Compare commits

...

49 Commits

Author SHA1 Message Date
Ryan Walters
d7a6ee7684 fix: flush world after switching to observer-based item collection 2025-09-10 21:45:10 -05:00
Ryan Walters
d84f0c831e feat: proper scheduling via SystemSet, non-conditional game systems, better collision handling 2025-09-10 21:36:51 -05:00
Ryan Walters
ae19ca1795 feat: rewrite ghost/item collision eventing into trigger-based observer 2025-09-10 17:15:15 -05:00
Ryan Walters
abf341d753 fix: avoid constant recalculation of max character height in TtfAtlas 2025-09-10 14:09:07 -05:00
Ryan Walters
7b6dad0c74 refactor: remove unused component, simplify visibility check defaulting behavior, reformat STORY.md 2025-09-10 11:17:12 -05:00
Ryan Walters
5563b64044 refactor: replace immutable Hidden component with mutable Visibility component 2025-09-10 00:45:16 -05:00
Ryan Walters
cb691b0907 refactor: move animation components into new systems/animation submodule 2025-09-10 00:26:49 -05:00
Ryan Walters
ce8ea347e1 refactor: reorganize hud-related elements into systems/hud submodule 2025-09-09 17:00:32 -05:00
Ryan Walters
afae3c5e7b fix: restore target_os for linux linker arg, add documentation detail 2025-09-09 16:49:01 -05:00
Ryan Walters
4f7902fc50 fix: cfg on ConsoleInit for windows/emscripten, use simplified cfg for windows/linux 2025-09-09 16:41:59 -05:00
Ryan Walters
2a2cca675a fix: cfg limit tracing_buffer to windows only 2025-09-09 16:27:35 -05:00
Ryan Walters
f3a6b72931 chore: remove unused tests, fixup README & disable bad markdown lints 2025-09-09 14:22:06 -05:00
Ryan Walters
ca006b5073 refactor: remove dead code, tune lints, remove useless tests 2025-09-09 14:22:06 -05:00
Ryan Walters
139afb2d40 chore: update ROADMAP.md with latest progress, detail core feature targets & mechanics 2025-09-09 11:42:26 -05:00
Ryan Walters
5d56b31353 feat: fruit spawning mechanism, sprites, pellet counting, fruit trigger observer 2025-09-09 11:26:05 -05:00
Ryan Walters
b4990af109 chore: fix clippy lints part 972 2025-09-08 23:53:30 -05:00
Ryan Walters
088c496ad9 refactor: store common components & bundles in 'common' submodule, move others directly into relevant files, create 'animation' submodule 2025-09-08 23:53:30 -05:00
Ryan Walters
5bdf11dfb6 feat: enhance slow frame timing warning 2025-09-08 19:19:23 -05:00
Ryan Walters
c163171304 refactor: use Single<> for player queries 2025-09-08 16:50:28 -05:00
Ryan Walters
63e1059df8 feat: implement entity-based sprite system for HUD display (lives)
- Spawn HUD elements as Renderables with simple change-based entity updates
- Updated rendering systems to accommodate new precise pixel positioning for life sprites.
2025-09-08 16:22:40 -05:00
Ryan Walters
11af44c469 feat: add bottom row HUD, proper life display sprites 2025-09-08 14:30:33 -05:00
Ryan Walters
7675608391 chore(version): bump to v0.78.0 2025-09-08 14:07:34 -05:00
Ryan Walters
7d5b8e11dd chore: bump dependencies, spin-sleep & windows/windows-sys 2025-09-08 14:06:53 -05:00
Ryan Walters
5aba1862c9 feat: improve tracing logs application-wide 2025-09-08 13:50:38 -05:00
Ryan Walters
e46d39a938 chore: split tests & checks into separate workflows 2025-09-08 13:22:58 -05:00
Ryan Walters
49a6a5cc39 feat: implement stage transition for ghost eaten pause and add TimeToLive component
- `StageTransition` enum allows for collision system to apply state transition for ghost pausing.
- Added `TimeToLive` component & `time_to_live_system` to provide temporary sprite rendering of bonus sprites.
- Updated `stage_system` to handle the new ghost eaten pause state, including freezing entities and spawning bonus points.
2025-09-08 13:01:40 -05:00
Ryan Walters
ca50d0f3d8 chore: reformat README, move ideas into ROADMAP, add screenshots & image banner 2025-09-08 12:21:59 -05:00
Ryan Walters
774dc010bf chore: add justforfunnoreally.dev badge, improve README.md, fixup STORY.md 2025-09-08 11:36:38 -05:00
Ryan Walters
e87d458121 fix: set PlayerLives default to 3, use resource for HUD lives count in top left
yes I am fully aware that the UP is not the player lives, I'm just
wanting the indicator to be somewhere and I'll make the proper indicator
tomorrow probably
2025-09-08 01:23:26 -05:00
Ryan Walters
44f0b5d373 fix: use coveralls in README, use proper 'coverage' recipe, remove codecov.yml 2025-09-08 01:18:55 -05:00
Ryan Walters
c828034d18 chore(version): bump version to v0.77.0 2025-09-08 01:15:40 -05:00
Ryan Walters
823f480916 feat: setup pacman collision, level restart, game over, death sequence, switch to Vec for TileSequence 2025-09-08 01:14:32 -05:00
Ryan Walters
53306de155 chore: add precommit bacon job 2025-09-07 16:41:43 -05:00
Ryan Walters
6ddc6d1181 chore: setup auto tag & bump scripts with pre-commit 2025-09-07 15:12:19 -05:00
Ryan Walters
fff44faa05 fix: use serial single-thread testing for game integration tests 2025-09-07 00:10:49 -05:00
Ryan Walters
ca17984d98 feat: use cfg-based coverage exclusion to replace 'ignore-filename-regex' option, setup coveralls & nightly-based coverage 2025-09-06 14:51:23 -05:00
Ryan Walters
c8f389b163 feat: add pacman death sound 2025-09-06 12:15:08 -05:00
Ryan Walters
9c274de901 feat: setup dying sprites with sprite validation tests 2025-09-06 12:15:08 -05:00
Ryan Walters
9633611ae8 fix: downgrade to codecov-action v4, update escapes pattern, ignore codecov.json, slim codecov config 2025-09-06 12:15:07 -05:00
Ryan Walters
897b9b8621 fix: switch from lcov to codecov.json for Codecov reporting 2025-09-06 12:15:07 -05:00
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
89 changed files with 3852 additions and 2198 deletions

View File

@@ -7,6 +7,8 @@ rustflags = [
]
runner = "node"
# despite being semantically identical to `target_os = "linux"`, the `cfg(linux)` syntax is not supported here. Who knows why...
# https://github.com/Xevion/Pac-Man/actions/runs/17596477856
[target.'cfg(target_os = "linux")']
rustflags = [
# Manually link zlib.

View File

@@ -3,3 +3,10 @@ fail-fast = false
[profile.coverage]
status-level = "none"
[[profile.default.overrides]]
filter = 'test(pacman::game::)'
test-group = 'serial'
[test-groups]
serial = { max-threads = 1 }

1
.gitattributes vendored
View File

@@ -1 +1,2 @@
* text=auto eol=lf
scripts/* linguist-detectable=false

53
.github/workflows/checks.yaml vendored Normal file
View File

@@ -0,0 +1,53 @@
name: Checks
on: ["push", "pull_request"]
env:
CARGO_TERM_COLOR: always
RUST_TOOLCHAIN: 1.86.0
jobs:
checks:
runs-on: ubuntu-latest
steps:
- name: Checkout code
uses: actions/checkout@v5
- name: Install Rust toolchain
uses: dtolnay/rust-toolchain@master
with:
toolchain: ${{ env.RUST_TOOLCHAIN }}
components: clippy, rustfmt
- name: Rust Cache
uses: Swatinem/rust-cache@v2
- name: Cache vcpkg
uses: actions/cache@v4
with:
path: target/vcpkg
key: A-vcpkg-${{ runner.os }}-${{ hashFiles('Cargo.toml', 'Cargo.lock') }}
restore-keys: |
A-vcpkg-${{ runner.os }}-
- name: Vcpkg Linux Dependencies
run: |
sudo apt-get update
sudo apt-get install -y libltdl-dev
- name: Vcpkg
run: |
cargo install cargo-vcpkg
cargo vcpkg -v build
- name: Run clippy
run: cargo clippy -- -D warnings
- name: Check formatting
run: cargo fmt -- --check
- uses: taiki-e/install-action@cargo-audit
- name: Run security audit
run: cargo audit

View File

@@ -4,13 +4,11 @@ on: ["push", "pull_request"]
env:
CARGO_TERM_COLOR: always
RUST_TOOLCHAIN: 1.86.0
RUST_TOOLCHAIN: nightly
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: Coveralls upload
uses: coverallsapp/github-action@v2
with:
github-token: ${{ secrets.COVERALLS_REPO_TOKEN }}
path-to-lcov: lcov.info
debug: true

View File

@@ -1,4 +1,4 @@
name: Tests & Checks
name: Tests
on: ["push", "pull_request"]
@@ -18,7 +18,6 @@ jobs:
uses: dtolnay/rust-toolchain@master
with:
toolchain: ${{ env.RUST_TOOLCHAIN }}
components: clippy, rustfmt
- name: Rust Cache
uses: Swatinem/rust-cache@v2
@@ -45,14 +44,3 @@ jobs:
- name: Run nextest
run: cargo nextest run --workspace
- name: Run clippy
run: cargo clippy -- -D warnings
- name: Check formatting
run: cargo fmt -- --check
- uses: taiki-e/install-action@cargo-audit
- name: Run security audit
run: cargo audit

5
.gitignore vendored
View File

@@ -14,8 +14,13 @@ assets/site/build.css
# Coverage reports
lcov.info
codecov.json
coverage.html
# Profiling output
flamegraph.svg
/profile.*
# temporary
assets/game/sound/*.wav
/*.py

View File

@@ -12,6 +12,13 @@ repos:
- id: forbid-submodules
- id: mixed-line-ending
- repo: https://github.com/compilerla/conventional-pre-commit
rev: v4.2.0
hooks:
- id: conventional-pre-commit
stages: [commit-msg]
args: []
- repo: local
hooks:
- id: cargo-fmt
@@ -20,12 +27,14 @@ repos:
language: system
types: [rust]
pass_filenames: false
- id: cargo-check
name: cargo check
entry: cargo check --all-targets
language: system
types_or: [rust, cargo, cargo-lock]
pass_filenames: false
- id: cargo-check-wasm
name: cargo check for wasm32-unknown-emscripten
entry: cargo check --all-targets --target=wasm32-unknown-emscripten

136
Cargo.lock generated
View File

@@ -663,7 +663,7 @@ checksum = "42f5e15c9953c5e4ccceeb2e7382a716482c34515315f7b03532b8b4e8393d2d"
[[package]]
name = "pacman"
version = "0.2.0"
version = "0.79.0"
dependencies = [
"anyhow",
"bevy_ecs",
@@ -693,7 +693,7 @@ dependencies = [
"tracing-error",
"tracing-subscriber",
"windows",
"windows-sys 0.60.2",
"windows-sys 0.61.0",
]
[[package]]
@@ -722,7 +722,7 @@ dependencies = [
"libc",
"redox_syscall",
"smallvec",
"windows-targets 0.52.6",
"windows-targets",
]
[[package]]
@@ -1051,11 +1051,11 @@ dependencies = [
[[package]]
name = "spin_sleep"
version = "1.3.2"
version = "1.3.3"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "14ac0e4b54d028c2000a13895bcd84cd02a1d63c4f78e08e4ec5ec8f53efd4b9"
checksum = "9c07347b7c0301b9adba4350bdcf09c039d0e7160922050db0439b3c6723c8ab"
dependencies = [
"windows-sys 0.60.2",
"windows-sys 0.61.0",
]
[[package]]
@@ -1398,9 +1398,9 @@ dependencies = [
[[package]]
name = "windows"
version = "0.61.3"
version = "0.62.0"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "9babd3a767a4c1aef6900409f85f5d53ce2544ccdfaa86dad48c91782c6d6893"
checksum = "9579d0e6970fd5250aa29aba5994052385ff55cf7b28a059e484bb79ea842e42"
dependencies = [
"windows-collections",
"windows-core",
@@ -1411,18 +1411,18 @@ dependencies = [
[[package]]
name = "windows-collections"
version = "0.2.0"
version = "0.3.0"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "3beeceb5e5cfd9eb1d76b381630e82c4241ccd0d27f1a39ed41b2760b255c5e8"
checksum = "a90dd7a7b86859ec4cdf864658b311545ef19dbcf17a672b52ab7cefe80c336f"
dependencies = [
"windows-core",
]
[[package]]
name = "windows-core"
version = "0.61.2"
version = "0.62.0"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "c0fdd3ddb90610c7638aa2b3a3ab2904fb9e5cdbecc643ddb3647212781c4ae3"
checksum = "57fe7168f7de578d2d8a05b07fd61870d2e73b4020e9f49aa00da8471723497c"
dependencies = [
"windows-implement",
"windows-interface",
@@ -1433,9 +1433,9 @@ dependencies = [
[[package]]
name = "windows-future"
version = "0.2.1"
version = "0.3.0"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "fc6a41e98427b19fe4b73c550f060b59fa592d7d686537eebf9385621bfbad8e"
checksum = "b2194dee901458cb79e1148a4e9aac2b164cc95fa431891e7b296ff0b2f1d8a6"
dependencies = [
"windows-core",
"windows-link",
@@ -1466,15 +1466,15 @@ dependencies = [
[[package]]
name = "windows-link"
version = "0.1.3"
version = "0.2.0"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "5e6ad25900d524eaabdbbb96d20b4311e1e7ae1699af4fb28c17ae66c80d798a"
checksum = "45e46c0661abb7180e7b9c281db115305d49ca1709ab8242adf09666d2173c65"
[[package]]
name = "windows-numerics"
version = "0.2.0"
version = "0.3.0"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "9150af68066c4c5c07ddc0ce30421554771e528bde427614c61038bc2c92c2b1"
checksum = "2ce3498fe0aba81e62e477408383196b4b0363db5e0c27646f932676283b43d8"
dependencies = [
"windows-core",
"windows-link",
@@ -1482,18 +1482,18 @@ dependencies = [
[[package]]
name = "windows-result"
version = "0.3.4"
version = "0.4.0"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "56f42bd332cc6c8eac5af113fc0c1fd6a8fd2aa08a0119358686e5160d0586c6"
checksum = "7084dcc306f89883455a206237404d3eaf961e5bd7e0f312f7c91f57eb44167f"
dependencies = [
"windows-link",
]
[[package]]
name = "windows-strings"
version = "0.4.2"
version = "0.5.0"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "56e6c93f3a0c3b36176cb1327a4958a0353d5d166c2a35cb268ace15e91d3b57"
checksum = "7218c655a553b0bed4426cf54b20d7ba363ef543b52d515b3e48d7fd55318dda"
dependencies = [
"windows-link",
]
@@ -1504,16 +1504,16 @@ version = "0.52.0"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "282be5f36a8ce781fad8c8ae18fa3f9beff57ec1b52cb3de0789201425d9a33d"
dependencies = [
"windows-targets 0.52.6",
"windows-targets",
]
[[package]]
name = "windows-sys"
version = "0.60.2"
version = "0.61.0"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "f2f500e4d28234f72040990ec9d39e3a6b950f9f22d3dba18416c35882612bcb"
checksum = "e201184e40b2ede64bc2ea34968b28e33622acdbbf37104f0e4a33f7abe657aa"
dependencies = [
"windows-targets 0.53.2",
"windows-link",
]
[[package]]
@@ -1522,37 +1522,21 @@ version = "0.52.6"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "9b724f72796e036ab90c1021d4780d4d3d648aca59e491e6b98e725b84e99973"
dependencies = [
"windows_aarch64_gnullvm 0.52.6",
"windows_aarch64_msvc 0.52.6",
"windows_i686_gnu 0.52.6",
"windows_i686_gnullvm 0.52.6",
"windows_i686_msvc 0.52.6",
"windows_x86_64_gnu 0.52.6",
"windows_x86_64_gnullvm 0.52.6",
"windows_x86_64_msvc 0.52.6",
]
[[package]]
name = "windows-targets"
version = "0.53.2"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "c66f69fcc9ce11da9966ddb31a40968cad001c5bedeb5c2b82ede4253ab48aef"
dependencies = [
"windows_aarch64_gnullvm 0.53.0",
"windows_aarch64_msvc 0.53.0",
"windows_i686_gnu 0.53.0",
"windows_i686_gnullvm 0.53.0",
"windows_i686_msvc 0.53.0",
"windows_x86_64_gnu 0.53.0",
"windows_x86_64_gnullvm 0.53.0",
"windows_x86_64_msvc 0.53.0",
"windows_aarch64_gnullvm",
"windows_aarch64_msvc",
"windows_i686_gnu",
"windows_i686_gnullvm",
"windows_i686_msvc",
"windows_x86_64_gnu",
"windows_x86_64_gnullvm",
"windows_x86_64_msvc",
]
[[package]]
name = "windows-threading"
version = "0.1.0"
version = "0.2.0"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "b66463ad2e0ea3bbf808b7f1d371311c80e115c0b71d60efc142cafbcfb057a6"
checksum = "ab47f085ad6932defa48855254c758cdd0e2f2d48e62a34118a268d8f345e118"
dependencies = [
"windows-link",
]
@@ -1563,96 +1547,48 @@ version = "0.52.6"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "32a4622180e7a0ec044bb555404c800bc9fd9ec262ec147edd5989ccd0c02cd3"
[[package]]
name = "windows_aarch64_gnullvm"
version = "0.53.0"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "86b8d5f90ddd19cb4a147a5fa63ca848db3df085e25fee3cc10b39b6eebae764"
[[package]]
name = "windows_aarch64_msvc"
version = "0.52.6"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "09ec2a7bb152e2252b53fa7803150007879548bc709c039df7627cabbd05d469"
[[package]]
name = "windows_aarch64_msvc"
version = "0.53.0"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "c7651a1f62a11b8cbd5e0d42526e55f2c99886c77e007179efff86c2b137e66c"
[[package]]
name = "windows_i686_gnu"
version = "0.52.6"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "8e9b5ad5ab802e97eb8e295ac6720e509ee4c243f69d781394014ebfe8bbfa0b"
[[package]]
name = "windows_i686_gnu"
version = "0.53.0"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "c1dc67659d35f387f5f6c479dc4e28f1d4bb90ddd1a5d3da2e5d97b42d6272c3"
[[package]]
name = "windows_i686_gnullvm"
version = "0.52.6"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "0eee52d38c090b3caa76c563b86c3a4bd71ef1a819287c19d586d7334ae8ed66"
[[package]]
name = "windows_i686_gnullvm"
version = "0.53.0"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "9ce6ccbdedbf6d6354471319e781c0dfef054c81fbc7cf83f338a4296c0cae11"
[[package]]
name = "windows_i686_msvc"
version = "0.52.6"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "240948bc05c5e7c6dabba28bf89d89ffce3e303022809e73deaefe4f6ec56c66"
[[package]]
name = "windows_i686_msvc"
version = "0.53.0"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "581fee95406bb13382d2f65cd4a908ca7b1e4c2f1917f143ba16efe98a589b5d"
[[package]]
name = "windows_x86_64_gnu"
version = "0.52.6"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "147a5c80aabfbf0c7d901cb5895d1de30ef2907eb21fbbab29ca94c5b08b1a78"
[[package]]
name = "windows_x86_64_gnu"
version = "0.53.0"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "2e55b5ac9ea33f2fc1716d1742db15574fd6fc8dadc51caab1c16a3d3b4190ba"
[[package]]
name = "windows_x86_64_gnullvm"
version = "0.52.6"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "24d5b23dc417412679681396f2b49f3de8c1473deb516bd34410872eff51ed0d"
[[package]]
name = "windows_x86_64_gnullvm"
version = "0.53.0"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "0a6e035dd0599267ce1ee132e51c27dd29437f63325753051e71dd9e42406c57"
[[package]]
name = "windows_x86_64_msvc"
version = "0.52.6"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "589f6da84c646204747d1270a2a5661ea66ed1cced2631d546fdfb155959f9ec"
[[package]]
name = "windows_x86_64_msvc"
version = "0.53.0"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "271414315aff87387382ec3d271b52d7ae78726f5d44ac98b4f4030c91880486"
[[package]]
name = "winnow"
version = "0.7.12"

View File

@@ -1,6 +1,6 @@
[package]
name = "pacman"
version = "0.2.0"
version = "0.79.0"
authors = ["Xevion"]
edition = "2021"
rust-version = "1.86.0"
@@ -21,7 +21,7 @@ default-run = "pacman"
bevy_ecs = "0.16.1"
glam = "0.30.5"
pathfinding = "4.14"
tracing = { version = "0.1.41", features = ["max_level_debug", "release_max_level_debug"]}
tracing = { version = "0.1.41", features = ["max_level_trace", "release_max_level_debug"]}
tracing-error = "0.2.0"
tracing-subscriber = {version = "0.3.20", features = ["env-filter"]}
time = { version = "0.3.43", features = ["formatting", "macros"] }
@@ -40,17 +40,17 @@ num-width = "0.1.0"
phf = { version = "0.13.1", features = ["macros"] }
# Windows-specific dependencies
[target.'cfg(target_os = "windows")'.dependencies]
[target.'cfg(windows)'.dependencies]
# Used for customizing console output on Windows; both are required due to the `windows` crate having poor Result handling with `GetStdHandle`.
windows = { version = "0.61.3", features = ["Win32_Security", "Win32_Storage_FileSystem", "Win32_System_Console"] }
windows-sys = { version = "0.60.2", features = ["Win32_System_Console"] }
windows = { version = "0.62.0", features = ["Win32_Security", "Win32_Storage_FileSystem", "Win32_System_Console"] }
windows-sys = { version = "0.61.0", features = ["Win32_System_Console"] }
# Desktop-specific dependencies
[target.'cfg(not(target_os = "emscripten"))'.dependencies]
# On desktop platforms, build SDL2 with cargo-vcpkg
sdl2 = { version = "0.38", default-features = false, features = ["image", "ttf", "gfx", "mixer", "unsafe_textures", "static-link", "use-vcpkg"] }
rand = { version = "0.9.2", default-features = false, features = ["thread_rng"] }
spin_sleep = "1.3.2"
spin_sleep = "1.3.3"
# Browser-specific dependencies
[target.'cfg(target_os = "emscripten")'.dependencies]
@@ -98,3 +98,6 @@ x86_64-pc-windows-msvc = { triplet = "x64-windows-static-md" }
x86_64-unknown-linux-gnu = { triplet = "x64-linux" }
x86_64-apple-darwin = { triplet = "x64-osx" }
aarch64-apple-darwin = { triplet = "arm64-osx" }
[lints.rust]
unexpected_cfgs = { level = "warn", check-cfg = ['cfg(coverage,coverage_nightly)'] }

View File

@@ -1,9 +1,6 @@
set shell := ["bash", "-c"]
set windows-shell := ["powershell.exe", "-NoLogo", "-Command"]
# Regex to exclude files from coverage report, double escapes for Justfile + CLI
# You can use src\\\\..., but the filename alone is acceptable too
coverage_exclude_pattern := "src\\\\app\\.rs|audio\\.rs|src\\\\error\\.rs|platform\\\\emscripten\\.rs|bin\\\\.+\\.rs|main\\.rs|platform\\\\desktop\\.rs|platform\\\\tracing_buffer\\.rs|platform\\\\buffered_writer\\.rs|systems\\\\debug\\.rs|systems\\\\profiling\\.rs"
binary_extension := if os() == "windows" { ".exe" } else { "" }
@@ -14,22 +11,19 @@ binary_extension := if os() == "windows" { ".exe" } else { "" }
html: coverage
cargo llvm-cov report \
--remap-path-prefix \
--ignore-filename-regex "{{ coverage_exclude_pattern }}" \
--html \
--open
# Display report (for humans)
report-coverage: coverage
cargo llvm-cov report \
--remap-path-prefix \
--ignore-filename-regex "{{ coverage_exclude_pattern }}"
cargo llvm-cov report --remap-path-prefix
# Run & generate report (for CI)
# Run & generate LCOV report (as base report)
coverage:
cargo llvm-cov \
cargo +nightly llvm-cov \
--lcov \
--remap-path-prefix \
--ignore-filename-regex "{{ coverage_exclude_pattern }}" \
--workspace \
--output-path lcov.info \
--profile coverage \
--no-fail-fast nextest

113
README.md
View File

@@ -1,80 +1,94 @@
<!-- markdownlint-disable MD033 -->
<!-- markdownlint-disable MD041 -->
<div align="center">
<img src="assets/repo/banner.png" alt="Pac-Man Banner Screenshot">
</div>
# 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]
[![A project just for fun, no really!][badge-justforfunnoreally]][justforfunnoreally] ![Built with Rust][badge-built-with-rust] [![Build Status][badge-build]][build] [![Tests Status][badge-test]][test] [![Checks Status][badge-checks]][checks] [![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]
[badge-built-with-rust]: https://img.shields.io/badge/Built_with-Rust-blue?logo=rust
[badge-justforfunnoreally]: https://img.shields.io/badge/justforfunnoreally-dev-9ff
[badge-test]: https://github.com/Xevion/Pac-Man/actions/workflows/tests.yaml/badge.svg
[badge-checks]: https://github.com/Xevion/Pac-Man/actions/workflows/checks.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-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
[badge-online-demo]: https://img.shields.io/badge/Online%20Demo-Click%20Me!-brightgreen
[justforfunnoreally]: https://justforfunnoreally.dev
[build]: https://github.com/Xevion/Pac-Man/actions/workflows/build.yaml
[test]: https://github.com/Xevion/Pac-Man/actions/workflows/tests.yaml
[checks]: https://github.com/Xevion/Pac-Man/actions/workflows/checks.yaml
[coverage]: https://coveralls.io/github/Xevion/Pac-Man?branch=master
[demo]: https://xevion.github.io/Pac-Man/
[commits]: https://github.com/Xevion/Pac-Man/commits/master
A faithful recreation of the classic Pac-Man arcade game written in Rust. This project aims to replicate the original game's mechanics, graphics, sound, and behavior as accurately as possible while providing modern development features like cross-platform compatibility and WebAssembly support.
A faithful recreation of the classic Pac-Man arcade game, written in Rust.
This project aims to replicate the original game's mechanics, graphics, sound, and behavior as accurately as possible while providing modern development features like cross-platform compatibility and WebAssembly support.
The game includes all the original features you'd expect from Pac-Man:
- [x] Classic maze navigation and dot collection
- [x] Classic maze navigation with tunnels and dot collection
- [ ] Four ghosts with their unique AI behaviors (Blinky, Pinky, Inky, and Clyde)
- [ ] Power pellets that allow Pac-Man to eat ghosts
- [x] Power pellets that allow Pac-Man to eat ghosts
- [ ] Fruit bonuses that appear periodically
- [ ] Progressive difficulty with faster ghosts and shorter power pellet duration
- [x] Authentic sound effects and sprites
This cross-platform implementation is built with SDL2 for graphics, audio, and input handling. It can run on Windows, Linux, macOS, and in web browsers via WebAssembly.
This cross-platform implementation is built with SDL2 for graphics, audio, and input handling. It can run on Windows, Linux, macOS, even web browsers via WebAssembly.
## Quick Start
The easiest way to play is to visit the [online demo][demo]. It is more or less identical to the desktop experience at this time.
While I do plan to have desktop builds released automatically, the game is still a work in progress, and I'm not quite ready to start uploading releases.
However, every commit has build artifacts, so you can grab the [latest build artifacts][build-workflow] if available.
## Screenshots
<div align="center">
<img src="assets/repo/screenshots/0.png" alt="Screenshot 0 - Starting Game">
<p><em>Starting a new game</em></p>
<img src="assets/repo/screenshots/1.png" alt="Screenshot 1 - Eating Dots">
<p><em>Pac-Man collecting dots and avoiding ghosts</em></p>
<img src="assets/repo/screenshots/2.png" alt="Screenshot 2 - Game Over">
<p><em>Game over screen after losing all lives</em></p>
<img src="assets/repo/screenshots/3.png" alt="Screenshot 3 - Debug Mode">
<p><em>Debug mode showing hitboxes, node graph, and performance details.</em></p>
</div>
## Why?
Just because. And because I wanted to learn more about Rust, inter-operability with C, and compiling to WebAssembly.
[Just for fun.][justforfunnoreally] And because I wanted to learn more about Rust, inter-operability with C, and compiling to WebAssembly.
I was inspired by a certain code review video on YouTube; [SOME UNIQUE C++ CODE // Pacman Clone Code Review](https://www.youtube.com/watch?v=OKs_JewEeOo) by The Cherno.
Originally, I was inspired by a certain code review video on YouTube; [SOME UNIQUE C++ CODE // Pacman Clone Code Review](https://www.youtube.com/watch?v=OKs_JewEeOo). For some reason, I was inspired to try and replicate it in Rust, and it was uniquely challenging. It's not easy to integrate SDL2 with Rust, and even harder to get it working with Emscripten.
For some reason, I was inspired to try and replicate it in Rust, and it was uniquely challenging.
I wanted to hit a lot of goals and features, making it a 'perfect' project that I could be proud of.
I wanted to hit a log of goals and features, making it a 'perfect' project that I could be proud of.
- Near-perfect replication of logic, scoring, graphics, sound, and behaviors. No hacks, workarounds, or poor designs.
- Written in Rust, buildable on Windows, Linux, Mac and WebAssembly. Statically linked, no runtime dependencies.
- Near-perfect replication of logic, scoring, graphics, sound, and behaviors. No hacks, workarounds, or poor designs. Well documented, well-tested, and maintainable.
- Written in Rust, buildable on Windows, Linux, Mac and WebAssembly. Statically linked, no runtime dependencies, automatically built with GitHub Actions.
- Performant, low memory, CPU and GPU usage.
- Online demo, playable in a browser.
- Completely automatic build system with releases for all platforms.
- Well documented, well-tested, and maintainable.
- Online demo, playable in a browser, built automatically with GitHub Actions.
## Experimental Ideas
If you're curious about the journey of this project, you can read the [story](STORY.md) file. Eventually, I will be using this as the basis for some sort of blog post or more official page, but for now, I'm keeping it within the repository as a simple file.
- Debug tooling
- Game state visualization
- Game speed controls + pausing
- Log tracing
- Performance details
- Customized Themes & Colors
- Color-blind friendly
- Perfected Ghost Algorithms
- More than 4 ghosts
- Custom Level Generation
- Multi-map tunnelling
- Online Scoreboard
- An online axum server with a simple database and OAuth2 authentication.
- Integrates with GitHub, Discord, and Google OAuth2 to acquire an email identifier & avatar.
- Avatars are optional for score submission and can be disabled, instead using a blank avatar.
- Avatars are downscaled to a low resolution pixellated image to maintain the 8-bit aesthetic.
- A custom name is used for the score submission, which is checked for potential abusive language.
- A max length of 14 characters, and a min length of 3 characters.
- Names are checked for potential abusive language via an external API.
- The client implementation should require zero configuration, environment variables, or special secrets.
- It simply defaults to the pacman server API, or can be overriden manually.
## Roadmap
You can read the [roadmap](ROADMAP.md) file for more details on the project's goals and future plans.
## Build Notes
Since this project is still in progress, I'm only going to cover non-obvious build details. By reading the code, build scripts, and copying the online build workflows, you should be able to replicate the build process.
- Install `cargo-vcpkg` with `cargo install cargo-vcpkg`, then run `cargo vcpkg build` to build the requisite dependencies via vcpkg.
- This is only required for the desktop builds, not the web build.
- We use rustc 1.86.0 for the build, due to bulk-memory-opt related issues on wasm32-unknown-emscripten.
- Technically, we could probably use stable or even nightly on desktop targets, but using different versions for different targets is a pain, mainly because of clippy warnings changing between versions.
- Install `cargo-vcpkg` with `cargo install cargo-vcpkg`, then run `cargo vcpkg build` to build the requisite dependencies via vcpkg.
- For the WASM build, you need to have the Emscripten SDK cloned; you can do so with `git clone https://github.com/emscripten-core/emsdk.git`
- The first time you clone, you'll need to install the appropriate SDK version with `./emsdk install 3.1.43` and then activate it with `./emsdk activate 3.1.43`. On Windows, use `./emsdk/emsdk.ps1` instead.
- I'm still not sure _why_ 3.1.43 is required, but it is. Perhaps in the future I will attempt to use a more modern version.
@@ -87,3 +101,18 @@ Since this project is still in progress, I'm only going to cover non-obvious bui
- `caddy file-server --root dist` (install with `[sudo apt|brew|choco] install caddy` or [a dozen other ways](https://caddyserver.com/docs/install))
- `web.build.ts` auto installs dependencies, but you may need to pass `-i` or `--install=fallback|force` to install missing packages. My guess is that if you have some packages installed, it won't install any missing ones. If you have no packages installed, it will install all of them.
- If you want to have TypeScript resolution for development, you can manually install the dependencies with `bun install` in the `assets/site` folder.
## Contributing
Contributions are welcome! Please feel free to submit a pull request or open an issue.
- The code is not exactly stable or bulletproof, but it is functional and has a lot of tests.
- I am not actively looking for contributors, but I will review pull requests and merge them if they are useful.
- If you have any ideas, please feel free to submit an issue.
- If you have any private issues, security concerns, or anything sensitive, you can email me at [xevion@xevion.dev](mailto:xevion@xevion.dev).
## License
This project is licensed under the GPLv3 license. See the [LICENSE](LICENSE) file for details.
[build-workflow]: https://github.com/Xevion/Pac-Man/actions/workflows/build.yaml

161
ROADMAP.md Normal file
View File

@@ -0,0 +1,161 @@
# Roadmap
A comprehensive list of features needed to complete the Pac-Man emulation, organized by priority and implementation complexity.
## Core Game Features
### Ghost AI & Behavior
- [x] Core Ghost System Architecture
- [x] Ghost entity types (Blinky, Pinky, Inky, Clyde)
- [x] Ghost state management (Normal, Frightened, Eyes)
- [x] Ghost movement and pathfinding systems
- [ ] Authentic Ghost AI Personalities
- [ ] Blinky (Red): Direct chase behavior
- [ ] Pinky (Pink): Target 4 tiles ahead of Pac-Man
- [ ] Inky (Cyan): Complex behavior based on Blinky's position
- [ ] Clyde (Orange): Chase when far, flee when close
- [x] Mode Switching System
- [ ] Scatter/Chase pattern with proper timing
- [x] Frightened mode transitions
- [ ] Ghost house entry/exit mechanics
- [x] Ghost House Behavior
- [x] Proper spawning sequence
- [ ] Exit timing and patterns
- [ ] House-specific movement rules
### Fruit Bonus System
- [x] Fruit Spawning Mechanics
- [x] Spawn at pellet counts 70 and 170
- [ ] Fruit display in bottom-right corner
- [x] Fruit collection and scoring
- [x] Bonus point display system
### Level Progression
- [ ] Multiple Levels
- [ ] Level completion detection
- [ ] Progressive difficulty scaling
- [ ] Ghost speed increases per level
- [ ] Power pellet duration decreases
- [ ] Intermission Screens
- [ ] Between-level cutscenes
- [ ] Proper graphics and timing
### Audio System Completion
- [x] Core Audio Infrastructure
- [x] Audio event system
- [x] Sound effect playback
- [x] Audio muting controls
- [ ] Background Music
- [ ] Continuous gameplay music
- [ ] Escalating siren based on remaining pellets
- [ ] Power pellet mode music
- [ ] Intermission music
- [x] Sound Effects
- [x] Pellet eating sounds
- [x] Fruit collection sounds
- [ ] Ghost movement sounds
- [ ] Level completion fanfare
### Game Mechanics
- [ ] Bonus Lives
- [ ] Extra life at 10,000 points
- [x] Life counter display
- [ ] High Score System
- [ ] High score tracking
- [x] High score display
- [ ] Score persistence
## Secondary Features (Medium Priority)
### Game Polish
- [x] Core Input System
- [x] Keyboard controls
- [x] Direction buffering for responsive controls
- [x] Touch controls for mobile
- [ ] Pause System
- [ ] Pause/unpause functionality
- [ ] Pause menu with options
- [ ] Input System
- [ ] Input remapping
- [ ] Multiple input methods
## Advanced Features (Lower Priority)
### Difficulty Options
- [ ] Easy/Normal/Hard modes
- [ ] Customizable ghost speeds
### Data Persistence
- [ ] High Score Persistence
- [ ] Save high scores to file
- [ ] High score table display
- [ ] Settings Storage
- [ ] Save user preferences
- [ ] Audio/visual settings
- [ ] Statistics Tracking
- [ ] Game statistics
- [ ] Achievement system
### Debug & Development Tools
- [x] Performance details
- [x] Core Debug Infrastructure
- [x] Debug mode toggle
- [x] Comprehensive game event logging
- [x] Performance profiling tools
- [ ] Game State Visualization
- [ ] Ghost AI state display
- [ ] Pathfinding visualization
- [ ] Collision detection display
- [ ] Game Speed Controls
- [ ] Variable game speed for testing
- [ ] Frame-by-frame stepping
## Customization & Extensions
### Visual Customization
- [x] Core Rendering System
- [x] Sprite-based rendering
- [x] Layered rendering system
- [x] Animation system
- [x] HUD rendering
- [ ] Display Options
- [ ] Fullscreen support
- [x] Window resizing
- [ ] Pause while resizing (SDL2 limitation mitigation)
- [ ] Multiple resolution support
### Gameplay Extensions
- [ ] Advanced Ghost AI
- [ ] Support for >4 ghosts
- [ ] Custom ghost behaviors
- [ ] Level Generation
- [ ] Custom level creation
- [ ] Multi-map tunneling
- [ ] Level editor
## Online Features (Future)
### Scoreboard System
- [ ] Backend Infrastructure
- [ ] Axum server with database
- [ ] OAuth2 authentication
- [ ] GitHub/Discord/Google auth
- [ ] Profile Features
- [ ] Optional avatars (8-bit aesthetic)
- [ ] Custom names (3-14 chars, filtered)
- [ ] Client Implementation
- [ ] Zero-config client
- [ ] Default API endpoint
- [ ] Manual override available

View File

@@ -31,7 +31,7 @@ WebAssembly.
The problem is that much of this work was done for pure-Rust applications - and SDL is C++.
This requires a C++ WebAssembly compiler such as Emscripten; and it's a pain to get working.
Luckily though, someone else has done this before, and they fully documented it - [RuggRouge][ruggrouge].
Luckily though, someone else has done this before, and they fully documented it - [RuggRouge][ruggrogue].
- Built with Rust
- Uses SDL2
@@ -92,7 +92,7 @@ This was weird, and honestly, I'm confused as to why the 2-year old sample code
After a bit of time, I noted that the `Instant` times were printing with only the whole seconds changing, and the nanoseconds were always 0.
```
```rust
Instant { tv_sec: 0, tv_nsec: 0 }
Instant { tv_sec: 1, tv_nsec: 0 }
Instant { tv_sec: 2, tv_nsec: 0 }
@@ -357,7 +357,7 @@ Doing so required a full re-work of the animation and texture system, and I ende
So, I ended up using `unsafe` to forcibly cast the lifetimes to `'static`, which was a bit of a gamble, but given that they essentially behave as `'static` in practice, there wasn't much risk as I see it. I might re-look into my understanding of lifetimes and this in the future, but for the time being, it's a good solution that makes the codebase far easier to work with.
## Cross-platform Builds
## Implementing Cross-platform Builds for Pac-Man
Since the original `rust-sdl2-emscripten` demo project had cross-platform builds, I was ready to get it working for this project. For the most part, it wasn't hard, things tended to click into place, but unfortunately, the `emscripten` os target and somehow, the `linux` os target were both failing.
@@ -412,8 +412,8 @@ The bigger downside was that I had to toss out almost all the existing code for
This ended up being okay though, as I was able to clean up a lot of gross code, and the system ended up being easier to work with by comparison.
[code-review-video]: https://www.youtube.com/watch?v=OKs_JewEeOo
[code-review-thumbnail]: https://img.youtube.com/vi/OKs_JewEeOo/hqdefault.jpg
[code-review-video]: https://www.youtube.com/watch?v=OKs_JewEeOo
[fighting-lifetimes-1]: https://devcry.heiho.net/html/2022/20220709-rust-and-sdl2-fighting-with-lifetimes.html
[fighting-lifetimes-2]: https://devcry.heiho.net/html/2022/20220716-rust-and-sdl2-fighting-with-lifetimes-2.html
[fighting-lifetimes-3]: https://devcry.heiho.net/html/2022/20220724-rust-and-sdl2-fighting-with-lifetimes-3.html

View File

Binary file not shown.

BIN
assets/repo/banner.png Normal file
View File

Binary file not shown.

After

Width:  |  Height:  |  Size: 9.3 KiB

View File

Binary file not shown.

After

Width:  |  Height:  |  Size: 28 KiB

View File

Binary file not shown.

After

Width:  |  Height:  |  Size: 26 KiB

View File

Binary file not shown.

After

Width:  |  Height:  |  Size: 27 KiB

View File

Binary file not shown.

After

Width:  |  Height:  |  Size: 40 KiB

View File

@@ -28,16 +28,18 @@ need_stdout = false
[jobs.test]
command = [
"cargo", "nextest", "run",
"--hide-progress-bar", "--failure-output", "final"
"cargo",
"nextest",
"run",
"--hide-progress-bar",
"--failure-output",
"final",
]
need_stdout = true
analyzer = "nextest"
[jobs.coverage]
command = [
"just", "report-coverage"
]
command = ["just", "report-coverage"]
need_stdout = true
ignored_lines = [
"info:",
@@ -54,7 +56,7 @@ ignored_lines = [
"\\s*Finished.+in \\d+",
"\\s*Summary\\s+\\[",
"\\s*Blocking",
"Finished report saved to"
"Finished report saved to",
]
on_change_strategy = "wait_then_restart"
@@ -66,21 +68,26 @@ need_stdout = false
[jobs.doc-open]
command = ["cargo", "doc", "--no-deps", "--open"]
need_stdout = false
on_success = "back" # so that we don't open the browser at each change
on_success = "back" # so that we don't open the browser at each change
[jobs.run]
command = [
"cargo", "run",
]
command = ["cargo", "run"]
need_stdout = true
allow_warnings = true
background = false
on_change_strategy = "kill_then_restart"
# kill = ["pkill", "-TERM", "-P"]'
[jobs.precommit]
command = ["pre-commit", "run", "--all-files"]
need_stdout = true
background = false
on_change_strategy = "kill_then_restart"
[keybindings]
c = "job:clippy"
alt-c = "job:check"
ctrl-alt-c = "job:check-all"
shift-c = "job:clippy-all"
f = "job:coverage"
p = "job:precommit"

View File

@@ -10,7 +10,7 @@ use crate::platform;
use sdl2::pixels::PixelFormatEnum;
use sdl2::render::RendererInfo;
use sdl2::{AudioSubsystem, Sdl};
use tracing::debug;
use tracing::{debug, info, trace};
/// Main application wrapper that manages SDL initialization, window lifecycle, and the game loop.
pub struct App {
@@ -30,12 +30,20 @@ impl App {
/// Returns `GameError::Sdl` if any SDL initialization step fails, or propagates
/// errors from `Game::new()` during game state setup.
pub fn new() -> GameResult<Self> {
info!("Initializing SDL2 application");
let sdl_context = sdl2::init().map_err(|e| GameError::Sdl(e.to_string()))?;
debug!("Initializing SDL2 subsystems");
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()))?;
let event_pump = sdl_context.event_pump().map_err(|e| GameError::Sdl(e.to_string()))?;
trace!(
width = (CANVAS_SIZE.x as f32 * SCALE).round() as u32,
height = (CANVAS_SIZE.y as f32 * SCALE).round() as u32,
scale = SCALE,
"Creating game window"
);
let window = video_subsystem
.window(
"Pac-Man",
@@ -64,7 +72,7 @@ impl App {
{
let mut names = drivers.keys().collect::<Vec<_>>();
names.sort_by_key(|k| get_driver(k));
debug!("Drivers: {names:?}")
trace!("Drivers: {names:?}")
}
// Count the number of times each pixel format is supported by each driver
@@ -76,11 +84,12 @@ impl App {
counts
});
debug!("Pixel format counts: {pixel_format_counts:?}");
trace!(pixel_format_counts = ?pixel_format_counts, "Available pixel formats per driver");
let index = get_driver("direct3d");
debug!("Driver index: {index:?}");
trace!(driver_index = ?index, "Selected graphics driver");
trace!("Creating hardware-accelerated canvas");
let mut canvas = window
.into_canvas()
.accelerated()
@@ -88,15 +97,23 @@ impl App {
.build()
.map_err(|e| GameError::Sdl(e.to_string()))?;
trace!(
logical_width = CANVAS_SIZE.x,
logical_height = CANVAS_SIZE.y,
"Setting canvas logical size"
);
canvas
.set_logical_size(CANVAS_SIZE.x, CANVAS_SIZE.y)
.map_err(|e| GameError::Sdl(e.to_string()))?;
debug!("Renderer: {:?}", canvas.info());
debug!(renderer_info = ?canvas.info(), "Canvas renderer initialized");
trace!("Creating texture factory");
let texture_creator = canvas.texture_creator();
info!("Starting game initialization");
let game = Game::new(canvas, ttf_context, texture_creator, event_pump)?;
info!("Application initialization completed successfully");
Ok(App {
game,
focused: true,

View File

@@ -1,4 +1,3 @@
#![allow(dead_code)]
//! Cross-platform asset loading abstraction.
//! On desktop, assets are embedded using include_bytes!; on Emscripten, assets are loaded from the filesystem.
@@ -19,6 +18,8 @@ pub enum Asset {
AtlasImage,
/// Terminal Vector font for text rendering (TerminalVector.ttf)
Font,
/// Sound effect for Pac-Man's death
DeathSound,
}
impl Asset {
@@ -37,6 +38,7 @@ impl Asset {
Wav4 => "sound/waka/4.ogg",
AtlasImage => "atlas.png",
Font => "TerminalVector.ttf",
DeathSound => "sound/pacman_death.wav",
}
}
}
@@ -45,6 +47,7 @@ mod imp {
use super::*;
use crate::error::AssetError;
use crate::platform;
use tracing::trace;
/// Loads asset bytes using the appropriate platform-specific method.
///
@@ -58,7 +61,13 @@ mod imp {
/// Returns `AssetError::NotFound` if the asset file cannot be located (Emscripten only),
/// or `AssetError::Io` for filesystem I/O failures.
pub fn get_asset_bytes(asset: Asset) -> Result<Cow<'static, [u8]>, AssetError> {
platform::get_asset_bytes(asset)
trace!(asset = ?asset, "Loading game asset");
let result = platform::get_asset_bytes(asset);
match &result {
Ok(bytes) => trace!(asset = ?asset, size_bytes = bytes.len(), "Asset loaded successfully"),
Err(e) => trace!(asset = ?asset, error = ?e, "Asset loading failed"),
}
result
}
}

View File

@@ -12,10 +12,10 @@ const SOUND_ASSETS: [Asset; 4] = [Asset::Wav1, Asset::Wav2, Asset::Wav3, Asset::
/// This struct is responsible for initializing the audio device, loading sounds,
/// and playing them. If audio fails to initialize, it will be disabled and all
/// functions will silently do nothing.
#[allow(dead_code)]
pub struct Audio {
_mixer_context: Option<mixer::Sdl2MixerContext>,
sounds: Vec<Chunk>,
death_sound: Option<Chunk>,
next_sound_index: usize,
muted: bool,
disabled: bool,
@@ -44,6 +44,7 @@ impl Audio {
return Self {
_mixer_context: None,
sounds: Vec::new(),
death_sound: None,
next_sound_index: 0,
muted: false,
disabled: true,
@@ -65,6 +66,7 @@ impl Audio {
return Self {
_mixer_context: None,
sounds: Vec::new(),
death_sound: None,
next_sound_index: 0,
muted: false,
disabled: true,
@@ -93,12 +95,33 @@ impl Audio {
}
}
let death_sound = match get_asset_bytes(Asset::DeathSound) {
Ok(data) => match RWops::from_bytes(&data) {
Ok(rwops) => match rwops.load_wav() {
Ok(chunk) => Some(chunk),
Err(e) => {
tracing::warn!("Failed to load death sound from asset API: {}", e);
None
}
},
Err(e) => {
tracing::warn!("Failed to create RWops for death sound: {}", e);
None
}
},
Err(e) => {
tracing::warn!("Failed to load death sound asset: {}", e);
None
}
};
// If no sounds loaded successfully, disable audio
if sounds.is_empty() {
if sounds.is_empty() && death_sound.is_none() {
tracing::warn!("No sounds loaded successfully. Audio will be disabled.");
return Self {
_mixer_context: Some(mixer_context),
sounds: Vec::new(),
death_sound: None,
next_sound_index: 0,
muted: false,
disabled: true,
@@ -108,6 +131,7 @@ impl Audio {
Audio {
_mixer_context: Some(mixer_context),
sounds,
death_sound,
next_sound_index: 0,
muted: false,
disabled: false,
@@ -119,7 +143,6 @@ impl Audio {
/// Automatically rotates through the four eating sound assets. The sound plays on channel 0 and the internal sound index
/// advances to the next variant. Silently returns if audio is disabled, muted,
/// or no sounds were loaded successfully.
#[allow(dead_code)]
pub fn eat(&mut self) {
if self.disabled || self.muted || self.sounds.is_empty() {
return;
@@ -138,6 +161,24 @@ impl Audio {
self.next_sound_index = (self.next_sound_index + 1) % self.sounds.len();
}
/// Plays the death sound effect.
pub fn death(&mut self) {
if self.disabled || self.muted {
return;
}
if let Some(chunk) = &self.death_sound {
mixer::Channel::all().play(chunk, 0).ok();
}
}
/// Halts all currently playing audio channels.
pub fn stop_all(&mut self) {
if !self.disabled {
mixer::Channel::all().halt();
}
}
/// Instantly mutes or unmutes all audio channels by adjusting their volume.
///
/// Sets all 4 mixer channels to zero volume when muting, or restores them to
@@ -168,7 +209,6 @@ impl Audio {
/// Audio can be disabled due to SDL2_mixer initialization failures, missing
/// audio device, or failure to load any sound assets. When disabled, all
/// audio operations become no-ops.
#[allow(dead_code)]
pub fn is_disabled(&self) -> bool {
self.disabled
}

View File

@@ -1,3 +1,6 @@
#![cfg_attr(coverage_nightly, feature(coverage_attribute))]
#![cfg_attr(coverage_nightly, coverage(off))]
use std::time::{Duration, Instant};
use sdl2::event::Event;

View File

@@ -1,3 +1,6 @@
#![cfg_attr(coverage_nightly, feature(coverage_attribute))]
#![cfg_attr(coverage_nightly, coverage(off))]
use circular_buffer::CircularBuffer;
use pacman::constants::CANVAS_SIZE;
use sdl2::event::Event;

View File

@@ -25,12 +25,25 @@ pub const SCALE: f32 = 2.6;
/// screen for score display, player lives, and other UI elements.
pub const BOARD_CELL_OFFSET: UVec2 = UVec2::new(0, 3);
/// Bottom HUD row offset to reserve space below the game board.
///
/// The 2-cell vertical offset (16 pixels) provides space at the bottom of the
/// screen for displaying Pac-Man's lives (left) and fruit symbols (right).
pub const BOARD_BOTTOM_CELL_OFFSET: UVec2 = UVec2::new(0, 2);
/// Pixel-space equivalent of `BOARD_CELL_OFFSET` for rendering calculations.
///
/// Automatically calculated from the cell offset to maintain consistency
/// when the cell size changes. Used for positioning sprites and debug overlays.
pub const BOARD_PIXEL_OFFSET: UVec2 = UVec2::new(BOARD_CELL_OFFSET.x * CELL_SIZE, BOARD_CELL_OFFSET.y * CELL_SIZE);
/// Pixel-space equivalent of `BOARD_BOTTOM_CELL_OFFSET` for rendering calculations.
///
/// Automatically calculated from the cell offset to maintain consistency
/// when the cell size changes. Used for positioning bottom HUD elements.
pub const BOARD_BOTTOM_PIXEL_OFFSET: UVec2 =
UVec2::new(BOARD_BOTTOM_CELL_OFFSET.x * CELL_SIZE, BOARD_BOTTOM_CELL_OFFSET.y * CELL_SIZE);
/// Animation timing constants for ghost state management
pub mod animation {
/// Normal ghost movement animation speed (ticks per frame at 60 ticks/sec)
@@ -39,21 +52,23 @@ pub mod animation {
pub const GHOST_EATEN_SPEED: u16 = 6;
/// Frightened ghost animation speed (ticks per frame at 60 ticks/sec)
pub const GHOST_FRIGHTENED_SPEED: u16 = 12;
/// Time in ticks when frightened ghosts start flashing (2 seconds at 60 FPS)
pub const FRIGHTENED_FLASH_START_TICKS: u32 = 120;
/// Time in ticks for frightened ghosts to return to normal
pub const GHOST_FRIGHTENED_TICKS: u32 = 300;
/// Time in ticks when frightened ghosts start flashing
pub const GHOST_FRIGHTENED_FLASH_START_TICKS: u32 = GHOST_FRIGHTENED_TICKS - 120;
}
/// The size of the canvas, in pixels.
pub const CANVAS_SIZE: UVec2 = UVec2::new(
(BOARD_CELL_SIZE.x + BOARD_CELL_OFFSET.x) * CELL_SIZE,
(BOARD_CELL_SIZE.y + BOARD_CELL_OFFSET.y) * CELL_SIZE,
(BOARD_CELL_SIZE.x + BOARD_CELL_OFFSET.x + BOARD_BOTTOM_CELL_OFFSET.x) * CELL_SIZE,
(BOARD_CELL_SIZE.y + BOARD_CELL_OFFSET.y + BOARD_BOTTOM_CELL_OFFSET.y) * CELL_SIZE,
);
pub const LARGE_SCALE: f32 = 2.6;
pub const LARGE_CANVAS_SIZE: UVec2 = UVec2::new(
(((BOARD_CELL_SIZE.x + BOARD_CELL_OFFSET.x) * CELL_SIZE) as f32 * LARGE_SCALE) as u32,
(((BOARD_CELL_SIZE.y + BOARD_CELL_OFFSET.y) * CELL_SIZE) as f32 * LARGE_SCALE) as u32,
(((BOARD_CELL_SIZE.x + BOARD_CELL_OFFSET.x + BOARD_BOTTOM_CELL_OFFSET.x) * CELL_SIZE) as f32 * LARGE_SCALE) as u32,
(((BOARD_CELL_SIZE.y + BOARD_CELL_OFFSET.y + BOARD_BOTTOM_CELL_OFFSET.y) * CELL_SIZE) as f32 * LARGE_SCALE) as u32,
);
/// Collider size constants for different entity types
@@ -66,6 +81,8 @@ pub mod collider {
pub const PELLET_SIZE: f32 = CELL_SIZE as f32 * 0.4;
/// Collider size for power pellets/energizers (0.95x cell size)
pub const POWER_PELLET_SIZE: f32 = CELL_SIZE as f32 * 0.95;
/// Collider size for fruits (0.8x cell size)
pub const FRUIT_SIZE: f32 = CELL_SIZE as f32 * 1.375;
}
/// UI and rendering constants
@@ -132,8 +149,6 @@ pub const RAW_BOARD: [&str; BOARD_CELL_SIZE.y as usize] = [
pub mod startup {
/// Number of frames for the startup sequence (3 seconds at 60 FPS)
pub const STARTUP_FRAMES: u32 = 60 * 3;
/// Number of ticks per frame during startup
pub const STARTUP_TICKS_PER_FRAME: u32 = 60;
}
/// Game mechanics constants

View File

@@ -46,6 +46,7 @@ pub enum AssetError {
#[error("IO error: {0}")]
Io(#[from] io::Error),
// This error is only possible on Emscripten, as the assets are loaded from a 'filesystem' of sorts (while on Desktop, they are included in the binary at compile time)
#[allow(dead_code)]
#[error("Asset not found: {0}")]
NotFound(String),
@@ -53,12 +54,10 @@ pub enum AssetError {
/// Platform-specific errors.
#[derive(thiserror::Error, Debug)]
#[allow(dead_code)]
pub enum PlatformError {
#[error("Console initialization failed: {0}")]
#[cfg(any(windows, target_os = "emscripten"))]
ConsoleInit(String),
#[error("Platform-specific error: {0}")]
Other(String),
}
/// Error type for map parsing operations.
@@ -110,55 +109,3 @@ pub enum MapError {
/// Result type for game operations.
pub type GameResult<T> = Result<T, GameError>;
/// Helper trait for converting other error types to GameError.
pub trait IntoGameError<T> {
#[allow(dead_code)]
fn into_game_error(self) -> GameResult<T>;
}
impl<T, E> IntoGameError<T> for Result<T, E>
where
E: std::error::Error + Send + Sync + 'static,
{
fn into_game_error(self) -> GameResult<T> {
self.map_err(|e| GameError::InvalidState(e.to_string()))
}
}
/// Helper trait for converting Option to GameResult with a custom error.
pub trait OptionExt<T> {
#[allow(dead_code)]
fn ok_or_game_error<F>(self, f: F) -> GameResult<T>
where
F: FnOnce() -> GameError;
}
impl<T> OptionExt<T> for Option<T> {
fn ok_or_game_error<F>(self, f: F) -> GameResult<T>
where
F: FnOnce() -> GameError,
{
self.ok_or_else(f)
}
}
/// Helper trait for converting Result to GameResult with context.
pub trait ResultExt<T, E> {
#[allow(dead_code)]
fn with_context<F>(self, f: F) -> GameResult<T>
where
F: FnOnce(&E) -> GameError;
}
impl<T, E> ResultExt<T, E> for Result<T, E>
where
E: std::error::Error + Send + Sync + 'static,
{
fn with_context<F>(self, f: F) -> GameResult<T>
where
F: FnOnce(&E) -> GameError,
{
self.map_err(|e| f(&e))
}
}

View File

@@ -1,6 +1,6 @@
use bevy_ecs::{entity::Entity, event::Event};
use crate::map::direction::Direction;
use crate::{map::direction::Direction, systems::Ghost};
/// Player input commands that trigger specific game actions.
///
@@ -24,15 +24,12 @@ pub enum GameCommand {
/// Global events that flow through the ECS event system to coordinate game behavior.
///
/// Events enable loose coupling between systems - input generates commands, collision
/// detection reports overlaps, and various systems respond appropriately without
/// direct dependencies.
/// Events enable loose coupling between systems - input generates commands and
/// various systems respond appropriately without direct dependencies.
#[derive(Event, Clone, Copy, Debug, PartialEq, Eq)]
pub enum GameEvent {
/// Player input command to be processed by relevant game systems
Command(GameCommand),
/// Physical overlap detected between two entities requiring gameplay response
Collision(Entity, Entity),
}
impl From<GameCommand> for GameEvent {
@@ -40,3 +37,22 @@ impl From<GameCommand> for GameEvent {
GameEvent::Command(command)
}
}
/// Data for requesting stage transitions; processed centrally in stage_system
#[derive(Event, Clone, Copy, Debug, PartialEq, Eq)]
pub enum StageTransition {
GhostEatenPause { ghost_entity: Entity, ghost_type: Ghost },
}
/// Collision triggers for immediate collision handling via observers
#[derive(Event, Clone, Copy, Debug, PartialEq, Eq)]
pub enum CollisionTrigger {
/// Pac-Man collided with a ghost
GhostCollision {
pacman: Entity,
ghost: Entity,
ghost_type: Ghost,
},
/// Pac-Man collided with an item
ItemCollision { item: Entity },
}

View File

@@ -150,11 +150,3 @@ pub fn increment_tick() {
pub fn get_tick_count() -> u64 {
TICK_COUNTER.load(Ordering::Relaxed)
}
/// Reset the tick counter to 0
///
/// This can be used for testing or when restarting the game
#[allow(dead_code)]
pub fn reset_tick_counter() {
TICK_COUNTER.store(0, Ordering::Relaxed);
}

View File

@@ -3,38 +3,34 @@
include!(concat!(env!("OUT_DIR"), "/atlas_data.rs"));
use std::collections::HashMap;
use std::ops::Not;
use tracing::{debug, info, trace, warn};
use crate::constants::{self, animation, MapTile, CANVAS_SIZE};
use crate::error::{GameError, GameResult};
use crate::events::GameEvent;
use crate::events::{CollisionTrigger, GameEvent, StageTransition};
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, 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,
ghost_movement_system, ghost_state_system, hud_render_system, item_system, linear_render_system, profile, AudioEvent,
AudioResource, AudioState, BackbufferResource, Collider, DebugState, DebugTextureResource, DeltaTime, DirectionalAnimation,
EntityType, Frozen, Ghost, GhostAnimations, GhostBundle, GhostCollider, GlobalState, ItemBundle, ItemCollider,
MapTextureResource, PacmanCollider, PlayerBundle, PlayerControlled, Renderable, ScoreResource, StartupSequence,
SystemTimings,
self, audio_system, blinking_system, collision_system, combined_render_system, directional_render_system,
dirty_render_system, eaten_ghost_system, ghost_collision_observer, ghost_movement_system, ghost_state_system,
hud_render_system, item_collision_observer, linear_render_system, player_life_sprite_system, present_system, profile,
time_to_live_system, touch_ui_render_system, AudioEvent, AudioResource, AudioState, BackbufferResource, Blinking,
BufferedDirection, Collider, DebugState, DebugTextureResource, DeltaTime, DirectionalAnimation, EntityType, Frozen,
GameStage, Ghost, GhostAnimation, GhostAnimations, GhostBundle, GhostCollider, GhostState, GlobalState, ItemBundle,
ItemCollider, LastAnimationState, LinearAnimation, MapTextureResource, MovementModifiers, NodeId, PacmanCollider,
PlayerAnimation, PlayerBundle, PlayerControlled, PlayerDeathAnimation, PlayerLives, Position, RenderDirty, Renderable,
ScoreResource, StartupSequence, SystemId, SystemTimings, Timing, TouchState, Velocity, Visibility,
};
use crate::texture::animated::{DirectionalTiles, TileSequence};
use crate::texture::sprite::AtlasTile;
use crate::texture::sprites::{FrightenedColor, GameSprite, GhostSprite, MazeSprite, PacmanSprite};
use bevy_ecs::change_detection::DetectChanges;
use bevy_ecs::event::EventRegistry;
use bevy_ecs::observer::Trigger;
use bevy_ecs::schedule::common_conditions::resource_changed;
use bevy_ecs::schedule::{Condition, IntoScheduleConfigs, Schedule, SystemSet};
use bevy_ecs::system::{Local, ResMut};
use bevy_ecs::schedule::{IntoScheduleConfigs, Schedule, SystemSet};
use bevy_ecs::system::{Local, Res, ResMut};
use bevy_ecs::world::World;
use sdl2::event::EventType;
use sdl2::image::LoadTexture;
@@ -47,14 +43,28 @@ use crate::{
asset::{get_asset_bytes, Asset},
events::GameCommand,
map::render::MapRenderer,
systems::debug::{BatchedLinesResource, TtfAtlasResource},
systems::input::{Bindings, CursorPosition},
systems::{BatchedLinesResource, Bindings, CursorPosition, TtfAtlasResource},
texture::sprite::{AtlasMapper, SpriteAtlas},
};
/// System set for all gameplay systems to ensure they run after input processing
#[derive(SystemSet, Debug, Hash, PartialEq, Eq, Clone)]
enum GameplaySet {
/// Gameplay systems that process inputs
Input,
/// Gameplay systems that update the game state
Update,
/// Gameplay systems that respond to events
Respond,
}
/// System set for all rendering systems to ensure they run after gameplay logic
#[derive(SystemSet, Debug, Hash, PartialEq, Eq, Clone)]
pub struct RenderSet;
enum RenderSet {
Animation,
Draw,
Present,
}
/// Core game state manager built on the Bevy ECS architecture.
///
@@ -93,29 +103,47 @@ impl Game {
texture_creator: TextureCreator<WindowContext>,
mut event_pump: EventPump,
) -> GameResult<Game> {
info!("Starting game initialization");
debug!("Disabling unnecessary SDL events");
Self::disable_sdl_events(&mut event_pump);
debug!("Setting up textures and fonts");
let (backbuffer, mut map_texture, debug_texture, ttf_atlas) =
Self::setup_textures_and_fonts(&mut canvas, &texture_creator, ttf_context)?;
debug!("Initializing audio subsystem");
let audio = crate::audio::Audio::new();
debug!("Loading sprite atlas and map tiles");
let (mut atlas, map_tiles) = Self::load_atlas_and_map_tiles(&texture_creator)?;
debug!("Rendering static map to texture cache");
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()))?;
debug!("Building navigation graph from map layout");
let map = Map::new(constants::RAW_BOARD)?;
debug!("Creating player animations and bundle");
let (player_animation, player_start_sprite) = Self::create_player_animations(&atlas)?;
let player_bundle = Self::create_player_bundle(&map, player_animation, player_start_sprite);
debug!("Creating death animation sequence");
let death_animation = Self::create_death_animation(&atlas)?;
debug!("Initializing ECS world and system schedule");
let mut world = World::default();
let mut schedule = Schedule::default();
debug!("Setting up ECS event registry and observers");
Self::setup_ecs(&mut world);
world.add_observer(systems::spawn_fruit_observer);
debug!("Inserting resources into ECS world");
Self::insert_resources(
&mut world,
map,
@@ -127,13 +155,20 @@ impl Game {
map_texture,
debug_texture,
ttf_atlas,
death_animation,
)?;
debug!("Configuring system execution schedule");
Self::configure_schedule(&mut schedule);
world.spawn(player_bundle).insert((Frozen, Hidden));
debug!("Spawning player entity");
world.spawn(player_bundle).insert((Frozen, Visibility::hidden()));
info!("Spawning game entities");
Self::spawn_ghosts(&mut world)?;
Self::spawn_items(&mut world)?;
info!("Game initialization completed successfully");
Ok(Game { world, schedule })
}
@@ -225,6 +260,7 @@ impl Game {
}
fn load_atlas_and_map_tiles(texture_creator: &TextureCreator<WindowContext>) -> GameResult<(SpriteAtlas, Vec<AtlasTile>)> {
trace!("Loading atlas image from embedded assets");
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") {
@@ -236,11 +272,13 @@ impl Game {
}
})?;
debug!(frame_count = ATLAS_FRAMES.len(), "Creating sprite atlas from texture");
let atlas_mapper = AtlasMapper {
frames: ATLAS_FRAMES.into_iter().map(|(k, v)| (k.to_string(), *v)).collect(),
};
let atlas = SpriteAtlas::new(atlas_texture, atlas_mapper);
trace!("Extracting map tile sprites from atlas");
let mut map_tiles = Vec::with_capacity(35);
for i in 0..35 {
let tile_name = GameSprite::Maze(MazeSprite::Tile(i)).to_path();
@@ -310,6 +348,18 @@ impl Game {
Ok((player_animation, player_start_sprite))
}
fn create_death_animation(atlas: &SpriteAtlas) -> GameResult<LinearAnimation> {
let mut death_tiles = Vec::new();
for i in 0..=10 {
// Assuming death animation has 11 frames named pacman/die_0, pacman/die_1, etc.
let tile = atlas.get_tile(&GameSprite::Pacman(PacmanSprite::Dying(i)).to_path())?;
death_tiles.push(tile);
}
let tile_sequence = TileSequence::new(&death_tiles);
Ok(LinearAnimation::new(tile_sequence, 8)) // 8 ticks per frame, non-looping
}
fn create_player_bundle(map: &Map, player_animation: DirectionalAnimation, player_start_sprite: AtlasTile) -> PlayerBundle {
PlayerBundle {
player: PlayerControlled,
@@ -339,6 +389,8 @@ impl Game {
EventRegistry::register_event::<GameError>(world);
EventRegistry::register_event::<GameEvent>(world);
EventRegistry::register_event::<AudioEvent>(world);
EventRegistry::register_event::<StageTransition>(world);
EventRegistry::register_event::<CollisionTrigger>(world);
world.add_observer(
|event: Trigger<GameEvent>, mut state: ResMut<GlobalState>, _score: ResMut<ScoreResource>| {
@@ -347,6 +399,9 @@ impl Game {
}
},
);
world.add_observer(ghost_collision_observer);
world.add_observer(item_collision_observer);
}
#[allow(clippy::too_many_arguments)]
@@ -361,14 +416,20 @@ impl Game {
map_texture: sdl2::render::Texture,
debug_texture: sdl2::render::Texture,
ttf_atlas: crate::texture::ttf::TtfAtlas,
death_animation: LinearAnimation,
) -> GameResult<()> {
world.insert_non_send_resource(atlas);
world.insert_resource(Self::create_ghost_animations(world.non_send_resource::<SpriteAtlas>())?);
let player_animation = Self::create_player_animations(world.non_send_resource::<SpriteAtlas>())?.0;
world.insert_resource(PlayerAnimation(player_animation));
world.insert_resource(PlayerDeathAnimation(death_animation));
world.insert_resource(BatchedLinesResource::new(&map, constants::LARGE_SCALE));
world.insert_resource(map);
world.insert_resource(GlobalState { exit: false });
world.insert_resource(PlayerLives::default());
world.insert_resource(ScoreResource(0));
world.insert_resource(crate::systems::item::PelletCount(0));
world.insert_resource(SystemTimings::default());
world.insert_resource(Timing::default());
world.insert_resource(Bindings::default());
@@ -378,10 +439,9 @@ impl Game {
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_resource(GameStage::Starting(StartupSequence::TextOnly {
remaining_ticks: constants::startup::STARTUP_FRAMES,
}));
world.insert_non_send_resource(event_pump);
world.insert_non_send_resource::<&mut Canvas<Window>>(Box::leak(Box::new(canvas)));
@@ -394,63 +454,84 @@ impl Game {
}
fn configure_schedule(schedule: &mut Schedule) {
let stage_system = profile(SystemId::Stage, systems::stage_system);
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);
let startup_stage_system = profile(SystemId::Stage, systems::startup_stage_system);
let player_tunnel_slowdown_system = profile(SystemId::PlayerMovement, systems::player::player_tunnel_slowdown_system);
let ghost_movement_system = profile(SystemId::Ghost, ghost_movement_system);
let collision_system = profile(SystemId::Collision, collision_system);
let ghost_collision_system = profile(SystemId::GhostCollision, ghost_collision_system);
let item_system = profile(SystemId::Item, item_system);
let audio_system = profile(SystemId::Audio, audio_system);
let blinking_system = profile(SystemId::Blinking, blinking_system);
let directional_render_system = profile(SystemId::DirectionalRender, directional_render_system);
let linear_render_system = profile(SystemId::LinearRender, linear_render_system);
let dirty_render_system = profile(SystemId::DirtyRender, dirty_render_system);
let hud_render_system = profile(SystemId::HudRender, hud_render_system);
let player_life_sprite_system = profile(SystemId::HudRender, player_life_sprite_system);
let present_system = profile(SystemId::Present, present_system);
let unified_ghost_state_system = profile(SystemId::GhostStateAnimation, ghost_state_system);
let eaten_ghost_system = profile(SystemId::EatenGhost, eaten_ghost_system);
let time_to_live_system = profile(SystemId::TimeToLive, time_to_live_system);
let forced_dirty_system = |mut dirty: ResMut<RenderDirty>| {
dirty.0 = true;
};
// Input system should always run to prevent SDL event pump from blocking
let input_systems = (
input_system.run_if(|mut local: Local<u8>| {
*local = local.wrapping_add(1u8);
// run every nth frame
*local % 2 == 0
}),
player_control_system,
)
.chain();
schedule.add_systems((
forced_dirty_system.run_if(resource_changed::<ScoreResource>.or(resource_changed::<StartupSequence>)),
(
input_system.run_if(|mut local: Local<u8>| {
*local = local.wrapping_add(1u8);
// run every nth frame
*local % 2 == 0
}),
player_control_system,
player_movement_system,
startup_stage_system,
)
.chain(),
player_tunnel_slowdown_system,
ghost_movement_system,
profile(SystemId::EatenGhost, eaten_ghost_system),
unified_ghost_state_system,
(collision_system, ghost_collision_system, item_system).chain(),
audio_system,
blinking_system,
(
directional_render_system,
linear_render_system,
dirty_render_system,
combined_render_system,
hud_render_system,
touch_ui_render_system,
present_system,
)
.chain(),
));
// .run_if(|game_state: Res<GameStage>| matches!(*game_state, GameStage::Playing));
schedule
.add_systems((
input_systems.in_set(GameplaySet::Input),
time_to_live_system.before(GameplaySet::Update),
(
player_movement_system,
player_tunnel_slowdown_system,
ghost_movement_system,
eaten_ghost_system,
collision_system,
unified_ghost_state_system,
)
.in_set(GameplaySet::Update),
(
blinking_system,
directional_render_system,
linear_render_system,
player_life_sprite_system,
)
.in_set(RenderSet::Animation),
stage_system.in_set(GameplaySet::Respond),
(
(|mut dirty: ResMut<RenderDirty>, score: Res<ScoreResource>, stage: Res<GameStage>| {
dirty.0 = score.is_changed() || stage.is_changed();
}),
dirty_render_system.run_if(|dirty: Res<RenderDirty>| dirty.0.not()),
combined_render_system,
hud_render_system,
touch_ui_render_system,
)
.chain()
.in_set(RenderSet::Draw),
(present_system, audio_system).chain().in_set(RenderSet::Present),
))
.configure_sets((
GameplaySet::Input,
GameplaySet::Update,
GameplaySet::Respond,
RenderSet::Animation,
RenderSet::Draw,
RenderSet::Present,
));
}
fn spawn_items(world: &mut World) -> GameResult<()> {
trace!("Loading item sprites from atlas");
let pellet_sprite = SpriteAtlas::get_tile(
world.non_send_resource::<SpriteAtlas>(),
&GameSprite::Maze(MazeSprite::Pellet).to_path(),
@@ -475,6 +556,12 @@ impl Game {
})
.collect();
info!(
pellet_count = nodes.iter().filter(|(_, t, _, _)| *t == EntityType::Pellet).count(),
power_pellet_count = nodes.iter().filter(|(_, t, _, _)| *t == EntityType::PowerPellet).count(),
"Spawning collectible items"
);
for (id, item_type, sprite, size) in nodes {
let mut item = world.spawn(ItemBundle {
position: Position::Stopped { node: id },
@@ -498,6 +585,7 @@ impl Game {
/// Returns `GameError::Texture` if any ghost sprite cannot be found in the atlas,
/// typically indicating missing or misnamed sprite files.
fn spawn_ghosts(world: &mut World) -> GameResult<()> {
trace!("Spawning ghost entities with AI personalities");
// Extract the data we need first to avoid borrow conflicts
let ghost_start_positions = {
let map = world.resource::<Map>();
@@ -512,7 +600,7 @@ impl Game {
for (ghost_type, start_node) in ghost_start_positions {
// Create the ghost bundle in a separate scope to manage borrows
let ghost = {
let animations = *world.resource::<GhostAnimations>().get_normal(&ghost_type).unwrap();
let animations = world.resource::<GhostAnimations>().get_normal(&ghost_type).unwrap().clone();
let atlas = world.non_send_resource::<SpriteAtlas>();
let sprite_path = GameSprite::Ghost(GhostSprite::Normal(ghost_type, Direction::Left, 0)).to_path();
@@ -538,9 +626,11 @@ impl Game {
}
};
world.spawn(ghost).insert((Frozen, Hidden));
let entity = world.spawn(ghost).insert((Frozen, Visibility::hidden())).id();
trace!(ghost = ?ghost_type, entity = ?entity, start_node, "Spawned ghost entity");
}
info!("All ghost entities spawned successfully");
Ok(())
}
@@ -557,7 +647,7 @@ impl Game {
TileSequence::new(&[left_eye]),
TileSequence::new(&[right_eye]),
);
let eyes = DirectionalAnimation::new(eyes_tiles, eyes_tiles, animation::GHOST_EATEN_SPEED);
let eyes = DirectionalAnimation::new(eyes_tiles.clone(), eyes_tiles, animation::GHOST_EATEN_SPEED);
let mut animations = HashMap::new();
@@ -586,7 +676,7 @@ impl Game {
TileSequence::new(&left_tiles),
TileSequence::new(&right_tiles),
);
let normal = DirectionalAnimation::new(normal_moving, normal_moving, animation::GHOST_NORMAL_SPEED);
let normal = DirectionalAnimation::new(normal_moving.clone(), normal_moving, animation::GHOST_NORMAL_SPEED);
animations.insert(ghost_type, normal);
}
@@ -649,6 +739,28 @@ impl Game {
) {
let new_tick = timing.increment_tick();
timings.add_total_timing(total_duration, new_tick);
// Log performance warnings for slow frames
if total_duration.as_millis() > 17 {
// Warn if frame takes too long
let slowest_systems = timings.get_slowest_systems();
let systems_context = if slowest_systems.is_empty() {
"No specific systems identified".to_string()
} else {
slowest_systems
.iter()
.map(|(id, duration)| format!("{} ({:.2?})", id, duration))
.collect::<Vec<String>>()
.join(", ")
};
warn!(
total = format!("{:.3?}", total_duration),
tick = new_tick,
systems = systems_context,
"Frame took longer than expected"
);
}
}
let state = self
@@ -658,68 +770,4 @@ impl Game {
state.exit
}
// /// Renders pathfinding debug lines from each ghost to Pac-Man.
// ///
// /// Each ghost's path is drawn in its respective color with a small offset
// /// to prevent overlapping lines.
// fn render_pathfinding_debug<T: sdl2::render::RenderTarget>(&self, canvas: &mut Canvas<T>) -> GameResult<()> {
// let pacman_node = self.state.pacman.current_node_id();
// for ghost in self.state.ghosts.iter() {
// if let Ok(path) = ghost.calculate_path_to_target(&self.state.map.graph, pacman_node) {
// if path.len() < 2 {
// continue; // Skip if path is too short
// }
// // Set the ghost's color
// canvas.set_draw_color(ghost.debug_color());
// // Calculate offset based on ghost index to prevent overlapping lines
// // let offset = (i as f32) * 2.0 - 3.0; // Offset range: -3.0 to 3.0
// // Calculate a consistent offset direction for the entire path
// // let first_node = self.map.graph.get_node(path[0]).unwrap();
// // let last_node = self.map.graph.get_node(path[path.len() - 1]).unwrap();
// // Use the overall direction from start to end to determine the perpendicular offset
// let offset = match ghost.ghost_type {
// GhostType::Blinky => glam::Vec2::new(0.25, 0.5),
// GhostType::Pinky => glam::Vec2::new(-0.25, -0.25),
// GhostType::Inky => glam::Vec2::new(0.5, -0.5),
// GhostType::Clyde => glam::Vec2::new(-0.5, 0.25),
// } * 5.0;
// // Calculate offset positions for all nodes using the same perpendicular direction
// let mut offset_positions = Vec::new();
// for &node_id in &path {
// let node = self
// .state
// .map
// .graph
// .get_node(node_id)
// .ok_or(crate::error::EntityError::NodeNotFound(node_id))?;
// let pos = node.position + crate::constants::BOARD_PIXEL_OFFSET.as_vec2();
// offset_positions.push(pos + offset);
// }
// // Draw lines between the offset positions
// for window in offset_positions.windows(2) {
// if let (Some(from), Some(to)) = (window.first(), window.get(1)) {
// // Skip if the distance is too far (used for preventing lines between tunnel portals)
// if from.distance_squared(*to) > (crate::constants::CELL_SIZE * 16).pow(2) as f32 {
// continue;
// }
// // Draw the line
// canvas
// .draw_line((from.x as i32, from.y as i32), (to.x as i32, to.y as i32))
// .map_err(|e| crate::error::GameError::Sdl(e.to_string()))?;
// }
// }
// }
// }
// Ok(())
// }
}

View File

@@ -1,14 +1,22 @@
//! Pac-Man game library crate.
#![cfg_attr(coverage_nightly, feature(coverage_attribute))]
#[cfg_attr(coverage_nightly, coverage(off))]
pub mod app;
pub mod asset;
#[cfg_attr(coverage_nightly, coverage(off))]
pub mod audio;
pub mod constants;
#[cfg_attr(coverage_nightly, coverage(off))]
pub mod error;
#[cfg_attr(coverage_nightly, coverage(off))]
pub mod events;
#[cfg_attr(coverage_nightly, coverage(off))]
pub mod formatter;
#[cfg_attr(coverage_nightly, coverage(off))]
pub mod platform;
pub mod asset;
pub mod constants;
pub mod game;
pub mod map;
pub mod platform;
pub mod systems;
pub mod texture;

View File

@@ -1,20 +1,29 @@
// Note: This disables the console window on Windows. We manually re-attach to the parent terminal or process later on.
#![windows_subsystem = "windows"]
#![cfg_attr(coverage_nightly, feature(coverage_attribute))]
#![cfg_attr(coverage_nightly, coverage(off))]
use crate::{app::App, constants::LOOP_TIME};
use tracing::info;
// These modules are excluded from coverage.
#[cfg_attr(coverage_nightly, coverage(off))]
mod app;
mod asset;
#[cfg_attr(coverage_nightly, coverage(off))]
mod audio;
mod constants;
#[cfg_attr(coverage_nightly, coverage(off))]
mod error;
#[cfg_attr(coverage_nightly, coverage(off))]
mod events;
#[cfg_attr(coverage_nightly, coverage(off))]
mod formatter;
#[cfg_attr(coverage_nightly, coverage(off))]
mod platform;
mod asset;
mod constants;
mod game;
mod map;
mod platform;
mod systems;
mod texture;

View File

@@ -3,7 +3,7 @@ use crate::constants::{MapTile, BOARD_CELL_SIZE, CELL_SIZE};
use crate::map::direction::Direction;
use crate::map::graph::{Graph, Node, TraversalFlags};
use crate::map::parser::MapTileParser;
use crate::systems::movement::NodeId;
use crate::systems::{NodeId, Position};
use bevy_ecs::resource::Resource;
use glam::{I8Vec2, IVec2, Vec2};
use std::collections::{HashMap, VecDeque};
@@ -25,6 +25,8 @@ pub struct NodePositions {
pub inky: NodeId,
/// Clyde starts in the center of the ghost house
pub clyde: NodeId,
/// Fruit spawn location directly below the ghost house
pub fruit_spawn: Position,
}
/// Complete maze representation combining visual layout with navigation pathfinding.
@@ -56,11 +58,17 @@ impl Map {
/// This function will panic if the board layout contains unknown characters or if
/// the house door is not defined by exactly two '=' characters.
pub fn new(raw_board: [&str; BOARD_CELL_SIZE.y as usize]) -> GameResult<Map> {
debug!("Starting map construction from character layout");
let parsed_map = MapTileParser::parse_board(raw_board)?;
let map = parsed_map.tiles;
let house_door = parsed_map.house_door;
let tunnel_ends = parsed_map.tunnel_ends;
debug!(
house_door_count = house_door.len(),
tunnel_ends_count = tunnel_ends.len(),
"Parsed map special locations"
);
let mut graph = Graph::new();
let mut grid_to_node = HashMap::new();
@@ -148,17 +156,39 @@ impl Map {
let (house_entrance_node_id, left_center_node_id, center_center_node_id, right_center_node_id) =
Self::build_house(&mut graph, &grid_to_node, &house_door)?;
// Find fruit spawn location (directly below ghost house)
let left_node_position = I8Vec2::new(13, 17);
let left_node_id = grid_to_node.get(&left_node_position).unwrap();
let right_node_position = I8Vec2::new(14, 17);
let right_node_id = grid_to_node.get(&right_node_position).unwrap();
let distance = graph
.get_node(*right_node_id)
.unwrap()
.position
.distance(graph.get_node(*left_node_id).unwrap().position);
// interpolate between the two nodes
let fruit_spawn_position: Position = Position::Moving {
from: *left_node_id,
to: *right_node_id,
remaining_distance: distance / 2.0,
};
let start_positions = NodePositions {
pacman: grid_to_node[&start_pos],
blinky: house_entrance_node_id,
pinky: left_center_node_id,
inky: right_center_node_id,
clyde: center_center_node_id,
fruit_spawn: fruit_spawn_position,
};
// Build tunnel connections
debug!("Building tunnel connections");
Self::build_tunnels(&mut graph, &grid_to_node, &tunnel_ends)?;
debug!(node_count = graph.nodes().count(), "Map construction completed successfully");
Ok(Map {
graph,
grid_to_node,
@@ -359,12 +389,7 @@ 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 +409,7 @@ 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 +421,7 @@ 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

@@ -1,6 +1,6 @@
use glam::Vec2;
use crate::systems::movement::NodeId;
use crate::systems::NodeId;
use super::direction::Direction;

View File

@@ -21,7 +21,7 @@ pub fn init_console() -> Result<(), PlatformError> {
#[cfg(windows)]
{
use crate::platform::tracing_buffer::setup_switchable_subscriber;
use tracing::{debug, info};
use tracing::{debug, info, trace};
use windows::Win32::System::Console::GetConsoleWindow;
// Setup buffered tracing subscriber that will buffer logs until console is ready
@@ -32,13 +32,13 @@ pub fn init_console() -> Result<(), PlatformError> {
debug!("Already have a console window");
return Ok(());
} else {
debug!("No existing console window found");
trace!("No existing console window found");
}
if let Some(file_type) = is_output_setup()? {
debug!(r#type = file_type, "Existing output detected");
trace!(r#type = file_type, "Existing output detected");
} else {
debug!("No existing output detected");
trace!("No existing output detected");
// Try to attach to parent console for direct cargo run
attach_to_parent_console()?;
@@ -46,7 +46,7 @@ pub fn init_console() -> Result<(), PlatformError> {
}
// Now that console is initialized, flush buffered logs and switch to direct output
debug!("Switching to direct logging mode and flushing buffer...");
trace!("Switching to direct logging mode and flushing buffer...");
if let Err(error) = switchable_writer.switch_to_direct_mode() {
use tracing::warn;
@@ -65,6 +65,7 @@ pub fn get_asset_bytes(asset: Asset) -> Result<Cow<'static, [u8]>, AssetError> {
Asset::Wav4 => Ok(Cow::Borrowed(include_bytes!("../../assets/game/sound/waka/4.ogg"))),
Asset::AtlasImage => Ok(Cow::Borrowed(include_bytes!("../../assets/game/atlas.png"))),
Asset::Font => Ok(Cow::Borrowed(include_bytes!("../../assets/game/TerminalVector.ttf"))),
Asset::DeathSound => Ok(Cow::Borrowed(include_bytes!("../../assets/game/sound/pacman_death.wav"))),
}
}
@@ -78,7 +79,7 @@ pub fn rng() -> ThreadRng {
/// Windows-only
#[cfg(windows)]
fn is_output_setup() -> Result<Option<&'static str>, PlatformError> {
use tracing::{debug, warn};
use tracing::{trace, warn};
use windows::Win32::Storage::FileSystem::{
GetFileType, FILE_TYPE_CHAR, FILE_TYPE_DISK, FILE_TYPE_PIPE, FILE_TYPE_REMOTE, FILE_TYPE_UNKNOWN,
@@ -113,7 +114,7 @@ fn is_output_setup() -> Result<Option<&'static str>, PlatformError> {
}
};
debug!("File type: {file_type:?}, well known: {well_known}");
trace!("File type: {file_type:?}, well known: {well_known}");
// If it's anything recognizable and valid, assume that a parent process has setup an output stream
Ok(well_known.then_some(file_type))

View File

@@ -11,11 +11,8 @@ use std::io::{self, Read, Write};
use std::time::Duration;
// Emscripten FFI functions
#[allow(dead_code)]
extern "C" {
fn emscripten_sleep(ms: u32);
fn emscripten_get_element_css_size(target: *const u8, width: *mut f64, height: *mut f64) -> i32;
// Standard C functions that Emscripten redirects to console
fn printf(format: *const u8, ...) -> i32;
}
@@ -65,20 +62,6 @@ impl Write for EmscriptenConsoleWriter {
}
}
#[allow(dead_code)]
pub fn get_canvas_size() -> Option<(u32, u32)> {
let mut width = 0.0;
let mut height = 0.0;
unsafe {
emscripten_get_element_css_size(c"canvas".as_ptr().cast(), &mut width, &mut height);
if width == 0.0 || height == 0.0 {
return None;
}
}
Some((width as u32, height as u32))
}
pub fn get_asset_bytes(asset: Asset) -> Result<Cow<'static, [u8]>, AssetError> {
let path = format!("assets/game/{}", asset.path());
let mut rwops = RWops::from_file(&path, "rb").map_err(|_| AssetError::NotFound(asset.path().to_string()))?;

View File

@@ -3,10 +3,12 @@
#[cfg(not(target_os = "emscripten"))]
mod desktop;
#[cfg(not(target_os = "emscripten"))]
pub mod tracing_buffer;
#[cfg(not(target_os = "emscripten"))]
pub use desktop::*;
/// Tracing buffer is only used on Windows.
#[cfg(windows)]
pub mod tracing_buffer;
#[cfg(target_os = "emscripten")]
pub use emscripten::*;
#[cfg(target_os = "emscripten")]

View File

@@ -1,4 +1,3 @@
#![allow(dead_code)]
//! Buffered tracing setup for handling logs before console attachment.
use crate::formatter::CustomFormatter;

View File

@@ -1,14 +1,10 @@
use bevy_ecs::{
component::Component,
entity::Entity,
query::{Has, With},
system::{Commands, Query, Res},
system::{Query, Res},
};
use crate::systems::{
components::{DeltaTime, Renderable},
Frozen, Hidden,
};
use crate::systems::{DeltaTime, Frozen, Renderable, Visibility};
#[derive(Component, Debug)]
pub struct Blinking {
@@ -31,18 +27,11 @@ impl Blinking {
/// 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,
time: Res<DeltaTime>,
mut query: Query<(Entity, &mut Blinking, Has<Hidden>, Has<Frozen>), With<Renderable>>,
) {
for (entity, mut blinking, hidden, frozen) in query.iter_mut() {
// If the entity is frozen, blinking is disabled and the entity is unhidden (if it was hidden)
pub fn blinking_system(time: Res<DeltaTime>, mut query: Query<(&mut Blinking, &mut Visibility, Has<Frozen>), With<Renderable>>) {
for (mut blinking, mut visibility, frozen) in query.iter_mut() {
// If the entity is frozen, blinking is disabled and the entity is made visible
if frozen {
if hidden {
commands.entity(entity).remove::<Hidden>();
}
visibility.show();
continue;
}
@@ -52,11 +41,7 @@ pub fn blinking_system(
// 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);
}
visibility.toggle();
}
continue;
}
@@ -72,14 +57,10 @@ pub fn blinking_system(
// Update the timer to the remainder after complete intervals
blinking.tick_timer %= blinking.interval_ticks;
// Toggle the Hidden component for each complete interval
// Toggle the visibility 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 {
commands.entity(entity).insert(Hidden);
}
visibility.toggle();
}
}
}

View File

@@ -0,0 +1,104 @@
use bevy_ecs::{
component::Component,
query::{Has, Or, With, Without},
system::{Query, Res},
};
use crate::{
systems::{DeltaTime, Dying, Frozen, LinearAnimation, Looping, Position, Renderable, Velocity},
texture::animated::DirectionalTiles,
};
/// Directional animation component with shared timing across all directions
#[derive(Component, Clone)]
pub struct DirectionalAnimation {
pub moving_tiles: DirectionalTiles,
pub stopped_tiles: DirectionalTiles,
pub current_frame: usize,
pub time_bank: u16,
pub frame_duration: u16,
}
impl DirectionalAnimation {
/// Creates a new directional animation with the given tiles and frame duration
pub fn new(moving_tiles: DirectionalTiles, stopped_tiles: DirectionalTiles, frame_duration: u16) -> Self {
Self {
moving_tiles,
stopped_tiles,
current_frame: 0,
time_bank: 0,
frame_duration,
}
}
}
/// Updates directional animated entities with synchronized timing across directions.
///
/// This runs before the render system to update sprites based on current direction and movement state.
/// All directions share the same frame timing to ensure perfect synchronization.
pub fn directional_render_system(
dt: Res<DeltaTime>,
mut query: Query<(&Position, &Velocity, &mut DirectionalAnimation, &mut Renderable, Has<Frozen>)>,
) {
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, frozen) in query.iter_mut() {
let stopped = matches!(position, Position::Stopped { .. });
// Only tick animation when moving to preserve stopped frame
if !stopped && !frozen {
// Tick shared animation state
anim.time_bank += ticks;
while anim.time_bank >= anim.frame_duration {
anim.time_bank -= anim.frame_duration;
anim.current_frame += 1;
}
}
// Get tiles for current direction and movement state
let tiles = if stopped {
anim.stopped_tiles.get(velocity.direction)
} else {
anim.moving_tiles.get(velocity.direction)
};
if !tiles.is_empty() {
let new_tile = tiles.get_tile(anim.current_frame);
if renderable.sprite != new_tile {
renderable.sprite = new_tile;
}
}
}
}
/// System that updates `Renderable` sprites for entities with `LinearAnimation`.
#[allow(clippy::type_complexity)]
pub fn linear_render_system(
dt: Res<DeltaTime>,
mut query: Query<(&mut LinearAnimation, &mut Renderable, Has<Looping>), Or<(Without<Frozen>, With<Dying>)>>,
) {
for (mut anim, mut renderable, looping) in query.iter_mut() {
if anim.finished {
continue;
}
anim.time_bank += dt.ticks as u16;
let frames_to_advance = (anim.time_bank / anim.frame_duration) as usize;
if frames_to_advance == 0 {
continue;
}
let total_frames = anim.tiles.len();
if !looping && anim.current_frame + frames_to_advance >= total_frames {
anim.finished = true;
anim.current_frame = total_frames - 1;
} else {
anim.current_frame += frames_to_advance;
}
anim.time_bank %= anim.frame_duration;
renderable.sprite = anim.tiles.get_tile(anim.current_frame);
}
}

View File

@@ -0,0 +1,30 @@
use crate::texture::animated::TileSequence;
use bevy_ecs::component::Component;
use bevy_ecs::resource::Resource;
/// Tag component to mark animations that should loop when they reach the end
#[derive(Component, Clone, Copy, Debug, PartialEq, Eq)]
pub struct Looping;
/// Linear animation component for non-directional animations (frightened ghosts)
#[derive(Component, Resource, Clone)]
pub struct LinearAnimation {
pub tiles: TileSequence,
pub current_frame: usize,
pub time_bank: u16,
pub frame_duration: u16,
pub finished: bool,
}
impl LinearAnimation {
/// Creates a new linear animation with the given tiles and frame duration
pub fn new(tiles: TileSequence, frame_duration: u16) -> Self {
Self {
tiles,
current_frame: 0,
time_bank: 0,
frame_duration,
finished: false,
}
}
}

View File

@@ -0,0 +1,7 @@
mod blinking;
mod directional;
mod linear;
pub use self::blinking::*;
pub use self::directional::*;
pub use self::linear::*;

View File

@@ -9,6 +9,7 @@ use bevy_ecs::{
resource::Resource,
system::{NonSendMut, ResMut},
};
use tracing::{debug, trace};
use crate::{audio::Audio, error::GameError};
@@ -26,6 +27,10 @@ pub struct AudioState {
pub enum AudioEvent {
/// Play the "eat" sound when Pac-Man consumes a pellet
PlayEat,
/// Play the death sound
PlayDeath,
/// Stop all currently playing sounds
StopAll,
}
/// Non-send resource wrapper for SDL2 audio system
@@ -45,6 +50,7 @@ pub fn audio_system(
) {
// Set mute state if it has changed
if audio.0.is_muted() != audio_state.muted {
debug!(muted = audio_state.muted, "Audio mute state changed");
audio.0.set_mute(audio_state.muted);
}
@@ -53,10 +59,37 @@ pub fn audio_system(
match event {
AudioEvent::PlayEat => {
if !audio.0.is_disabled() && !audio_state.muted {
trace!(sound_index = audio_state.sound_index, "Playing eat sound");
audio.0.eat();
// Update the sound index for cycling through sounds
audio_state.sound_index = (audio_state.sound_index + 1) % 4;
// 4 eat sounds available
} else {
debug!(
disabled = audio.0.is_disabled(),
muted = audio_state.muted,
"Skipping eat sound due to audio state"
);
}
}
AudioEvent::PlayDeath => {
if !audio.0.is_disabled() && !audio_state.muted {
trace!("Playing death sound");
audio.0.death();
} else {
debug!(
disabled = audio.0.is_disabled(),
muted = audio_state.muted,
"Skipping death sound due to audio state"
);
}
}
AudioEvent::StopAll => {
if !audio.0.is_disabled() {
debug!("Stopping all audio");
audio.0.stop_all();
} else {
debug!("Audio disabled, ignoring stop all request");
}
}
}

View File

@@ -1,15 +1,25 @@
use bevy_ecs::component::Component;
use bevy_ecs::entity::Entity;
use bevy_ecs::event::{EventReader, EventWriter};
use bevy_ecs::query::With;
use bevy_ecs::system::{Query, Res, ResMut};
use bevy_ecs::{
component::Component,
entity::Entity,
event::EventWriter,
observer::Trigger,
query::With,
system::{Commands, Query, Res, ResMut},
};
use tracing::{debug, trace, warn};
use crate::error::GameError;
use crate::events::GameEvent;
use crate::map::builder::Map;
use crate::systems::movement::Position;
use crate::systems::{AudioEvent, Ghost, GhostState, PlayerControlled, ScoreResource};
use crate::{
constants,
systems::{movement::Position, AudioEvent, DyingSequence, GameStage, Ghost, ScoreResource, SpawnTrigger},
};
use crate::{error::GameError, systems::GhostState};
use crate::{
events::{CollisionTrigger, StageTransition},
systems::PelletCount,
};
use crate::{map::builder::Map, systems::EntityType};
/// A component for defining the collision area of an entity.
#[derive(Component)]
pub struct Collider {
pub size: f32,
@@ -52,22 +62,23 @@ pub fn check_collision(
Ok(collider1.collides_with(collider2.size, distance))
}
/// Detects overlapping entities and generates collision events for gameplay systems.
/// Detects overlapping entities and triggers collision observers immediately.
///
/// Performs distance-based collision detection between Pac-Man and collectible items
/// using each entity's position and collision radius. When entities overlap, emits
/// a `GameEvent::Collision` for the item system to handle scoring and removal.
/// using each entity's position and collision radius. When entities overlap, triggers
/// collision observers for immediate handling without race conditions.
/// Collision detection accounts for both entities being in motion and supports
/// circular collision boundaries for accurate gameplay feel.
///
/// Also detects collisions between Pac-Man and ghosts for gameplay mechanics like
/// power pellet effects, ghost eating, and player death.
#[allow(clippy::too_many_arguments)]
pub fn collision_system(
map: Res<Map>,
pacman_query: Query<(Entity, &Position, &Collider), With<PacmanCollider>>,
item_query: Query<(Entity, &Position, &Collider), With<ItemCollider>>,
ghost_query: Query<(Entity, &Position, &Collider), With<GhostCollider>>,
mut events: EventWriter<GameEvent>,
ghost_query: Query<(Entity, &Position, &Collider, &Ghost, &GhostState), With<GhostCollider>>,
mut commands: Commands,
mut errors: EventWriter<GameError>,
) {
// Check PACMAN × ITEM collisions
@@ -76,7 +87,8 @@ pub fn collision_system(
match check_collision(pacman_pos, pacman_collider, item_pos, item_collider, &map) {
Ok(colliding) => {
if colliding {
events.write(GameEvent::Collision(pacman_entity, item_entity));
trace!("Item collision detected");
commands.trigger(CollisionTrigger::ItemCollision { item: item_entity });
}
}
Err(e) => {
@@ -89,12 +101,19 @@ pub fn collision_system(
}
// Check PACMAN × GHOST collisions
for (ghost_entity, ghost_pos, ghost_collider) in ghost_query.iter() {
for (ghost_entity, ghost_pos, ghost_collider, ghost, ghost_state) in ghost_query.iter() {
match check_collision(pacman_pos, pacman_collider, ghost_pos, ghost_collider, &map) {
Ok(colliding) => {
if colliding {
events.write(GameEvent::Collision(pacman_entity, ghost_entity));
if !colliding || matches!(*ghost_state, GhostState::Eyes) {
continue;
}
trace!(ghost = ?ghost, "Ghost collision detected");
commands.trigger(CollisionTrigger::GhostCollision {
pacman: pacman_entity,
ghost: ghost_entity,
ghost_type: *ghost,
});
}
Err(e) => {
errors.write(GameError::InvalidState(format!(
@@ -107,43 +126,125 @@ pub fn collision_system(
}
}
pub fn ghost_collision_system(
mut collision_events: EventReader<GameEvent>,
/// Observer for handling ghost collisions immediately when they occur
#[allow(clippy::too_many_arguments)]
pub fn ghost_collision_observer(
trigger: Trigger<CollisionTrigger>,
mut stage_events: EventWriter<StageTransition>,
mut score: ResMut<ScoreResource>,
pacman_query: Query<(), With<PlayerControlled>>,
ghost_query: Query<(Entity, &Ghost), With<GhostCollider>>,
mut game_state: ResMut<GameStage>,
mut ghost_state_query: Query<&mut GhostState>,
mut events: EventWriter<AudioEvent>,
) {
for event in collision_events.read() {
if let GameEvent::Collision(entity1, entity2) = event {
// Check if one is Pacman and the other is a ghost
let (_pacman_entity, ghost_entity) = if pacman_query.get(*entity1).is_ok() && ghost_query.get(*entity2).is_ok() {
(*entity1, *entity2)
} else if pacman_query.get(*entity2).is_ok() && ghost_query.get(*entity1).is_ok() {
(*entity2, *entity1)
if let CollisionTrigger::GhostCollision {
pacman: _pacman,
ghost,
ghost_type,
} = *trigger
{
// Check if Pac-Man is already dying
if matches!(*game_state, GameStage::PlayerDying(_)) {
return;
}
// Check if the ghost is frightened
if let Ok(mut ghost_state) = ghost_state_query.get_mut(ghost) {
// Check if ghost is in frightened state
if matches!(*ghost_state, GhostState::Frightened { .. }) {
// Pac-Man eats the ghost
// Add score (200 points per ghost eaten)
debug!(ghost = ?ghost_type, score_added = 200, new_score = score.0 + 200, "Pacman ate frightened ghost");
score.0 += 200;
*ghost_state = GhostState::Eyes;
// Enter short pause to show bonus points, hide ghost, then set Eyes after pause
// Request transition via event so stage_system can process it
stage_events.write(StageTransition::GhostEatenPause {
ghost_entity: ghost,
ghost_type,
});
// Play eat sound
events.write(AudioEvent::PlayEat);
} else if matches!(*ghost_state, GhostState::Normal) {
// Pac-Man dies
warn!(ghost = ?ghost_type, "Pacman hit by normal ghost, player dies");
*game_state = GameStage::PlayerDying(DyingSequence::Frozen { remaining_ticks: 60 });
events.write(AudioEvent::StopAll);
} else {
continue;
};
trace!(ghost_state = ?*ghost_state, "Ghost collision ignored due to state");
}
}
}
}
// Check if the ghost is frightened
if let Ok((ghost_ent, _ghost_type)) = ghost_query.get(ghost_entity) {
if let Ok(mut ghost_state) = ghost_state_query.get_mut(ghost_ent) {
// Check if ghost is in frightened state
if matches!(*ghost_state, GhostState::Frightened { .. }) {
// Pac-Man eats the ghost
// Add score (200 points per ghost eaten)
score.0 += 200;
/// Observer for handling item collisions immediately when they occur
#[allow(clippy::too_many_arguments)]
pub fn item_collision_observer(
trigger: Trigger<CollisionTrigger>,
mut commands: Commands,
mut score: ResMut<ScoreResource>,
mut pellet_count: ResMut<PelletCount>,
item_query: Query<(Entity, &EntityType, &Position), With<ItemCollider>>,
mut ghost_query: Query<&mut GhostState, With<GhostCollider>>,
mut events: EventWriter<AudioEvent>,
) {
if let CollisionTrigger::ItemCollision { item } = *trigger {
// Get the item type and update score
if let Ok((item_ent, entity_type, position)) = item_query.get(item) {
if let Some(score_value) = entity_type.score_value() {
trace!(item_entity = ?item_ent, item_type = ?entity_type, score_value, new_score = score.0 + score_value, "Item collected by player");
score.0 += score_value;
// Set ghost state to Eyes
*ghost_state = GhostState::Eyes;
// Remove the collected item
commands.entity(item_ent).despawn();
// Play eat sound
events.write(AudioEvent::PlayEat);
} else {
// Pac-Man dies (this would need a death system)
// Track pellet consumption for fruit spawning
if *entity_type == EntityType::Pellet {
pellet_count.0 += 1;
trace!(pellet_count = pellet_count.0, "Pellet consumed");
// Check if we should spawn a fruit
if pellet_count.0 == 5 || pellet_count.0 == 170 {
debug!(pellet_count = pellet_count.0, "Fruit spawn milestone reached");
commands.trigger(SpawnTrigger::Fruit);
}
}
// Trigger bonus points effect if a fruit is collected
if matches!(*entity_type, EntityType::Fruit(_)) {
commands.trigger(SpawnTrigger::Bonus {
position: *position,
value: entity_type.score_value().unwrap(),
ttl: 60 * 2,
});
}
// Trigger audio if appropriate
if entity_type.is_collectible() {
events.write(AudioEvent::PlayEat);
}
// Make non-eaten ghosts frightened when power pellet is collected
if matches!(*entity_type, EntityType::PowerPellet) {
debug!(
duration_ticks = constants::animation::GHOST_FRIGHTENED_TICKS,
"Power pellet collected, frightening ghosts"
);
for mut ghost_state in ghost_query.iter_mut() {
if matches!(*ghost_state, GhostState::Normal) {
*ghost_state = GhostState::new_frightened(
constants::animation::GHOST_FRIGHTENED_TICKS,
constants::animation::GHOST_FRIGHTENED_FLASH_START_TICKS,
);
}
}
debug!(
frightened_count = ghost_query.iter().count(),
"Ghosts set to frightened state"
);
}
}
}
}

View File

@@ -0,0 +1,43 @@
use bevy_ecs::bundle::Bundle;
use crate::systems::{
BufferedDirection, Collider, DirectionalAnimation, EntityType, Ghost, GhostCollider, GhostState, ItemCollider,
LastAnimationState, MovementModifiers, PacmanCollider, PlayerControlled, Position, Renderable, Velocity,
};
#[derive(Bundle)]
pub struct PlayerBundle {
pub player: PlayerControlled,
pub position: Position,
pub velocity: Velocity,
pub buffered_direction: BufferedDirection,
pub sprite: Renderable,
pub directional_animation: DirectionalAnimation,
pub entity_type: EntityType,
pub collider: Collider,
pub movement_modifiers: MovementModifiers,
pub pacman_collider: PacmanCollider,
}
#[derive(Bundle)]
pub struct ItemBundle {
pub position: Position,
pub sprite: Renderable,
pub entity_type: EntityType,
pub collider: Collider,
pub item_collider: ItemCollider,
}
#[derive(Bundle)]
pub struct GhostBundle {
pub ghost: Ghost,
pub position: Position,
pub velocity: Velocity,
pub sprite: Renderable,
pub directional_animation: DirectionalAnimation,
pub entity_type: EntityType,
pub collider: Collider,
pub ghost_collider: GhostCollider,
pub ghost_state: GhostState,
pub last_animation_state: LastAnimationState,
}

View File

@@ -0,0 +1,106 @@
use bevy_ecs::{component::Component, resource::Resource};
use crate::{map::graph::TraversalFlags, systems::FruitType};
/// A tag component denoting the type of entity.
#[derive(Component, Debug, Clone, Copy, PartialEq, Eq, Hash)]
pub enum EntityType {
Player,
Ghost,
Pellet,
PowerPellet,
Fruit(FruitType),
Effect,
}
impl EntityType {
/// Returns the traversal flags for this entity type.
pub fn traversal_flags(&self) -> TraversalFlags {
match self {
EntityType::Player => TraversalFlags::PACMAN,
EntityType::Ghost => TraversalFlags::GHOST,
_ => TraversalFlags::empty(), // Static entities don't traverse
}
}
pub fn score_value(&self) -> Option<u32> {
match self {
EntityType::Pellet => Some(10),
EntityType::PowerPellet => Some(50),
EntityType::Fruit(fruit_type) => Some(fruit_type.score_value()),
_ => None,
}
}
pub fn is_collectible(&self) -> bool {
matches!(self, EntityType::Pellet | EntityType::PowerPellet | EntityType::Fruit(_))
}
}
#[derive(Resource)]
pub struct GlobalState {
pub exit: bool,
}
#[derive(Resource)]
pub struct ScoreResource(pub u32);
#[derive(Resource)]
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)]
pub struct MovementModifiers {
/// Multiplier applied to base speed (e.g., tunnels)
pub speed_multiplier: f32,
/// True when currently in a tunnel slowdown region
pub tunnel_slowdown_active: bool,
}
impl Default for MovementModifiers {
fn default() -> Self {
Self {
speed_multiplier: 1.0,
tunnel_slowdown_active: false,
}
}
}
/// Tag component for entities that should be frozen during startup
#[derive(Component, Debug, Clone, Copy, PartialEq, Eq)]
pub struct Frozen;
/// Component for HUD life sprite entities.
/// Each life sprite entity has an index indicating its position from left to right (0, 1, 2, etc.).
/// This mostly functions as a tag component for sprites.
#[derive(Component, Debug, Clone, Copy)]
pub struct PlayerLife {
pub index: u32,
}

View File

@@ -0,0 +1,5 @@
pub mod bundles;
pub mod components;
pub use self::bundles::*;
pub use self::components::*;

View File

@@ -1,392 +0,0 @@
use std::collections::HashMap;
use bevy_ecs::{bundle::Bundle, component::Component, resource::Resource};
use bitflags::bitflags;
use crate::{
map::graph::TraversalFlags,
systems::{
movement::{BufferedDirection, Position, Velocity},
Collider, GhostCollider, ItemCollider, PacmanCollider,
},
texture::{
animated::{DirectionalTiles, TileSequence},
sprite::AtlasTile,
},
};
/// A tag component for entities that are controlled by the player.
#[derive(Default, Component)]
pub struct PlayerControlled;
#[derive(Component, Debug, Clone, Copy, PartialEq, Eq, Hash)]
pub enum Ghost {
Blinky,
Pinky,
Inky,
Clyde,
}
impl Ghost {
/// Returns the ghost type name for atlas lookups.
pub fn as_str(self) -> &'static str {
match self {
Ghost::Blinky => "blinky",
Ghost::Pinky => "pinky",
Ghost::Inky => "inky",
Ghost::Clyde => "clyde",
}
}
/// Returns the base movement speed for this ghost type.
pub fn base_speed(self) -> f32 {
match self {
Ghost::Blinky => 1.0,
Ghost::Pinky => 0.95,
Ghost::Inky => 0.9,
Ghost::Clyde => 0.85,
}
}
/// Returns the ghost's color for debug rendering.
#[allow(dead_code)]
pub fn debug_color(&self) -> sdl2::pixels::Color {
match self {
Ghost::Blinky => sdl2::pixels::Color::RGB(255, 0, 0), // Red
Ghost::Pinky => sdl2::pixels::Color::RGB(255, 182, 255), // Pink
Ghost::Inky => sdl2::pixels::Color::RGB(0, 255, 255), // Cyan
Ghost::Clyde => sdl2::pixels::Color::RGB(255, 182, 85), // Orange
}
}
}
/// A tag component denoting the type of entity.
#[derive(Component, Debug, Clone, Copy, PartialEq, Eq, Hash)]
pub enum EntityType {
Player,
Ghost,
Pellet,
PowerPellet,
}
impl EntityType {
/// Returns the traversal flags for this entity type.
pub fn traversal_flags(&self) -> TraversalFlags {
match self {
EntityType::Player => TraversalFlags::PACMAN,
EntityType::Ghost => TraversalFlags::GHOST,
_ => TraversalFlags::empty(), // Static entities don't traverse
}
}
pub fn score_value(&self) -> Option<u32> {
match self {
EntityType::Pellet => Some(10),
EntityType::PowerPellet => Some(50),
_ => None,
}
}
pub fn is_collectible(&self) -> bool {
matches!(self, EntityType::Pellet | EntityType::PowerPellet)
}
}
/// A component for entities that have a sprite, with a layer for ordering.
///
/// This is intended to be modified by other entities allowing animation.
#[derive(Component)]
pub struct Renderable {
pub sprite: AtlasTile,
pub layer: u8,
}
/// Directional animation component with shared timing across all directions
#[derive(Component, Clone, Copy)]
pub struct DirectionalAnimation {
pub moving_tiles: DirectionalTiles,
pub stopped_tiles: DirectionalTiles,
pub current_frame: usize,
pub time_bank: u16,
pub frame_duration: u16,
}
impl DirectionalAnimation {
/// Creates a new directional animation with the given tiles and frame duration
pub fn new(moving_tiles: DirectionalTiles, stopped_tiles: DirectionalTiles, frame_duration: u16) -> Self {
Self {
moving_tiles,
stopped_tiles,
current_frame: 0,
time_bank: 0,
frame_duration,
}
}
}
/// Linear animation component for non-directional animations (frightened ghosts)
#[derive(Component, Clone, Copy)]
pub struct LinearAnimation {
pub tiles: TileSequence,
pub current_frame: usize,
pub time_bank: u16,
pub frame_duration: u16,
}
impl LinearAnimation {
/// Creates a new linear animation with the given tiles and frame duration
pub fn new(tiles: TileSequence, frame_duration: u16) -> Self {
Self {
tiles,
current_frame: 0,
time_bank: 0,
frame_duration,
}
}
}
bitflags! {
#[derive(Component, Default, Clone, Copy, Debug, PartialEq, Eq, PartialOrd, Ord, Hash)]
pub struct CollisionLayer: u8 {
const PACMAN = 1 << 0;
const GHOST = 1 << 1;
const ITEM = 1 << 2;
}
}
#[derive(Resource)]
pub struct GlobalState {
pub exit: bool,
}
#[derive(Resource)]
pub struct ScoreResource(pub u32);
#[derive(Resource)]
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)]
pub struct MovementModifiers {
/// Multiplier applied to base speed (e.g., tunnels)
pub speed_multiplier: f32,
/// True when currently in a tunnel slowdown region
pub tunnel_slowdown_active: bool,
}
impl Default for MovementModifiers {
fn default() -> Self {
Self {
speed_multiplier: 1.0,
tunnel_slowdown_active: false,
}
}
}
/// Tag component for entities that should be frozen during startup
#[derive(Component, Debug, Clone, Copy)]
pub struct Frozen;
/// Tag component for eaten ghosts
#[derive(Component, Debug, Clone, Copy)]
pub struct Eaten;
#[derive(Component, Debug, Clone, Copy)]
pub enum GhostState {
/// Normal ghost behavior - chasing Pac-Man
Normal,
/// Frightened state after power pellet - ghost can be eaten
Frightened {
remaining_ticks: u32,
flash: bool,
remaining_flash_ticks: u32,
},
/// Eyes state - ghost has been eaten and is returning to ghost house
Eyes,
}
/// Component to track the last animation state for efficient change detection
#[derive(Component, Debug, Clone, Copy, PartialEq)]
pub struct LastAnimationState(pub GhostAnimation);
impl GhostState {
/// Creates a new frightened state with the specified duration
pub fn new_frightened(total_ticks: u32, flash_start_ticks: u32) -> Self {
Self::Frightened {
remaining_ticks: total_ticks,
flash: false,
remaining_flash_ticks: flash_start_ticks, // Time until flashing starts
}
}
/// Ticks the ghost state, returning true if the state changed.
pub fn tick(&mut self) -> bool {
if let GhostState::Frightened {
remaining_ticks,
flash,
remaining_flash_ticks,
} = self
{
// Transition out of frightened state
if *remaining_ticks == 0 {
*self = GhostState::Normal;
return true;
}
*remaining_ticks -= 1;
if *remaining_flash_ticks > 0 {
*remaining_flash_ticks = remaining_flash_ticks.saturating_sub(1);
if *remaining_flash_ticks == 0 {
*flash = true;
true
} else {
false
}
} else {
false
}
} else {
false
}
}
/// Returns the appropriate animation state for this ghost state
pub fn animation_state(&self) -> GhostAnimation {
match self {
GhostState::Normal => GhostAnimation::Normal,
GhostState::Eyes => GhostAnimation::Eyes,
GhostState::Frightened { flash: false, .. } => GhostAnimation::Frightened { flash: false },
GhostState::Frightened { flash: true, .. } => GhostAnimation::Frightened { flash: true },
}
}
}
/// Enumeration of different ghost animation states.
/// Note that this is used in micromap which has a fixed size based on the number of variants,
/// so extending this should be done with caution, and will require updating the micromap's capacity.
#[derive(Debug, Clone, Copy, PartialEq, Eq, Hash)]
pub enum GhostAnimation {
/// Normal ghost appearance with directional movement animations
Normal,
/// Blue ghost appearance when vulnerable (power pellet active)
Frightened { flash: bool },
/// Eyes-only animation when ghost has been consumed by Pac-Man (Eaten state)
Eyes,
}
/// Global resource containing pre-loaded animation sets for all ghost types.
///
/// This resource is initialized once during game startup and provides O(1) access
/// to animation sets for each ghost type. The animation system uses this resource
/// to efficiently switch between different ghost states without runtime asset loading.
///
/// The HashMap is keyed by `Ghost` enum variants (Blinky, Pinky, Inky, Clyde) and
/// contains the normal directional animation for each ghost type.
#[derive(Resource)]
pub struct GhostAnimations {
pub normal: HashMap<Ghost, DirectionalAnimation>,
pub eyes: DirectionalAnimation,
pub frightened: LinearAnimation,
pub frightened_flashing: LinearAnimation,
}
impl GhostAnimations {
/// Creates a new GhostAnimations resource with the provided data.
pub fn new(
normal: HashMap<Ghost, DirectionalAnimation>,
eyes: DirectionalAnimation,
frightened: LinearAnimation,
frightened_flashing: LinearAnimation,
) -> Self {
Self {
normal,
eyes,
frightened,
frightened_flashing,
}
}
/// Gets the normal directional animation for the specified ghost type.
pub fn get_normal(&self, ghost_type: &Ghost) -> Option<&DirectionalAnimation> {
self.normal.get(ghost_type)
}
/// Gets the eyes animation (shared across all ghosts).
pub fn eyes(&self) -> &DirectionalAnimation {
&self.eyes
}
/// Gets the frightened animations (shared across all ghosts).
pub fn frightened(&self, flash: bool) -> &LinearAnimation {
if flash {
&self.frightened_flashing
} else {
&self.frightened
}
}
}
#[derive(Bundle)]
pub struct PlayerBundle {
pub player: PlayerControlled,
pub position: Position,
pub velocity: Velocity,
pub buffered_direction: BufferedDirection,
pub sprite: Renderable,
pub directional_animation: DirectionalAnimation,
pub entity_type: EntityType,
pub collider: Collider,
pub movement_modifiers: MovementModifiers,
pub pacman_collider: PacmanCollider,
}
#[derive(Bundle)]
pub struct ItemBundle {
pub position: Position,
pub sprite: Renderable,
pub entity_type: EntityType,
pub collider: Collider,
pub item_collider: ItemCollider,
}
#[derive(Bundle)]
pub struct GhostBundle {
pub ghost: Ghost,
pub position: Position,
pub velocity: Velocity,
pub sprite: Renderable,
pub directional_animation: DirectionalAnimation,
pub entity_type: EntityType,
pub collider: Collider,
pub ghost_collider: GhostCollider,
pub ghost_state: GhostState,
pub last_animation_state: LastAnimationState,
}

View File

@@ -1,6 +1,4 @@
//! Debug rendering system
use std::cmp::Ordering;
use crate::constants::{self, BOARD_PIXEL_OFFSET};
use crate::map::builder::Map;
use crate::systems::{Collider, CursorPosition, NodeId, Position, SystemTimings};
@@ -13,6 +11,7 @@ use sdl2::rect::{Point, Rect};
use sdl2::render::{Canvas, Texture};
use sdl2::video::Window;
use smallvec::SmallVec;
use std::cmp::Ordering;
use std::collections::{HashMap, HashSet};
use tracing::warn;
@@ -149,6 +148,7 @@ fn transform_position_with_offset(pos: Vec2, scale: f32) -> IVec2 {
}
/// Renders timing information in the top-left corner of the screen using the debug text atlas
#[cfg_attr(coverage_nightly, coverage(off))]
fn render_timing_display(
canvas: &mut Canvas<Window>,
timings: &SystemTimings,
@@ -203,6 +203,7 @@ fn render_timing_display(
}
#[allow(clippy::too_many_arguments)]
#[cfg_attr(coverage_nightly, coverage(off))]
pub fn debug_render_system(
canvas: &mut Canvas<Window>,
ttf_atlas: &mut TtfAtlasResource,

View File

@@ -1,5 +1,7 @@
use std::collections::HashMap;
use crate::platform;
use crate::systems::components::{DirectionalAnimation, Frozen, GhostAnimation, GhostState, LastAnimationState, LinearAnimation};
use crate::systems::{DirectionalAnimation, Frozen, LinearAnimation, Looping};
use crate::{
map::{
builder::Map,
@@ -7,17 +9,186 @@ use crate::{
graph::{Edge, TraversalFlags},
},
systems::{
components::{DeltaTime, Ghost},
components::DeltaTime,
movement::{Position, Velocity},
},
};
use bevy_ecs::component::Component;
use bevy_ecs::resource::Resource;
use tracing::{debug, trace, warn};
use crate::systems::GhostAnimations;
use bevy_ecs::query::Without;
use bevy_ecs::system::{Commands, Query, Res};
use rand::seq::IndexedRandom;
use smallvec::SmallVec;
/// Tag component for Pac-Man during his death animation.
/// This is mainly because the Frozen tag would stop both movement and animation, while the Dying tag can signal that the animation should continue despite being frozen.
#[derive(Component, Debug, Clone, Copy)]
pub struct Dying;
#[derive(Component, Debug, Clone, Copy, PartialEq, Eq, Hash)]
pub enum Ghost {
Blinky,
Pinky,
Inky,
Clyde,
}
impl Ghost {
/// Returns the ghost type name for atlas lookups.
pub fn as_str(self) -> &'static str {
match self {
Ghost::Blinky => "blinky",
Ghost::Pinky => "pinky",
Ghost::Inky => "inky",
Ghost::Clyde => "clyde",
}
}
/// Returns the base movement speed for this ghost type.
pub fn base_speed(self) -> f32 {
match self {
Ghost::Blinky => 1.0,
Ghost::Pinky => 0.95,
Ghost::Inky => 0.9,
Ghost::Clyde => 0.85,
}
}
}
#[derive(Component, Debug, Clone, Copy, PartialEq, Eq)]
pub enum GhostState {
/// Normal ghost behavior - chasing Pac-Man
Normal,
/// Frightened state after power pellet - ghost can be eaten
Frightened {
remaining_ticks: u32,
flash: bool,
remaining_flash_ticks: u32,
},
/// Eyes state - ghost has been eaten and is returning to ghost house
Eyes,
}
impl GhostState {
/// Creates a new frightened state with the specified duration
pub fn new_frightened(total_ticks: u32, flash_start_ticks: u32) -> Self {
Self::Frightened {
remaining_ticks: total_ticks,
flash: false,
remaining_flash_ticks: flash_start_ticks, // Time until flashing starts
}
}
/// Ticks the ghost state, returning true if the state changed.
pub fn tick(&mut self) -> bool {
if let GhostState::Frightened {
remaining_ticks,
flash,
remaining_flash_ticks,
} = self
{
// Transition out of frightened state
if *remaining_ticks == 0 {
*self = GhostState::Normal;
return true;
}
*remaining_ticks -= 1;
if *remaining_flash_ticks > 0 {
*remaining_flash_ticks = remaining_flash_ticks.saturating_sub(1);
if *remaining_flash_ticks == 0 {
*flash = true;
true
} else {
false
}
} else {
false
}
} else {
false
}
}
/// Returns the appropriate animation state for this ghost state
pub fn animation_state(&self) -> GhostAnimation {
match self {
GhostState::Normal => GhostAnimation::Normal,
GhostState::Eyes => GhostAnimation::Eyes,
GhostState::Frightened { flash: false, .. } => GhostAnimation::Frightened { flash: false },
GhostState::Frightened { flash: true, .. } => GhostAnimation::Frightened { flash: true },
}
}
}
/// Enumeration of different ghost animation states.
/// Note that this is used in micromap which has a fixed size based on the number of variants,
/// so extending this should be done with caution, and will require updating the micromap's capacity.
#[derive(Debug, Clone, Copy, PartialEq, Eq, Hash)]
pub enum GhostAnimation {
/// Normal ghost appearance with directional movement animations
Normal,
/// Blue ghost appearance when vulnerable (power pellet active)
Frightened { flash: bool },
/// Eyes-only animation when ghost has been consumed by Pac-Man (Eaten state)
Eyes,
}
/// Global resource containing pre-loaded animation sets for all ghost types.
///
/// This resource is initialized once during game startup and provides O(1) access
/// to animation sets for each ghost type. The animation system uses this resource
/// to efficiently switch between different ghost states without runtime asset loading.
///
/// The HashMap is keyed by `Ghost` enum variants (Blinky, Pinky, Inky, Clyde) and
/// contains the normal directional animation for each ghost type.
#[derive(Resource)]
pub struct GhostAnimations {
pub normal: HashMap<Ghost, DirectionalAnimation>,
pub eyes: DirectionalAnimation,
pub frightened: LinearAnimation,
pub frightened_flashing: LinearAnimation,
}
impl GhostAnimations {
/// Creates a new GhostAnimations resource with the provided data.
pub fn new(
normal: HashMap<Ghost, DirectionalAnimation>,
eyes: DirectionalAnimation,
frightened: LinearAnimation,
frightened_flashing: LinearAnimation,
) -> Self {
Self {
normal,
eyes,
frightened,
frightened_flashing,
}
}
/// Gets the normal directional animation for the specified ghost type.
pub fn get_normal(&self, ghost_type: &Ghost) -> Option<&DirectionalAnimation> {
self.normal.get(ghost_type)
}
/// Gets the eyes animation (shared across all ghosts).
pub fn eyes(&self) -> &DirectionalAnimation {
&self.eyes
}
/// Gets the frightened animations (shared across all ghosts).
pub fn frightened(&self, flash: bool) -> &LinearAnimation {
if flash {
&self.frightened_flashing
} else {
&self.frightened
}
}
}
/// Autonomous ghost AI system implementing randomized movement with backtracking avoidance.
pub fn ghost_movement_system(
map: Res<Map>,
@@ -43,8 +214,10 @@ pub fn ghost_movement_system(
let new_edge: Edge = if non_opposite_options.is_empty() {
if let Some(edge) = intersection.get(opposite) {
trace!(node = current_node, ghost = ?_ghost, direction = ?opposite, "Ghost forced to reverse direction");
edge
} else {
warn!(node = current_node, ghost = ?_ghost, "Ghost stuck with no available directions");
break;
}
} else {
@@ -81,7 +254,7 @@ pub fn ghost_movement_system(
pub fn eaten_ghost_system(
map: Res<Map>,
delta_time: Res<DeltaTime>,
mut eaten_ghosts: Query<(&Ghost, &mut Position, &mut Velocity, &mut GhostState)>,
mut eaten_ghosts: Query<(&Ghost, &mut Position, &mut Velocity, &mut GhostState), Without<Frozen>>,
) {
for (ghost_type, mut position, mut velocity, mut ghost_state) in eaten_ghosts.iter_mut() {
// Only process ghosts that are in Eyes state
@@ -116,6 +289,7 @@ pub fn eaten_ghost_system(
// Reached target node, check if we're at ghost house center
if to == ghost_house_center {
// Respawn the ghost - set state back to normal
debug!(ghost = ?ghost_type, "Eaten ghost reached ghost house, respawning as normal");
*ghost_state = GhostState::Normal;
// Reset to stopped at ghost house center
*position = Position::Stopped {
@@ -179,6 +353,10 @@ fn find_direction_to_target(
None
}
/// Component to track the last animation state for efficient change detection
#[derive(Component, Debug, Clone, Copy, PartialEq)]
pub struct LastAnimationState(pub GhostAnimation);
/// Unified system that manages ghost state transitions and animations with component swapping
pub fn ghost_state_system(
mut commands: Commands,
@@ -192,24 +370,30 @@ pub fn ghost_state_system(
// Only update animation if the animation state actually changed
let current_animation_state = ghost_state.animation_state();
if last_animation_state.0 != current_animation_state {
trace!(ghost = ?ghost_type, old_state = ?last_animation_state.0, new_state = ?current_animation_state, "Ghost animation state changed");
match current_animation_state {
GhostAnimation::Frightened { flash } => {
// Remove DirectionalAnimation, add LinearAnimation
// Remove DirectionalAnimation, add LinearAnimation with Looping component
commands
.entity(entity)
.remove::<DirectionalAnimation>()
.insert(*animations.frightened(flash));
.insert(animations.frightened(flash).clone())
.insert(Looping);
}
GhostAnimation::Normal => {
// Remove LinearAnimation, add DirectionalAnimation
// Remove LinearAnimation and Looping, add DirectionalAnimation
commands
.entity(entity)
.remove::<LinearAnimation>()
.insert(*animations.get_normal(ghost_type).unwrap());
.remove::<(LinearAnimation, Looping)>()
.insert(animations.get_normal(ghost_type).unwrap().clone());
}
GhostAnimation::Eyes => {
// Remove LinearAnimation, add DirectionalAnimation (eyes animation)
commands.entity(entity).remove::<LinearAnimation>().insert(*animations.eyes());
// Remove LinearAnimation and Looping, add DirectionalAnimation (eyes animation)
trace!(ghost = ?ghost_type, "Switching to eyes animation for eaten ghost");
commands
.entity(entity)
.remove::<(LinearAnimation, Looping)>()
.insert(animations.eyes().clone());
}
}
last_animation_state.0 = current_animation_state;

89
src/systems/hud/lives.rs Normal file
View File

@@ -0,0 +1,89 @@
use std::cmp::Ordering;
use crate::constants::{BOARD_BOTTOM_PIXEL_OFFSET, CANVAS_SIZE, CELL_SIZE};
use crate::error::GameError;
use crate::map::direction::Direction;
use crate::systems::{PixelPosition, PlayerLife, PlayerLives, Renderable};
use crate::texture::sprite::SpriteAtlas;
use crate::texture::sprites::{GameSprite, PacmanSprite};
use bevy_ecs::entity::Entity;
use bevy_ecs::event::EventWriter;
use bevy_ecs::system::{Commands, NonSendMut, Query, Res};
use glam::Vec2;
/// Calculates the pixel position for a life sprite based on its index
fn calculate_life_sprite_position(index: u32) -> Vec2 {
let start_x = CELL_SIZE * 2; // 2 cells from left
let start_y = CANVAS_SIZE.y - BOARD_BOTTOM_PIXEL_OFFSET.y + (CELL_SIZE / 2) + 1; // In bottom area
let sprite_spacing = CELL_SIZE + CELL_SIZE / 2; // 1.5 cells between sprites
let x = start_x + ((index as f32) * (sprite_spacing as f32 * 1.5)).round() as u32;
let y = start_y - CELL_SIZE / 2;
Vec2::new((x + CELL_SIZE) as f32, (y + CELL_SIZE) as f32)
}
/// System that manages player life sprite entities.
/// Spawns and despawns life sprite entities based on changes to PlayerLives resource.
/// Each life sprite is positioned based on its index (0, 1, 2, etc. from left to right).
pub fn player_life_sprite_system(
mut commands: Commands,
atlas: NonSendMut<SpriteAtlas>,
current_life_sprites: Query<(Entity, &PlayerLife)>,
player_lives: Res<PlayerLives>,
mut errors: EventWriter<GameError>,
) {
let displayed_lives = player_lives.0.saturating_sub(1);
// Get current life sprite entities, sorted by index
let mut current_sprites: Vec<_> = current_life_sprites.iter().collect();
current_sprites.sort_by_key(|(_, life)| life.index);
let current_count = current_sprites.len() as u8;
// Calculate the difference
let diff = (displayed_lives as i8) - (current_count as i8);
match diff.cmp(&0) {
// Ignore when the number of lives displayed is correct
Ordering::Equal => {}
// Spawn new life sprites
Ordering::Greater => {
let life_sprite = match atlas.get_tile(&GameSprite::Pacman(PacmanSprite::Moving(Direction::Left, 1)).to_path()) {
Ok(sprite) => sprite,
Err(e) => {
errors.write(e.into());
return;
}
};
for i in 0..diff {
let position = calculate_life_sprite_position(i as u32);
commands.spawn((
PlayerLife { index: i as u32 },
Renderable {
sprite: life_sprite,
layer: 255, // High layer to render on top
},
PixelPosition {
pixel_position: position,
},
));
}
}
// Remove excess life sprites (highest indices first)
Ordering::Less => {
let to_remove = diff.unsigned_abs();
let sprites_to_remove: Vec<_> = current_sprites
.iter()
.rev() // Start from highest index
.take(to_remove as usize)
.map(|(entity, _)| *entity)
.collect();
for entity in sprites_to_remove {
commands.entity(entity).despawn();
}
}
}
}

7
src/systems/hud/mod.rs Normal file
View File

@@ -0,0 +1,7 @@
pub mod lives;
pub mod score;
pub mod touch;
pub use self::lives::*;
pub use self::score::*;
pub use self::touch::*;

86
src/systems/hud/score.rs Normal file
View File

@@ -0,0 +1,86 @@
use crate::constants;
use crate::error::{GameError, TextureError};
use crate::systems::{BackbufferResource, GameStage, ScoreResource, StartupSequence};
use crate::texture::sprite::SpriteAtlas;
use crate::texture::text::TextTexture;
use bevy_ecs::event::EventWriter;
use bevy_ecs::system::{NonSendMut, Res};
use sdl2::pixels::Color;
use sdl2::render::Canvas;
use sdl2::video::Window;
/// Renders the HUD (score, lives, etc.) on top of the game.
#[allow(clippy::too_many_arguments)]
pub fn hud_render_system(
mut backbuffer: NonSendMut<BackbufferResource>,
mut canvas: NonSendMut<&mut Canvas<Window>>,
mut atlas: NonSendMut<SpriteAtlas>,
score: Res<ScoreResource>,
stage: Res<GameStage>,
mut errors: EventWriter<GameError>,
) {
let _ = canvas.with_texture_canvas(&mut backbuffer.0, |canvas| {
let mut text_renderer = TextTexture::new(1.0);
// Render lives and high score text in white
let lives_text = "1UP HIGH SCORE ";
let lives_position = glam::UVec2::new(4 + 8 * 3, 2); // x_offset + lives_offset * 8, y_offset
if let Err(e) = text_renderer.render(canvas, &mut atlas, lives_text, lives_position) {
errors.write(TextureError::RenderFailed(format!("Failed to render lives text: {}", e)).into());
}
// Render score text
let score_text = format!("{:02}", score.0);
let score_offset = 7 - (score_text.len() as i32);
let score_position = glam::UVec2::new(4 + 8 * score_offset as u32, 10); // x_offset + score_offset * 8, 8 + y_offset
if let Err(e) = text_renderer.render(canvas, &mut atlas, &score_text, score_position) {
errors.write(TextureError::RenderFailed(format!("Failed to render score text: {}", e)).into());
}
// Render high score text
let high_score_text = format!("{:02}", score.0);
let high_score_offset = 17 - (high_score_text.len() as i32);
let high_score_position = glam::UVec2::new(4 + 8 * high_score_offset as u32, 10); // x_offset + score_offset * 8, 8 + y_offset
if let Err(e) = text_renderer.render(canvas, &mut atlas, &high_score_text, high_score_position) {
errors.write(TextureError::RenderFailed(format!("Failed to render high score text: {}", e)).into());
}
// Render GAME OVER text
if matches!(*stage, GameStage::GameOver) {
let game_over_text = "GAME OVER";
let game_over_width = text_renderer.text_width(game_over_text);
let game_over_position = glam::UVec2::new((constants::CANVAS_SIZE.x - game_over_width) / 2, 160);
if let Err(e) = text_renderer.render_with_color(canvas, &mut atlas, game_over_text, game_over_position, Color::RED) {
errors.write(TextureError::RenderFailed(format!("Failed to render GAME OVER text: {}", e)).into());
}
}
// Render text based on StartupSequence stage
if matches!(
*stage,
GameStage::Starting(StartupSequence::TextOnly { .. })
| GameStage::Starting(StartupSequence::CharactersVisible { .. })
) {
let ready_text = "READY!";
let ready_width = text_renderer.text_width(ready_text);
let ready_position = glam::UVec2::new((constants::CANVAS_SIZE.x - ready_width) / 2, 160);
if let Err(e) = text_renderer.render_with_color(canvas, &mut atlas, ready_text, ready_position, Color::YELLOW) {
errors.write(TextureError::RenderFailed(format!("Failed to render READY text: {}", e)).into());
}
if matches!(*stage, GameStage::Starting(StartupSequence::TextOnly { .. })) {
let player_one_text = "PLAYER ONE";
let player_one_width = text_renderer.text_width(player_one_text);
let player_one_position = glam::UVec2::new((constants::CANVAS_SIZE.x - player_one_width) / 2, 113);
if let Err(e) =
text_renderer.render_with_color(canvas, &mut atlas, player_one_text, player_one_position, Color::CYAN)
{
errors.write(TextureError::RenderFailed(format!("Failed to render PLAYER ONE text: {}", e)).into());
}
}
}
});
}

81
src/systems/hud/touch.rs Normal file
View File

@@ -0,0 +1,81 @@
use crate::error::{GameError, TextureError};
use crate::systems::{BackbufferResource, TouchState};
use bevy_ecs::event::EventWriter;
use bevy_ecs::system::{NonSendMut, Res};
use sdl2::pixels::Color;
use sdl2::rect::Point;
use sdl2::render::{BlendMode, Canvas};
use sdl2::video::Window;
/// Renders touch UI overlay for mobile/testing.
pub fn touch_ui_render_system(
mut backbuffer: NonSendMut<BackbufferResource>,
mut canvas: NonSendMut<&mut Canvas<Window>>,
touch_state: Res<TouchState>,
mut errors: EventWriter<GameError>,
) {
if let Some(ref touch_data) = touch_state.active_touch {
let _ = canvas.with_texture_canvas(&mut backbuffer.0, |canvas| {
// Set blend mode for transparency
canvas.set_blend_mode(BlendMode::Blend);
// Draw semi-transparent circle at touch start position
canvas.set_draw_color(Color::RGBA(255, 255, 255, 100));
let center = Point::new(touch_data.start_pos.x as i32, touch_data.start_pos.y as i32);
// Draw a simple circle by drawing filled rectangles (basic approach)
let radius = 30;
for dy in -radius..=radius {
for dx in -radius..=radius {
if dx * dx + dy * dy <= radius * radius {
let point = Point::new(center.x + dx, center.y + dy);
if let Err(e) = canvas.draw_point(point) {
errors.write(TextureError::RenderFailed(format!("Touch UI render error: {}", e)).into());
return;
}
}
}
}
// Draw direction indicator if we have a direction
if let Some(direction) = touch_data.current_direction {
canvas.set_draw_color(Color::RGBA(0, 255, 0, 150));
// Draw arrow indicating direction
let arrow_length = 40;
let (dx, dy) = match direction {
crate::map::direction::Direction::Up => (0, -arrow_length),
crate::map::direction::Direction::Down => (0, arrow_length),
crate::map::direction::Direction::Left => (-arrow_length, 0),
crate::map::direction::Direction::Right => (arrow_length, 0),
};
let end_point = Point::new(center.x + dx, center.y + dy);
if let Err(e) = canvas.draw_line(center, end_point) {
errors.write(TextureError::RenderFailed(format!("Touch arrow render error: {}", e)).into());
}
// Draw arrowhead (simple approach)
let arrow_size = 8;
match direction {
crate::map::direction::Direction::Up => {
let _ = canvas.draw_line(end_point, Point::new(end_point.x - arrow_size, end_point.y + arrow_size));
let _ = canvas.draw_line(end_point, Point::new(end_point.x + arrow_size, end_point.y + arrow_size));
}
crate::map::direction::Direction::Down => {
let _ = canvas.draw_line(end_point, Point::new(end_point.x - arrow_size, end_point.y - arrow_size));
let _ = canvas.draw_line(end_point, Point::new(end_point.x + arrow_size, end_point.y - arrow_size));
}
crate::map::direction::Direction::Left => {
let _ = canvas.draw_line(end_point, Point::new(end_point.x + arrow_size, end_point.y - arrow_size));
let _ = canvas.draw_line(end_point, Point::new(end_point.x + arrow_size, end_point.y + arrow_size));
}
crate::map::direction::Direction::Right => {
let _ = canvas.draw_line(end_point, Point::new(end_point.x - arrow_size, end_point.y - arrow_size));
let _ = canvas.draw_line(end_point, Point::new(end_point.x - arrow_size, end_point.y + arrow_size));
}
}
}
});
}
}

View File

@@ -13,17 +13,17 @@ use sdl2::{
};
use smallvec::{smallvec, SmallVec};
use crate::systems::components::DeltaTime;
use crate::systems::DeltaTime;
use crate::{
events::{GameCommand, GameEvent},
map::direction::Direction,
};
// Touch input constants
const TOUCH_DIRECTION_THRESHOLD: f32 = 10.0;
const TOUCH_EASING_DISTANCE_THRESHOLD: f32 = 1.0;
const MAX_TOUCH_MOVEMENT_SPEED: f32 = 100.0;
const TOUCH_EASING_FACTOR: f32 = 1.5;
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 {
@@ -35,7 +35,7 @@ pub enum CursorPosition {
},
}
#[derive(Resource, Default, Debug)]
#[derive(Resource, Default, Debug, Clone)]
pub struct TouchState {
pub active_touch: Option<TouchData>,
}
@@ -160,7 +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
@@ -179,7 +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();
@@ -220,16 +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 {

View File

@@ -1,74 +1,123 @@
use bevy_ecs::{
entity::Entity,
event::{EventReader, EventWriter},
query::With,
system::{Commands, Query, ResMut},
event::Event,
observer::Trigger,
system::{Commands, NonSendMut, Res},
};
use strum_macros::IntoStaticStr;
use tracing::debug;
use crate::{
constants::animation::FRIGHTENED_FLASH_START_TICKS,
events::GameEvent,
systems::{AudioEvent, EntityType, GhostCollider, GhostState, ItemCollider, PacmanCollider, ScoreResource},
constants,
map::builder::Map,
systems::{common::bundles::ItemBundle, Collider, Position, Renderable, TimeToLive},
texture::{
sprite::SpriteAtlas,
sprites::{EffectSprite, GameSprite},
},
};
/// Determines if a collision between two entity types should be handled by the item system.
///
/// Returns `true` if one entity is a player and the other is a collectible item.
#[allow(dead_code)]
pub fn is_valid_item_collision(entity1: EntityType, entity2: EntityType) -> bool {
match (entity1, entity2) {
(EntityType::Player, entity) | (entity, EntityType::Player) => entity.is_collectible(),
_ => false,
}
use crate::{systems::common::components::EntityType, systems::ItemCollider};
/// Tracks the number of pellets consumed by the player for fruit spawning mechanics.
#[derive(bevy_ecs::resource::Resource, Debug, Default)]
pub struct PelletCount(pub u32);
/// Represents the different fruit sprites that can appear as bonus items.
#[derive(IntoStaticStr, Debug, Clone, Copy, PartialEq, Eq, Hash)]
#[strum(serialize_all = "snake_case")]
pub enum FruitType {
Cherry,
Strawberry,
Orange,
Apple,
Melon,
Galaxian,
Bell,
Key,
}
pub fn item_system(
mut commands: Commands,
mut collision_events: EventReader<GameEvent>,
mut score: ResMut<ScoreResource>,
pacman_query: Query<Entity, With<PacmanCollider>>,
item_query: Query<(Entity, &EntityType), With<ItemCollider>>,
mut ghost_query: Query<&mut GhostState, With<GhostCollider>>,
mut events: EventWriter<AudioEvent>,
) {
for event in collision_events.read() {
if let GameEvent::Collision(entity1, entity2) = event {
// Check if one is Pacman and the other is an item
let (_pacman_entity, item_entity) = if pacman_query.get(*entity1).is_ok() && item_query.get(*entity2).is_ok() {
(*entity1, *entity2)
} else if pacman_query.get(*entity2).is_ok() && item_query.get(*entity1).is_ok() {
(*entity2, *entity1)
} else {
continue;
};
impl FruitType {
/// Returns the score value for this fruit type.
pub fn score_value(self) -> u32 {
match self {
FruitType::Cherry => 100,
FruitType::Strawberry => 300,
FruitType::Orange => 500,
FruitType::Apple => 700,
FruitType::Melon => 1000,
FruitType::Galaxian => 2000,
FruitType::Bell => 3000,
FruitType::Key => 5000,
}
}
// Get the item type and update score
if let Ok((item_ent, entity_type)) = item_query.get(item_entity) {
if let Some(score_value) = entity_type.score_value() {
score.0 += score_value;
// Remove the collected item
commands.entity(item_ent).despawn();
// Trigger audio if appropriate
if entity_type.is_collectible() {
events.write(AudioEvent::PlayEat);
}
// Make ghosts frightened when power pellet is collected
if *entity_type == EntityType::PowerPellet {
// Convert seconds to frames (assumes 60 FPS)
let total_ticks = 60 * 5; // 5 seconds total
// Set all ghosts to frightened state, except those in Eyes state
for mut ghost_state in ghost_query.iter_mut() {
if !matches!(*ghost_state, GhostState::Eyes) {
*ghost_state = GhostState::new_frightened(total_ticks, FRIGHTENED_FLASH_START_TICKS);
}
}
}
}
}
pub fn from_index(index: u8) -> Self {
match index {
0 => FruitType::Cherry,
1 => FruitType::Strawberry,
2 => FruitType::Orange,
3 => FruitType::Apple,
4 => FruitType::Melon,
5 => FruitType::Galaxian,
6 => FruitType::Bell,
7 => FruitType::Key,
_ => panic!("Invalid fruit index: {}", index),
}
}
}
/// Trigger to spawn a fruit
#[derive(Event, Clone, Copy, Debug)]
pub enum SpawnTrigger {
Fruit,
Bonus { position: Position, value: u32, ttl: u32 },
}
pub fn spawn_fruit_observer(
trigger: Trigger<SpawnTrigger>,
mut commands: Commands,
atlas: NonSendMut<SpriteAtlas>,
map: Res<Map>,
) {
let entity = match *trigger {
SpawnTrigger::Fruit => {
// Use cherry sprite as the default fruit (first fruit in original Pac-Man)
let sprite = &atlas
.get_tile(&GameSprite::Fruit(FruitType::from_index(0)).to_path())
.unwrap();
let bundle = ItemBundle {
position: map.start_positions.fruit_spawn,
sprite: Renderable {
sprite: *sprite,
layer: 1,
},
entity_type: EntityType::Fruit(FruitType::Cherry),
collider: Collider {
size: constants::collider::FRUIT_SIZE,
},
item_collider: ItemCollider,
};
commands.spawn(bundle)
}
SpawnTrigger::Bonus { position, value, ttl } => {
let sprite = &atlas
.get_tile(&GameSprite::Effect(EffectSprite::Bonus(value)).to_path())
.unwrap();
let bundle = (
position,
TimeToLive::new(ttl),
Renderable {
sprite: *sprite,
layer: 1,
},
EntityType::Effect,
);
commands.spawn(bundle)
}
};
debug!(entity = ?entity.id(), "Entity spawned via trigger");
}

33
src/systems/lifetime.rs Normal file
View File

@@ -0,0 +1,33 @@
use bevy_ecs::{
component::Component,
entity::Entity,
system::{Commands, Query, Res},
};
use crate::systems::DeltaTime;
/// Component for entities that should be automatically deleted after a certain number of ticks
#[derive(Component, Debug, Clone, Copy)]
pub struct TimeToLive {
pub remaining_ticks: u32,
}
impl TimeToLive {
pub fn new(ticks: u32) -> Self {
Self { remaining_ticks: ticks }
}
}
/// System that manages entities with TimeToLive components, decrementing their remaining ticks
/// and despawning them when they expire
pub fn time_to_live_system(mut commands: Commands, dt: Res<DeltaTime>, mut query: Query<(Entity, &mut TimeToLive)>) {
for (entity, mut ttl) in query.iter_mut() {
if ttl.remaining_ticks <= dt.ticks {
// Entity has expired, despawn it
commands.entity(entity).despawn();
} else {
// Decrement remaining time
ttl.remaining_ticks = ttl.remaining_ticks.saturating_sub(dt.ticks);
}
}
}

View File

@@ -1,32 +1,41 @@
//! The Entity-Component-System (ECS) module.
//!
//! This module contains all the ECS-related logic, including components, systems,
//! and resources.
//! This module contains all the systems in the game.
// These modules are excluded from coverage.
#[cfg_attr(coverage_nightly, coverage(off))]
pub mod audio;
pub mod blinking;
pub mod collision;
pub mod components;
#[cfg_attr(coverage_nightly, coverage(off))]
pub mod debug;
pub mod ghost;
#[cfg_attr(coverage_nightly, coverage(off))]
pub mod profiling;
#[cfg_attr(coverage_nightly, coverage(off))]
pub mod render;
mod animation;
mod collision;
pub mod common;
mod ghost;
mod hud;
pub mod input;
pub mod item;
pub mod lifetime;
pub mod movement;
pub mod player;
pub mod profiling;
pub mod render;
pub mod stage;
pub mod state;
// Re-export all the modules. Do not fine-tune the exports.
pub use self::animation::*;
pub use self::audio::*;
pub use self::blinking::*;
pub use self::collision::*;
pub use self::components::*;
pub use self::common::*;
pub use self::debug::*;
pub use self::ghost::*;
pub use self::hud::*;
pub use self::input::*;
pub use self::item::*;
pub use self::lifetime::*;
pub use self::movement::*;
pub use self::player::*;
pub use self::profiling::*;
pub use self::render::*;
pub use self::stage::*;
pub use self::state::*;

View File

@@ -1,21 +1,26 @@
use bevy_ecs::{
event::{EventReader, EventWriter},
component::Component,
event::EventReader,
query::{With, Without},
system::{Query, Res, ResMut},
system::{Query, Res, ResMut, Single},
};
use tracing::trace;
use crate::{
error::GameError,
events::{GameCommand, GameEvent},
map::{builder::Map, graph::Edge},
systems::{
components::{DeltaTime, EntityType, Frozen, GlobalState, MovementModifiers, PlayerControlled},
components::{DeltaTime, EntityType, Frozen, GlobalState, MovementModifiers},
debug::DebugState,
movement::{BufferedDirection, Position, Velocity},
AudioState,
},
};
/// A tag component for entities that are controlled by the player.
#[derive(Default, Component)]
pub struct PlayerControlled;
pub fn can_traverse(entity_type: EntityType, edge: Edge) -> bool {
let entity_flags = entity_type.traversal_flags();
edge.traversal_flags.contains(entity_flags)
@@ -27,48 +32,40 @@ pub fn can_traverse(entity_type: EntityType, edge: Edge) -> bool {
/// toggling, audio muting, and game exit requests. Movement commands are buffered
/// to allow direction changes before reaching intersections, improving gameplay
/// responsiveness. Non-movement commands immediately modify global game state.
#[allow(clippy::type_complexity)]
pub fn player_control_system(
mut events: EventReader<GameEvent>,
mut state: ResMut<GlobalState>,
mut debug_state: ResMut<DebugState>,
mut audio_state: ResMut<AudioState>,
mut players: Query<&mut BufferedDirection, (With<PlayerControlled>, Without<Frozen>)>,
mut errors: EventWriter<GameError>,
mut player: Option<Single<&mut BufferedDirection, (With<PlayerControlled>, Without<Frozen>)>>,
) {
// Handle events
for event in events.read() {
if let GameEvent::Command(command) = event {
match command {
GameCommand::MovePlayer(direction) => {
// Get the player's movable component (ensuring there is only one player)
let mut buffered_direction = match players.single_mut() {
Ok(tuple) => tuple,
Err(e) => {
errors.write(GameError::InvalidState(format!(
"No/multiple entities queried for player system: {}",
e
)));
return;
}
};
let GameEvent::Command(command) = event;
*buffered_direction = BufferedDirection::Some {
match command {
GameCommand::MovePlayer(direction) => {
// Only handle movement if there's an unfrozen player
if let Some(player_single) = player.as_mut() {
trace!(direction = ?*direction, "Player direction buffered for movement");
***player_single = BufferedDirection::Some {
direction: *direction,
remaining_time: 0.25,
};
}
GameCommand::Exit => {
state.exit = true;
}
GameCommand::ToggleDebug => {
debug_state.enabled = !debug_state.enabled;
}
GameCommand::MuteAudio => {
audio_state.muted = !audio_state.muted;
tracing::info!("Audio {}", if audio_state.muted { "muted" } else { "unmuted" });
}
_ => {}
}
GameCommand::Exit => {
state.exit = true;
}
GameCommand::ToggleDebug => {
debug_state.enabled = !debug_state.enabled;
}
GameCommand::MuteAudio => {
audio_state.muted = !audio_state.muted;
tracing::info!("Audio {}", if audio_state.muted { "muted" } else { "unmuted" });
}
_ => {}
}
}
}
@@ -86,6 +83,7 @@ pub fn player_movement_system(
(&MovementModifiers, &mut Position, &mut Velocity, &mut BufferedDirection),
(With<PlayerControlled>, Without<Frozen>),
>,
mut last_stopped_node: bevy_ecs::system::Local<Option<crate::systems::movement::NodeId>>,
) {
for (modifiers, mut position, mut velocity, mut buffered_direction) in entities.iter_mut() {
// Decrement the buffered direction remaining time
@@ -95,6 +93,7 @@ pub fn player_movement_system(
} = *buffered_direction
{
if remaining_time <= 0.0 {
trace!("Buffered direction expired");
*buffered_direction = BufferedDirection::None;
} else {
*buffered_direction = BufferedDirection::Some {
@@ -115,6 +114,8 @@ pub fn player_movement_system(
if let Some(edge) = map.graph.find_edge_in_direction(position.current_node(), direction) {
// If there is an edge in that direction (and it's traversable), start moving towards it and consume the buffered direction.
if can_traverse(EntityType::Player, edge) {
trace!(from = position.current_node(), to = edge.target, direction = ?direction, "Player started moving using buffered direction");
*last_stopped_node = None; // Reset stopped state when starting to move
velocity.direction = edge.direction;
*position = Position::Moving {
from: position.current_node(),
@@ -129,6 +130,8 @@ pub fn player_movement_system(
// If there is no buffered direction (or it's not yet valid), continue in the current direction.
if let Some(edge) = map.graph.find_edge_in_direction(position.current_node(), velocity.direction) {
if can_traverse(EntityType::Player, edge) {
trace!(from = position.current_node(), to = edge.target, direction = ?velocity.direction, "Player continued in current direction");
*last_stopped_node = None; // Reset stopped state when starting to move
velocity.direction = edge.direction;
*position = Position::Moving {
from: position.current_node(),
@@ -138,6 +141,11 @@ pub fn player_movement_system(
}
} else {
// No edge in our current direction either, erase the buffered direction and stop.
let current_node = position.current_node();
if *last_stopped_node != Some(current_node) {
trace!(node = current_node, direction = ?velocity.direction, "Player stopped - no valid edge in current direction");
*last_stopped_node = Some(current_node);
}
*buffered_direction = BufferedDirection::None;
break;
}
@@ -155,14 +163,23 @@ pub fn player_movement_system(
}
/// Applies tunnel slowdown based on the current node tile
pub fn player_tunnel_slowdown_system(map: Res<Map>, mut q: Query<(&Position, &mut MovementModifiers), With<PlayerControlled>>) {
if let Ok((position, mut modifiers)) = q.single_mut() {
let node = position.current_node();
let in_tunnel = map
.tile_at_node(node)
.map(|t| t == crate::constants::MapTile::Tunnel)
.unwrap_or(false);
modifiers.tunnel_slowdown_active = in_tunnel;
modifiers.speed_multiplier = if in_tunnel { 0.6 } else { 1.0 };
pub fn player_tunnel_slowdown_system(map: Res<Map>, player: Single<(&Position, &mut MovementModifiers), With<PlayerControlled>>) {
let (position, mut modifiers) = player.into_inner();
let node = position.current_node();
let in_tunnel = map
.tile_at_node(node)
.map(|t| t == crate::constants::MapTile::Tunnel)
.unwrap_or(false);
if modifiers.tunnel_slowdown_active != in_tunnel {
trace!(
node,
in_tunnel,
speed_multiplier = if in_tunnel { 0.6 } else { 1.0 },
"Player tunnel slowdown state changed"
);
}
modifiers.tunnel_slowdown_active = in_tunnel;
modifiers.speed_multiplier = if in_tunnel { 0.6 } else { 1.0 };
}

View File

@@ -52,6 +52,11 @@ impl TimingBuffer {
self.last_tick = current_tick;
}
/// Gets the most recent timing from the buffer.
pub fn get_most_recent_timing(&self) -> Duration {
self.buffer.back().copied().unwrap_or(Duration::ZERO)
}
/// Gets statistics for this timing buffer.
///
/// # Panics
@@ -157,6 +162,7 @@ pub enum SystemId {
Stage,
GhostStateAnimation,
EatenGhost,
TimeToLive,
}
impl Display for SystemId {
@@ -247,6 +253,61 @@ impl SystemTimings {
// Use the formatting module to format the data
format_timing_display(timing_data)
}
/// Returns a list of systems with their timings, likely responsible for slow frame timings.
///
/// First, checks if any systems took longer than 2ms on the most recent tick.
/// If none exceed 2ms, accumulates systems until the top 30% of total timing
/// is reached, stopping at 5 systems maximum.
///
/// Returns tuples of (SystemId, Duration) in a SmallVec capped at 5 items.
pub fn get_slowest_systems(&self) -> SmallVec<[(SystemId, Duration); 5]> {
let mut system_timings: Vec<(SystemId, Duration)> = Vec::new();
let mut total_duration = Duration::ZERO;
// Collect most recent timing for each system (excluding Total)
for id in SystemId::iter() {
if id == SystemId::Total {
continue;
}
if let Some(buffer) = self.timings.get(&id) {
let recent_timing = buffer.lock().get_most_recent_timing();
system_timings.push((id, recent_timing));
total_duration += recent_timing;
}
}
// Sort by duration (highest first)
system_timings.sort_by(|a, b| b.1.cmp(&a.1));
// Check for systems over 2ms threshold
let over_threshold: SmallVec<[(SystemId, Duration); 5]> = system_timings
.iter()
.filter(|(_, duration)| duration.as_millis() >= 2)
.copied()
.collect();
if !over_threshold.is_empty() {
return over_threshold;
}
// Accumulate top systems until 30% of total is reached (max 5 systems)
let threshold = total_duration.as_nanos() as f64 * 0.3;
let mut accumulated = 0u128;
let mut result = SmallVec::new();
for (id, duration) in system_timings.iter().take(5) {
result.push((*id, *duration));
accumulated += duration.as_nanos();
if accumulated as f64 >= threshold {
break;
}
}
result
}
}
pub fn profile<S, M>(id: SystemId, system: S) -> impl FnMut(&mut bevy_ecs::world::World)

View File

@@ -1,33 +1,85 @@
use crate::constants::CANVAS_SIZE;
use crate::error::{GameError, TextureError};
use crate::map::builder::Map;
use crate::systems::input::TouchState;
use crate::systems::{
debug_render_system, BatchedLinesResource, Collider, CursorPosition, DebugState, DebugTextureResource, DeltaTime,
DirectionalAnimation, LinearAnimation, Position, Renderable, ScoreResource, StartupSequence, SystemId, SystemTimings,
TtfAtlasResource, Velocity,
debug_render_system, BatchedLinesResource, Collider, CursorPosition, DebugState, DebugTextureResource, Position, SystemId,
SystemTimings, TtfAtlasResource,
};
use crate::texture::sprite::SpriteAtlas;
use crate::texture::text::TextTexture;
use crate::texture::sprite::{AtlasTile, SpriteAtlas};
use bevy_ecs::component::Component;
use bevy_ecs::entity::Entity;
use bevy_ecs::event::EventWriter;
use bevy_ecs::query::{Changed, Or, Without};
use bevy_ecs::query::{Changed, Or, With};
use bevy_ecs::removal_detection::RemovedComponents;
use bevy_ecs::resource::Resource;
use bevy_ecs::system::{NonSendMut, Query, Res, ResMut};
use sdl2::pixels::Color;
use glam::Vec2;
use sdl2::rect::{Point, Rect};
use sdl2::render::{BlendMode, Canvas, Texture};
use sdl2::video::Window;
use std::time::Instant;
/// A component for entities that have a sprite, with a layer for ordering.
///
/// This is intended to be modified by other entities allowing animation.
#[derive(Component)]
pub struct Renderable {
pub sprite: AtlasTile,
pub layer: u8,
}
#[derive(Resource, Default)]
pub struct RenderDirty(pub bool);
#[derive(Component)]
pub struct Hidden;
/// A component that controls entity visibility in the render system.
///
/// Entities without this component are considered visible by default.
/// This allows for efficient rendering where only entities that need
/// visibility control have this component.
#[derive(Component, Debug, Clone, Copy, PartialEq, Eq)]
pub struct Visibility(pub bool);
impl Default for Visibility {
fn default() -> Self {
Self(true) // Default to visible
}
}
impl Visibility {
/// Creates a visible Visibility component
pub fn visible() -> Self {
Self(true)
}
/// Creates a hidden Visibility component
pub fn hidden() -> Self {
Self(false)
}
/// Returns true if the entity is visible
pub fn is_visible(&self) -> bool {
self.0
}
/// Returns true if the entity is hidden
#[allow(dead_code)] // Used in tests
pub fn is_hidden(&self) -> bool {
!self.0
}
/// Makes the entity visible
pub fn show(&mut self) {
self.0 = true;
}
/// Toggles the visibility state
pub fn toggle(&mut self) {
self.0 = !self.0;
}
}
/// Enum to identify which texture is being rendered to in the combined render system
#[derive(Debug, Clone, Copy)]
enum RenderTarget {
@@ -38,75 +90,18 @@ enum RenderTarget {
#[allow(clippy::type_complexity)]
pub fn dirty_render_system(
mut dirty: ResMut<RenderDirty>,
changed: Query<(), Or<(Changed<Renderable>, Changed<Position>)>>,
removed_hidden: RemovedComponents<Hidden>,
changed: Query<(), Or<(Changed<Renderable>, Changed<Position>, Changed<Visibility>)>>,
removed_renderables: RemovedComponents<Renderable>,
) {
if !changed.is_empty() || !removed_hidden.is_empty() || !removed_renderables.is_empty() {
if changed.iter().count() > 0 || !removed_renderables.is_empty() {
dirty.0 = true;
}
}
/// Updates directional animated entities with synchronized timing across directions.
///
/// This runs before the render system to update sprites based on current direction and movement state.
/// All directions share the same frame timing to ensure perfect synchronization.
pub fn directional_render_system(
dt: Res<DeltaTime>,
mut query: Query<(&Position, &Velocity, &mut DirectionalAnimation, &mut Renderable)>,
) {
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 { .. });
// Only tick animation when moving to preserve stopped frame
if !stopped {
// Tick shared animation state
anim.time_bank += ticks;
while anim.time_bank >= anim.frame_duration {
anim.time_bank -= anim.frame_duration;
anim.current_frame += 1;
}
}
// Get tiles for current direction and movement state
let tiles = if stopped {
anim.stopped_tiles.get(velocity.direction)
} else {
anim.moving_tiles.get(velocity.direction)
};
if !tiles.is_empty() {
let new_tile = tiles.get_tile(anim.current_frame);
if renderable.sprite != new_tile {
renderable.sprite = new_tile;
}
}
}
}
/// Updates linear animated entities (used for non-directional animations like frightened ghosts).
///
/// 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.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
anim.time_bank += ticks;
while anim.time_bank >= anim.frame_duration {
anim.time_bank -= anim.frame_duration;
anim.current_frame += 1;
}
if !anim.tiles.is_empty() {
let new_tile = anim.tiles.get_tile(anim.current_frame);
if renderable.sprite != new_tile {
renderable.sprite = new_tile;
}
}
}
/// Component for Renderables to store an exact pixel position
#[derive(Component)]
pub struct PixelPosition {
pub pixel_position: Vec2,
}
/// A non-send resource for the map texture. This just wraps the texture with a type so it can be differentiated when exposed as a resource.
@@ -115,152 +110,24 @@ pub struct MapTextureResource(pub Texture);
/// A non-send resource for the backbuffer texture. This just wraps the texture with a type so it can be differentiated when exposed as a resource.
pub struct BackbufferResource(pub Texture);
/// Renders touch UI overlay for mobile/testing.
pub fn touch_ui_render_system(
mut backbuffer: NonSendMut<BackbufferResource>,
mut canvas: NonSendMut<&mut Canvas<Window>>,
touch_state: Res<TouchState>,
mut errors: EventWriter<GameError>,
) {
if let Some(ref touch_data) = touch_state.active_touch {
let _ = canvas.with_texture_canvas(&mut backbuffer.0, |canvas| {
// Set blend mode for transparency
canvas.set_blend_mode(BlendMode::Blend);
// Draw semi-transparent circle at touch start position
canvas.set_draw_color(Color::RGBA(255, 255, 255, 100));
let center = Point::new(touch_data.start_pos.x as i32, touch_data.start_pos.y as i32);
// Draw a simple circle by drawing filled rectangles (basic approach)
let radius = 30;
for dy in -radius..=radius {
for dx in -radius..=radius {
if dx * dx + dy * dy <= radius * radius {
let point = Point::new(center.x + dx, center.y + dy);
if let Err(e) = canvas.draw_point(point) {
errors.write(TextureError::RenderFailed(format!("Touch UI render error: {}", e)).into());
return;
}
}
}
}
// Draw direction indicator if we have a direction
if let Some(direction) = touch_data.current_direction {
canvas.set_draw_color(Color::RGBA(0, 255, 0, 150));
// Draw arrow indicating direction
let arrow_length = 40;
let (dx, dy) = match direction {
crate::map::direction::Direction::Up => (0, -arrow_length),
crate::map::direction::Direction::Down => (0, arrow_length),
crate::map::direction::Direction::Left => (-arrow_length, 0),
crate::map::direction::Direction::Right => (arrow_length, 0),
};
let end_point = Point::new(center.x + dx, center.y + dy);
if let Err(e) = canvas.draw_line(center, end_point) {
errors.write(TextureError::RenderFailed(format!("Touch arrow render error: {}", e)).into());
}
// Draw arrowhead (simple approach)
let arrow_size = 8;
match direction {
crate::map::direction::Direction::Up => {
let _ = canvas.draw_line(end_point, Point::new(end_point.x - arrow_size, end_point.y + arrow_size));
let _ = canvas.draw_line(end_point, Point::new(end_point.x + arrow_size, end_point.y + arrow_size));
}
crate::map::direction::Direction::Down => {
let _ = canvas.draw_line(end_point, Point::new(end_point.x - arrow_size, end_point.y - arrow_size));
let _ = canvas.draw_line(end_point, Point::new(end_point.x + arrow_size, end_point.y - arrow_size));
}
crate::map::direction::Direction::Left => {
let _ = canvas.draw_line(end_point, Point::new(end_point.x + arrow_size, end_point.y - arrow_size));
let _ = canvas.draw_line(end_point, Point::new(end_point.x + arrow_size, end_point.y + arrow_size));
}
crate::map::direction::Direction::Right => {
let _ = canvas.draw_line(end_point, Point::new(end_point.x - arrow_size, end_point.y - arrow_size));
let _ = canvas.draw_line(end_point, Point::new(end_point.x - arrow_size, end_point.y + arrow_size));
}
}
}
});
}
}
/// Renders the HUD (score, lives, etc.) on top of the game.
pub fn hud_render_system(
mut backbuffer: NonSendMut<BackbufferResource>,
mut canvas: NonSendMut<&mut Canvas<Window>>,
mut atlas: NonSendMut<SpriteAtlas>,
score: Res<ScoreResource>,
startup: Res<StartupSequence>,
mut errors: EventWriter<GameError>,
) {
let _ = canvas.with_texture_canvas(&mut backbuffer.0, |canvas| {
let mut text_renderer = TextTexture::new(1.0);
// Render lives and high score text in white
let lives = 3; // TODO: Get from actual lives resource
let lives_text = format!("{lives}UP HIGH SCORE ");
let lives_position = glam::UVec2::new(4 + 8 * 3, 2); // x_offset + lives_offset * 8, y_offset
if let Err(e) = text_renderer.render(canvas, &mut atlas, &lives_text, lives_position) {
errors.write(TextureError::RenderFailed(format!("Failed to render lives text: {}", e)).into());
}
// Render score text
let score_text = format!("{:02}", score.0);
let score_offset = 7 - (score_text.len() as i32);
let score_position = glam::UVec2::new(4 + 8 * score_offset as u32, 10); // x_offset + score_offset * 8, 8 + y_offset
if let Err(e) = text_renderer.render(canvas, &mut atlas, &score_text, score_position) {
errors.write(TextureError::RenderFailed(format!("Failed to render score text: {}", e)).into());
}
// Render high score text
let high_score_text = format!("{:02}", score.0);
let high_score_offset = 17 - (high_score_text.len() as i32);
let high_score_position = glam::UVec2::new(4 + 8 * high_score_offset as u32, 10); // x_offset + score_offset * 8, 8 + y_offset
if let Err(e) = text_renderer.render(canvas, &mut atlas, &high_score_text, high_score_position) {
errors.write(TextureError::RenderFailed(format!("Failed to render high score text: {}", e)).into());
}
// Render text based on StartupSequence stage
if matches!(
*startup,
StartupSequence::TextOnly { .. } | StartupSequence::CharactersVisible { .. }
) {
let ready_text = "READY!";
let ready_width = text_renderer.text_width(ready_text);
let ready_position = glam::UVec2::new((CANVAS_SIZE.x - ready_width) / 2, 160);
if let Err(e) = text_renderer.render_with_color(canvas, &mut atlas, ready_text, ready_position, Color::YELLOW) {
errors.write(TextureError::RenderFailed(format!("Failed to render READY text: {}", e)).into());
}
if matches!(*startup, StartupSequence::TextOnly { .. }) {
let player_one_text = "PLAYER ONE";
let player_one_width = text_renderer.text_width(player_one_text);
let player_one_position = glam::UVec2::new((CANVAS_SIZE.x - player_one_width) / 2, 113);
if let Err(e) =
text_renderer.render_with_color(canvas, &mut atlas, player_one_text, player_one_position, Color::CYAN)
{
errors.write(TextureError::RenderFailed(format!("Failed to render PLAYER ONE text: {}", e)).into());
}
}
}
});
}
#[allow(clippy::too_many_arguments)]
#[allow(clippy::type_complexity)]
pub fn render_system(
canvas: &mut Canvas<Window>,
map_texture: &NonSendMut<MapTextureResource>,
atlas: &mut SpriteAtlas,
map: &Res<Map>,
dirty: &Res<RenderDirty>,
renderables: &Query<(Entity, &Renderable, &Position), Without<Hidden>>,
renderables: &Query<
(
Entity,
&Renderable,
Option<&Position>,
Option<&PixelPosition>,
Option<&Visibility>,
),
Or<(With<Position>, With<PixelPosition>)>,
>,
errors: &mut EventWriter<GameError>,
) {
if !dirty.0 {
@@ -276,13 +143,25 @@ pub fn render_system(
errors.write(TextureError::RenderFailed(e.to_string()).into());
}
// Render all entities to the backbuffer
for (_, renderable, position) in renderables
// Collect and filter visible entities, then sort by layer
let mut visible_entities: Vec<_> = renderables
.iter()
.sort_by_key::<(Entity, &Renderable, &Position), _>(|(_, renderable, _)| renderable.layer)
.rev()
{
let pos = position.get_pixel_position(&map.graph);
.filter(|(_, _, _, _, visibility)| visibility.copied().unwrap_or_default().is_visible())
.collect();
visible_entities.sort_by_key(|(_, renderable, _, _, _)| renderable.layer);
visible_entities.reverse();
// Render all visible entities to the backbuffer
for (_entity, renderable, position, pixel_position, _visibility) in visible_entities {
let pos = if let Some(position) = position {
position.get_pixel_position(&map.graph)
} else {
Ok(pixel_position
.expect("Pixel position should be present via query filtering, but got None on both")
.pixel_position)
};
match pos {
Ok(pos) => {
let dest = Rect::from_center(
@@ -307,6 +186,7 @@ pub fn render_system(
/// Combined render system that renders to both backbuffer and debug textures in a single
/// with_multiple_texture_canvas call for reduced overhead
#[allow(clippy::too_many_arguments)]
#[allow(clippy::type_complexity)]
pub fn combined_render_system(
mut canvas: NonSendMut<&mut Canvas<Window>>,
map_texture: NonSendMut<MapTextureResource>,
@@ -320,7 +200,16 @@ pub fn combined_render_system(
timing: Res<crate::systems::profiling::Timing>,
map: Res<Map>,
dirty: Res<RenderDirty>,
renderables: Query<(Entity, &Renderable, &Position), Without<Hidden>>,
renderables: Query<
(
Entity,
&Renderable,
Option<&Position>,
Option<&PixelPosition>,
Option<&Visibility>,
),
Or<(With<Position>, With<PixelPosition>)>,
>,
colliders: Query<(&Collider, &Position)>,
cursor: Res<CursorPosition>,
mut errors: EventWriter<GameError>,

View File

@@ -1,101 +0,0 @@
use bevy_ecs::{
entity::Entity,
query::With,
resource::Resource,
system::{Commands, Query, ResMut},
};
use tracing::debug;
use crate::systems::{Blinking, Frozen, GhostCollider, Hidden, PlayerControlled};
#[derive(Resource, Debug, Clone, Copy)]
pub enum StartupSequence {
/// Stage 1: Text-only stage
/// - Player & ghosts are hidden
/// - READY! and PLAYER ONE text are shown
/// - Energizers do not blink
TextOnly {
/// Remaining ticks in this stage
remaining_ticks: u32,
},
/// Stage 2: Characters visible stage
/// - PLAYER ONE text is hidden, READY! text remains
/// - Ghosts and Pac-Man are now shown
CharactersVisible {
/// Remaining ticks in this stage
remaining_ticks: u32,
},
/// Stage 3: Game begins
/// - Final state, game is fully active
GameActive,
}
impl StartupSequence {
/// Creates a new StartupSequence with the specified duration in ticks
pub fn new(text_only_ticks: u32, _characters_visible_ticks: u32) -> Self {
Self::TextOnly {
remaining_ticks: text_only_ticks,
}
}
/// Ticks the timer by one frame, returning transition information if state changes
pub fn tick(&mut self) -> Option<(StartupSequence, StartupSequence)> {
match self {
StartupSequence::TextOnly { remaining_ticks } => {
if *remaining_ticks > 0 {
*remaining_ticks -= 1;
None
} else {
let from = *self;
*self = StartupSequence::CharactersVisible {
remaining_ticks: 60, // 1 second at 60 FPS
};
Some((from, *self))
}
}
StartupSequence::CharactersVisible { remaining_ticks } => {
if *remaining_ticks > 0 {
*remaining_ticks -= 1;
None
} else {
let from = *self;
*self = StartupSequence::GameActive;
Some((from, *self))
}
}
StartupSequence::GameActive => None,
}
}
}
/// Handles startup sequence transitions and component management
pub fn startup_stage_system(
mut startup: ResMut<StartupSequence>,
mut commands: Commands,
mut blinking_query: Query<Entity, With<Blinking>>,
mut player_query: Query<Entity, With<PlayerControlled>>,
mut ghost_query: Query<Entity, With<GhostCollider>>,
) {
if let Some((from, to)) = startup.tick() {
debug!("StartupSequence transition from {from:?} to {to:?}");
match (from, to) {
(StartupSequence::TextOnly { .. }, StartupSequence::CharactersVisible { .. }) => {
// Unhide the player & ghosts
for entity in player_query.iter_mut().chain(ghost_query.iter_mut()) {
commands.entity(entity).remove::<Hidden>();
}
}
(StartupSequence::CharactersVisible { .. }, StartupSequence::GameActive) => {
// Unfreeze the player & ghosts & pellet blinking
for entity in player_query
.iter_mut()
.chain(ghost_query.iter_mut())
.chain(blinking_query.iter_mut())
{
commands.entity(entity).remove::<Frozen>();
}
}
_ => {}
}
}
}

410
src/systems/state.rs Normal file
View File

@@ -0,0 +1,410 @@
use std::mem::discriminant;
use tracing::{debug, info, warn};
use crate::constants;
use crate::events::StageTransition;
use crate::map::direction::Direction;
use crate::systems::{EntityType, ItemCollider, SpawnTrigger, Velocity};
use crate::{
map::builder::Map,
systems::{
AudioEvent, Blinking, DirectionalAnimation, Dying, Frozen, Ghost, GhostCollider, GhostState, LinearAnimation, Looping,
NodeId, PlayerControlled, Position, Visibility,
},
};
use bevy_ecs::{
entity::Entity,
event::{EventReader, EventWriter},
query::{With, Without},
resource::Resource,
system::{Commands, Query, Res, ResMut, Single},
};
#[derive(Resource, Clone)]
pub struct PlayerAnimation(pub DirectionalAnimation);
#[derive(Resource, Clone)]
pub struct PlayerDeathAnimation(pub LinearAnimation);
/// A resource to track the overall stage of the game from a high-level perspective.
#[derive(Resource, Debug, PartialEq, Eq, Clone, Copy)]
pub enum GameStage {
Starting(StartupSequence),
/// The main gameplay loop is active.
Playing,
/// Short freeze after Pac-Man eats a ghost to display bonus score
GhostEatenPause {
remaining_ticks: u32,
ghost_entity: Entity,
ghost_type: Ghost,
node: NodeId,
},
/// The player has died and the death sequence is in progress. At the end, the player will return to the startup sequence or game over.
PlayerDying(DyingSequence),
/// The game has ended.
GameOver,
}
pub trait TooSimilar {
fn too_similar(&self, other: &Self) -> bool;
}
impl TooSimilar for GameStage {
fn too_similar(&self, other: &Self) -> bool {
discriminant(self) == discriminant(other) && {
// These states are very simple, so they're 'too similar' automatically
if matches!(self, GameStage::Playing | GameStage::GameOver) {
return true;
}
// Since the discriminant is the same but the values are different, it's the interior value that is somehow different
match (self, other) {
// These states are similar if their interior values are similar as well
(GameStage::Starting(startup), GameStage::Starting(other)) => startup.too_similar(other),
(GameStage::PlayerDying(dying), GameStage::PlayerDying(other)) => dying.too_similar(other),
(
GameStage::GhostEatenPause {
ghost_entity,
ghost_type,
node,
..
},
GameStage::GhostEatenPause {
ghost_entity: other_ghost_entity,
ghost_type: other_ghost_type,
node: other_node,
..
},
) => ghost_entity == other_ghost_entity && ghost_type == other_ghost_type && node == other_node,
// Already handled, but kept to properly exhaust the match
(GameStage::Playing, _) | (GameStage::GameOver, _) => unreachable!(),
_ => unreachable!(),
}
}
}
}
/// A resource that manages the multi-stage startup sequence of the game.
#[derive(Debug, PartialEq, Eq, Clone, Copy)]
pub enum StartupSequence {
/// Stage 1: Text-only stage
/// - Player & ghosts are hidden
/// - READY! and PLAYER ONE text are shown
/// - Energizers do not blink
TextOnly {
/// Remaining ticks in this stage
remaining_ticks: u32,
},
/// Stage 2: Characters visible stage
/// - PLAYER ONE text is hidden, READY! text remains
/// - Ghosts and Pac-Man are now shown
CharactersVisible {
/// Remaining ticks in this stage
remaining_ticks: u32,
},
}
impl Default for GameStage {
fn default() -> Self {
Self::Playing
}
}
impl TooSimilar for StartupSequence {
fn too_similar(&self, other: &Self) -> bool {
discriminant(self) == discriminant(other)
}
}
/// The state machine for the multi-stage death sequence.
#[derive(Debug, PartialEq, Eq, Clone, Copy)]
pub enum DyingSequence {
/// Initial stage: entities are frozen, waiting for a delay.
Frozen { remaining_ticks: u32 },
/// Second stage: Pac-Man's death animation is playing.
Animating { remaining_ticks: u32 },
/// Third stage: Pac-Man is now gone, waiting a moment before the level restarts.
Hidden { remaining_ticks: u32 },
}
impl TooSimilar for DyingSequence {
fn too_similar(&self, other: &Self) -> bool {
discriminant(self) == discriminant(other)
}
}
/// A resource to store the number of player lives.
#[derive(Resource, Debug)]
pub struct PlayerLives(pub u8);
impl Default for PlayerLives {
fn default() -> Self {
Self(3)
}
}
/// Handles startup sequence transitions and component management
#[allow(clippy::too_many_arguments)]
#[allow(clippy::type_complexity)]
pub fn stage_system(
mut game_state: ResMut<GameStage>,
player_death_animation: Res<PlayerDeathAnimation>,
player_animation: Res<PlayerAnimation>,
mut player_lives: ResMut<PlayerLives>,
map: Res<Map>,
mut commands: Commands,
mut audio_events: EventWriter<AudioEvent>,
mut stage_event_reader: EventReader<StageTransition>,
mut blinking_query: Query<Entity, With<Blinking>>,
player: Single<(Entity, &mut Position), With<PlayerControlled>>,
mut item_query: Query<(Entity, &EntityType), With<ItemCollider>>,
mut ghost_query: Query<(Entity, &Ghost, &mut Position, &mut GhostState), (With<GhostCollider>, Without<PlayerControlled>)>,
) {
let old_state = *game_state;
let mut new_state: Option<GameStage> = None;
// Handle stage transition requests before normal ticking
for event in stage_event_reader.read() {
let StageTransition::GhostEatenPause {
ghost_entity,
ghost_type,
} = *event;
let pac_node = player.1.current_node();
debug!(ghost = ?ghost_type, node = pac_node, "Ghost eaten, entering pause state");
new_state = Some(GameStage::GhostEatenPause {
remaining_ticks: 30,
ghost_entity,
ghost_type,
node: pac_node,
});
}
let new_state: GameStage = match new_state.unwrap_or(*game_state) {
GameStage::Starting(startup) => match startup {
StartupSequence::TextOnly { remaining_ticks } => {
if remaining_ticks > 0 {
GameStage::Starting(StartupSequence::TextOnly {
remaining_ticks: remaining_ticks - 1,
})
} else {
GameStage::Starting(StartupSequence::CharactersVisible { remaining_ticks: 60 })
}
}
StartupSequence::CharactersVisible { remaining_ticks } => {
if remaining_ticks > 0 {
GameStage::Starting(StartupSequence::CharactersVisible {
remaining_ticks: remaining_ticks - 1,
})
} else {
info!("Startup sequence completed, beginning gameplay");
GameStage::Playing
}
}
},
GameStage::Playing => GameStage::Playing,
GameStage::GhostEatenPause {
remaining_ticks,
ghost_entity,
ghost_type,
node,
} => {
if remaining_ticks > 0 {
GameStage::GhostEatenPause {
remaining_ticks: remaining_ticks.saturating_sub(1),
ghost_entity,
ghost_type,
node,
}
} else {
debug!("Ghost eaten pause ended, resuming gameplay");
GameStage::Playing
}
}
GameStage::PlayerDying(dying) => match dying {
DyingSequence::Frozen { remaining_ticks } => {
if remaining_ticks > 0 {
GameStage::PlayerDying(DyingSequence::Frozen {
remaining_ticks: remaining_ticks - 1,
})
} else {
let death_animation = &player_death_animation.0;
let remaining_ticks = (death_animation.tiles.len() * death_animation.frame_duration as usize) as u32;
debug!(animation_frames = remaining_ticks, "Starting player death animation");
GameStage::PlayerDying(DyingSequence::Animating { remaining_ticks })
}
}
DyingSequence::Animating { remaining_ticks } => {
if remaining_ticks > 0 {
GameStage::PlayerDying(DyingSequence::Animating {
remaining_ticks: remaining_ticks - 1,
})
} else {
GameStage::PlayerDying(DyingSequence::Hidden { remaining_ticks: 60 })
}
}
DyingSequence::Hidden { remaining_ticks } => {
if remaining_ticks > 0 {
GameStage::PlayerDying(DyingSequence::Hidden {
remaining_ticks: remaining_ticks - 1,
})
} else {
player_lives.0 = player_lives.0.saturating_sub(1);
if player_lives.0 > 0 {
info!(remaining_lives = player_lives.0, "Player died, returning to startup sequence");
GameStage::Starting(StartupSequence::CharactersVisible { remaining_ticks: 60 })
} else {
warn!("All lives lost, game over");
GameStage::GameOver
}
}
}
},
GameStage::GameOver => GameStage::GameOver,
};
if old_state == new_state {
return;
}
if !old_state.too_similar(&new_state) {
debug!(old_state = ?old_state, new_state = ?new_state, "Game stage transition");
}
match (old_state, new_state) {
(GameStage::Playing, GameStage::GhostEatenPause { ghost_entity, node, .. }) => {
// Freeze the player & non-eaten ghosts
commands.entity(player.0).insert(Frozen);
commands.entity(ghost_entity).insert(Frozen);
for (entity, _, _, state) in ghost_query.iter_mut() {
// Only freeze ghosts that are not currently eaten
if *state != GhostState::Eyes {
debug!(ghost = ?entity, "Freezing ghost");
commands.entity(entity).insert(Frozen);
}
}
// Hide the player & eaten ghost
commands.entity(player.0).insert(Visibility::hidden());
commands.entity(ghost_entity).insert(Visibility::hidden());
// Spawn bonus points entity at Pac-Man's position
commands.trigger(SpawnTrigger::Bonus {
position: Position::Stopped { node },
// TODO: Doubling score value for each consecutive ghost eaten
value: 200,
ttl: 30,
});
}
(GameStage::GhostEatenPause { ghost_entity, .. }, GameStage::Playing) => {
// Unfreeze and reveal the player & all ghosts
commands.entity(player.0).remove::<Frozen>().insert(Visibility::visible());
for (entity, _, _, _) in ghost_query.iter_mut() {
commands.entity(entity).remove::<Frozen>().insert(Visibility::visible());
}
// Reveal the eaten ghost and switch it to Eyes state
commands.entity(ghost_entity).insert(GhostState::Eyes);
}
(_, GameStage::PlayerDying(DyingSequence::Frozen { .. })) => {
// Freeze the player & ghosts
commands.entity(player.0).insert(Frozen);
for (entity, _, _, _) in ghost_query.iter_mut() {
commands.entity(entity).insert(Frozen);
}
}
(GameStage::PlayerDying(DyingSequence::Frozen { .. }), GameStage::PlayerDying(DyingSequence::Animating { .. })) => {
// Hide the ghosts
for (entity, _, _, _) in ghost_query.iter_mut() {
commands.entity(entity).insert(Visibility::hidden());
}
// Start Pac-Man's death animation
commands
.entity(player.0)
.remove::<DirectionalAnimation>()
.insert((Dying, player_death_animation.0.clone()));
// Play the death sound
audio_events.write(AudioEvent::PlayDeath);
}
(_, GameStage::PlayerDying(DyingSequence::Hidden { .. })) => {
// Pac-Man's death animation is complete, so he should be hidden just like the ghosts.
// Then, we reset them all back to their original positions and states.
// Freeze the blinking power pellets, force them to be visible (if they were hidden by blinking)
for entity in blinking_query.iter_mut() {
commands.entity(entity).insert(Frozen).insert(Visibility::visible());
}
// Delete any fruit entities
for (entity, _) in item_query
.iter_mut()
.filter(|(_, entity_type)| matches!(entity_type, EntityType::Fruit(_)))
{
commands.entity(entity).despawn();
}
// Reset the player animation
commands
.entity(player.0)
.remove::<(Dying, LinearAnimation, Looping)>()
.insert((
Velocity {
speed: constants::mechanics::PLAYER_SPEED,
direction: Direction::Left,
},
Position::Stopped {
node: map.start_positions.pacman,
},
player_animation.0.clone(),
Visibility::hidden(),
Frozen,
));
// Reset ghost positions and state
for (ghost_entity, ghost, _, _) in ghost_query.iter_mut() {
commands.entity(ghost_entity).insert((
GhostState::Normal,
Position::Stopped {
node: match ghost {
Ghost::Blinky => map.start_positions.blinky,
Ghost::Pinky => map.start_positions.pinky,
Ghost::Inky => map.start_positions.inky,
Ghost::Clyde => map.start_positions.clyde,
},
},
Frozen,
Visibility::hidden(),
));
}
}
(_, GameStage::Starting(StartupSequence::CharactersVisible { .. })) => {
// Unhide the player & ghosts
commands.entity(player.0).insert(Visibility::visible());
for (entity, _, _, _) in ghost_query.iter_mut() {
commands.entity(entity).insert(Visibility::visible());
}
}
(GameStage::Starting(StartupSequence::CharactersVisible { .. }), GameStage::Playing) => {
// Unfreeze the player & ghosts & blinking
commands.entity(player.0).remove::<Frozen>();
for (entity, _, _, _) in ghost_query.iter_mut() {
commands.entity(entity).remove::<Frozen>();
}
for entity in blinking_query.iter_mut() {
commands.entity(entity).remove::<Frozen>();
}
}
(_, GameStage::GameOver) => {
// Freeze blinking
for entity in blinking_query.iter_mut() {
commands.entity(entity).insert(Frozen);
}
}
_ => {}
}
*game_state = new_state;
}

View File

@@ -1,53 +1,45 @@
use crate::map::direction::Direction;
use crate::texture::sprite::AtlasTile;
use glam::U16Vec2;
/// Fixed-size tile sequence that avoids heap allocation
#[derive(Clone, Copy, Debug)]
use crate::{map::direction::Direction, texture::sprite::AtlasTile};
/// A sequence of tiles for animation, backed by a vector.
#[derive(Debug, Clone)]
pub struct TileSequence {
tiles: [AtlasTile; 4], // Fixed array, max 4 frames
count: usize, // Actual number of frames used
tiles: Vec<AtlasTile>,
}
impl TileSequence {
/// Creates a new tile sequence from a slice of tiles
/// Creates a new tile sequence from a slice of tiles.
pub fn new(tiles: &[AtlasTile]) -> Self {
let mut tile_array = [AtlasTile {
pos: glam::U16Vec2::ZERO,
size: glam::U16Vec2::ZERO,
color: None,
}; 4];
let count = tiles.len().min(4);
tile_array[..count].copy_from_slice(&tiles[..count]);
Self {
tiles: tile_array,
count,
}
Self { tiles: tiles.to_vec() }
}
/// Returns the tile at the given frame index, wrapping if necessary
pub fn get_tile(&self, frame: usize) -> AtlasTile {
if self.count == 0 {
// Return a default empty tile if no tiles
AtlasTile {
pos: glam::U16Vec2::ZERO,
size: glam::U16Vec2::ZERO,
if self.tiles.is_empty() {
// Return a default or handle the error appropriately
// For now, let's return a default tile, assuming it's a sensible default
return AtlasTile {
pos: U16Vec2::ZERO,
size: U16Vec2::ZERO,
color: None,
}
} else {
self.tiles[frame % self.count]
};
}
self.tiles[frame % self.tiles.len()]
}
/// Returns true if this sequence has no tiles
pub fn len(&self) -> usize {
self.tiles.len()
}
/// Checks if the sequence contains any tiles.
pub fn is_empty(&self) -> bool {
self.count == 0
self.tiles.is_empty()
}
}
/// Type-safe directional tile storage with named fields
#[derive(Clone, Copy, Debug)]
/// A collection of tile sequences for each cardinal direction.
#[derive(Debug, Clone)]
pub struct DirectionalTiles {
pub up: TileSequence,
pub down: TileSequence,

View File

@@ -4,6 +4,7 @@ use sdl2::pixels::Color;
use sdl2::rect::Rect;
use sdl2::render::{Canvas, RenderTarget, Texture};
use std::collections::HashMap;
use tracing::debug;
use crate::error::TextureError;
@@ -57,19 +58,6 @@ impl AtlasTile {
canvas.copy(&atlas.texture, src, dest).map_err(TextureError::RenderFailed)?;
Ok(())
}
/// Creates a new atlas tile.
#[allow(dead_code)]
pub fn new(pos: U16Vec2, size: U16Vec2, color: Option<Color>) -> Self {
Self { pos, size, color }
}
/// Sets the color of the tile.
#[allow(dead_code)]
pub fn with_color(mut self, color: Color) -> Self {
self.color = Some(color);
self
}
}
/// High-performance sprite atlas providing fast texture region lookups and rendering.
@@ -90,8 +78,10 @@ pub struct SpriteAtlas {
impl SpriteAtlas {
pub fn new(texture: Texture, mapper: AtlasMapper) -> Self {
let tile_count = mapper.frames.len();
let tiles = mapper.frames.into_iter().collect();
debug!(tile_count, "Created sprite atlas");
Self {
texture,
tiles,
@@ -107,42 +97,14 @@ impl SpriteAtlas {
/// 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) -> Result<AtlasTile, TextureError> {
let frame = self
.tiles
.get(name)
.ok_or_else(|| TextureError::AtlasTileNotFound(name.to_string()))?;
let frame = self.tiles.get(name).ok_or_else(|| {
debug!(tile_name = name, "Atlas tile not found");
TextureError::AtlasTileNotFound(name.to_string())
})?;
Ok(AtlasTile {
pos: frame.pos,
size: frame.size,
color: self.default_color,
})
}
#[allow(dead_code)]
pub fn set_color(&mut self, color: Color) {
self.default_color = Some(color);
}
#[allow(dead_code)]
pub fn texture(&self) -> &Texture {
&self.texture
}
/// Returns the number of tiles in the atlas.
#[allow(dead_code)]
pub fn tiles_count(&self) -> usize {
self.tiles.len()
}
/// Returns true if the atlas has a tile with the given name.
#[allow(dead_code)]
pub fn has_tile(&self, name: &str) -> bool {
self.tiles.contains_key(name)
}
/// Returns the default color of the atlas.
#[allow(dead_code)]
pub fn default_color(&self) -> Option<Color> {
self.default_color
}
}

View File

@@ -5,8 +5,10 @@
//! 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;
use crate::{
map::direction::Direction,
systems::{FruitType, Ghost},
};
/// Represents the different sprites for Pac-Man.
#[derive(Debug, Clone, Copy, PartialEq, Eq, Hash)]
@@ -15,6 +17,8 @@ pub enum PacmanSprite {
Moving(Direction, u8),
/// The full, closed-mouth Pac-Man sprite.
Full,
/// A single frame of the dying animation.
Dying(u8),
}
/// Represents the color of a frightened ghost.
@@ -46,12 +50,20 @@ pub enum MazeSprite {
Energizer,
}
/// Represents the different effect sprites that can appear as bonus items.
#[derive(Debug, Clone, Copy, PartialEq, Eq, Hash)]
pub enum EffectSprite {
Bonus(u32),
}
/// 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),
Fruit(FruitType),
Effect(EffectSprite),
}
impl GameSprite {
@@ -60,44 +72,61 @@ impl GameSprite {
/// 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)
GameSprite::Pacman(PacmanSprite::Moving(dir, frame)) => format!(
"pacman/{}_{}.png",
dir.as_ref(),
match frame {
0 => "a",
1 => "b",
_ => panic!("Invalid animation frame"),
}
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)
),
GameSprite::Pacman(PacmanSprite::Full) => "pacman/full.png".to_string(),
GameSprite::Pacman(PacmanSprite::Dying(frame)) => format!("pacman/death/{}.png", frame),
// Ghost sprites
GameSprite::Ghost(GhostSprite::Normal(ghost_type, dir, frame)) => {
let frame_char = match frame {
0 => 'a',
1 => 'b',
_ => panic!("Invalid animation frame"),
};
format!(
"ghost/{}/{}_{}.png",
ghost_type.as_str(),
dir.as_ref().to_lowercase(),
frame_char
)
}
GameSprite::Ghost(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)
}
GameSprite::Ghost(GhostSprite::Eyes(dir)) => format!("ghost/eyes/{}.png", dir.as_ref().to_lowercase()),
// Maze sprites
GameSprite::Maze(MazeSprite::Tile(index)) => format!("maze/tiles/{}.png", index),
GameSprite::Maze(MazeSprite::Pellet) => "maze/pellet.png".to_string(),
GameSprite::Maze(MazeSprite::Energizer) => "maze/energizer.png".to_string(),
// Fruit sprites
GameSprite::Fruit(fruit) => format!("edible/{}.png", Into::<&'static str>::into(fruit)),
// Effect sprites
GameSprite::Effect(EffectSprite::Bonus(value)) => match value {
100 | 200 | 300 | 400 | 700 | 800 | 1000 | 2000 | 3000 | 5000 => format!("effects/{}.png", value),
_ => {
tracing::warn!("Invalid bonus value: {}", value);
"effects/100.png".to_string()
}
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

@@ -1,5 +1,3 @@
#![allow(dead_code)]
//! This module provides text rendering using the texture atlas.
//!
//! The TextTexture system renders text from the atlas using character mapping.
@@ -109,6 +107,7 @@ impl TextTexture {
}
}
#[allow(dead_code)]
pub fn get_char_map(&self) -> &HashMap<char, AtlasTile> {
&self.char_map
}
@@ -167,26 +166,6 @@ impl TextTexture {
Ok(())
}
/// Sets the default color for text rendering.
pub fn set_color(&mut self, color: Color) {
self.default_color = Some(color);
}
/// Gets the current default color.
pub fn color(&self) -> Option<Color> {
self.default_color
}
/// Sets the scale for text rendering.
pub fn set_scale(&mut self, scale: f32) {
self.scale = scale;
}
/// Gets the current scale.
pub fn scale(&self) -> f32 {
self.scale
}
/// Calculates the width of a string in pixels at the current scale.
pub fn text_width(&self, text: &str) -> u32 {
let char_width = (8.0 * self.scale) as u32;

View File

@@ -31,6 +31,8 @@ pub struct TtfAtlas {
char_tiles: HashMap<char, TtfCharTile>,
/// Cached color modulation state to avoid redundant SDL2 calls
last_modulation: Option<Color>,
/// Cached maximum character height
max_char_height: u32,
}
const TTF_CHARS: &str = "0123456789ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz.,:-/()ms μµ%± ";
@@ -101,6 +103,7 @@ impl TtfAtlas {
texture: atlas_texture,
char_tiles,
last_modulation: None,
max_char_height: max_height,
})
}
@@ -261,12 +264,6 @@ impl TtfRenderer {
/// Calculate the height of text in pixels
pub fn text_height(&self, atlas: &TtfAtlas) -> u32 {
// Find the maximum height among all characters
atlas
.char_tiles
.values()
.map(|tile| tile.size.y)
.max()
.unwrap_or(0)
.saturating_mul(self.scale as u32)
(atlas.max_char_height as f32 * self.scale) as u32
}
}

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);
}
}

327
tests/blinking.rs Normal file
View File

@@ -0,0 +1,327 @@
use bevy_ecs::{entity::Entity, system::RunSystemOnce, world::World};
use pacman::systems::{blinking_system, Blinking, DeltaTime, Frozen, Renderable, Visibility};
use speculoos::prelude::*;
mod common;
/// 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
}
/// 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,
},
Visibility::visible(),
))
.id()
}
/// Spawns a test entity with blinking, renderable, and hidden visibility
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,
},
Visibility::hidden(),
))
.id()
}
/// 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,
},
Visibility::visible(),
Frozen,
))
.id()
}
/// Spawns a test entity with blinking, renderable, hidden visibility, 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,
},
Visibility::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 is visible
fn is_entity_visible(world: &World, entity: Entity) -> bool {
world
.entity(entity)
.get::<Visibility>()
.map(|v| v.is_visible())
.unwrap_or(true) // Default to visible if no Visibility component
}
/// Checks if an entity is hidden
fn is_entity_hidden(world: &World, entity: Entity) -> bool {
world
.entity(entity)
.get::<Visibility>()
.map(|v| v.is_hidden())
.unwrap_or(false) // Default to visible if no Visibility component
}
/// 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_component_creation() {
let blinking = Blinking::new(10);
assert_that(&blinking.tick_timer).is_equal_to(0);
assert_that(&blinking.interval_ticks).is_equal_to(10);
}
#[test]
fn test_blinking_system_normal_interval_no_toggle() {
let mut world = create_blinking_test_world();
let entity = spawn_blinking_entity(&mut world, 5);
// Run system with 3 ticks (less than interval)
run_blinking_system(&mut world, 3);
// Entity should not be hidden yet
assert_that(&is_entity_visible(&world, entity)).is_true();
// 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(&is_entity_hidden(&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(&is_entity_hidden(&world, entity)).is_true();
// Second toggle: another 5 ticks
run_blinking_system(&mut world, 5);
assert_that(&is_entity_visible(&world, entity)).is_true();
}
#[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(&is_entity_visible(&world, entity)).is_true();
// 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(&is_entity_visible(&world, entity)).is_true();
// 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(&is_entity_hidden(&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(&is_entity_visible(&world, entity)).is_true();
}
#[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(&is_entity_visible(&world, entity)).is_true();
}
#[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(&is_entity_visible(&world, entity)).is_true();
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(&is_entity_visible(&world, entity)).is_true();
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(&is_entity_visible(&world, entity)).is_true();
}
#[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(&is_entity_visible(&world, entity)).is_true();
}
#[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(&is_entity_visible(&world, entity)).is_true();
// 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(&is_entity_hidden(&world, entity)).is_true();
// Run system with another 1 tick
run_blinking_system(&mut world, 1);
// Entity should be unhidden
assert_that(&is_entity_visible(&world, entity)).is_true();
}

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]
@@ -23,31 +24,29 @@ 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
}
#[test]
fn test_collision_system_pacman_item() {
let mut world = common::create_test_world();
let (mut world, mut schedule) = common::create_test_world();
let _pacman = common::spawn_test_pacman(&mut world, 0);
let _item = common::spawn_test_item(&mut world, 0, EntityType::Pellet);
// Run collision system - should not panic
world
.run_system_once(collision_system)
.expect("System should run successfully");
schedule.run(&mut world);
}
#[test]
fn test_collision_system_pacman_ghost() {
let mut world = common::create_test_world();
let (mut world, _) = common::create_test_world();
let _pacman = common::spawn_test_pacman(&mut world, 0);
let _ghost = common::spawn_test_ghost(&mut world, 0, GhostState::Normal);
@@ -59,19 +58,17 @@ fn test_collision_system_pacman_ghost() {
#[test]
fn test_collision_system_no_collision() {
let mut world = common::create_test_world();
let (mut world, mut schedule) = common::create_test_world();
let _pacman = common::spawn_test_pacman(&mut world, 0);
let _ghost = common::spawn_test_ghost(&mut world, 1, GhostState::Normal); // Different node
// Run collision system - should not panic
world
.run_system_once(collision_system)
.expect("System should run successfully");
schedule.run(&mut world);
}
#[test]
fn test_collision_system_multiple_entities() {
let mut world = common::create_test_world();
let (mut world, _) = common::create_test_world();
let _pacman = common::spawn_test_pacman(&mut world, 0);
let _item = common::spawn_test_item(&mut world, 0, EntityType::Pellet);
let _ghost = common::spawn_test_ghost(&mut world, 0, GhostState::Normal);

View File

@@ -1,11 +1,11 @@
#![allow(dead_code)]
use bevy_ecs::{entity::Entity, event::Events, world::World};
use bevy_ecs::{entity::Entity, event::Events, schedule::Schedule, world::World};
use glam::{U16Vec2, Vec2};
use pacman::{
asset::{get_asset_bytes, Asset},
constants::RAW_BOARD,
events::GameEvent,
events::{CollisionTrigger, GameEvent},
game::ATLAS_FRAMES,
map::{
builder::Map,
@@ -13,8 +13,9 @@ use pacman::{
graph::{Graph, Node},
},
systems::{
AudioEvent, AudioState, BufferedDirection, Collider, DebugState, DeltaTime, EntityType, Ghost, GhostCollider, GhostState,
GlobalState, ItemCollider, MovementModifiers, PacmanCollider, PlayerControlled, Position, ScoreResource, Velocity,
item_collision_observer, AudioEvent, AudioState, BufferedDirection, Collider, DebugState, DeltaTime, EntityType, Ghost,
GhostCollider, GhostState, GlobalState, ItemCollider, MovementModifiers, PacmanCollider, PelletCount, PlayerControlled,
Position, ScoreResource, Velocity,
},
texture::sprite::{AtlasMapper, AtlasTile, SpriteAtlas},
};
@@ -74,7 +75,7 @@ pub fn create_test_graph() -> Graph {
}
/// Creates a basic test world with required resources for ECS systems
pub fn create_test_world() -> World {
pub fn create_test_world() -> (World, Schedule) {
let mut world = World::new();
// Add required resources
@@ -85,13 +86,18 @@ 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(PelletCount(0));
world.insert_resource(DeltaTime {
seconds: 1.0 / 60.0,
ticks: 1,
}); // 60 FPS
world.insert_resource(create_test_map());
world
let schedule = Schedule::default();
world.add_observer(item_collision_observer);
(world, schedule)
}
/// Creates a test map using the default RAW_BOARD
@@ -161,9 +167,8 @@ pub fn send_game_event(world: &mut World, event: GameEvent) {
}
/// Sends a collision event between two entities
pub fn send_collision_event(world: &mut World, entity1: Entity, entity2: Entity) {
let mut events = world.resource_mut::<Events<GameEvent>>();
events.send(GameEvent::Collision(entity1, entity2));
pub fn trigger_collision(world: &mut World, event: CollisionTrigger) {
world.trigger(event);
}
/// Creates a mock atlas tile for testing

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

@@ -1,134 +0,0 @@
use pacman::error::{
AssetError, EntityError, GameError, GameResult, IntoGameError, MapError, OptionExt, ParseError, ResultExt, TextureError,
};
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());
if let Err(GameError::InvalidState(msg)) = game_result {
assert!(msg.contains("test error"));
} else {
panic!("Expected InvalidState error");
}
}
#[test]
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);
}
#[test]
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);
}
#[test]
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());
if let Err(GameError::InvalidState(msg)) = result {
assert_eq!(msg, "Not found");
} else {
panic!("Expected InvalidState error");
}
}
#[test]
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);
}
#[test]
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());
if let Err(GameError::InvalidState(msg)) = game_result {
assert_eq!(msg, "Context error");
} 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]
fn resumes_previous_direction_when_secondary_key_released() {
let mut bindings = Bindings::default();
// Test modules for better organization
mod keyboard_tests {
use super::*;
// 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))));
#[test]
fn key_down_emits_bound_command() {
let mut bindings = Bindings::default();
let events = process_simple_key_events(&mut bindings, &[SimpleKeyEvent::KeyDown(Keycode::W)]);
assert_that(&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))));
#[test]
fn key_down_emits_non_movement_commands() {
let mut bindings = Bindings::default();
let events = process_simple_key_events(&mut bindings, &[SimpleKeyEvent::KeyDown(Keycode::P)]);
assert_that(&events).contains(GameEvent::Command(GameCommand::TogglePause));
}
// 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))));
#[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)));
}
}
#[test]
fn holds_last_pressed_key_across_frames_when_no_new_input() {
let mut bindings = Bindings::default();
mod direction_calculation_tests {
use super::*;
// 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))));
#[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),
];
// Frame 2: No input => continues Left
let events = process_simple_key_events(&mut bindings, &[]);
assert!(events.contains(&GameEvent::Command(GameCommand::MovePlayer(Direction::Left))));
for (delta, expected) in test_cases {
assert_that(&calculate_direction_from_delta(delta)).is_equal_to(expected);
}
}
// 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());
#[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

@@ -1,58 +1,45 @@
use bevy_ecs::{entity::Entity, system::RunSystemOnce};
use pacman::systems::{is_valid_item_collision, item_system, EntityType, GhostState, Position, ScoreResource};
use bevy_ecs::entity::Entity;
use pacman::{
events::CollisionTrigger,
systems::{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());
}
#[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));
// 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(&EntityType::Player.is_collectible()).is_false();
assert_that(&EntityType::Ghost.is_collectible()).is_false();
}
#[test]
fn test_item_system_pellet_collection() {
let mut world = common::create_test_world();
let pacman = common::spawn_test_pacman(&mut world, 0);
let (mut world, mut _schedule) = common::create_test_world();
let pellet = common::spawn_test_item(&mut world, 1, EntityType::Pellet);
// Send collision event
common::send_collision_event(&mut world, pacman, pellet);
common::trigger_collision(&mut world, CollisionTrigger::ItemCollision { item: pellet });
// Run the item system
world.run_system_once(item_system).expect("System should run successfully");
world.flush();
// Check that score was updated
let score = world.resource::<ScoreResource>();
assert_eq!(score.0, 10);
let score = world.resource_mut::<ScoreResource>();
assert_that(&score.0).is_equal_to(10);
// Check that the pellet was despawned (query should return empty)
let item_count = world
@@ -60,22 +47,21 @@ 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]
fn test_item_system_power_pellet_collection() {
let mut world = common::create_test_world();
let pacman = common::spawn_test_pacman(&mut world, 0);
let (mut world, mut _schedule) = common::create_test_world();
let power_pellet = common::spawn_test_item(&mut world, 1, EntityType::PowerPellet);
common::send_collision_event(&mut world, pacman, power_pellet);
common::trigger_collision(&mut world, CollisionTrigger::ItemCollision { item: power_pellet });
world.run_system_once(item_system).expect("System should run successfully");
world.flush();
// 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
@@ -83,27 +69,26 @@ 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]
fn test_item_system_multiple_collections() {
let mut world = common::create_test_world();
let pacman = common::spawn_test_pacman(&mut world, 0);
let (mut world, mut _schedule) = common::create_test_world();
let pellet1 = common::spawn_test_item(&mut world, 1, EntityType::Pellet);
let pellet2 = common::spawn_test_item(&mut world, 2, EntityType::Pellet);
let power_pellet = common::spawn_test_item(&mut world, 3, EntityType::PowerPellet);
// Send multiple collision events
common::send_collision_event(&mut world, pacman, pellet1);
common::send_collision_event(&mut world, pacman, pellet2);
common::send_collision_event(&mut world, pacman, power_pellet);
common::trigger_collision(&mut world, CollisionTrigger::ItemCollision { item: pellet1 });
common::trigger_collision(&mut world, CollisionTrigger::ItemCollision { item: pellet2 });
common::trigger_collision(&mut world, CollisionTrigger::ItemCollision { item: power_pellet });
world.run_system_once(item_system).expect("System should run successfully");
world.flush();
// 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
@@ -116,14 +101,13 @@ 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]
fn test_item_system_ignores_non_item_collisions() {
let mut world = common::create_test_world();
let pacman = common::spawn_test_pacman(&mut world, 0);
let (mut world, mut _schedule) = common::create_test_world();
// Create a ghost entity (not an item)
let ghost = world.spawn((Position::Stopped { node: 2 }, EntityType::Ghost)).id();
@@ -132,13 +116,13 @@ fn test_item_system_ignores_non_item_collisions() {
let initial_score = world.resource::<ScoreResource>().0;
// Send collision event between pacman and ghost
common::send_collision_event(&mut world, pacman, ghost);
common::trigger_collision(&mut world, CollisionTrigger::ItemCollision { item: ghost });
world.run_system_once(item_system).expect("System should run successfully");
world.flush();
// 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
@@ -146,74 +130,68 @@ 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]
fn test_item_system_no_collision_events() {
let mut world = common::create_test_world();
let (mut world, mut _schedule) = common::create_test_world();
let _pacman = common::spawn_test_pacman(&mut world, 0);
let _pellet = common::spawn_test_item(&mut world, 1, EntityType::Pellet);
let initial_score = world.resource::<ScoreResource>().0;
// Run system without any collision events
world.run_system_once(item_system).expect("System should run successfully");
world.flush();
// 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]
fn test_item_system_collision_with_missing_entity() {
let mut world = common::create_test_world();
let pacman = common::spawn_test_pacman(&mut world, 0);
let (mut world, mut _schedule) = common::create_test_world();
// Create a fake entity ID that doesn't exist
let fake_entity = Entity::from_raw(999);
common::send_collision_event(&mut world, pacman, fake_entity);
common::trigger_collision(&mut world, CollisionTrigger::ItemCollision { item: fake_entity });
// System should handle gracefully and not crash
world
.run_system_once(item_system)
.expect("System should handle missing entities gracefully");
world.flush();
// Score should remain unchanged
let score = world.resource::<ScoreResource>();
assert_eq!(score.0, 0);
assert_that(&score.0).is_equal_to(0);
}
#[test]
fn test_item_system_preserves_existing_score() {
let mut world = common::create_test_world();
let (mut world, mut _schedule) = common::create_test_world();
// Set initial score
world.insert_resource(ScoreResource(100));
let pacman = common::spawn_test_pacman(&mut world, 0);
let pellet = common::spawn_test_item(&mut world, 1, EntityType::Pellet);
common::send_collision_event(&mut world, pacman, pellet);
common::trigger_collision(&mut world, CollisionTrigger::ItemCollision { item: pellet });
world.run_system_once(item_system).expect("System should run successfully");
world.flush();
// 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]
fn test_power_pellet_does_not_affect_ghosts_in_eyes_state() {
let mut world = common::create_test_world();
let pacman = common::spawn_test_pacman(&mut world, 0);
let (mut world, mut _schedule) = common::create_test_world();
let power_pellet = common::spawn_test_item(&mut world, 1, EntityType::PowerPellet);
// Spawn a ghost in Eyes state (returning to ghost house)
@@ -222,13 +200,13 @@ fn test_power_pellet_does_not_affect_ghosts_in_eyes_state() {
// Spawn a ghost in Normal state
let normal_ghost = common::spawn_test_ghost(&mut world, 3, GhostState::Normal);
common::send_collision_event(&mut world, pacman, power_pellet);
common::trigger_collision(&mut world, CollisionTrigger::ItemCollision { item: power_pellet });
world.run_system_once(item_system).expect("System should run successfully");
world.flush();
// 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 +214,13 @@ 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 {
from: 0,
to: 1,
remaining_distance: 10.0,
}
);
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 {
from: 0,
to: 1,
remaining_distance: 7.0,
}
);
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]
@@ -97,21 +98,21 @@ 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]
fn test_player_control_system_move_command() {
let mut world = common::create_test_world();
let (mut world, _) = common::create_test_world();
let _player = common::spawn_test_player(&mut world, 0);
// Send move command
@@ -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"),
}
@@ -140,7 +141,7 @@ fn test_player_control_system_move_command() {
#[test]
fn test_player_control_system_exit_command() {
let mut world = common::create_test_world();
let (mut world, _) = common::create_test_world();
let _player = common::spawn_test_player(&mut world, 0);
// Send exit command
@@ -153,12 +154,12 @@ 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]
fn test_player_control_system_toggle_debug() {
let mut world = common::create_test_world();
let (mut world, _) = common::create_test_world();
let _player = common::spawn_test_player(&mut world, 0);
// Send toggle debug command
@@ -171,12 +172,12 @@ 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]
fn test_player_control_system_mute_audio() {
let mut world = common::create_test_world();
let (mut world, _) = common::create_test_world();
let _player = common::spawn_test_player(&mut world, 0);
// Send mute audio command
@@ -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
@@ -200,12 +201,12 @@ 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]
fn test_player_control_system_no_player_entity() {
let mut world = common::create_test_world();
let (mut world, _) = common::create_test_world();
// Don't spawn a player entity
common::send_game_event(&mut world, GameEvent::Command(GameCommand::MovePlayer(Direction::Up)));
@@ -213,16 +214,14 @@ fn test_player_control_system_no_player_entity() {
// Run the system - should write an error
world
.run_system_once(player_control_system)
.expect("System should run successfully");
.expect("System should run successfully even with no player entity");
// Check that an error was written (we can't easily check Events without manual management,
// so for this test we just verify the system ran without panicking)
// In a real implementation, you might expose error checking through the ECS world
// The system should run successfully and simply ignore movement commands when there's no player
}
#[test]
fn test_player_movement_system_buffered_direction_expires() {
let mut world = common::create_test_world();
let (mut world, _) = common::create_test_world();
let player = common::spawn_test_player(&mut world, 0);
// Set a buffered direction with short time
@@ -245,17 +244,14 @@ 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();
}
}
}
#[test]
fn test_player_movement_system_start_moving_from_stopped() {
let mut world = common::create_test_world();
let (mut world, _) = common::create_test_world();
let _player = common::spawn_test_player(&mut world, 0);
// Player starts at node 0, facing right (towards node 1)
@@ -271,7 +267,7 @@ 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
@@ -280,7 +276,7 @@ fn test_player_movement_system_start_moving_from_stopped() {
#[test]
fn test_player_movement_system_buffered_direction_change() {
let mut world = common::create_test_world();
let (mut world, _) = common::create_test_world();
let player = common::spawn_test_player(&mut world, 0);
// Set a buffered direction to go down (towards node 2)
@@ -299,8 +295,8 @@ 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"),
}
@@ -311,7 +307,7 @@ fn test_player_movement_system_buffered_direction_change() {
#[test]
fn test_player_movement_system_no_valid_edge() {
let mut world = common::create_test_world();
let (mut world, _) = common::create_test_world();
let player = common::spawn_test_player(&mut world, 0);
// Set velocity to direction with no edge
@@ -329,14 +325,14 @@ 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"),
}
}
#[test]
fn test_player_movement_system_continue_moving() {
let mut world = common::create_test_world();
let (mut world, _) = common::create_test_world();
let player = common::spawn_test_player(&mut world, 0);
// Set player to already be moving
@@ -356,7 +352,7 @@ 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
@@ -366,7 +362,7 @@ fn test_player_movement_system_continue_moving() {
#[test]
fn test_full_player_input_to_movement_flow() {
let mut world = common::create_test_world();
let (mut world, _) = common::create_test_world();
let _player = common::spawn_test_player(&mut world, 0);
// Send move command
@@ -388,8 +384,8 @@ 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"),
}
@@ -400,7 +396,7 @@ fn test_full_player_input_to_movement_flow() {
#[test]
fn test_buffered_direction_timing() {
let mut world = common::create_test_world();
let (mut world, _) = common::create_test_world();
let _player = common::spawn_test_player(&mut world, 0);
// Send move command
@@ -421,8 +417,8 @@ 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"),
}
@@ -434,12 +430,12 @@ fn test_buffered_direction_timing() {
.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]
fn test_multiple_rapid_direction_changes() {
let mut world = common::create_test_world();
let (mut world, _) = common::create_test_world();
let _player = common::spawn_test_player(&mut world, 0);
// Send multiple rapid direction changes
@@ -464,7 +460,7 @@ 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"),
}
@@ -472,7 +468,7 @@ fn test_multiple_rapid_direction_changes() {
#[test]
fn test_player_state_persistence_across_systems() {
let mut world = common::create_test_world();
let (mut world, _) = common::create_test_world();
let _player = common::spawn_test_player(&mut world, 0);
// Test that multiple commands can be processed - but need to handle events properly
@@ -510,8 +506,8 @@ 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();
};
}
@@ -55,7 +48,7 @@ fn test_default_zero_timing_for_unused_systems() {
// 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();
@@ -80,29 +73,6 @@ 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)
// Use the same tick for all systems to avoid zero-padding
for id in SystemId::iter() {
timings.add_timing(id, Duration::from_nanos(1), 1);
}
// Verify all systems now have non-zero timing
let stats = timings.get_stats(1);
for id in SystemId::iter() {
let (avg, _) = stats.get(&id).unwrap();
assert!(
*avg > Duration::ZERO,
"System {:?} should have non-zero timing after add_timing",
id
);
}
}
#[test]
fn test_total_system_timing() {
let timings = SystemTimings::default();
@@ -118,8 +88,5 @@ fn test_total_system_timing() {
// 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

@@ -1,69 +0,0 @@
use glam::U16Vec2;
use pacman::texture::sprite::{AtlasMapper, AtlasTile, MapperFrame};
use sdl2::pixels::Color;
use std::collections::HashMap;
mod common;
#[test]
fn test_atlas_mapper_frame_lookup() {
let mut frames = HashMap::new();
frames.insert(
"test".to_string(),
MapperFrame {
pos: U16Vec2::new(10, 20),
size: U16Vec2::new(32, 64),
},
);
let mapper = AtlasMapper { frames };
// Test direct frame lookup
let frame = mapper.frames.get("test");
assert!(frame.is_some());
let frame = frame.unwrap();
assert_eq!(frame.pos, U16Vec2::new(10, 20));
assert_eq!(frame.size, U16Vec2::new(32, 64));
}
#[test]
fn test_atlas_mapper_multiple_frames() {
let mut frames = HashMap::new();
frames.insert(
"tile1".to_string(),
MapperFrame {
pos: U16Vec2::new(0, 0),
size: U16Vec2::new(32, 32),
},
);
frames.insert(
"tile2".to_string(),
MapperFrame {
pos: U16Vec2::new(32, 0),
size: U16Vec2::new(64, 64),
},
);
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"));
}
#[test]
fn test_atlas_tile_new_and_with_color() {
let pos = U16Vec2::new(10, 20);
let size = U16Vec2::new(30, 40);
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);
let tile_with_color = tile.with_color(color);
assert_eq!(tile_with_color.color, Some(color));
}

73
tests/sprites.rs Normal file
View File

@@ -0,0 +1,73 @@
//! Tests for the sprite path generation.
use pacman::{
game::ATLAS_FRAMES,
map::direction::Direction,
systems::Ghost,
texture::sprites::{FrightenedColor, GameSprite, GhostSprite, MazeSprite, PacmanSprite},
};
#[test]
fn test_all_sprite_paths_exist() {
let mut sprites_to_test = Vec::new();
// Pac-Man sprites
for &dir in &[Direction::Up, Direction::Down, Direction::Left, Direction::Right] {
for frame in 0..2 {
sprites_to_test.push(GameSprite::Pacman(PacmanSprite::Moving(dir, frame)));
}
}
sprites_to_test.push(GameSprite::Pacman(PacmanSprite::Full));
for frame in 0..=10 {
sprites_to_test.push(GameSprite::Pacman(PacmanSprite::Dying(frame)));
}
// Ghost sprites
for &ghost in &[Ghost::Blinky, Ghost::Pinky, Ghost::Inky, Ghost::Clyde] {
for &dir in &[Direction::Up, Direction::Down, Direction::Left, Direction::Right] {
for frame in 0..2 {
sprites_to_test.push(GameSprite::Ghost(GhostSprite::Normal(ghost, dir, frame)));
}
sprites_to_test.push(GameSprite::Ghost(GhostSprite::Eyes(dir)));
}
}
for &color in &[FrightenedColor::Blue, FrightenedColor::White] {
for frame in 0..2 {
sprites_to_test.push(GameSprite::Ghost(GhostSprite::Frightened(color, frame)));
}
}
// Maze sprites
for i in 0..=34 {
sprites_to_test.push(GameSprite::Maze(MazeSprite::Tile(i)));
}
sprites_to_test.push(GameSprite::Maze(MazeSprite::Pellet));
sprites_to_test.push(GameSprite::Maze(MazeSprite::Energizer));
for sprite in sprites_to_test {
let path = sprite.to_path();
assert!(
ATLAS_FRAMES.contains_key(&path),
"Sprite path '{}' does not exist in the atlas.",
path
);
}
}
#[test]
fn test_invalid_sprite_paths_do_not_exist() {
let invalid_sprites = vec![
// An invalid Pac-Man dying frame
GameSprite::Pacman(PacmanSprite::Dying(99)),
// An invalid maze tile
GameSprite::Maze(MazeSprite::Tile(99)),
];
for sprite in invalid_sprites {
let path = sprite.to_path();
assert!(
!ATLAS_FRAMES.contains_key(&path),
"Invalid sprite path '{}' was found in the atlas, but it should not exist.",
path
);
}
}

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(())
@@ -86,44 +81,20 @@ fn test_text_scale() -> Result<(), String> {
let string = "ABCDEFG !-/\"";
let base_width = (string.len() * 8) as u32;
let mut text_texture = TextTexture::new(0.5);
let text_texture = TextTexture::new(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);
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);
let text_texture = TextTexture::new(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(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);
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);
Ok(())
}
#[test]
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);
// Test setting color
let test_color = sdl2::pixels::Color::YELLOW;
text_texture.set_color(test_color);
assert_eq!(text_texture.color(), 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));
let text_texture = TextTexture::new(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(())
}

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());
}