0.1.0-0-pre.10

This commit is contained in:
2026-09-16 10:21:09 +02:00
parent a3d5572c37
commit 88eda8390b
16 changed files with 573 additions and 37 deletions

View File

@@ -1,5 +1,5 @@
// file: Android/game-reflex-poc/build.gradle
// version: 7
// version: 8
plugins {
id 'com.android.application'
@@ -16,7 +16,7 @@ android {
minSdk 21
targetSdk 36
versionCode 1
versionName '0.1.0-0-pre.9'
versionName '0.1.0-0-pre.10'
}
compileOptions {

View File

@@ -1,5 +1,5 @@
// file: Android/game-snake-poc/build.gradle
// version: 7
// version: 8
plugins {
id 'com.android.application'
@@ -16,7 +16,7 @@ android {
minSdk 21
targetSdk 36
versionCode 1
versionName '0.1.0-0-pre.9'
versionName '0.1.0-0-pre.10'
}
compileOptions {

View File

@@ -1,5 +1,5 @@
# file: Cargo.toml
# version: 18
# version: 19
[workspace]
resolver = "3"
@@ -17,7 +17,7 @@ members = [
]
[workspace.package]
version = "0.1.0-0-pre.9.fix.1"
version = "0.1.0-0-pre.10"
edition = "2024"
license = "MIT"
repository = "https://git.sasedev.com/Sasedev/games"

View File

@@ -1,5 +1,5 @@
<!-- file: ROADMAP.md -->
<!-- version: 7 -->
<!-- version: 8 -->
# 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.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.
- [ ] `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.11` — POC Snake jouable et validation de la réutilisation du moteur.
- [ ] `1-alpha.1` — première API moteur V1 volontairement stabilisée.

View File

@@ -1,10 +1,15 @@
// 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.
pub trait EngineGame {
/// Advances the game by one engine update using platform-independent input.
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.

View File

@@ -1,5 +1,5 @@
// file: crates/engines/engine-v1-common/src/lib.rs
// version: 3
// version: 4
#![warn(missing_docs)]
#![deny(unreachable_pub)]
@@ -12,6 +12,7 @@ mod frame;
mod game_loop;
mod input;
mod pointer;
mod render;
/// Re-export of the canonical logical input action used by engine V1 games.
pub use self::action::GameAction;
@@ -25,3 +26,13 @@ pub use self::game_loop::FixedStepRunner;
pub use self::input::InputState;
/// Re-export of the normalized primary pointer snapshot.
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;

View 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;

View 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));
}

View File

@@ -1,7 +1,7 @@
// 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 {
title: std::string::String,
width: u32,
@@ -47,13 +47,26 @@ impl SdlRuntime {
match event {
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::Space), .. } => {
input = input.with_action(engine_v1_common::GameAction::Primary, true);
sdl3::event::Event::MouseButtonDown { mouse_btn: sdl3::mouse::MouseButton::Left, x, y, .. } => {
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);
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, .. } => {
pointer = engine_v1_common::PointerState::normalized(false, x, y);
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);
canvas.set_draw_color(sdl3::pixels::Color::RGB(18, 18, 24));
canvas.clear();
canvas.present();
match render_scene(&mut canvas, game.scene()) {
std::result::Result::Ok(()) => {},
std::result::Result::Err(error) => return std::result::Result::Err(error),
}
std::thread::sleep(self.frame_duration);
}
tracing::info!(frames = runner.next_frame_index(), "SDL3 runtime stopped");
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(());
}

View File

@@ -1,17 +1,18 @@
// file: crates/games/game-reflex-poc/src/state.rs
// version: 3
// version: 4
/// Minimal deterministic state used to validate the first game boundary.
#[derive(Clone, Copy, Debug, Default, Eq, PartialEq)]
/// Deterministic playable state for the Reflex POC.
#[derive(Clone, Copy, Debug, PartialEq)]
pub struct ReflexState {
score: u64,
target: engine_v1_common::NormalizedRect,
}
impl ReflexState {
/// Creates a fresh Reflex state.
#[must_use]
pub const fn new() -> Self {
return Self { score: 0 };
pub fn new() -> Self {
return Self { score: 0, target: target_for_index(0) };
}
/// Returns the current score.
@@ -20,19 +21,58 @@ impl ReflexState {
return self.score;
}
/// Registers one successful reflex action.
pub const fn register_success(&mut self) {
/// Returns the current normalized target rectangle.
#[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.target = target_for_index(self.score);
return;
}
}
impl Default for ReflexState {
fn default() -> Self {
return Self::new();
}
}
impl engine_v1_common::EngineGame for ReflexState {
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();
}
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)]

View File

@@ -1,20 +1,24 @@
// file: crates/games/game-reflex-poc/unit_tests/state.rs
// version: 1
// version: 2
#[test]
fn success_increments_score() {
game_logging_lib::with_test_tracing("success_increments_score", || {
fn success_increments_score_and_moves_target() {
game_logging_lib::with_test_tracing("success_increments_score_and_moves_target", || {
let mut state = crate::ReflexState::new();
let initial_target = state.target();
state.register_success();
assert_eq!(state.score(), 1);
assert_ne!(state.target(), initial_target);
});
}
#[test]
fn engine_update_maps_primary_action_to_success() {
game_logging_lib::with_test_tracing("engine_update_maps_primary_action_to_success", || {
fn primary_pointer_inside_target_scores_once() {
game_logging_lib::with_test_tracing("primary_pointer_inside_target_scores_once", || {
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(
&mut state,
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);
});
}
#[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
View 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`.

View File

@@ -1,5 +1,5 @@
<!-- file: docs/000-README.md -->
<!-- version: 11 -->
<!-- version: 12 -->
# Documentation games.sasedev
@@ -56,3 +56,5 @@ Voir [`../RULES.md`](../RULES.md), notamment [`rules/RULES_COMMANDS.md`](rules/R
## Historique validé
- [`../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.

View File

@@ -1,5 +1,5 @@
<!-- file: docs/architecture/004-INPUT_AND_CONTROLS.md -->
<!-- version: 2 -->
<!-- version: 3 -->
# 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.
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.

View 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.

View 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.