mirror of
https://github.com/Xevion/Pac-Man.git
synced 2025-12-09 16:07:55 -06:00
refactor: store common components & bundles in 'common' submodule, move others directly into relevant files, create 'animation' submodule
This commit is contained in:
@@ -42,8 +42,7 @@ use crate::{
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asset::{get_asset_bytes, Asset},
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events::GameCommand,
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map::render::MapRenderer,
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systems::debug::{BatchedLinesResource, TtfAtlasResource},
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systems::input::{Bindings, CursorPosition},
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systems::{BatchedLinesResource, Bindings, CursorPosition, TtfAtlasResource},
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texture::sprite::{AtlasMapper, SpriteAtlas},
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};
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@@ -3,7 +3,7 @@ use crate::constants::{MapTile, BOARD_CELL_SIZE, CELL_SIZE};
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use crate::map::direction::Direction;
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use crate::map::graph::{Graph, Node, TraversalFlags};
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use crate::map::parser::MapTileParser;
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use crate::systems::movement::NodeId;
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use crate::systems::NodeId;
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use bevy_ecs::resource::Resource;
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use glam::{I8Vec2, IVec2, Vec2};
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use std::collections::{HashMap, VecDeque};
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@@ -1,6 +1,6 @@
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use glam::Vec2;
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use crate::systems::movement::NodeId;
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use crate::systems::NodeId;
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use super::direction::Direction;
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132
src/systems/animation.rs
Normal file
132
src/systems/animation.rs
Normal file
@@ -0,0 +1,132 @@
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use bevy_ecs::{
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component::Component,
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query::{Has, Or, With, Without},
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resource::Resource,
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system::{Query, Res},
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};
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use crate::{
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systems::{DeltaTime, Dying, Frozen, Position, Renderable, Velocity},
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texture::animated::{DirectionalTiles, TileSequence},
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};
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/// Directional animation component with shared timing across all directions
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#[derive(Component, Clone)]
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pub struct DirectionalAnimation {
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pub moving_tiles: DirectionalTiles,
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pub stopped_tiles: DirectionalTiles,
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pub current_frame: usize,
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pub time_bank: u16,
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pub frame_duration: u16,
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}
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impl DirectionalAnimation {
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/// Creates a new directional animation with the given tiles and frame duration
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pub fn new(moving_tiles: DirectionalTiles, stopped_tiles: DirectionalTiles, frame_duration: u16) -> Self {
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Self {
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moving_tiles,
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stopped_tiles,
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current_frame: 0,
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time_bank: 0,
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frame_duration,
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}
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}
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}
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/// Tag component to mark animations that should loop when they reach the end
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#[derive(Component, Clone, Copy, Debug, PartialEq, Eq)]
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pub struct Looping;
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/// Linear animation component for non-directional animations (frightened ghosts)
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#[derive(Component, Resource, Clone)]
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pub struct LinearAnimation {
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pub tiles: TileSequence,
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pub current_frame: usize,
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pub time_bank: u16,
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pub frame_duration: u16,
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pub finished: bool,
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}
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impl LinearAnimation {
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/// Creates a new linear animation with the given tiles and frame duration
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pub fn new(tiles: TileSequence, frame_duration: u16) -> Self {
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Self {
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tiles,
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current_frame: 0,
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time_bank: 0,
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frame_duration,
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finished: false,
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}
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}
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}
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/// Updates directional animated entities with synchronized timing across directions.
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///
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/// This runs before the render system to update sprites based on current direction and movement state.
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/// All directions share the same frame timing to ensure perfect synchronization.
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pub fn directional_render_system(
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dt: Res<DeltaTime>,
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mut query: Query<(&Position, &Velocity, &mut DirectionalAnimation, &mut Renderable), Without<Frozen>>,
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) {
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let ticks = (dt.seconds * 60.0).round() as u16; // Convert from seconds to ticks at 60 ticks/sec
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for (position, velocity, mut anim, mut renderable) in query.iter_mut() {
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let stopped = matches!(position, Position::Stopped { .. });
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// Only tick animation when moving to preserve stopped frame
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if !stopped {
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// Tick shared animation state
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anim.time_bank += ticks;
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while anim.time_bank >= anim.frame_duration {
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anim.time_bank -= anim.frame_duration;
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anim.current_frame += 1;
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}
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}
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// Get tiles for current direction and movement state
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let tiles = if stopped {
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anim.stopped_tiles.get(velocity.direction)
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} else {
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anim.moving_tiles.get(velocity.direction)
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};
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if !tiles.is_empty() {
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let new_tile = tiles.get_tile(anim.current_frame);
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if renderable.sprite != new_tile {
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renderable.sprite = new_tile;
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}
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}
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}
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}
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/// System that updates `Renderable` sprites for entities with `LinearAnimation`.
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#[allow(clippy::type_complexity)]
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pub fn linear_render_system(
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dt: Res<DeltaTime>,
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mut query: Query<(&mut LinearAnimation, &mut Renderable, Has<Looping>), Or<(Without<Frozen>, With<Dying>)>>,
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) {
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for (mut anim, mut renderable, looping) in query.iter_mut() {
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if anim.finished {
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continue;
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}
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anim.time_bank += dt.ticks as u16;
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let frames_to_advance = (anim.time_bank / anim.frame_duration) as usize;
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if frames_to_advance == 0 {
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continue;
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}
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let total_frames = anim.tiles.len();
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if !looping && anim.current_frame + frames_to_advance >= total_frames {
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anim.finished = true;
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anim.current_frame = total_frames - 1;
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} else {
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anim.current_frame += frames_to_advance;
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}
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anim.time_bank %= anim.frame_duration;
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renderable.sprite = anim.tiles.get_tile(anim.current_frame);
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}
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}
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@@ -5,10 +5,7 @@ use bevy_ecs::{
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system::{Commands, Query, Res},
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};
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use crate::systems::{
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components::{DeltaTime, Renderable},
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Frozen, Hidden,
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};
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use crate::systems::{DeltaTime, Frozen, Hidden, Renderable};
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#[derive(Component, Debug)]
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pub struct Blinking {
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@@ -7,13 +7,10 @@ use bevy_ecs::{
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};
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use tracing::{debug, trace, warn};
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use crate::error::GameError;
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use crate::events::{GameEvent, StageTransition};
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use crate::map::builder::Map;
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use crate::systems::{
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components::GhostState, movement::Position, AudioEvent, DyingSequence, Frozen, GameStage, Ghost, PlayerControlled,
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ScoreResource,
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};
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use crate::systems::{movement::Position, AudioEvent, DyingSequence, Frozen, GameStage, Ghost, PlayerControlled, ScoreResource};
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use crate::{error::GameError, systems::GhostState};
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/// A component for defining the collision area of an entity.
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#[derive(Component)]
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43
src/systems/common/bundles.rs
Normal file
43
src/systems/common/bundles.rs
Normal file
@@ -0,0 +1,43 @@
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use bevy_ecs::bundle::Bundle;
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use crate::systems::{
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BufferedDirection, Collider, DirectionalAnimation, EntityType, Ghost, GhostCollider, GhostState, ItemCollider,
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LastAnimationState, MovementModifiers, PacmanCollider, PlayerControlled, Position, Renderable, Velocity,
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};
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#[derive(Bundle)]
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pub struct PlayerBundle {
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pub player: PlayerControlled,
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pub position: Position,
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pub velocity: Velocity,
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pub buffered_direction: BufferedDirection,
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pub sprite: Renderable,
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pub directional_animation: DirectionalAnimation,
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pub entity_type: EntityType,
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pub collider: Collider,
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pub movement_modifiers: MovementModifiers,
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pub pacman_collider: PacmanCollider,
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}
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#[derive(Bundle)]
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pub struct ItemBundle {
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pub position: Position,
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pub sprite: Renderable,
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pub entity_type: EntityType,
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pub collider: Collider,
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pub item_collider: ItemCollider,
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}
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#[derive(Bundle)]
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pub struct GhostBundle {
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pub ghost: Ghost,
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pub position: Position,
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pub velocity: Velocity,
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pub sprite: Renderable,
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pub directional_animation: DirectionalAnimation,
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pub entity_type: EntityType,
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pub collider: Collider,
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pub ghost_collider: GhostCollider,
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pub ghost_state: GhostState,
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pub last_animation_state: LastAnimationState,
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}
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103
src/systems/common/components.rs
Normal file
103
src/systems/common/components.rs
Normal file
@@ -0,0 +1,103 @@
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use bevy_ecs::{component::Component, resource::Resource};
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use crate::map::graph::TraversalFlags;
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/// A tag component denoting the type of entity.
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#[derive(Component, Debug, Clone, Copy, PartialEq, Eq, Hash)]
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pub enum EntityType {
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Player,
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Ghost,
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Pellet,
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PowerPellet,
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}
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impl EntityType {
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/// Returns the traversal flags for this entity type.
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pub fn traversal_flags(&self) -> TraversalFlags {
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match self {
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EntityType::Player => TraversalFlags::PACMAN,
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EntityType::Ghost => TraversalFlags::GHOST,
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_ => TraversalFlags::empty(), // Static entities don't traverse
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}
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}
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pub fn score_value(&self) -> Option<u32> {
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match self {
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EntityType::Pellet => Some(10),
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EntityType::PowerPellet => Some(50),
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_ => None,
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}
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}
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pub fn is_collectible(&self) -> bool {
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matches!(self, EntityType::Pellet | EntityType::PowerPellet)
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}
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}
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#[derive(Resource)]
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pub struct GlobalState {
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pub exit: bool,
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}
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#[derive(Resource)]
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pub struct ScoreResource(pub u32);
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#[derive(Resource)]
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pub struct DeltaTime {
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/// Floating-point delta time in seconds
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pub seconds: f32,
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/// Integer tick delta (usually 1, but can be different for testing)
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pub ticks: u32,
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}
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#[allow(dead_code)]
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impl DeltaTime {
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/// Creates a new DeltaTime from a floating-point delta time in seconds
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///
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/// While this method exists as a helper, it does not mean that seconds and ticks are interchangeable.
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pub fn from_seconds(seconds: f32) -> Self {
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Self {
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seconds,
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ticks: (seconds * 60.0).round() as u32,
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}
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}
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/// Creates a new DeltaTime from an integer tick delta
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///
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/// While this method exists as a helper, it does not mean that seconds and ticks are interchangeable.
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pub fn from_ticks(ticks: u32) -> Self {
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Self {
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seconds: ticks as f32 / 60.0,
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ticks,
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}
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}
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}
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/// Movement modifiers that can affect Pac-Man's speed or handling.
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#[derive(Component, Debug, Clone, Copy)]
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pub struct MovementModifiers {
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/// Multiplier applied to base speed (e.g., tunnels)
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pub speed_multiplier: f32,
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/// True when currently in a tunnel slowdown region
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pub tunnel_slowdown_active: bool,
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}
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impl Default for MovementModifiers {
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fn default() -> Self {
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Self {
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speed_multiplier: 1.0,
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tunnel_slowdown_active: false,
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}
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}
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}
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/// Tag component for entities that should be frozen during startup
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#[derive(Component, Debug, Clone, Copy)]
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pub struct Frozen;
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/// Component for HUD life sprite entities.
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/// Each life sprite entity has an index indicating its position from left to right (0, 1, 2, etc.).
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/// This mostly functions as a tag component for sprites.
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#[derive(Component, Debug, Clone, Copy)]
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pub struct PlayerLife {
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pub index: u32,
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}
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5
src/systems/common/mod.rs
Normal file
5
src/systems/common/mod.rs
Normal file
@@ -0,0 +1,5 @@
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pub mod bundles;
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pub mod components;
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pub use self::bundles::*;
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pub use self::components::*;
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@@ -1,411 +0,0 @@
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use std::collections::HashMap;
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use bevy_ecs::{bundle::Bundle, component::Component, resource::Resource};
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use bitflags::bitflags;
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use crate::{
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map::graph::TraversalFlags,
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systems::{
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movement::{BufferedDirection, Position, Velocity},
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Collider, GhostCollider, ItemCollider, PacmanCollider,
|
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},
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texture::{
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animated::{DirectionalTiles, TileSequence},
|
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sprite::AtlasTile,
|
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},
|
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};
|
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/// A tag component for entities that are controlled by the player.
|
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#[derive(Default, Component)]
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pub struct PlayerControlled;
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#[derive(Component, Debug, Clone, Copy, PartialEq, Eq, Hash)]
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pub enum Ghost {
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Blinky,
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Pinky,
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Inky,
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Clyde,
|
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}
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|
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impl Ghost {
|
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/// Returns the ghost type name for atlas lookups.
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pub fn as_str(self) -> &'static str {
|
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match self {
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Ghost::Blinky => "blinky",
|
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Ghost::Pinky => "pinky",
|
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Ghost::Inky => "inky",
|
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Ghost::Clyde => "clyde",
|
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}
|
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}
|
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|
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/// Returns the base movement speed for this ghost type.
|
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pub fn base_speed(self) -> f32 {
|
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match self {
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Ghost::Blinky => 1.0,
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Ghost::Pinky => 0.95,
|
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Ghost::Inky => 0.9,
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Ghost::Clyde => 0.85,
|
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}
|
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}
|
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|
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/// Returns the ghost's color for debug rendering.
|
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#[allow(dead_code)]
|
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pub fn debug_color(&self) -> sdl2::pixels::Color {
|
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match self {
|
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Ghost::Blinky => sdl2::pixels::Color::RGB(255, 0, 0), // Red
|
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Ghost::Pinky => sdl2::pixels::Color::RGB(255, 182, 255), // Pink
|
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Ghost::Inky => sdl2::pixels::Color::RGB(0, 255, 255), // Cyan
|
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Ghost::Clyde => sdl2::pixels::Color::RGB(255, 182, 85), // Orange
|
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}
|
||||
}
|
||||
}
|
||||
|
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/// A tag component denoting the type of entity.
|
||||
#[derive(Component, Debug, Clone, Copy, PartialEq, Eq, Hash)]
|
||||
pub enum EntityType {
|
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Player,
|
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Ghost,
|
||||
Pellet,
|
||||
PowerPellet,
|
||||
}
|
||||
|
||||
impl EntityType {
|
||||
/// Returns the traversal flags for this entity type.
|
||||
pub fn traversal_flags(&self) -> TraversalFlags {
|
||||
match self {
|
||||
EntityType::Player => TraversalFlags::PACMAN,
|
||||
EntityType::Ghost => TraversalFlags::GHOST,
|
||||
_ => TraversalFlags::empty(), // Static entities don't traverse
|
||||
}
|
||||
}
|
||||
pub fn score_value(&self) -> Option<u32> {
|
||||
match self {
|
||||
EntityType::Pellet => Some(10),
|
||||
EntityType::PowerPellet => Some(50),
|
||||
_ => None,
|
||||
}
|
||||
}
|
||||
|
||||
pub fn is_collectible(&self) -> bool {
|
||||
matches!(self, EntityType::Pellet | EntityType::PowerPellet)
|
||||
}
|
||||
}
|
||||
|
||||
/// A component for entities that have a sprite, with a layer for ordering.
|
||||
///
|
||||
/// This is intended to be modified by other entities allowing animation.
|
||||
#[derive(Component)]
|
||||
pub struct Renderable {
|
||||
pub sprite: AtlasTile,
|
||||
pub layer: u8,
|
||||
}
|
||||
|
||||
/// Directional animation component with shared timing across all directions
|
||||
#[derive(Component, Clone)]
|
||||
pub struct DirectionalAnimation {
|
||||
pub moving_tiles: DirectionalTiles,
|
||||
pub stopped_tiles: DirectionalTiles,
|
||||
pub current_frame: usize,
|
||||
pub time_bank: u16,
|
||||
pub frame_duration: u16,
|
||||
}
|
||||
|
||||
impl DirectionalAnimation {
|
||||
/// Creates a new directional animation with the given tiles and frame duration
|
||||
pub fn new(moving_tiles: DirectionalTiles, stopped_tiles: DirectionalTiles, frame_duration: u16) -> Self {
|
||||
Self {
|
||||
moving_tiles,
|
||||
stopped_tiles,
|
||||
current_frame: 0,
|
||||
time_bank: 0,
|
||||
frame_duration,
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// Tag component to mark animations that should loop when they reach the end
|
||||
#[derive(Component, Clone, Copy, Debug, PartialEq, Eq)]
|
||||
pub struct Looping;
|
||||
|
||||
/// Linear animation component for non-directional animations (frightened ghosts)
|
||||
#[derive(Component, Resource, Clone)]
|
||||
pub struct LinearAnimation {
|
||||
pub tiles: TileSequence,
|
||||
pub current_frame: usize,
|
||||
pub time_bank: u16,
|
||||
pub frame_duration: u16,
|
||||
pub finished: bool,
|
||||
}
|
||||
|
||||
impl LinearAnimation {
|
||||
/// Creates a new linear animation with the given tiles and frame duration
|
||||
pub fn new(tiles: TileSequence, frame_duration: u16) -> Self {
|
||||
Self {
|
||||
tiles,
|
||||
current_frame: 0,
|
||||
time_bank: 0,
|
||||
frame_duration,
|
||||
finished: false,
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
bitflags! {
|
||||
#[derive(Component, Default, Clone, Copy, Debug, PartialEq, Eq, PartialOrd, Ord, Hash)]
|
||||
pub struct CollisionLayer: u8 {
|
||||
const PACMAN = 1 << 0;
|
||||
const GHOST = 1 << 1;
|
||||
const ITEM = 1 << 2;
|
||||
}
|
||||
}
|
||||
|
||||
#[derive(Resource)]
|
||||
pub struct GlobalState {
|
||||
pub exit: bool,
|
||||
}
|
||||
|
||||
#[derive(Resource)]
|
||||
pub struct ScoreResource(pub u32);
|
||||
|
||||
#[derive(Resource)]
|
||||
pub struct DeltaTime {
|
||||
/// Floating-point delta time in seconds
|
||||
pub seconds: f32,
|
||||
/// Integer tick delta (usually 1, but can be different for testing)
|
||||
pub ticks: u32,
|
||||
}
|
||||
|
||||
#[allow(dead_code)]
|
||||
impl DeltaTime {
|
||||
/// Creates a new DeltaTime from a floating-point delta time in seconds
|
||||
///
|
||||
/// While this method exists as a helper, it does not mean that seconds and ticks are interchangeable.
|
||||
pub fn from_seconds(seconds: f32) -> Self {
|
||||
Self {
|
||||
seconds,
|
||||
ticks: (seconds * 60.0).round() as u32,
|
||||
}
|
||||
}
|
||||
|
||||
/// Creates a new DeltaTime from an integer tick delta
|
||||
///
|
||||
/// While this method exists as a helper, it does not mean that seconds and ticks are interchangeable.
|
||||
pub fn from_ticks(ticks: u32) -> Self {
|
||||
Self {
|
||||
seconds: ticks as f32 / 60.0,
|
||||
ticks,
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// Movement modifiers that can affect Pac-Man's speed or handling.
|
||||
#[derive(Component, Debug, Clone, Copy)]
|
||||
pub struct MovementModifiers {
|
||||
/// Multiplier applied to base speed (e.g., tunnels)
|
||||
pub speed_multiplier: f32,
|
||||
/// True when currently in a tunnel slowdown region
|
||||
pub tunnel_slowdown_active: bool,
|
||||
}
|
||||
|
||||
impl Default for MovementModifiers {
|
||||
fn default() -> Self {
|
||||
Self {
|
||||
speed_multiplier: 1.0,
|
||||
tunnel_slowdown_active: false,
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// Tag component for entities that should be frozen during startup
|
||||
#[derive(Component, Debug, Clone, Copy)]
|
||||
pub struct Frozen;
|
||||
|
||||
/// Tag component for eaten ghosts
|
||||
#[derive(Component, Debug, Clone, Copy)]
|
||||
pub struct Eaten;
|
||||
|
||||
/// Tag component for Pac-Man during his death animation.
|
||||
/// This is mainly because the Frozen tag would stop both movement and animation, while the Dying tag can signal that the animation should continue despite being frozen.
|
||||
#[derive(Component, Debug, Clone, Copy)]
|
||||
pub struct Dying;
|
||||
|
||||
/// Component for HUD life sprite entities.
|
||||
/// Each life sprite entity has an index indicating its position from left to right (0, 1, 2, etc.).
|
||||
/// This mostly functions as a tag component for sprites.
|
||||
#[derive(Component, Debug, Clone, Copy)]
|
||||
pub struct PlayerLife {
|
||||
pub index: u32,
|
||||
}
|
||||
|
||||
#[derive(Component, Debug, Clone, Copy)]
|
||||
pub enum GhostState {
|
||||
/// Normal ghost behavior - chasing Pac-Man
|
||||
Normal,
|
||||
/// Frightened state after power pellet - ghost can be eaten
|
||||
Frightened {
|
||||
remaining_ticks: u32,
|
||||
flash: bool,
|
||||
remaining_flash_ticks: u32,
|
||||
},
|
||||
/// Eyes state - ghost has been eaten and is returning to ghost house
|
||||
Eyes,
|
||||
}
|
||||
|
||||
/// Component to track the last animation state for efficient change detection
|
||||
#[derive(Component, Debug, Clone, Copy, PartialEq)]
|
||||
pub struct LastAnimationState(pub GhostAnimation);
|
||||
|
||||
impl GhostState {
|
||||
/// Creates a new frightened state with the specified duration
|
||||
pub fn new_frightened(total_ticks: u32, flash_start_ticks: u32) -> Self {
|
||||
Self::Frightened {
|
||||
remaining_ticks: total_ticks,
|
||||
flash: false,
|
||||
remaining_flash_ticks: flash_start_ticks, // Time until flashing starts
|
||||
}
|
||||
}
|
||||
|
||||
/// Ticks the ghost state, returning true if the state changed.
|
||||
pub fn tick(&mut self) -> bool {
|
||||
if let GhostState::Frightened {
|
||||
remaining_ticks,
|
||||
flash,
|
||||
remaining_flash_ticks,
|
||||
} = self
|
||||
{
|
||||
// Transition out of frightened state
|
||||
if *remaining_ticks == 0 {
|
||||
*self = GhostState::Normal;
|
||||
return true;
|
||||
}
|
||||
|
||||
*remaining_ticks -= 1;
|
||||
|
||||
if *remaining_flash_ticks > 0 {
|
||||
*remaining_flash_ticks = remaining_flash_ticks.saturating_sub(1);
|
||||
if *remaining_flash_ticks == 0 {
|
||||
*flash = true;
|
||||
true
|
||||
} else {
|
||||
false
|
||||
}
|
||||
} else {
|
||||
false
|
||||
}
|
||||
} else {
|
||||
false
|
||||
}
|
||||
}
|
||||
|
||||
/// Returns the appropriate animation state for this ghost state
|
||||
pub fn animation_state(&self) -> GhostAnimation {
|
||||
match self {
|
||||
GhostState::Normal => GhostAnimation::Normal,
|
||||
GhostState::Eyes => GhostAnimation::Eyes,
|
||||
GhostState::Frightened { flash: false, .. } => GhostAnimation::Frightened { flash: false },
|
||||
GhostState::Frightened { flash: true, .. } => GhostAnimation::Frightened { flash: true },
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// Enumeration of different ghost animation states.
|
||||
/// Note that this is used in micromap which has a fixed size based on the number of variants,
|
||||
/// so extending this should be done with caution, and will require updating the micromap's capacity.
|
||||
#[derive(Debug, Clone, Copy, PartialEq, Eq, Hash)]
|
||||
pub enum GhostAnimation {
|
||||
/// Normal ghost appearance with directional movement animations
|
||||
Normal,
|
||||
/// Blue ghost appearance when vulnerable (power pellet active)
|
||||
Frightened { flash: bool },
|
||||
/// Eyes-only animation when ghost has been consumed by Pac-Man (Eaten state)
|
||||
Eyes,
|
||||
}
|
||||
|
||||
/// Global resource containing pre-loaded animation sets for all ghost types.
|
||||
///
|
||||
/// This resource is initialized once during game startup and provides O(1) access
|
||||
/// to animation sets for each ghost type. The animation system uses this resource
|
||||
/// to efficiently switch between different ghost states without runtime asset loading.
|
||||
///
|
||||
/// The HashMap is keyed by `Ghost` enum variants (Blinky, Pinky, Inky, Clyde) and
|
||||
/// contains the normal directional animation for each ghost type.
|
||||
#[derive(Resource)]
|
||||
pub struct GhostAnimations {
|
||||
pub normal: HashMap<Ghost, DirectionalAnimation>,
|
||||
pub eyes: DirectionalAnimation,
|
||||
pub frightened: LinearAnimation,
|
||||
pub frightened_flashing: LinearAnimation,
|
||||
}
|
||||
|
||||
impl GhostAnimations {
|
||||
/// Creates a new GhostAnimations resource with the provided data.
|
||||
pub fn new(
|
||||
normal: HashMap<Ghost, DirectionalAnimation>,
|
||||
eyes: DirectionalAnimation,
|
||||
frightened: LinearAnimation,
|
||||
frightened_flashing: LinearAnimation,
|
||||
) -> Self {
|
||||
Self {
|
||||
normal,
|
||||
eyes,
|
||||
frightened,
|
||||
frightened_flashing,
|
||||
}
|
||||
}
|
||||
|
||||
/// Gets the normal directional animation for the specified ghost type.
|
||||
pub fn get_normal(&self, ghost_type: &Ghost) -> Option<&DirectionalAnimation> {
|
||||
self.normal.get(ghost_type)
|
||||
}
|
||||
|
||||
/// Gets the eyes animation (shared across all ghosts).
|
||||
pub fn eyes(&self) -> &DirectionalAnimation {
|
||||
&self.eyes
|
||||
}
|
||||
|
||||
/// Gets the frightened animations (shared across all ghosts).
|
||||
pub fn frightened(&self, flash: bool) -> &LinearAnimation {
|
||||
if flash {
|
||||
&self.frightened_flashing
|
||||
} else {
|
||||
&self.frightened
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
#[derive(Bundle)]
|
||||
pub struct PlayerBundle {
|
||||
pub player: PlayerControlled,
|
||||
pub position: Position,
|
||||
pub velocity: Velocity,
|
||||
pub buffered_direction: BufferedDirection,
|
||||
pub sprite: Renderable,
|
||||
pub directional_animation: DirectionalAnimation,
|
||||
pub entity_type: EntityType,
|
||||
pub collider: Collider,
|
||||
pub movement_modifiers: MovementModifiers,
|
||||
pub pacman_collider: PacmanCollider,
|
||||
}
|
||||
|
||||
#[derive(Bundle)]
|
||||
pub struct ItemBundle {
|
||||
pub position: Position,
|
||||
pub sprite: Renderable,
|
||||
pub entity_type: EntityType,
|
||||
pub collider: Collider,
|
||||
pub item_collider: ItemCollider,
|
||||
}
|
||||
|
||||
#[derive(Bundle)]
|
||||
pub struct GhostBundle {
|
||||
pub ghost: Ghost,
|
||||
pub position: Position,
|
||||
pub velocity: Velocity,
|
||||
pub sprite: Renderable,
|
||||
pub directional_animation: DirectionalAnimation,
|
||||
pub entity_type: EntityType,
|
||||
pub collider: Collider,
|
||||
pub ghost_collider: GhostCollider,
|
||||
pub ghost_state: GhostState,
|
||||
pub last_animation_state: LastAnimationState,
|
||||
}
|
||||
@@ -1,7 +1,7 @@
|
||||
use std::collections::HashMap;
|
||||
|
||||
use crate::platform;
|
||||
use crate::systems::components::{
|
||||
DirectionalAnimation, Frozen, GhostAnimation, GhostState, LastAnimationState, LinearAnimation, Looping,
|
||||
};
|
||||
use crate::systems::{DirectionalAnimation, Frozen, LinearAnimation, Looping};
|
||||
use crate::{
|
||||
map::{
|
||||
builder::Map,
|
||||
@@ -9,18 +9,201 @@ use crate::{
|
||||
graph::{Edge, TraversalFlags},
|
||||
},
|
||||
systems::{
|
||||
components::{DeltaTime, Ghost},
|
||||
components::DeltaTime,
|
||||
movement::{Position, Velocity},
|
||||
},
|
||||
};
|
||||
use bevy_ecs::component::Component;
|
||||
use bevy_ecs::resource::Resource;
|
||||
use tracing::{debug, trace, warn};
|
||||
|
||||
use crate::systems::GhostAnimations;
|
||||
use bevy_ecs::query::Without;
|
||||
use bevy_ecs::system::{Commands, Query, Res};
|
||||
use rand::seq::IndexedRandom;
|
||||
use smallvec::SmallVec;
|
||||
|
||||
/// Tag component for eaten ghosts
|
||||
#[derive(Component, Debug, Clone, Copy)]
|
||||
pub struct Eaten;
|
||||
|
||||
/// Tag component for Pac-Man during his death animation.
|
||||
/// This is mainly because the Frozen tag would stop both movement and animation, while the Dying tag can signal that the animation should continue despite being frozen.
|
||||
#[derive(Component, Debug, Clone, Copy)]
|
||||
pub struct Dying;
|
||||
|
||||
#[derive(Component, Debug, Clone, Copy, PartialEq, Eq, Hash)]
|
||||
pub enum Ghost {
|
||||
Blinky,
|
||||
Pinky,
|
||||
Inky,
|
||||
Clyde,
|
||||
}
|
||||
|
||||
impl Ghost {
|
||||
/// Returns the ghost type name for atlas lookups.
|
||||
pub fn as_str(self) -> &'static str {
|
||||
match self {
|
||||
Ghost::Blinky => "blinky",
|
||||
Ghost::Pinky => "pinky",
|
||||
Ghost::Inky => "inky",
|
||||
Ghost::Clyde => "clyde",
|
||||
}
|
||||
}
|
||||
|
||||
/// Returns the base movement speed for this ghost type.
|
||||
pub fn base_speed(self) -> f32 {
|
||||
match self {
|
||||
Ghost::Blinky => 1.0,
|
||||
Ghost::Pinky => 0.95,
|
||||
Ghost::Inky => 0.9,
|
||||
Ghost::Clyde => 0.85,
|
||||
}
|
||||
}
|
||||
|
||||
/// Returns the ghost's color for debug rendering.
|
||||
#[allow(dead_code)]
|
||||
pub fn debug_color(&self) -> sdl2::pixels::Color {
|
||||
match self {
|
||||
Ghost::Blinky => sdl2::pixels::Color::RGB(255, 0, 0), // Red
|
||||
Ghost::Pinky => sdl2::pixels::Color::RGB(255, 182, 255), // Pink
|
||||
Ghost::Inky => sdl2::pixels::Color::RGB(0, 255, 255), // Cyan
|
||||
Ghost::Clyde => sdl2::pixels::Color::RGB(255, 182, 85), // Orange
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
#[derive(Component, Debug, Clone, Copy)]
|
||||
pub enum GhostState {
|
||||
/// Normal ghost behavior - chasing Pac-Man
|
||||
Normal,
|
||||
/// Frightened state after power pellet - ghost can be eaten
|
||||
Frightened {
|
||||
remaining_ticks: u32,
|
||||
flash: bool,
|
||||
remaining_flash_ticks: u32,
|
||||
},
|
||||
/// Eyes state - ghost has been eaten and is returning to ghost house
|
||||
Eyes,
|
||||
}
|
||||
|
||||
impl GhostState {
|
||||
/// Creates a new frightened state with the specified duration
|
||||
pub fn new_frightened(total_ticks: u32, flash_start_ticks: u32) -> Self {
|
||||
Self::Frightened {
|
||||
remaining_ticks: total_ticks,
|
||||
flash: false,
|
||||
remaining_flash_ticks: flash_start_ticks, // Time until flashing starts
|
||||
}
|
||||
}
|
||||
|
||||
/// Ticks the ghost state, returning true if the state changed.
|
||||
pub fn tick(&mut self) -> bool {
|
||||
if let GhostState::Frightened {
|
||||
remaining_ticks,
|
||||
flash,
|
||||
remaining_flash_ticks,
|
||||
} = self
|
||||
{
|
||||
// Transition out of frightened state
|
||||
if *remaining_ticks == 0 {
|
||||
*self = GhostState::Normal;
|
||||
return true;
|
||||
}
|
||||
|
||||
*remaining_ticks -= 1;
|
||||
|
||||
if *remaining_flash_ticks > 0 {
|
||||
*remaining_flash_ticks = remaining_flash_ticks.saturating_sub(1);
|
||||
if *remaining_flash_ticks == 0 {
|
||||
*flash = true;
|
||||
true
|
||||
} else {
|
||||
false
|
||||
}
|
||||
} else {
|
||||
false
|
||||
}
|
||||
} else {
|
||||
false
|
||||
}
|
||||
}
|
||||
|
||||
/// Returns the appropriate animation state for this ghost state
|
||||
pub fn animation_state(&self) -> GhostAnimation {
|
||||
match self {
|
||||
GhostState::Normal => GhostAnimation::Normal,
|
||||
GhostState::Eyes => GhostAnimation::Eyes,
|
||||
GhostState::Frightened { flash: false, .. } => GhostAnimation::Frightened { flash: false },
|
||||
GhostState::Frightened { flash: true, .. } => GhostAnimation::Frightened { flash: true },
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// Enumeration of different ghost animation states.
|
||||
/// Note that this is used in micromap which has a fixed size based on the number of variants,
|
||||
/// so extending this should be done with caution, and will require updating the micromap's capacity.
|
||||
#[derive(Debug, Clone, Copy, PartialEq, Eq, Hash)]
|
||||
pub enum GhostAnimation {
|
||||
/// Normal ghost appearance with directional movement animations
|
||||
Normal,
|
||||
/// Blue ghost appearance when vulnerable (power pellet active)
|
||||
Frightened { flash: bool },
|
||||
/// Eyes-only animation when ghost has been consumed by Pac-Man (Eaten state)
|
||||
Eyes,
|
||||
}
|
||||
|
||||
/// Global resource containing pre-loaded animation sets for all ghost types.
|
||||
///
|
||||
/// This resource is initialized once during game startup and provides O(1) access
|
||||
/// to animation sets for each ghost type. The animation system uses this resource
|
||||
/// to efficiently switch between different ghost states without runtime asset loading.
|
||||
///
|
||||
/// The HashMap is keyed by `Ghost` enum variants (Blinky, Pinky, Inky, Clyde) and
|
||||
/// contains the normal directional animation for each ghost type.
|
||||
#[derive(Resource)]
|
||||
pub struct GhostAnimations {
|
||||
pub normal: HashMap<Ghost, DirectionalAnimation>,
|
||||
pub eyes: DirectionalAnimation,
|
||||
pub frightened: LinearAnimation,
|
||||
pub frightened_flashing: LinearAnimation,
|
||||
}
|
||||
|
||||
impl GhostAnimations {
|
||||
/// Creates a new GhostAnimations resource with the provided data.
|
||||
pub fn new(
|
||||
normal: HashMap<Ghost, DirectionalAnimation>,
|
||||
eyes: DirectionalAnimation,
|
||||
frightened: LinearAnimation,
|
||||
frightened_flashing: LinearAnimation,
|
||||
) -> Self {
|
||||
Self {
|
||||
normal,
|
||||
eyes,
|
||||
frightened,
|
||||
frightened_flashing,
|
||||
}
|
||||
}
|
||||
|
||||
/// Gets the normal directional animation for the specified ghost type.
|
||||
pub fn get_normal(&self, ghost_type: &Ghost) -> Option<&DirectionalAnimation> {
|
||||
self.normal.get(ghost_type)
|
||||
}
|
||||
|
||||
/// Gets the eyes animation (shared across all ghosts).
|
||||
pub fn eyes(&self) -> &DirectionalAnimation {
|
||||
&self.eyes
|
||||
}
|
||||
|
||||
/// Gets the frightened animations (shared across all ghosts).
|
||||
pub fn frightened(&self, flash: bool) -> &LinearAnimation {
|
||||
if flash {
|
||||
&self.frightened_flashing
|
||||
} else {
|
||||
&self.frightened
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// Autonomous ghost AI system implementing randomized movement with backtracking avoidance.
|
||||
pub fn ghost_movement_system(
|
||||
map: Res<Map>,
|
||||
@@ -185,6 +368,10 @@ fn find_direction_to_target(
|
||||
None
|
||||
}
|
||||
|
||||
/// Component to track the last animation state for efficient change detection
|
||||
#[derive(Component, Debug, Clone, Copy, PartialEq)]
|
||||
pub struct LastAnimationState(pub GhostAnimation);
|
||||
|
||||
/// Unified system that manages ghost state transitions and animations with component swapping
|
||||
pub fn ghost_state_system(
|
||||
mut commands: Commands,
|
||||
|
||||
@@ -13,7 +13,7 @@ use sdl2::{
|
||||
};
|
||||
use smallvec::{smallvec, SmallVec};
|
||||
|
||||
use crate::systems::components::DeltaTime;
|
||||
use crate::systems::DeltaTime;
|
||||
use crate::{
|
||||
events::{GameCommand, GameEvent},
|
||||
map::direction::Direction,
|
||||
|
||||
@@ -2,7 +2,7 @@ use bevy_ecs::{
|
||||
entity::Entity,
|
||||
event::{EventReader, EventWriter},
|
||||
query::With,
|
||||
system::{Commands, Query, ResMut},
|
||||
system::{Commands, Query, ResMut, Single},
|
||||
};
|
||||
use tracing::{debug, trace};
|
||||
|
||||
@@ -27,7 +27,7 @@ pub fn item_system(
|
||||
mut commands: Commands,
|
||||
mut collision_events: EventReader<GameEvent>,
|
||||
mut score: ResMut<ScoreResource>,
|
||||
pacman_query: Query<Entity, With<PacmanCollider>>,
|
||||
pacman: Single<Entity, With<PacmanCollider>>,
|
||||
item_query: Query<(Entity, &EntityType), With<ItemCollider>>,
|
||||
mut ghost_query: Query<&mut GhostState, With<GhostCollider>>,
|
||||
mut events: EventWriter<AudioEvent>,
|
||||
@@ -35,10 +35,10 @@ pub fn item_system(
|
||||
for event in collision_events.read() {
|
||||
if let GameEvent::Collision(entity1, entity2) = event {
|
||||
// Check if one is Pacman and the other is an item
|
||||
let (_pacman_entity, item_entity) = if pacman_query.get(*entity1).is_ok() && item_query.get(*entity2).is_ok() {
|
||||
(*entity1, *entity2)
|
||||
} else if pacman_query.get(*entity2).is_ok() && item_query.get(*entity1).is_ok() {
|
||||
(*entity2, *entity1)
|
||||
let (_, item_entity) = if *pacman == *entity1 && item_query.get(*entity2).is_ok() {
|
||||
(*pacman, *entity2)
|
||||
} else if *pacman == *entity2 && item_query.get(*entity1).is_ok() {
|
||||
(*pacman, *entity1)
|
||||
} else {
|
||||
continue;
|
||||
};
|
||||
|
||||
@@ -4,7 +4,7 @@ use bevy_ecs::{
|
||||
system::{Commands, Query, Res},
|
||||
};
|
||||
|
||||
use crate::systems::components::DeltaTime;
|
||||
use crate::systems::DeltaTime;
|
||||
|
||||
/// Component for entities that should be automatically deleted after a certain number of ticks
|
||||
#[derive(Component, Debug, Clone, Copy)]
|
||||
|
||||
@@ -9,9 +9,10 @@ pub mod profiling;
|
||||
#[cfg_attr(coverage_nightly, coverage(off))]
|
||||
pub mod render;
|
||||
|
||||
pub mod animation;
|
||||
pub mod blinking;
|
||||
pub mod collision;
|
||||
pub mod components;
|
||||
pub mod common;
|
||||
pub mod ghost;
|
||||
pub mod input;
|
||||
pub mod item;
|
||||
@@ -22,10 +23,11 @@ pub mod state;
|
||||
|
||||
// Re-export all the modules. Do not fine-tune the exports.
|
||||
|
||||
pub use self::animation::*;
|
||||
pub use self::audio::*;
|
||||
pub use self::blinking::*;
|
||||
pub use self::collision::*;
|
||||
pub use self::components::*;
|
||||
pub use self::common::*;
|
||||
pub use self::debug::*;
|
||||
pub use self::ghost::*;
|
||||
pub use self::input::*;
|
||||
|
||||
@@ -1,4 +1,5 @@
|
||||
use bevy_ecs::{
|
||||
component::Component,
|
||||
event::EventReader,
|
||||
query::{With, Without},
|
||||
system::{Query, Res, ResMut, Single},
|
||||
@@ -9,13 +10,17 @@ use crate::{
|
||||
events::{GameCommand, GameEvent},
|
||||
map::{builder::Map, graph::Edge},
|
||||
systems::{
|
||||
components::{DeltaTime, EntityType, Frozen, GlobalState, MovementModifiers, PlayerControlled},
|
||||
components::{DeltaTime, EntityType, Frozen, GlobalState, MovementModifiers},
|
||||
debug::DebugState,
|
||||
movement::{BufferedDirection, Position, Velocity},
|
||||
AudioState,
|
||||
},
|
||||
};
|
||||
|
||||
/// A tag component for entities that are controlled by the player.
|
||||
#[derive(Default, Component)]
|
||||
pub struct PlayerControlled;
|
||||
|
||||
pub fn can_traverse(entity_type: EntityType, edge: Edge) -> bool {
|
||||
let entity_flags = entity_type.traversal_flags();
|
||||
edge.traversal_flags.contains(entity_flags)
|
||||
|
||||
@@ -1,12 +1,10 @@
|
||||
use crate::map::builder::Map;
|
||||
use crate::map::direction::Direction;
|
||||
use crate::systems::input::TouchState;
|
||||
use crate::systems::{
|
||||
debug_render_system, BatchedLinesResource, Collider, CursorPosition, DebugState, DebugTextureResource, DeltaTime,
|
||||
DirectionalAnimation, Dying, Frozen, GameStage, LinearAnimation, Looping, PlayerLife, PlayerLives, Position, Renderable,
|
||||
ScoreResource, StartupSequence, SystemId, SystemTimings, TtfAtlasResource, Velocity,
|
||||
debug_render_system, BatchedLinesResource, Collider, CursorPosition, DebugState, DebugTextureResource, GameStage, PlayerLife,
|
||||
PlayerLives, Position, ScoreResource, StartupSequence, SystemId, SystemTimings, TouchState, TtfAtlasResource,
|
||||
};
|
||||
use crate::texture::sprite::SpriteAtlas;
|
||||
use crate::texture::sprite::{AtlasTile, SpriteAtlas};
|
||||
use crate::texture::sprites::{GameSprite, PacmanSprite};
|
||||
use crate::texture::text::TextTexture;
|
||||
use crate::{
|
||||
@@ -16,7 +14,7 @@ use crate::{
|
||||
use bevy_ecs::component::Component;
|
||||
use bevy_ecs::entity::Entity;
|
||||
use bevy_ecs::event::EventWriter;
|
||||
use bevy_ecs::query::{Changed, Has, Or, With, Without};
|
||||
use bevy_ecs::query::{Changed, Or, With, Without};
|
||||
use bevy_ecs::removal_detection::RemovedComponents;
|
||||
use bevy_ecs::resource::Resource;
|
||||
use bevy_ecs::system::{Commands, NonSendMut, Query, Res, ResMut};
|
||||
@@ -27,6 +25,15 @@ use sdl2::render::{BlendMode, Canvas, Texture};
|
||||
use sdl2::video::Window;
|
||||
use std::time::Instant;
|
||||
|
||||
/// A component for entities that have a sprite, with a layer for ordering.
|
||||
///
|
||||
/// This is intended to be modified by other entities allowing animation.
|
||||
#[derive(Component)]
|
||||
pub struct Renderable {
|
||||
pub sprite: AtlasTile,
|
||||
pub layer: u8,
|
||||
}
|
||||
|
||||
#[derive(Resource, Default)]
|
||||
pub struct RenderDirty(pub bool);
|
||||
|
||||
@@ -56,77 +63,6 @@ pub fn dirty_render_system(
|
||||
}
|
||||
}
|
||||
|
||||
/// Updates directional animated entities with synchronized timing across directions.
|
||||
///
|
||||
/// This runs before the render system to update sprites based on current direction and movement state.
|
||||
/// All directions share the same frame timing to ensure perfect synchronization.
|
||||
pub fn directional_render_system(
|
||||
dt: Res<DeltaTime>,
|
||||
mut query: Query<(&Position, &Velocity, &mut DirectionalAnimation, &mut Renderable), Without<Frozen>>,
|
||||
) {
|
||||
let ticks = (dt.seconds * 60.0).round() as u16; // Convert from seconds to ticks at 60 ticks/sec
|
||||
|
||||
for (position, velocity, mut anim, mut renderable) in query.iter_mut() {
|
||||
let stopped = matches!(position, Position::Stopped { .. });
|
||||
|
||||
// Only tick animation when moving to preserve stopped frame
|
||||
if !stopped {
|
||||
// Tick shared animation state
|
||||
anim.time_bank += ticks;
|
||||
while anim.time_bank >= anim.frame_duration {
|
||||
anim.time_bank -= anim.frame_duration;
|
||||
anim.current_frame += 1;
|
||||
}
|
||||
}
|
||||
|
||||
// Get tiles for current direction and movement state
|
||||
let tiles = if stopped {
|
||||
anim.stopped_tiles.get(velocity.direction)
|
||||
} else {
|
||||
anim.moving_tiles.get(velocity.direction)
|
||||
};
|
||||
|
||||
if !tiles.is_empty() {
|
||||
let new_tile = tiles.get_tile(anim.current_frame);
|
||||
if renderable.sprite != new_tile {
|
||||
renderable.sprite = new_tile;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// System that updates `Renderable` sprites for entities with `LinearAnimation`.
|
||||
#[allow(clippy::type_complexity)]
|
||||
pub fn linear_render_system(
|
||||
dt: Res<DeltaTime>,
|
||||
mut query: Query<(&mut LinearAnimation, &mut Renderable, Has<Looping>), Or<(Without<Frozen>, With<Dying>)>>,
|
||||
) {
|
||||
for (mut anim, mut renderable, looping) in query.iter_mut() {
|
||||
if anim.finished {
|
||||
continue;
|
||||
}
|
||||
|
||||
anim.time_bank += dt.ticks as u16;
|
||||
let frames_to_advance = (anim.time_bank / anim.frame_duration) as usize;
|
||||
|
||||
if frames_to_advance == 0 {
|
||||
continue;
|
||||
}
|
||||
|
||||
let total_frames = anim.tiles.len();
|
||||
|
||||
if !looping && anim.current_frame + frames_to_advance >= total_frames {
|
||||
anim.finished = true;
|
||||
anim.current_frame = total_frames - 1;
|
||||
} else {
|
||||
anim.current_frame += frames_to_advance;
|
||||
}
|
||||
|
||||
anim.time_bank %= anim.frame_duration;
|
||||
renderable.sprite = anim.tiles.get_tile(anim.current_frame);
|
||||
}
|
||||
}
|
||||
|
||||
/// System that manages player life sprite entities.
|
||||
/// Spawns and despawns life sprite entities based on changes to PlayerLives resource.
|
||||
/// Each life sprite is positioned based on its index (0, 1, 2, etc. from left to right).
|
||||
|
||||
@@ -5,8 +5,7 @@
|
||||
//! The `GameSprite` enum is the main entry point, and its `to_path` method
|
||||
//! generates the correct path for a given sprite in the texture atlas.
|
||||
|
||||
use crate::map::direction::Direction;
|
||||
use crate::systems::components::Ghost;
|
||||
use crate::{map::direction::Direction, systems::Ghost};
|
||||
|
||||
/// Represents the different sprites for Pac-Man.
|
||||
#[derive(Debug, Clone, Copy, PartialEq, Eq, Hash)]
|
||||
|
||||
@@ -1,9 +1,5 @@
|
||||
use bevy_ecs::{entity::Entity, system::RunSystemOnce, world::World};
|
||||
use pacman::systems::{
|
||||
blinking::{blinking_system, Blinking},
|
||||
components::{DeltaTime, Renderable},
|
||||
Frozen, Hidden,
|
||||
};
|
||||
use pacman::systems::{blinking_system, Blinking, DeltaTime, Frozen, Hidden, Renderable};
|
||||
use speculoos::prelude::*;
|
||||
|
||||
mod common;
|
||||
|
||||
@@ -2,7 +2,7 @@
|
||||
use pacman::{
|
||||
game::ATLAS_FRAMES,
|
||||
map::direction::Direction,
|
||||
systems::components::Ghost,
|
||||
systems::Ghost,
|
||||
texture::sprites::{FrightenedColor, GameSprite, GhostSprite, MazeSprite, PacmanSprite},
|
||||
};
|
||||
|
||||
|
||||
Reference in New Issue
Block a user