mirror of
https://github.com/Xevion/Pac-Man.git
synced 2025-12-08 10:07:51 -06:00
feat: rewrite movement systems separately for player/ghosts
This commit is contained in:
@@ -8,23 +8,22 @@ use crate::error::{GameError, GameResult, TextureError};
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use crate::events::GameEvent;
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use crate::map::builder::Map;
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use crate::systems::blinking::Blinking;
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use crate::systems::movement::{Movable, MovementState, Position};
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use crate::systems::movement::{BufferedDirection, Position, Velocity};
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use crate::systems::player::player_movement_system;
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use crate::systems::profiling::SystemId;
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use crate::systems::{
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audio::{audio_system, AudioEvent, AudioResource},
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blinking::blinking_system,
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collision::collision_system,
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components::{
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AudioState, Collider, DeltaTime, DirectionalAnimated, EntityType, GhostBehavior, GhostBundle, GhostCollider, GhostType,
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GlobalState, ItemBundle, ItemCollider, PacmanCollider, PlayerBundle, PlayerControlled, RenderDirty, Renderable,
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ScoreResource,
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AudioState, Collider, DeltaTime, DirectionalAnimated, EntityType, Ghost, GhostBundle, GhostCollider, GlobalState,
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ItemBundle, ItemCollider, PacmanCollider, PlayerBundle, PlayerControlled, RenderDirty, Renderable, ScoreResource,
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},
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control::player_system,
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debug::{debug_render_system, DebugState, DebugTextureResource},
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ghost::ghost_system,
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ghost::ghost_movement_system,
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input::input_system,
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item::item_system,
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movement::movement_system,
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player::player_control_system,
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profiling::{profile, SystemTimings},
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render::{directional_render_system, dirty_render_system, render_system, BackbufferResource, MapTextureResource},
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};
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@@ -159,16 +158,12 @@ impl Game {
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let player = PlayerBundle {
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player: PlayerControlled,
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position: Position {
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node: pacman_start_node,
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edge_progress: None,
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},
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movement_state: MovementState::Stopped,
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movable: Movable {
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position: Position::Stopped { node: pacman_start_node },
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velocity: Velocity {
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speed: 1.15,
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current_direction: Direction::Left,
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requested_direction: Some(Direction::Left), // Start moving left immediately
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direction: Direction::Left,
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},
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buffered_direction: BufferedDirection::None,
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sprite: Renderable {
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sprite: SpriteAtlas::get_tile(&atlas, "pacman/full.png")
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.ok_or_else(|| GameError::Texture(TextureError::AtlasTileNotFound("pacman/full.png".to_string())))?,
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@@ -214,9 +209,9 @@ impl Game {
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schedule.add_systems(
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(
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profile(SystemId::Input, input_system),
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profile(SystemId::Player, player_system),
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profile(SystemId::Ghost, ghost_system),
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profile(SystemId::Movement, movement_system),
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profile(SystemId::PlayerControls, player_control_system),
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profile(SystemId::PlayerMovement, player_movement_system),
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profile(SystemId::Ghost, ghost_movement_system),
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profile(SystemId::Collision, collision_system),
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profile(SystemId::Item, item_system),
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profile(SystemId::Audio, audio_system),
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@@ -270,10 +265,7 @@ impl Game {
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};
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let mut item = world.spawn(ItemBundle {
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position: Position {
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node: node_id,
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edge_progress: None,
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},
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position: Position::Stopped { node: node_id },
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sprite: Renderable {
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sprite,
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layer: 1,
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@@ -301,10 +293,10 @@ impl Game {
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let ghost_start_positions = {
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let map = world.resource::<Map>();
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[
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(GhostType::Blinky, map.start_positions.blinky),
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(GhostType::Pinky, map.start_positions.pinky),
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(GhostType::Inky, map.start_positions.inky),
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(GhostType::Clyde, map.start_positions.clyde),
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(Ghost::Blinky, map.start_positions.blinky),
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(Ghost::Pinky, map.start_positions.pinky),
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(Ghost::Inky, map.start_positions.inky),
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(Ghost::Clyde, map.start_positions.clyde),
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]
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};
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@@ -364,17 +356,11 @@ impl Game {
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}
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GhostBundle {
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ghost_type,
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ghost_behavior: GhostBehavior::default(),
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position: Position {
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node: start_node,
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edge_progress: None,
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},
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movement_state: MovementState::Stopped,
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movable: Movable {
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ghost: ghost_type,
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position: Position::Stopped { node: start_node },
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velocity: Velocity {
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speed: ghost_type.base_speed(),
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current_direction: Direction::Left,
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requested_direction: Some(Direction::Left), // Start with some movement
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direction: Direction::Left,
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},
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sprite: Renderable {
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sprite: SpriteAtlas::get_tile(atlas, &format!("ghost/{}/left_a.png", ghost_type.as_str())).ok_or_else(
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@@ -19,7 +19,10 @@ pub fn collision_system(
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// Check PACMAN × ITEM collisions
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for (pacman_entity, pacman_pos, pacman_collider) in pacman_query.iter() {
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for (item_entity, item_pos, item_collider) in item_query.iter() {
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match (pacman_pos.get_pixel_pos(&map.graph), item_pos.get_pixel_pos(&map.graph)) {
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match (
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pacman_pos.get_pixel_position(&map.graph),
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item_pos.get_pixel_position(&map.graph),
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) {
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(Ok(pacman_pixel), Ok(item_pixel)) => {
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// Calculate the distance between the two entities's precise pixel positions
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let distance = pacman_pixel.distance(item_pixel);
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@@ -3,7 +3,7 @@ use bitflags::bitflags;
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use crate::{
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entity::graph::TraversalFlags,
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systems::movement::{Movable, MovementState, Position},
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systems::movement::{BufferedDirection, Position, Velocity},
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texture::{animated::AnimatedTexture, sprite::AtlasTile},
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};
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@@ -11,61 +11,42 @@ use crate::{
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#[derive(Default, Component)]
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pub struct PlayerControlled;
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/// The four classic ghost types.
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#[derive(Component, Debug, Clone, Copy, PartialEq, Eq)]
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pub enum GhostType {
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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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impl GhostType {
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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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GhostType::Blinky => "blinky",
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GhostType::Pinky => "pinky",
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GhostType::Inky => "inky",
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GhostType::Clyde => "clyde",
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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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/// 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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GhostType::Blinky => 1.0,
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GhostType::Pinky => 0.95,
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GhostType::Inky => 0.9,
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GhostType::Clyde => 0.85,
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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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/// Returns the ghost's color for debug rendering.
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pub fn debug_color(&self) -> sdl2::pixels::Color {
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match self {
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GhostType::Blinky => sdl2::pixels::Color::RGB(255, 0, 0), // Red
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GhostType::Pinky => sdl2::pixels::Color::RGB(255, 182, 255), // Pink
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GhostType::Inky => sdl2::pixels::Color::RGB(0, 255, 255), // Cyan
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GhostType::Clyde => sdl2::pixels::Color::RGB(255, 182, 85), // Orange
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}
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}
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}
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/// Ghost AI behavior component - controls randomized movement decisions.
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#[derive(Component)]
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pub struct GhostBehavior {
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/// Timer for making new direction decisions
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pub decision_timer: f32,
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/// Interval between direction decisions (in seconds)
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pub decision_interval: f32,
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}
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impl Default for GhostBehavior {
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fn default() -> Self {
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Self {
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decision_timer: 0.0,
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decision_interval: 0.5, // Make decisions every half second
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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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}
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}
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@@ -135,8 +116,8 @@ pub struct ItemCollider;
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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 movement_state: MovementState,
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pub movable: Movable,
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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_animated: DirectionalAnimated,
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pub entity_type: EntityType,
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@@ -155,11 +136,9 @@ pub struct ItemBundle {
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#[derive(Bundle)]
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pub struct GhostBundle {
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pub ghost_type: GhostType,
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pub ghost_behavior: GhostBehavior,
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pub ghost: Ghost,
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pub position: Position,
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pub movement_state: MovementState,
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pub movable: Movable,
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pub velocity: Velocity,
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pub sprite: Renderable,
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pub directional_animated: DirectionalAnimated,
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pub entity_type: EntityType,
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@@ -1,58 +0,0 @@
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use bevy_ecs::{
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event::{EventReader, EventWriter},
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prelude::ResMut,
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query::With,
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system::Query,
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};
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use crate::{
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error::GameError,
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events::{GameCommand, GameEvent},
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systems::components::{AudioState, GlobalState, PlayerControlled},
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systems::debug::DebugState,
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systems::movement::Movable,
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};
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// Handles player input and control
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pub fn player_system(
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mut events: EventReader<GameEvent>,
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mut state: ResMut<GlobalState>,
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mut debug_state: ResMut<DebugState>,
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mut audio_state: ResMut<AudioState>,
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mut players: Query<&mut Movable, With<PlayerControlled>>,
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mut errors: EventWriter<GameError>,
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) {
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// Get the player's movable component (ensuring there is only one player)
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let mut movable = match players.single_mut() {
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Ok(movable) => movable,
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Err(e) => {
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errors.write(GameError::InvalidState(format!(
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"No/multiple entities queried for player system: {}",
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e
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)));
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return;
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}
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};
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// Handle events
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for event in events.read() {
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if let GameEvent::Command(command) = event {
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match command {
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GameCommand::MovePlayer(direction) => {
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movable.requested_direction = Some(*direction);
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}
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GameCommand::Exit => {
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state.exit = true;
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}
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GameCommand::ToggleDebug => {
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*debug_state = debug_state.next();
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}
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GameCommand::MuteAudio => {
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audio_state.muted = !audio_state.muted;
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tracing::info!("Audio {}", if audio_state.muted { "muted" } else { "unmuted" });
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}
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_ => {}
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}
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}
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}
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}
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@@ -187,7 +187,7 @@ pub fn debug_render_system(
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DebugState::Collision => {
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debug_canvas.set_draw_color(Color::GREEN);
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for (collider, position) in colliders.iter() {
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let pos = position.get_pixel_pos(&map.graph).unwrap();
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let pos = position.get_pixel_position(&map.graph).unwrap();
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// Transform position and size using common methods
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let (x, y) = transform_position((pos.x, pos.y), output_size, logical_size);
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@@ -3,11 +3,11 @@ use rand::prelude::*;
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use smallvec::SmallVec;
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use crate::{
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entity::direction::Direction,
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entity::{direction::Direction, graph::Edge},
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map::builder::Map,
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systems::{
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components::{DeltaTime, EntityType, GhostBehavior, GhostType},
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movement::{Movable, Position},
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components::{DeltaTime, Ghost},
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movement::{Position, Velocity},
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},
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};
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@@ -15,27 +15,55 @@ use crate::{
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///
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/// This system runs on all ghosts and makes periodic decisions about
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/// which direction to move in when they reach intersections.
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pub fn ghost_system(
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pub fn ghost_movement_system(
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map: Res<Map>,
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delta_time: Res<DeltaTime>,
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mut ghosts: Query<(&mut GhostBehavior, &mut Movable, &Position, &EntityType, &GhostType)>,
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mut ghosts: Query<(&mut Ghost, &mut Velocity, &mut Position)>,
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) {
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for (mut ghost_behavior, mut movable, position, entity_type, _ghost_type) in ghosts.iter_mut() {
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// Only process ghosts
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if *entity_type != EntityType::Ghost {
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continue;
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}
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for (mut ghost, mut velocity, mut position) in ghosts.iter_mut() {
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let mut distance = velocity.speed * 60.0 * delta_time.0;
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loop {
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match *position {
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Position::Stopped { node: current_node } => {
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let intersection = &map.graph.adjacency_list[current_node];
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let opposite = velocity.direction.opposite();
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// Update decision timer
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ghost_behavior.decision_timer += delta_time.0;
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let mut non_opposite_options: SmallVec<[Edge; 3]> = SmallVec::new();
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// Check if we should make a new direction decision
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let should_decide = ghost_behavior.decision_timer >= ghost_behavior.decision_interval;
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let at_intersection = position.is_at_node();
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// Collect all available directions that ghosts can traverse
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for edge in Direction::DIRECTIONS.iter().flat_map(|d| intersection.get(*d)) {
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if edge.traversal_flags.contains(crate::entity::graph::TraversalFlags::GHOST) {
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if edge.direction != opposite {
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non_opposite_options.push(edge);
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}
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}
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}
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if should_decide && at_intersection {
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choose_random_direction(&map, &mut movable, position);
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ghost_behavior.decision_timer = 0.0;
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let new_edge: Edge = if non_opposite_options.is_empty() {
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if let Some(edge) = intersection.get(opposite) {
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edge
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} else {
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break;
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}
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} else {
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*non_opposite_options.choose(&mut SmallRng::from_os_rng()).unwrap()
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};
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velocity.direction = new_edge.direction;
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*position = Position::Moving {
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from: current_node,
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to: new_edge.target,
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remaining_distance: new_edge.distance,
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};
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}
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Position::Moving { .. } => {
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if let Some(overflow) = position.tick(distance) {
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distance = overflow;
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} else {
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break;
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}
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}
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}
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}
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}
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}
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@@ -44,7 +72,7 @@ pub fn ghost_system(
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///
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/// This function mirrors the behavior from the old ghost implementation,
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/// preferring not to reverse direction unless it's the only option.
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fn choose_random_direction(map: &Map, movable: &mut Movable, position: &Position) {
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fn choose_random_direction(map: &Map, velocity: &mut Velocity, position: &Position) {
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let current_node = position.current_node();
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let intersection = &map.graph.adjacency_list[current_node];
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@@ -64,14 +92,14 @@ fn choose_random_direction(map: &Map, movable: &mut Movable, position: &Position
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let mut rng = SmallRng::from_os_rng();
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// Filter out the opposite direction if possible, but allow it if we have limited options
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let opposite = movable.current_direction.opposite();
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let opposite = velocity.direction.opposite();
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let filtered_directions: Vec<_> = available_directions
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.iter()
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.filter(|&&dir| dir != opposite || available_directions.len() <= 2)
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.collect();
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if let Some(&random_direction) = filtered_directions.choose(&mut rng) {
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movable.requested_direction = Some(*random_direction);
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velocity.direction = *random_direction;
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}
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}
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}
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@@ -7,12 +7,12 @@ pub mod audio;
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pub mod blinking;
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pub mod collision;
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pub mod components;
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pub mod control;
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pub mod debug;
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pub mod formatting;
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pub mod ghost;
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pub mod input;
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pub mod item;
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pub mod movement;
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pub mod player;
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pub mod profiling;
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pub mod render;
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@@ -2,48 +2,44 @@ use crate::entity::graph::Graph;
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use crate::entity::{direction::Direction, graph::Edge};
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use crate::error::{EntityError, GameError, GameResult};
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use crate::map::builder::Map;
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use crate::systems::components::{DeltaTime, EntityType};
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use crate::systems::components::{DeltaTime, EntityType, PlayerControlled};
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use bevy_ecs::component::Component;
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||||
use bevy_ecs::event::EventWriter;
|
||||
use bevy_ecs::query::With;
|
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use bevy_ecs::system::{Query, Res};
|
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use glam::Vec2;
|
||||
|
||||
/// A unique identifier for a node, represented by its index in the graph's storage.
|
||||
pub type NodeId = usize;
|
||||
|
||||
/// Progress along an edge between two nodes.
|
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#[derive(Debug, Clone, Copy, PartialEq)]
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||||
pub struct EdgeProgress {
|
||||
pub target_node: NodeId,
|
||||
/// Progress from 0.0 (at source node) to 1.0 (at target node)
|
||||
pub progress: f32,
|
||||
/// A component that represents the speed and cardinal direction of an entity.
|
||||
/// Speed is static, only applied when the entity has an edge to traverse.
|
||||
/// Direction is dynamic, but is controlled externally.
|
||||
#[derive(Component, Debug, Copy, Clone, PartialEq)]
|
||||
pub struct Velocity {
|
||||
pub speed: f32,
|
||||
pub direction: Direction,
|
||||
}
|
||||
|
||||
/// A component that represents a direction change that is only remembered for a period of time.
|
||||
/// This is used to allow entities to change direction before they reach their current target node (which consumes their buffered direction).
|
||||
#[derive(Component, Debug, Copy, Clone, PartialEq)]
|
||||
pub enum BufferedDirection {
|
||||
None,
|
||||
Some { direction: Direction, remaining_time: f32 },
|
||||
}
|
||||
|
||||
/// Pure spatial position component - works for both static and dynamic entities.
|
||||
#[derive(Component, Debug, Copy, Clone, PartialEq, Default)]
|
||||
pub struct Position {
|
||||
/// The current/primary node this entity is at or traveling from
|
||||
pub node: NodeId,
|
||||
/// If Some, entity is traveling between nodes. If None, entity is stationary at node.
|
||||
pub edge_progress: Option<EdgeProgress>,
|
||||
}
|
||||
|
||||
/// Explicit movement state - only for entities that can move.
|
||||
#[derive(Component, Debug, Clone, Copy, PartialEq, Default)]
|
||||
pub enum MovementState {
|
||||
#[default]
|
||||
Stopped,
|
||||
Moving {
|
||||
direction: Direction,
|
||||
#[derive(Component, Debug, Copy, Clone, PartialEq)]
|
||||
pub enum Position {
|
||||
Stopped {
|
||||
node: NodeId,
|
||||
},
|
||||
Moving {
|
||||
from: NodeId,
|
||||
to: NodeId,
|
||||
remaining_distance: f32,
|
||||
},
|
||||
}
|
||||
|
||||
/// Movement capability and parameters - only for entities that can move.
|
||||
#[derive(Component, Debug, Clone, Copy)]
|
||||
pub struct Movable {
|
||||
pub speed: f32,
|
||||
pub current_direction: Direction,
|
||||
pub requested_direction: Option<Direction>,
|
||||
}
|
||||
|
||||
impl Position {
|
||||
@@ -55,26 +51,32 @@ impl Position {
|
||||
/// # Errors
|
||||
///
|
||||
/// Returns an `EntityError` if the node or edge is not found.
|
||||
pub fn get_pixel_pos(&self, graph: &Graph) -> GameResult<Vec2> {
|
||||
let pos = match &self.edge_progress {
|
||||
None => {
|
||||
pub fn get_pixel_position(&self, graph: &Graph) -> GameResult<Vec2> {
|
||||
let pos = match &self {
|
||||
Position::Stopped { node } => {
|
||||
// Entity is stationary at a node
|
||||
let node = graph.get_node(self.node).ok_or(EntityError::NodeNotFound(self.node))?;
|
||||
let node = graph.get_node(*node).ok_or(EntityError::NodeNotFound(*node))?;
|
||||
node.position
|
||||
}
|
||||
Some(edge_progress) => {
|
||||
Position::Moving {
|
||||
from,
|
||||
to,
|
||||
remaining_distance,
|
||||
} => {
|
||||
// Entity is traveling between nodes
|
||||
let from_node = graph.get_node(self.node).ok_or(EntityError::NodeNotFound(self.node))?;
|
||||
let to_node = graph
|
||||
.get_node(edge_progress.target_node)
|
||||
.ok_or(EntityError::NodeNotFound(edge_progress.target_node))?;
|
||||
let from_node = graph.get_node(*from).ok_or(EntityError::NodeNotFound(*from))?;
|
||||
let to_node = graph.get_node(*to).ok_or(EntityError::NodeNotFound(*to))?;
|
||||
let edge = graph
|
||||
.find_edge(*from, *to)
|
||||
.ok_or(EntityError::EdgeNotFound { from: *from, to: *to })?;
|
||||
|
||||
// For zero-distance edges (tunnels), progress >= 1.0 means we're at the target
|
||||
if edge_progress.progress >= 1.0 {
|
||||
if edge.distance == 0.0 {
|
||||
to_node.position
|
||||
} else {
|
||||
// Interpolate position based on progress
|
||||
from_node.position + (to_node.position - from_node.position) * edge_progress.progress
|
||||
let progress = 1.0 - (*remaining_distance / edge.distance);
|
||||
from_node.position.lerp(to_node.position, progress)
|
||||
}
|
||||
}
|
||||
};
|
||||
@@ -84,183 +86,218 @@ impl Position {
|
||||
pos.y + crate::constants::BOARD_PIXEL_OFFSET.y as f32,
|
||||
))
|
||||
}
|
||||
}
|
||||
|
||||
#[allow(dead_code)]
|
||||
impl Position {
|
||||
/// Moves the position by a given distance towards it's current target node.
|
||||
///
|
||||
/// Returns the overflow distance, if any.
|
||||
pub fn tick(&mut self, distance: f32) -> Option<f32> {
|
||||
if distance <= 0.0 || self.is_at_node() {
|
||||
return None;
|
||||
}
|
||||
|
||||
match self {
|
||||
Position::Moving {
|
||||
to, remaining_distance, ..
|
||||
} => {
|
||||
// If the remaining distance is less than or equal the distance, we'll reach the target
|
||||
if *remaining_distance <= distance {
|
||||
let overflow: Option<f32> = if *remaining_distance != distance {
|
||||
Some(distance - *remaining_distance)
|
||||
} else {
|
||||
None
|
||||
};
|
||||
*self = Position::Stopped { node: *to };
|
||||
|
||||
return overflow;
|
||||
}
|
||||
|
||||
*remaining_distance -= distance;
|
||||
|
||||
None
|
||||
}
|
||||
_ => unreachable!(),
|
||||
}
|
||||
}
|
||||
|
||||
/// Returns `true` if the position is exactly at a node (not traveling).
|
||||
pub fn is_at_node(&self) -> bool {
|
||||
self.edge_progress.is_none()
|
||||
matches!(self, Position::Stopped { .. })
|
||||
}
|
||||
|
||||
/// Returns the `NodeId` of the current node (source of travel if moving).
|
||||
pub fn current_node(&self) -> NodeId {
|
||||
self.node
|
||||
match self {
|
||||
Position::Stopped { node } => *node,
|
||||
Position::Moving { from, .. } => *from,
|
||||
}
|
||||
}
|
||||
|
||||
/// Returns the `NodeId` of the destination node, if currently traveling.
|
||||
pub fn target_node(&self) -> Option<NodeId> {
|
||||
self.edge_progress.as_ref().map(|ep| ep.target_node)
|
||||
match self {
|
||||
Position::Stopped { .. } => None,
|
||||
Position::Moving { to, .. } => Some(*to),
|
||||
}
|
||||
}
|
||||
|
||||
/// Returns `true` if the entity is traveling between nodes.
|
||||
pub fn is_moving(&self) -> bool {
|
||||
self.edge_progress.is_some()
|
||||
matches!(self, Position::Moving { .. })
|
||||
}
|
||||
}
|
||||
|
||||
fn can_traverse(entity_type: EntityType, edge: Edge) -> bool {
|
||||
let entity_flags = entity_type.traversal_flags();
|
||||
edge.traversal_flags.contains(entity_flags)
|
||||
}
|
||||
// pub fn movement_system(
|
||||
// map: Res<Map>,
|
||||
// delta_time: Res<DeltaTime>,
|
||||
// mut entities: Query<(&mut Position, &mut Movable, &EntityType)>,
|
||||
// mut errors: EventWriter<GameError>,
|
||||
// ) {
|
||||
// for (mut position, mut movable, entity_type) in entities.iter_mut() {
|
||||
// let distance = movable.speed * 60.0 * delta_time.0;
|
||||
|
||||
pub fn movement_system(
|
||||
map: Res<Map>,
|
||||
delta_time: Res<DeltaTime>,
|
||||
mut entities: Query<(&mut MovementState, &mut Movable, &mut Position, &EntityType)>,
|
||||
mut errors: EventWriter<GameError>,
|
||||
) {
|
||||
for (mut movement_state, mut movable, mut position, entity_type) in entities.iter_mut() {
|
||||
let distance = movable.speed * 60.0 * delta_time.0;
|
||||
// match *position {
|
||||
// Position::Stopped { .. } => {
|
||||
// // Check if we have a requested direction to start moving
|
||||
// if let Some(requested_direction) = movable.requested_direction {
|
||||
// if let Some(edge) = map.graph.find_edge_in_direction(position.current_node(), requested_direction) {
|
||||
// if can_traverse(*entity_type, edge) {
|
||||
// // Start moving in the requested direction
|
||||
// let progress = if edge.distance > 0.0 {
|
||||
// distance / edge.distance
|
||||
// } else {
|
||||
// // Zero-distance edge (tunnels) - immediately teleport
|
||||
// tracing::debug!(
|
||||
// "Entity entering tunnel from node {} to node {}",
|
||||
// position.current_node(),
|
||||
// edge.target
|
||||
// );
|
||||
// 1.0
|
||||
// };
|
||||
|
||||
match *movement_state {
|
||||
MovementState::Stopped => {
|
||||
// Check if we have a requested direction to start moving
|
||||
if let Some(requested_direction) = movable.requested_direction {
|
||||
if let Some(edge) = map.graph.find_edge_in_direction(position.node, requested_direction) {
|
||||
if can_traverse(*entity_type, edge) {
|
||||
// Start moving in the requested direction
|
||||
let progress = if edge.distance > 0.0 {
|
||||
distance / edge.distance
|
||||
} else {
|
||||
// Zero-distance edge (tunnels) - immediately teleport
|
||||
tracing::debug!("Entity entering tunnel from node {} to node {}", position.node, edge.target);
|
||||
1.0
|
||||
};
|
||||
// *position = Position::Moving {
|
||||
// from: position.current_node(),
|
||||
// to: edge.target,
|
||||
// remaining_distance: progress,
|
||||
// };
|
||||
// movable.current_direction = requested_direction;
|
||||
// movable.requested_direction = None;
|
||||
// }
|
||||
// } else {
|
||||
// errors.write(
|
||||
// EntityError::InvalidMovement(format!(
|
||||
// "No edge found in direction {:?} from node {}",
|
||||
// requested_direction,
|
||||
// position.current_node()
|
||||
// ))
|
||||
// .into(),
|
||||
// );
|
||||
// }
|
||||
// }
|
||||
// }
|
||||
// Position::Moving {
|
||||
// from,
|
||||
// to,
|
||||
// remaining_distance,
|
||||
// } => {
|
||||
// // Continue moving or handle node transitions
|
||||
// let current_node = *from;
|
||||
// if let Some(edge) = map.graph.find_edge(current_node, *to) {
|
||||
// // Extract target node before mutable operations
|
||||
// let target_node = *to;
|
||||
|
||||
position.edge_progress = Some(EdgeProgress {
|
||||
target_node: edge.target,
|
||||
progress,
|
||||
});
|
||||
movable.current_direction = requested_direction;
|
||||
movable.requested_direction = None;
|
||||
*movement_state = MovementState::Moving {
|
||||
direction: requested_direction,
|
||||
};
|
||||
}
|
||||
} else {
|
||||
errors.write(
|
||||
EntityError::InvalidMovement(format!(
|
||||
"No edge found in direction {:?} from node {}",
|
||||
requested_direction, position.node
|
||||
))
|
||||
.into(),
|
||||
);
|
||||
}
|
||||
}
|
||||
}
|
||||
MovementState::Moving { direction } => {
|
||||
// Continue moving or handle node transitions
|
||||
let current_node = position.node;
|
||||
if let Some(edge_progress) = &mut position.edge_progress {
|
||||
// Extract target node before mutable operations
|
||||
let target_node = edge_progress.target_node;
|
||||
// // Get the current edge for distance calculation
|
||||
// let edge = map.graph.find_edge(current_node, target_node);
|
||||
|
||||
// Get the current edge for distance calculation
|
||||
let edge = map.graph.find_edge(current_node, target_node);
|
||||
// if let Some(edge) = edge {
|
||||
// // Update progress along the edge
|
||||
// if edge.distance > 0.0 {
|
||||
// *remaining_distance += distance / edge.distance;
|
||||
// } else {
|
||||
// // Zero-distance edge (tunnels) - immediately complete
|
||||
// *remaining_distance = 1.0;
|
||||
// }
|
||||
|
||||
if let Some(edge) = edge {
|
||||
// Update progress along the edge
|
||||
if edge.distance > 0.0 {
|
||||
edge_progress.progress += distance / edge.distance;
|
||||
} else {
|
||||
// Zero-distance edge (tunnels) - immediately complete
|
||||
edge_progress.progress = 1.0;
|
||||
}
|
||||
// if *remaining_distance >= 1.0 {
|
||||
// // Reached the target node
|
||||
// let overflow = if edge.distance > 0.0 {
|
||||
// (*remaining_distance - 1.0) * edge.distance
|
||||
// } else {
|
||||
// // Zero-distance edge - use remaining distance for overflow
|
||||
// distance
|
||||
// };
|
||||
// *position = Position::Stopped { node: target_node };
|
||||
|
||||
if edge_progress.progress >= 1.0 {
|
||||
// Reached the target node
|
||||
let overflow = if edge.distance > 0.0 {
|
||||
(edge_progress.progress - 1.0) * edge.distance
|
||||
} else {
|
||||
// Zero-distance edge - use remaining distance for overflow
|
||||
distance
|
||||
};
|
||||
position.node = target_node;
|
||||
position.edge_progress = None;
|
||||
// let mut continued_moving = false;
|
||||
|
||||
let mut continued_moving = false;
|
||||
// // Try to use requested direction first
|
||||
// if let Some(requested_direction) = movable.requested_direction {
|
||||
// if let Some(next_edge) = map.graph.find_edge_in_direction(position.node, requested_direction) {
|
||||
// if can_traverse(*entity_type, next_edge) {
|
||||
// let next_progress = if next_edge.distance > 0.0 {
|
||||
// overflow / next_edge.distance
|
||||
// } else {
|
||||
// // Zero-distance edge - immediately complete
|
||||
// 1.0
|
||||
// };
|
||||
|
||||
// Try to use requested direction first
|
||||
if let Some(requested_direction) = movable.requested_direction {
|
||||
if let Some(next_edge) = map.graph.find_edge_in_direction(position.node, requested_direction) {
|
||||
if can_traverse(*entity_type, next_edge) {
|
||||
let next_progress = if next_edge.distance > 0.0 {
|
||||
overflow / next_edge.distance
|
||||
} else {
|
||||
// Zero-distance edge - immediately complete
|
||||
1.0
|
||||
};
|
||||
// *position = Position::Moving {
|
||||
// from: position.current_node(),
|
||||
// to: next_edge.target,
|
||||
// remaining_distance: next_progress,
|
||||
// };
|
||||
// movable.current_direction = requested_direction;
|
||||
// movable.requested_direction = None;
|
||||
// continued_moving = true;
|
||||
// }
|
||||
// }
|
||||
// }
|
||||
|
||||
position.edge_progress = Some(EdgeProgress {
|
||||
target_node: next_edge.target,
|
||||
progress: next_progress,
|
||||
});
|
||||
movable.current_direction = requested_direction;
|
||||
movable.requested_direction = None;
|
||||
*movement_state = MovementState::Moving {
|
||||
direction: requested_direction,
|
||||
};
|
||||
continued_moving = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
// // If no requested direction or it failed, try to continue in current direction
|
||||
// if !continued_moving {
|
||||
// if let Some(next_edge) = map.graph.find_edge_in_direction(position.node, direction) {
|
||||
// if can_traverse(*entity_type, next_edge) {
|
||||
// let next_progress = if next_edge.distance > 0.0 {
|
||||
// overflow / next_edge.distance
|
||||
// } else {
|
||||
// // Zero-distance edge - immediately complete
|
||||
// 1.0
|
||||
// };
|
||||
|
||||
// If no requested direction or it failed, try to continue in current direction
|
||||
if !continued_moving {
|
||||
if let Some(next_edge) = map.graph.find_edge_in_direction(position.node, direction) {
|
||||
if can_traverse(*entity_type, next_edge) {
|
||||
let next_progress = if next_edge.distance > 0.0 {
|
||||
overflow / next_edge.distance
|
||||
} else {
|
||||
// Zero-distance edge - immediately complete
|
||||
1.0
|
||||
};
|
||||
// *position = Position::Moving {
|
||||
// from: position.current_node(),
|
||||
// to: next_edge.target,
|
||||
// remaining_distance: next_progress,
|
||||
// };
|
||||
// // Keep current direction and movement state
|
||||
// continued_moving = true;
|
||||
// }
|
||||
// }
|
||||
// }
|
||||
|
||||
position.edge_progress = Some(EdgeProgress {
|
||||
target_node: next_edge.target,
|
||||
progress: next_progress,
|
||||
});
|
||||
// Keep current direction and movement state
|
||||
continued_moving = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// If we couldn't continue moving, stop
|
||||
if !continued_moving {
|
||||
*movement_state = MovementState::Stopped;
|
||||
movable.requested_direction = None;
|
||||
}
|
||||
}
|
||||
} else {
|
||||
// Edge not found - this is an inconsistent state
|
||||
errors.write(
|
||||
EntityError::InvalidMovement(format!(
|
||||
"Inconsistent state: Moving on non-existent edge from {} to {}",
|
||||
current_node, target_node
|
||||
))
|
||||
.into(),
|
||||
);
|
||||
*movement_state = MovementState::Stopped;
|
||||
position.edge_progress = None;
|
||||
}
|
||||
} else {
|
||||
// Movement state says moving but no edge progress - this shouldn't happen
|
||||
errors.write(EntityError::InvalidMovement("Entity in Moving state but no edge progress".to_string()).into());
|
||||
*movement_state = MovementState::Stopped;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
// // If we couldn't continue moving, stop
|
||||
// if !continued_moving {
|
||||
// *movement_state = MovementState::Stopped;
|
||||
// movable.requested_direction = None;
|
||||
// }
|
||||
// }
|
||||
// } else {
|
||||
// // Edge not found - this is an inconsistent state
|
||||
// errors.write(
|
||||
// EntityError::InvalidMovement(format!(
|
||||
// "Inconsistent state: Moving on non-existent edge from {} to {}",
|
||||
// current_node, target_node
|
||||
// ))
|
||||
// .into(),
|
||||
// );
|
||||
// *movement_state = MovementState::Stopped;
|
||||
// position.edge_progress = None;
|
||||
// }
|
||||
// } else {
|
||||
// // Movement state says moving but no edge progress - this shouldn't happen
|
||||
// errors.write(EntityError::InvalidMovement("Entity in Moving state but no edge progress".to_string()).into());
|
||||
// *movement_state = MovementState::Stopped;
|
||||
// }
|
||||
// }
|
||||
// }
|
||||
// }
|
||||
// }
|
||||
|
||||
143
src/systems/player.rs
Normal file
143
src/systems/player.rs
Normal file
@@ -0,0 +1,143 @@
|
||||
use bevy_ecs::{
|
||||
event::{EventReader, EventWriter},
|
||||
prelude::ResMut,
|
||||
query::With,
|
||||
system::{Query, Res},
|
||||
};
|
||||
|
||||
use crate::{
|
||||
entity::graph::Edge,
|
||||
error::GameError,
|
||||
events::{GameCommand, GameEvent},
|
||||
map::builder::Map,
|
||||
systems::{
|
||||
components::{AudioState, DeltaTime, EntityType, GlobalState, PlayerControlled},
|
||||
debug::DebugState,
|
||||
movement::{BufferedDirection, Position, Velocity},
|
||||
},
|
||||
};
|
||||
|
||||
// Handles player input and control
|
||||
pub fn player_control_system(
|
||||
mut events: EventReader<GameEvent>,
|
||||
mut state: ResMut<GlobalState>,
|
||||
mut debug_state: ResMut<DebugState>,
|
||||
mut audio_state: ResMut<AudioState>,
|
||||
mut players: Query<(&mut BufferedDirection), With<PlayerControlled>>,
|
||||
mut errors: EventWriter<GameError>,
|
||||
) {
|
||||
// Get the player's movable component (ensuring there is only one player)
|
||||
let mut buffered_direction = match players.single_mut() {
|
||||
Ok(buffered_direction) => buffered_direction,
|
||||
Err(e) => {
|
||||
errors.write(GameError::InvalidState(format!(
|
||||
"No/multiple entities queried for player system: {}",
|
||||
e
|
||||
)));
|
||||
return;
|
||||
}
|
||||
};
|
||||
|
||||
// Handle events
|
||||
for event in events.read() {
|
||||
if let GameEvent::Command(command) = event {
|
||||
match command {
|
||||
GameCommand::MovePlayer(direction) => {
|
||||
*buffered_direction = BufferedDirection::Some {
|
||||
direction: *direction,
|
||||
remaining_time: 0.25,
|
||||
};
|
||||
}
|
||||
GameCommand::Exit => {
|
||||
state.exit = true;
|
||||
}
|
||||
GameCommand::ToggleDebug => {
|
||||
*debug_state = debug_state.next();
|
||||
}
|
||||
GameCommand::MuteAudio => {
|
||||
audio_state.muted = !audio_state.muted;
|
||||
tracing::info!("Audio {}", if audio_state.muted { "muted" } else { "unmuted" });
|
||||
}
|
||||
_ => {}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
fn can_traverse(entity_type: EntityType, edge: Edge) -> bool {
|
||||
let entity_flags = entity_type.traversal_flags();
|
||||
edge.traversal_flags.contains(entity_flags)
|
||||
}
|
||||
|
||||
pub fn player_movement_system(
|
||||
map: Res<Map>,
|
||||
delta_time: Res<DeltaTime>,
|
||||
mut entities: Query<(&mut Position, &mut Velocity, &mut BufferedDirection), With<PlayerControlled>>,
|
||||
mut errors: EventWriter<GameError>,
|
||||
) {
|
||||
for (mut position, mut velocity, mut buffered_direction) in entities.iter_mut() {
|
||||
// Decrement the buffered direction remaining time
|
||||
if let BufferedDirection::Some {
|
||||
direction,
|
||||
remaining_time,
|
||||
} = *buffered_direction
|
||||
{
|
||||
if remaining_time <= 0.0 {
|
||||
*buffered_direction = BufferedDirection::None;
|
||||
} else {
|
||||
*buffered_direction = BufferedDirection::Some {
|
||||
direction,
|
||||
remaining_time: remaining_time - delta_time.0,
|
||||
};
|
||||
}
|
||||
}
|
||||
|
||||
let mut distance = velocity.speed * 60.0 * delta_time.0;
|
||||
|
||||
loop {
|
||||
match *position {
|
||||
Position::Stopped { .. } => {
|
||||
// If there is a buffered direction, travel it's edge first if available.
|
||||
if let BufferedDirection::Some { direction, .. } = *buffered_direction {
|
||||
// If there's no edge in that direction, ignore the buffered direction.
|
||||
if let Some(edge) = map.graph.find_edge_in_direction(position.current_node(), direction) {
|
||||
// If there is an edge in that direction (and it's traversable), start moving towards it and consume the buffered direction.
|
||||
if can_traverse(EntityType::Player, edge) {
|
||||
velocity.direction = edge.direction;
|
||||
*position = Position::Moving {
|
||||
from: position.current_node(),
|
||||
to: edge.target,
|
||||
remaining_distance: edge.distance,
|
||||
};
|
||||
*buffered_direction = BufferedDirection::None;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// If there is no buffered direction (or it's not yet valid), continue in the current direction.
|
||||
if let Some(edge) = map.graph.find_edge_in_direction(position.current_node(), velocity.direction) {
|
||||
if can_traverse(EntityType::Player, edge) {
|
||||
velocity.direction = edge.direction;
|
||||
*position = Position::Moving {
|
||||
from: position.current_node(),
|
||||
to: edge.target,
|
||||
remaining_distance: edge.distance,
|
||||
};
|
||||
}
|
||||
} else {
|
||||
// No edge in our current direction either, erase the buffered direction and stop.
|
||||
*buffered_direction = BufferedDirection::None;
|
||||
break;
|
||||
}
|
||||
}
|
||||
Position::Moving { .. } => {
|
||||
if let Some(overflow) = position.tick(distance) {
|
||||
distance = overflow;
|
||||
} else {
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -20,7 +20,7 @@ const TIMING_WINDOW_SIZE: usize = 30;
|
||||
#[derive(EnumCount, IntoStaticStr, Debug, PartialEq, Eq, Hash, Copy, Clone)]
|
||||
pub enum SystemId {
|
||||
Input,
|
||||
Player,
|
||||
PlayerControls,
|
||||
Ghost,
|
||||
Movement,
|
||||
Audio,
|
||||
@@ -32,6 +32,7 @@ pub enum SystemId {
|
||||
Present,
|
||||
Collision,
|
||||
Item,
|
||||
PlayerMovement,
|
||||
}
|
||||
|
||||
impl Display for SystemId {
|
||||
|
||||
@@ -1,7 +1,7 @@
|
||||
use crate::error::{GameError, TextureError};
|
||||
use crate::map::builder::Map;
|
||||
use crate::systems::components::{DeltaTime, DirectionalAnimated, RenderDirty, Renderable};
|
||||
use crate::systems::movement::{Movable, MovementState, Position};
|
||||
use crate::systems::movement::{Position, Velocity};
|
||||
use crate::texture::sprite::SpriteAtlas;
|
||||
use bevy_ecs::entity::Entity;
|
||||
use bevy_ecs::event::EventWriter;
|
||||
@@ -26,12 +26,12 @@ pub fn dirty_render_system(
|
||||
/// This runs before the render system so it can update the sprite based on the current direction of travel, as well as whether the entity is moving.
|
||||
pub fn directional_render_system(
|
||||
dt: Res<DeltaTime>,
|
||||
mut renderables: Query<(&MovementState, &Movable, &mut DirectionalAnimated, &mut Renderable)>,
|
||||
mut renderables: Query<(&Position, &Velocity, &mut DirectionalAnimated, &mut Renderable)>,
|
||||
mut errors: EventWriter<GameError>,
|
||||
) {
|
||||
for (movement_state, movable, mut texture, mut renderable) in renderables.iter_mut() {
|
||||
let stopped = matches!(movement_state, MovementState::Stopped);
|
||||
let current_direction = movable.current_direction;
|
||||
for (position, velocity, mut texture, mut renderable) in renderables.iter_mut() {
|
||||
let stopped = matches!(position, Position::Stopped { .. });
|
||||
let current_direction = velocity.direction;
|
||||
|
||||
let texture = if stopped {
|
||||
texture.stopped_textures[current_direction.as_usize()].as_mut()
|
||||
@@ -96,7 +96,7 @@ pub fn render_system(
|
||||
continue;
|
||||
}
|
||||
|
||||
let pos = position.get_pixel_pos(&map.graph);
|
||||
let pos = position.get_pixel_position(&map.graph);
|
||||
match pos {
|
||||
Ok(pos) => {
|
||||
let dest = crate::helpers::centered_with_size(
|
||||
|
||||
Reference in New Issue
Block a user