feat: implement generic optimized collision system

This commit is contained in:
2025-08-15 12:21:29 -05:00
parent c5d6ea28e1
commit 57d7f75940
12 changed files with 242 additions and 46 deletions

27
src/systems/blinking.rs Normal file
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@@ -0,0 +1,27 @@
use bevy_ecs::{
component::Component,
system::{Query, Res},
};
use crate::systems::components::{DeltaTime, Renderable};
#[derive(Component)]
pub struct Blinking {
pub timer: f32,
pub interval: f32,
}
/// Updates blinking entities by toggling their visibility at regular intervals.
///
/// This system manages entities that have both `Blinking` and `Renderable` components,
/// accumulating time and toggling visibility when the specified interval is reached.
pub fn blinking_system(time: Res<DeltaTime>, mut query: Query<(&mut Blinking, &mut Renderable)>) {
for (mut blinking, mut renderable) in query.iter_mut() {
blinking.timer += time.0;
if blinking.timer >= blinking.interval {
blinking.timer = 0.0;
renderable.visible = !renderable.visible;
}
}
}

47
src/systems/collision.rs Normal file
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@@ -0,0 +1,47 @@
use bevy_ecs::entity::Entity;
use bevy_ecs::event::EventWriter;
use bevy_ecs::query::With;
use bevy_ecs::system::{Query, Res};
use crate::error::GameError;
use crate::events::GameEvent;
use crate::map::builder::Map;
use crate::systems::components::{Collider, ItemCollider, PacmanCollider, Position};
pub fn collision_system(
map: Res<Map>,
pacman_query: Query<(Entity, &Position, &Collider), With<PacmanCollider>>,
item_query: Query<(Entity, &Position, &Collider), With<ItemCollider>>,
mut events: EventWriter<GameEvent>,
mut errors: EventWriter<GameError>,
) {
// Check PACMAN × ITEM collisions
for (pacman_entity, pacman_pos, pacman_collider) in pacman_query.iter() {
for (item_entity, item_pos, item_collider) in item_query.iter() {
match (pacman_pos.get_pixel_pos(&map.graph), item_pos.get_pixel_pos(&map.graph)) {
(Ok(pacman_pixel), Ok(item_pixel)) => {
// Calculate the distance between the two entities's precise pixel positions
let distance = pacman_pixel.distance(item_pixel);
// Calculate the distance at which the two entities will collide
let collision_distance = (pacman_collider.size + item_collider.size) / 2.0;
// If the distance between the two entities is less than the collision distance, then the two entities are colliding
if distance < collision_distance {
events.write(GameEvent::Collision(pacman_entity, item_entity));
}
}
// Either or both of the pixel positions failed to get, so we need to report the error
(result_a, result_b) => {
for result in [result_a, result_b] {
if let Err(e) = result {
errors.write(GameError::InvalidState(format!(
"Collision system failed to get pixel positions for entities {:?} and {:?}: {}",
pacman_entity, item_entity, e
)));
}
}
}
}
}
}
}

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@@ -1,4 +1,5 @@
use bevy_ecs::{bundle::Bundle, component::Component, resource::Resource};
use bitflags::bitflags;
use glam::Vec2;
use crate::{
@@ -28,6 +29,7 @@ pub enum EntityType {
pub struct Renderable {
pub sprite: AtlasTile,
pub layer: u8,
pub visible: bool,
}
/// A component for entities that have a directional animated texture.
@@ -62,6 +64,10 @@ impl Position {
///
/// Converts the graph position to screen coordinates, accounting for
/// the board offset and centering the sprite.
///
/// # 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 {
Position::AtNode(node_id) => {
@@ -130,6 +136,34 @@ pub struct Velocity {
pub speed: f32,
}
bitflags! {
#[derive(Component, Default, Clone, Copy, Debug, PartialEq, Eq, PartialOrd, Ord, Hash)]
pub struct CollisionLayer: u8 {
const PACMAN = 1 << 0;
const GHOST = 1 << 1;
const ITEM = 1 << 2;
}
}
#[derive(Component)]
pub struct Collider {
pub size: f32,
pub layer: CollisionLayer,
}
/// Marker components for collision filtering optimization
#[derive(Component)]
pub struct PacmanCollider;
#[derive(Component)]
pub struct GhostCollider;
#[derive(Component)]
pub struct ItemCollider;
#[derive(Component)]
pub struct Score(pub u32);
#[derive(Bundle)]
pub struct PlayerBundle {
pub player: PlayerControlled,
@@ -138,6 +172,18 @@ pub struct PlayerBundle {
pub sprite: Renderable,
pub directional_animated: DirectionalAnimated,
pub entity_type: EntityType,
pub collider: Collider,
pub pacman_collider: PacmanCollider,
}
#[derive(Bundle)]
pub struct ItemBundle {
pub position: Position,
pub sprite: Renderable,
pub entity_type: EntityType,
pub score: Score,
pub collider: Collider,
pub item_collider: ItemCollider,
}
#[derive(Resource)]
@@ -145,5 +191,8 @@ pub struct GlobalState {
pub exit: bool,
}
#[derive(Resource)]
pub struct ScoreResource(pub u32);
#[derive(Resource)]
pub struct DeltaTime(pub f32);

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@@ -1,16 +1,14 @@
use bevy_ecs::{
event::{EventReader, EventWriter},
prelude::ResMut,
query::With,
system::{Query, ResMut},
system::Query,
};
use crate::{
error::GameError,
events::GameEvent,
systems::{
components::{GlobalState, PlayerControlled, Velocity},
input::GameCommand,
},
events::{GameCommand, GameEvent},
systems::components::{GlobalState, PlayerControlled, Velocity},
};
// Handles
@@ -41,6 +39,9 @@ pub fn player_system(
}
_ => {}
},
GameEvent::Collision(a, b) => {
tracing::info!("Collision between {:?} and {:?}", a, b);
}
}
}
}

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@@ -1,23 +1,12 @@
use std::collections::HashMap;
use bevy_ecs::{
event::EventWriter,
resource::Resource,
system::{NonSendMut, Res},
};
use bevy_ecs::{event::EventWriter, prelude::Res, resource::Resource, system::NonSendMut};
use sdl2::{event::Event, keyboard::Keycode, EventPump};
use crate::{entity::direction::Direction, events::GameEvent};
#[derive(Debug, Clone, Copy)]
pub enum GameCommand {
MovePlayer(Direction),
Exit,
TogglePause,
ToggleDebug,
MuteAudio,
ResetLevel,
}
use crate::{
entity::direction::Direction,
events::{GameCommand, GameEvent},
};
#[derive(Debug, Clone, Resource)]
pub struct Bindings {

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@@ -3,6 +3,8 @@
//! This module contains all the ECS-related logic, including components, systems,
//! and resources.
pub mod blinking;
pub mod collision;
pub mod components;
pub mod control;
pub mod input;

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@@ -1,4 +1,4 @@
use crate::entity::graph::{Edge, EdgePermissions, Graph};
use crate::entity::graph::{Edge, EdgePermissions};
use crate::error::{EntityError, GameError};
use crate::map::builder::Map;
use crate::systems::components::{DeltaTime, EntityType, Position, Velocity};