mirror of
https://github.com/Xevion/Pac-Man.git
synced 2025-12-06 03:15:48 -06:00
feat: implement entity-based sprite system for HUD display (lives)
- Spawn HUD elements as Renderables with simple change-based entity updates - Updated rendering systems to accommodate new precise pixel positioning for life sprites.
This commit is contained in:
2
Cargo.lock
generated
2
Cargo.lock
generated
@@ -663,7 +663,7 @@ checksum = "42f5e15c9953c5e4ccceeb2e7382a716482c34515315f7b03532b8b4e8393d2d"
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[[package]]
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[[package]]
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name = "pacman"
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name = "pacman"
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version = "0.78.1"
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version = "0.78.2"
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dependencies = [
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dependencies = [
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"anyhow",
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"anyhow",
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"bevy_ecs",
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"bevy_ecs",
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@@ -1,6 +1,6 @@
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[package]
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[package]
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name = "pacman"
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name = "pacman"
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version = "0.78.1"
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version = "0.78.2"
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authors = ["Xevion"]
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authors = ["Xevion"]
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edition = "2021"
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edition = "2021"
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rust-version = "1.86.0"
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rust-version = "1.86.0"
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24
src/game.rs
24
src/game.rs
@@ -13,13 +13,13 @@ use crate::map::direction::Direction;
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use crate::systems::{
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use crate::systems::{
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self, audio_system, blinking_system, collision_system, combined_render_system, directional_render_system,
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self, audio_system, blinking_system, collision_system, combined_render_system, directional_render_system,
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dirty_render_system, eaten_ghost_system, ghost_collision_system, ghost_movement_system, ghost_state_system,
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dirty_render_system, eaten_ghost_system, ghost_collision_system, ghost_movement_system, ghost_state_system,
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hud_render_system, item_system, linear_render_system, present_system, profile, time_to_live_system, touch_ui_render_system,
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hud_render_system, item_system, linear_render_system, player_life_sprite_system, present_system, profile,
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AudioEvent, AudioResource, AudioState, BackbufferResource, Blinking, BufferedDirection, Collider, DebugState,
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time_to_live_system, touch_ui_render_system, AudioEvent, AudioResource, AudioState, BackbufferResource, Blinking,
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DebugTextureResource, DeltaTime, DirectionalAnimation, EntityType, Frozen, GameStage, Ghost, GhostAnimation, GhostAnimations,
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BufferedDirection, Collider, DebugState, DebugTextureResource, DeltaTime, DirectionalAnimation, EntityType, Frozen,
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GhostBundle, GhostCollider, GhostState, GlobalState, Hidden, ItemBundle, ItemCollider, LastAnimationState, LinearAnimation,
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GameStage, Ghost, GhostAnimation, GhostAnimations, GhostBundle, GhostCollider, GhostState, GlobalState, Hidden, ItemBundle,
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MapTextureResource, MovementModifiers, NodeId, PacmanCollider, PlayerAnimation, PlayerBundle, PlayerControlled,
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ItemCollider, LastAnimationState, LinearAnimation, MapTextureResource, MovementModifiers, NodeId, PacmanCollider,
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PlayerDeathAnimation, PlayerLives, Position, RenderDirty, Renderable, ScoreResource, StartupSequence, SystemId,
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PlayerAnimation, PlayerBundle, PlayerControlled, PlayerDeathAnimation, PlayerLives, Position, RenderDirty, Renderable,
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SystemTimings, Timing, TouchState, Velocity,
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ScoreResource, StartupSequence, SystemId, SystemTimings, Timing, TouchState, Velocity,
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};
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};
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use crate::texture::animated::{DirectionalTiles, TileSequence};
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use crate::texture::animated::{DirectionalTiles, TileSequence};
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@@ -449,10 +449,9 @@ impl Game {
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let linear_render_system = profile(SystemId::LinearRender, linear_render_system);
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let linear_render_system = profile(SystemId::LinearRender, linear_render_system);
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let dirty_render_system = profile(SystemId::DirtyRender, dirty_render_system);
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let dirty_render_system = profile(SystemId::DirtyRender, dirty_render_system);
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let hud_render_system = profile(SystemId::HudRender, hud_render_system);
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let hud_render_system = profile(SystemId::HudRender, hud_render_system);
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let player_life_sprite_system = profile(SystemId::HudRender, player_life_sprite_system);
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let present_system = profile(SystemId::Present, present_system);
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let present_system = profile(SystemId::Present, present_system);
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let unified_ghost_state_system = profile(SystemId::GhostStateAnimation, ghost_state_system);
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let unified_ghost_state_system = profile(SystemId::GhostStateAnimation, ghost_state_system);
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// let death_sequence_system = profile(SystemId::DeathSequence, death_sequence_system);
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// let game_over_system = profile(SystemId::GameOver, systems::game_over_system);
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let eaten_ghost_system = profile(SystemId::EatenGhost, eaten_ghost_system);
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let eaten_ghost_system = profile(SystemId::EatenGhost, eaten_ghost_system);
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let time_to_live_system = profile(SystemId::TimeToLive, time_to_live_system);
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let time_to_live_system = profile(SystemId::TimeToLive, time_to_live_system);
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@@ -460,10 +459,8 @@ impl Game {
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dirty.0 = true;
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dirty.0 = true;
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};
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};
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schedule.add_systems(
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schedule.add_systems((forced_dirty_system
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forced_dirty_system
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.run_if(|score: Res<ScoreResource>, stage: Res<GameStage>| score.is_changed() || stage.is_changed()),));
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.run_if(|score: Res<ScoreResource>, stage: Res<GameStage>| score.is_changed() || stage.is_changed()),
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);
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// Input system should always run to prevent SDL event pump from blocking
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// Input system should always run to prevent SDL event pump from blocking
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let input_systems = (
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let input_systems = (
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@@ -496,6 +493,7 @@ impl Game {
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dirty_render_system,
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dirty_render_system,
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combined_render_system,
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combined_render_system,
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hud_render_system,
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hud_render_system,
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player_life_sprite_system,
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touch_ui_render_system,
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touch_ui_render_system,
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present_system,
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present_system,
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)
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)
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@@ -229,6 +229,14 @@ pub struct Eaten;
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#[derive(Component, Debug, Clone, Copy)]
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#[derive(Component, Debug, Clone, Copy)]
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pub struct Dying;
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pub struct Dying;
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/// Component for HUD life sprite entities.
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/// Each life sprite entity has an index indicating its position from left to right (0, 1, 2, etc.).
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/// This mostly functions as a tag component for sprites.
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#[derive(Component, Debug, Clone, Copy)]
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pub struct PlayerLife {
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pub index: u32,
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}
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#[derive(Component, Debug, Clone, Copy)]
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#[derive(Component, Debug, Clone, Copy)]
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pub enum GhostState {
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pub enum GhostState {
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/// Normal ghost behavior - chasing Pac-Man
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/// Normal ghost behavior - chasing Pac-Man
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@@ -3,8 +3,8 @@ use crate::map::direction::Direction;
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use crate::systems::input::TouchState;
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use crate::systems::input::TouchState;
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use crate::systems::{
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use crate::systems::{
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debug_render_system, BatchedLinesResource, Collider, CursorPosition, DebugState, DebugTextureResource, DeltaTime,
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debug_render_system, BatchedLinesResource, Collider, CursorPosition, DebugState, DebugTextureResource, DeltaTime,
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DirectionalAnimation, Dying, Frozen, GameStage, LinearAnimation, Looping, PlayerLives, Position, Renderable, ScoreResource,
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DirectionalAnimation, Dying, Frozen, GameStage, LinearAnimation, Looping, PlayerLife, PlayerLives, Position, Renderable,
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StartupSequence, SystemId, SystemTimings, TtfAtlasResource, Velocity,
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ScoreResource, StartupSequence, SystemId, SystemTimings, TtfAtlasResource, Velocity,
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};
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};
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use crate::texture::sprite::SpriteAtlas;
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use crate::texture::sprite::SpriteAtlas;
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use crate::texture::sprites::{GameSprite, PacmanSprite};
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use crate::texture::sprites::{GameSprite, PacmanSprite};
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@@ -19,7 +19,8 @@ use bevy_ecs::event::EventWriter;
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use bevy_ecs::query::{Changed, Has, Or, With, Without};
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use bevy_ecs::query::{Changed, Has, Or, With, Without};
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use bevy_ecs::removal_detection::RemovedComponents;
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use bevy_ecs::removal_detection::RemovedComponents;
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use bevy_ecs::resource::Resource;
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use bevy_ecs::resource::Resource;
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use bevy_ecs::system::{NonSendMut, Query, Res, ResMut};
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use bevy_ecs::system::{Commands, NonSendMut, Query, Res, ResMut};
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use glam::Vec2;
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use sdl2::pixels::Color;
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use sdl2::pixels::Color;
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use sdl2::rect::{Point, Rect};
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use sdl2::rect::{Point, Rect};
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use sdl2::render::{BlendMode, Canvas, Texture};
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use sdl2::render::{BlendMode, Canvas, Texture};
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@@ -126,6 +127,84 @@ pub fn linear_render_system(
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}
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}
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}
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}
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/// System that manages player life sprite entities.
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/// Spawns and despawns life sprite entities based on changes to PlayerLives resource.
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/// Each life sprite is positioned based on its index (0, 1, 2, etc. from left to right).
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pub fn player_life_sprite_system(
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mut commands: Commands,
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atlas: NonSendMut<SpriteAtlas>,
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current_life_sprites: Query<(Entity, &PlayerLife)>,
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player_lives: Res<PlayerLives>,
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mut errors: EventWriter<GameError>,
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) {
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let displayed_lives = player_lives.0.saturating_sub(1);
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// Get current life sprite entities, sorted by index
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let mut current_sprites: Vec<_> = current_life_sprites.iter().collect();
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current_sprites.sort_by_key(|(_, life)| life.index);
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let current_count = current_sprites.len() as u8;
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// Calculate the difference
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let diff = (displayed_lives as i8) - (current_count as i8);
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if diff > 0 {
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// Spawn new life sprites
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let life_sprite = match atlas.get_tile(&GameSprite::Pacman(PacmanSprite::Moving(Direction::Left, 1)).to_path()) {
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Ok(sprite) => sprite,
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Err(e) => {
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errors.write(e.into());
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return;
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}
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};
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for i in 0..diff.abs() {
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let position = calculate_life_sprite_position(i as u32);
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commands.spawn((
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PlayerLife { index: i as u32 },
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Renderable {
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sprite: life_sprite,
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layer: 255, // High layer to render on top
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},
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PixelPosition {
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pixel_position: position,
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},
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));
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}
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} else if diff < 0 {
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// Remove excess life sprites (highest indices first)
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let to_remove = diff.abs() as usize;
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let sprites_to_remove: Vec<_> = current_sprites
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.iter()
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.rev() // Start from highest index
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.take(to_remove as usize)
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.map(|(entity, _)| *entity)
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.collect();
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for entity in sprites_to_remove {
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commands.entity(entity).despawn();
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}
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}
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}
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/// Component for Renderables to store an exact pixel position
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#[derive(Component)]
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pub struct PixelPosition {
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pub pixel_position: Vec2,
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}
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/// Calculates the pixel position for a life sprite based on its index
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fn calculate_life_sprite_position(index: u32) -> Vec2 {
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let start_x = CELL_SIZE * 2; // 2 cells from left
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let start_y = CANVAS_SIZE.y - BOARD_BOTTOM_PIXEL_OFFSET.y + (CELL_SIZE / 2) + 1; // In bottom area
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let sprite_spacing = CELL_SIZE + CELL_SIZE / 2; // 1.5 cells between sprites
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let x = start_x + ((index as f32) * (sprite_spacing as f32 * 1.5)).round() as u32;
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let y = start_y - CELL_SIZE / 2;
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Vec2::new((x + CELL_SIZE) as f32, (y + CELL_SIZE) as f32)
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}
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/// A non-send resource for the map texture. This just wraps the texture with a type so it can be differentiated when exposed as a resource.
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/// A non-send resource for the map 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 MapTextureResource(pub Texture);
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pub struct MapTextureResource(pub Texture);
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@@ -211,7 +290,6 @@ pub fn hud_render_system(
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mut backbuffer: NonSendMut<BackbufferResource>,
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mut backbuffer: NonSendMut<BackbufferResource>,
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mut canvas: NonSendMut<&mut Canvas<Window>>,
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mut canvas: NonSendMut<&mut Canvas<Window>>,
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mut atlas: NonSendMut<SpriteAtlas>,
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mut atlas: NonSendMut<SpriteAtlas>,
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player_lives: Res<PlayerLives>,
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score: Res<ScoreResource>,
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score: Res<ScoreResource>,
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stage: Res<GameStage>,
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stage: Res<GameStage>,
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mut errors: EventWriter<GameError>,
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mut errors: EventWriter<GameError>,
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@@ -227,35 +305,6 @@ pub fn hud_render_system(
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errors.write(TextureError::RenderFailed(format!("Failed to render lives text: {}", e)).into());
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errors.write(TextureError::RenderFailed(format!("Failed to render lives text: {}", e)).into());
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}
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}
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// Render Pac-Man life sprites in bottom left
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let lives = player_lives.0;
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let life_sprite_path = &GameSprite::Pacman(PacmanSprite::Moving(Direction::Left, 1)).to_path();
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// Get the sprite from the atlas for life display
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match atlas.get_tile(life_sprite_path) {
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Ok(life_sprite) => {
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let start_x = CELL_SIZE * 2; // 2 cells from left
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let start_y = CANVAS_SIZE.y - BOARD_BOTTOM_PIXEL_OFFSET.y + (CELL_SIZE / 2) + 1; // In bottom area
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let sprite_spacing = CELL_SIZE + CELL_SIZE / 2; // 1.5 cells between sprites
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// Render one sprite for each remaining life (lives - 1, since current life isn't shown)
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let sprites_to_show = if lives > 0 { lives - 1 } else { 0 };
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for i in 0..sprites_to_show {
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let x = start_x + ((i as f32) * (sprite_spacing as f32 * 1.5)).round() as u32;
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let y = start_y - CELL_SIZE / 2;
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let dest = sdl2::rect::Rect::new(x as i32, y as i32, life_sprite.size.x as u32, life_sprite.size.y as u32);
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if let Err(e) = life_sprite.render(canvas, &mut atlas, dest) {
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errors.write(TextureError::RenderFailed(format!("Failed to render life sprite: {}", e)).into());
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}
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}
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}
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Err(e) => {
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errors.write(e.into());
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}
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}
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// Render score text
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// Render score text
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let score_text = format!("{:02}", score.0);
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let score_text = format!("{:02}", score.0);
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let score_offset = 7 - (score_text.len() as i32);
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let score_offset = 7 - (score_text.len() as i32);
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@@ -318,7 +367,10 @@ pub fn render_system(
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atlas: &mut SpriteAtlas,
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atlas: &mut SpriteAtlas,
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map: &Res<Map>,
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map: &Res<Map>,
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dirty: &Res<RenderDirty>,
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dirty: &Res<RenderDirty>,
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renderables: &Query<(Entity, &Renderable, &Position), Without<Hidden>>,
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renderables: &Query<
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(Entity, &Renderable, Option<&Position>, Option<&PixelPosition>),
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(Without<Hidden>, Or<(With<Position>, With<PixelPosition>)>),
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>,
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errors: &mut EventWriter<GameError>,
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errors: &mut EventWriter<GameError>,
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) {
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) {
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if !dirty.0 {
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if !dirty.0 {
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@@ -335,12 +387,21 @@ pub fn render_system(
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}
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}
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// Render all entities to the backbuffer
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// Render all entities to the backbuffer
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for (_, renderable, position) in renderables
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for (_entity, renderable, position, pixel_position) in renderables
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.iter()
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.iter()
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.sort_by_key::<(Entity, &Renderable, &Position), _>(|(_, renderable, _)| renderable.layer)
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.sort_by_key::<(Entity, &Renderable, Option<&Position>, Option<&PixelPosition>), _>(|(_, renderable, _, _)| {
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renderable.layer
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})
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.rev()
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.rev()
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{
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{
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let pos = position.get_pixel_position(&map.graph);
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let pos = if let Some(position) = position {
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position.get_pixel_position(&map.graph)
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} else {
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Ok(pixel_position
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.expect("Pixel position should be present via query filtering, but got None on both")
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.pixel_position)
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};
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match pos {
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match pos {
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Ok(pos) => {
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Ok(pos) => {
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let dest = Rect::from_center(
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let dest = Rect::from_center(
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@@ -378,7 +439,10 @@ pub fn combined_render_system(
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timing: Res<crate::systems::profiling::Timing>,
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timing: Res<crate::systems::profiling::Timing>,
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map: Res<Map>,
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map: Res<Map>,
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dirty: Res<RenderDirty>,
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dirty: Res<RenderDirty>,
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renderables: Query<(Entity, &Renderable, &Position), Without<Hidden>>,
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renderables: Query<
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(Entity, &Renderable, Option<&Position>, Option<&PixelPosition>),
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(Without<Hidden>, Or<(With<Position>, With<PixelPosition>)>),
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>,
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colliders: Query<(&Collider, &Position)>,
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colliders: Query<(&Collider, &Position)>,
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cursor: Res<CursorPosition>,
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cursor: Res<CursorPosition>,
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mut errors: EventWriter<GameError>,
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mut errors: EventWriter<GameError>,
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Block a user