refactor: rename 'ecs' submodule to 'systems'

This commit is contained in:
2025-08-15 09:27:28 -05:00
parent 3388d77ec5
commit 2c65048fb0
10 changed files with 13 additions and 13 deletions

138
src/systems/components.rs Normal file
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use bevy_ecs::{bundle::Bundle, component::Component, resource::Resource};
use glam::Vec2;
use crate::{
entity::{direction::Direction, graph::Graph},
error::{EntityError, GameResult},
texture::{animated::AnimatedTexture, sprite::AtlasTile},
};
/// A tag component for entities that are controlled by the player.
#[derive(Default, Component)]
pub struct PlayerControlled;
/// 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,
}
/// A component for entities that have a directional animated texture.
#[derive(Component)]
pub struct DirectionalAnimated {
pub textures: [Option<AnimatedTexture>; 4],
pub stopped_textures: [Option<AnimatedTexture>; 4],
}
/// A unique identifier for a node, represented by its index in the graph's storage.
pub type NodeId = usize;
/// Represents the current position of an entity traversing the graph.
///
/// This enum allows for precise tracking of whether an entity is exactly at a node
/// or moving along an edge between two nodes.
#[derive(Component, Debug, Copy, Clone, PartialEq)]
pub enum Position {
/// The traverser is located exactly at a node.
AtNode(NodeId),
/// The traverser is on an edge between two nodes.
BetweenNodes {
from: NodeId,
to: NodeId,
/// The floating-point distance traversed along the edge from the `from` node.
traversed: f32,
},
}
impl Position {
/// Calculates the current pixel position in the game world.
///
/// Converts the graph position to screen coordinates, accounting for
/// the board offset and centering the sprite.
pub fn get_pixel_pos(&self, graph: &Graph) -> GameResult<Vec2> {
let pos = match self {
Position::AtNode(node_id) => {
let node = graph.get_node(*node_id).ok_or(EntityError::NodeNotFound(*node_id))?;
node.position
}
Position::BetweenNodes { from, to, traversed } => {
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 })?;
from_node.position + (to_node.position - from_node.position) * (traversed / edge.distance)
}
};
Ok(Vec2::new(
pos.x + crate::constants::BOARD_PIXEL_OFFSET.x as f32,
pos.y + crate::constants::BOARD_PIXEL_OFFSET.y as f32,
))
}
}
impl Default for Position {
fn default() -> Self {
Position::AtNode(0)
}
}
#[allow(dead_code)]
impl Position {
/// Returns `true` if the position is exactly at a node.
pub fn is_at_node(&self) -> bool {
matches!(self, Position::AtNode(_))
}
/// Returns the `NodeId` of the current or most recently departed node.
#[allow(clippy::wrong_self_convention)]
pub fn from_node_id(&self) -> NodeId {
match self {
Position::AtNode(id) => *id,
Position::BetweenNodes { from, .. } => *from,
}
}
/// Returns the `NodeId` of the destination node, if currently on an edge.
#[allow(clippy::wrong_self_convention)]
pub fn to_node_id(&self) -> Option<NodeId> {
match self {
Position::AtNode(_) => None,
Position::BetweenNodes { to, .. } => Some(*to),
}
}
/// Returns `true` if the traverser is stopped at a node.
pub fn is_stopped(&self) -> bool {
matches!(self, Position::AtNode(_))
}
}
/// A component for entities that have a velocity, with a direction and speed.
#[derive(Default, Component)]
pub struct Velocity {
pub direction: Direction,
pub next_direction: Option<(Direction, u8)>,
pub speed: f32,
}
#[derive(Bundle)]
pub struct PlayerBundle {
pub player: PlayerControlled,
pub position: Position,
pub velocity: Velocity,
pub sprite: Renderable,
pub directional_animated: DirectionalAnimated,
}
#[derive(Resource)]
pub struct GlobalState {
pub exit: bool,
}
#[derive(Resource)]
pub struct DeltaTime(pub f32);

43
src/systems/interact.rs Normal file
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use bevy_ecs::{
event::{EventReader, EventWriter},
system::{Query, ResMut},
};
use crate::{
error::GameError,
game::events::GameEvent,
input::commands::GameCommand,
systems::components::{GlobalState, PlayerControlled, Velocity},
};
// Handles
pub fn interact_system(
mut events: EventReader<GameEvent>,
mut state: ResMut<GlobalState>,
mut players: Query<(&PlayerControlled, &mut Velocity)>,
mut errors: EventWriter<GameError>,
) {
// Get the player's velocity (handling to ensure there is only one player)
let mut velocity = match players.single_mut() {
Ok((_, velocity)) => velocity,
Err(e) => {
errors.write(GameError::InvalidState(format!("Player not found: {}", e)).into());
return;
}
};
// Handle events
for event in events.read() {
match event {
GameEvent::Command(command) => match command {
GameCommand::MovePlayer(direction) => {
velocity.next_direction = Some((*direction, 90));
}
GameCommand::Exit => {
state.exit = true;
}
_ => {}
},
}
}
}

9
src/systems/mod.rs Normal file
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//! The Entity-Component-System (ECS) module.
//!
//! This module contains all the ECS-related logic, including components, systems,
//! and resources.
pub mod components;
pub mod interact;
pub mod movement;
pub mod render;

129
src/systems/movement.rs Normal file
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use crate::entity::graph::EdgePermissions;
use crate::error::{EntityError, GameError};
use crate::map::builder::Map;
use crate::systems::components::{DeltaTime, PlayerControlled, Position, Velocity};
use bevy_ecs::event::EventWriter;
use bevy_ecs::system::{Query, Res};
fn can_traverse(_player: &mut PlayerControlled, edge: crate::entity::graph::Edge) -> bool {
matches!(edge.permissions, EdgePermissions::All)
}
pub fn movement_system(
map: Res<Map>,
delta_time: Res<DeltaTime>,
mut entities: Query<(&mut PlayerControlled, &mut Velocity, &mut Position)>,
mut errors: EventWriter<GameError>,
) {
for (mut player, mut velocity, mut position) in entities.iter_mut() {
let distance = velocity.speed * 60.0 * delta_time.0;
// Decrement the remaining frames for the next direction
if let Some((direction, remaining)) = velocity.next_direction {
if remaining > 0 {
velocity.next_direction = Some((direction, remaining - 1));
} else {
velocity.next_direction = None;
}
}
match *position {
Position::AtNode(node_id) => {
// We're not moving, but a buffered direction is available.
if let Some((next_direction, _)) = velocity.next_direction {
if let Some(edge) = map.graph.find_edge_in_direction(node_id, next_direction) {
if can_traverse(&mut player, edge) {
// Start moving in that direction
*position = Position::BetweenNodes {
from: node_id,
to: edge.target,
traversed: distance,
};
velocity.direction = next_direction;
velocity.next_direction = None;
}
} else {
errors.write(
EntityError::InvalidMovement(format!(
"No edge found in direction {:?} from node {}",
next_direction, node_id
))
.into(),
);
}
}
}
Position::BetweenNodes { from, to, traversed } => {
// There is no point in any of the next logic if we don't travel at all
if distance <= 0.0 {
return;
}
let edge = map
.graph
.find_edge(from, to)
.ok_or_else(|| {
errors.write(
EntityError::InvalidMovement(format!(
"Inconsistent state: Traverser is on a non-existent edge from {} to {}.",
from, to
))
.into(),
);
return;
})
.unwrap();
let new_traversed = traversed + distance;
if new_traversed < edge.distance {
// Still on the same edge, just update the distance.
*position = Position::BetweenNodes {
from,
to,
traversed: new_traversed,
};
} else {
let overflow = new_traversed - edge.distance;
let mut moved = false;
// If we buffered a direction, try to find an edge in that direction
if let Some((next_dir, _)) = velocity.next_direction {
if let Some(edge) = map.graph.find_edge_in_direction(to, next_dir) {
if can_traverse(&mut player, edge) {
*position = Position::BetweenNodes {
from: to,
to: edge.target,
traversed: overflow,
};
velocity.direction = next_dir; // Remember our new direction
velocity.next_direction = None; // Consume the buffered direction
moved = true;
}
}
}
// If we didn't move, try to continue in the current direction
if !moved {
if let Some(edge) = map.graph.find_edge_in_direction(to, velocity.direction) {
if can_traverse(&mut player, edge) {
*position = Position::BetweenNodes {
from: to,
to: edge.target,
traversed: overflow,
};
} else {
*position = Position::AtNode(to);
velocity.next_direction = None;
}
} else {
*position = Position::AtNode(to);
velocity.next_direction = None;
}
}
}
}
}
}
}

98
src/systems/render.rs Normal file
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use crate::error::{GameError, TextureError};
use crate::map::builder::Map;
use crate::systems::components::{DeltaTime, DirectionalAnimated, Position, Renderable, Velocity};
use crate::texture::sprite::SpriteAtlas;
use bevy_ecs::entity::Entity;
use bevy_ecs::event::EventWriter;
use bevy_ecs::system::{NonSendMut, Query, Res};
use sdl2::render::{Canvas, Texture};
use sdl2::video::Window;
/// Updates the directional animated texture of an entity.
pub fn directional_render_system(
dt: Res<DeltaTime>,
mut renderables: Query<(&Velocity, &mut DirectionalAnimated, &mut Renderable, &Position)>,
mut errors: EventWriter<GameError>,
) {
for (velocity, mut texture, mut renderable, position) in renderables.iter_mut() {
let stopped = matches!(position, Position::AtNode(_));
let texture = if stopped {
texture.stopped_textures[velocity.direction.as_usize()].as_mut()
} else {
texture.textures[velocity.direction.as_usize()].as_mut()
};
if let Some(texture) = texture {
if !stopped {
texture.tick(dt.0);
}
renderable.sprite = *texture.current_tile();
} else {
errors.write(TextureError::RenderFailed(format!("Entity has no texture")).into());
continue;
}
}
}
pub struct MapTextureResource(pub Texture<'static>);
pub struct BackbufferResource(pub Texture<'static>);
pub fn render_system(
mut canvas: NonSendMut<&mut Canvas<Window>>,
map_texture: NonSendMut<MapTextureResource>,
mut backbuffer: NonSendMut<BackbufferResource>,
mut atlas: NonSendMut<SpriteAtlas>,
map: Res<Map>,
mut renderables: Query<(Entity, &mut Renderable, &Position)>,
mut errors: EventWriter<GameError>,
) {
// Clear the main canvas first
canvas.set_draw_color(sdl2::pixels::Color::BLACK);
canvas.clear();
// Render to backbuffer
canvas
.with_texture_canvas(&mut backbuffer.0, |backbuffer_canvas| {
// Clear the backbuffer
backbuffer_canvas.set_draw_color(sdl2::pixels::Color::BLACK);
backbuffer_canvas.clear();
// Copy the pre-rendered map texture to the backbuffer
backbuffer_canvas
.copy(&map_texture.0, None, None)
.err()
.map(|e| errors.write(TextureError::RenderFailed(e.to_string()).into()));
// Render all entities to the backbuffer
for (_, mut renderable, position) in renderables.iter_mut() {
let pos = position.get_pixel_pos(&map.graph);
match pos {
Ok(pos) => {
let dest = crate::helpers::centered_with_size(
glam::IVec2::new(pos.x as i32, pos.y as i32),
glam::UVec2::new(renderable.sprite.size.x as u32, renderable.sprite.size.y as u32),
);
renderable
.sprite
.render(backbuffer_canvas, &mut atlas, dest)
.err()
.map(|e| errors.write(TextureError::RenderFailed(e.to_string()).into()));
}
Err(e) => {
errors.write(e.into());
}
}
}
})
.err()
.map(|e| errors.write(TextureError::RenderFailed(e.to_string()).into()));
// Copy backbuffer to main canvas and present
canvas
.copy(&backbuffer.0, None, None)
.err()
.map(|e| errors.write(TextureError::RenderFailed(e.to_string()).into()));
canvas.present();
}