0.1.0-0-pre.10
This commit is contained in:
@@ -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 {
|
||||
|
||||
@@ -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 {
|
||||
|
||||
@@ -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"
|
||||
|
||||
@@ -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.
|
||||
|
||||
@@ -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.
|
||||
|
||||
@@ -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;
|
||||
|
||||
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
|
||||
// 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(());
|
||||
}
|
||||
|
||||
@@ -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)]
|
||||
|
||||
@@ -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
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 -->
|
||||
<!-- 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.
|
||||
|
||||
@@ -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.
|
||||
|
||||
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