Files
Jeff Luke 41ef12f954 Add Pac-Man power-on flow and document Odin integration
- Add a four-second arcade-style boot sequence followed by the
  Character / Nickname introduction.
- Separate cabinet power-on from RFID credit and player Start.
- Add operator Power on control and cabinet power-state reporting.
- Prevent repeated power commands from restarting boot or gameplay.
- Ignore RFID scans received before the cabinet is ready.
- Add power-state, RFID, controller, and GPIO feedback regression tests.

- Expand the master walkthrough with export, packaging, file transfer,
  fresh-Pi setup, RFID compilation, and end-to-end testing instructions.
- Correct tester hardware documentation: BCM23/J20 drives an LED;
  physical buttons connect through a separate I2C1 input board.
- Document operator-triggered power-on as the current test workflow
  and retain the temporary 2.4 configuration compatibility notes.
- Record successful physical testing of power-on, RFID credit,
  and player Start.

- Add an Odin integration README describing the proposed Rust/NATS
  bridge, shared messages, Flutter GM interface, autopilot sequencing,
  hardware ownership, and Starfish SSH-management role.
- Define migration milestones and information needed from the
  framework owner; link the integration guide from the root README.

Validation: 69 controller tests, 10 GPIO tests, Pac-Man power/RFID
checks, managed-cabinet lifecycle checks, and visual screen inspection.
2026-10-17 18:47:26 -07:00

176 lines
6.0 KiB
GDScript

extends ArcadeGame
const Model = preload("res://games/pacman/pacman_model.gd")
const View = preload("res://games/pacman/pacman_view.gd")
const Sound = preload("res://games/pacman/pacman_audio.gd")
@export_group("Room Objective")
## Zero means unlimited boards. Set a score target or use arcade mode.
@export_range(0, 100, 1) var boards_to_win: int = 1
@export_range(0, 1000000, 100) var score_to_win: int = 0
@export_range(1, 9, 1) var starting_lives: int = 3
@export var extra_life_score: int = 10000
var model = Model.new()
var view
var audio
var accumulator := 0.0
signal power_state_changed(state: String)
const BOOT_SECONDS := 4.0
var power_state := "off"
var boot_elapsed := 0.0
var credits := 0
var rfid_seen: Dictionary = {}
var rfid_initialized := false
func receive_device_feedback(feedback: Dictionary) -> void:
var events: Array = feedback.get("events", [])
if not rfid_initialized:
if not bool(feedback.get("fresh", false)): return
for entry in events: rfid_seen[str(entry.get("id", ""))] = true
rfid_initialized = true
return
if not bool(feedback.get("fresh", false)): return
var device_id := str(run_config.get("rfid_credit_device", ""))
for entry in events:
var ident := str(entry.get("id", ""))
if ident.is_empty() or rfid_seen.has(ident): continue
rfid_seen[ident] = true
if power_state == "off" and entry.get("device") == run_config.get("power_on_device", "") and entry.get("kind") == "input" and entry.get("value") == true and str(entry.get("error", "")).is_empty():
for sample in feedback.get("devices", []):
if sample.get("id") == entry.get("device") and int(entry.get("age_ms", 999999)) < 2000 and int(sample.get("age_ms", 999999)) < 2000 and str(sample.get("error", "")).is_empty():
power_on()
if power_state != "ready" or device_id.is_empty() or is_running or credits > 0 or model.state != "idle": continue
if entry.get("device") != device_id or entry.get("kind") != "rfid" or not str(entry.get("error", "")).is_empty(): continue
var uid := str(entry.get("value", "")).to_upper()
if uid.is_empty(): continue
var allowed: Array = run_config.get("rfid_allowed_uids", [])
if not allowed.is_empty() and not allowed.has(uid): continue
for sample in feedback.get("devices", []):
if sample.get("id") == device_id and int(sample.get("age_ms", 999999)) < 2000 and sample.get("value") == entry.get("value") and str(sample.get("error", "")).is_empty():
credits = 1
view.credits = credits
audio.play_effect("credit")
break
# The bridge retains only its last 64 events. Keep deduplication bounded too.
if rfid_seen.size() > 256:
rfid_seen.clear()
for entry in events: rfid_seen[str(entry.get("id", ""))] = true
func _ready() -> void:
view = View.new()
view.model = model
add_child(view)
audio = Sound.new()
add_child(audio)
model.sound_requested.connect(audio.play_effect)
model.finished.connect(_on_finished)
_apply_config()
if str(run_config.get("power_on_device", "")).is_empty(): power_on()
func configure(config: Dictionary = {}) -> void:
power_off()
super.configure(config)
credits = 0
rfid_seen.clear()
rfid_initialized = false
_apply_config()
if str(run_config.get("power_on_device", "")).is_empty(): power_on()
func power_on() -> bool:
if power_state != "off": return false
boot_elapsed = 0.0
power_state = "booting"
view.power_state = power_state
view.startup_time = 0.0
audio.stop_all()
power_state_changed.emit(power_state)
return true
func power_off() -> void:
is_running = false
credits = 0
boot_elapsed = 0.0
power_state = "off"
model.reset()
accumulator = 0.0
if audio != null: audio.stop_all()
if view != null:
view.power_state = power_state
view.startup_time = 0.0
view.credits = 0
power_state_changed.emit(power_state)
func _apply_config() -> void:
if view != null:
view.credit_required = not str(run_config.get("rfid_credit_device", "")).is_empty()
view.credits = credits
model.boards_to_win = maxi(0, int(run_config.get("boards_to_win", boards_to_win)))
model.score_to_win = maxi(0, int(run_config.get("score_to_win", score_to_win)))
model.initial_lives = clampi(int(run_config.get("starting_lives", starting_lives)), 1, 9)
model.extra_life_score = maxi(0, int(run_config.get("extra_life_score", extra_life_score)))
func start_game() -> bool:
if is_running or power_state != "ready": return false
if not str(run_config.get("rfid_credit_device", "")).is_empty():
if credits < 1: return false
credits -= 1
_apply_config()
audio.stop_all()
model.start()
accumulator = 0.0
return super.start_game()
func reset_game() -> void:
credits = 0
if view != null: view.credits = 0
audio.stop_all()
model.reset()
accumulator = 0.0
super.reset_game()
func win_game() -> void:
if not is_running: return
model.state = "won"
audio.stop_all()
super.win_game()
func lose_game() -> void:
if not is_running: return
model.state = "lost"
audio.stop_all()
super.lose_game()
func _on_finished(won: bool) -> void:
if won: win_game()
else: lose_game()
func _unhandled_input(event: InputEvent) -> void:
if event.is_action_pressed("arcade_start"):
start_game()
get_viewport().set_input_as_handled()
for pair in [["arcade_up", Vector2i.UP], ["arcade_left", Vector2i.LEFT], ["arcade_down", Vector2i.DOWN], ["arcade_right", Vector2i.RIGHT]]:
if event.is_action_pressed(pair[0]): model.requested = pair[1]
func _physics_process(delta: float) -> void:
if power_state == "off": return
if power_state == "booting":
boot_elapsed = minf(BOOT_SECONDS, boot_elapsed + delta)
view.startup_time = boot_elapsed
if boot_elapsed >= BOOT_SECONDS:
power_state = "ready"
view.power_state = power_state
view.startup_time = 0.0
# Ignore scans collected while the ROM check was running.
rfid_initialized = false
power_state_changed.emit(power_state)
return
if not is_running: view.startup_time += delta
if not is_running:
model.clock += delta
if is_running:
accumulator += minf(delta, 0.25)
while accumulator >= 1.0 / 60.0 and is_running:
model.update(1.0 / 60.0)
accumulator -= 1.0 / 60.0
if audio != null: audio.set_background(model.background_sound() if is_running else "")