feat: re-implement pausing mechanism with tick-perfect audio & state pauses

This commit is contained in:
Ryan Walters
2025-09-11 00:03:14 -05:00
parent 8b2d18b3da
commit 08c964c32e
4 changed files with 102 additions and 38 deletions

View File

@@ -1,5 +1,5 @@
use std::mem::discriminant;
use tracing::{debug, info, warn};
use tracing::{debug, info};
use crate::constants;
use crate::events::StageTransition;
@@ -20,6 +20,8 @@ use bevy_ecs::{
system::{Commands, Query, Res, ResMut, Single},
};
use crate::events::{GameCommand, GameEvent};
#[derive(Resource, Clone)]
pub struct PlayerAnimation(pub DirectionalAnimation);
@@ -45,6 +47,28 @@ pub enum GameStage {
GameOver,
}
#[derive(Resource, Debug, Default)]
pub struct Paused(pub bool);
pub fn handle_pause_command(
mut events: EventReader<GameEvent>,
mut paused: ResMut<Paused>,
mut audio_events: EventWriter<AudioEvent>,
) {
for event in events.read() {
if let GameEvent::Command(GameCommand::TogglePause) = event {
paused.0 = !paused.0;
if paused.0 {
info!("Game paused");
audio_events.write(AudioEvent::Pause);
} else {
info!("Game resumed");
audio_events.write(AudioEvent::Resume);
}
}
}
}
pub trait TooSimilar {
fn too_similar(&self, other: &Self) -> bool;
}
@@ -161,7 +185,7 @@ pub fn stage_system(
mut ghost_query: Query<(Entity, &Ghost, &mut Position, &mut GhostState), (With<GhostCollider>, Without<PlayerControlled>)>,
) {
let old_state = *game_state;
let mut new_state: Option<GameStage> = None;
let mut new_state_opt: Option<GameStage> = None;
// Handle stage transition requests before normal ticking
for event in stage_event_reader.read() {
@@ -172,7 +196,7 @@ pub fn stage_system(
let pac_node = player.1.current_node();
debug!(ghost = ?ghost_type, node = pac_node, "Ghost eaten, entering pause state");
new_state = Some(GameStage::GhostEatenPause {
new_state_opt = Some(GameStage::GhostEatenPause {
remaining_ticks: 30,
ghost_entity,
ghost_type,
@@ -180,29 +204,11 @@ pub fn stage_system(
});
}
let new_state: GameStage = match new_state.unwrap_or(*game_state) {
GameStage::Starting(startup) => match startup {
StartupSequence::TextOnly { remaining_ticks } => {
if remaining_ticks > 0 {
GameStage::Starting(StartupSequence::TextOnly {
remaining_ticks: remaining_ticks - 1,
})
} else {
GameStage::Starting(StartupSequence::CharactersVisible { remaining_ticks: 60 })
}
}
StartupSequence::CharactersVisible { remaining_ticks } => {
if remaining_ticks > 0 {
GameStage::Starting(StartupSequence::CharactersVisible {
remaining_ticks: remaining_ticks - 1,
})
} else {
info!("Startup sequence completed, beginning gameplay");
GameStage::Playing
}
}
},
GameStage::Playing => GameStage::Playing,
let new_state: GameStage = new_state_opt.unwrap_or_else(|| match *game_state {
GameStage::Playing => {
// This is the default state, do nothing
*game_state
}
GameStage::GhostEatenPause {
remaining_ticks,
ghost_entity,
@@ -221,11 +227,32 @@ pub fn stage_system(
GameStage::Playing
}
}
GameStage::PlayerDying(dying) => match dying {
GameStage::Starting(sequence) => match sequence {
StartupSequence::TextOnly { remaining_ticks } => {
if remaining_ticks > 0 {
GameStage::Starting(StartupSequence::TextOnly {
remaining_ticks: remaining_ticks.saturating_sub(1),
})
} else {
GameStage::Starting(StartupSequence::CharactersVisible { remaining_ticks: 60 })
}
}
StartupSequence::CharactersVisible { remaining_ticks } => {
if remaining_ticks > 0 {
GameStage::Starting(StartupSequence::CharactersVisible {
remaining_ticks: remaining_ticks.saturating_sub(1),
})
} else {
info!("Startup sequence completed, beginning gameplay");
GameStage::Playing
}
}
},
GameStage::PlayerDying(sequence) => match sequence {
DyingSequence::Frozen { remaining_ticks } => {
if remaining_ticks > 0 {
GameStage::PlayerDying(DyingSequence::Frozen {
remaining_ticks: remaining_ticks - 1,
remaining_ticks: remaining_ticks.saturating_sub(1),
})
} else {
let death_animation = &player_death_animation.0;
@@ -237,7 +264,7 @@ pub fn stage_system(
DyingSequence::Animating { remaining_ticks } => {
if remaining_ticks > 0 {
GameStage::PlayerDying(DyingSequence::Animating {
remaining_ticks: remaining_ticks - 1,
remaining_ticks: remaining_ticks.saturating_sub(1),
})
} else {
GameStage::PlayerDying(DyingSequence::Hidden { remaining_ticks: 60 })
@@ -246,7 +273,7 @@ pub fn stage_system(
DyingSequence::Hidden { remaining_ticks } => {
if remaining_ticks > 0 {
GameStage::PlayerDying(DyingSequence::Hidden {
remaining_ticks: remaining_ticks - 1,
remaining_ticks: remaining_ticks.saturating_sub(1),
})
} else {
player_lives.0 = player_lives.0.saturating_sub(1);
@@ -255,14 +282,14 @@ pub fn stage_system(
info!(remaining_lives = player_lives.0, "Player died, returning to startup sequence");
GameStage::Starting(StartupSequence::CharactersVisible { remaining_ticks: 60 })
} else {
warn!("All lives lost, game over");
info!("All lives lost, game over");
GameStage::GameOver
}
}
}
},
GameStage::GameOver => GameStage::GameOver,
};
GameStage::GameOver => *game_state,
});
if old_state == new_state {
return;