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43 changed files with 1060 additions and 1076 deletions

2
Cargo.lock generated
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@@ -663,7 +663,7 @@ checksum = "42f5e15c9953c5e4ccceeb2e7382a716482c34515315f7b03532b8b4e8393d2d"
[[package]]
name = "pacman"
version = "0.78.2"
version = "0.78.5"
dependencies = [
"anyhow",
"bevy_ecs",

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@@ -1,6 +1,6 @@
[package]
name = "pacman"
version = "0.78.2"
version = "0.78.5"
authors = ["Xevion"]
edition = "2021"
rust-version = "1.86.0"

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@@ -1,30 +1,161 @@
# Roadmap
A list of ideas and features that I might implement in the future.
A comprehensive list of features needed to complete the Pac-Man emulation, organized by priority and implementation complexity.
## Debug Tooling
## Core Game Features
### Ghost AI & Behavior
- [x] Core Ghost System Architecture
- [x] Ghost entity types (Blinky, Pinky, Inky, Clyde)
- [x] Ghost state management (Normal, Frightened, Eyes)
- [x] Ghost movement and pathfinding systems
- [ ] Authentic Ghost AI Personalities
- [ ] Blinky (Red): Direct chase behavior
- [ ] Pinky (Pink): Target 4 tiles ahead of Pac-Man
- [ ] Inky (Cyan): Complex behavior based on Blinky's position
- [ ] Clyde (Orange): Chase when far, flee when close
- [x] Mode Switching System
- [ ] Scatter/Chase pattern with proper timing
- [x] Frightened mode transitions
- [ ] Ghost house entry/exit mechanics
- [x] Ghost House Behavior
- [x] Proper spawning sequence
- [ ] Exit timing and patterns
- [ ] House-specific movement rules
### Fruit Bonus System
- [x] Fruit Spawning Mechanics
- [x] Spawn at pellet counts 70 and 170
- [ ] Fruit display in bottom-right corner
- [x] Fruit collection and scoring
- [x] Bonus point display system
### Level Progression
- [ ] Multiple Levels
- [ ] Level completion detection
- [ ] Progressive difficulty scaling
- [ ] Ghost speed increases per level
- [ ] Power pellet duration decreases
- [ ] Intermission Screens
- [ ] Between-level cutscenes
- [ ] Proper graphics and timing
### Audio System Completion
- [x] Core Audio Infrastructure
- [x] Audio event system
- [x] Sound effect playback
- [x] Audio muting controls
- [ ] Background Music
- [ ] Continuous gameplay music
- [ ] Escalating siren based on remaining pellets
- [ ] Power pellet mode music
- [ ] Intermission music
- [x] Sound Effects
- [x] Pellet eating sounds
- [x] Fruit collection sounds
- [ ] Ghost movement sounds
- [ ] Level completion fanfare
### Game Mechanics
- [ ] Bonus Lives
- [ ] Extra life at 10,000 points
- [x] Life counter display
- [ ] High Score System
- [ ] High score tracking
- [x] High score display
- [ ] Score persistence
## Secondary Features (Medium Priority)
### Game Polish
- [x] Core Input System
- [x] Keyboard controls
- [x] Direction buffering for responsive controls
- [x] Touch controls for mobile
- [ ] Pause System
- [ ] Pause/unpause functionality
- [ ] Pause menu with options
- [ ] Input System
- [ ] Input remapping
- [ ] Multiple input methods
## Advanced Features (Lower Priority)
### Difficulty Options
- [ ] Easy/Normal/Hard modes
- [ ] Customizable ghost speeds
### Data Persistence
- [ ] High Score Persistence
- [ ] Save high scores to file
- [ ] High score table display
- [ ] Settings Storage
- [ ] Save user preferences
- [ ] Audio/visual settings
- [ ] Statistics Tracking
- [ ] Game statistics
- [ ] Achievement system
### Debug & Development Tools
- [ ] Game state visualization
- [ ] Game speed controls + pausing
- [ ] Log tracing
- [x] Performance details
- [x] Core Debug Infrastructure
- [x] Debug mode toggle
- [x] Comprehensive game event logging
- [x] Performance profiling tools
- [ ] Game State Visualization
- [ ] Ghost AI state display
- [ ] Pathfinding visualization
- [ ] Collision detection display
- [ ] Game Speed Controls
- [ ] Variable game speed for testing
- [ ] Frame-by-frame stepping
## Customization
## Customization & Extensions
- [ ] Themes & Colors
- Color-blind friendly options
- [ ] Perfected ghost AI algorithms
- [ ] Support for >4 ghosts
- [ ] Custom level generation with multi-map tunneling
### Visual Customization
## Online Features
- [x] Core Rendering System
- [x] Sprite-based rendering
- [x] Layered rendering system
- [x] Animation system
- [x] HUD rendering
- [ ] Display Options
- [ ] Fullscreen support
- [x] Window resizing
- [ ] Pause while resizing (SDL2 limitation mitigation)
- [ ] Multiple resolution support
- [ ] 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
### Gameplay Extensions
- [ ] Advanced Ghost AI
- [ ] Support for >4 ghosts
- [ ] Custom ghost behaviors
- [ ] Level Generation
- [ ] Custom level creation
- [ ] Multi-map tunneling
- [ ] Level editor
## Online Features (Future)
### Scoreboard System
- [ ] Backend Infrastructure
- [ ] Axum server with database
- [ ] OAuth2 authentication
- [ ] GitHub/Discord/Google auth
- [ ] Profile Features
- [ ] Optional avatars (8-bit aesthetic)
- [ ] Custom names (3-14 chars, filtered)
- [ ] Client Implementation
- [ ] Zero-config client
- [ ] Default API endpoint
- [ ] Manual override available

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@@ -1,4 +1,3 @@
#![allow(dead_code)]
//! Cross-platform asset loading abstraction.
//! On desktop, assets are embedded using include_bytes!; on Emscripten, assets are loaded from the filesystem.
@@ -62,7 +61,7 @@ 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> {
trace!(asset = ?asset, path = asset.path(), "Loading game asset");
trace!(asset = ?asset, "Loading game asset");
let result = platform::get_asset_bytes(asset);
match &result {
Ok(bytes) => trace!(asset = ?asset, size_bytes = bytes.len(), "Asset loaded successfully"),

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@@ -12,7 +12,6 @@ const SOUND_ASSETS: [Asset; 4] = [Asset::Wav1, Asset::Wav2, Asset::Wav3, Asset::
/// This struct is responsible for initializing the audio device, loading sounds,
/// and playing them. If audio fails to initialize, it will be disabled and all
/// functions will silently do nothing.
#[allow(dead_code)]
pub struct Audio {
_mixer_context: Option<mixer::Sdl2MixerContext>,
sounds: Vec<Chunk>,
@@ -144,7 +143,6 @@ impl Audio {
/// Automatically rotates through the four eating sound assets. The sound plays on channel 0 and the internal sound index
/// advances to the next variant. Silently returns if audio is disabled, muted,
/// or no sounds were loaded successfully.
#[allow(dead_code)]
pub fn eat(&mut self) {
if self.disabled || self.muted || self.sounds.is_empty() {
return;
@@ -211,7 +209,6 @@ impl Audio {
/// Audio can be disabled due to SDL2_mixer initialization failures, missing
/// audio device, or failure to load any sound assets. When disabled, all
/// audio operations become no-ops.
#[allow(dead_code)]
pub fn is_disabled(&self) -> bool {
self.disabled
}

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@@ -79,6 +79,8 @@ pub mod collider {
pub const PELLET_SIZE: f32 = CELL_SIZE as f32 * 0.4;
/// Collider size for power pellets/energizers (0.95x cell size)
pub const POWER_PELLET_SIZE: f32 = CELL_SIZE as f32 * 0.95;
/// Collider size for fruits (0.8x cell size)
pub const FRUIT_SIZE: f32 = CELL_SIZE as f32 * 1.375;
}
/// UI and rendering constants

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@@ -46,6 +46,7 @@ pub enum AssetError {
#[error("IO error: {0}")]
Io(#[from] io::Error),
// This error is only possible on Emscripten, as the assets are loaded from a 'filesystem' of sorts (while on Desktop, they are included in the binary at compile time)
#[allow(dead_code)]
#[error("Asset not found: {0}")]
NotFound(String),
@@ -53,12 +54,9 @@ pub enum AssetError {
/// Platform-specific errors.
#[derive(thiserror::Error, Debug)]
#[allow(dead_code)]
pub enum PlatformError {
#[error("Console initialization failed: {0}")]
ConsoleInit(String),
#[error("Platform-specific error: {0}")]
Other(String),
}
/// Error type for map parsing operations.
@@ -110,55 +108,3 @@ pub enum MapError {
/// Result type for game operations.
pub type GameResult<T> = Result<T, GameError>;
/// Helper trait for converting other error types to GameError.
pub trait IntoGameError<T> {
#[allow(dead_code)]
fn into_game_error(self) -> GameResult<T>;
}
impl<T, E> IntoGameError<T> for Result<T, E>
where
E: std::error::Error + Send + Sync + 'static,
{
fn into_game_error(self) -> GameResult<T> {
self.map_err(|e| GameError::InvalidState(e.to_string()))
}
}
/// Helper trait for converting Option to GameResult with a custom error.
pub trait OptionExt<T> {
#[allow(dead_code)]
fn ok_or_game_error<F>(self, f: F) -> GameResult<T>
where
F: FnOnce() -> GameError;
}
impl<T> OptionExt<T> for Option<T> {
fn ok_or_game_error<F>(self, f: F) -> GameResult<T>
where
F: FnOnce() -> GameError,
{
self.ok_or_else(f)
}
}
/// Helper trait for converting Result to GameResult with context.
pub trait ResultExt<T, E> {
#[allow(dead_code)]
fn with_context<F>(self, f: F) -> GameResult<T>
where
F: FnOnce(&E) -> GameError;
}
impl<T, E> ResultExt<T, E> for Result<T, E>
where
E: std::error::Error + Send + Sync + 'static,
{
fn with_context<F>(self, f: F) -> GameResult<T>
where
F: FnOnce(&E) -> GameError,
{
self.map_err(|e| f(&e))
}
}

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

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@@ -42,8 +42,7 @@ use crate::{
asset::{get_asset_bytes, Asset},
events::GameCommand,
map::render::MapRenderer,
systems::debug::{BatchedLinesResource, TtfAtlasResource},
systems::input::{Bindings, CursorPosition},
systems::{BatchedLinesResource, Bindings, CursorPosition, TtfAtlasResource},
texture::sprite::{AtlasMapper, SpriteAtlas},
};
@@ -128,6 +127,8 @@ impl Game {
debug!("Setting up ECS event registry and observers");
Self::setup_ecs(&mut world);
world.add_observer(systems::spawn_fruit_observer);
debug!("Inserting resources into ECS world");
Self::insert_resources(
&mut world,
@@ -410,6 +411,7 @@ impl Game {
world.insert_resource(GlobalState { exit: false });
world.insert_resource(PlayerLives::default());
world.insert_resource(ScoreResource(0));
world.insert_resource(crate::systems::item::PelletCount(0));
world.insert_resource(SystemTimings::default());
world.insert_resource(Timing::default());
world.insert_resource(Bindings::default());
@@ -714,12 +716,23 @@ impl Game {
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
if total_duration.as_millis() > 17 {
// Warn if frame takes too long
let slowest_systems = timings.get_slowest_systems();
let systems_context = if slowest_systems.is_empty() {
"No specific systems identified".to_string()
} else {
slowest_systems
.iter()
.map(|(id, duration)| format!("{} ({:.2?})", id, duration))
.collect::<Vec<String>>()
.join(", ")
};
warn!(
duration_ms = total_duration.as_millis(),
frame_dt = ?std::time::Duration::from_secs_f32(dt),
total = format!("{:.3?}", total_duration),
tick = new_tick,
systems = systems_context,
"Frame took longer than expected"
);
}

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@@ -1,10 +1,12 @@
// Note: This disables the console window on Windows. We manually re-attach to the parent terminal or process later on.
#![windows_subsystem = "windows"]
#![cfg_attr(coverage_nightly, feature(coverage_attribute))]
#![cfg_attr(coverage_nightly, coverage(off))]
use crate::{app::App, constants::LOOP_TIME};
use tracing::info;
// These modules are excluded from coverage.
#[cfg_attr(coverage_nightly, coverage(off))]
mod app;
#[cfg_attr(coverage_nightly, coverage(off))]
@@ -29,7 +31,6 @@ mod texture;
///
/// This function initializes SDL, the window, the game state, and then enters
/// the main game loop.
#[cfg_attr(coverage_nightly, coverage(off))]
pub fn main() {
// On Windows, this connects output streams to the console dynamically
// On Emscripten, this connects the subscriber to the browser console

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@@ -3,7 +3,7 @@ use crate::constants::{MapTile, BOARD_CELL_SIZE, CELL_SIZE};
use crate::map::direction::Direction;
use crate::map::graph::{Graph, Node, TraversalFlags};
use crate::map::parser::MapTileParser;
use crate::systems::movement::NodeId;
use crate::systems::{NodeId, Position};
use bevy_ecs::resource::Resource;
use glam::{I8Vec2, IVec2, Vec2};
use std::collections::{HashMap, VecDeque};
@@ -25,6 +25,8 @@ pub struct NodePositions {
pub inky: NodeId,
/// Clyde starts in the center of the ghost house
pub clyde: NodeId,
/// Fruit spawn location directly below the ghost house
pub fruit_spawn: Position,
}
/// Complete maze representation combining visual layout with navigation pathfinding.
@@ -154,12 +156,37 @@ impl Map {
let (house_entrance_node_id, left_center_node_id, center_center_node_id, right_center_node_id) =
Self::build_house(&mut graph, &grid_to_node, &house_door)?;
// Find fruit spawn location (directly below ghost house)
let left_node_position = I8Vec2::new(13, 17);
let left_node_id = grid_to_node.get(&left_node_position).unwrap();
let right_node_position = I8Vec2::new(14, 17);
let right_node_id = grid_to_node.get(&right_node_position).unwrap();
let distance = graph
.get_node(*right_node_id)
.unwrap()
.position
.distance(graph.get_node(*left_node_id).unwrap().position);
// interpolate between the two nodes
let fruit_spawn_position: Position = Position::Moving {
from: *left_node_id,
to: *right_node_id,
remaining_distance: distance / 2.0,
};
tracing::warn!(
fruit_spawn_position = ?fruit_spawn_position,
"Fruit spawn position found"
);
let start_positions = NodePositions {
pacman: grid_to_node[&start_pos],
blinky: house_entrance_node_id,
pinky: left_center_node_id,
inky: right_center_node_id,
clyde: center_center_node_id,
fruit_spawn: fruit_spawn_position,
};
// Build tunnel connections

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

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

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

132
src/systems/animation.rs Normal file
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@@ -0,0 +1,132 @@
use bevy_ecs::{
component::Component,
query::{Has, Or, With, Without},
resource::Resource,
system::{Query, Res},
};
use crate::{
systems::{DeltaTime, Dying, Frozen, Position, Renderable, Velocity},
texture::animated::{DirectionalTiles, TileSequence},
};
/// Directional animation component with shared timing across all directions
#[derive(Component, Clone)]
pub struct DirectionalAnimation {
pub moving_tiles: DirectionalTiles,
pub stopped_tiles: DirectionalTiles,
pub current_frame: usize,
pub time_bank: u16,
pub frame_duration: u16,
}
impl DirectionalAnimation {
/// Creates a new directional animation with the given tiles and frame duration
pub fn new(moving_tiles: DirectionalTiles, stopped_tiles: DirectionalTiles, frame_duration: u16) -> Self {
Self {
moving_tiles,
stopped_tiles,
current_frame: 0,
time_bank: 0,
frame_duration,
}
}
}
/// Tag component to mark animations that should loop when they reach the end
#[derive(Component, Clone, Copy, Debug, PartialEq, Eq)]
pub struct Looping;
/// Linear animation component for non-directional animations (frightened ghosts)
#[derive(Component, Resource, Clone)]
pub struct LinearAnimation {
pub tiles: TileSequence,
pub current_frame: usize,
pub time_bank: u16,
pub frame_duration: u16,
pub finished: bool,
}
impl LinearAnimation {
/// Creates a new linear animation with the given tiles and frame duration
pub fn new(tiles: TileSequence, frame_duration: u16) -> Self {
Self {
tiles,
current_frame: 0,
time_bank: 0,
frame_duration,
finished: false,
}
}
}
/// Updates directional animated entities with synchronized timing across directions.
///
/// This runs before the render system to update sprites based on current direction and movement state.
/// All directions share the same frame timing to ensure perfect synchronization.
pub fn directional_render_system(
dt: Res<DeltaTime>,
mut query: Query<(&Position, &Velocity, &mut DirectionalAnimation, &mut Renderable), Without<Frozen>>,
) {
let ticks = (dt.seconds * 60.0).round() as u16; // Convert from seconds to ticks at 60 ticks/sec
for (position, velocity, mut anim, mut renderable) in query.iter_mut() {
let stopped = matches!(position, Position::Stopped { .. });
// Only tick animation when moving to preserve stopped frame
if !stopped {
// Tick shared animation state
anim.time_bank += ticks;
while anim.time_bank >= anim.frame_duration {
anim.time_bank -= anim.frame_duration;
anim.current_frame += 1;
}
}
// Get tiles for current direction and movement state
let tiles = if stopped {
anim.stopped_tiles.get(velocity.direction)
} else {
anim.moving_tiles.get(velocity.direction)
};
if !tiles.is_empty() {
let new_tile = tiles.get_tile(anim.current_frame);
if renderable.sprite != new_tile {
renderable.sprite = new_tile;
}
}
}
}
/// System that updates `Renderable` sprites for entities with `LinearAnimation`.
#[allow(clippy::type_complexity)]
pub fn linear_render_system(
dt: Res<DeltaTime>,
mut query: Query<(&mut LinearAnimation, &mut Renderable, Has<Looping>), Or<(Without<Frozen>, With<Dying>)>>,
) {
for (mut anim, mut renderable, looping) in query.iter_mut() {
if anim.finished {
continue;
}
anim.time_bank += dt.ticks as u16;
let frames_to_advance = (anim.time_bank / anim.frame_duration) as usize;
if frames_to_advance == 0 {
continue;
}
let total_frames = anim.tiles.len();
if !looping && anim.current_frame + frames_to_advance >= total_frames {
anim.finished = true;
anim.current_frame = total_frames - 1;
} else {
anim.current_frame += frames_to_advance;
}
anim.time_bank %= anim.frame_duration;
renderable.sprite = anim.tiles.get_tile(anim.current_frame);
}
}

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@@ -5,10 +5,7 @@ use bevy_ecs::{
system::{Commands, Query, Res},
};
use crate::systems::{
components::{DeltaTime, Renderable},
Frozen, Hidden,
};
use crate::systems::{DeltaTime, Frozen, Hidden, Renderable};
#[derive(Component, Debug)]
pub struct Blinking {

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@@ -3,17 +3,14 @@ use bevy_ecs::{
entity::Entity,
event::{EventReader, EventWriter},
query::With,
system::{Commands, Query, Res, ResMut},
system::{Commands, Query, Res, ResMut, Single},
};
use tracing::{debug, trace, warn};
use crate::error::GameError;
use crate::events::{GameEvent, StageTransition};
use crate::map::builder::Map;
use crate::systems::{
components::GhostState, movement::Position, AudioEvent, DyingSequence, Frozen, GameStage, Ghost, PlayerControlled,
ScoreResource,
};
use crate::systems::{movement::Position, AudioEvent, DyingSequence, Frozen, GameStage, Ghost, PlayerControlled, ScoreResource};
use crate::{error::GameError, systems::GhostState};
/// A component for defining the collision area of an entity.
#[derive(Component)]
@@ -123,7 +120,7 @@ pub fn ghost_collision_system(
mut stage_events: EventWriter<StageTransition>,
mut score: ResMut<ScoreResource>,
mut game_state: ResMut<GameStage>,
pacman_query: Query<Entity, With<PlayerControlled>>,
player: Single<Entity, With<PlayerControlled>>,
ghost_query: Query<(Entity, &Ghost), With<GhostCollider>>,
mut ghost_state_query: Query<&mut GhostState>,
mut events: EventWriter<AudioEvent>,
@@ -131,9 +128,9 @@ 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 *entity1 == *player && ghost_query.get(*entity2).is_ok() {
(*entity1, *entity2)
} else if pacman_query.get(*entity2).is_ok() && ghost_query.get(*entity1).is_ok() {
} else if *entity2 == *player && ghost_query.get(*entity1).is_ok() {
(*entity2, *entity1)
} else {
continue;

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

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@@ -0,0 +1,106 @@
use bevy_ecs::{component::Component, resource::Resource};
use crate::{map::graph::TraversalFlags, systems::FruitType};
/// A tag component denoting the type of entity.
#[derive(Component, Debug, Clone, Copy, PartialEq, Eq, Hash)]
pub enum EntityType {
Player,
Ghost,
Pellet,
PowerPellet,
Fruit(FruitType),
Effect,
}
impl EntityType {
/// Returns the traversal flags for this entity type.
pub fn traversal_flags(&self) -> TraversalFlags {
match self {
EntityType::Player => TraversalFlags::PACMAN,
EntityType::Ghost => TraversalFlags::GHOST,
_ => TraversalFlags::empty(), // Static entities don't traverse
}
}
pub fn score_value(&self) -> Option<u32> {
match self {
EntityType::Pellet => Some(10),
EntityType::PowerPellet => Some(50),
EntityType::Fruit(fruit_type) => Some(fruit_type.score_value()),
_ => None,
}
}
pub fn is_collectible(&self) -> bool {
matches!(self, EntityType::Pellet | EntityType::PowerPellet | EntityType::Fruit(_))
}
}
#[derive(Resource)]
pub struct GlobalState {
pub exit: bool,
}
#[derive(Resource)]
pub struct ScoreResource(pub u32);
#[derive(Resource)]
pub struct DeltaTime {
/// Floating-point delta time in seconds
pub seconds: f32,
/// Integer tick delta (usually 1, but can be different for testing)
pub ticks: u32,
}
#[allow(dead_code)]
impl DeltaTime {
/// Creates a new DeltaTime from a floating-point delta time in seconds
///
/// While this method exists as a helper, it does not mean that seconds and ticks are interchangeable.
pub fn from_seconds(seconds: f32) -> Self {
Self {
seconds,
ticks: (seconds * 60.0).round() as u32,
}
}
/// Creates a new DeltaTime from an integer tick delta
///
/// While this method exists as a helper, it does not mean that seconds and ticks are interchangeable.
pub fn from_ticks(ticks: u32) -> Self {
Self {
seconds: ticks as f32 / 60.0,
ticks,
}
}
}
/// Movement modifiers that can affect Pac-Man's speed or handling.
#[derive(Component, Debug, Clone, Copy)]
pub struct MovementModifiers {
/// Multiplier applied to base speed (e.g., tunnels)
pub speed_multiplier: f32,
/// True when currently in a tunnel slowdown region
pub tunnel_slowdown_active: bool,
}
impl Default for MovementModifiers {
fn default() -> Self {
Self {
speed_multiplier: 1.0,
tunnel_slowdown_active: false,
}
}
}
/// Tag component for entities that should be frozen during startup
#[derive(Component, Debug, Clone, Copy)]
pub struct Frozen;
/// Component for HUD life sprite entities.
/// Each life sprite entity has an index indicating its position from left to right (0, 1, 2, etc.).
/// This mostly functions as a tag component for sprites.
#[derive(Component, Debug, Clone, Copy)]
pub struct PlayerLife {
pub index: u32,
}

View File

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

View File

@@ -1,411 +0,0 @@
use std::collections::HashMap;
use bevy_ecs::{bundle::Bundle, component::Component, resource::Resource};
use bitflags::bitflags;
use crate::{
map::graph::TraversalFlags,
systems::{
movement::{BufferedDirection, Position, Velocity},
Collider, GhostCollider, ItemCollider, PacmanCollider,
},
texture::{
animated::{DirectionalTiles, TileSequence},
sprite::AtlasTile,
},
};
/// A tag component for entities that are controlled by the player.
#[derive(Default, Component)]
pub struct PlayerControlled;
#[derive(Component, Debug, Clone, Copy, PartialEq, Eq, Hash)]
pub enum Ghost {
Blinky,
Pinky,
Inky,
Clyde,
}
impl Ghost {
/// Returns the ghost type name for atlas lookups.
pub fn as_str(self) -> &'static str {
match self {
Ghost::Blinky => "blinky",
Ghost::Pinky => "pinky",
Ghost::Inky => "inky",
Ghost::Clyde => "clyde",
}
}
/// Returns the base movement speed for this ghost type.
pub fn base_speed(self) -> f32 {
match self {
Ghost::Blinky => 1.0,
Ghost::Pinky => 0.95,
Ghost::Inky => 0.9,
Ghost::Clyde => 0.85,
}
}
/// Returns the ghost's color for debug rendering.
#[allow(dead_code)]
pub fn debug_color(&self) -> sdl2::pixels::Color {
match self {
Ghost::Blinky => sdl2::pixels::Color::RGB(255, 0, 0), // Red
Ghost::Pinky => sdl2::pixels::Color::RGB(255, 182, 255), // Pink
Ghost::Inky => sdl2::pixels::Color::RGB(0, 255, 255), // Cyan
Ghost::Clyde => sdl2::pixels::Color::RGB(255, 182, 85), // Orange
}
}
}
/// A tag component denoting the type of entity.
#[derive(Component, Debug, Clone, Copy, PartialEq, Eq, Hash)]
pub enum EntityType {
Player,
Ghost,
Pellet,
PowerPellet,
}
impl EntityType {
/// Returns the traversal flags for this entity type.
pub fn traversal_flags(&self) -> TraversalFlags {
match self {
EntityType::Player => TraversalFlags::PACMAN,
EntityType::Ghost => TraversalFlags::GHOST,
_ => TraversalFlags::empty(), // Static entities don't traverse
}
}
pub fn score_value(&self) -> Option<u32> {
match self {
EntityType::Pellet => Some(10),
EntityType::PowerPellet => Some(50),
_ => None,
}
}
pub fn is_collectible(&self) -> bool {
matches!(self, EntityType::Pellet | EntityType::PowerPellet)
}
}
/// A component for entities that have a sprite, with a layer for ordering.
///
/// This is intended to be modified by other entities allowing animation.
#[derive(Component)]
pub struct Renderable {
pub sprite: AtlasTile,
pub layer: u8,
}
/// Directional animation component with shared timing across all directions
#[derive(Component, Clone)]
pub struct DirectionalAnimation {
pub moving_tiles: DirectionalTiles,
pub stopped_tiles: DirectionalTiles,
pub current_frame: usize,
pub time_bank: u16,
pub frame_duration: u16,
}
impl DirectionalAnimation {
/// Creates a new directional animation with the given tiles and frame duration
pub fn new(moving_tiles: DirectionalTiles, stopped_tiles: DirectionalTiles, frame_duration: u16) -> Self {
Self {
moving_tiles,
stopped_tiles,
current_frame: 0,
time_bank: 0,
frame_duration,
}
}
}
/// Tag component to mark animations that should loop when they reach the end
#[derive(Component, Clone, Copy, Debug, PartialEq, Eq)]
pub struct Looping;
/// Linear animation component for non-directional animations (frightened ghosts)
#[derive(Component, Resource, Clone)]
pub struct LinearAnimation {
pub tiles: TileSequence,
pub current_frame: usize,
pub time_bank: u16,
pub frame_duration: u16,
pub finished: bool,
}
impl LinearAnimation {
/// Creates a new linear animation with the given tiles and frame duration
pub fn new(tiles: TileSequence, frame_duration: u16) -> Self {
Self {
tiles,
current_frame: 0,
time_bank: 0,
frame_duration,
finished: false,
}
}
}
bitflags! {
#[derive(Component, Default, Clone, Copy, Debug, PartialEq, Eq, PartialOrd, Ord, Hash)]
pub struct CollisionLayer: u8 {
const PACMAN = 1 << 0;
const GHOST = 1 << 1;
const ITEM = 1 << 2;
}
}
#[derive(Resource)]
pub struct GlobalState {
pub exit: bool,
}
#[derive(Resource)]
pub struct ScoreResource(pub u32);
#[derive(Resource)]
pub struct DeltaTime {
/// Floating-point delta time in seconds
pub seconds: f32,
/// Integer tick delta (usually 1, but can be different for testing)
pub ticks: u32,
}
#[allow(dead_code)]
impl DeltaTime {
/// Creates a new DeltaTime from a floating-point delta time in seconds
///
/// While this method exists as a helper, it does not mean that seconds and ticks are interchangeable.
pub fn from_seconds(seconds: f32) -> Self {
Self {
seconds,
ticks: (seconds * 60.0).round() as u32,
}
}
/// Creates a new DeltaTime from an integer tick delta
///
/// While this method exists as a helper, it does not mean that seconds and ticks are interchangeable.
pub fn from_ticks(ticks: u32) -> Self {
Self {
seconds: ticks as f32 / 60.0,
ticks,
}
}
}
/// Movement modifiers that can affect Pac-Man's speed or handling.
#[derive(Component, Debug, Clone, Copy)]
pub struct MovementModifiers {
/// Multiplier applied to base speed (e.g., tunnels)
pub speed_multiplier: f32,
/// True when currently in a tunnel slowdown region
pub tunnel_slowdown_active: bool,
}
impl Default for MovementModifiers {
fn default() -> Self {
Self {
speed_multiplier: 1.0,
tunnel_slowdown_active: false,
}
}
}
/// Tag component for entities that should be frozen during startup
#[derive(Component, Debug, Clone, Copy)]
pub struct Frozen;
/// Tag component for eaten ghosts
#[derive(Component, Debug, Clone, Copy)]
pub struct Eaten;
/// 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
Normal,
/// Frightened state after power pellet - ghost can be eaten
Frightened {
remaining_ticks: u32,
flash: bool,
remaining_flash_ticks: u32,
},
/// Eyes state - ghost has been eaten and is returning to ghost house
Eyes,
}
/// Component to track the last animation state for efficient change detection
#[derive(Component, Debug, Clone, Copy, PartialEq)]
pub struct LastAnimationState(pub GhostAnimation);
impl GhostState {
/// Creates a new frightened state with the specified duration
pub fn new_frightened(total_ticks: u32, flash_start_ticks: u32) -> Self {
Self::Frightened {
remaining_ticks: total_ticks,
flash: false,
remaining_flash_ticks: flash_start_ticks, // Time until flashing starts
}
}
/// Ticks the ghost state, returning true if the state changed.
pub fn tick(&mut self) -> bool {
if let GhostState::Frightened {
remaining_ticks,
flash,
remaining_flash_ticks,
} = self
{
// Transition out of frightened state
if *remaining_ticks == 0 {
*self = GhostState::Normal;
return true;
}
*remaining_ticks -= 1;
if *remaining_flash_ticks > 0 {
*remaining_flash_ticks = remaining_flash_ticks.saturating_sub(1);
if *remaining_flash_ticks == 0 {
*flash = true;
true
} else {
false
}
} else {
false
}
} else {
false
}
}
/// Returns the appropriate animation state for this ghost state
pub fn animation_state(&self) -> GhostAnimation {
match self {
GhostState::Normal => GhostAnimation::Normal,
GhostState::Eyes => GhostAnimation::Eyes,
GhostState::Frightened { flash: false, .. } => GhostAnimation::Frightened { flash: false },
GhostState::Frightened { flash: true, .. } => GhostAnimation::Frightened { flash: true },
}
}
}
/// Enumeration of different ghost animation states.
/// Note that this is used in micromap which has a fixed size based on the number of variants,
/// so extending this should be done with caution, and will require updating the micromap's capacity.
#[derive(Debug, Clone, Copy, PartialEq, Eq, Hash)]
pub enum GhostAnimation {
/// Normal ghost appearance with directional movement animations
Normal,
/// Blue ghost appearance when vulnerable (power pellet active)
Frightened { flash: bool },
/// Eyes-only animation when ghost has been consumed by Pac-Man (Eaten state)
Eyes,
}
/// Global resource containing pre-loaded animation sets for all ghost types.
///
/// This resource is initialized once during game startup and provides O(1) access
/// to animation sets for each ghost type. The animation system uses this resource
/// to efficiently switch between different ghost states without runtime asset loading.
///
/// The HashMap is keyed by `Ghost` enum variants (Blinky, Pinky, Inky, Clyde) and
/// contains the normal directional animation for each ghost type.
#[derive(Resource)]
pub struct GhostAnimations {
pub normal: HashMap<Ghost, DirectionalAnimation>,
pub eyes: DirectionalAnimation,
pub frightened: LinearAnimation,
pub frightened_flashing: LinearAnimation,
}
impl GhostAnimations {
/// Creates a new GhostAnimations resource with the provided data.
pub fn new(
normal: HashMap<Ghost, DirectionalAnimation>,
eyes: DirectionalAnimation,
frightened: LinearAnimation,
frightened_flashing: LinearAnimation,
) -> Self {
Self {
normal,
eyes,
frightened,
frightened_flashing,
}
}
/// Gets the normal directional animation for the specified ghost type.
pub fn get_normal(&self, ghost_type: &Ghost) -> Option<&DirectionalAnimation> {
self.normal.get(ghost_type)
}
/// Gets the eyes animation (shared across all ghosts).
pub fn eyes(&self) -> &DirectionalAnimation {
&self.eyes
}
/// Gets the frightened animations (shared across all ghosts).
pub fn frightened(&self, flash: bool) -> &LinearAnimation {
if flash {
&self.frightened_flashing
} else {
&self.frightened
}
}
}
#[derive(Bundle)]
pub struct PlayerBundle {
pub player: PlayerControlled,
pub position: Position,
pub velocity: Velocity,
pub buffered_direction: BufferedDirection,
pub sprite: Renderable,
pub directional_animation: DirectionalAnimation,
pub entity_type: EntityType,
pub collider: Collider,
pub movement_modifiers: MovementModifiers,
pub pacman_collider: PacmanCollider,
}
#[derive(Bundle)]
pub struct ItemBundle {
pub position: Position,
pub sprite: Renderable,
pub entity_type: EntityType,
pub collider: Collider,
pub item_collider: ItemCollider,
}
#[derive(Bundle)]
pub struct GhostBundle {
pub ghost: Ghost,
pub position: Position,
pub velocity: Velocity,
pub sprite: Renderable,
pub directional_animation: DirectionalAnimation,
pub entity_type: EntityType,
pub collider: Collider,
pub ghost_collider: GhostCollider,
pub ghost_state: GhostState,
pub last_animation_state: LastAnimationState,
}

View File

@@ -1,5 +1,4 @@
//! Debug rendering system
#[cfg_attr(coverage_nightly, feature(coverage_attribute))]
use crate::constants::{self, BOARD_PIXEL_OFFSET};
use crate::map::builder::Map;
use crate::systems::{Collider, CursorPosition, NodeId, Position, SystemTimings};

View File

@@ -1,7 +1,7 @@
use std::collections::HashMap;
use crate::platform;
use crate::systems::components::{
DirectionalAnimation, Frozen, GhostAnimation, GhostState, LastAnimationState, LinearAnimation, Looping,
};
use crate::systems::{DirectionalAnimation, Frozen, LinearAnimation, Looping};
use crate::{
map::{
builder::Map,
@@ -9,18 +9,190 @@ use crate::{
graph::{Edge, TraversalFlags},
},
systems::{
components::{DeltaTime, Ghost},
components::DeltaTime,
movement::{Position, Velocity},
},
};
use bevy_ecs::component::Component;
use bevy_ecs::resource::Resource;
use tracing::{debug, trace, warn};
use crate::systems::GhostAnimations;
use bevy_ecs::query::Without;
use bevy_ecs::system::{Commands, Query, Res};
use rand::seq::IndexedRandom;
use smallvec::SmallVec;
/// Tag component for eaten ghosts
#[derive(Component, Debug, Clone, Copy)]
pub struct Eaten;
/// Tag component for Pac-Man during his death animation.
/// This is mainly because the Frozen tag would stop both movement and animation, while the Dying tag can signal that the animation should continue despite being frozen.
#[derive(Component, Debug, Clone, Copy)]
pub struct Dying;
#[derive(Component, Debug, Clone, Copy, PartialEq, Eq, Hash)]
pub enum Ghost {
Blinky,
Pinky,
Inky,
Clyde,
}
impl Ghost {
/// Returns the ghost type name for atlas lookups.
pub fn as_str(self) -> &'static str {
match self {
Ghost::Blinky => "blinky",
Ghost::Pinky => "pinky",
Ghost::Inky => "inky",
Ghost::Clyde => "clyde",
}
}
/// Returns the base movement speed for this ghost type.
pub fn base_speed(self) -> f32 {
match self {
Ghost::Blinky => 1.0,
Ghost::Pinky => 0.95,
Ghost::Inky => 0.9,
Ghost::Clyde => 0.85,
}
}
}
#[derive(Component, Debug, Clone, Copy)]
pub enum GhostState {
/// Normal ghost behavior - chasing Pac-Man
Normal,
/// Frightened state after power pellet - ghost can be eaten
Frightened {
remaining_ticks: u32,
flash: bool,
remaining_flash_ticks: u32,
},
/// Eyes state - ghost has been eaten and is returning to ghost house
Eyes,
}
impl GhostState {
/// Creates a new frightened state with the specified duration
pub fn new_frightened(total_ticks: u32, flash_start_ticks: u32) -> Self {
Self::Frightened {
remaining_ticks: total_ticks,
flash: false,
remaining_flash_ticks: flash_start_ticks, // Time until flashing starts
}
}
/// Ticks the ghost state, returning true if the state changed.
pub fn tick(&mut self) -> bool {
if let GhostState::Frightened {
remaining_ticks,
flash,
remaining_flash_ticks,
} = self
{
// Transition out of frightened state
if *remaining_ticks == 0 {
*self = GhostState::Normal;
return true;
}
*remaining_ticks -= 1;
if *remaining_flash_ticks > 0 {
*remaining_flash_ticks = remaining_flash_ticks.saturating_sub(1);
if *remaining_flash_ticks == 0 {
*flash = true;
true
} else {
false
}
} else {
false
}
} else {
false
}
}
/// Returns the appropriate animation state for this ghost state
pub fn animation_state(&self) -> GhostAnimation {
match self {
GhostState::Normal => GhostAnimation::Normal,
GhostState::Eyes => GhostAnimation::Eyes,
GhostState::Frightened { flash: false, .. } => GhostAnimation::Frightened { flash: false },
GhostState::Frightened { flash: true, .. } => GhostAnimation::Frightened { flash: true },
}
}
}
/// Enumeration of different ghost animation states.
/// Note that this is used in micromap which has a fixed size based on the number of variants,
/// so extending this should be done with caution, and will require updating the micromap's capacity.
#[derive(Debug, Clone, Copy, PartialEq, Eq, Hash)]
pub enum GhostAnimation {
/// Normal ghost appearance with directional movement animations
Normal,
/// Blue ghost appearance when vulnerable (power pellet active)
Frightened { flash: bool },
/// Eyes-only animation when ghost has been consumed by Pac-Man (Eaten state)
Eyes,
}
/// Global resource containing pre-loaded animation sets for all ghost types.
///
/// This resource is initialized once during game startup and provides O(1) access
/// to animation sets for each ghost type. The animation system uses this resource
/// to efficiently switch between different ghost states without runtime asset loading.
///
/// The HashMap is keyed by `Ghost` enum variants (Blinky, Pinky, Inky, Clyde) and
/// contains the normal directional animation for each ghost type.
#[derive(Resource)]
pub struct GhostAnimations {
pub normal: HashMap<Ghost, DirectionalAnimation>,
pub eyes: DirectionalAnimation,
pub frightened: LinearAnimation,
pub frightened_flashing: LinearAnimation,
}
impl GhostAnimations {
/// Creates a new GhostAnimations resource with the provided data.
pub fn new(
normal: HashMap<Ghost, DirectionalAnimation>,
eyes: DirectionalAnimation,
frightened: LinearAnimation,
frightened_flashing: LinearAnimation,
) -> Self {
Self {
normal,
eyes,
frightened,
frightened_flashing,
}
}
/// Gets the normal directional animation for the specified ghost type.
pub fn get_normal(&self, ghost_type: &Ghost) -> Option<&DirectionalAnimation> {
self.normal.get(ghost_type)
}
/// Gets the eyes animation (shared across all ghosts).
pub fn eyes(&self) -> &DirectionalAnimation {
&self.eyes
}
/// Gets the frightened animations (shared across all ghosts).
pub fn frightened(&self, flash: bool) -> &LinearAnimation {
if flash {
&self.frightened_flashing
} else {
&self.frightened
}
}
}
/// Autonomous ghost AI system implementing randomized movement with backtracking avoidance.
pub fn ghost_movement_system(
map: Res<Map>,
@@ -185,6 +357,10 @@ fn find_direction_to_target(
None
}
/// Component to track the last animation state for efficient change detection
#[derive(Component, Debug, Clone, Copy, PartialEq)]
pub struct LastAnimationState(pub GhostAnimation);
/// Unified system that manages ghost state transitions and animations with component swapping
pub fn ghost_state_system(
mut commands: Commands,

View File

@@ -13,7 +13,7 @@ use sdl2::{
};
use smallvec::{smallvec, SmallVec};
use crate::systems::components::DeltaTime;
use crate::systems::DeltaTime;
use crate::{
events::{GameCommand, GameEvent},
map::direction::Direction,

View File

@@ -1,50 +1,102 @@
use bevy_ecs::{
entity::Entity,
event::{EventReader, EventWriter},
event::{Event, EventReader, EventWriter},
observer::Trigger,
query::With,
system::{Commands, Query, ResMut},
system::{Commands, NonSendMut, Query, Res, ResMut, Single},
};
use strum_macros::IntoStaticStr;
use tracing::{debug, trace};
use crate::{
constants,
map::builder::Map,
systems::{common::bundles::ItemBundle, Collider, Position, Renderable, TimeToLive},
texture::{
sprite::SpriteAtlas,
sprites::{EffectSprite, GameSprite},
},
};
use crate::{
constants::animation::FRIGHTENED_FLASH_START_TICKS,
events::GameEvent,
systems::{AudioEvent, EntityType, GhostCollider, GhostState, ItemCollider, PacmanCollider, ScoreResource},
systems::common::components::EntityType,
systems::{AudioEvent, GhostCollider, GhostState, ItemCollider, PacmanCollider, ScoreResource},
};
/// Determines if a collision between two entity types should be handled by the item system.
///
/// Returns `true` if one entity is a player and the other is a collectible item.
#[allow(dead_code)]
pub fn is_valid_item_collision(entity1: EntityType, entity2: EntityType) -> bool {
match (entity1, entity2) {
(EntityType::Player, entity) | (entity, EntityType::Player) => entity.is_collectible(),
_ => false,
/// Tracks the number of pellets consumed by the player for fruit spawning mechanics.
#[derive(bevy_ecs::resource::Resource, Debug, Default)]
pub struct PelletCount(pub u32);
/// Represents the different fruit sprites that can appear as bonus items.
#[derive(IntoStaticStr, Debug, Clone, Copy, PartialEq, Eq, Hash)]
#[strum(serialize_all = "snake_case")]
pub enum FruitType {
Cherry,
Strawberry,
Orange,
Apple,
Melon,
Galaxian,
Bell,
Key,
}
impl FruitType {
/// Returns the score value for this fruit type.
pub fn score_value(self) -> u32 {
match self {
FruitType::Cherry => 100,
FruitType::Strawberry => 300,
FruitType::Orange => 500,
FruitType::Apple => 700,
FruitType::Melon => 1000,
FruitType::Galaxian => 2000,
FruitType::Bell => 3000,
FruitType::Key => 5000,
}
}
pub fn from_index(index: u8) -> Self {
match index {
0 => FruitType::Cherry,
1 => FruitType::Strawberry,
2 => FruitType::Orange,
3 => FruitType::Apple,
4 => FruitType::Melon,
5 => FruitType::Galaxian,
6 => FruitType::Bell,
7 => FruitType::Key,
_ => panic!("Invalid fruit index: {}", index),
}
}
}
#[allow(clippy::too_many_arguments)]
pub fn item_system(
mut commands: Commands,
mut collision_events: EventReader<GameEvent>,
mut score: ResMut<ScoreResource>,
pacman_query: Query<Entity, With<PacmanCollider>>,
item_query: Query<(Entity, &EntityType), With<ItemCollider>>,
mut pellet_count: ResMut<PelletCount>,
pacman: Single<Entity, With<PacmanCollider>>,
item_query: Query<(Entity, &EntityType, &Position), With<ItemCollider>>,
mut ghost_query: Query<&mut GhostState, With<GhostCollider>>,
mut events: EventWriter<AudioEvent>,
) {
for event in collision_events.read() {
if let GameEvent::Collision(entity1, entity2) = event {
// Check if one is Pacman and the other is an item
let (_pacman_entity, item_entity) = if pacman_query.get(*entity1).is_ok() && item_query.get(*entity2).is_ok() {
(*entity1, *entity2)
} else if pacman_query.get(*entity2).is_ok() && item_query.get(*entity1).is_ok() {
(*entity2, *entity1)
let (_, item_entity) = if *pacman == *entity1 && item_query.get(*entity2).is_ok() {
(*pacman, *entity2)
} else if *pacman == *entity2 && item_query.get(*entity1).is_ok() {
(*pacman, *entity1)
} else {
continue;
};
// Get the item type and update score
if let Ok((item_ent, entity_type)) = item_query.get(item_entity) {
if let Ok((item_ent, entity_type, position)) = 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;
@@ -52,13 +104,34 @@ pub fn item_system(
// Remove the collected item
commands.entity(item_ent).despawn();
// Track pellet consumption for fruit spawning
if *entity_type == EntityType::Pellet {
pellet_count.0 += 1;
trace!(pellet_count = pellet_count.0, "Pellet consumed");
// Check if we should spawn a fruit
if pellet_count.0 == 5 || pellet_count.0 == 170 {
debug!(pellet_count = pellet_count.0, "Fruit spawn milestone reached");
commands.trigger(SpawnTrigger::Fruit);
}
}
// Trigger bonus points effect if a fruit is collected
if matches!(*entity_type, EntityType::Fruit(_)) {
commands.trigger(SpawnTrigger::Bonus {
position: *position,
value: entity_type.score_value().unwrap(),
ttl: 60 * 2,
});
}
// Trigger audio if appropriate
if entity_type.is_collectible() {
events.write(AudioEvent::PlayEat);
}
// Make ghosts frightened when power pellet is collected
if *entity_type == EntityType::PowerPellet {
if matches!(*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");
@@ -78,3 +151,59 @@ pub fn item_system(
}
}
}
/// Trigger to spawn a fruit
#[derive(Event, Clone, Copy, Debug)]
pub enum SpawnTrigger {
Fruit,
Bonus { position: Position, value: u32, ttl: u32 },
}
pub fn spawn_fruit_observer(
trigger: Trigger<SpawnTrigger>,
mut commands: Commands,
atlas: NonSendMut<SpriteAtlas>,
map: Res<Map>,
) {
let entity = match *trigger {
SpawnTrigger::Fruit => {
// Use cherry sprite as the default fruit (first fruit in original Pac-Man)
let sprite = &atlas
.get_tile(&GameSprite::Fruit(FruitType::from_index(0)).to_path())
.unwrap();
let bundle = ItemBundle {
position: map.start_positions.fruit_spawn,
sprite: Renderable {
sprite: *sprite,
layer: 1,
},
entity_type: EntityType::Fruit(FruitType::Cherry),
collider: Collider {
size: constants::collider::FRUIT_SIZE,
},
item_collider: ItemCollider,
};
commands.spawn(bundle)
}
SpawnTrigger::Bonus { position, value, ttl } => {
let sprite = &atlas
.get_tile(&GameSprite::Effect(EffectSprite::Bonus(value)).to_path())
.unwrap();
let bundle = (
position,
TimeToLive::new(ttl),
Renderable {
sprite: *sprite,
layer: 1,
},
EntityType::Effect,
);
commands.spawn(bundle)
}
};
debug!(entity = ?entity.id(), "Entity spawned via trigger");
}

View File

@@ -4,7 +4,7 @@ use bevy_ecs::{
system::{Commands, Query, Res},
};
use crate::systems::components::DeltaTime;
use crate::systems::DeltaTime;
/// Component for entities that should be automatically deleted after a certain number of ticks
#[derive(Component, Debug, Clone, Copy)]

View File

@@ -1,5 +1,6 @@
//! This module contains all the systems in the game.
// These modules are excluded from coverage.
#[cfg_attr(coverage_nightly, coverage(off))]
pub mod audio;
#[cfg_attr(coverage_nightly, coverage(off))]
@@ -9,9 +10,10 @@ pub mod profiling;
#[cfg_attr(coverage_nightly, coverage(off))]
pub mod render;
pub mod animation;
pub mod blinking;
pub mod collision;
pub mod components;
pub mod common;
pub mod ghost;
pub mod input;
pub mod item;
@@ -22,10 +24,11 @@ pub mod state;
// Re-export all the modules. Do not fine-tune the exports.
pub use self::animation::*;
pub use self::audio::*;
pub use self::blinking::*;
pub use self::collision::*;
pub use self::components::*;
pub use self::common::*;
pub use self::debug::*;
pub use self::ghost::*;
pub use self::input::*;

View File

@@ -1,22 +1,26 @@
use bevy_ecs::{
event::{EventReader, EventWriter},
component::Component,
event::EventReader,
query::{With, Without},
system::{Query, Res, ResMut},
system::{Query, Res, ResMut, Single},
};
use tracing::trace;
use crate::{
error::GameError,
events::{GameCommand, GameEvent},
map::{builder::Map, graph::Edge},
systems::{
components::{DeltaTime, EntityType, Frozen, GlobalState, MovementModifiers, PlayerControlled},
components::{DeltaTime, EntityType, Frozen, GlobalState, MovementModifiers},
debug::DebugState,
movement::{BufferedDirection, Position, Velocity},
AudioState,
},
};
/// A tag component for entities that are controlled by the player.
#[derive(Default, Component)]
pub struct PlayerControlled;
pub fn can_traverse(entity_type: EntityType, edge: Edge) -> bool {
let entity_flags = entity_type.traversal_flags();
edge.traversal_flags.contains(entity_flags)
@@ -28,36 +32,27 @@ pub fn can_traverse(entity_type: EntityType, edge: Edge) -> bool {
/// toggling, audio muting, and game exit requests. Movement commands are buffered
/// to allow direction changes before reaching intersections, improving gameplay
/// responsiveness. Non-movement commands immediately modify global game state.
#[allow(clippy::type_complexity)]
pub fn player_control_system(
mut events: EventReader<GameEvent>,
mut state: ResMut<GlobalState>,
mut debug_state: ResMut<DebugState>,
mut audio_state: ResMut<AudioState>,
mut players: Query<&mut BufferedDirection, (With<PlayerControlled>, Without<Frozen>)>,
mut errors: EventWriter<GameError>,
mut player: Option<Single<&mut BufferedDirection, (With<PlayerControlled>, Without<Frozen>)>>,
) {
// Handle events
for event in events.read() {
if let GameEvent::Command(command) = event {
match command {
GameCommand::MovePlayer(direction) => {
// Get the player's movable component (ensuring there is only one player)
let mut buffered_direction = match players.single_mut() {
Ok(tuple) => tuple,
Err(e) => {
errors.write(GameError::InvalidState(format!(
"No/multiple entities queried for player system: {}",
e
)));
return;
}
};
trace!(direction = ?*direction, "Player direction buffered for movement");
*buffered_direction = BufferedDirection::Some {
direction: *direction,
remaining_time: 0.25,
};
// Only handle movement if there's an unfrozen player
if let Some(player_single) = player.as_mut() {
trace!(direction = ?*direction, "Player direction buffered for movement");
***player_single = BufferedDirection::Some {
direction: *direction,
remaining_time: 0.25,
};
}
}
GameCommand::Exit => {
state.exit = true;
@@ -168,24 +163,23 @@ pub fn player_movement_system(
}
/// Applies tunnel slowdown based on the current node tile
pub fn player_tunnel_slowdown_system(map: Res<Map>, mut q: Query<(&Position, &mut MovementModifiers), With<PlayerControlled>>) {
if let Ok((position, mut modifiers)) = q.single_mut() {
let node = position.current_node();
let in_tunnel = map
.tile_at_node(node)
.map(|t| t == crate::constants::MapTile::Tunnel)
.unwrap_or(false);
pub fn player_tunnel_slowdown_system(map: Res<Map>, player: Single<(&Position, &mut MovementModifiers), With<PlayerControlled>>) {
let (position, mut modifiers) = player.into_inner();
let node = position.current_node();
let in_tunnel = map
.tile_at_node(node)
.map(|t| t == crate::constants::MapTile::Tunnel)
.unwrap_or(false);
if modifiers.tunnel_slowdown_active != in_tunnel {
trace!(
node,
in_tunnel,
speed_multiplier = if in_tunnel { 0.6 } else { 1.0 },
"Player tunnel slowdown state changed"
);
}
modifiers.tunnel_slowdown_active = in_tunnel;
modifiers.speed_multiplier = if in_tunnel { 0.6 } else { 1.0 };
if modifiers.tunnel_slowdown_active != in_tunnel {
trace!(
node,
in_tunnel,
speed_multiplier = if in_tunnel { 0.6 } else { 1.0 },
"Player tunnel slowdown state changed"
);
}
modifiers.tunnel_slowdown_active = in_tunnel;
modifiers.speed_multiplier = if in_tunnel { 0.6 } else { 1.0 };
}

View File

@@ -52,6 +52,11 @@ impl TimingBuffer {
self.last_tick = current_tick;
}
/// Gets the most recent timing from the buffer.
pub fn get_most_recent_timing(&self) -> Duration {
self.buffer.back().copied().unwrap_or(Duration::ZERO)
}
/// Gets statistics for this timing buffer.
///
/// # Panics
@@ -248,6 +253,61 @@ impl SystemTimings {
// Use the formatting module to format the data
format_timing_display(timing_data)
}
/// Returns a list of systems with their timings, likely responsible for slow frame timings.
///
/// First, checks if any systems took longer than 2ms on the most recent tick.
/// If none exceed 2ms, accumulates systems until the top 30% of total timing
/// is reached, stopping at 5 systems maximum.
///
/// Returns tuples of (SystemId, Duration) in a SmallVec capped at 5 items.
pub fn get_slowest_systems(&self) -> SmallVec<[(SystemId, Duration); 5]> {
let mut system_timings: Vec<(SystemId, Duration)> = Vec::new();
let mut total_duration = Duration::ZERO;
// Collect most recent timing for each system (excluding Total)
for id in SystemId::iter() {
if id == SystemId::Total {
continue;
}
if let Some(buffer) = self.timings.get(&id) {
let recent_timing = buffer.lock().get_most_recent_timing();
system_timings.push((id, recent_timing));
total_duration += recent_timing;
}
}
// Sort by duration (highest first)
system_timings.sort_by(|a, b| b.1.cmp(&a.1));
// Check for systems over 2ms threshold
let over_threshold: SmallVec<[(SystemId, Duration); 5]> = system_timings
.iter()
.filter(|(_, duration)| duration.as_millis() >= 2)
.copied()
.collect();
if !over_threshold.is_empty() {
return over_threshold;
}
// Accumulate top systems until 30% of total is reached (max 5 systems)
let threshold = total_duration.as_nanos() as f64 * 0.3;
let mut accumulated = 0u128;
let mut result = SmallVec::new();
for (id, duration) in system_timings.iter().take(5) {
result.push((*id, *duration));
accumulated += duration.as_nanos();
if accumulated as f64 >= threshold {
break;
}
}
result
}
}
pub fn profile<S, M>(id: SystemId, system: S) -> impl FnMut(&mut bevy_ecs::world::World)

View File

@@ -1,12 +1,10 @@
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, Dying, Frozen, GameStage, LinearAnimation, Looping, PlayerLife, PlayerLives, Position, Renderable,
ScoreResource, StartupSequence, SystemId, SystemTimings, TtfAtlasResource, Velocity,
debug_render_system, BatchedLinesResource, Collider, CursorPosition, DebugState, DebugTextureResource, GameStage, PlayerLife,
PlayerLives, Position, ScoreResource, StartupSequence, SystemId, SystemTimings, TouchState, TtfAtlasResource,
};
use crate::texture::sprite::SpriteAtlas;
use crate::texture::sprite::{AtlasTile, SpriteAtlas};
use crate::texture::sprites::{GameSprite, PacmanSprite};
use crate::texture::text::TextTexture;
use crate::{
@@ -16,7 +14,7 @@ use crate::{
use bevy_ecs::component::Component;
use bevy_ecs::entity::Entity;
use bevy_ecs::event::EventWriter;
use bevy_ecs::query::{Changed, Has, Or, With, Without};
use bevy_ecs::query::{Changed, Or, With, Without};
use bevy_ecs::removal_detection::RemovedComponents;
use bevy_ecs::resource::Resource;
use bevy_ecs::system::{Commands, NonSendMut, Query, Res, ResMut};
@@ -25,8 +23,18 @@ use sdl2::pixels::Color;
use sdl2::rect::{Point, Rect};
use sdl2::render::{BlendMode, Canvas, Texture};
use sdl2::video::Window;
use std::cmp::Ordering;
use std::time::Instant;
/// A component for entities that have a sprite, with a layer for ordering.
///
/// This is intended to be modified by other entities allowing animation.
#[derive(Component)]
pub struct Renderable {
pub sprite: AtlasTile,
pub layer: u8,
}
#[derive(Resource, Default)]
pub struct RenderDirty(pub bool);
@@ -56,77 +64,6 @@ pub fn dirty_render_system(
}
}
/// Updates directional animated entities with synchronized timing across directions.
///
/// This runs before the render system to update sprites based on current direction and movement state.
/// All directions share the same frame timing to ensure perfect synchronization.
pub fn directional_render_system(
dt: Res<DeltaTime>,
mut query: Query<(&Position, &Velocity, &mut DirectionalAnimation, &mut Renderable), Without<Frozen>>,
) {
let ticks = (dt.seconds * 60.0).round() as u16; // Convert from seconds to ticks at 60 ticks/sec
for (position, velocity, mut anim, mut renderable) in query.iter_mut() {
let stopped = matches!(position, Position::Stopped { .. });
// Only tick animation when moving to preserve stopped frame
if !stopped {
// Tick shared animation state
anim.time_bank += ticks;
while anim.time_bank >= anim.frame_duration {
anim.time_bank -= anim.frame_duration;
anim.current_frame += 1;
}
}
// Get tiles for current direction and movement state
let tiles = if stopped {
anim.stopped_tiles.get(velocity.direction)
} else {
anim.moving_tiles.get(velocity.direction)
};
if !tiles.is_empty() {
let new_tile = tiles.get_tile(anim.current_frame);
if renderable.sprite != new_tile {
renderable.sprite = new_tile;
}
}
}
}
/// System that updates `Renderable` sprites for entities with `LinearAnimation`.
#[allow(clippy::type_complexity)]
pub fn linear_render_system(
dt: Res<DeltaTime>,
mut query: Query<(&mut LinearAnimation, &mut Renderable, Has<Looping>), Or<(Without<Frozen>, With<Dying>)>>,
) {
for (mut anim, mut renderable, looping) in query.iter_mut() {
if anim.finished {
continue;
}
anim.time_bank += dt.ticks as u16;
let frames_to_advance = (anim.time_bank / anim.frame_duration) as usize;
if frames_to_advance == 0 {
continue;
}
let total_frames = anim.tiles.len();
if !looping && anim.current_frame + frames_to_advance >= total_frames {
anim.finished = true;
anim.current_frame = total_frames - 1;
} else {
anim.current_frame += frames_to_advance;
}
anim.time_bank %= anim.frame_duration;
renderable.sprite = anim.tiles.get_tile(anim.current_frame);
}
}
/// 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).
@@ -147,42 +84,47 @@ pub fn player_life_sprite_system(
// Calculate the difference
let diff = (displayed_lives as i8) - (current_count as i8);
if diff > 0 {
match diff.cmp(&0) {
// Ignore when the number of lives displayed is correct
Ordering::Equal => {}
// 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;
Ordering::Greater => {
let life_sprite = match atlas.get_tile(&GameSprite::Pacman(PacmanSprite::Moving(Direction::Left, 1)).to_path()) {
Ok(sprite) => sprite,
Err(e) => {
errors.write(e.into());
return;
}
};
for i in 0..diff {
let position = calculate_life_sprite_position(i as u32);
commands.spawn((
PlayerLife { index: i as u32 },
Renderable {
sprite: life_sprite,
layer: 255, // High layer to render on top
},
PixelPosition {
pixel_position: position,
},
));
}
};
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();
Ordering::Less => {
let to_remove = diff.unsigned_abs();
let sprites_to_remove: Vec<_> = current_sprites
.iter()
.rev() // Start from highest index
.take(to_remove as usize)
.map(|(entity, _)| *entity)
.collect();
for entity in sprites_to_remove {
commands.entity(entity).despawn();
for entity in sprites_to_remove {
commands.entity(entity).despawn();
}
}
}
}
@@ -361,6 +303,7 @@ pub fn hud_render_system(
}
#[allow(clippy::too_many_arguments)]
#[allow(clippy::type_complexity)]
pub fn render_system(
canvas: &mut Canvas<Window>,
map_texture: &NonSendMut<MapTextureResource>,
@@ -426,6 +369,7 @@ pub fn render_system(
/// Combined render system that renders to both backbuffer and debug textures in a single
/// with_multiple_texture_canvas call for reduced overhead
#[allow(clippy::too_many_arguments)]
#[allow(clippy::type_complexity)]
pub fn combined_render_system(
mut canvas: NonSendMut<&mut Canvas<Window>>,
map_texture: NonSendMut<MapTextureResource>,

View File

@@ -2,20 +2,20 @@ use std::mem::discriminant;
use tracing::{debug, info, warn};
use crate::events::StageTransition;
use crate::systems::SpawnTrigger;
use crate::{
map::builder::Map,
systems::{
AudioEvent, Blinking, DirectionalAnimation, Dying, Eaten, Frozen, Ghost, GhostCollider, GhostState, Hidden,
LinearAnimation, Looping, NodeId, PlayerControlled, Position, Renderable, TimeToLive,
LinearAnimation, Looping, NodeId, PlayerControlled, Position,
},
texture::{animated::TileSequence, sprite::SpriteAtlas},
};
use bevy_ecs::{
entity::Entity,
event::{EventReader, EventWriter},
query::{With, Without},
resource::Resource,
system::{Commands, NonSendMut, Query, Res, ResMut},
system::{Commands, Query, Res, ResMut, Single},
};
#[derive(Resource, Clone)]
@@ -92,24 +92,6 @@ impl Default for PlayerLives {
}
/// 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(
@@ -122,9 +104,8 @@ pub fn stage_system(
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>>,
player: Single<(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;
@@ -132,11 +113,7 @@ pub fn stage_system(
// 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);
let pac_node = player.1.current_node();
debug!(ghost_entity = ?ghost_entity, node = pac_node, "Ghost eaten, entering pause state");
new_state = Some(GameStage::GhostEatenPause {
@@ -240,46 +217,27 @@ pub fn stage_system(
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(player.0).insert(Frozen);
for (entity, _, _) in ghost_query.iter_mut() {
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(player.0).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),
));
}
commands.trigger(SpawnTrigger::Bonus {
position: Position::Stopped { node },
// TODO: Doubling score value for each consecutive ghost eaten
value: 200,
ttl: 30,
});
}
(GameStage::GhostEatenPause { ghost_entity, .. }, GameStage::Playing) => {
// Unfreeze and reveal the player & all ghosts
for entity in player_query
.iter_mut()
.map(|(e, _)| e)
.chain(ghost_query.iter_mut().map(|(e, _, _)| e))
{
commands.entity(player.0).remove::<(Frozen, Hidden)>();
for (entity, _, _) in ghost_query.iter_mut() {
commands.entity(entity).remove::<(Frozen, Hidden)>();
}
@@ -288,11 +246,8 @@ pub fn stage_system(
}
(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(player.0).insert(Frozen);
for (entity, _, _) in ghost_query.iter_mut() {
commands.entity(entity).insert(Frozen);
}
}
@@ -303,39 +258,32 @@ pub fn stage_system(
}
// 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()));
}
commands.entity(player.0).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);
}
commands.entity(player.0).insert(Hidden);
}
(_, GameStage::LevelRestarting) => {
if let Ok((player_entity, mut pos)) = player_query.single_mut() {
*pos = Position::Stopped {
node: map.start_positions.pacman,
};
let (player_entity, mut pos) = player.into_inner();
*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());
// 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 {
@@ -354,22 +302,18 @@ pub fn stage_system(
}
(_, 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(player.0).remove::<Hidden>();
for (entity, _, _) in ghost_query.iter_mut() {
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(player.0).remove::<Frozen>();
for (entity, _, _) in ghost_query.iter_mut() {
commands.entity(entity).remove::<Frozen>();
}
for entity in blinking_query.iter_mut() {
commands.entity(entity).remove::<Frozen>();
}
}

View File

@@ -14,11 +14,6 @@ impl TileSequence {
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.tiles.is_empty() {

View File

@@ -58,19 +58,6 @@ impl AtlasTile {
canvas.copy(&atlas.texture, src, dest).map_err(TextureError::RenderFailed)?;
Ok(())
}
/// Creates a new atlas tile.
#[allow(dead_code)]
pub fn new(pos: U16Vec2, size: U16Vec2, color: Option<Color>) -> Self {
Self { pos, size, color }
}
/// Sets the color of the tile.
#[allow(dead_code)]
pub fn with_color(mut self, color: Color) -> Self {
self.color = Some(color);
self
}
}
/// High-performance sprite atlas providing fast texture region lookups and rendering.
@@ -120,32 +107,4 @@ impl SpriteAtlas {
color: self.default_color,
})
}
#[allow(dead_code)]
pub fn set_color(&mut self, color: Color) {
self.default_color = Some(color);
}
#[allow(dead_code)]
pub fn texture(&self) -> &Texture {
&self.texture
}
/// Returns the number of tiles in the atlas.
#[allow(dead_code)]
pub fn tiles_count(&self) -> usize {
self.tiles.len()
}
/// Returns true if the atlas has a tile with the given name.
#[allow(dead_code)]
pub fn has_tile(&self, name: &str) -> bool {
self.tiles.contains_key(name)
}
/// Returns the default color of the atlas.
#[allow(dead_code)]
pub fn default_color(&self) -> Option<Color> {
self.default_color
}
}

View File

@@ -5,8 +5,10 @@
//! The `GameSprite` enum is the main entry point, and its `to_path` method
//! generates the correct path for a given sprite in the texture atlas.
use crate::map::direction::Direction;
use crate::systems::components::Ghost;
use crate::{
map::direction::Direction,
systems::{FruitType, Ghost},
};
/// Represents the different sprites for Pac-Man.
#[derive(Debug, Clone, Copy, PartialEq, Eq, Hash)]
@@ -48,12 +50,20 @@ pub enum MazeSprite {
Energizer,
}
/// Represents the different effect sprites that can appear as bonus items.
#[derive(Debug, Clone, Copy, PartialEq, Eq, Hash)]
pub enum EffectSprite {
Bonus(u32),
}
/// A top-level enum that encompasses all game sprites.
#[derive(Debug, Clone, Copy, PartialEq, Eq, Hash)]
pub enum GameSprite {
Pacman(PacmanSprite),
Ghost(GhostSprite),
Maze(MazeSprite),
Fruit(FruitType),
Effect(EffectSprite),
}
impl GameSprite {
@@ -106,6 +116,18 @@ impl GameSprite {
GameSprite::Maze(MazeSprite::Tile(index)) => format!("maze/tiles/{}.png", index),
GameSprite::Maze(MazeSprite::Pellet) => "maze/pellet.png".to_string(),
GameSprite::Maze(MazeSprite::Energizer) => "maze/energizer.png".to_string(),
// Fruit sprites
GameSprite::Fruit(fruit) => format!("edible/{}.png", Into::<&'static str>::into(fruit)),
// Effect sprites
GameSprite::Effect(EffectSprite::Bonus(value)) => match value {
100 | 200 | 300 | 400 | 700 | 800 | 1000 | 2000 | 3000 | 5000 => format!("effects/{}.png", value),
_ => {
tracing::warn!("Invalid bonus value: {}", value);
"effects/100.png".to_string()
}
},
}
}
}

View File

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

View File

@@ -1,9 +1,5 @@
use bevy_ecs::{entity::Entity, system::RunSystemOnce, world::World};
use pacman::systems::{
blinking::{blinking_system, Blinking},
components::{DeltaTime, Renderable},
Frozen, Hidden,
};
use pacman::systems::{blinking_system, Blinking, DeltaTime, Frozen, Hidden, Renderable};
use speculoos::prelude::*;
mod common;

View File

@@ -14,7 +14,8 @@ use pacman::{
},
systems::{
AudioEvent, AudioState, BufferedDirection, Collider, DebugState, DeltaTime, EntityType, Ghost, GhostCollider, GhostState,
GlobalState, ItemCollider, MovementModifiers, PacmanCollider, PlayerControlled, Position, ScoreResource, Velocity,
GlobalState, ItemCollider, MovementModifiers, PacmanCollider, PelletCount, PlayerControlled, Position, ScoreResource,
Velocity,
},
texture::sprite::{AtlasMapper, AtlasTile, SpriteAtlas},
};
@@ -85,6 +86,7 @@ pub fn create_test_world() -> World {
world.insert_resource(AudioState::default());
world.insert_resource(GlobalState { exit: false });
world.insert_resource(DebugState::default());
world.insert_resource(PelletCount(0));
world.insert_resource(DeltaTime {
seconds: 1.0 / 60.0,
ticks: 1,

View File

@@ -1,66 +0,0 @@
use pacman::error::{GameError, GameResult, IntoGameError, OptionExt, ResultExt};
use speculoos::prelude::*;
use std::io;
#[test]
fn test_into_game_error_trait() {
let result: Result<i32, io::Error> = Err(io::Error::new(io::ErrorKind::Other, "test error"));
let game_result: GameResult<i32> = result.into_game_error();
assert_that(&game_result.is_err()).is_true();
if let Err(GameError::InvalidState(msg)) = game_result {
assert_that(&msg.contains("test error")).is_true();
} else {
panic!("Expected InvalidState error");
}
}
#[test]
fn test_into_game_error_trait_success() {
let result: Result<i32, io::Error> = Ok(42);
let game_result: GameResult<i32> = result.into_game_error();
assert_that(&game_result.unwrap()).is_equal_to(42);
}
#[test]
fn test_option_ext_some() {
let option: Option<i32> = Some(42);
let result: GameResult<i32> = option.ok_or_game_error(|| GameError::InvalidState("Not found".to_string()));
assert_that(&result.unwrap()).is_equal_to(42);
}
#[test]
fn test_option_ext_none() {
let option: Option<i32> = None;
let result: GameResult<i32> = option.ok_or_game_error(|| GameError::InvalidState("Not found".to_string()));
assert_that(&result.is_err()).is_true();
if let Err(GameError::InvalidState(msg)) = result {
assert_that(&msg).is_equal_to("Not found".to_string());
} else {
panic!("Expected InvalidState error");
}
}
#[test]
fn test_result_ext_success() {
let result: Result<i32, io::Error> = Ok(42);
let game_result: GameResult<i32> = result.with_context(|_| GameError::InvalidState("Context".to_string()));
assert_that(&game_result.unwrap()).is_equal_to(42);
}
#[test]
fn test_result_ext_error() {
let result: Result<i32, io::Error> = Err(io::Error::new(io::ErrorKind::Other, "original error"));
let game_result: GameResult<i32> = result.with_context(|_| GameError::InvalidState("Context error".to_string()));
assert_that(&game_result.is_err()).is_true();
if let Err(GameError::InvalidState(msg)) = game_result {
assert_that(&msg).is_equal_to("Context error".to_string());
} else {
panic!("Expected InvalidState error");
}
}

View File

@@ -1,5 +1,5 @@
use bevy_ecs::{entity::Entity, system::RunSystemOnce};
use pacman::systems::{is_valid_item_collision, item_system, EntityType, GhostState, Position, ScoreResource};
use pacman::systems::{item_system, EntityType, GhostState, Position, ScoreResource};
use speculoos::prelude::*;
mod common;
@@ -24,21 +24,6 @@ fn test_is_collectible_item() {
assert_that(&EntityType::Ghost.is_collectible()).is_false();
}
#[test]
fn test_is_valid_item_collision() {
// Player-item collisions should be valid
assert_that(&is_valid_item_collision(EntityType::Player, EntityType::Pellet)).is_true();
assert_that(&is_valid_item_collision(EntityType::Player, EntityType::PowerPellet)).is_true();
assert_that(&is_valid_item_collision(EntityType::Pellet, EntityType::Player)).is_true();
assert_that(&is_valid_item_collision(EntityType::PowerPellet, EntityType::Player)).is_true();
// Non-player-item collisions should be invalid
assert_that(&is_valid_item_collision(EntityType::Player, EntityType::Ghost)).is_false();
assert_that(&is_valid_item_collision(EntityType::Ghost, EntityType::Pellet)).is_false();
assert_that(&is_valid_item_collision(EntityType::Pellet, EntityType::PowerPellet)).is_false();
assert_that(&is_valid_item_collision(EntityType::Player, EntityType::Player)).is_false();
}
#[test]
fn test_item_system_pellet_collection() {
let mut world = common::create_test_world();

View File

@@ -214,11 +214,9 @@ fn test_player_control_system_no_player_entity() {
// Run the system - should write an error
world
.run_system_once(player_control_system)
.expect("System should run successfully");
.expect("System should run successfully even with no player entity");
// Check that an error was written (we can't easily check Events without manual management,
// so for this test we just verify the system ran without panicking)
// In a real implementation, you might expose error checking through the ECS world
// The system should run successfully and simply ignore movement commands when there's no player
}
#[test]

View File

@@ -1,70 +0,0 @@
use glam::U16Vec2;
use pacman::texture::sprite::{AtlasMapper, AtlasTile, MapperFrame};
use sdl2::pixels::Color;
use speculoos::prelude::*;
use std::collections::HashMap;
mod common;
#[test]
fn test_atlas_mapper_frame_lookup() {
let mut frames = HashMap::new();
frames.insert(
"test".to_string(),
MapperFrame {
pos: U16Vec2::new(10, 20),
size: U16Vec2::new(32, 64),
},
);
let mapper = AtlasMapper { frames };
// Test direct frame lookup
let frame = mapper.frames.get("test");
assert_that(&frame.is_some()).is_true();
let frame = frame.unwrap();
assert_that(&frame.pos).is_equal_to(U16Vec2::new(10, 20));
assert_that(&frame.size).is_equal_to(U16Vec2::new(32, 64));
}
#[test]
fn test_atlas_mapper_multiple_frames() {
let mut frames = HashMap::new();
frames.insert(
"tile1".to_string(),
MapperFrame {
pos: U16Vec2::new(0, 0),
size: U16Vec2::new(32, 32),
},
);
frames.insert(
"tile2".to_string(),
MapperFrame {
pos: U16Vec2::new(32, 0),
size: U16Vec2::new(64, 64),
},
);
let mapper = AtlasMapper { frames };
assert_that(&mapper.frames.len()).is_equal_to(2);
assert_that(&mapper.frames.contains_key("tile1")).is_true();
assert_that(&mapper.frames.contains_key("tile2")).is_true();
assert_that(&mapper.frames.contains_key("tile3")).is_false();
assert_that(&mapper.frames.contains_key("nonexistent")).is_false();
}
#[test]
fn test_atlas_tile_new_and_with_color() {
let pos = U16Vec2::new(10, 20);
let size = U16Vec2::new(30, 40);
let color = Color::RGB(100, 150, 200);
let tile = AtlasTile::new(pos, size, None);
assert_that(&tile.pos).is_equal_to(pos);
assert_that(&tile.size).is_equal_to(size);
assert_that(&tile.color).is_equal_to(None);
let tile_with_color = tile.with_color(color);
assert_that(&tile_with_color.color).is_equal_to(Some(color));
}

View File

@@ -2,7 +2,7 @@
use pacman::{
game::ATLAS_FRAMES,
map::direction::Direction,
systems::components::Ghost,
systems::Ghost,
texture::sprites::{FrightenedColor, GameSprite, GhostSprite, MazeSprite, PacmanSprite},
};

View File

@@ -81,44 +81,20 @@ fn test_text_scale() -> Result<(), String> {
let string = "ABCDEFG !-/\"";
let base_width = (string.len() * 8) as u32;
let mut text_texture = TextTexture::new(0.5);
assert_that(&text_texture.scale()).is_equal_to(0.5);
let text_texture = TextTexture::new(0.5);
assert_that(&text_texture.text_height()).is_equal_to(4);
assert_that(&text_texture.text_width("")).is_equal_to(0);
assert_that(&text_texture.text_width(string)).is_equal_to(base_width / 2);
text_texture.set_scale(2.0);
assert_that(&text_texture.scale()).is_equal_to(2.0);
let text_texture = TextTexture::new(2.0);
assert_that(&text_texture.text_height()).is_equal_to(16);
assert_that(&text_texture.text_width(string)).is_equal_to(base_width * 2);
assert_that(&text_texture.text_width("")).is_equal_to(0);
text_texture.set_scale(1.0);
assert_that(&text_texture.scale()).is_equal_to(1.0);
let text_texture = TextTexture::new(1.0);
assert_that(&text_texture.text_height()).is_equal_to(8);
assert_that(&text_texture.text_width(string)).is_equal_to(base_width);
assert_that(&text_texture.text_width("")).is_equal_to(0);
Ok(())
}
#[test]
fn test_text_color() -> Result<(), String> {
let mut text_texture = TextTexture::new(1.0);
// Test default color (should be None initially)
assert_that(&text_texture.color()).is_equal_to(None);
// Test setting color
let test_color = sdl2::pixels::Color::YELLOW;
text_texture.set_color(test_color);
assert_that(&text_texture.color()).is_equal_to(Some(test_color));
// Test changing color
let new_color = sdl2::pixels::Color::RED;
text_texture.set_color(new_color);
assert_that(&text_texture.color()).is_equal_to(Some(new_color));
Ok(())
}