mirror of
https://github.com/Xevion/Pac-Man.git
synced 2025-12-15 08:12:32 -06:00
refactor: add ticks to DeltaTime, rewrite Blinking system for tick-based calculations with absolute calculations, rewrite Blinking/Direction tests
This commit is contained in:
@@ -72,8 +72,8 @@ pub mod collider {
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pub mod ui {
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/// Debug font size in points
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pub const DEBUG_FONT_SIZE: u16 = 12;
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/// Power pellet blink rate in seconds
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pub const POWER_PELLET_BLINK_RATE: f32 = 0.2;
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/// Power pellet blink rate in ticks (at 60 FPS, 12 ticks = 0.2 seconds)
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pub const POWER_PELLET_BLINK_RATE: u32 = 12;
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}
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/// Map tile types that define gameplay behavior and collision properties.
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@@ -372,7 +372,7 @@ impl Game {
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world.insert_resource(SystemTimings::default());
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world.insert_resource(Timing::default());
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world.insert_resource(Bindings::default());
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world.insert_resource(DeltaTime(0f32));
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world.insert_resource(DeltaTime { seconds: 0.0, ticks: 0 });
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world.insert_resource(RenderDirty::default());
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world.insert_resource(DebugState::default());
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world.insert_resource(AudioState::default());
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@@ -633,7 +633,7 @@ impl Game {
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///
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/// `true` if the game should terminate (exit command received), `false` to continue
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pub fn tick(&mut self, dt: f32) -> bool {
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self.world.insert_resource(DeltaTime(dt));
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self.world.insert_resource(DeltaTime { seconds: dt, ticks: 1 });
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// Note: We don't need to read the current tick here since we increment it after running systems
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@@ -12,20 +12,24 @@ use crate::systems::{
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#[derive(Component, Debug)]
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pub struct Blinking {
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pub timer: f32,
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pub interval: f32,
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pub tick_timer: u32,
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pub interval_ticks: u32,
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}
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impl Blinking {
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pub fn new(interval: f32) -> Self {
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Self { timer: 0.0, interval }
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pub fn new(interval_ticks: u32) -> Self {
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Self {
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tick_timer: 0,
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interval_ticks,
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}
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}
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}
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/// Updates blinking entities by toggling their visibility at regular intervals.
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///
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/// This system manages entities that have both `Blinking` and `Renderable` components,
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/// accumulating time and toggling visibility when the specified interval is reached.
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/// accumulating ticks and toggling visibility when the specified interval is reached.
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/// Uses integer arithmetic for deterministic behavior.
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#[allow(clippy::type_complexity)]
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pub fn blinking_system(
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mut commands: Commands,
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@@ -42,22 +46,40 @@ pub fn blinking_system(
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continue;
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}
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// Increase the timer by the delta time
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blinking.timer += time.0;
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// Increase the timer by the delta ticks
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blinking.tick_timer += time.ticks;
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// If the timer is less than the interval, there's nothing to do yet
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if blinking.timer < blinking.interval {
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// Handle zero interval case (immediate toggling)
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if blinking.interval_ticks == 0 {
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if time.ticks > 0 {
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if hidden {
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commands.entity(entity).remove::<Hidden>();
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} else {
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commands.entity(entity).insert(Hidden);
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}
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}
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continue;
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}
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// Subtract the interval (allows for the timer to retain partial interval progress)
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blinking.timer -= blinking.interval;
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// Calculate how many complete intervals have passed
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let complete_intervals = blinking.tick_timer / blinking.interval_ticks;
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// Toggle the Hidden component
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if hidden {
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commands.entity(entity).remove::<Hidden>();
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} else {
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commands.entity(entity).insert(Hidden);
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// If no complete intervals have passed, there's nothing to do yet
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if complete_intervals == 0 {
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continue;
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}
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// Update the timer to the remainder after complete intervals
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blinking.tick_timer %= blinking.interval_ticks;
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// Toggle the Hidden component for each complete interval
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// Since toggling twice is a no-op, we only need to toggle if the count is odd
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if complete_intervals % 2 == 1 {
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if hidden {
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commands.entity(entity).remove::<Hidden>();
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} else {
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commands.entity(entity).insert(Hidden);
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}
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}
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}
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}
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@@ -162,7 +162,35 @@ pub struct GlobalState {
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pub struct ScoreResource(pub u32);
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#[derive(Resource)]
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pub struct DeltaTime(pub f32);
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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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@@ -25,7 +25,7 @@ pub fn ghost_movement_system(
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mut ghosts: Query<(&Ghost, &mut Velocity, &mut Position), Without<Frozen>>,
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) {
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for (_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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let mut distance = velocity.speed * 60.0 * delta_time.seconds;
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loop {
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match *position {
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Position::Stopped { node: current_node } => {
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@@ -111,7 +111,7 @@ pub fn eaten_ghost_system(
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}
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}
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Position::Moving { to, .. } => {
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let distance = velocity.speed * 60.0 * delta_time.0;
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let distance = velocity.speed * 60.0 * delta_time.seconds;
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if let Some(_overflow) = position.tick(distance) {
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// Reached target node, check if we're at ghost house center
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if to == ghost_house_center {
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@@ -319,7 +319,7 @@ pub fn input_system(
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// Update touch reference position with easing
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if let Some(ref mut touch_data) = touch_state.active_touch {
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// Apply easing to the reference position and get the delta for direction calculation
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let (delta, distance) = update_touch_reference_position(touch_data, delta_time.0);
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let (delta, distance) = update_touch_reference_position(touch_data, delta_time.seconds);
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// Check for direction based on updated reference position
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if distance >= TOUCH_DIRECTION_THRESHOLD {
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@@ -336,7 +336,7 @@ pub fn input_system(
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}
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if let (false, CursorPosition::Some { remaining_time, .. }) = (cursor_seen, &mut *cursor) {
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*remaining_time -= delta_time.0;
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*remaining_time -= delta_time.seconds;
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if *remaining_time <= 0.0 {
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*cursor = CursorPosition::None;
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}
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@@ -99,12 +99,12 @@ pub fn player_movement_system(
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} else {
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*buffered_direction = BufferedDirection::Some {
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direction,
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remaining_time: remaining_time - delta_time.0,
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remaining_time: remaining_time - delta_time.seconds,
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};
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}
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}
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let mut distance = velocity.speed * modifiers.speed_multiplier * 60.0 * delta_time.0;
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let mut distance = velocity.speed * modifiers.speed_multiplier * 60.0 * delta_time.seconds;
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loop {
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match *position {
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@@ -55,7 +55,7 @@ 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)>,
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) {
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let ticks = (dt.0 * 60.0).round() as u16; // Convert from seconds to ticks at 60 ticks/sec
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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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@@ -90,7 +90,7 @@ pub fn directional_render_system(
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///
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/// This system handles entities that use LinearAnimation component for simple frame cycling.
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pub fn linear_render_system(dt: Res<DeltaTime>, mut query: Query<(&mut LinearAnimation, &mut Renderable)>) {
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let ticks = (dt.0 * 60.0).round() as u16; // Convert from seconds to ticks at 60 ticks/sec
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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 (mut anim, mut renderable) in query.iter_mut() {
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// Tick animation
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@@ -4,25 +4,42 @@ use crate::texture::sprite::AtlasTile;
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#[derive(Clone)]
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pub struct BlinkingTexture {
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tile: AtlasTile,
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blink_duration: f32,
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time_bank: f32,
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interval_ticks: u32,
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tick_timer: u32,
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is_on: bool,
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}
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impl BlinkingTexture {
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pub fn new(tile: AtlasTile, blink_duration: f32) -> Self {
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pub fn new(tile: AtlasTile, interval_ticks: u32) -> Self {
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Self {
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tile,
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blink_duration,
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time_bank: 0.0,
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interval_ticks,
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tick_timer: 0,
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is_on: true,
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}
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}
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pub fn tick(&mut self, dt: f32) {
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self.time_bank += dt;
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if self.time_bank >= self.blink_duration {
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self.time_bank -= self.blink_duration;
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pub fn tick(&mut self, delta_ticks: u32) {
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self.tick_timer += delta_ticks;
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// Handle zero interval case (immediate toggling)
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if self.interval_ticks == 0 {
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// With zero interval, any positive ticks should toggle
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if delta_ticks > 0 {
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self.is_on = !self.is_on;
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}
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return;
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}
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// Calculate how many complete intervals have passed
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let complete_intervals = self.tick_timer / self.interval_ticks;
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// Update the timer to the remainder after complete intervals
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self.tick_timer %= self.interval_ticks;
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// Toggle for each complete interval, but since toggling twice is a no-op,
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// we only need to toggle if the count is odd
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if complete_intervals % 2 == 1 {
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self.is_on = !self.is_on;
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}
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}
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@@ -36,11 +53,11 @@ impl BlinkingTexture {
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}
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// Helper methods for testing
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pub fn time_bank(&self) -> f32 {
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self.time_bank
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pub fn tick_timer(&self) -> u32 {
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self.tick_timer
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}
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pub fn blink_duration(&self) -> f32 {
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self.blink_duration
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pub fn interval_ticks(&self) -> u32 {
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self.interval_ticks
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}
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}
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