Files
Pac-Man/src/game/mod.rs

597 lines
24 KiB
Rust

//! This module contains the main game logic and state.
include!(concat!(env!("OUT_DIR"), "/atlas_data.rs"));
use crate::constants::CANVAS_SIZE;
use crate::entity::direction::Direction;
use crate::error::{GameError, GameResult, TextureError};
use crate::events::GameEvent;
use crate::map::builder::Map;
use crate::systems::blinking::Blinking;
use crate::systems::movement::{Movable, MovementState, Position};
use crate::systems::{
blinking::blinking_system,
collision::collision_system,
components::{
Collider, CollisionLayer, DeltaTime, DirectionalAnimated, EntityType, GlobalState, ItemBundle, ItemCollider,
PacmanCollider, PlayerBundle, PlayerControlled, Renderable, Score, ScoreResource,
},
control::player_system,
input::input_system,
movement::movement_system,
profiling::{profile, SystemTimings},
render::{directional_render_system, render_system, BackbufferResource, MapTextureResource},
};
use crate::texture::animated::AnimatedTexture;
use bevy_ecs::schedule::IntoScheduleConfigs;
use bevy_ecs::{event::EventRegistry, observer::Trigger, schedule::Schedule, system::ResMut, world::World};
use sdl2::image::LoadTexture;
use sdl2::render::{Canvas, ScaleMode, TextureCreator};
use sdl2::video::{Window, WindowContext};
use sdl2::EventPump;
use crate::{
asset::{get_asset_bytes, Asset},
constants,
events::GameCommand,
map::render::MapRenderer,
systems::input::Bindings,
texture::sprite::{AtlasMapper, SpriteAtlas},
};
pub mod state;
/// The `Game` struct is the main entry point for the game.
///
/// It contains the game's state and logic, and is responsible for
/// handling user input, updating the game state, and rendering the game.
pub struct Game {
pub world: World,
pub schedule: Schedule,
}
impl Game {
pub fn new(
canvas: &'static mut Canvas<Window>,
texture_creator: &'static mut TextureCreator<WindowContext>,
event_pump: &'static mut EventPump,
) -> GameResult<Game> {
let mut world = World::default();
let mut schedule = Schedule::default();
EventRegistry::register_event::<GameError>(&mut world);
EventRegistry::register_event::<GameEvent>(&mut world);
let mut backbuffer = texture_creator
.create_texture_target(None, CANVAS_SIZE.x, CANVAS_SIZE.y)
.map_err(|e| GameError::Sdl(e.to_string()))?;
backbuffer.set_scale_mode(ScaleMode::Nearest);
let mut map_texture = texture_creator
.create_texture_target(None, CANVAS_SIZE.x, CANVAS_SIZE.y)
.map_err(|e| GameError::Sdl(e.to_string()))?;
map_texture.set_scale_mode(ScaleMode::Nearest);
// Load atlas and create map texture
let atlas_bytes = get_asset_bytes(Asset::Atlas)?;
let atlas_texture = texture_creator.load_texture_bytes(&atlas_bytes).map_err(|e| {
if e.to_string().contains("format") || e.to_string().contains("unsupported") {
GameError::Texture(crate::error::TextureError::InvalidFormat(format!(
"Unsupported texture format: {e}"
)))
} else {
GameError::Texture(crate::error::TextureError::LoadFailed(e.to_string()))
}
})?;
let atlas_mapper = AtlasMapper {
frames: ATLAS_FRAMES.into_iter().map(|(k, v)| (k.to_string(), *v)).collect(),
};
let mut atlas = SpriteAtlas::new(atlas_texture, atlas_mapper);
// Create map tiles
let mut map_tiles = Vec::with_capacity(35);
for i in 0..35 {
let tile_name = format!("maze/tiles/{}.png", i);
let tile = atlas.get_tile(&tile_name).unwrap();
map_tiles.push(tile);
}
// Render map to texture
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()))?;
let map = Map::new(constants::RAW_BOARD)?;
let pacman_start_node = map.start_positions.pacman;
let mut textures = [None, None, None, None];
let mut stopped_textures = [None, None, None, None];
for direction in Direction::DIRECTIONS {
let moving_prefix = match direction {
Direction::Up => "pacman/up",
Direction::Down => "pacman/down",
Direction::Left => "pacman/left",
Direction::Right => "pacman/right",
};
let moving_tiles = vec![
SpriteAtlas::get_tile(&atlas, &format!("{moving_prefix}_a.png"))
.ok_or_else(|| GameError::Texture(TextureError::AtlasTileNotFound(format!("{moving_prefix}_a.png"))))?,
SpriteAtlas::get_tile(&atlas, &format!("{moving_prefix}_b.png"))
.ok_or_else(|| GameError::Texture(TextureError::AtlasTileNotFound(format!("{moving_prefix}_b.png"))))?,
SpriteAtlas::get_tile(&atlas, "pacman/full.png")
.ok_or_else(|| GameError::Texture(TextureError::AtlasTileNotFound("pacman/full.png".to_string())))?,
];
let stopped_tiles = vec![SpriteAtlas::get_tile(&atlas, &format!("{moving_prefix}_b.png"))
.ok_or_else(|| GameError::Texture(TextureError::AtlasTileNotFound(format!("{moving_prefix}_b.png"))))?];
textures[direction.as_usize()] = Some(AnimatedTexture::new(moving_tiles, 0.08)?);
stopped_textures[direction.as_usize()] = Some(AnimatedTexture::new(stopped_tiles, 0.1)?);
}
let player = PlayerBundle {
player: PlayerControlled,
position: Position {
node: pacman_start_node,
edge_progress: None,
},
movement_state: MovementState::Stopped,
movable: Movable {
speed: 1.15,
current_direction: Direction::Left,
requested_direction: Some(Direction::Left), // Start moving left immediately
},
sprite: Renderable {
sprite: SpriteAtlas::get_tile(&atlas, "pacman/full.png")
.ok_or_else(|| GameError::Texture(TextureError::AtlasTileNotFound("pacman/full.png".to_string())))?,
layer: 0,
visible: true,
},
directional_animated: DirectionalAnimated {
textures,
stopped_textures,
},
entity_type: EntityType::Player,
collider: Collider {
size: constants::CELL_SIZE as f32 * 1.25,
layer: CollisionLayer::PACMAN,
},
pacman_collider: PacmanCollider,
};
world.insert_non_send_resource(atlas);
world.insert_non_send_resource(event_pump);
world.insert_non_send_resource(canvas);
world.insert_non_send_resource(BackbufferResource(backbuffer));
world.insert_non_send_resource(MapTextureResource(map_texture));
world.insert_resource(map);
world.insert_resource(GlobalState { exit: false });
world.insert_resource(ScoreResource(0));
world.insert_resource(SystemTimings::default());
world.insert_resource(Bindings::default());
world.insert_resource(DeltaTime(0f32));
world.add_observer(
|event: Trigger<GameEvent>, mut state: ResMut<GlobalState>, _score: ResMut<ScoreResource>| match *event {
GameEvent::Command(command) => match command {
GameCommand::Exit => {
state.exit = true;
}
_ => {}
},
GameEvent::Collision(_a, _b) => {}
},
);
schedule.add_systems(
(
profile("input", input_system),
profile("player", player_system),
profile("movement", movement_system),
profile("collision", collision_system),
profile("blinking", blinking_system),
profile("directional_render", directional_render_system),
)
.chain(),
);
schedule.add_systems(profile("render", render_system));
// Spawn player
world.spawn(player);
// Spawn items
let pellet_sprite = SpriteAtlas::get_tile(world.non_send_resource::<SpriteAtlas>(), "maze/pellet.png")
.ok_or_else(|| GameError::Texture(TextureError::AtlasTileNotFound("maze/pellet.png".to_string())))?;
let energizer_sprite = SpriteAtlas::get_tile(world.non_send_resource::<SpriteAtlas>(), "maze/energizer.png")
.ok_or_else(|| GameError::Texture(TextureError::AtlasTileNotFound("maze/energizer.png".to_string())))?;
let nodes: Vec<_> = world.resource::<Map>().iter_nodes().map(|(id, tile)| (*id, *tile)).collect();
for (node_id, tile) in nodes {
let (item_type, score, sprite, size) = match tile {
crate::constants::MapTile::Pellet => (EntityType::Pellet, 10, pellet_sprite, constants::CELL_SIZE as f32 * 0.2),
crate::constants::MapTile::PowerPellet => (
EntityType::PowerPellet,
50,
energizer_sprite,
constants::CELL_SIZE as f32 * 0.9,
),
_ => continue,
};
let mut item = world.spawn(ItemBundle {
position: Position {
node: node_id,
edge_progress: None,
},
sprite: Renderable {
sprite,
layer: 1,
visible: true,
},
entity_type: item_type,
score: Score(score),
collider: Collider {
size,
layer: CollisionLayer::ITEM,
},
item_collider: ItemCollider,
});
if item_type == EntityType::PowerPellet {
item.insert(Blinking {
timer: 0.0,
interval: 0.2,
});
}
}
Ok(Game { world, schedule })
}
// fn handle_command(&mut self, command: crate::input::commands::GameCommand) {
// use crate::input::commands::GameCommand;
// match command {
// GameCommand::MovePlayer(direction) => {
// self.state.pacman.set_next_direction(direction);
// }
// GameCommand::ToggleDebug => {
// self.toggle_debug_mode();
// }
// GameCommand::MuteAudio => {
// let is_muted = self.state.audio.is_muted();
// self.state.audio.set_mute(!is_muted);
// }
// GameCommand::ResetLevel => {
// if let Err(e) = self.reset_game_state() {
// tracing::error!("Failed to reset game state: {}", e);
// }
// }
// GameCommand::TogglePause => {
// self.state.paused = !self.state.paused;
// }
// GameCommand::Exit => {}
// }
// }
// fn process_events(&mut self) {
// while let Some(event) = self.state.event_queue.pop_front() {
// match event {
// GameEvent::Command(command) => self.handle_command(command),
// }
// }
// /// Resets the game state, randomizing ghost positions and resetting Pac-Man
// fn reset_game_state(&mut self) -> GameResult<()> {
// let pacman_start_node = self.state.map.start_positions.pacman;
// self.state.pacman = Pacman::new(&self.state.map.graph, pacman_start_node, &self.state.atlas)?;
// // Reset items
// self.state.items = self.state.map.generate_items(&self.state.atlas)?;
// // Randomize ghost positions
// let ghost_types = [GhostType::Blinky, GhostType::Pinky, GhostType::Inky, GhostType::Clyde];
// let mut rng = SmallRng::from_os_rng();
// for (i, ghost) in self.state.ghosts.iter_mut().enumerate() {
// let random_node = rng.random_range(0..self.state.map.graph.node_count());
// *ghost = Ghost::new(&self.state.map.graph, random_node, ghost_types[i], &self.state.atlas)?;
// }
// // Reset collision system
// self.state.collision_system = CollisionSystem::default();
// // Re-register Pac-Man
// self.state.pacman_id = self.state.collision_system.register_entity(self.state.pacman.position());
// // Re-register items
// self.state.item_ids.clear();
// for item in &self.state.items {
// let item_id = self.state.collision_system.register_entity(item.position());
// self.state.item_ids.push(item_id);
// }
// // Re-register ghosts
// self.state.ghost_ids.clear();
// for ghost in &self.state.ghosts {
// let ghost_id = self.state.collision_system.register_entity(ghost.position());
// self.state.ghost_ids.push(ghost_id);
// }
// Ok(())
// }
/// Ticks the game state.
///
/// Returns true if the game should exit.
pub fn tick(&mut self, dt: f32) -> bool {
self.world.insert_resource(DeltaTime(dt));
// Run all systems
self.schedule.run(&mut self.world);
let state = self
.world
.get_resource::<GlobalState>()
.expect("GlobalState could not be acquired");
return state.exit;
// // Process any events that have been posted (such as unpausing)
// self.process_events();
// // If the game is paused, we don't need to do anything beyond returning
// if self.state.paused {
// return false;
// }
// self.schedule.run(&mut self.world);
// self.state.pacman.tick(dt, &self.state.map.graph);
// // Update all ghosts
// for ghost in &mut self.state.ghosts {
// ghost.tick(dt, &self.state.map.graph);
// }
// // Update collision system positions
// self.update_collision_positions();
// // Check for collisions
// self.check_collisions();
}
// /// Toggles the debug mode on and off.
// ///
// /// When debug mode is enabled, the game will render additional information
// /// that is useful for debugging, such as the collision grid and entity paths.
// pub fn toggle_debug_mode(&mut self) {
// self.state.debug_mode = !self.state.debug_mode;
// }
// fn update_collision_positions(&mut self) {
// // Update Pac-Man's position
// self.state
// .collision_system
// .update_position(self.state.pacman_id, self.state.pacman.position());
// // Update ghost positions
// for (ghost, &ghost_id) in self.state.ghosts.iter().zip(&self.state.ghost_ids) {
// self.state.collision_system.update_position(ghost_id, ghost.position());
// }
// }
// fn check_collisions(&mut self) {
// // Check Pac-Man vs Items
// let potential_collisions = self
// .state
// .collision_system
// .potential_collisions(&self.state.pacman.position());
// for entity_id in potential_collisions {
// if entity_id != self.state.pacman_id {
// // Check if this is an item collision
// if let Some(item_index) = self.find_item_by_id(entity_id) {
// let item = &mut self.state.items[item_index];
// if !item.is_collected() {
// item.collect();
// self.state.score += item.get_score();
// self.state.audio.eat();
// // Handle energizer effects
// if matches!(item.item_type, crate::entity::item::ItemType::Energizer) {
// // TODO: Make ghosts frightened
// tracing::info!("Energizer collected! Ghosts should become frightened.");
// }
// }
// }
// // Check if this is a ghost collision
// if let Some(_ghost_index) = self.find_ghost_by_id(entity_id) {
// // TODO: Handle Pac-Man being eaten by ghost
// tracing::info!("Pac-Man collided with ghost!");
// }
// }
// }
// }
// fn find_item_by_id(&self, entity_id: EntityId) -> Option<usize> {
// self.state.item_ids.iter().position(|&id| id == entity_id)
// }
// fn find_ghost_by_id(&self, entity_id: EntityId) -> Option<usize> {
// self.state.ghost_ids.iter().position(|&id| id == entity_id)
// }
// pub fn draw<T: sdl2::render::RenderTarget>(&mut self, canvas: &mut Canvas<T>, backbuffer: &mut Texture) -> GameResult<()> {
// // Only render the map texture once and cache it
// if !self.state.map_rendered {
// let mut map_texture = self
// .state
// .texture_creator
// .create_texture_target(None, constants::CANVAS_SIZE.x, constants::CANVAS_SIZE.y)
// .map_err(|e| crate::error::GameError::Sdl(e.to_string()))?;
// canvas
// .with_texture_canvas(&mut map_texture, |map_canvas| {
// let mut map_tiles = Vec::with_capacity(35);
// for i in 0..35 {
// let tile_name = format!("maze/tiles/{}.png", i);
// let tile = SpriteAtlas::get_tile(&self.state.atlas, &tile_name).unwrap();
// map_tiles.push(tile);
// }
// MapRenderer::render_map(map_canvas, &mut self.state.atlas, &mut map_tiles);
// })
// .map_err(|e| crate::error::GameError::Sdl(e.to_string()))?;
// self.state.map_texture = Some(map_texture);
// self.state.map_rendered = true;
// }
// canvas.set_draw_color(Color::BLACK);
// canvas.clear();
// if let Some(ref map_texture) = self.state.map_texture {
// canvas.copy(map_texture, None, None).unwrap();
// }
// // Render all items
// for item in &self.state.items {
// if let Err(e) = item.render(canvas, &mut self.state.atlas, &self.state.map.graph) {
// tracing::error!("Failed to render item: {}", e);
// }
// }
// // Render all ghosts
// for ghost in &self.state.ghosts {
// if let Err(e) = ghost.render(canvas, &mut self.state.atlas, &self.state.map.graph) {
// tracing::error!("Failed to render ghost: {}", e);
// }
// }
// if let Err(e) = self.state.pacman.render(canvas, &mut self.state.atlas, &self.state.map.graph) {
// tracing::error!("Failed to render pacman: {}", e);
// }
// if self.state.debug_mode {
// if let Err(e) =
// self.state
// .map
// .debug_render_with_cursor(canvas, &mut self.state.text_texture, &mut self.state.atlas, cursor_pos)
// {
// tracing::error!("Failed to render debug cursor: {}", e);
// }
// self.render_pathfinding_debug(canvas)?;
// }
// self.draw_hud(canvas)?;
// canvas.present();
// Ok(())
// }
// /// 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(())
// }
// fn draw_hud<T: sdl2::render::RenderTarget>(&mut self, canvas: &mut Canvas<T>) -> GameResult<()> {
// let lives = 3;
// let score_text = format!("{:02}", self.state.score);
// let x_offset = 4;
// let y_offset = 2;
// let lives_offset = 3;
// let score_offset = 7 - (score_text.len() as i32);
// self.state.text_texture.set_scale(1.0);
// if let Err(e) = self.state.text_texture.render(
// canvas,
// &mut self.state.atlas,
// &format!("{lives}UP HIGH SCORE "),
// glam::UVec2::new(8 * lives_offset as u32 + x_offset, y_offset),
// ) {
// tracing::error!("Failed to render HUD text: {}", e);
// }
// if let Err(e) = self.state.text_texture.render(
// canvas,
// &mut self.state.atlas,
// &score_text,
// glam::UVec2::new(8 * score_offset as u32 + x_offset, 8 + y_offset),
// ) {
// tracing::error!("Failed to render score text: {}", e);
// }
// // Display FPS information in top-left corner
// // let fps_text = format!("FPS: {:.1} (1s) / {:.1} (10s)", self.fps_1s, self.fps_10s);
// // self.render_text_on(
// // canvas,
// // &*texture_creator,
// // &fps_text,
// // IVec2::new(10, 10),
// // Color::RGB(255, 255, 0), // Yellow color for FPS display
// // );
// Ok(())
// }
}