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https://github.com/lucaspalomodevelop/binbreak.git
synced 2026-03-13 00:07:28 +00:00
feat: add adaptive FPS mode handling based on game state
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parent
3e1933deb7
commit
918dc45226
21
src/app.rs
21
src/app.rs
@ -1,4 +1,4 @@
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use crate::binary_numbers::{BinaryNumbersGame, Bits, FpsMode};
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use crate::binary_numbers::{BinaryNumbersGame, Bits};
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use crate::main_screen_widget::MainScreenWidget;
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use crate::utils::{AsciiArtWidget, AsciiCells};
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use crossterm::event;
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@ -13,6 +13,12 @@ use std::thread;
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use std::time::Instant;
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use indoc::indoc;
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#[derive(Copy, Clone, PartialEq, Debug)]
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enum FpsMode {
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RealTime, // 30 FPS with polling
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Performance, // Block until input for minimal CPU
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}
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enum AppState {
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Start(StartMenuState),
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Playing(BinaryNumbersGame),
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@ -138,6 +144,17 @@ fn handle_crossterm_events(app_state: &mut AppState) -> color_eyre::Result<()> {
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Ok(())
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}
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/// Determine the appropriate FPS mode based on the current game state
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fn get_fps_mode(game: &BinaryNumbersGame) -> FpsMode {
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if game.is_active() {
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FpsMode::RealTime // Timer running, needs continuous updates
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} else if game.needs_render() {
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FpsMode::RealTime // One frame after state transition
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} else {
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FpsMode::Performance // All other cases, block for minimal CPU
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}
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}
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pub fn run_app(terminal: &mut ratatui::DefaultTerminal) -> color_eyre::Result<()> {
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let mut app_state = AppState::Start(StartMenuState::new());
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let mut last_frame_time = Instant::now();
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@ -170,7 +187,7 @@ pub fn run_app(terminal: &mut ratatui::DefaultTerminal) -> color_eyre::Result<()
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// handle input
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if let AppState::Playing(game) = &app_state {
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let fps_mode = game.get_fps_mode();
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let fps_mode = get_fps_mode(game);
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if fps_mode == FpsMode::RealTime {
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let poll_timeout = cmp::min(dt, target_frame_duration);
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if event::poll(poll_timeout)? {
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@ -26,7 +26,6 @@ struct StatsSnapshot {
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game_state: GameState,
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prev_high_score: u32,
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new_high_score: bool,
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fps_mode: FpsMode,
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}
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impl WidgetRef for BinaryNumbersGame {
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@ -77,18 +76,12 @@ impl WidgetRef for BinaryNumbersPuzzle {
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high_label,
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]);
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let fps_label = match stats.fps_mode {
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FpsMode::Performance => Span::styled("FPS: Perf ", Style::default().fg(Color::LightGreen)),
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FpsMode::RealTime => Span::styled("FPS: RT ", Style::default().fg(Color::LightYellow)),
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};
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let line2 = Line::from(vec![
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Span::styled(format!("Score: {} ", stats.score), Style::default().fg(Color::Green)),
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Span::styled(format!("Streak: {} ", stats.streak), Style::default().fg(Color::Cyan)),
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Span::styled(format!("Max: {} ", stats.max_streak), Style::default().fg(Color::Blue)),
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Span::styled(format!("Rounds: {} ", stats.rounds), Style::default().fg(Color::Magenta)),
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Span::styled(format!("Lives: {} ", stats.hearts), Style::default().fg(Color::Red)),
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fps_label,
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]);
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let widest = line1.width().max(line2.width()) as u16;
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@ -136,7 +129,12 @@ impl WidgetRef for BinaryNumbersPuzzle {
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.render(inner, buf);
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let binary_string = self.current_to_binary_string();
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let scale_suffix = match self.bits { Bits::FourShift4 => Some(" x16"), Bits::FourShift8 => Some(" x256"), Bits::FourShift12 => Some(" x4096"), _ => None };
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let scale_suffix = match self.bits {
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Bits::FourShift4 => Some(" x16"),
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Bits::FourShift8 => Some(" x256"),
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Bits::FourShift12 => Some(" x4096"),
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_ => None
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};
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let mut spans = vec![Span::raw(binary_string.clone())];
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if let Some(sfx) = scale_suffix { spans.push(Span::styled(sfx, Style::default().fg(Color::DarkGray))); }
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let total_width = spans.iter().map(|s| s.width()).sum::<usize>() as u16;
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@ -279,15 +277,9 @@ pub struct BinaryNumbersGame {
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high_scores: HighScores,
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prev_high_score_for_display: u32,
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new_high_score_reached: bool,
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pub fps_mode: FpsMode,
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needs_render: bool, // Flag to render one frame after state transition
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}
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#[derive(Copy, Clone, PartialEq, Debug)]
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pub enum FpsMode {
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RealTime, // 30 FPS with polling
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Performance, // Block until input for higher FPS
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}
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#[derive(Copy, Clone, PartialEq, Debug)]
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enum GameState { Active, Result, PendingGameOver, GameOver }
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@ -325,7 +317,6 @@ impl BinaryNumbersGame {
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high_scores: hs,
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prev_high_score_for_display: starting_prev,
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new_high_score_reached: false,
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fps_mode: FpsMode::Performance,
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needs_render: true, // Need to render initial state
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};
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// Initialize stats snapshot immediately so stats display on first render
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@ -337,31 +328,16 @@ impl BinaryNumbersGame {
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BinaryNumbersPuzzle::new(bits, streak)
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}
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/// Get the appropriate FPS mode based on current game state
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pub fn get_fps_mode(&self) -> FpsMode {
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match self.game_state {
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GameState::Active => {
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FpsMode::RealTime // Timer running, needs continuous updates
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}
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GameState::Result | GameState::PendingGameOver => {
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// Use RealTime mode for one frame after transition, then Performance
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if self.needs_render {
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FpsMode::RealTime
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} else {
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FpsMode::Performance
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}
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}
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GameState::GameOver => {
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FpsMode::Performance // Static final screen, can block until input
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}
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}
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/// Check if the game is in Active state (timer running)
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pub fn is_active(&self) -> bool {
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self.game_state == GameState::Active
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}
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/// Mark that we need to render one frame (e.g., after state transition)
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pub fn mark_needs_render(&mut self) {
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self.needs_render = true;
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/// Check if we need to render one frame (e.g., after state transition)
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pub fn needs_render(&self) -> bool {
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self.needs_render
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}
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/// Clear the needs_render flag after rendering
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pub fn clear_needs_render(&mut self) {
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self.needs_render = false;
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@ -532,7 +508,6 @@ impl BinaryNumbersGame {
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game_state: self.game_state,
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prev_high_score: self.prev_high_score_for_display,
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new_high_score: self.new_high_score_reached,
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fps_mode: self.get_fps_mode(),
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});
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}
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}
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