mirror of
https://github.com/Xevion/Pac-Man.git
synced 2025-12-07 16:07:54 -06:00
148 lines
5.4 KiB
Rust
148 lines
5.4 KiB
Rust
use std::time::{Duration, Instant};
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use glam::Vec2;
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use sdl2::render::TextureCreator;
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use sdl2::ttf::Sdl2TtfContext;
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use sdl2::video::WindowContext;
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use sdl2::{AudioSubsystem, EventPump, Sdl, VideoSubsystem};
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use crate::error::{GameError, GameResult};
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use crate::constants::{CANVAS_SIZE, LOOP_TIME, SCALE};
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use crate::game::Game;
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use crate::platform::get_platform;
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/// Main application wrapper that manages SDL initialization, window lifecycle, and the game loop.
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///
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/// Handles platform-specific setup, maintains consistent frame timing, and delegates
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/// game logic to the contained `Game` instance. The app manages focus state to
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/// optimize CPU usage when the window loses focus.
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pub struct App {
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pub game: Game,
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last_tick: Instant,
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focused: bool,
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_cursor_pos: Vec2,
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}
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impl App {
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/// Initializes SDL subsystems, creates the game window, and sets up the game state.
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///
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/// Performs comprehensive initialization including video/audio subsystems, platform-specific
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/// console setup, window creation with proper scaling, and canvas configuration. All SDL
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/// resources are leaked to maintain 'static lifetimes required by the game architecture.
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///
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/// # Errors
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///
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/// Returns `GameError::Sdl` if any SDL initialization step fails, or propagates
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/// errors from `Game::new()` during game state setup.
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pub fn new() -> GameResult<Self> {
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let sdl_context: &'static Sdl = Box::leak(Box::new(sdl2::init().map_err(|e| GameError::Sdl(e.to_string()))?));
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let video_subsystem: &'static VideoSubsystem =
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Box::leak(Box::new(sdl_context.video().map_err(|e| GameError::Sdl(e.to_string()))?));
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let _audio_subsystem: &'static AudioSubsystem =
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Box::leak(Box::new(sdl_context.audio().map_err(|e| GameError::Sdl(e.to_string()))?));
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let _ttf_context: &'static Sdl2TtfContext =
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Box::leak(Box::new(sdl2::ttf::init().map_err(|e| GameError::Sdl(e.to_string()))?));
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let event_pump: &'static mut EventPump =
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Box::leak(Box::new(sdl_context.event_pump().map_err(|e| GameError::Sdl(e.to_string()))?));
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// Initialize platform-specific console
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get_platform().init_console()?;
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let window = video_subsystem
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.window(
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"Pac-Man",
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(CANVAS_SIZE.x as f32 * SCALE).round() as u32,
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(CANVAS_SIZE.y as f32 * SCALE).round() as u32,
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)
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.resizable()
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.position_centered()
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.build()
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.map_err(|e| GameError::Sdl(e.to_string()))?;
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let canvas = Box::leak(Box::new(
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window
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.into_canvas()
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.accelerated()
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.build()
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.map_err(|e| GameError::Sdl(e.to_string()))?,
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));
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canvas
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.set_logical_size(CANVAS_SIZE.x, CANVAS_SIZE.y)
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.map_err(|e| GameError::Sdl(e.to_string()))?;
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let texture_creator: &'static mut TextureCreator<WindowContext> = Box::leak(Box::new(canvas.texture_creator()));
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let game = Game::new(canvas, texture_creator, event_pump)?;
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// game.audio.set_mute(cfg!(debug_assertions));
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Ok(App {
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game,
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focused: true,
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last_tick: Instant::now(),
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_cursor_pos: Vec2::ZERO,
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})
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}
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/// Executes a single frame of the game loop with consistent timing and optional sleep.
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///
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/// Calculates delta time since the last frame, runs game logic via `game.tick()`,
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/// and implements frame rate limiting by sleeping for remaining time if the frame
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/// completed faster than the target `LOOP_TIME`. Sleep behavior varies based on
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/// window focus to conserve CPU when the game is not active.
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///
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/// # Returns
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///
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/// `true` if the game should continue running, `false` if the game requested exit.
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pub fn run(&mut self) -> bool {
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{
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let start = Instant::now();
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// for event in self
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// .game
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// .world
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// .get_non_send_resource_mut::<&'static mut EventPump>()
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// .unwrap()
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// .poll_iter()
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// {
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// match event {
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// Event::Window { win_event, .. } => match win_event {
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// WindowEvent::FocusGained => {
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// self.focused = true;
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// }
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// WindowEvent::FocusLost => {
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// self.focused = false;
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// }
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// _ => {}
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// },
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// Event::MouseMotion { x, y, .. } => {
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// // Convert window coordinates to logical coordinates
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// self.cursor_pos = Vec2::new(x as f32, y as f32);
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// }
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// _ => {}
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// }
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// }
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let dt = self.last_tick.elapsed().as_secs_f32();
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self.last_tick = Instant::now();
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let exit = self.game.tick(dt);
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if exit {
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return false;
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}
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// Sleep if we still have time left
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if start.elapsed() < LOOP_TIME {
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let time = LOOP_TIME.saturating_sub(start.elapsed());
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if time != Duration::ZERO {
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get_platform().sleep(time, self.focused);
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}
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}
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true
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}
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}
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}
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