Compare commits

..

16 Commits

Author SHA1 Message Date
Ryan Walters
63e1059df8 feat: implement entity-based sprite system for HUD display (lives)
- Spawn HUD elements as Renderables with simple change-based entity updates
- Updated rendering systems to accommodate new precise pixel positioning for life sprites.
2025-09-08 16:22:40 -05:00
Ryan Walters
11af44c469 feat: add bottom row HUD, proper life display sprites 2025-09-08 14:30:33 -05:00
Ryan Walters
7675608391 chore(version): bump to v0.78.0 2025-09-08 14:07:34 -05:00
Ryan Walters
7d5b8e11dd chore: bump dependencies, spin-sleep & windows/windows-sys 2025-09-08 14:06:53 -05:00
Ryan Walters
5aba1862c9 feat: improve tracing logs application-wide 2025-09-08 13:50:38 -05:00
Ryan Walters
e46d39a938 chore: split tests & checks into separate workflows 2025-09-08 13:22:58 -05:00
Ryan Walters
49a6a5cc39 feat: implement stage transition for ghost eaten pause and add TimeToLive component
- `StageTransition` enum allows for collision system to apply state transition for ghost pausing.
- Added `TimeToLive` component & `time_to_live_system` to provide temporary sprite rendering of bonus sprites.
- Updated `stage_system` to handle the new ghost eaten pause state, including freezing entities and spawning bonus points.
2025-09-08 13:01:40 -05:00
Ryan Walters
ca50d0f3d8 chore: reformat README, move ideas into ROADMAP, add screenshots & image banner 2025-09-08 12:21:59 -05:00
Ryan Walters
774dc010bf chore: add justforfunnoreally.dev badge, improve README.md, fixup STORY.md 2025-09-08 11:36:38 -05:00
Ryan Walters
e87d458121 fix: set PlayerLives default to 3, use resource for HUD lives count in top left
yes I am fully aware that the UP is not the player lives, I'm just
wanting the indicator to be somewhere and I'll make the proper indicator
tomorrow probably
2025-09-08 01:23:26 -05:00
Ryan Walters
44f0b5d373 fix: use coveralls in README, use proper 'coverage' recipe, remove codecov.yml 2025-09-08 01:18:55 -05:00
Ryan Walters
c828034d18 chore(version): bump version to v0.77.0 2025-09-08 01:15:40 -05:00
Ryan Walters
823f480916 feat: setup pacman collision, level restart, game over, death sequence, switch to Vec for TileSequence 2025-09-08 01:14:32 -05:00
Ryan Walters
53306de155 chore: add precommit bacon job 2025-09-07 16:41:43 -05:00
Ryan Walters
6ddc6d1181 chore: setup auto tag & bump scripts with pre-commit 2025-09-07 15:12:19 -05:00
Ryan Walters
fff44faa05 fix: use serial single-thread testing for game integration tests 2025-09-07 00:10:49 -05:00
42 changed files with 1477 additions and 525 deletions

View File

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

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

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

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

View File

@@ -46,7 +46,7 @@ jobs:
- name: Generate coverage report
run: |
just coverage-lcov
just coverage
- name: Coveralls upload
uses: coverallsapp/github-action@v2

View File

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

4
.gitignore vendored
View File

@@ -20,3 +20,7 @@ coverage.html
# Profiling output
flamegraph.svg
/profile.*
# temporary
assets/game/sound/*.wav
/*.py

View File

@@ -12,6 +12,13 @@ repos:
- id: forbid-submodules
- id: mixed-line-ending
- repo: https://github.com/compilerla/conventional-pre-commit
rev: v4.2.0
hooks:
- id: conventional-pre-commit
stages: [commit-msg]
args: []
- repo: local
hooks:
- id: cargo-fmt
@@ -20,15 +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

136
Cargo.lock generated
View File

@@ -663,7 +663,7 @@ checksum = "42f5e15c9953c5e4ccceeb2e7382a716482c34515315f7b03532b8b4e8393d2d"
[[package]]
name = "pacman"
version = "0.2.0"
version = "0.78.2"
dependencies = [
"anyhow",
"bevy_ecs",
@@ -693,7 +693,7 @@ dependencies = [
"tracing-error",
"tracing-subscriber",
"windows",
"windows-sys 0.60.2",
"windows-sys 0.61.0",
]
[[package]]
@@ -722,7 +722,7 @@ dependencies = [
"libc",
"redox_syscall",
"smallvec",
"windows-targets 0.52.6",
"windows-targets",
]
[[package]]
@@ -1051,11 +1051,11 @@ dependencies = [
[[package]]
name = "spin_sleep"
version = "1.3.2"
version = "1.3.3"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "14ac0e4b54d028c2000a13895bcd84cd02a1d63c4f78e08e4ec5ec8f53efd4b9"
checksum = "9c07347b7c0301b9adba4350bdcf09c039d0e7160922050db0439b3c6723c8ab"
dependencies = [
"windows-sys 0.60.2",
"windows-sys 0.61.0",
]
[[package]]
@@ -1398,9 +1398,9 @@ dependencies = [
[[package]]
name = "windows"
version = "0.61.3"
version = "0.62.0"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "9babd3a767a4c1aef6900409f85f5d53ce2544ccdfaa86dad48c91782c6d6893"
checksum = "9579d0e6970fd5250aa29aba5994052385ff55cf7b28a059e484bb79ea842e42"
dependencies = [
"windows-collections",
"windows-core",
@@ -1411,18 +1411,18 @@ dependencies = [
[[package]]
name = "windows-collections"
version = "0.2.0"
version = "0.3.0"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "3beeceb5e5cfd9eb1d76b381630e82c4241ccd0d27f1a39ed41b2760b255c5e8"
checksum = "a90dd7a7b86859ec4cdf864658b311545ef19dbcf17a672b52ab7cefe80c336f"
dependencies = [
"windows-core",
]
[[package]]
name = "windows-core"
version = "0.61.2"
version = "0.62.0"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "c0fdd3ddb90610c7638aa2b3a3ab2904fb9e5cdbecc643ddb3647212781c4ae3"
checksum = "57fe7168f7de578d2d8a05b07fd61870d2e73b4020e9f49aa00da8471723497c"
dependencies = [
"windows-implement",
"windows-interface",
@@ -1433,9 +1433,9 @@ dependencies = [
[[package]]
name = "windows-future"
version = "0.2.1"
version = "0.3.0"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "fc6a41e98427b19fe4b73c550f060b59fa592d7d686537eebf9385621bfbad8e"
checksum = "b2194dee901458cb79e1148a4e9aac2b164cc95fa431891e7b296ff0b2f1d8a6"
dependencies = [
"windows-core",
"windows-link",
@@ -1466,15 +1466,15 @@ dependencies = [
[[package]]
name = "windows-link"
version = "0.1.3"
version = "0.2.0"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "5e6ad25900d524eaabdbbb96d20b4311e1e7ae1699af4fb28c17ae66c80d798a"
checksum = "45e46c0661abb7180e7b9c281db115305d49ca1709ab8242adf09666d2173c65"
[[package]]
name = "windows-numerics"
version = "0.2.0"
version = "0.3.0"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "9150af68066c4c5c07ddc0ce30421554771e528bde427614c61038bc2c92c2b1"
checksum = "2ce3498fe0aba81e62e477408383196b4b0363db5e0c27646f932676283b43d8"
dependencies = [
"windows-core",
"windows-link",
@@ -1482,18 +1482,18 @@ dependencies = [
[[package]]
name = "windows-result"
version = "0.3.4"
version = "0.4.0"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "56f42bd332cc6c8eac5af113fc0c1fd6a8fd2aa08a0119358686e5160d0586c6"
checksum = "7084dcc306f89883455a206237404d3eaf961e5bd7e0f312f7c91f57eb44167f"
dependencies = [
"windows-link",
]
[[package]]
name = "windows-strings"
version = "0.4.2"
version = "0.5.0"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "56e6c93f3a0c3b36176cb1327a4958a0353d5d166c2a35cb268ace15e91d3b57"
checksum = "7218c655a553b0bed4426cf54b20d7ba363ef543b52d515b3e48d7fd55318dda"
dependencies = [
"windows-link",
]
@@ -1504,16 +1504,16 @@ version = "0.52.0"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "282be5f36a8ce781fad8c8ae18fa3f9beff57ec1b52cb3de0789201425d9a33d"
dependencies = [
"windows-targets 0.52.6",
"windows-targets",
]
[[package]]
name = "windows-sys"
version = "0.60.2"
version = "0.61.0"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "f2f500e4d28234f72040990ec9d39e3a6b950f9f22d3dba18416c35882612bcb"
checksum = "e201184e40b2ede64bc2ea34968b28e33622acdbbf37104f0e4a33f7abe657aa"
dependencies = [
"windows-targets 0.53.2",
"windows-link",
]
[[package]]
@@ -1522,37 +1522,21 @@ version = "0.52.6"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "9b724f72796e036ab90c1021d4780d4d3d648aca59e491e6b98e725b84e99973"
dependencies = [
"windows_aarch64_gnullvm 0.52.6",
"windows_aarch64_msvc 0.52.6",
"windows_i686_gnu 0.52.6",
"windows_i686_gnullvm 0.52.6",
"windows_i686_msvc 0.52.6",
"windows_x86_64_gnu 0.52.6",
"windows_x86_64_gnullvm 0.52.6",
"windows_x86_64_msvc 0.52.6",
]
[[package]]
name = "windows-targets"
version = "0.53.2"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "c66f69fcc9ce11da9966ddb31a40968cad001c5bedeb5c2b82ede4253ab48aef"
dependencies = [
"windows_aarch64_gnullvm 0.53.0",
"windows_aarch64_msvc 0.53.0",
"windows_i686_gnu 0.53.0",
"windows_i686_gnullvm 0.53.0",
"windows_i686_msvc 0.53.0",
"windows_x86_64_gnu 0.53.0",
"windows_x86_64_gnullvm 0.53.0",
"windows_x86_64_msvc 0.53.0",
"windows_aarch64_gnullvm",
"windows_aarch64_msvc",
"windows_i686_gnu",
"windows_i686_gnullvm",
"windows_i686_msvc",
"windows_x86_64_gnu",
"windows_x86_64_gnullvm",
"windows_x86_64_msvc",
]
[[package]]
name = "windows-threading"
version = "0.1.0"
version = "0.2.0"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "b66463ad2e0ea3bbf808b7f1d371311c80e115c0b71d60efc142cafbcfb057a6"
checksum = "ab47f085ad6932defa48855254c758cdd0e2f2d48e62a34118a268d8f345e118"
dependencies = [
"windows-link",
]
@@ -1563,96 +1547,48 @@ version = "0.52.6"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "32a4622180e7a0ec044bb555404c800bc9fd9ec262ec147edd5989ccd0c02cd3"
[[package]]
name = "windows_aarch64_gnullvm"
version = "0.53.0"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "86b8d5f90ddd19cb4a147a5fa63ca848db3df085e25fee3cc10b39b6eebae764"
[[package]]
name = "windows_aarch64_msvc"
version = "0.52.6"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "09ec2a7bb152e2252b53fa7803150007879548bc709c039df7627cabbd05d469"
[[package]]
name = "windows_aarch64_msvc"
version = "0.53.0"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "c7651a1f62a11b8cbd5e0d42526e55f2c99886c77e007179efff86c2b137e66c"
[[package]]
name = "windows_i686_gnu"
version = "0.52.6"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "8e9b5ad5ab802e97eb8e295ac6720e509ee4c243f69d781394014ebfe8bbfa0b"
[[package]]
name = "windows_i686_gnu"
version = "0.53.0"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "c1dc67659d35f387f5f6c479dc4e28f1d4bb90ddd1a5d3da2e5d97b42d6272c3"
[[package]]
name = "windows_i686_gnullvm"
version = "0.52.6"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "0eee52d38c090b3caa76c563b86c3a4bd71ef1a819287c19d586d7334ae8ed66"
[[package]]
name = "windows_i686_gnullvm"
version = "0.53.0"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "9ce6ccbdedbf6d6354471319e781c0dfef054c81fbc7cf83f338a4296c0cae11"
[[package]]
name = "windows_i686_msvc"
version = "0.52.6"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "240948bc05c5e7c6dabba28bf89d89ffce3e303022809e73deaefe4f6ec56c66"
[[package]]
name = "windows_i686_msvc"
version = "0.53.0"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "581fee95406bb13382d2f65cd4a908ca7b1e4c2f1917f143ba16efe98a589b5d"
[[package]]
name = "windows_x86_64_gnu"
version = "0.52.6"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "147a5c80aabfbf0c7d901cb5895d1de30ef2907eb21fbbab29ca94c5b08b1a78"
[[package]]
name = "windows_x86_64_gnu"
version = "0.53.0"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "2e55b5ac9ea33f2fc1716d1742db15574fd6fc8dadc51caab1c16a3d3b4190ba"
[[package]]
name = "windows_x86_64_gnullvm"
version = "0.52.6"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "24d5b23dc417412679681396f2b49f3de8c1473deb516bd34410872eff51ed0d"
[[package]]
name = "windows_x86_64_gnullvm"
version = "0.53.0"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "0a6e035dd0599267ce1ee132e51c27dd29437f63325753051e71dd9e42406c57"
[[package]]
name = "windows_x86_64_msvc"
version = "0.52.6"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "589f6da84c646204747d1270a2a5661ea66ed1cced2631d546fdfb155959f9ec"
[[package]]
name = "windows_x86_64_msvc"
version = "0.53.0"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "271414315aff87387382ec3d271b52d7ae78726f5d44ac98b4f4030c91880486"
[[package]]
name = "winnow"
version = "0.7.12"

View File

@@ -1,6 +1,6 @@
[package]
name = "pacman"
version = "0.2.0"
version = "0.78.2"
authors = ["Xevion"]
edition = "2021"
rust-version = "1.86.0"
@@ -21,7 +21,7 @@ default-run = "pacman"
bevy_ecs = "0.16.1"
glam = "0.30.5"
pathfinding = "4.14"
tracing = { version = "0.1.41", features = ["max_level_debug", "release_max_level_debug"]}
tracing = { version = "0.1.41", features = ["max_level_trace", "release_max_level_debug"]}
tracing-error = "0.2.0"
tracing-subscriber = {version = "0.3.20", features = ["env-filter"]}
time = { version = "0.3.43", features = ["formatting", "macros"] }
@@ -42,15 +42,15 @@ phf = { version = "0.13.1", features = ["macros"] }
# Windows-specific dependencies
[target.'cfg(target_os = "windows")'.dependencies]
# Used for customizing console output on Windows; both are required due to the `windows` crate having poor Result handling with `GetStdHandle`.
windows = { version = "0.61.3", features = ["Win32_Security", "Win32_Storage_FileSystem", "Win32_System_Console"] }
windows-sys = { version = "0.60.2", features = ["Win32_System_Console"] }
windows = { version = "0.62.0", features = ["Win32_Security", "Win32_Storage_FileSystem", "Win32_System_Console"] }
windows-sys = { version = "0.61.0", features = ["Win32_System_Console"] }
# Desktop-specific dependencies
[target.'cfg(not(target_os = "emscripten"))'.dependencies]
# On desktop platforms, build SDL2 with cargo-vcpkg
sdl2 = { version = "0.38", default-features = false, features = ["image", "ttf", "gfx", "mixer", "unsafe_textures", "static-link", "use-vcpkg"] }
rand = { version = "0.9.2", default-features = false, features = ["thread_rng"] }
spin_sleep = "1.3.2"
spin_sleep = "1.3.3"
# Browser-specific dependencies
[target.'cfg(target_os = "emscripten")'.dependencies]

115
README.md
View File

@@ -1,80 +1,92 @@
<div align="center">
<img src="assets/repo/banner.png" alt="Pac-Man Banner Screenshot">
</div>
# Pac-Man
[![Tests Status][badge-test]][test] [![Build Status][badge-build]][build] [![Code Coverage][badge-coverage]][coverage] [![Online Demo][badge-online-demo]][demo] [![Last Commit][badge-last-commit]][commits]
[![A project just for fun, no really!][badge-justforfunnoreally]][justforfunnoreally] ![Built with Rust][badge-built-with-rust] [![Build Status][badge-build]][build] [![Tests Status][badge-test]][test] [![Checks Status][badge-checks]][checks] [![If you're seeing this, Coveralls.io is broken again and it's not my fault.][badge-coverage]][coverage] [![Online Demo][badge-online-demo]][demo]
[badge-built-with-rust]: https://img.shields.io/badge/Built_with-Rust-blue?logo=rust
[badge-justforfunnoreally]: https://img.shields.io/badge/justforfunnoreally-dev-9ff
[badge-test]: https://github.com/Xevion/Pac-Man/actions/workflows/tests.yaml/badge.svg
[badge-checks]: https://github.com/Xevion/Pac-Man/actions/workflows/checks.yaml/badge.svg
[badge-build]: https://github.com/Xevion/Pac-Man/actions/workflows/build.yaml/badge.svg
[badge-coverage]: https://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
[badge-coverage]: https://coveralls.io/repos/github/Xevion/Pac-Man/badge.svg?branch=master
[badge-online-demo]: https://img.shields.io/badge/Online%20Demo-Click%20Me!-brightgreen
[banner-image]: assets/repo/banner.png
[justforfunnoreally]: https://justforfunnoreally.dev
[build]: https://github.com/Xevion/Pac-Man/actions/workflows/build.yaml
[test]: https://github.com/Xevion/Pac-Man/actions/workflows/tests.yaml
[coverage]: https://codecov.io/github/Xevion/Pac-Man
[checks]: https://github.com/Xevion/Pac-Man/actions/workflows/checks.yaml
[coverage]: https://coveralls.io/github/Xevion/Pac-Man?branch=master
[demo]: https://xevion.github.io/Pac-Man/
[commits]: https://github.com/Xevion/Pac-Man/commits/master
A faithful recreation of the classic Pac-Man arcade game written in Rust. This project aims to replicate the original game's mechanics, graphics, sound, and behavior as accurately as possible while providing modern development features like cross-platform compatibility and WebAssembly support.
A faithful recreation of the classic Pac-Man arcade game, written in Rust.
This project aims to replicate the original game's mechanics, graphics, sound, and behavior as accurately as possible while providing modern development features like cross-platform compatibility and WebAssembly support.
The game includes all the original features you'd expect from Pac-Man:
- [x] Classic maze navigation and dot collection
- [x] Classic maze navigation with tunnels and dot collection
- [ ] Four ghosts with their unique AI behaviors (Blinky, Pinky, Inky, and Clyde)
- [ ] Power pellets that allow Pac-Man to eat ghosts
- [x] Power pellets that allow Pac-Man to eat ghosts
- [ ] Fruit bonuses that appear periodically
- [ ] Progressive difficulty with faster ghosts and shorter power pellet duration
- [x] Authentic sound effects and sprites
This cross-platform implementation is built with SDL2 for graphics, audio, and input handling. It can run on Windows, Linux, macOS, and in web browsers via WebAssembly.
This cross-platform implementation is built with SDL2 for graphics, audio, and input handling. It can run on Windows, Linux, macOS, even web browsers via WebAssembly.
## Quick Start
The easiest way to play is to visit the [online demo][demo]. It is more or less identical to the desktop experience at this time.
While I do plan to have desktop builds released automatically, the game is still a work in progress, and I'm not quite ready to start uploading releases.
However, every commit has build artifacts, so you can grab the [latest build artifacts][build-workflow] if available.
## Screenshots
<div align="center">
<img src="assets/repo/screenshots/0.png" alt="Screenshot 0 - Starting Game">
<p><em>Starting a new game</em></p>
<img src="assets/repo/screenshots/1.png" alt="Screenshot 1 - Eating Dots">
<p><em>Pac-Man collecting dots and avoiding ghosts</em></p>
<img src="assets/repo/screenshots/2.png" alt="Screenshot 2 - Game Over">
<p><em>Game over screen after losing all lives</em></p>
<img src="assets/repo/screenshots/3.png" alt="Screenshot 3 - Debug Mode">
<p><em>Debug mode showing hitboxes, node graph, and performance details.</em></p>
</div>
## Why?
Just because. And because I wanted to learn more about Rust, inter-operability with C, and compiling to WebAssembly.
[Just for fun.][justforfunnoreally] And because I wanted to learn more about Rust, inter-operability with C, and compiling to WebAssembly.
I was inspired by a certain code review video on YouTube; [SOME UNIQUE C++ CODE // Pacman Clone Code Review](https://www.youtube.com/watch?v=OKs_JewEeOo) by The Cherno.
Originally, I was inspired by a certain code review video on YouTube; [SOME UNIQUE C++ CODE // Pacman Clone Code Review](https://www.youtube.com/watch?v=OKs_JewEeOo). For some reason, I was inspired to try and replicate it in Rust, and it was uniquely challenging. It's not easy to integrate SDL2 with Rust, and even harder to get it working with Emscripten.
For some reason, I was inspired to try and replicate it in Rust, and it was uniquely challenging.
I wanted to hit a lot of goals and features, making it a 'perfect' project that I could be proud of.
I wanted to hit a log of goals and features, making it a 'perfect' project that I could be proud of.
- Near-perfect replication of logic, scoring, graphics, sound, and behaviors. No hacks, workarounds, or poor designs.
- Written in Rust, buildable on Windows, Linux, Mac and WebAssembly. Statically linked, no runtime dependencies.
- Near-perfect replication of logic, scoring, graphics, sound, and behaviors. No hacks, workarounds, or poor designs. Well documented, well-tested, and maintainable.
- Written in Rust, buildable on Windows, Linux, Mac and WebAssembly. Statically linked, no runtime dependencies, automatically built with GitHub Actions.
- Performant, low memory, CPU and GPU usage.
- Online demo, playable in a browser.
- Completely automatic build system with releases for all platforms.
- Well documented, well-tested, and maintainable.
- Online demo, playable in a browser, built automatically with GitHub Actions.
## Experimental Ideas
If you're curious about the journey of this project, you can read the [story](STORY.md) file. Eventually, I will be using this as the basis for some sort of blog post or more official page, but for now, I'm keeping it within the repository as a simple file.
- Debug tooling
- Game state visualization
- Game speed controls + pausing
- Log tracing
- Performance details
- Customized Themes & Colors
- Color-blind friendly
- Perfected Ghost Algorithms
- More than 4 ghosts
- Custom Level Generation
- Multi-map tunnelling
- Online Scoreboard
- An online axum server with a simple database and OAuth2 authentication.
- Integrates with GitHub, Discord, and Google OAuth2 to acquire an email identifier & avatar.
- Avatars are optional for score submission and can be disabled, instead using a blank avatar.
- Avatars are downscaled to a low resolution pixellated image to maintain the 8-bit aesthetic.
- A custom name is used for the score submission, which is checked for potential abusive language.
- A max length of 14 characters, and a min length of 3 characters.
- Names are checked for potential abusive language via an external API.
- The client implementation should require zero configuration, environment variables, or special secrets.
- It simply defaults to the pacman server API, or can be overriden manually.
## Roadmap
You can read the [roadmap](ROADMAP.md) file for more details on the project's goals and future plans.
## Build Notes
Since this project is still in progress, I'm only going to cover non-obvious build details. By reading the code, build scripts, and copying the online build workflows, you should be able to replicate the build process.
- Install `cargo-vcpkg` with `cargo install cargo-vcpkg`, then run `cargo vcpkg build` to build the requisite dependencies via vcpkg.
- This is only required for the desktop builds, not the web build.
- We use rustc 1.86.0 for the build, due to bulk-memory-opt related issues on wasm32-unknown-emscripten.
- Technically, we could probably use stable or even nightly on desktop targets, but using different versions for different targets is a pain, mainly because of clippy warnings changing between versions.
- Install `cargo-vcpkg` with `cargo install cargo-vcpkg`, then run `cargo vcpkg build` to build the requisite dependencies via vcpkg.
- For the WASM build, you need to have the Emscripten SDK cloned; you can do so with `git clone https://github.com/emscripten-core/emsdk.git`
- The first time you clone, you'll need to install the appropriate SDK version with `./emsdk install 3.1.43` and then activate it with `./emsdk activate 3.1.43`. On Windows, use `./emsdk/emsdk.ps1` instead.
- I'm still not sure _why_ 3.1.43 is required, but it is. Perhaps in the future I will attempt to use a more modern version.
@@ -87,3 +99,18 @@ Since this project is still in progress, I'm only going to cover non-obvious bui
- `caddy file-server --root dist` (install with `[sudo apt|brew|choco] install caddy` or [a dozen other ways](https://caddyserver.com/docs/install))
- `web.build.ts` auto installs dependencies, but you may need to pass `-i` or `--install=fallback|force` to install missing packages. My guess is that if you have some packages installed, it won't install any missing ones. If you have no packages installed, it will install all of them.
- If you want to have TypeScript resolution for development, you can manually install the dependencies with `bun install` in the `assets/site` folder.
## Contributing
Contributions are welcome! Please feel free to submit a pull request or open an issue.
- The code is not exactly stable or bulletproof, but it is functional and has a lot of tests.
- I am not actively looking for contributors, but I will review pull requests and merge them if they are useful.
- If you have any ideas, please feel free to submit an issue.
- If you have any private issues, security concerns, or anything sensitive, you can email me at [xevion@xevion.dev](mailto:xevion@xevion.dev).
## License
This project is licensed under the GPLv3 license. See the [LICENSE](LICENSE) file for details.
[build-workflow]: https://github.com/Xevion/Pac-Man/actions/workflows/build.yaml

30
ROADMAP.md Normal file
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@@ -0,0 +1,30 @@
# Roadmap
A list of ideas and features that I might implement in the future.
## Debug Tooling
- [ ] Game state visualization
- [ ] Game speed controls + pausing
- [ ] Log tracing
- [x] Performance details
## Customization
- [ ] Themes & Colors
- Color-blind friendly options
- [ ] Perfected ghost AI algorithms
- [ ] Support for >4 ghosts
- [ ] Custom level generation with multi-map tunneling
## Online Features
- [ ] Scoreboard system
- Axum server with database and OAuth2 auth
- Authentication via GitHub/Discord/Google
- Profile features:
- [ ] Optional avatars (downscaled to match 8-bit aesthetic)
- Custom names (3-14 chars, filtered for abuse)
- Zero-config client implementation
- Uses default API endpoint
- Manual override available

View File

@@ -31,7 +31,7 @@ WebAssembly.
The problem is that much of this work was done for pure-Rust applications - and SDL is C++.
This requires a C++ WebAssembly compiler such as Emscripten; and it's a pain to get working.
Luckily though, someone else has done this before, and they fully documented it - [RuggRouge][ruggrouge].
Luckily though, someone else has done this before, and they fully documented it - [RuggRouge][ruggrogue].
- Built with Rust
- Uses SDL2
@@ -92,7 +92,7 @@ This was weird, and honestly, I'm confused as to why the 2-year old sample code
After a bit of time, I noted that the `Instant` times were printing with only the whole seconds changing, and the nanoseconds were always 0.
```
```rust
Instant { tv_sec: 0, tv_nsec: 0 }
Instant { tv_sec: 1, tv_nsec: 0 }
Instant { tv_sec: 2, tv_nsec: 0 }
@@ -357,7 +357,7 @@ Doing so required a full re-work of the animation and texture system, and I ende
So, I ended up using `unsafe` to forcibly cast the lifetimes to `'static`, which was a bit of a gamble, but given that they essentially behave as `'static` in practice, there wasn't much risk as I see it. I might re-look into my understanding of lifetimes and this in the future, but for the time being, it's a good solution that makes the codebase far easier to work with.
## Cross-platform Builds
## Implementing Cross-platform Builds for Pac-Man
Since the original `rust-sdl2-emscripten` demo project had cross-platform builds, I was ready to get it working for this project. For the most part, it wasn't hard, things tended to click into place, but unfortunately, the `emscripten` os target and somehow, the `linux` os target were both failing.

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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"
@@ -69,18 +71,23 @@ need_stdout = false
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"

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

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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()

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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

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

View File

@@ -48,6 +48,7 @@ mod imp {
use super::*;
use crate::error::AssetError;
use crate::platform;
use tracing::trace;
/// Loads asset bytes using the appropriate platform-specific method.
///
@@ -61,7 +62,13 @@ mod imp {
/// Returns `AssetError::NotFound` if the asset file cannot be located (Emscripten only),
/// or `AssetError::Io` for filesystem I/O failures.
pub fn get_asset_bytes(asset: Asset) -> Result<Cow<'static, [u8]>, AssetError> {
platform::get_asset_bytes(asset)
trace!(asset = ?asset, path = asset.path(), "Loading game asset");
let result = platform::get_asset_bytes(asset);
match &result {
Ok(bytes) => trace!(asset = ?asset, size_bytes = bytes.len(), "Asset loaded successfully"),
Err(e) => trace!(asset = ?asset, error = ?e, "Asset loading failed"),
}
result
}
}

View File

@@ -25,12 +25,25 @@ pub const SCALE: f32 = 2.6;
/// screen for score display, player lives, and other UI elements.
pub const BOARD_CELL_OFFSET: UVec2 = UVec2::new(0, 3);
/// Bottom HUD row offset to reserve space below the game board.
///
/// The 2-cell vertical offset (16 pixels) provides space at the bottom of the
/// screen for displaying Pac-Man's lives (left) and fruit symbols (right).
pub const BOARD_BOTTOM_CELL_OFFSET: UVec2 = UVec2::new(0, 2);
/// Pixel-space equivalent of `BOARD_CELL_OFFSET` for rendering calculations.
///
/// Automatically calculated from the cell offset to maintain consistency
/// when the cell size changes. Used for positioning sprites and debug overlays.
pub const BOARD_PIXEL_OFFSET: UVec2 = UVec2::new(BOARD_CELL_OFFSET.x * CELL_SIZE, BOARD_CELL_OFFSET.y * CELL_SIZE);
/// Pixel-space equivalent of `BOARD_BOTTOM_CELL_OFFSET` for rendering calculations.
///
/// Automatically calculated from the cell offset to maintain consistency
/// when the cell size changes. Used for positioning bottom HUD elements.
pub const BOARD_BOTTOM_PIXEL_OFFSET: UVec2 =
UVec2::new(BOARD_BOTTOM_CELL_OFFSET.x * CELL_SIZE, BOARD_BOTTOM_CELL_OFFSET.y * CELL_SIZE);
/// Animation timing constants for ghost state management
pub mod animation {
/// Normal ghost movement animation speed (ticks per frame at 60 ticks/sec)
@@ -45,15 +58,15 @@ pub mod animation {
}
/// The size of the canvas, in pixels.
pub const CANVAS_SIZE: UVec2 = UVec2::new(
(BOARD_CELL_SIZE.x + BOARD_CELL_OFFSET.x) * CELL_SIZE,
(BOARD_CELL_SIZE.y + BOARD_CELL_OFFSET.y) * CELL_SIZE,
(BOARD_CELL_SIZE.x + BOARD_CELL_OFFSET.x + BOARD_BOTTOM_CELL_OFFSET.x) * CELL_SIZE,
(BOARD_CELL_SIZE.y + BOARD_CELL_OFFSET.y + BOARD_BOTTOM_CELL_OFFSET.y) * CELL_SIZE,
);
pub const LARGE_SCALE: f32 = 2.6;
pub const LARGE_CANVAS_SIZE: UVec2 = UVec2::new(
(((BOARD_CELL_SIZE.x + BOARD_CELL_OFFSET.x) * CELL_SIZE) as f32 * LARGE_SCALE) as u32,
(((BOARD_CELL_SIZE.y + BOARD_CELL_OFFSET.y) * CELL_SIZE) as f32 * LARGE_SCALE) as u32,
(((BOARD_CELL_SIZE.x + BOARD_CELL_OFFSET.x + BOARD_BOTTOM_CELL_OFFSET.x) * CELL_SIZE) as f32 * LARGE_SCALE) as u32,
(((BOARD_CELL_SIZE.y + BOARD_CELL_OFFSET.y + BOARD_BOTTOM_CELL_OFFSET.y) * CELL_SIZE) as f32 * LARGE_SCALE) as u32,
);
/// Collider size constants for different entity types
@@ -132,8 +145,6 @@ 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

@@ -40,3 +40,9 @@ impl From<GameCommand> for GameEvent {
GameEvent::Command(command)
}
}
/// Data for requesting stage transitions; processed centrally in stage_system
#[derive(Event, Clone, Copy, Debug, PartialEq, Eq)]
pub enum StageTransition {
GhostEatenPause { ghost_entity: Entity },
}

View File

@@ -3,38 +3,33 @@
include!(concat!(env!("OUT_DIR"), "/atlas_data.rs"));
use std::collections::HashMap;
use tracing::{debug, info, trace, warn};
use crate::constants::{self, animation, MapTile, CANVAS_SIZE};
use crate::error::{GameError, GameResult};
use crate::events::GameEvent;
use crate::events::{GameEvent, StageTransition};
use crate::map::builder::Map;
use crate::map::direction::Direction;
use crate::systems::blinking::Blinking;
use crate::systems::components::{GhostAnimation, GhostState, LastAnimationState};
use crate::systems::movement::{BufferedDirection, Position, Velocity};
use crate::systems::profiling::{SystemId, Timing};
use crate::systems::render::touch_ui_render_system;
use crate::systems::render::RenderDirty;
use crate::systems::{
self, combined_render_system, ghost_collision_system, present_system, Hidden, LinearAnimation, MovementModifiers, NodeId,
TouchState,
};
use crate::systems::{
audio_system, blinking_system, collision_system, directional_render_system, dirty_render_system, eaten_ghost_system,
ghost_movement_system, ghost_state_system, hud_render_system, item_system, linear_render_system, profile, AudioEvent,
AudioResource, AudioState, BackbufferResource, Collider, DebugState, DebugTextureResource, DeltaTime, DirectionalAnimation,
EntityType, Frozen, Ghost, GhostAnimations, GhostBundle, GhostCollider, GlobalState, ItemBundle, ItemCollider,
MapTextureResource, PacmanCollider, PlayerBundle, PlayerControlled, Renderable, ScoreResource, StartupSequence,
SystemTimings,
self, audio_system, blinking_system, collision_system, combined_render_system, directional_render_system,
dirty_render_system, eaten_ghost_system, ghost_collision_system, ghost_movement_system, ghost_state_system,
hud_render_system, item_system, linear_render_system, player_life_sprite_system, present_system, profile,
time_to_live_system, touch_ui_render_system, AudioEvent, AudioResource, AudioState, BackbufferResource, Blinking,
BufferedDirection, Collider, DebugState, DebugTextureResource, DeltaTime, DirectionalAnimation, EntityType, Frozen,
GameStage, Ghost, GhostAnimation, GhostAnimations, GhostBundle, GhostCollider, GhostState, GlobalState, 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 +49,9 @@ 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.
///
@@ -93,29 +90,45 @@ impl Game {
texture_creator: TextureCreator<WindowContext>,
mut event_pump: EventPump,
) -> GameResult<Game> {
info!("Starting game initialization");
debug!("Disabling unnecessary SDL events");
Self::disable_sdl_events(&mut event_pump);
debug!("Setting up textures and fonts");
let (backbuffer, mut map_texture, debug_texture, ttf_atlas) =
Self::setup_textures_and_fonts(&mut canvas, &texture_creator, ttf_context)?;
debug!("Initializing audio subsystem");
let audio = crate::audio::Audio::new();
debug!("Loading sprite atlas and map tiles");
let (mut atlas, map_tiles) = Self::load_atlas_and_map_tiles(&texture_creator)?;
debug!("Rendering static map to texture cache");
canvas
.with_texture_canvas(&mut map_texture, |map_canvas| {
MapRenderer::render_map(map_canvas, &mut atlas, &map_tiles);
})
.map_err(|e| GameError::Sdl(e.to_string()))?;
debug!("Building navigation graph from map layout");
let map = Map::new(constants::RAW_BOARD)?;
debug!("Creating player animations and bundle");
let (player_animation, player_start_sprite) = Self::create_player_animations(&atlas)?;
let player_bundle = Self::create_player_bundle(&map, player_animation, player_start_sprite);
debug!("Creating death animation sequence");
let death_animation = Self::create_death_animation(&atlas)?;
debug!("Initializing ECS world and system schedule");
let mut world = World::default();
let mut schedule = Schedule::default();
debug!("Setting up ECS event registry and observers");
Self::setup_ecs(&mut world);
debug!("Inserting resources into ECS world");
Self::insert_resources(
&mut world,
map,
@@ -127,13 +140,20 @@ impl Game {
map_texture,
debug_texture,
ttf_atlas,
death_animation,
)?;
debug!("Configuring system execution schedule");
Self::configure_schedule(&mut schedule);
debug!("Spawning player entity");
world.spawn(player_bundle).insert((Frozen, Hidden));
info!("Spawning game entities");
Self::spawn_ghosts(&mut world)?;
Self::spawn_items(&mut world)?;
info!("Game initialization completed successfully");
Ok(Game { world, schedule })
}
@@ -225,6 +245,7 @@ impl Game {
}
fn load_atlas_and_map_tiles(texture_creator: &TextureCreator<WindowContext>) -> GameResult<(SpriteAtlas, Vec<AtlasTile>)> {
trace!("Loading atlas image from embedded assets");
let atlas_bytes = get_asset_bytes(Asset::AtlasImage)?;
let atlas_texture = texture_creator.load_texture_bytes(&atlas_bytes).map_err(|e| {
if e.to_string().contains("format") || e.to_string().contains("unsupported") {
@@ -236,11 +257,13 @@ impl Game {
}
})?;
debug!(frame_count = ATLAS_FRAMES.len(), "Creating sprite atlas from texture");
let atlas_mapper = AtlasMapper {
frames: ATLAS_FRAMES.into_iter().map(|(k, v)| (k.to_string(), *v)).collect(),
};
let atlas = SpriteAtlas::new(atlas_texture, atlas_mapper);
trace!("Extracting map tile sprites from atlas");
let mut map_tiles = Vec::with_capacity(35);
for i in 0..35 {
let tile_name = GameSprite::Maze(MazeSprite::Tile(i)).to_path();
@@ -310,6 +333,18 @@ impl Game {
Ok((player_animation, player_start_sprite))
}
fn create_death_animation(atlas: &SpriteAtlas) -> GameResult<LinearAnimation> {
let mut death_tiles = Vec::new();
for i in 0..=10 {
// Assuming death animation has 11 frames named pacman/die_0, pacman/die_1, etc.
let tile = atlas.get_tile(&GameSprite::Pacman(PacmanSprite::Dying(i)).to_path())?;
death_tiles.push(tile);
}
let tile_sequence = TileSequence::new(&death_tiles);
Ok(LinearAnimation::new(tile_sequence, 8)) // 8 ticks per frame, non-looping
}
fn create_player_bundle(map: &Map, player_animation: DirectionalAnimation, player_start_sprite: AtlasTile) -> PlayerBundle {
PlayerBundle {
player: PlayerControlled,
@@ -339,6 +374,7 @@ impl Game {
EventRegistry::register_event::<GameError>(world);
EventRegistry::register_event::<GameEvent>(world);
EventRegistry::register_event::<AudioEvent>(world);
EventRegistry::register_event::<StageTransition>(world);
world.add_observer(
|event: Trigger<GameEvent>, mut state: ResMut<GlobalState>, _score: ResMut<ScoreResource>| {
@@ -361,13 +397,18 @@ impl Game {
map_texture: sdl2::render::Texture,
debug_texture: sdl2::render::Texture,
ttf_atlas: crate::texture::ttf::TtfAtlas,
death_animation: LinearAnimation,
) -> GameResult<()> {
world.insert_non_send_resource(atlas);
world.insert_resource(Self::create_ghost_animations(world.non_send_resource::<SpriteAtlas>())?);
let player_animation = Self::create_player_animations(world.non_send_resource::<SpriteAtlas>())?.0;
world.insert_resource(PlayerAnimation(player_animation));
world.insert_resource(PlayerDeathAnimation(death_animation));
world.insert_resource(BatchedLinesResource::new(&map, constants::LARGE_SCALE));
world.insert_resource(map);
world.insert_resource(GlobalState { exit: false });
world.insert_resource(PlayerLives::default());
world.insert_resource(ScoreResource(0));
world.insert_resource(SystemTimings::default());
world.insert_resource(Timing::default());
@@ -378,10 +419,9 @@ 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 +434,14 @@ 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);
@@ -410,47 +449,62 @@ impl Game {
let linear_render_system = profile(SystemId::LinearRender, linear_render_system);
let dirty_render_system = profile(SystemId::DirtyRender, dirty_render_system);
let hud_render_system = profile(SystemId::HudRender, hud_render_system);
let player_life_sprite_system = profile(SystemId::HudRender, player_life_sprite_system);
let present_system = profile(SystemId::Present, present_system);
let unified_ghost_state_system = profile(SystemId::GhostStateAnimation, ghost_state_system);
let eaten_ghost_system = profile(SystemId::EatenGhost, eaten_ghost_system);
let time_to_live_system = profile(SystemId::TimeToLive, time_to_live_system);
let forced_dirty_system = |mut dirty: ResMut<RenderDirty>| {
dirty.0 = true;
};
schedule.add_systems((
forced_dirty_system.run_if(resource_changed::<ScoreResource>.or(resource_changed::<StartupSequence>)),
(
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,
player_movement_system,
startup_stage_system,
)
.chain(),
player_tunnel_slowdown_system,
ghost_movement_system,
profile(SystemId::EatenGhost, eaten_ghost_system),
unified_ghost_state_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((
time_to_live_system,
stage_system,
input_systems,
gameplay_systems,
(
directional_render_system,
linear_render_system,
dirty_render_system,
combined_render_system,
hud_render_system,
player_life_sprite_system,
touch_ui_render_system,
present_system,
)
.chain(),
.chain()
.after(RenderSet::Animation),
audio_system,
));
}
fn spawn_items(world: &mut World) -> GameResult<()> {
trace!("Loading item sprites from atlas");
let pellet_sprite = SpriteAtlas::get_tile(
world.non_send_resource::<SpriteAtlas>(),
&GameSprite::Maze(MazeSprite::Pellet).to_path(),
@@ -475,6 +529,12 @@ impl Game {
})
.collect();
info!(
pellet_count = nodes.iter().filter(|(_, t, _, _)| *t == EntityType::Pellet).count(),
power_pellet_count = nodes.iter().filter(|(_, t, _, _)| *t == EntityType::PowerPellet).count(),
"Spawning collectible items"
);
for (id, item_type, sprite, size) in nodes {
let mut item = world.spawn(ItemBundle {
position: Position::Stopped { node: id },
@@ -498,6 +558,7 @@ impl Game {
/// Returns `GameError::Texture` if any ghost sprite cannot be found in the atlas,
/// typically indicating missing or misnamed sprite files.
fn spawn_ghosts(world: &mut World) -> GameResult<()> {
trace!("Spawning ghost entities with AI personalities");
// Extract the data we need first to avoid borrow conflicts
let ghost_start_positions = {
let map = world.resource::<Map>();
@@ -512,7 +573,7 @@ impl Game {
for (ghost_type, start_node) in ghost_start_positions {
// Create the ghost bundle in a separate scope to manage borrows
let ghost = {
let animations = *world.resource::<GhostAnimations>().get_normal(&ghost_type).unwrap();
let animations = world.resource::<GhostAnimations>().get_normal(&ghost_type).unwrap().clone();
let atlas = world.non_send_resource::<SpriteAtlas>();
let sprite_path = GameSprite::Ghost(GhostSprite::Normal(ghost_type, Direction::Left, 0)).to_path();
@@ -538,9 +599,11 @@ impl Game {
}
};
world.spawn(ghost).insert((Frozen, Hidden));
let entity = world.spawn(ghost).insert((Frozen, Hidden)).id();
trace!(ghost = ?ghost_type, entity = ?entity, start_node, "Spawned ghost entity");
}
info!("All ghost entities spawned successfully");
Ok(())
}
@@ -557,7 +620,7 @@ 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 +649,7 @@ impl Game {
TileSequence::new(&left_tiles),
TileSequence::new(&right_tiles),
);
let normal = DirectionalAnimation::new(normal_moving, normal_moving, animation::GHOST_NORMAL_SPEED);
let normal = DirectionalAnimation::new(normal_moving.clone(), normal_moving, animation::GHOST_NORMAL_SPEED);
animations.insert(ghost_type, normal);
}
@@ -649,6 +712,17 @@ impl Game {
) {
let new_tick = timing.increment_tick();
timings.add_total_timing(total_duration, new_tick);
// Log performance warnings for slow frames
if total_duration.as_millis() > 20 {
// Warn if frame takes more than 20ms
warn!(
duration_ms = total_duration.as_millis(),
frame_dt = ?std::time::Duration::from_secs_f32(dt),
tick = new_tick,
"Frame took longer than expected"
);
}
}
let state = self
@@ -658,68 +732,4 @@ 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

@@ -56,11 +56,17 @@ impl Map {
/// This function will panic if the board layout contains unknown characters or if
/// the house door is not defined by exactly two '=' characters.
pub fn new(raw_board: [&str; BOARD_CELL_SIZE.y as usize]) -> GameResult<Map> {
debug!("Starting map construction from character layout");
let parsed_map = MapTileParser::parse_board(raw_board)?;
let map = parsed_map.tiles;
let house_door = parsed_map.house_door;
let tunnel_ends = parsed_map.tunnel_ends;
debug!(
house_door_count = house_door.len(),
tunnel_ends_count = tunnel_ends.len(),
"Parsed map special locations"
);
let mut graph = Graph::new();
let mut grid_to_node = HashMap::new();
@@ -157,8 +163,10 @@ impl Map {
};
// Build tunnel connections
debug!("Building tunnel connections");
Self::build_tunnels(&mut graph, &grid_to_node, &tunnel_ends)?;
debug!(node_count = graph.nodes().count(), "Map construction completed successfully");
Ok(Map {
graph,
grid_to_node,

View File

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

View File

@@ -9,6 +9,7 @@ use bevy_ecs::{
resource::Resource,
system::{NonSendMut, ResMut},
};
use tracing::{debug, trace};
use crate::{audio::Audio, error::GameError};
@@ -49,6 +50,7 @@ pub fn audio_system(
) {
// Set mute state if it has changed
if audio.0.is_muted() != audio_state.muted {
debug!(muted = audio_state.muted, "Audio mute state changed");
audio.0.set_mute(audio_state.muted);
}
@@ -57,20 +59,37 @@ pub fn audio_system(
match event {
AudioEvent::PlayEat => {
if !audio.0.is_disabled() && !audio_state.muted {
trace!(sound_index = audio_state.sound_index, "Playing eat sound");
audio.0.eat();
// Update the sound index for cycling through sounds
audio_state.sound_index = (audio_state.sound_index + 1) % 4;
// 4 eat sounds available
} else {
debug!(
disabled = audio.0.is_disabled(),
muted = audio_state.muted,
"Skipping eat sound due to audio state"
);
}
}
AudioEvent::PlayDeath => {
if !audio.0.is_disabled() && !audio_state.muted {
trace!("Playing death sound");
audio.0.death();
} else {
debug!(
disabled = audio.0.is_disabled(),
muted = audio_state.muted,
"Skipping death sound due to audio state"
);
}
}
AudioEvent::StopAll => {
if !audio.0.is_disabled() {
debug!("Stopping all audio");
audio.0.stop_all();
} else {
debug!("Audio disabled, ignoring stop all request");
}
}
}

View File

@@ -1,15 +1,21 @@
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 tracing::{debug, trace, warn};
use crate::error::GameError;
use crate::events::GameEvent;
use crate::events::{GameEvent, StageTransition};
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 +68,7 @@ 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>>,
@@ -76,6 +83,7 @@ pub fn collision_system(
match check_collision(pacman_pos, pacman_collider, item_pos, item_collider, &map) {
Ok(colliding) => {
if colliding {
trace!(pacman_entity = ?pacman_entity, item_entity = ?item_entity, "Item collision detected");
events.write(GameEvent::Collision(pacman_entity, item_entity));
}
}
@@ -93,6 +101,7 @@ pub fn collision_system(
match check_collision(pacman_pos, pacman_collider, ghost_pos, ghost_collider, &map) {
Ok(colliding) => {
if colliding {
trace!(pacman_entity = ?pacman_entity, ghost_entity = ?ghost_entity, "Ghost collision detected");
events.write(GameEvent::Collision(pacman_entity, ghost_entity));
}
}
@@ -107,10 +116,14 @@ pub fn collision_system(
}
}
#[allow(clippy::too_many_arguments)]
pub fn ghost_collision_system(
mut commands: Commands,
mut collision_events: EventReader<GameEvent>,
mut stage_events: EventWriter<StageTransition>,
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 +131,7 @@ 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)
@@ -128,20 +141,29 @@ pub fn ghost_collision_system(
// Check if the ghost is frightened
if let Ok((ghost_ent, _ghost_type)) = ghost_query.get(ghost_entity) {
if let Ok(mut ghost_state) = ghost_state_query.get_mut(ghost_ent) {
if let Ok(ghost_state) = ghost_state_query.get_mut(ghost_ent) {
// Check if ghost is in frightened state
if matches!(*ghost_state, GhostState::Frightened { .. }) {
// Pac-Man eats the ghost
// Add score (200 points per ghost eaten)
debug!(ghost_entity = ?ghost_ent, score_added = 200, new_score = score.0 + 200, "Pacman ate frightened ghost");
score.0 += 200;
// Set ghost state to Eyes
*ghost_state = GhostState::Eyes;
// Enter short pause to show bonus points, hide ghost, then set Eyes after pause
// Request transition via event so stage_system can process it
stage_events.write(StageTransition::GhostEatenPause { ghost_entity: ghost_ent });
// Play eat sound
events.write(AudioEvent::PlayEat);
} else if matches!(*ghost_state, GhostState::Normal) {
// Pac-Man dies
warn!(ghost_entity = ?ghost_ent, "Pacman hit by normal ghost, player 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);
} else {
// Pac-Man dies (this would need a death system)
trace!(ghost_state = ?*ghost_state, "Ghost collision ignored due to state");
}
}
}

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 +224,19 @@ 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;
/// Component for HUD life sprite entities.
/// Each life sprite entity has an index indicating its position from left to right (0, 1, 2, etc.).
/// This mostly functions as a tag component for sprites.
#[derive(Component, Debug, Clone, Copy)]
pub struct PlayerLife {
pub index: u32,
}
#[derive(Component, Debug, Clone, Copy)]
pub enum GhostState {
/// Normal ghost behavior - chasing Pac-Man

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,
@@ -11,6 +13,7 @@ use crate::{
movement::{Position, Velocity},
},
};
use tracing::{debug, trace, warn};
use crate::systems::GhostAnimations;
use bevy_ecs::query::Without;
@@ -43,8 +46,10 @@ pub fn ghost_movement_system(
let new_edge: Edge = if non_opposite_options.is_empty() {
if let Some(edge) = intersection.get(opposite) {
trace!(node = current_node, ghost = ?_ghost, direction = ?opposite, "Ghost forced to reverse direction");
edge
} else {
warn!(node = current_node, ghost = ?_ghost, "Ghost stuck with no available directions");
break;
}
} else {
@@ -116,6 +121,7 @@ pub fn eaten_ghost_system(
// Reached target node, check if we're at ghost house center
if to == ghost_house_center {
// Respawn the ghost - set state back to normal
debug!(ghost = ?ghost_type, "Eaten ghost reached ghost house, respawning as normal");
*ghost_state = GhostState::Normal;
// Reset to stopped at ghost house center
*position = Position::Stopped {
@@ -192,24 +198,30 @@ pub fn ghost_state_system(
// Only update animation if the animation state actually changed
let current_animation_state = ghost_state.animation_state();
if last_animation_state.0 != current_animation_state {
trace!(ghost = ?ghost_type, old_state = ?last_animation_state.0, new_state = ?current_animation_state, "Ghost animation state changed");
match current_animation_state {
GhostAnimation::Frightened { flash } => {
// Remove DirectionalAnimation, add LinearAnimation
// Remove DirectionalAnimation, add LinearAnimation with Looping component
commands
.entity(entity)
.remove::<DirectionalAnimation>()
.insert(*animations.frightened(flash));
.insert(animations.frightened(flash).clone())
.insert(Looping);
}
GhostAnimation::Normal => {
// Remove LinearAnimation, add DirectionalAnimation
// Remove LinearAnimation and Looping, add DirectionalAnimation
commands
.entity(entity)
.remove::<LinearAnimation>()
.insert(*animations.get_normal(ghost_type).unwrap());
.remove::<(LinearAnimation, Looping)>()
.insert(animations.get_normal(ghost_type).unwrap().clone());
}
GhostAnimation::Eyes => {
// Remove LinearAnimation, add DirectionalAnimation (eyes animation)
commands.entity(entity).remove::<LinearAnimation>().insert(*animations.eyes());
// Remove LinearAnimation and Looping, add DirectionalAnimation (eyes animation)
trace!(ghost = ?ghost_type, "Switching to eyes animation for eaten ghost");
commands
.entity(entity)
.remove::<(LinearAnimation, Looping)>()
.insert(animations.eyes().clone());
}
}
last_animation_state.0 = current_animation_state;

View File

@@ -4,6 +4,7 @@ use bevy_ecs::{
query::With,
system::{Commands, Query, ResMut},
};
use tracing::{debug, trace};
use crate::{
constants::animation::FRIGHTENED_FLASH_START_TICKS,
@@ -45,6 +46,7 @@ pub fn item_system(
// Get the item type and update score
if let Ok((item_ent, entity_type)) = item_query.get(item_entity) {
if let Some(score_value) = entity_type.score_value() {
trace!(item_entity = ?item_ent, item_type = ?entity_type, score_value, new_score = score.0 + score_value, "Item collected by player");
score.0 += score_value;
// Remove the collected item
@@ -59,13 +61,17 @@ pub fn item_system(
if *entity_type == EntityType::PowerPellet {
// Convert seconds to frames (assumes 60 FPS)
let total_ticks = 60 * 5; // 5 seconds total
debug!(duration_ticks = total_ticks, "Power pellet collected, frightening ghosts");
// Set all ghosts to frightened state, except those in Eyes state
let mut frightened_count = 0;
for mut ghost_state in ghost_query.iter_mut() {
if !matches!(*ghost_state, GhostState::Eyes) {
*ghost_state = GhostState::new_frightened(total_ticks, FRIGHTENED_FLASH_START_TICKS);
}
}
frightened_count += 1;
}
}
debug!(frightened_count, "Ghosts set to frightened state");
}
}
}

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

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

View File

@@ -1,25 +1,26 @@
//! 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;
pub mod blinking;
pub mod collision;
pub mod components;
#[cfg_attr(coverage_nightly, coverage(off))]
pub mod debug;
pub mod ghost;
pub mod input;
pub mod item;
pub mod movement;
pub mod player;
#[cfg_attr(coverage_nightly, coverage(off))]
pub mod profiling;
#[cfg_attr(coverage_nightly, coverage(off))]
pub mod render;
pub mod stage;
pub mod blinking;
pub mod collision;
pub mod components;
pub mod ghost;
pub mod input;
pub mod item;
pub mod lifetime;
pub mod movement;
pub mod player;
pub mod state;
// Re-export all the modules. Do not fine-tune the exports.
pub use self::audio::*;
pub use self::blinking::*;
@@ -29,8 +30,9 @@ pub use self::debug::*;
pub use self::ghost::*;
pub use self::input::*;
pub use self::item::*;
pub use self::lifetime::*;
pub use self::movement::*;
pub use self::player::*;
pub use self::profiling::*;
pub use self::render::*;
pub use self::stage::*;
pub use self::state::*;

View File

@@ -3,6 +3,7 @@ use bevy_ecs::{
query::{With, Without},
system::{Query, Res, ResMut},
};
use tracing::trace;
use crate::{
error::GameError,
@@ -52,6 +53,7 @@ pub fn player_control_system(
}
};
trace!(direction = ?*direction, "Player direction buffered for movement");
*buffered_direction = BufferedDirection::Some {
direction: *direction,
remaining_time: 0.25,
@@ -86,6 +88,7 @@ pub fn player_movement_system(
(&MovementModifiers, &mut Position, &mut Velocity, &mut BufferedDirection),
(With<PlayerControlled>, Without<Frozen>),
>,
mut last_stopped_node: bevy_ecs::system::Local<Option<crate::systems::movement::NodeId>>,
) {
for (modifiers, mut position, mut velocity, mut buffered_direction) in entities.iter_mut() {
// Decrement the buffered direction remaining time
@@ -95,6 +98,7 @@ pub fn player_movement_system(
} = *buffered_direction
{
if remaining_time <= 0.0 {
trace!("Buffered direction expired");
*buffered_direction = BufferedDirection::None;
} else {
*buffered_direction = BufferedDirection::Some {
@@ -115,6 +119,8 @@ pub fn player_movement_system(
if let Some(edge) = map.graph.find_edge_in_direction(position.current_node(), direction) {
// If there is an edge in that direction (and it's traversable), start moving towards it and consume the buffered direction.
if can_traverse(EntityType::Player, edge) {
trace!(from = position.current_node(), to = edge.target, direction = ?direction, "Player started moving using buffered direction");
*last_stopped_node = None; // Reset stopped state when starting to move
velocity.direction = edge.direction;
*position = Position::Moving {
from: position.current_node(),
@@ -129,6 +135,8 @@ pub fn player_movement_system(
// If there is no buffered direction (or it's not yet valid), continue in the current direction.
if let Some(edge) = map.graph.find_edge_in_direction(position.current_node(), velocity.direction) {
if can_traverse(EntityType::Player, edge) {
trace!(from = position.current_node(), to = edge.target, direction = ?velocity.direction, "Player continued in current direction");
*last_stopped_node = None; // Reset stopped state when starting to move
velocity.direction = edge.direction;
*position = Position::Moving {
from: position.current_node(),
@@ -138,6 +146,11 @@ pub fn player_movement_system(
}
} else {
// No edge in our current direction either, erase the buffered direction and stop.
let current_node = position.current_node();
if *last_stopped_node != Some(current_node) {
trace!(node = current_node, direction = ?velocity.direction, "Player stopped - no valid edge in current direction");
*last_stopped_node = Some(current_node);
}
*buffered_direction = BufferedDirection::None;
break;
}
@@ -162,6 +175,16 @@ pub fn player_tunnel_slowdown_system(map: Res<Map>, mut q: Query<(&Position, &mu
.tile_at_node(node)
.map(|t| t == crate::constants::MapTile::Tunnel)
.unwrap_or(false);
if modifiers.tunnel_slowdown_active != in_tunnel {
trace!(
node,
in_tunnel,
speed_multiplier = if in_tunnel { 0.6 } else { 1.0 },
"Player tunnel slowdown state changed"
);
}
modifiers.tunnel_slowdown_active = in_tunnel;
modifiers.speed_multiplier = if in_tunnel { 0.6 } else { 1.0 };
}

View File

@@ -157,6 +157,7 @@ pub enum SystemId {
Stage,
GhostStateAnimation,
EatenGhost,
TimeToLive,
}
impl Display for SystemId {

View File

@@ -1,21 +1,26 @@
use crate::constants::CANVAS_SIZE;
use crate::error::{GameError, TextureError};
use crate::map::builder::Map;
use crate::map::direction::Direction;
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, PlayerLife, PlayerLives, Position, Renderable,
ScoreResource, StartupSequence, SystemId, SystemTimings, TtfAtlasResource, Velocity,
};
use crate::texture::sprite::SpriteAtlas;
use crate::texture::sprites::{GameSprite, PacmanSprite};
use crate::texture::text::TextTexture;
use crate::{
constants::{BOARD_BOTTOM_PIXEL_OFFSET, CANVAS_SIZE, CELL_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};
use bevy_ecs::system::{Commands, NonSendMut, Query, Res, ResMut};
use glam::Vec2;
use sdl2::pixels::Color;
use sdl2::rect::{Point, Rect};
use sdl2::render::{BlendMode, Canvas, Texture};
@@ -42,7 +47,11 @@ pub fn dirty_render_system(
removed_hidden: RemovedComponents<Hidden>,
removed_renderables: RemovedComponents<Renderable>,
) {
if !changed.is_empty() || !removed_hidden.is_empty() || !removed_renderables.is_empty() {
let changed_count = changed.iter().count();
let removed_hidden_count = removed_hidden.len();
let removed_renderables_count = removed_renderables.len();
if changed_count > 0 || removed_hidden_count > 0 || removed_renderables_count > 0 {
dirty.0 = true;
}
}
@@ -53,7 +62,7 @@ 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
@@ -86,27 +95,114 @@ 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);
}
}
/// System that manages player life sprite entities.
/// Spawns and despawns life sprite entities based on changes to PlayerLives resource.
/// Each life sprite is positioned based on its index (0, 1, 2, etc. from left to right).
pub fn player_life_sprite_system(
mut commands: Commands,
atlas: NonSendMut<SpriteAtlas>,
current_life_sprites: Query<(Entity, &PlayerLife)>,
player_lives: Res<PlayerLives>,
mut errors: EventWriter<GameError>,
) {
let displayed_lives = player_lives.0.saturating_sub(1);
// Get current life sprite entities, sorted by index
let mut current_sprites: Vec<_> = current_life_sprites.iter().collect();
current_sprites.sort_by_key(|(_, life)| life.index);
let current_count = current_sprites.len() as u8;
// Calculate the difference
let diff = (displayed_lives as i8) - (current_count as i8);
if diff > 0 {
// Spawn new life sprites
let life_sprite = match atlas.get_tile(&GameSprite::Pacman(PacmanSprite::Moving(Direction::Left, 1)).to_path()) {
Ok(sprite) => sprite,
Err(e) => {
errors.write(e.into());
return;
}
};
for i in 0..diff.abs() {
let position = calculate_life_sprite_position(i as u32);
commands.spawn((
PlayerLife { index: i as u32 },
Renderable {
sprite: life_sprite,
layer: 255, // High layer to render on top
},
PixelPosition {
pixel_position: position,
},
));
}
} else if diff < 0 {
// Remove excess life sprites (highest indices first)
let to_remove = diff.abs() as usize;
let sprites_to_remove: Vec<_> = current_sprites
.iter()
.rev() // Start from highest index
.take(to_remove as usize)
.map(|(entity, _)| *entity)
.collect();
for entity in sprites_to_remove {
commands.entity(entity).despawn();
}
}
}
/// Component for Renderables to store an exact pixel position
#[derive(Component)]
pub struct PixelPosition {
pub pixel_position: Vec2,
}
/// Calculates the pixel position for a life sprite based on its index
fn calculate_life_sprite_position(index: u32) -> Vec2 {
let start_x = CELL_SIZE * 2; // 2 cells from left
let start_y = CANVAS_SIZE.y - BOARD_BOTTOM_PIXEL_OFFSET.y + (CELL_SIZE / 2) + 1; // In bottom area
let sprite_spacing = CELL_SIZE + CELL_SIZE / 2; // 1.5 cells between sprites
let x = start_x + ((index as f32) * (sprite_spacing as f32 * 1.5)).round() as u32;
let y = start_y - CELL_SIZE / 2;
Vec2::new((x + CELL_SIZE) as f32, (y + CELL_SIZE) as f32)
}
/// A non-send resource for the map texture. This just wraps the texture with a type so it can be differentiated when exposed as a resource.
@@ -189,23 +285,23 @@ pub fn touch_ui_render_system(
}
/// Renders the HUD (score, lives, etc.) on top of the game.
#[allow(clippy::too_many_arguments)]
pub fn hud_render_system(
mut backbuffer: NonSendMut<BackbufferResource>,
mut canvas: NonSendMut<&mut Canvas<Window>>,
mut atlas: NonSendMut<SpriteAtlas>,
score: Res<ScoreResource>,
startup: Res<StartupSequence>,
stage: Res<GameStage>,
mut errors: EventWriter<GameError>,
) {
let _ = canvas.with_texture_canvas(&mut backbuffer.0, |canvas| {
let mut text_renderer = TextTexture::new(1.0);
// Render lives and high score text in white
let lives = 3; // TODO: Get from actual lives resource
let lives_text = format!("{lives}UP HIGH SCORE ");
let lives_text = "1UP HIGH SCORE ";
let lives_position = glam::UVec2::new(4 + 8 * 3, 2); // x_offset + lives_offset * 8, y_offset
if let Err(e) = text_renderer.render(canvas, &mut atlas, &lives_text, lives_position) {
if let Err(e) = text_renderer.render(canvas, &mut atlas, lives_text, lives_position) {
errors.write(TextureError::RenderFailed(format!("Failed to render lives text: {}", e)).into());
}
@@ -226,10 +322,21 @@ 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 +345,7 @@ 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);
@@ -260,7 +367,10 @@ pub fn render_system(
atlas: &mut SpriteAtlas,
map: &Res<Map>,
dirty: &Res<RenderDirty>,
renderables: &Query<(Entity, &Renderable, &Position), Without<Hidden>>,
renderables: &Query<
(Entity, &Renderable, Option<&Position>, Option<&PixelPosition>),
(Without<Hidden>, Or<(With<Position>, With<PixelPosition>)>),
>,
errors: &mut EventWriter<GameError>,
) {
if !dirty.0 {
@@ -277,12 +387,21 @@ pub fn render_system(
}
// Render all entities to the backbuffer
for (_, renderable, position) in renderables
for (_entity, renderable, position, pixel_position) in renderables
.iter()
.sort_by_key::<(Entity, &Renderable, &Position), _>(|(_, renderable, _)| renderable.layer)
.sort_by_key::<(Entity, &Renderable, Option<&Position>, Option<&PixelPosition>), _>(|(_, renderable, _, _)| {
renderable.layer
})
.rev()
{
let pos = position.get_pixel_position(&map.graph);
let pos = if let Some(position) = position {
position.get_pixel_position(&map.graph)
} else {
Ok(pixel_position
.expect("Pixel position should be present via query filtering, but got None on both")
.pixel_position)
};
match pos {
Ok(pos) => {
let dest = Rect::from_center(
@@ -320,7 +439,10 @@ pub fn combined_render_system(
timing: Res<crate::systems::profiling::Timing>,
map: Res<Map>,
dirty: Res<RenderDirty>,
renderables: Query<(Entity, &Renderable, &Position), Without<Hidden>>,
renderables: Query<
(Entity, &Renderable, Option<&Position>, Option<&PixelPosition>),
(Without<Hidden>, Or<(With<Position>, With<PixelPosition>)>),
>,
colliders: Query<(&Collider, &Position)>,
cursor: Res<CursorPosition>,
mut errors: EventWriter<GameError>,

View File

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

394
src/systems/state.rs Normal file
View File

@@ -0,0 +1,394 @@
use std::mem::discriminant;
use tracing::{debug, info, warn};
use crate::events::StageTransition;
use crate::{
map::builder::Map,
systems::{
AudioEvent, Blinking, DirectionalAnimation, Dying, Eaten, Frozen, Ghost, GhostCollider, GhostState, Hidden,
LinearAnimation, Looping, NodeId, PlayerControlled, Position, Renderable, TimeToLive,
},
texture::{animated::TileSequence, sprite::SpriteAtlas},
};
use bevy_ecs::{
entity::Entity,
event::{EventReader, EventWriter},
query::{With, Without},
resource::Resource,
system::{Commands, NonSendMut, 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,
/// Short freeze after Pac-Man eats a ghost to display bonus score
GhostEatenPause {
remaining_ticks: u32,
ghost_entity: Entity,
node: NodeId,
},
/// 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(3)
}
}
/// Handles startup sequence transitions and component management
/// Maps sprite index to the corresponding effect sprite path
fn sprite_index_to_path(index: u8) -> &'static str {
match index {
0 => "effects/100.png",
1 => "effects/200.png",
2 => "effects/300.png",
3 => "effects/400.png",
4 => "effects/700.png",
5 => "effects/800.png",
6 => "effects/1000.png",
7 => "effects/1600.png",
8 => "effects/2000.png",
9 => "effects/3000.png",
10 => "effects/5000.png",
_ => "effects/200.png", // fallback to index 1
}
}
#[allow(clippy::too_many_arguments)]
#[allow(clippy::type_complexity)]
pub fn stage_system(
mut game_state: ResMut<GameStage>,
player_death_animation: Res<PlayerDeathAnimation>,
player_animation: Res<PlayerAnimation>,
mut player_lives: ResMut<PlayerLives>,
map: Res<Map>,
mut commands: Commands,
mut audio_events: EventWriter<AudioEvent>,
mut stage_event_reader: EventReader<StageTransition>,
mut blinking_query: Query<Entity, With<Blinking>>,
mut player_query: Query<(Entity, &mut Position), With<PlayerControlled>>,
mut ghost_query: Query<(Entity, &Ghost, &mut Position), (With<GhostCollider>, Without<PlayerControlled>)>,
atlas: NonSendMut<SpriteAtlas>,
) {
let old_state = *game_state;
let mut new_state: Option<GameStage> = None;
// Handle stage transition requests before normal ticking
for event in stage_event_reader.read() {
let StageTransition::GhostEatenPause { ghost_entity } = *event;
let pac_node = player_query
.single_mut()
.ok()
.map(|(_, pos)| pos.current_node())
.unwrap_or(map.start_positions.pacman);
debug!(ghost_entity = ?ghost_entity, node = pac_node, "Ghost eaten, entering pause state");
new_state = Some(GameStage::GhostEatenPause {
remaining_ticks: 30,
ghost_entity,
node: pac_node,
});
}
let new_state: GameStage = match new_state.unwrap_or(*game_state) {
GameStage::Starting(startup) => match startup {
StartupSequence::TextOnly { remaining_ticks } => {
if remaining_ticks > 0 {
GameStage::Starting(StartupSequence::TextOnly {
remaining_ticks: remaining_ticks - 1,
})
} else {
debug!("Transitioning from text-only to characters visible startup stage");
GameStage::Starting(StartupSequence::CharactersVisible { remaining_ticks: 60 })
}
}
StartupSequence::CharactersVisible { remaining_ticks } => {
if remaining_ticks > 0 {
GameStage::Starting(StartupSequence::CharactersVisible {
remaining_ticks: remaining_ticks - 1,
})
} else {
info!("Startup sequence completed, beginning gameplay");
GameStage::Playing
}
}
},
GameStage::Playing => GameStage::Playing,
GameStage::GhostEatenPause {
remaining_ticks,
ghost_entity,
node,
} => {
if remaining_ticks > 0 {
GameStage::GhostEatenPause {
remaining_ticks: remaining_ticks.saturating_sub(1),
ghost_entity,
node,
}
} else {
debug!("Ghost eaten pause ended, resuming gameplay");
GameStage::Playing
}
}
GameStage::PlayerDying(dying) => match dying {
DyingSequence::Frozen { remaining_ticks } => {
if remaining_ticks > 0 {
GameStage::PlayerDying(DyingSequence::Frozen {
remaining_ticks: remaining_ticks - 1,
})
} else {
let death_animation = &player_death_animation.0;
let remaining_ticks = (death_animation.tiles.len() * death_animation.frame_duration as usize) as u32;
debug!(animation_frames = remaining_ticks, "Starting player death animation");
GameStage::PlayerDying(DyingSequence::Animating { remaining_ticks })
}
}
DyingSequence::Animating { remaining_ticks } => {
if remaining_ticks > 0 {
GameStage::PlayerDying(DyingSequence::Animating {
remaining_ticks: remaining_ticks - 1,
})
} else {
GameStage::PlayerDying(DyingSequence::Hidden { remaining_ticks: 60 })
}
}
DyingSequence::Hidden { remaining_ticks } => {
if remaining_ticks > 0 {
GameStage::PlayerDying(DyingSequence::Hidden {
remaining_ticks: remaining_ticks - 1,
})
} else {
player_lives.0 = player_lives.0.saturating_sub(1);
if player_lives.0 > 0 {
info!(remaining_lives = player_lives.0, "Player died, restarting level");
GameStage::LevelRestarting
} else {
warn!("All lives lost, game over");
GameStage::GameOver
}
}
}
},
GameStage::LevelRestarting => {
debug!("Level restart complete, returning to startup sequence");
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::GhostEatenPause { ghost_entity, node, .. }) => {
// 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);
}
// Hide the player & eaten ghost
for (player_entity, _) in player_query.iter_mut() {
commands.entity(player_entity).insert(Hidden);
}
commands.entity(ghost_entity).insert(Hidden);
// Spawn bonus points entity at Pac-Man's position
let sprite_index = 1; // Index 1 = 200 points (default for ghost eating)
let sprite_path = sprite_index_to_path(sprite_index);
if let Ok(sprite_tile) = SpriteAtlas::get_tile(&atlas, sprite_path) {
let tile_sequence = TileSequence::single(sprite_tile);
let animation = LinearAnimation::new(tile_sequence, 1);
commands.spawn((
Position::Stopped { node },
Renderable {
sprite: sprite_tile,
layer: 2, // Above other entities
},
animation,
TimeToLive::new(30),
));
}
}
(GameStage::GhostEatenPause { ghost_entity, .. }, GameStage::Playing) => {
// Unfreeze and reveal the player & all ghosts
for entity in player_query
.iter_mut()
.map(|(e, _)| e)
.chain(ghost_query.iter_mut().map(|(e, _, _)| e))
{
commands.entity(entity).remove::<(Frozen, Hidden)>();
}
// Reveal the eaten ghost and switch it to Eyes state
commands.entity(ghost_entity).insert(GhostState::Eyes);
}
(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, 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::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;
}

View File

@@ -1,53 +1,50 @@
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() }
}
/// Creates a tile sequence with a single tile.
pub fn single(tile: AtlasTile) -> Self {
Self { tiles: vec![tile] }
}
/// Returns the tile at the given frame index, wrapping if necessary
pub fn get_tile(&self, frame: usize) -> AtlasTile {
if self.count == 0 {
// Return a default empty tile if no tiles
AtlasTile {
pos: glam::U16Vec2::ZERO,
size: glam::U16Vec2::ZERO,
if self.tiles.is_empty() {
// Return a default or handle the error appropriately
// For now, let's return a default tile, assuming it's a sensible default
return AtlasTile {
pos: U16Vec2::ZERO,
size: U16Vec2::ZERO,
color: None,
};
}
} else {
self.tiles[frame % self.count]
}
self.tiles[frame % self.tiles.len()]
}
/// Returns true if this sequence has no tiles
pub fn len(&self) -> usize {
self.tiles.len()
}
/// Checks if the sequence contains any tiles.
pub fn is_empty(&self) -> bool {
self.count == 0
self.tiles.is_empty()
}
}
/// Type-safe directional tile storage with named fields
#[derive(Clone, Copy, Debug)]
/// A collection of tile sequences for each cardinal direction.
#[derive(Debug, Clone)]
pub struct DirectionalTiles {
pub up: TileSequence,
pub down: TileSequence,

View File

@@ -4,6 +4,7 @@ use sdl2::pixels::Color;
use sdl2::rect::Rect;
use sdl2::render::{Canvas, RenderTarget, Texture};
use std::collections::HashMap;
use tracing::debug;
use crate::error::TextureError;
@@ -90,8 +91,10 @@ pub struct SpriteAtlas {
impl SpriteAtlas {
pub fn new(texture: Texture, mapper: AtlasMapper) -> Self {
let tile_count = mapper.frames.len();
let tiles = mapper.frames.into_iter().collect();
debug!(tile_count, "Created sprite atlas");
Self {
texture,
tiles,
@@ -107,10 +110,10 @@ impl SpriteAtlas {
/// atlas. The returned tile can be used for immediate rendering or stored
/// for repeated use in animations and entity sprites.
pub fn get_tile(&self, name: &str) -> Result<AtlasTile, TextureError> {
let frame = self
.tiles
.get(name)
.ok_or_else(|| TextureError::AtlasTileNotFound(name.to_string()))?;
let frame = self.tiles.get(name).ok_or_else(|| {
debug!(tile_name = name, "Atlas tile not found");
TextureError::AtlasTileNotFound(name.to_string())
})?;
Ok(AtlasTile {
pos: frame.pos,
size: frame.size,