//! This module contains all the constants used in the game. use std::time::Duration; use glam::UVec2; /// Target frame duration for 60 FPS game loop timing. /// /// Calculated as 1/60th of a second (≈16.67ms). /// /// Written out explicitly to satisfy const-eval constraints. pub const LOOP_TIME: Duration = Duration::from_nanos((1_000_000_000.0 / 60.0) as u64); /// The size of each cell, in pixels. pub const CELL_SIZE: u32 = 8; /// The size of the game board, in cells. pub const BOARD_CELL_SIZE: UVec2 = UVec2::new(28, 31); /// The scale factor for the window (integer zoom) pub const SCALE: f32 = 2.6; /// Game board offset from window origin to reserve space for HUD elements. /// /// The 3-cell vertical offset (24 pixels) provides space at the top of the /// screen for score display, player lives, and other UI elements. pub const BOARD_CELL_OFFSET: UVec2 = UVec2::new(0, 3); /// 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); /// 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, ); /// Map tile types that define gameplay behavior and collision properties. #[derive(Debug, Clone, Copy, PartialEq)] pub enum MapTile { /// Traversable space with no collectible items Empty, Wall, /// Small collectible. Implicitly a traversable tile. Pellet, /// Large collectible. Implicitly a traversable tile. PowerPellet, /// Special traversable tile that connects to tunnel portals. Tunnel, } /// ASCII art representation of the classic Pac-Man maze layout. /// /// Uses character symbols to define the game world. This layout is parsed by `MapTileParser` /// to generate the navigable graph and collision geometry. pub const RAW_BOARD: [&str; BOARD_CELL_SIZE.y as usize] = [ "############################", "#............##............#", "#.####.#####.##.#####.####.#", "#o####.#####.##.#####.####o#", "#.####.#####.##.#####.####.#", "#..........................#", "#.####.##.########.##.####.#", "#.####.##.########.##.####.#", "#......##....##....##......#", "######.##### ## #####.######", " #.##### ## #####.# ", " #.## == ##.# ", " #.## ######## ##.# ", "######.## ######## ##.######", "T . ######## . T", "######.## ######## ##.######", " #.## ######## ##.# ", " #.## ##.# ", " #.## ######## ##.# ", "######.## ######## ##.######", "#............##............#", "#.####.#####.##.#####.####.#", "#.####.#####.##.#####.####.#", "#o..##.......X .......##..o#", "###.##.##.########.##.##.###", "###.##.##.########.##.##.###", "#......##....##....##......#", "#.##########.##.##########.#", "#.##########.##.##########.#", "#..........................#", "############################", ];