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15 Commits

Author SHA1 Message Date
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
45 changed files with 1583 additions and 610 deletions

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

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@@ -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
@@ -48,35 +46,11 @@ jobs:
- name: Generate coverage report
run: |
just coverage
just coverage-lcov
- 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

5
.gitignore vendored
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@@ -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

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@@ -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
@@ -20,15 +27,31 @@ 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
language: system
types_or: [rust, cargo, cargo-lock]
pass_filenames: false
- id: bump-version
name: bump version based on commit message
entry: python scripts/bump-version.py
language: system
stages: [commit-msg]
always_run: true
- id: tag-version
name: tag version based on commit message
entry: python scripts/tag-version.py
language: system
stages: [post-commit]
always_run: true

2
Cargo.lock generated
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@@ -663,7 +663,7 @@ checksum = "42f5e15c9953c5e4ccceeb2e7382a716482c34515315f7b03532b8b4e8393d2d"
[[package]]
name = "pacman"
version = "0.2.0"
version = "0.77.0"
dependencies = [
"anyhow",
"bevy_ecs",

View File

@@ -1,6 +1,6 @@
[package]
name = "pacman"
version = "0.2.0"
version = "0.77.0"
authors = ["Xevion"]
edition = "2021"
rust-version = "1.86.0"
@@ -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)'] }

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@@ -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

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

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@@ -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"

3
codecov.yml Normal file
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@@ -0,0 +1,3 @@
ignore:
- "src/(?:bin|platform))/.+\\.rs"
- "src/(?:app|events|formatter)\\.rs"

143
scripts/bump-version.py Normal file
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@@ -0,0 +1,143 @@
#!/usr/bin/env python3
"""
Pre-commit hook script to automatically bump Cargo.toml version based on commit message.
This script parses the commit message for version bump keywords and uses cargo set-version
to update the version in Cargo.toml accordingly.
Supported keywords:
- "major" or "breaking": Bump major version (1.0.0 -> 2.0.0)
- "minor" or "feature": Bump minor version (1.0.0 -> 1.1.0)
- "patch" or "fix" or "bugfix": Bump patch version (1.0.0 -> 1.0.1)
Usage: python scripts/bump-version.py <commit_message_file>
"""
import sys
import re
import subprocess
import os
from pathlib import Path
def get_current_version():
"""Get the current version from Cargo.toml."""
try:
result = subprocess.run(
["cargo", "metadata", "--format-version", "1", "--no-deps"],
capture_output=True,
text=True,
check=True
)
# Parse the JSON output to get version
import json
metadata = json.loads(result.stdout)
return metadata["packages"][0]["version"]
except (subprocess.CalledProcessError, json.JSONDecodeError, KeyError) as e:
print(f"Error getting current version: {e}", file=sys.stderr)
return None
def bump_version(current_version, bump_type):
"""Calculate the new version based on bump type."""
try:
major, minor, patch = map(int, current_version.split('.'))
if bump_type == "major":
return f"{major + 1}.0.0"
elif bump_type == "minor":
return f"{major}.{minor + 1}.0"
elif bump_type == "patch":
return f"{major}.{minor}.{patch + 1}"
else:
return None
except ValueError:
print(f"Invalid version format: {current_version}", file=sys.stderr)
return None
def set_version(new_version):
"""Set the new version using cargo set-version."""
try:
result = subprocess.run(
["cargo", "set-version", new_version],
capture_output=True,
text=True,
check=True
)
print(f"Successfully bumped version to {new_version}")
return True
except subprocess.CalledProcessError as e:
print(f"Error setting version: {e}", file=sys.stderr)
print(f"stdout: {e.stdout}", file=sys.stderr)
print(f"stderr: {e.stderr}", file=sys.stderr)
return False
def parse_commit_message(commit_message_file):
"""Parse the commit message file for version bump keywords."""
try:
with open(commit_message_file, 'r', encoding='utf-8') as f:
message = f.read().lower()
except FileNotFoundError:
print(f"Commit message file not found: {commit_message_file}", file=sys.stderr)
return None
except Exception as e:
print(f"Error reading commit message: {e}", file=sys.stderr)
return None
# Check for version bump keywords
if re.search(r'\b(major|breaking)\b', message):
return "major"
elif re.search(r'\b(minor|feature)\b', message):
return "minor"
elif re.search(r'\b(patch|fix|bugfix)\b', message):
return "patch"
return None
def main():
if len(sys.argv) != 2:
print("Usage: python scripts/bump-version.py <commit_message_file>", file=sys.stderr)
sys.exit(1)
commit_message_file = sys.argv[1]
# Parse commit message for version bump type
bump_type = parse_commit_message(commit_message_file)
if not bump_type:
print("No version bump keywords found in commit message")
sys.exit(0)
print(f"Found version bump type: {bump_type}")
# Get current version
current_version = get_current_version()
if not current_version:
print("Failed to get current version", file=sys.stderr)
sys.exit(1)
print(f"Current version: {current_version}")
# Calculate new version
new_version = bump_version(current_version, bump_type)
if not new_version:
print("Failed to calculate new version", file=sys.stderr)
sys.exit(1)
print(f"New version: {new_version}")
# Set the new version
if set_version(new_version):
print("Version bump completed successfully")
sys.exit(0)
else:
print("Version bump failed", file=sys.stderr)
sys.exit(1)
if __name__ == "__main__":
main()

125
scripts/tag-version.py Normal file
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@@ -0,0 +1,125 @@
#!/usr/bin/env python3
"""
Post-commit hook script to automatically create git tags based on the version in Cargo.toml.
This script reads the current version from Cargo.toml and creates a git tag with that version.
It's designed to run after the version has been bumped by the bump-version.py script.
Usage: python scripts/tag-version.py
"""
import sys
import subprocess
import re
from pathlib import Path
def get_version_from_cargo_toml():
"""Get the current version from Cargo.toml."""
cargo_toml_path = Path("Cargo.toml")
if not cargo_toml_path.exists():
print("Cargo.toml not found", file=sys.stderr)
return None
try:
with open(cargo_toml_path, 'r', encoding='utf-8') as f:
content = f.read()
# Look for version = "x.y.z" pattern
version_match = re.search(r'version\s*=\s*["\']([^"\']+)["\']', content)
if version_match:
return version_match.group(1)
else:
print("Could not find version in Cargo.toml", file=sys.stderr)
return None
except Exception as e:
print(f"Error reading Cargo.toml: {e}", file=sys.stderr)
return None
def get_existing_tags():
"""Get list of existing git tags."""
try:
result = subprocess.run(
["git", "tag", "--list"],
capture_output=True,
text=True,
check=True
)
return result.stdout.strip().split('\n') if result.stdout.strip() else []
except subprocess.CalledProcessError as e:
print(f"Error getting git tags: {e}", file=sys.stderr)
return []
def create_git_tag(version):
"""Create a git tag with the specified version."""
tag_name = f"v{version}"
try:
# Check if tag already exists
existing_tags = get_existing_tags()
if tag_name in existing_tags:
print(f"Tag {tag_name} already exists, skipping")
return True
# Create the tag
result = subprocess.run(
["git", "tag", tag_name],
capture_output=True,
text=True,
check=True
)
print(f"Successfully created tag: {tag_name}")
return True
except subprocess.CalledProcessError as e:
print(f"Error creating git tag: {e}", file=sys.stderr)
print(f"stdout: {e.stdout}", file=sys.stderr)
print(f"stderr: {e.stderr}", file=sys.stderr)
return False
def is_git_repository():
"""Check if we're in a git repository."""
try:
subprocess.run(
["git", "rev-parse", "--git-dir"],
capture_output=True,
check=True
)
return True
except subprocess.CalledProcessError:
return False
def main():
# Check if we're in a git repository
if not is_git_repository():
print("Not in a git repository, skipping tag creation")
sys.exit(0)
# Get the current version from Cargo.toml
version = get_version_from_cargo_toml()
if not version:
print("Could not determine version, skipping tag creation")
sys.exit(0)
print(f"Current version: {version}")
# Create the git tag
if create_git_tag(version):
print("Tag creation completed successfully")
sys.exit(0)
else:
print("Tag creation failed", file=sys.stderr)
sys.exit(1)
if __name__ == "__main__":
main()

View File

@@ -19,6 +19,8 @@ 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 +39,7 @@ impl Asset {
Wav4 => "sound/waka/4.ogg",
AtlasImage => "atlas.png",
Font => "TerminalVector.ttf",
DeathSound => "sound/pacman_death.wav",
}
}
}

View File

@@ -16,6 +16,7 @@ const SOUND_ASSETS: [Asset; 4] = [Asset::Wav1, Asset::Wav2, Asset::Wav3, Asset::
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 +45,7 @@ impl Audio {
return Self {
_mixer_context: None,
sounds: Vec::new(),
death_sound: None,
next_sound_index: 0,
muted: false,
disabled: true,
@@ -65,6 +67,7 @@ impl Audio {
return Self {
_mixer_context: None,
sounds: Vec::new(),
death_sound: None,
next_sound_index: 0,
muted: false,
disabled: true,
@@ -93,12 +96,33 @@ 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 +132,7 @@ impl Audio {
Audio {
_mixer_context: Some(mixer_context),
sounds,
death_sound,
next_sound_index: 0,
muted: false,
disabled: false,
@@ -138,6 +163,24 @@ 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

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

@@ -132,8 +132,6 @@ 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

@@ -9,32 +9,26 @@ use crate::error::{GameError, GameResult};
use crate::events::GameEvent;
use crate::map::builder::Map;
use crate::map::direction::Direction;
use crate::systems::blinking::Blinking;
use crate::systems::components::{GhostAnimation, GhostState, LastAnimationState};
use crate::systems::movement::{BufferedDirection, Position, Velocity};
use crate::systems::profiling::{SystemId, 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_system, ghost_movement_system, ghost_state_system,
hud_render_system, item_system, linear_render_system, present_system, profile, 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, Hidden, ItemBundle, ItemCollider, LastAnimationState, LinearAnimation,
MapTextureResource, MovementModifiers, NodeId, PacmanCollider, PlayerAnimation, PlayerBundle, PlayerControlled,
PlayerDeathAnimation, PlayerLives, Position, RenderDirty, Renderable, ScoreResource, StartupSequence, SystemId,
SystemTimings, Timing, TouchState, Velocity,
};
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;
@@ -54,7 +48,9 @@ use crate::{
/// 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,
}
/// Core game state manager built on the Bevy ECS architecture.
///
@@ -112,6 +108,8 @@ impl Game {
let (player_animation, player_start_sprite) = Self::create_player_animations(&atlas)?;
let player_bundle = Self::create_player_bundle(&map, player_animation, player_start_sprite);
let death_animation = Self::create_death_animation(&atlas)?;
let mut world = World::default();
let mut schedule = Schedule::default();
@@ -127,6 +125,7 @@ impl Game {
map_texture,
debug_texture,
ttf_atlas,
death_animation,
)?;
Self::configure_schedule(&mut schedule);
@@ -310,6 +309,18 @@ 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,
@@ -361,13 +372,19 @@ 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(GameStage::default());
world.insert_resource(PlayerLives::default());
world.insert_resource(ScoreResource(0));
world.insert_resource(SystemTimings::default());
world.insert_resource(Timing::default());
@@ -378,10 +395,9 @@ 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)));
@@ -394,15 +410,14 @@ 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);
@@ -412,41 +427,55 @@ impl Game {
let hud_render_system = profile(SystemId::HudRender, hud_render_system);
let present_system = profile(SystemId::Present, present_system);
let unified_ghost_state_system = profile(SystemId::GhostStateAnimation, ghost_state_system);
// let death_sequence_system = profile(SystemId::DeathSequence, death_sequence_system);
// let game_over_system = profile(SystemId::GameOver, systems::game_over_system);
let eaten_ghost_system = profile(SystemId::EatenGhost, eaten_ghost_system);
let forced_dirty_system = |mut dirty: ResMut<RenderDirty>| {
dirty.0 = true;
};
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,
schedule.add_systems(
forced_dirty_system
.run_if(|score: Res<ScoreResource>, stage: Res<GameStage>| score.is_changed() || stage.is_changed()),
);
// 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();
let gameplay_systems = (
(player_movement_system, player_tunnel_slowdown_system, ghost_movement_system).chain(),
eaten_ghost_system,
(collision_system, ghost_collision_system, item_system).chain(),
audio_system,
blinking_system,
unified_ghost_state_system,
)
.chain()
.run_if(|game_state: Res<GameStage>| matches!(*game_state, GameStage::Playing));
schedule.add_systems((blinking_system, directional_render_system, linear_render_system).in_set(RenderSet::Animation));
schedule.add_systems((
stage_system,
input_systems,
gameplay_systems,
(
directional_render_system,
linear_render_system,
dirty_render_system,
combined_render_system,
hud_render_system,
touch_ui_render_system,
present_system,
)
.chain(),
.chain()
.after(RenderSet::Animation),
audio_system,
));
}
@@ -512,7 +541,7 @@ 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();
@@ -557,7 +586,7 @@ 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 +615,7 @@ 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);
}
@@ -658,68 +687,4 @@ 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 +1,27 @@
// 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))]
use crate::{app::App, constants::LOOP_TIME};
use tracing::info;
#[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;
@@ -22,6 +29,7 @@ mod texture;
///
/// This function initializes SDL, the window, the game state, and then enters
/// the main game loop.
#[cfg_attr(coverage_nightly, coverage(off))]
pub fn main() {
// On Windows, this connects output streams to the console dynamically
// On Emscripten, this connects the subscriber to the browser console

View File

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

View File

@@ -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"))),
}
}

View File

@@ -26,6 +26,10 @@ 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
@@ -59,6 +63,16 @@ pub fn audio_system(
// 4 eat sounds available
}
}
AudioEvent::PlayDeath => {
if !audio.0.is_disabled() && !audio_state.muted {
audio.0.death();
}
}
AudioEvent::StopAll => {
if !audio.0.is_disabled() {
audio.0.stop_all();
}
}
}
}
}

View File

@@ -1,15 +1,20 @@
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::{EventReader, EventWriter},
query::With,
system::{Commands, Query, Res, ResMut},
};
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::systems::{
components::GhostState, movement::Position, AudioEvent, DyingSequence, Frozen, GameStage, Ghost, PlayerControlled,
ScoreResource,
};
/// A component for defining the collision area of an entity.
#[derive(Component)]
pub struct Collider {
pub size: f32,
@@ -62,6 +67,7 @@ pub fn check_collision(
///
/// 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>>,
@@ -107,10 +113,13 @@ pub fn collision_system(
}
}
#[allow(clippy::too_many_arguments)]
pub fn ghost_collision_system(
mut commands: Commands,
mut collision_events: EventReader<GameEvent>,
mut score: ResMut<ScoreResource>,
pacman_query: Query<(), With<PlayerControlled>>,
mut game_state: ResMut<GameStage>,
pacman_query: Query<Entity, With<PlayerControlled>>,
ghost_query: Query<(Entity, &Ghost), With<GhostCollider>>,
mut ghost_state_query: Query<&mut GhostState>,
mut events: EventWriter<AudioEvent>,
@@ -118,7 +127,7 @@ pub fn ghost_collision_system(
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() {
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)
@@ -140,8 +149,12 @@ pub fn ghost_collision_system(
// Play eat sound
events.write(AudioEvent::PlayEat);
} else {
// Pac-Man dies (this would need a death system)
} else if matches!(*ghost_state, GhostState::Normal) {
// Pac-Man dies
*game_state = GameStage::PlayerDying(DyingSequence::Frozen { remaining_ticks: 60 });
commands.entity(pacman_entity).insert(Frozen);
commands.entity(ghost_entity).insert(Frozen);
events.write(AudioEvent::StopAll);
}
}
}

View File

@@ -101,7 +101,7 @@ pub struct Renderable {
}
/// Directional animation component with shared timing across all directions
#[derive(Component, Clone, Copy)]
#[derive(Component, Clone)]
pub struct DirectionalAnimation {
pub moving_tiles: DirectionalTiles,
pub stopped_tiles: DirectionalTiles,
@@ -123,13 +123,18 @@ impl DirectionalAnimation {
}
}
/// 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, Clone, Copy)]
#[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 {
@@ -140,6 +145,7 @@ impl LinearAnimation {
current_frame: 0,
time_bank: 0,
frame_duration,
finished: false,
}
}
}
@@ -218,6 +224,11 @@ pub struct Frozen;
#[derive(Component, Debug, Clone, Copy)]
pub struct Eaten;
/// 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)]
pub enum GhostState {
/// Normal ghost behavior - chasing Pac-Man

View File

@@ -1,6 +1,5 @@
//! Debug rendering system
use std::cmp::Ordering;
#[cfg_attr(coverage_nightly, feature(coverage_attribute))]
use crate::constants::{self, BOARD_PIXEL_OFFSET};
use crate::map::builder::Map;
use crate::systems::{Collider, CursorPosition, NodeId, Position, SystemTimings};
@@ -13,6 +12,7 @@ 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 +149,7 @@ 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 +204,7 @@ 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 crate::platform;
use crate::systems::components::{DirectionalAnimation, Frozen, GhostAnimation, GhostState, LastAnimationState, LinearAnimation};
use crate::systems::components::{
DirectionalAnimation, Frozen, GhostAnimation, GhostState, LastAnimationState, LinearAnimation, Looping,
};
use crate::{
map::{
builder::Map,
@@ -194,22 +196,26 @@ pub fn ghost_state_system(
if last_animation_state.0 != current_animation_state {
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)
commands
.entity(entity)
.remove::<(LinearAnimation, Looping)>()
.insert(animations.eyes().clone());
}
}
last_animation_state.0 = current_animation_state;

View File

@@ -20,10 +20,10 @@ use crate::{
};
// Touch input constants
const TOUCH_DIRECTION_THRESHOLD: f32 = 10.0;
const TOUCH_EASING_DISTANCE_THRESHOLD: f32 = 1.0;
const MAX_TOUCH_MOVEMENT_SPEED: f32 = 100.0;
const TOUCH_EASING_FACTOR: f32 = 1.5;
pub const TOUCH_DIRECTION_THRESHOLD: f32 = 10.0;
pub const TOUCH_EASING_DISTANCE_THRESHOLD: f32 = 1.0;
pub const MAX_TOUCH_MOVEMENT_SPEED: f32 = 100.0;
pub const TOUCH_EASING_FACTOR: f32 = 1.5;
#[derive(Resource, Default, Debug, Copy, Clone)]
pub enum CursorPosition {
@@ -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

@@ -1,21 +1,25 @@
//! 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.
#[cfg_attr(coverage_nightly, coverage(off))]
pub mod audio;
#[cfg_attr(coverage_nightly, coverage(off))]
pub mod debug;
#[cfg_attr(coverage_nightly, coverage(off))]
pub mod profiling;
#[cfg_attr(coverage_nightly, coverage(off))]
pub mod render;
pub mod blinking;
pub mod collision;
pub mod components;
pub mod debug;
pub mod ghost;
pub mod input;
pub mod item;
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::audio::*;
pub use self::blinking::*;
@@ -29,4 +33,4 @@ 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

@@ -1,18 +1,20 @@
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,
DirectionalAnimation, Dying, Frozen, GameStage, LinearAnimation, Looping, Position, Renderable, ScoreResource,
StartupSequence, SystemId, SystemTimings, TtfAtlasResource, Velocity,
};
use crate::texture::sprite::SpriteAtlas;
use crate::texture::text::TextTexture;
use crate::{
constants::CANVAS_SIZE,
error::{GameError, TextureError},
};
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, Has, Or, With, Without};
use bevy_ecs::removal_detection::RemovedComponents;
use bevy_ecs::resource::Resource;
use bevy_ecs::system::{NonSendMut, Query, Res, ResMut};
@@ -53,7 +55,7 @@ pub fn dirty_render_system(
/// 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)>,
mut query: Query<(&Position, &Velocity, &mut DirectionalAnimation, &mut Renderable), Without<Frozen>>,
) {
let ticks = (dt.seconds * 60.0).round() as u16; // Convert from seconds to ticks at 60 ticks/sec
@@ -86,26 +88,35 @@ pub fn directional_render_system(
}
}
/// 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;
/// 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;
}
if !anim.tiles.is_empty() {
let new_tile = anim.tiles.get_tile(anim.current_frame);
if renderable.sprite != new_tile {
renderable.sprite = new_tile;
}
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);
}
}
@@ -194,7 +205,7 @@ pub fn hud_render_system(
mut canvas: NonSendMut<&mut Canvas<Window>>,
mut atlas: NonSendMut<SpriteAtlas>,
score: Res<ScoreResource>,
startup: Res<StartupSequence>,
stage: Res<GameStage>,
mut errors: EventWriter<GameError>,
) {
let _ = canvas.with_texture_canvas(&mut backbuffer.0, |canvas| {
@@ -226,10 +237,21 @@ pub fn hud_render_system(
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((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!(
*startup,
StartupSequence::TextOnly { .. } | StartupSequence::CharactersVisible { .. }
*stage,
GameStage::Starting(StartupSequence::TextOnly { .. })
| GameStage::Starting(StartupSequence::CharactersVisible { .. })
) {
let ready_text = "READY!";
let ready_width = text_renderer.text_width(ready_text);
@@ -238,7 +260,7 @@ pub fn hud_render_system(
errors.write(TextureError::RenderFailed(format!("Failed to render READY text: {}", e)).into());
}
if matches!(*startup, StartupSequence::TextOnly { .. }) {
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((CANVAS_SIZE.x - player_one_width) / 2, 113);

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>();
}
}
_ => {}
}
}
}

315
src/systems/state.rs Normal file
View File

@@ -0,0 +1,315 @@
use std::mem::discriminant;
use crate::{
map::builder::Map,
systems::{
AudioEvent, Blinking, DirectionalAnimation, Dying, Eaten, Frozen, Ghost, GhostCollider, GhostState, Hidden,
LinearAnimation, Looping, PlayerControlled, Position,
},
};
use bevy_ecs::{
entity::Entity,
event::EventWriter,
query::{With, Without},
resource::Resource,
system::{Commands, Query, Res, ResMut},
};
#[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,
/// The player has died and the death sequence is in progress.
PlayerDying(DyingSequence),
/// The level is restarting after a death.
LevelRestarting,
/// The game has ended.
GameOver,
}
/// 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
}
}
/// 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 },
}
/// 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(1)
}
}
/// 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 blinking_query: Query<Entity, With<Blinking>>,
mut player_query: Query<(Entity, &mut Position), With<PlayerControlled>>,
mut ghost_query: Query<(Entity, &Ghost, &mut Position), (With<GhostCollider>, Without<PlayerControlled>)>,
) {
let old_state = *game_state;
let new_state: GameStage = match &mut *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 {
GameStage::Playing
}
}
},
GameStage::Playing => 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;
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 {
GameStage::LevelRestarting
} else {
GameStage::GameOver
}
}
}
},
GameStage::LevelRestarting => GameStage::Starting(StartupSequence::CharactersVisible { remaining_ticks: 60 }),
GameStage::GameOver => GameStage::GameOver,
};
if old_state == new_state {
return;
}
match (old_state, new_state) {
(GameStage::Playing, GameStage::PlayerDying(DyingSequence::Frozen { .. })) => {
// Freeze the player & ghosts
for entity in player_query
.iter_mut()
.map(|(e, _)| e)
.chain(ghost_query.iter_mut().map(|(e, _, _)| e))
{
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(Hidden);
}
// Start Pac-Man's death animation
if let Ok((player_entity, _)) = player_query.single_mut() {
commands
.entity(player_entity)
.insert((Dying, player_death_animation.0.clone()));
}
// Play the death sound
audio_events.write(AudioEvent::PlayDeath);
}
(GameStage::PlayerDying(DyingSequence::Animating { .. }), GameStage::PlayerDying(DyingSequence::Hidden { .. })) => {
// Hide the player
if let Ok((player_entity, _)) = player_query.single_mut() {
commands.entity(player_entity).insert(Hidden);
}
}
(_, GameStage::LevelRestarting) => {
if let Ok((player_entity, mut pos)) = player_query.single_mut() {
*pos = Position::Stopped {
node: map.start_positions.pacman,
};
// Freeze the blinking, force them to be visible (if they were hidden by blinking)
for entity in blinking_query.iter_mut() {
commands.entity(entity).insert(Frozen).remove::<Hidden>();
}
// Reset the player animation
commands
.entity(player_entity)
.remove::<(Frozen, Dying, Hidden, LinearAnimation, Looping)>()
.insert(player_animation.0.clone());
}
// Reset ghost positions and state
for (ghost_entity, ghost, mut ghost_pos) in ghost_query.iter_mut() {
*ghost_pos = 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,
},
};
commands
.entity(ghost_entity)
.remove::<(Frozen, Hidden, Eaten)>()
.insert(GhostState::Normal);
}
}
(
GameStage::Starting(StartupSequence::TextOnly { .. }),
GameStage::Starting(StartupSequence::CharactersVisible { .. }),
) => {
// Unhide the player & ghosts
for entity in player_query
.iter_mut()
.map(|(e, _)| e)
.chain(ghost_query.iter_mut().map(|(e, _, _)| e))
{
commands.entity(entity).remove::<Hidden>();
}
}
(GameStage::Starting(StartupSequence::CharactersVisible { .. }), GameStage::Playing) => {
// Unfreeze the player & ghosts & blinking
for entity in player_query
.iter_mut()
.map(|(e, _)| e)
.chain(ghost_query.iter_mut().map(|(e, _, _)| e))
.chain(blinking_query.iter_mut())
{
commands.entity(entity).remove::<Frozen>();
}
}
(GameStage::PlayerDying(..), GameStage::GameOver) => {
// Freeze blinking
for entity in blinking_query.iter_mut() {
commands.entity(entity).insert(Frozen);
}
}
_ => {
let different = discriminant(&old_state) != discriminant(&new_state);
if different {
tracing::warn!(
new_state = ?new_state,
old_state = ?old_state,
"Unhandled game stage transition");
}
}
}
*game_state = new_state;
}
// if let GameState::LevelRestarting = &*game_state {
// // When restarting, jump straight to the CharactersVisible stage
// // and unhide the entities.
// *startup = StartupSequence::new(0, 60 * 2); // 2 seconds for READY! text
// if let StartupSequence::TextOnly { .. } = *startup {
// // This will immediately transition to CharactersVisible on the next line
// } else {
// // Should be unreachable as we just set it
// }
// // Freeze Pac-Man and ghosts
// for entity in player_query.iter().chain(ghost_query.iter()) {
// commands.entity(entity).insert(Frozen);
// }
// *game_state = GameState::Playing;
// }
// if let Some((old_state, new_state)) = startup.tick() {
// debug!("StartupSequence transition from {old_state:?} to {new_state:?}");
// match (old_state, new_state) {
// (StartupSequence::TextOnly { .. }, StartupSequence::CharactersVisible { .. }) => {
// // Unhide the player & ghosts
// for entity in player_query.iter().chain(ghost_query.iter()) {
// commands.entity(entity).remove::<Hidden>();
// }
// }
// (StartupSequence::CharactersVisible { .. }, StartupSequence::GameActive) => {
// // Unfreeze Pac-Man, ghosts and energizers
// for entity in player_query.iter().chain(ghost_query.iter()).chain(blinking_query.iter()) {
// commands.entity(entity).remove::<Frozen>();
// }
// *game_state = GameState::Playing;
// }
// _ => {}
// }
// }

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

@@ -15,6 +15,8 @@ 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.
@@ -60,45 +62,50 @@ 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)
}
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(),
},
),
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(),
}
}
}

View File

@@ -15,11 +15,3 @@ fn all_asset_paths_exist() {
assert_that(&metadata.len()).is_greater_than(1024);
}
}
#[test]
fn asset_paths_are_non_empty() {
for asset in Asset::iter() {
let path = asset.path();
assert!(!path.is_empty(), "Asset path for {:?} should not be empty", asset);
}
}

View File

@@ -1,24 +0,0 @@
use pacman::constants::*;
use speculoos::prelude::*;
#[test]
fn test_raw_board_structure() {
// Test board dimensions match expected size
assert_that(&RAW_BOARD.len()).is_equal_to(BOARD_CELL_SIZE.y as usize);
for row in RAW_BOARD.iter() {
assert_that(&row.len()).is_equal_to(BOARD_CELL_SIZE.x as usize);
}
// Test boundaries are properly walled
assert_that(&RAW_BOARD[0].chars().all(|c| c == '#')).is_true();
assert_that(&RAW_BOARD[RAW_BOARD.len() - 1].chars().all(|c| c == '#')).is_true();
}
#[test]
fn test_raw_board_contains_required_elements() {
// Test that essential game elements are present
assert_that(&RAW_BOARD.iter().any(|row| row.contains('X'))).is_true();
assert_that(&RAW_BOARD.iter().any(|row| row.contains("=="))).is_true();
assert_that(&RAW_BOARD.iter().any(|row| row.chars().any(|c| c == 'T'))).is_true();
assert_that(&RAW_BOARD.iter().any(|row| row.chars().any(|c| c == 'o'))).is_true();
}

View File

@@ -1,76 +1,7 @@
use pacman::error::{
AssetError, EntityError, GameError, GameResult, IntoGameError, MapError, OptionExt, ParseError, ResultExt, TextureError,
};
use pacman::error::{GameError, GameResult, IntoGameError, OptionExt, ResultExt};
use speculoos::prelude::*;
use std::io;
#[test]
fn test_game_error_from_asset_error() {
let asset_error = AssetError::NotFound("test.png".to_string());
let game_error: GameError = asset_error.into();
assert_that(&matches!(game_error, GameError::Asset(_))).is_true();
}
#[test]
fn test_game_error_from_parse_error() {
let parse_error = ParseError::UnknownCharacter('Z');
let game_error: GameError = parse_error.into();
assert_that(&matches!(game_error, GameError::MapParse(_))).is_true();
}
#[test]
fn test_game_error_from_map_error() {
let map_error = MapError::NodeNotFound(42);
let game_error: GameError = map_error.into();
assert_that(&matches!(game_error, GameError::Map(_))).is_true();
}
#[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_that(&matches!(game_error, GameError::Texture(_))).is_true();
}
#[test]
fn test_game_error_from_entity_error() {
let entity_error = EntityError::NodeNotFound(10);
let game_error: GameError = entity_error.into();
assert_that(&matches!(game_error, GameError::Entity(_))).is_true();
}
#[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_that(&matches!(game_error, GameError::Io(_))).is_true();
}
#[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_that(&matches!(asset_error, AssetError::Io(_))).is_true();
}
#[test]
fn test_parse_error_display() {
let error = ParseError::UnknownCharacter('!');
assert_that(&error.to_string()).is_equal_to("Unknown character in board: !".to_string());
let error = ParseError::InvalidHouseDoorCount(3);
assert_that(&error.to_string()).is_equal_to("House door must have exactly 2 positions, found 3".to_string());
}
#[test]
fn test_entity_error_display() {
let error = EntityError::NodeNotFound(42);
assert_that(&error.to_string()).is_equal_to("Node not found in graph: 42".to_string());
let error = EntityError::EdgeNotFound { from: 1, to: 2 };
assert_that(&error.to_string()).is_equal_to("Edge not found: from 1 to 2".to_string());
}
#[test]
fn test_into_game_error_trait() {
let result: Result<i32, io::Error> = Err(io::Error::new(io::ErrorKind::Other, "test error"));

View File

@@ -1,16 +1,15 @@
use pacman::error::GameResult;
use pacman::error::{GameError, GameResult};
use pacman::game::Game;
use sdl2;
use speculoos::prelude::*;
mod common;
use common::setup_sdl;
/// Test that runs the game for 30 seconds at 60 FPS without sleep
#[test]
fn test_game_30_seconds_60fps() -> GameResult<()> {
let (canvas, texture_creator, _sdl_context) = setup_sdl().map_err(|e| pacman::error::GameError::Sdl(e))?;
let ttf_context = sdl2::ttf::init().map_err(|e| pacman::error::GameError::Sdl(e.to_string()))?;
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()))?;
@@ -43,8 +42,8 @@ fn test_game_30_seconds_60fps() -> GameResult<()> {
/// 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(|e| pacman::error::GameError::Sdl(e))?;
let ttf_context = sdl2::ttf::init().map_err(|e| pacman::error::GameError::Sdl(e.to_string()))?;
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()))?;
@@ -75,11 +74,6 @@ fn test_game_30_seconds_variable_timing() -> GameResult<()> {
frame_count += 1;
}
assert!(
total_time >= target_time,
"Should have run for at least {} seconds, but ran for {}s",
target_time,
total_time
);
assert_that(&total_time).is_greater_than_or_equal_to(target_time);
Ok(())
}

View File

@@ -1,39 +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_that(&events.contains(&GameEvent::Command(GameCommand::MovePlayer(Direction::Up)))).is_true();
#[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_that(&events.contains(&GameEvent::Command(GameCommand::MovePlayer(Direction::Right)))).is_true();
#[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_that(&events.contains(&GameEvent::Command(GameCommand::MovePlayer(Direction::Up)))).is_true();
#[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_that(&events.contains(&GameEvent::Command(GameCommand::MovePlayer(Direction::Left)))).is_true();
#[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_that(&events.contains(&GameEvent::Command(GameCommand::MovePlayer(Direction::Left)))).is_true();
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_that(&events.is_empty()).is_true();
#[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

@@ -1,10 +1,11 @@
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_that(&map.graph.nodes().count()).is_greater_than(0);
@@ -22,7 +23,7 @@ fn test_map_creation() {
}
#[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 {
@@ -35,3 +36,54 @@ fn test_map_node_positions() {
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

@@ -73,25 +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_that(&(*avg > Duration::ZERO)).is_true();
}
}
#[test]
fn test_total_system_timing() {
let timings = SystemTimings::default();

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::components::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
);
}
}

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tests/ttf.rs Normal file
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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());
}