mirror of
https://github.com/Xevion/Pac-Man.git
synced 2025-12-14 22:12:23 -06:00
feat: re-implement visbility via 'Hidden' tag component, move stage visibility logic into stage system
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@@ -7,6 +7,7 @@ use crate::systems::{
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};
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use crate::texture::sprite::SpriteAtlas;
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use crate::texture::text::TextTexture;
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use bevy_ecs::component::Component;
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use bevy_ecs::entity::Entity;
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use bevy_ecs::event::EventWriter;
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use bevy_ecs::query::{Changed, Or, With, Without};
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@@ -21,6 +22,9 @@ use sdl2::video::Window;
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#[derive(Resource, Default)]
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pub struct RenderDirty(pub bool);
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#[derive(Component)]
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pub struct Hidden;
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#[allow(clippy::type_complexity)]
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pub fn dirty_render_system(
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mut dirty: ResMut<RenderDirty>,
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@@ -71,56 +75,6 @@ pub struct MapTextureResource(pub Texture<'static>);
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/// A non-send resource for the backbuffer texture. This just wraps the texture with a type so it can be differentiated when exposed as a resource.
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pub struct BackbufferResource(pub Texture<'static>);
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/// Updates entity visibility based on StartupSequence stages
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pub fn ready_visibility_system(
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startup: Res<StartupSequence>,
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mut player_query: Query<&mut Renderable, (With<PlayerControlled>, Without<GhostCollider>)>,
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mut ghost_query: Query<&mut Renderable, (With<GhostCollider>, Without<PlayerControlled>)>,
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mut energizer_query: Query<(&mut Blinking, &EntityType)>,
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) {
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match *startup {
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StartupSequence::TextOnly { .. } => {
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// Hide player and ghosts, disable energizer blinking
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if let Ok(mut renderable) = player_query.single_mut() {
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renderable.visible = false;
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}
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for mut renderable in ghost_query.iter_mut() {
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renderable.visible = false;
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}
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// Disable energizer blinking in text-only stage
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for (mut blinking, entity_type) in energizer_query.iter_mut() {
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if matches!(entity_type, EntityType::PowerPellet) {
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blinking.timer = 0.0; // Reset timer to prevent blinking
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}
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}
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}
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StartupSequence::CharactersVisible { .. } => {
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// Show player and ghosts, enable energizer blinking
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if let Ok(mut renderable) = player_query.single_mut() {
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renderable.visible = true;
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}
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for mut renderable in ghost_query.iter_mut() {
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renderable.visible = true;
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}
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// Energizer blinking is handled by the blinking system
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}
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StartupSequence::GameActive => {
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// All entities are visible and blinking is normal
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if let Ok(mut renderable) = player_query.single_mut() {
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renderable.visible = true;
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}
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for mut renderable in ghost_query.iter_mut() {
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renderable.visible = true;
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}
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}
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}
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}
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/// Renders the HUD (score, lives, etc.) on top of the game.
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pub fn hud_render_system(
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mut canvas: NonSendMut<&mut Canvas<Window>>,
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@@ -183,7 +137,7 @@ pub fn render_system(
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mut atlas: NonSendMut<SpriteAtlas>,
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map: Res<Map>,
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dirty: Res<RenderDirty>,
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renderables: Query<(Entity, &Renderable, &Position)>,
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renderables: Query<(Entity, &Renderable, &Position), Without<Hidden>>,
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mut errors: EventWriter<GameError>,
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) {
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if !dirty.0 {
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@@ -207,10 +161,6 @@ pub fn render_system(
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.sort_by_key::<(Entity, &Renderable, &Position), _>(|(_, renderable, _)| renderable.layer)
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.rev()
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{
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if !renderable.visible {
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continue;
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}
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let pos = position.get_pixel_position(&map.graph);
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match pos {
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Ok(pos) => {
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