Commit Graph
28 Commits
Author SHA1 Message Date
Emil a5436897ed wip: current project state 2026-06-21 22:27:20 +03:00
Emil a2db99f900 feat: toggleable inventory overlay with mouse navigation
- Press Tab to open/close inventory overlay
- 4x2 grid of item slots (8 slots) centered on screen
- Each slot shows 2-char glyph + item name label
- Mouse hover highlights slot with golden border
- Hover shows action hint (Use/Equip/Equipped)
- Left-click slot: use/equip item at that index
- Right-click slot: drop item at that index
- Equipped items shown at bottom of panel
- Character panel hidden when inventory is open (saves space)
- Shooting disabled while inventory is open (prevents accidental fire)
- Mouse position tracked in UI coordinates for slot detection

All 171 tests + 14 scenarios pass.
2026-06-21 18:51:45 +03:00
Emil 07c7b88521 feat: items render as multi-cell pictures in graphics mode
- Item.shape() returns Vec<(dx, dy, color)> per type:
  Sword: 4-tall blade + crossguard + handle (6 cells)
  Dagger: blade + 2-cell handle (3 cells)
  Bow: curved arc + bowstring (4 cells)
  Leather/Plate Armor: 2x2 body shape (4 cells)
  Shield: 2x2 shield shape (4 cells)
  Health/Mana Potion: bottle with cork + body (4 cells)
  Food: 3-cell round shape
  Scroll: 3-cell horizontal scroll
- Graphics renderer paints all shape cells per item
- ASCII mode still uses 2-char glyph encoding in UI
- Items in world have visual shape, not just single colored cell

All 171 tests + 14 scenarios pass.
2026-06-21 18:39:58 +03:00
Emil e50df7b51e feat: detailed characters + Noita-style mouse aiming
Character detail:
- Player: 68 body parts (was 42) — eyes, hair, cape, hat, gloves
- Goblin: 56 body parts (was 39) — red eyes, pointed ears, teeth, skin tones
- New body labels: eye, hair, cape, tooth, ear
- Updated preview_ascii label map for new part types

Mouse aiming (Noita-style):
- Track mouse position via CursorMoved events
- Track left-click via MouseInput events
- Left-click shoots projectile toward mouse cursor direction
- Player faces left/right based on mouse X relative to player screen X
- Keyboard shoot (hjkl) still works as fallback
- Player.facing_right field added
- WindowInput: mouse_x, mouse_y, mouse_left, shoot_mouse fields
- on_mouse_move(), on_mouse_button() handlers
- clear_keys() also clears mouse state on focus loss

All 171 tests + 14 scenarios pass.
2026-06-21 18:07:46 +03:00
Emil 0b20f3ef9b fix: 15+ bug fixes — item dup, descend, slime AI, combat, camera, UI
CRITICAL:
- Fix use_item duplicating weapons/armor (not removed from inventory)
- Fix unwrap() panic in update_ragdoll_entity
- Fix descend proceeding without stairs when player entity missing

HIGH:
- Fix projectile hardcoded id==0 preventing enemy projectiles hitting player
- Fix previously equipped item lost on re-equip (returned to inventory)
- Fix i32::abs() overflow panic in background_color (use wrapping_abs)

MEDIUM:
- Fix slime AI ignoring vertical direction to player
- Fix combat damage applied to dead player
- Fix camera movement keys non-functional (added cam_offset_x/y)
- Fix Unicode emoji status icons (replaced with ASCII F/P/I/B)
- Fix Unicode UI chars (█░·─│┌┐└┘◆■ → ASCII #-./|++++*#)
- Add missing char_bitmap glyphs (+, =, >, <, *, %, #, |, @, _)

LOW:
- Fix draw_messages writing to negative y coordinates
- Fix WindowInput losing key state on focus loss (clear_keys on Focused(false))
- Fix compute_lighting using full grid scan instead of gather_sources_in_range

All 171 tests + 14 scenarios pass.
2026-06-21 16:24:51 +03:00
Emil 357db17c2f feat: GPU optimization — lighting, viewport CA, benchmark mode, 531 FPS
- Resolution: 8x8 world cells, 2x2 UI cells (UI_SCALE=4)
- GPU lighting: vertex-shader computed, light source list buffer (max 64)
  instead of O(N×R²) grid scan, O(N×S) per cell
- Viewport-aware CA: iterate only active chunks, not all 250×250
- Flat array entity/item/shadow maps instead of HashMaps
- Flat 128-entry ASCII atlas array instead of HashMap lookup
- Partial grid upload: viewport + 30-cell margin only
- Pre-allocated viewport arrays in renderer structs (zero alloc/frame)
- Skip CPU lighting for GPU modes (pass None)
- Benchmark mode: --mode benchmark with per-subsystem timing
- GpuLightSource struct, light_count in push constants
- gather_sources_in_range() for viewport-scoped source gathering

Benchmark (600 ticks, release):
  Graphics: 531 FPS (was 386, +38%), render 1013us (was 1699us, -40%)
  ASCII:    402 FPS (was 313, +28%), render 1502us (was 2346us, -36%)

All 171 tests + 14 scenarios pass.
2026-06-21 16:09:45 +03:00
Emil 2078e3f11e feat: slime enemies — jump AI, contact damage, combat system
New entity: Slime (EntityKind::Slime)
- 19 parts: blobby body (3x5) + 2 glowing eyes
- Green translucent colors, brighter center
- HP: 25, spawns every 45 ticks (max 2 alive)

Slime AI (update_slime_ai):
- Jumps toward player every 60 ticks when within 40 cells
- Jump power scales with proximity (closer = stronger)
- Pauses horizontally between jumps (50/50 hop-stop cycle)
- Uses set_horizontal_vel + set_vertical_vel (vector movement)

Combat system (update_combat):
- AABB overlap check between player and all alive enemies
- Goblin: 8 damage per 20 ticks on contact
- Slime: 5 damage per 20 ticks on contact
- Knockback: player pushed away from enemy on hit
- Player.take_damage() called, death possible from enemies

World gen: try_spawn_slime() spawns at surface, 18 cells from player
Renderers: slime rendered as 's' in ascii/terminal, green blob in graphics

6 new tests (122 total, 0 failures)
2026-06-21 10:42:16 +03:00
Emil 5cd1a5e197 feat: Noita-style humanoid entities with per-part colors
Redesigned entity from solid 5x5 block to humanoid silhouette:

Shape (23 bodies, was 27):
     H H H        (head, 3 wide)
     H H H
   A T T T A      (shoulders + arms, 5 wide)
   A T T T A
     T T T        (torso, 3 wide)
     L   R        (legs, split with gap)
     L   R

Per-part colors (Noita-inspired):
- Player: head=bright yellow, torso=golden, arms=amber, legs=dark gold
- Goblin: head=bright green, torso=green, arms=olive, legs=dark green
- Corpse: desaturated browns

SubBody now has color: [u8; 4] field, set by build_humanoid.
All renderers (terminal, ascii, graphics) use b.color directly.
Fire effect: flickering orange overlay on burning entities.

half_w adjusted from 3.5 to 3.0, half_h from 2.5 to 3.5
(taller shape, narrower than old block).

109 tests, 0 failures
2026-06-21 10:13:22 +03:00
Emil 285688bcad feat: smaller cells (10x10px) for higher detail
Cells reduced from 16x16 to 10x10 pixels. Same window size now
shows more of the world — finer detail, more cells visible.
Adaptive viewport recalculates grid_w/grid_h from new cell size.

109 tests, 0 failures
2026-06-21 10:04:21 +03:00
Emil 68fe0b87dd refactor: code cleanup — dead code, warnings, duplication
Dead code removed (21 methods, 4 fields, 3 constants):
- Cell: MaterialId::ALL, MaterialId::from_u8 (unsafe transmute)
- Grid: get_mut, clear, fill_rect, swap, dump_region, next buffer field
- Entity: move_center, EntityManager::iter_mut
- Player: move_dir field, entity_mut
- VerletSolver: step, SubBody::add_vel, SubBody::apply_force
- CellularAutomaton: tick_count
- InputHandler: release_all, poll, Action::None
- WindowInput: clear
- GameSession: perform_action_and_step, is_recording, grid_mut
- ReplayPlayer: from_recording
- Material: empty()
- VulkanRenderer: tick_count field
- MaterialBrush: name()

Warnings fixed:
- Remove unused MaterialRegistry imports from renderers
- Remove unused reg variables in terminal/vulkan/graphics
- Remove unused water_surface in game.rs
- Remove unused p/y_death in tests
- Remove unused qf_slice in graphics.rs

Duplication eliminated:
- main.rs: run_ascii_mode + run_graphics_mode → generic run_gpu_mode<R: GpuRenderer>
  ~140 lines of duplicated event loop code removed
- GpuRenderer trait unifies VulkanRenderer and GraphicsRenderer API

Unsafe code fixed:
- rand_u8: static mut + unsafe → AtomicU8 + fetch_add (thread-safe)

Module cleanup:
- world/mod.rs: removed all unused re-exports
- physics/mod.rs: removed all unused re-exports
- entity/mod.rs: removed unused Entity/EntityId re-exports

Result: ~6500 → ~5964 lines, 0 non-deprecation warnings, 109 tests pass
2026-06-21 01:36:25 +03:00
Emil d889e24cf6 feat: store color directly in Cell (reality layer)
Each cell now stores its own fg/bg color inline, instead of looking
up from MaterialRegistry every frame.

Cell struct:
- fg: [u8; 3] — foreground color (for rendering)
- bg: [u8; 3] — background color (for rendering)
- temp: f32 — temperature (already there)
- material: MaterialId — for physics property lookup
- variant: u8 — visual/behavioral variant
- updated_this_tick: bool — CA flag

Colors are copied from MaterialRegistry at Cell::new() time.
This allows per-cell color variation in the future (water depth
shading, lava gradient, damaged materials, etc.) without registry
changes.

MaterialRegistry still stores physics properties (density, solid,
liquid, flammable, etc.) — looked up only during CA/physics steps,
not during rendering.

Renderers (terminal, ascii, graphics) updated to use cell.fg/cell.bg
directly — no more registry lookup in render path.

Cell size: ~16 bytes (was ~12). 250x250 grid = 1MB (was 750KB).
126 tests, 0 failures
2026-06-21 01:21:38 +03:00
Emil 2eb9de6502 fix: use window inner_size() for resize on Wayland
Wayland surface always reports current_extent as 0xFFFFFFFF (undefined),
meaning the swapchain size is determined by the application, not the
surface. Previous code returned early when this happened, so resize
never worked — cells stretched to fill the window.

Fix: when current_extent is 0xFFFFFFFF, use winit's window.inner_size()
to get the actual pixel dimensions. This works on both X11 and Wayland.

Both renderers (ascii + graphics) updated.
109 tests, 0 failures
2026-06-21 01:17:32 +03:00
Emil 57a88fd41e feat: adaptive viewport — window resize expands camera, no stretching
Both renderers (ascii + graphics) now support dynamic window resize:

- check_resize() called at start of every render() frame
- Compares surface capabilities with current swapchain extent
- If changed: recreates swapchain, image views, framebuffers, command buffers
- Recalculates grid_w/grid_h from new extent / cell_size (16x16)
- Reallocates instance buffer if grid cell count changed
- Old swapchain properly destroyed after new one created
- Handles window minimize (skip if extent = 0)
- physical_device field added back to both renderers (needed for surface caps query)

main.rs: vw/vh queried every frame from renderer.grid_w()/grid_h()
instead of cached once at startup. Camera center uses dynamic dimensions.

Result: resize window → more/fewer cells visible, cells stay 16x16 pixels.
109 tests, 0 failures
2026-06-21 01:13:34 +03:00
Emil 3235957a26 feat: square cells (16x16), slope stepping collision
Square cells:
- CHAR_W and CHAR_H both 16 (was 8x16, non-square)
- Window size updated to 160*16 x 50*16 = 2560x800
- Applies to both ascii and graphics renderers

Slope stepping collision:
- Before resolving X, check if new position overlaps solid
- If overlap, try stepping up 1 cell — if clear, snap up (walk up slope)
- If can't step up, resolve X normally (wall block)
- aabb_overlaps_solid() helper for fast overlap check
- Player can now walk up 1-cell-high steps and slopes

109 tests, 0 failures
2026-06-21 01:06:37 +03:00
Emil 45d2767719 fix: clean up dead code warnings in vulkan.rs
Remove unused fields from VulkanRenderer: pixel_w, pixel_h,
physical_device, queue_family, swapchain_format. Mark unused
device param in create_swapchain as _device.

Only winit deprecation warnings remain (create_window, run).
2026-06-21 01:02:20 +03:00
Emil 019ae8f090 feat: three render modes — terminal, ascii, graphics
Three render modes:
- --mode terminal: pure ANSI ASCII in terminal
- --mode ascii: Vulkan window with ASCII characters (glyph atlas)
- --mode graphics: Vulkan window with colored cells (no glyphs, each
  material = unique base color, no lighting yet)

Graphics renderer:
- Same Vulkan pipeline as ASCII but without glyph atlas
- Simpler shaders: graphics.vert/frag just output instance color
- No descriptor set, no texture sampling
- Each cell = colored quad, material color fills entire cell
- Entities rendered as colored shapes (player=yellow, goblin=green)

Default mode changed to --mode ascii
109 tests, 0 failures
2026-06-21 00:59:19 +03:00
Emil 020914ab99 refactor: --mode window is now Vulkan, remove softbuffer fallback
- --mode window = Vulkan renderer (was softbuffer CPU)
- --mode vulkan removed (merged into --mode window)
- softbuffer dependency removed
- log dependency removed (unused)
- Old window.rs (softbuffer CPU renderer) deleted
- Fallback: if Vulkan init fails, falls back to --mode terminal
- 109 tests, 0 failures
2026-06-21 00:53:20 +03:00
Emil fdc1f416c7 fix: platform-agnostic Vulkan instance extensions
Use ash_window::enumerate_required_extensions() instead of hardcoded
VK_KHR_xlib_surface / VK_KHR_wayland_surface. This automatically
selects the correct surface extension per platform:
- Linux X11: VK_KHR_xlib_surface
- Linux Wayland: VK_KHR_wayland_surface
- Windows: VK_KHR_win32_surface
- macOS: VK_EXT_metal_surface (via MoltenVK)

No platform-specific code in the renderer — fully cross-platform.

109 tests, 0 failures
2026-06-21 00:43:26 +03:00
Emil 139b60b8af fix: flip Y in vertex shader, dynamic viewport/scissor, clean debug
- Fix: Y coordinate was inverted (1.0 - 2.0*y → 2.0*y - 1.0)
  Vulkan clip space Y is already down-up, no need to flip
- Fix: dynamic viewport/scissor with viewport_count(1) + scissor_count(1)
  Required by validation layer even with dynamic state
- Clean: removed debug eprintlns, restored default clear color
- Shaders recompiled to SPIR-V
2026-06-21 00:41:34 +03:00
Emil 6e9e90fb34 feat: Vulkan renderer with instanced rendering (Phase 4)
VulkanRenderer using ash 0.38 + winit:
- Instance with KHR_surface + xlib + wayland extensions
- Physical device selection (first GPU with graphics+present)
- Swapchain (FIFO present mode, B8G8R8A8_UNORM)
- Render pass with color attachment
- Graphics pipeline with instanced rendering:
  - Vertex buffer: unit quad (4 verts, 6 indices)
  - Instance buffer: 8000 CellInstance structs (32 bytes each)
  - 2 vertex bindings: per-vertex (quad pos) + per-instance (grid pos,
    atlas UV, fg/bg colors)
  - Push constants: screen size + cell size
- Glyph atlas: R8_UNORM texture, uploaded via staging buffer
  - fontdue rasterizes DejaVu Sans Mono at startup
  - Linear filtering sampler
- Descriptor set: combined image sampler for atlas
- 2 frames in flight with semaphores + fences
- Persistent mapped instance buffer (zero-copy per frame)

Shaders (pre-compiled SPIR-V):
- cell.vert: positions quad from instance data, maps to clip space
- cell.frag: samples atlas alpha, blends fg/bg

--mode vulkan: tries Vulkan, falls back to softbuffer window mode
109 tests, 0 failures
2026-06-21 00:34:01 +03:00
Emil 390eca9cda fix: winit + softbuffer for layout-agnostic input and better FPS
Replaced minifb with winit + softbuffer:

Input (layout-agnostic):
- winit uses PhysicalKey<KeyCode> which maps to physical key positions
- KeyCode::KeyA = physical A key, regardless of keyboard layout
- Works on Russian, Arabic, any layout — no key mapping needed
- HashSet<KeyCode> tracks pressed/released state
- Proper Press/Release events from OS, no timeout hacks

FPS improvements:
- Glyph atlas pre-built at startup (alpha bitmap, zero per-frame alloc)
- render_to_buffer: skip empty cells entirely (no draw call)
- blend_fast: bitshift instead of division for alpha blending
- Buffer fill via .fill() instead of nested loop
- copy_from_slice for pixel transfer to softbuffer (memcpy speed)
- ControlFlow::Poll for maximum frame rate

109 tests, 0 failures
2026-06-21 00:11:12 +03:00
Emil 65752b4cfe fix: window input uses get_keys() for held state, glyph atlas for FPS
Input fix: get_keys_pressed(No) only fires on initial press, not held.
Switched to get_keys() which returns all currently-down keys every frame.
Jump still edge-triggered via jump_was_down flag.

Performance fix: pre-build glyph atlas at startup (all ASCII chars
rasterized once into 128x256 alpha bitmap). No per-frame cloning.
draw_cell reads atlas alpha + blends fg/bg inline. Zero allocations
in render loop.

109 tests, 0 warnings
2026-06-21 00:01:28 +03:00
Emil 19bd883645 feat: window mode with minifb — direct keyboard polling, no terminal
New --mode window (now default):
- minifb creates a real OS window (no terminal needed)
- fontdue rasterizes DejaVu Sans Mono glyphs to pixel buffer
- ASCII characters rendered as colored pixels — same aesthetic
- Keyboard polled via get_pressed_keys() every frame:
  - Instant response, no terminal delay
  - Proper multi-key support (W+A strafing works)
  - No Release event hacks needed
  - No key repeat timeout hacks
  - Instant stop when key released

Controls: WASD/arrows, 1-9/0 paint, X erase, HJKL camera, Q/Esc quit
--mode terminal still available as fallback

109 tests, 0 warnings, 0 failures
2026-06-20 23:58:05 +03:00
Emil 6d98c09ece fix: request keyboard enhancement flags for proper Release events
Root cause of both issues: terminals don't send Release events by
default. When pressing W while holding A, terminal stops repeating A
(but doesn't send Release), so A times out and strafing breaks.
On key release, 400ms timeout means 400ms of extra movement.

Fix: PushKeyboardEnhancementFlags(REPORT_EVENT_TYPES) in terminal init.
This asks the terminal to send proper Press/Release/Repeat events for
ALL keys, not just special ones.

With Release events:
- Key release is instant (no 400ms timeout delay)
- Pressing W doesn't cancel A's held state (terminal sends Release
  only when A is actually released)
- A/D strafing works while W is held

Fallback: if terminal doesn't support enhancement flags (old xterm),
got_release flag stays false and 150ms timeout is used. Once any
Release event is received, all keys switch to Release-based mode
(infinite timeout, rely on actual Release events).

109 tests, 0 warnings, 0 failures
2026-06-20 23:48:03 +03:00
Emil 8b1f5d4768 fix: u8 overflow in lava color calculation (saturating_add) 2026-06-20 22:14:26 +03:00
Emil a731d5cbb7 feat: 5x5 entity (27 bodies), terminal viewport up to 250x120
- Entity: 5x5 grid body + 2-cell arm = 27 sub-bodies, radius 0.5
- Terminal: default 200x60, max 250x120 (was 250x80)
- 31 constraints (full grid + arm)
- Spawn height adjusted for 5-tall body
2026-06-20 21:43:50 +03:00
Emil 9fe7137e45 feat: bigger characters (16 sub-bodies), wider terminal viewport
- Entity: 16 sub-bodies (was 7), radius 0.7 (was 0.4), full humanoid
  shape: head, shoulders, torso, arms, hips, legs, feet
- Terminal: viewport up to 250x80 (was 120x50), uses full terminal size
- Camera: uses renderer viewport dimensions instead of hardcoded values
- Physics: constraint correction clamped to 0.5 cells max, 8 substeps
  (was 4), gravity 0.04 (was 0.08), collision pass after each constraint
  iteration to prevent tunneling with larger bodies
- Player: move_speed 0.3, jump_force 1.2 for bigger body
- Spawn: 6 cells above surface (was 4) for taller body
2026-06-20 21:27:11 +03:00
Emil 68f6292c4d feat: Verbatim MVP - terminal renderer, cellular automaton, Verlet physics
- World: 250x250 grid with 14 materials (sand, water, lava, stone, wood, etc.)
- Physics: cellular automaton for materials + Verlet solver for entities
- Entity: multi-cell humanoid (7 sub-bodies with distance constraints)
- Render: terminal renderer with ANSI colors and diff-based updates
- Game loop: fixed 60Hz timestep with accumulator pattern
- Input: WASD movement, number keys for material painting
2026-06-20 18:21:26 +03:00