mirror of
https://github.com/Xevion/Pac-Man.git
synced 2025-12-10 00:07:52 -06:00
183 lines
6.1 KiB
Rust
183 lines
6.1 KiB
Rust
use std::collections::{HashMap, HashSet};
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use bevy_ecs::{
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event::EventWriter,
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resource::Resource,
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system::{NonSendMut, Res, ResMut},
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};
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use glam::Vec2;
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use sdl2::{event::Event, keyboard::Keycode, EventPump};
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use crate::systems::components::DeltaTime;
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use crate::{
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events::{GameCommand, GameEvent},
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map::direction::Direction,
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};
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#[derive(Resource, Default, Debug, Copy, Clone)]
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pub enum CursorPosition {
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#[default]
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None,
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Some {
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position: Vec2,
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remaining_time: f32,
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},
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}
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#[derive(Resource, Debug, Clone)]
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pub struct Bindings {
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key_bindings: HashMap<Keycode, GameCommand>,
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movement_keys: HashSet<Keycode>,
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pressed_movement_keys: Vec<Keycode>,
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}
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impl Default for Bindings {
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fn default() -> Self {
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let mut key_bindings = HashMap::new();
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// Player movement
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key_bindings.insert(Keycode::Up, GameCommand::MovePlayer(Direction::Up));
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key_bindings.insert(Keycode::W, GameCommand::MovePlayer(Direction::Up));
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key_bindings.insert(Keycode::Down, GameCommand::MovePlayer(Direction::Down));
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key_bindings.insert(Keycode::S, GameCommand::MovePlayer(Direction::Down));
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key_bindings.insert(Keycode::Left, GameCommand::MovePlayer(Direction::Left));
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key_bindings.insert(Keycode::A, GameCommand::MovePlayer(Direction::Left));
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key_bindings.insert(Keycode::Right, GameCommand::MovePlayer(Direction::Right));
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key_bindings.insert(Keycode::D, GameCommand::MovePlayer(Direction::Right));
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// Game actions
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key_bindings.insert(Keycode::P, GameCommand::TogglePause);
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key_bindings.insert(Keycode::Space, GameCommand::ToggleDebug);
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key_bindings.insert(Keycode::M, GameCommand::MuteAudio);
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key_bindings.insert(Keycode::R, GameCommand::ResetLevel);
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key_bindings.insert(Keycode::Escape, GameCommand::Exit);
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key_bindings.insert(Keycode::Q, GameCommand::Exit);
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let movement_keys = HashSet::from([
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Keycode::W,
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Keycode::A,
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Keycode::S,
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Keycode::D,
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Keycode::Up,
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Keycode::Down,
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Keycode::Left,
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Keycode::Right,
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]);
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Self {
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key_bindings,
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movement_keys,
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pressed_movement_keys: Vec::new(),
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}
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}
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}
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/// A simplified input event used for deterministic testing and logic reuse
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/// without depending on SDL's event pump.
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#[derive(Debug, Clone, Copy, PartialEq, Eq)]
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pub enum SimpleKeyEvent {
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KeyDown(Keycode),
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KeyUp(Keycode),
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}
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/// Processes a frame's worth of simplified key events and returns the resulting
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/// `GameEvent`s that would be emitted by the input system for that frame.
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///
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/// This mirrors the behavior of `input_system` for keyboard-related logic:
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/// - KeyDown emits the bound command immediately (movement or otherwise)
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/// - Tracks pressed movement keys in order to continue movement on subsequent frames
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/// - KeyUp removes movement keys; if another movement key remains, it resumes
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pub fn process_simple_key_events(bindings: &mut Bindings, frame_events: &[SimpleKeyEvent]) -> Vec<GameEvent> {
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let mut emitted_events = Vec::new();
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let mut movement_key_pressed = false;
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for event in frame_events {
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match *event {
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SimpleKeyEvent::KeyDown(key) => {
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if let Some(command) = bindings.key_bindings.get(&key).copied() {
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emitted_events.push(GameEvent::Command(command));
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}
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if bindings.movement_keys.contains(&key) {
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movement_key_pressed = true;
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if !bindings.pressed_movement_keys.contains(&key) {
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bindings.pressed_movement_keys.push(key);
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}
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}
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}
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SimpleKeyEvent::KeyUp(key) => {
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if bindings.movement_keys.contains(&key) {
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bindings.pressed_movement_keys.retain(|&k| k != key);
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}
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}
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}
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}
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if !movement_key_pressed {
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if let Some(&last_movement_key) = bindings.pressed_movement_keys.last() {
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if let Some(command) = bindings.key_bindings.get(&last_movement_key).copied() {
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emitted_events.push(GameEvent::Command(command));
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}
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}
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}
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emitted_events
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}
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pub fn input_system(
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delta_time: Res<DeltaTime>,
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mut bindings: ResMut<Bindings>,
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mut writer: EventWriter<GameEvent>,
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mut pump: NonSendMut<&'static mut EventPump>,
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mut cursor: ResMut<CursorPosition>,
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) {
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let mut cursor_seen = false;
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// Collect all events for this frame.
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let frame_events: Vec<Event> = pump.poll_iter().collect();
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// Handle non-keyboard events inline and build a simplified keyboard event stream.
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let mut simple_key_events = Vec::new();
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for event in &frame_events {
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match *event {
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Event::Quit { .. } => {
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writer.write(GameEvent::Command(GameCommand::Exit));
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}
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Event::MouseMotion { x, y, .. } => {
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*cursor = CursorPosition::Some {
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position: Vec2::new(x as f32, y as f32),
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remaining_time: 0.20,
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};
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cursor_seen = true;
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}
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Event::KeyDown {
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keycode: Some(key),
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repeat: false,
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..
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} => {
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simple_key_events.push(SimpleKeyEvent::KeyDown(key));
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}
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Event::KeyUp {
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keycode: Some(key),
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repeat: false,
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..
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} => {
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simple_key_events.push(SimpleKeyEvent::KeyUp(key));
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}
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_ => {}
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}
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}
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// Delegate keyboard handling to shared logic used by tests and production.
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let emitted = process_simple_key_events(&mut bindings, &simple_key_events);
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for event in emitted {
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writer.write(event);
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}
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if let (false, CursorPosition::Some { remaining_time, .. }) = (cursor_seen, &mut *cursor) {
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*remaining_time -= delta_time.0;
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if *remaining_time <= 0.0 {
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*cursor = CursorPosition::None;
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}
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}
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}
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