
assert_eq!(width2, width1 * 2);
}
#[test]
fn text_height_returns_non_zero_for_valid_atlas() {
let (mut canvas, texture_creator, _sdl) = common::setup_sdl().unwrap();
let _ttf_context = sdl2::ttf::init().unwrap();
let font = _ttf_context.load_font("assets/game/TerminalVector.ttf", 16).unwrap();
let mut atlas = TtfAtlas::new(&texture_creator, &font).unwrap();
atlas.populate_atlas(&mut canvas, &texture_creator, &font).unwrap();
let renderer = TtfRenderer::new(1.0);
let height = renderer.text_height(&atlas);
assert!(height > 0);
}
#[test]
fn text_height_scales_correctly() {
let (mut canvas, texture_creator, _sdl) = common::setup_sdl().unwrap();
let _ttf_context = sdl2::ttf::init().unwrap();
let font = _ttf_context.load_font("assets/game/TerminalVector.ttf", 16).unwrap();
let mut atlas = TtfAtlas::new(&texture_creator, &font).unwrap();
atlas.populate_atlas(&mut canvas, &texture_creator, &font).unwrap();
let renderer1 = TtfRenderer::new(1.0);
let renderer2 = TtfRenderer::new(2.0);
let height1 = renderer1.text_height(&atlas);
let height2 = renderer2.text_height(&atlas);
assert_eq!(height2, height1 * 2);
}
#[test]
fn render_text_handles_empty_string() {
let (mut canvas, texture_creator, _sdl) = common::setup_sdl().unwrap();
let _ttf_context = sdl2::ttf::init().unwrap();
let font = _ttf_context.load_font("assets/game/TerminalVector.ttf", 16).unwrap();
let mut atlas = TtfAtlas::new(&texture_creator, &font).unwrap();
atlas.populate_atlas(&mut canvas, &texture_creator, &font).unwrap();
let renderer = TtfRenderer::new(1.0);
let result = renderer.render_text(&mut canvas, &mut atlas, "", glam::Vec2::new(0.0, 0.0), Color::WHITE);
assert!(result.is_ok());
}
#[test]
fn render_text_handles_single_character() {
let (mut canvas, texture_creator, _sdl) = common::setup_sdl().unwrap();
let _ttf_context = sdl2::ttf::init().unwrap();
let font = _ttf_context.load_font("assets/game/TerminalVector.ttf", 16).unwrap();
let mut atlas = TtfAtlas::new(&texture_creator, &font).unwrap();
atlas.populate_atlas(&mut canvas, &texture_creator, &font).unwrap();
let renderer = TtfRenderer::new(1.0);
let result = renderer.render_text(&mut canvas, &mut atlas, "A", glam::Vec2::new(10.0, 10.0), Color::RED);
assert!(result.is_ok());
}