0.1.0-0-pre.10
This commit is contained in:
@@ -1,5 +1,5 @@
|
|||||||
// file: Android/game-reflex-poc/build.gradle
|
// file: Android/game-reflex-poc/build.gradle
|
||||||
// version: 7
|
// version: 8
|
||||||
|
|
||||||
plugins {
|
plugins {
|
||||||
id 'com.android.application'
|
id 'com.android.application'
|
||||||
@@ -16,7 +16,7 @@ android {
|
|||||||
minSdk 21
|
minSdk 21
|
||||||
targetSdk 36
|
targetSdk 36
|
||||||
versionCode 1
|
versionCode 1
|
||||||
versionName '0.1.0-0-pre.9'
|
versionName '0.1.0-0-pre.10'
|
||||||
}
|
}
|
||||||
|
|
||||||
compileOptions {
|
compileOptions {
|
||||||
|
|||||||
@@ -1,5 +1,5 @@
|
|||||||
// file: Android/game-snake-poc/build.gradle
|
// file: Android/game-snake-poc/build.gradle
|
||||||
// version: 7
|
// version: 8
|
||||||
|
|
||||||
plugins {
|
plugins {
|
||||||
id 'com.android.application'
|
id 'com.android.application'
|
||||||
@@ -16,7 +16,7 @@ android {
|
|||||||
minSdk 21
|
minSdk 21
|
||||||
targetSdk 36
|
targetSdk 36
|
||||||
versionCode 1
|
versionCode 1
|
||||||
versionName '0.1.0-0-pre.9'
|
versionName '0.1.0-0-pre.10'
|
||||||
}
|
}
|
||||||
|
|
||||||
compileOptions {
|
compileOptions {
|
||||||
|
|||||||
@@ -1,5 +1,5 @@
|
|||||||
# file: Cargo.toml
|
# file: Cargo.toml
|
||||||
# version: 18
|
# version: 19
|
||||||
|
|
||||||
[workspace]
|
[workspace]
|
||||||
resolver = "3"
|
resolver = "3"
|
||||||
@@ -17,7 +17,7 @@ members = [
|
|||||||
]
|
]
|
||||||
|
|
||||||
[workspace.package]
|
[workspace.package]
|
||||||
version = "0.1.0-0-pre.9.fix.1"
|
version = "0.1.0-0-pre.10"
|
||||||
edition = "2024"
|
edition = "2024"
|
||||||
license = "MIT"
|
license = "MIT"
|
||||||
repository = "https://git.sasedev.com/Sasedev/games"
|
repository = "https://git.sasedev.com/Sasedev/games"
|
||||||
|
|||||||
@@ -1,5 +1,5 @@
|
|||||||
<!-- file: ROADMAP.md -->
|
<!-- file: ROADMAP.md -->
|
||||||
<!-- version: 7 -->
|
<!-- version: 8 -->
|
||||||
|
|
||||||
# Roadmap
|
# Roadmap
|
||||||
|
|
||||||
@@ -13,7 +13,7 @@
|
|||||||
- [x] `0-pre.6` — fondation Gradle Android, SDL3 AAR, Activity Java commune et politique de fenêtre Desktop redimensionnable.
|
- [x] `0-pre.6` — fondation Gradle Android, SDL3 AAR, Activity Java commune et politique de fenêtre Desktop redimensionnable.
|
||||||
- [x] `0-pre.7` — compilation Rust Android `cdylib`, point d'entrée SDL Android et premier lancement APK sur appareil/émulateur.
|
- [x] `0-pre.7` — compilation Rust Android `cdylib`, point d'entrée SDL Android et premier lancement APK sur appareil/émulateur.
|
||||||
- [x] `0-pre.8` — bridge Java/JNI minimal et input tactile Android.
|
- [x] `0-pre.8` — bridge Java/JNI minimal et input tactile Android.
|
||||||
- [ ] `0-pre.9` — assets communs + spécifiques empaquetés sans copie dans les crates.
|
- [x] `0-pre.9` — assets communs + spécifiques empaquetés sans copie dans les crates.
|
||||||
- [ ] `0-pre.10` — POC Reflex jouable Desktop + Android.
|
- [ ] `0-pre.10` — POC Reflex jouable Desktop + Android.
|
||||||
- [ ] `0-pre.11` — POC Snake jouable et validation de la réutilisation du moteur.
|
- [ ] `0-pre.11` — POC Snake jouable et validation de la réutilisation du moteur.
|
||||||
- [ ] `1-alpha.1` — première API moteur V1 volontairement stabilisée.
|
- [ ] `1-alpha.1` — première API moteur V1 volontairement stabilisée.
|
||||||
|
|||||||
@@ -1,10 +1,15 @@
|
|||||||
// file: crates/engines/engine-v1-common/src/game_loop.rs
|
// file: crates/engines/engine-v1-common/src/game_loop.rs
|
||||||
// version: 2
|
// version: 3
|
||||||
|
|
||||||
/// Minimal update contract implemented by a game state consumed by engine V1.
|
/// Minimal update contract implemented by a game state consumed by engine V1.
|
||||||
pub trait EngineGame {
|
pub trait EngineGame {
|
||||||
/// Advances the game by one engine update using platform-independent input.
|
/// Advances the game by one engine update using platform-independent input.
|
||||||
fn update(&mut self, frame: crate::EngineFrame, input: crate::InputState);
|
fn update(&mut self, frame: crate::EngineFrame, input: crate::InputState);
|
||||||
|
|
||||||
|
/// Produces the platform-independent scene rendered after the update.
|
||||||
|
fn scene(&self) -> crate::EngineScene {
|
||||||
|
return crate::EngineScene::empty(crate::RenderColor::rgb(18, 18, 24));
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
/// Deterministic fixed-step driver used before and underneath platform event loops.
|
/// Deterministic fixed-step driver used before and underneath platform event loops.
|
||||||
|
|||||||
@@ -1,5 +1,5 @@
|
|||||||
// file: crates/engines/engine-v1-common/src/lib.rs
|
// file: crates/engines/engine-v1-common/src/lib.rs
|
||||||
// version: 3
|
// version: 4
|
||||||
|
|
||||||
#![warn(missing_docs)]
|
#![warn(missing_docs)]
|
||||||
#![deny(unreachable_pub)]
|
#![deny(unreachable_pub)]
|
||||||
@@ -12,6 +12,7 @@ mod frame;
|
|||||||
mod game_loop;
|
mod game_loop;
|
||||||
mod input;
|
mod input;
|
||||||
mod pointer;
|
mod pointer;
|
||||||
|
mod render;
|
||||||
|
|
||||||
/// Re-export of the canonical logical input action used by engine V1 games.
|
/// Re-export of the canonical logical input action used by engine V1 games.
|
||||||
pub use self::action::GameAction;
|
pub use self::action::GameAction;
|
||||||
@@ -25,3 +26,13 @@ pub use self::game_loop::FixedStepRunner;
|
|||||||
pub use self::input::InputState;
|
pub use self::input::InputState;
|
||||||
/// Re-export of the normalized primary pointer snapshot.
|
/// Re-export of the normalized primary pointer snapshot.
|
||||||
pub use self::pointer::PointerState;
|
pub use self::pointer::PointerState;
|
||||||
|
/// Re-export of the maximum engine scene rectangle capacity.
|
||||||
|
pub use self::render::ENGINE_SCENE_RECT_CAPACITY;
|
||||||
|
/// Re-export of the platform-independent scene snapshot.
|
||||||
|
pub use self::render::EngineScene;
|
||||||
|
/// Re-export of normalized rectangle geometry.
|
||||||
|
pub use self::render::NormalizedRect;
|
||||||
|
/// Re-export of platform-independent render color.
|
||||||
|
pub use self::render::RenderColor;
|
||||||
|
/// Re-export of one colored render rectangle.
|
||||||
|
pub use self::render::RenderRect;
|
||||||
|
|||||||
167
crates/engines/engine-v1-common/src/render.rs
Normal file
167
crates/engines/engine-v1-common/src/render.rs
Normal file
@@ -0,0 +1,167 @@
|
|||||||
|
// file: crates/engines/engine-v1-common/src/render.rs
|
||||||
|
// version: 1
|
||||||
|
|
||||||
|
/// Maximum rectangle count carried by one engine V1 scene snapshot.
|
||||||
|
pub const ENGINE_SCENE_RECT_CAPACITY: usize = 64;
|
||||||
|
|
||||||
|
/// Platform-independent RGBA color.
|
||||||
|
#[derive(Clone, Copy, Debug, Eq, PartialEq)]
|
||||||
|
pub struct RenderColor {
|
||||||
|
red: u8,
|
||||||
|
green: u8,
|
||||||
|
blue: u8,
|
||||||
|
alpha: u8,
|
||||||
|
}
|
||||||
|
|
||||||
|
impl RenderColor {
|
||||||
|
/// Creates an opaque RGB color.
|
||||||
|
#[must_use]
|
||||||
|
pub const fn rgb(red: u8, green: u8, blue: u8) -> Self {
|
||||||
|
return Self { red, green, blue, alpha: 255 };
|
||||||
|
}
|
||||||
|
|
||||||
|
/// Returns the red channel.
|
||||||
|
#[must_use]
|
||||||
|
pub const fn red(self) -> u8 {
|
||||||
|
return self.red;
|
||||||
|
}
|
||||||
|
|
||||||
|
/// Returns the green channel.
|
||||||
|
#[must_use]
|
||||||
|
pub const fn green(self) -> u8 {
|
||||||
|
return self.green;
|
||||||
|
}
|
||||||
|
|
||||||
|
/// Returns the blue channel.
|
||||||
|
#[must_use]
|
||||||
|
pub const fn blue(self) -> u8 {
|
||||||
|
return self.blue;
|
||||||
|
}
|
||||||
|
|
||||||
|
/// Returns the alpha channel.
|
||||||
|
#[must_use]
|
||||||
|
pub const fn alpha(self) -> u8 {
|
||||||
|
return self.alpha;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
/// Rectangle expressed in normalized viewport coordinates.
|
||||||
|
#[derive(Clone, Copy, Debug, PartialEq)]
|
||||||
|
pub struct NormalizedRect {
|
||||||
|
x: f32,
|
||||||
|
y: f32,
|
||||||
|
width: f32,
|
||||||
|
height: f32,
|
||||||
|
}
|
||||||
|
|
||||||
|
impl NormalizedRect {
|
||||||
|
/// Creates a normalized rectangle while clamping all coordinates and dimensions.
|
||||||
|
#[must_use]
|
||||||
|
pub fn new(x: f32, y: f32, width: f32, height: f32) -> Self {
|
||||||
|
let x = x.clamp(0.0, 1.0);
|
||||||
|
let y = y.clamp(0.0, 1.0);
|
||||||
|
let width = width.clamp(0.0, 1.0 - x);
|
||||||
|
let height = height.clamp(0.0, 1.0 - y);
|
||||||
|
return Self { x, y, width, height };
|
||||||
|
}
|
||||||
|
|
||||||
|
/// Returns the normalized left coordinate.
|
||||||
|
#[must_use]
|
||||||
|
pub const fn x(self) -> f32 {
|
||||||
|
return self.x;
|
||||||
|
}
|
||||||
|
|
||||||
|
/// Returns the normalized top coordinate.
|
||||||
|
#[must_use]
|
||||||
|
pub const fn y(self) -> f32 {
|
||||||
|
return self.y;
|
||||||
|
}
|
||||||
|
|
||||||
|
/// Returns the normalized width.
|
||||||
|
#[must_use]
|
||||||
|
pub const fn width(self) -> f32 {
|
||||||
|
return self.width;
|
||||||
|
}
|
||||||
|
|
||||||
|
/// Returns the normalized height.
|
||||||
|
#[must_use]
|
||||||
|
pub const fn height(self) -> f32 {
|
||||||
|
return self.height;
|
||||||
|
}
|
||||||
|
|
||||||
|
/// Reports whether a normalized pointer coordinate lies inside this rectangle.
|
||||||
|
#[must_use]
|
||||||
|
pub fn contains(self, x: f32, y: f32) -> bool {
|
||||||
|
return x >= self.x && y >= self.y && x <= self.x + self.width && y <= self.y + self.height;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
/// One colored rectangle in a platform-independent scene.
|
||||||
|
#[derive(Clone, Copy, Debug, PartialEq)]
|
||||||
|
pub struct RenderRect {
|
||||||
|
rect: crate::NormalizedRect,
|
||||||
|
color: crate::RenderColor,
|
||||||
|
}
|
||||||
|
|
||||||
|
impl RenderRect {
|
||||||
|
/// Creates one colored scene rectangle.
|
||||||
|
#[must_use]
|
||||||
|
pub const fn new(rect: crate::NormalizedRect, color: crate::RenderColor) -> Self {
|
||||||
|
return Self { rect, color };
|
||||||
|
}
|
||||||
|
|
||||||
|
/// Returns the rectangle geometry.
|
||||||
|
#[must_use]
|
||||||
|
pub const fn rect(self) -> crate::NormalizedRect {
|
||||||
|
return self.rect;
|
||||||
|
}
|
||||||
|
|
||||||
|
/// Returns the rectangle color.
|
||||||
|
#[must_use]
|
||||||
|
pub const fn color(self) -> crate::RenderColor {
|
||||||
|
return self.color;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
/// Immutable platform-independent scene snapshot.
|
||||||
|
#[derive(Clone, Copy, Debug, PartialEq)]
|
||||||
|
pub struct EngineScene {
|
||||||
|
background: crate::RenderColor,
|
||||||
|
rectangles: [Option<crate::RenderRect>; crate::ENGINE_SCENE_RECT_CAPACITY],
|
||||||
|
}
|
||||||
|
|
||||||
|
impl EngineScene {
|
||||||
|
/// Creates an empty scene with the supplied background.
|
||||||
|
#[must_use]
|
||||||
|
pub const fn empty(background: crate::RenderColor) -> Self {
|
||||||
|
return Self { background, rectangles: [None; crate::ENGINE_SCENE_RECT_CAPACITY] };
|
||||||
|
}
|
||||||
|
|
||||||
|
/// Returns the background color.
|
||||||
|
#[must_use]
|
||||||
|
pub const fn background(self) -> crate::RenderColor {
|
||||||
|
return self.background;
|
||||||
|
}
|
||||||
|
|
||||||
|
/// Returns the rectangle slots.
|
||||||
|
#[must_use]
|
||||||
|
pub const fn rectangles(&self) -> &[Option<crate::RenderRect>; crate::ENGINE_SCENE_RECT_CAPACITY] {
|
||||||
|
return &self.rectangles;
|
||||||
|
}
|
||||||
|
|
||||||
|
/// Returns a copy with one rectangle inserted into the first free slot.
|
||||||
|
#[must_use]
|
||||||
|
pub fn with_rect(mut self, rectangle: crate::RenderRect) -> Self {
|
||||||
|
for slot in &mut self.rectangles {
|
||||||
|
if slot.is_none() {
|
||||||
|
*slot = Some(rectangle);
|
||||||
|
return self;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
return self;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
#[cfg(test)]
|
||||||
|
#[path = "../unit_tests/render.rs"]
|
||||||
|
mod tests;
|
||||||
18
crates/engines/engine-v1-common/unit_tests/render.rs
Normal file
18
crates/engines/engine-v1-common/unit_tests/render.rs
Normal file
@@ -0,0 +1,18 @@
|
|||||||
|
// file: crates/engines/engine-v1-common/unit_tests/render.rs
|
||||||
|
// version: 1
|
||||||
|
|
||||||
|
#[test]
|
||||||
|
fn normalized_rect_clamps_and_contains_points() {
|
||||||
|
let rect = crate::NormalizedRect::new(0.8, 0.8, 0.5, 0.5);
|
||||||
|
assert_eq!(rect.width(), 0.2);
|
||||||
|
assert_eq!(rect.height(), 0.2);
|
||||||
|
assert!(rect.contains(0.9, 0.9));
|
||||||
|
assert!(!rect.contains(0.5, 0.5));
|
||||||
|
}
|
||||||
|
|
||||||
|
#[test]
|
||||||
|
fn scene_accepts_render_rectangles() {
|
||||||
|
let target = crate::RenderRect::new(crate::NormalizedRect::new(0.2, 0.3, 0.4, 0.2), crate::RenderColor::rgb(255, 0, 0));
|
||||||
|
let scene = crate::EngineScene::empty(crate::RenderColor::rgb(0, 0, 0)).with_rect(target);
|
||||||
|
assert_eq!(scene.rectangles()[0], Some(target));
|
||||||
|
}
|
||||||
@@ -1,7 +1,7 @@
|
|||||||
// file: crates/engines/engine-v1-sdl/src/runtime.rs
|
// file: crates/engines/engine-v1-sdl/src/runtime.rs
|
||||||
// version: 5
|
// version: 6
|
||||||
|
|
||||||
/// Minimal SDL3 runtime used by Desktop POC runners.
|
/// Minimal SDL3 runtime used by Desktop and Android POC runners.
|
||||||
pub struct SdlRuntime {
|
pub struct SdlRuntime {
|
||||||
title: std::string::String,
|
title: std::string::String,
|
||||||
width: u32,
|
width: u32,
|
||||||
@@ -47,13 +47,26 @@ impl SdlRuntime {
|
|||||||
match event {
|
match event {
|
||||||
sdl3::event::Event::Quit { .. } => break 'running,
|
sdl3::event::Event::Quit { .. } => break 'running,
|
||||||
sdl3::event::Event::KeyDown { keycode: Some(sdl3::keyboard::Keycode::Escape), .. } => break 'running,
|
sdl3::event::Event::KeyDown { keycode: Some(sdl3::keyboard::Keycode::Escape), .. } => break 'running,
|
||||||
sdl3::event::Event::KeyDown { keycode: Some(sdl3::keyboard::Keycode::Space), .. } => {
|
sdl3::event::Event::MouseButtonDown { mouse_btn: sdl3::mouse::MouseButton::Left, x, y, .. } => {
|
||||||
input = input.with_action(engine_v1_common::GameAction::Primary, true);
|
pointer = normalize_mouse_pointer(&canvas, true, x, y);
|
||||||
|
input = input.with_pointer(pointer).with_action(engine_v1_common::GameAction::Primary, true);
|
||||||
},
|
},
|
||||||
sdl3::event::Event::FingerDown { x, y, .. } | sdl3::event::Event::FingerMotion { x, y, .. } => {
|
sdl3::event::Event::MouseButtonUp { mouse_btn: sdl3::mouse::MouseButton::Left, x, y, .. } => {
|
||||||
|
pointer = normalize_mouse_pointer(&canvas, false, x, y);
|
||||||
|
input = input.with_pointer(pointer);
|
||||||
|
},
|
||||||
|
sdl3::event::Event::MouseMotion { x, y, .. } if pointer.active() => {
|
||||||
|
pointer = normalize_mouse_pointer(&canvas, true, x, y);
|
||||||
|
input = input.with_pointer(pointer);
|
||||||
|
},
|
||||||
|
sdl3::event::Event::FingerDown { x, y, .. } => {
|
||||||
pointer = engine_v1_common::PointerState::normalized(true, x, y);
|
pointer = engine_v1_common::PointerState::normalized(true, x, y);
|
||||||
input = input.with_pointer(pointer).with_action(engine_v1_common::GameAction::Primary, true);
|
input = input.with_pointer(pointer).with_action(engine_v1_common::GameAction::Primary, true);
|
||||||
},
|
},
|
||||||
|
sdl3::event::Event::FingerMotion { x, y, .. } => {
|
||||||
|
pointer = engine_v1_common::PointerState::normalized(true, x, y);
|
||||||
|
input = input.with_pointer(pointer);
|
||||||
|
},
|
||||||
sdl3::event::Event::FingerUp { x, y, .. } | sdl3::event::Event::FingerCanceled { x, y, .. } => {
|
sdl3::event::Event::FingerUp { x, y, .. } | sdl3::event::Event::FingerCanceled { x, y, .. } => {
|
||||||
pointer = engine_v1_common::PointerState::normalized(false, x, y);
|
pointer = engine_v1_common::PointerState::normalized(false, x, y);
|
||||||
input = input.with_pointer(pointer);
|
input = input.with_pointer(pointer);
|
||||||
@@ -61,16 +74,48 @@ impl SdlRuntime {
|
|||||||
_ => {},
|
_ => {},
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
if pointer.active() {
|
|
||||||
input = input.with_pointer(pointer).with_action(engine_v1_common::GameAction::Primary, true);
|
|
||||||
}
|
|
||||||
runner.tick(game, input);
|
runner.tick(game, input);
|
||||||
canvas.set_draw_color(sdl3::pixels::Color::RGB(18, 18, 24));
|
match render_scene(&mut canvas, game.scene()) {
|
||||||
canvas.clear();
|
std::result::Result::Ok(()) => {},
|
||||||
canvas.present();
|
std::result::Result::Err(error) => return std::result::Result::Err(error),
|
||||||
|
}
|
||||||
std::thread::sleep(self.frame_duration);
|
std::thread::sleep(self.frame_duration);
|
||||||
}
|
}
|
||||||
tracing::info!(frames = runner.next_frame_index(), "SDL3 runtime stopped");
|
tracing::info!(frames = runner.next_frame_index(), "SDL3 runtime stopped");
|
||||||
return std::result::Result::Ok(());
|
return std::result::Result::Ok(());
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
fn normalize_mouse_pointer(canvas: &sdl3::render::WindowCanvas, active: bool, x: f32, y: f32) -> engine_v1_common::PointerState {
|
||||||
|
let (width, height) = canvas.window().size();
|
||||||
|
if width == 0 || height == 0 {
|
||||||
|
return engine_v1_common::PointerState::normalized(active, 0.0, 0.0);
|
||||||
|
}
|
||||||
|
return engine_v1_common::PointerState::normalized(active, x / width as f32, y / height as f32);
|
||||||
|
}
|
||||||
|
|
||||||
|
fn render_scene(canvas: &mut sdl3::render::WindowCanvas, scene: engine_v1_common::EngineScene) -> std::result::Result<(), std::string::String> {
|
||||||
|
let background = scene.background();
|
||||||
|
canvas.set_draw_color(sdl3::pixels::Color::RGBA(background.red(), background.green(), background.blue(), background.alpha()));
|
||||||
|
canvas.clear();
|
||||||
|
let (width, height) = match canvas.output_size() {
|
||||||
|
std::result::Result::Ok(value) => value,
|
||||||
|
std::result::Result::Err(error) => return std::result::Result::Err(error.to_string()),
|
||||||
|
};
|
||||||
|
for rectangle in scene.rectangles() {
|
||||||
|
let rectangle = match rectangle {
|
||||||
|
Some(value) => *value,
|
||||||
|
None => continue,
|
||||||
|
};
|
||||||
|
let color = rectangle.color();
|
||||||
|
let rect = rectangle.rect();
|
||||||
|
canvas.set_draw_color(sdl3::pixels::Color::RGBA(color.red(), color.green(), color.blue(), color.alpha()));
|
||||||
|
let physical = sdl3::rect::FRect::new(rect.x() * width as f32, rect.y() * height as f32, rect.width() * width as f32, rect.height() * height as f32);
|
||||||
|
match canvas.fill_rect(physical) {
|
||||||
|
std::result::Result::Ok(()) => {},
|
||||||
|
std::result::Result::Err(error) => return std::result::Result::Err(error.to_string()),
|
||||||
|
}
|
||||||
|
}
|
||||||
|
canvas.present();
|
||||||
|
return std::result::Result::Ok(());
|
||||||
|
}
|
||||||
|
|||||||
@@ -1,17 +1,18 @@
|
|||||||
// file: crates/games/game-reflex-poc/src/state.rs
|
// file: crates/games/game-reflex-poc/src/state.rs
|
||||||
// version: 3
|
// version: 4
|
||||||
|
|
||||||
/// Minimal deterministic state used to validate the first game boundary.
|
/// Deterministic playable state for the Reflex POC.
|
||||||
#[derive(Clone, Copy, Debug, Default, Eq, PartialEq)]
|
#[derive(Clone, Copy, Debug, PartialEq)]
|
||||||
pub struct ReflexState {
|
pub struct ReflexState {
|
||||||
score: u64,
|
score: u64,
|
||||||
|
target: engine_v1_common::NormalizedRect,
|
||||||
}
|
}
|
||||||
|
|
||||||
impl ReflexState {
|
impl ReflexState {
|
||||||
/// Creates a fresh Reflex state.
|
/// Creates a fresh Reflex state.
|
||||||
#[must_use]
|
#[must_use]
|
||||||
pub const fn new() -> Self {
|
pub fn new() -> Self {
|
||||||
return Self { score: 0 };
|
return Self { score: 0, target: target_for_index(0) };
|
||||||
}
|
}
|
||||||
|
|
||||||
/// Returns the current score.
|
/// Returns the current score.
|
||||||
@@ -20,19 +21,58 @@ impl ReflexState {
|
|||||||
return self.score;
|
return self.score;
|
||||||
}
|
}
|
||||||
|
|
||||||
/// Registers one successful reflex action.
|
/// Returns the current normalized target rectangle.
|
||||||
pub const fn register_success(&mut self) {
|
#[must_use]
|
||||||
|
pub const fn target(self) -> engine_v1_common::NormalizedRect {
|
||||||
|
return self.target;
|
||||||
|
}
|
||||||
|
|
||||||
|
/// Registers one successful reflex action and relocates the target.
|
||||||
|
pub fn register_success(&mut self) {
|
||||||
self.score = self.score.saturating_add(1);
|
self.score = self.score.saturating_add(1);
|
||||||
|
self.target = target_for_index(self.score);
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
impl Default for ReflexState {
|
||||||
|
fn default() -> Self {
|
||||||
|
return Self::new();
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
impl engine_v1_common::EngineGame for ReflexState {
|
impl engine_v1_common::EngineGame for ReflexState {
|
||||||
fn update(&mut self, _frame: engine_v1_common::EngineFrame, input: engine_v1_common::InputState) {
|
fn update(&mut self, _frame: engine_v1_common::EngineFrame, input: engine_v1_common::InputState) {
|
||||||
if input.is_active(engine_v1_common::GameAction::Primary) {
|
if !input.is_active(engine_v1_common::GameAction::Primary) {
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
let pointer = input.pointer();
|
||||||
|
if !pointer.active() {
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
if self.target.contains(pointer.x(), pointer.y()) {
|
||||||
self.register_success();
|
self.register_success();
|
||||||
}
|
}
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
fn scene(&self) -> engine_v1_common::EngineScene {
|
||||||
|
let target = engine_v1_common::RenderRect::new(self.target, engine_v1_common::RenderColor::rgb(255, 196, 64));
|
||||||
|
return engine_v1_common::EngineScene::empty(engine_v1_common::RenderColor::rgb(18, 18, 24)).with_rect(target);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
fn target_for_index(index: u64) -> engine_v1_common::NormalizedRect {
|
||||||
|
return match index % 8 {
|
||||||
|
0 => engine_v1_common::NormalizedRect::new(0.12, 0.12, 0.24, 0.14),
|
||||||
|
1 => engine_v1_common::NormalizedRect::new(0.62, 0.16, 0.24, 0.14),
|
||||||
|
2 => engine_v1_common::NormalizedRect::new(0.34, 0.34, 0.24, 0.14),
|
||||||
|
3 => engine_v1_common::NormalizedRect::new(0.08, 0.52, 0.24, 0.14),
|
||||||
|
4 => engine_v1_common::NormalizedRect::new(0.66, 0.54, 0.24, 0.14),
|
||||||
|
5 => engine_v1_common::NormalizedRect::new(0.38, 0.72, 0.24, 0.14),
|
||||||
|
6 => engine_v1_common::NormalizedRect::new(0.14, 0.78, 0.24, 0.14),
|
||||||
|
_ => engine_v1_common::NormalizedRect::new(0.62, 0.76, 0.24, 0.14),
|
||||||
|
};
|
||||||
}
|
}
|
||||||
|
|
||||||
#[cfg(test)]
|
#[cfg(test)]
|
||||||
|
|||||||
@@ -1,20 +1,24 @@
|
|||||||
// file: crates/games/game-reflex-poc/unit_tests/state.rs
|
// file: crates/games/game-reflex-poc/unit_tests/state.rs
|
||||||
// version: 1
|
// version: 2
|
||||||
|
|
||||||
#[test]
|
#[test]
|
||||||
fn success_increments_score() {
|
fn success_increments_score_and_moves_target() {
|
||||||
game_logging_lib::with_test_tracing("success_increments_score", || {
|
game_logging_lib::with_test_tracing("success_increments_score_and_moves_target", || {
|
||||||
let mut state = crate::ReflexState::new();
|
let mut state = crate::ReflexState::new();
|
||||||
|
let initial_target = state.target();
|
||||||
state.register_success();
|
state.register_success();
|
||||||
assert_eq!(state.score(), 1);
|
assert_eq!(state.score(), 1);
|
||||||
|
assert_ne!(state.target(), initial_target);
|
||||||
});
|
});
|
||||||
}
|
}
|
||||||
|
|
||||||
#[test]
|
#[test]
|
||||||
fn engine_update_maps_primary_action_to_success() {
|
fn primary_pointer_inside_target_scores_once() {
|
||||||
game_logging_lib::with_test_tracing("engine_update_maps_primary_action_to_success", || {
|
game_logging_lib::with_test_tracing("primary_pointer_inside_target_scores_once", || {
|
||||||
let mut state = crate::ReflexState::new();
|
let mut state = crate::ReflexState::new();
|
||||||
let input = engine_v1_common::InputState::none().with_action(engine_v1_common::GameAction::Primary, true);
|
let target = state.target();
|
||||||
|
let pointer = engine_v1_common::PointerState::normalized(true, target.x() + target.width() / 2.0, target.y() + target.height() / 2.0);
|
||||||
|
let input = engine_v1_common::InputState::none().with_pointer(pointer).with_action(engine_v1_common::GameAction::Primary, true);
|
||||||
engine_v1_common::EngineGame::update(
|
engine_v1_common::EngineGame::update(
|
||||||
&mut state,
|
&mut state,
|
||||||
engine_v1_common::EngineFrame::new(0, std::time::Duration::from_millis(16), std::time::Duration::ZERO),
|
engine_v1_common::EngineFrame::new(0, std::time::Duration::from_millis(16), std::time::Duration::ZERO),
|
||||||
@@ -23,3 +27,28 @@ fn engine_update_maps_primary_action_to_success() {
|
|||||||
assert_eq!(state.score(), 1);
|
assert_eq!(state.score(), 1);
|
||||||
});
|
});
|
||||||
}
|
}
|
||||||
|
|
||||||
|
#[test]
|
||||||
|
fn primary_pointer_outside_target_does_not_score() {
|
||||||
|
game_logging_lib::with_test_tracing("primary_pointer_outside_target_does_not_score", || {
|
||||||
|
let mut state = crate::ReflexState::new();
|
||||||
|
let pointer = engine_v1_common::PointerState::normalized(true, 0.95, 0.95);
|
||||||
|
let input = engine_v1_common::InputState::none().with_pointer(pointer).with_action(engine_v1_common::GameAction::Primary, true);
|
||||||
|
engine_v1_common::EngineGame::update(
|
||||||
|
&mut state,
|
||||||
|
engine_v1_common::EngineFrame::new(0, std::time::Duration::from_millis(16), std::time::Duration::ZERO),
|
||||||
|
input,
|
||||||
|
);
|
||||||
|
assert_eq!(state.score(), 0);
|
||||||
|
});
|
||||||
|
}
|
||||||
|
|
||||||
|
#[test]
|
||||||
|
fn scene_contains_current_target() {
|
||||||
|
game_logging_lib::with_test_tracing("scene_contains_current_target", || {
|
||||||
|
let state = crate::ReflexState::new();
|
||||||
|
let scene = engine_v1_common::EngineGame::scene(&state);
|
||||||
|
let first = scene.rectangles()[0];
|
||||||
|
assert_eq!(first, Some(engine_v1_common::RenderRect::new(state.target(), engine_v1_common::RenderColor::rgb(255, 196, 64))));
|
||||||
|
});
|
||||||
|
}
|
||||||
|
|||||||
122
deltas/0.1.0/0-pre.10.md
Normal file
122
deltas/0.1.0/0-pre.10.md
Normal file
@@ -0,0 +1,122 @@
|
|||||||
|
<!-- file: deltas/0.1.0/0-pre.10.md -->
|
||||||
|
<!-- version: 1 -->
|
||||||
|
|
||||||
|
# Delta 0.1.0-0-pre.10
|
||||||
|
|
||||||
|
## Base
|
||||||
|
|
||||||
|
Base validée : `0.1.0-0-pre.9.fix.1`.
|
||||||
|
|
||||||
|
## Objectif
|
||||||
|
|
||||||
|
Rendre le POC Reflex effectivement jouable avec le même gameplay Rust sur Desktop et Android.
|
||||||
|
|
||||||
|
## Scène portable
|
||||||
|
|
||||||
|
`engine-v1-common` introduit :
|
||||||
|
|
||||||
|
```text
|
||||||
|
RenderColor
|
||||||
|
NormalizedRect
|
||||||
|
RenderRect
|
||||||
|
EngineScene
|
||||||
|
```
|
||||||
|
|
||||||
|
`EngineGame::scene()` fournit un snapshot portable après chaque update.
|
||||||
|
|
||||||
|
Le backend SDL3 convertit les coordonnées normalisées vers la taille de sortie courante, donc le redimensionnement Desktop reste indépendant des coordonnées gameplay.
|
||||||
|
|
||||||
|
## Gameplay Reflex
|
||||||
|
|
||||||
|
La cible est visible sous forme de rectangle jaune.
|
||||||
|
|
||||||
|
Le score augmente uniquement lorsqu'une impulsion `Primary` porte un pointeur situé à l'intérieur de la cible.
|
||||||
|
|
||||||
|
Après chaque succès, la cible se déplace selon une séquence déterministe de huit positions.
|
||||||
|
|
||||||
|
## Input
|
||||||
|
|
||||||
|
Desktop :
|
||||||
|
|
||||||
|
- clic gauche = impulsion `Primary` ;
|
||||||
|
- déplacement souris avec bouton maintenu = mise à jour du pointeur ;
|
||||||
|
- relâchement = pointeur inactif.
|
||||||
|
|
||||||
|
Android :
|
||||||
|
|
||||||
|
- `FingerDown` = impulsion `Primary` ;
|
||||||
|
- `FingerMotion` = mise à jour sans répétition du déclenchement ;
|
||||||
|
- `FingerUp`/`FingerCanceled` = pointeur inactif.
|
||||||
|
|
||||||
|
Un contact maintenu ne peut donc plus compter comme un succès à chaque frame.
|
||||||
|
|
||||||
|
## Validation Rust
|
||||||
|
|
||||||
|
```bash
|
||||||
|
cargo fmt --all
|
||||||
|
cargo fmt --all -- --check
|
||||||
|
|
||||||
|
python3 scripts/audit_rust_workspace_rules.py
|
||||||
|
python3 scripts/audit_markdown_tables.py README.md RULES.md ROADMAP.md CHANGELOG.md docs prompts crates Android deltas history
|
||||||
|
|
||||||
|
cargo check --workspace
|
||||||
|
cargo clippy --workspace --all-targets --all-features -- -D warnings
|
||||||
|
|
||||||
|
cargo test -p engine-v1-common --all-targets --all-features
|
||||||
|
cargo test -p engine-v1-sdl --all-targets --all-features
|
||||||
|
cargo test -p game-reflex-poc --all-targets --all-features
|
||||||
|
```
|
||||||
|
|
||||||
|
## Smoke Desktop
|
||||||
|
|
||||||
|
```bash
|
||||||
|
cargo run -p game-reflex-poc-desktop
|
||||||
|
```
|
||||||
|
|
||||||
|
Critères :
|
||||||
|
|
||||||
|
- cible jaune visible ;
|
||||||
|
- clic hors cible : aucun déplacement ;
|
||||||
|
- clic dans la cible : déplacement immédiat vers la position suivante ;
|
||||||
|
- plusieurs succès consécutifs possibles ;
|
||||||
|
- resize de fenêtre : la cible conserve ses coordonnées relatives ;
|
||||||
|
- `Escape` et fermeture système restent propres.
|
||||||
|
|
||||||
|
## Build Android
|
||||||
|
|
||||||
|
Le code natif a changé : reconstruire impérativement le `cdylib` Reflex.
|
||||||
|
|
||||||
|
```bash
|
||||||
|
python3 scripts/build_android_rust.py reflex
|
||||||
|
```
|
||||||
|
|
||||||
|
Puis :
|
||||||
|
|
||||||
|
```bash
|
||||||
|
cd Android
|
||||||
|
gradle :game-reflex-poc:assembleDebug
|
||||||
|
cd ..
|
||||||
|
```
|
||||||
|
|
||||||
|
Si un appareil ou émulateur est disponible :
|
||||||
|
|
||||||
|
```bash
|
||||||
|
adb install -r Android/game-reflex-poc/build/outputs/apk/debug/game-reflex-poc-debug.apk
|
||||||
|
adb shell am start -n com.sasedev.games.reflex/.ReflexActivity
|
||||||
|
```
|
||||||
|
|
||||||
|
Critères appareil :
|
||||||
|
|
||||||
|
- surface SDL visible ;
|
||||||
|
- cible jaune visible ;
|
||||||
|
- tap hors cible sans succès ;
|
||||||
|
- tap dans la cible déplace la cible ;
|
||||||
|
- pas de crash JNI ou natif.
|
||||||
|
|
||||||
|
Si aucun device n'est disponible, le build natif + APK et le smoke Desktop suffisent pour valider techniquement le delta, avec smoke Android explicitement reporté.
|
||||||
|
|
||||||
|
## Transition
|
||||||
|
|
||||||
|
Si les gates sont propres, passer automatiquement à `0.1.0-0-pre.11` pour rendre Snake jouable et vérifier la réutilisation du modèle de scène.
|
||||||
|
|
||||||
|
En cas d'échec imputable au projet, produire `0.1.0-0-pre.10.fix.1`.
|
||||||
@@ -1,5 +1,5 @@
|
|||||||
<!-- file: docs/000-README.md -->
|
<!-- file: docs/000-README.md -->
|
||||||
<!-- version: 11 -->
|
<!-- version: 12 -->
|
||||||
|
|
||||||
# Documentation games.sasedev
|
# Documentation games.sasedev
|
||||||
|
|
||||||
@@ -56,3 +56,5 @@ Voir [`../RULES.md`](../RULES.md), notamment [`rules/RULES_COMMANDS.md`](rules/R
|
|||||||
## Historique validé
|
## Historique validé
|
||||||
|
|
||||||
- [`../history/README.md`](../history/README.md) — convention et navigation de l'historique transitoire immuable des jalons validés.
|
- [`../history/README.md`](../history/README.md) — convention et navigation de l'historique transitoire immuable des jalons validés.
|
||||||
|
|
||||||
|
- [`architecture/009-ENGINE_V1_RENDER_SCENE.md`](architecture/009-ENGINE_V1_RENDER_SCENE.md) — scène 2D portable, rectangles normalisés et backend SDL3.
|
||||||
|
|||||||
@@ -1,5 +1,5 @@
|
|||||||
<!-- file: docs/architecture/004-INPUT_AND_CONTROLS.md -->
|
<!-- file: docs/architecture/004-INPUT_AND_CONTROLS.md -->
|
||||||
<!-- version: 2 -->
|
<!-- version: 3 -->
|
||||||
|
|
||||||
# Abstraction des entrées et contrôles
|
# Abstraction des entrées et contrôles
|
||||||
|
|
||||||
@@ -67,3 +67,14 @@ SDL3 fournit cette abstraction sur Android avec les événements `FingerDown`, `
|
|||||||
La baseline `0.1.0-0-pre.8` mappe également un doigt actif vers `GameAction::Primary`. Cette association est volontairement minimale et pourra être remplacée par des zones tactiles ou boutons virtuels par jeu.
|
La baseline `0.1.0-0-pre.8` mappe également un doigt actif vers `GameAction::Primary`. Cette association est volontairement minimale et pourra être remplacée par des zones tactiles ou boutons virtuels par jeu.
|
||||||
|
|
||||||
Le gameplay ne dépend d'aucun type Android, Java ou SDL3.
|
Le gameplay ne dépend d'aucun type Android, Java ou SDL3.
|
||||||
|
|
||||||
|
## Impulsion Primary et état maintenu
|
||||||
|
|
||||||
|
À partir de `0.1.0-0-pre.10`, `GameAction::Primary` représente une impulsion de déclenchement pour souris/tactile :
|
||||||
|
|
||||||
|
- `MouseButtonDown` gauche produit une impulsion `Primary` ;
|
||||||
|
- `FingerDown` produit une impulsion `Primary` ;
|
||||||
|
- les mouvements mettent à jour `PointerState` sans répéter `Primary` ;
|
||||||
|
- `MouseButtonUp`, `FingerUp` et `FingerCanceled` désactivent le pointeur.
|
||||||
|
|
||||||
|
Cette séparation empêche un contact maintenu de produire un succès par frame.
|
||||||
|
|||||||
53
docs/architecture/009-ENGINE_V1_RENDER_SCENE.md
Normal file
53
docs/architecture/009-ENGINE_V1_RENDER_SCENE.md
Normal file
@@ -0,0 +1,53 @@
|
|||||||
|
<!-- file: docs/architecture/009-ENGINE_V1_RENDER_SCENE.md -->
|
||||||
|
<!-- version: 1 -->
|
||||||
|
|
||||||
|
# Scène de rendu Engine V1
|
||||||
|
|
||||||
|
## Principe
|
||||||
|
|
||||||
|
Le gameplay ne dépend pas de SDL3.
|
||||||
|
|
||||||
|
`engine-v1-common` expose un modèle de scène 2D volontairement minimal :
|
||||||
|
|
||||||
|
- `RenderColor` ;
|
||||||
|
- `NormalizedRect` ;
|
||||||
|
- `RenderRect` ;
|
||||||
|
- `EngineScene`.
|
||||||
|
|
||||||
|
Toutes les géométries sont normalisées dans `[0.0, 1.0]`.
|
||||||
|
|
||||||
|
`EngineGame::scene()` produit un snapshot après chaque update. L'implémentation par défaut fournit uniquement un fond sombre, ce qui permet aux jeux non migrés de rester compatibles.
|
||||||
|
|
||||||
|
## Backend SDL3
|
||||||
|
|
||||||
|
`engine-v1-sdl` :
|
||||||
|
|
||||||
|
1. reçoit la scène portable ;
|
||||||
|
2. récupère la taille de sortie courante du renderer ;
|
||||||
|
3. convertit les rectangles normalisés en `FRect` physiques ;
|
||||||
|
4. dessine le fond et les rectangles ;
|
||||||
|
5. présente la frame.
|
||||||
|
|
||||||
|
Le resize Desktop ne modifie donc pas les coordonnées logiques du jeu.
|
||||||
|
|
||||||
|
## Baseline Reflex
|
||||||
|
|
||||||
|
Le POC Reflex expose une cible rectangulaire jaune.
|
||||||
|
|
||||||
|
Un clic/tap ne marque un point que si le pointeur se trouve dans la cible au moment de l'impulsion `Primary`.
|
||||||
|
|
||||||
|
Après chaque succès, la cible se déplace selon une séquence déterministe afin que les tests restent reproductibles.
|
||||||
|
|
||||||
|
## Limites V1 actuelles
|
||||||
|
|
||||||
|
Le modèle ne fournit pas encore :
|
||||||
|
|
||||||
|
- texte de production ;
|
||||||
|
- textures ;
|
||||||
|
- sprites ;
|
||||||
|
- audio ;
|
||||||
|
- transformations ;
|
||||||
|
- clipping complexe ;
|
||||||
|
- batching spécialisé.
|
||||||
|
|
||||||
|
Ces capacités seront ajoutées uniquement lorsqu'un besoin concret du POC le justifiera.
|
||||||
33
history/0.1.0/0-pre.9.fix.1.md
Normal file
33
history/0.1.0/0-pre.9.fix.1.md
Normal file
@@ -0,0 +1,33 @@
|
|||||||
|
<!-- file: history/0.1.0/0-pre.9.fix.1.md -->
|
||||||
|
<!-- version: 1 -->
|
||||||
|
|
||||||
|
# Historique 0.1.0-0-pre.9.fix.1
|
||||||
|
|
||||||
|
## Statut
|
||||||
|
|
||||||
|
Validé par l'utilisateur le 2026-09-16.
|
||||||
|
|
||||||
|
## Gates validées
|
||||||
|
|
||||||
|
- formatage Rust ;
|
||||||
|
- audits Rust/workspace ;
|
||||||
|
- audit Markdown : `1 table(s), 58 file(s)` ;
|
||||||
|
- `cargo check --workspace` ;
|
||||||
|
- Clippy global strict ;
|
||||||
|
- tests `game-assets-lib` : 2/2 ;
|
||||||
|
- builds APK Reflex et Snake.
|
||||||
|
|
||||||
|
## Packaging Android vérifié
|
||||||
|
|
||||||
|
Les deux APK contiennent :
|
||||||
|
|
||||||
|
```text
|
||||||
|
assets/common/data/runtime.json
|
||||||
|
assets/game/data/game.json
|
||||||
|
```
|
||||||
|
|
||||||
|
Les vérifications négatives confirment que Reflex n'embarque pas de namespace `game-snake-poc` et que Snake n'embarque pas de namespace `game-reflex-poc`.
|
||||||
|
|
||||||
|
## Portée durable
|
||||||
|
|
||||||
|
Ce jalon valide la source unique `/assets`, les namespaces `common://` et `game://`, le staging Desktop et le packaging Android par Variant API AGP.
|
||||||
Reference in New Issue
Block a user