feat: stage sequence, ghost collisions & energizer logic, text color method, scheduler ordering

This commit is contained in:
Ryan Walters
2025-08-28 12:40:02 -05:00
parent f14b3d38a4
commit 80ebf08dd3
12 changed files with 624 additions and 64 deletions

View File

@@ -7,32 +7,35 @@ use crate::error::{GameError, GameResult, TextureError};
use crate::events::GameEvent;
use crate::map::builder::Map;
use crate::map::direction::Direction;
use crate::systems;
use crate::systems::blinking::Blinking;
use crate::systems::movement::{BufferedDirection, Position, Velocity};
use crate::systems::player::player_movement_system;
use crate::systems::profiling::SystemId;
use crate::systems::render::RenderDirty;
use crate::systems::{
audio::{audio_system, AudioEvent, AudioResource},
blinking::blinking_system,
collision::collision_system,
components::{
AudioState, Collider, DeltaTime, DirectionalAnimated, EntityType, Ghost, GhostBundle, GhostCollider, GlobalState,
ItemBundle, ItemCollider, PacmanCollider, PlayerBundle, PlayerControlled, RenderDirty, Renderable, ScoreResource,
AudioState, Collider, DeltaTime, DirectionalAnimated, EntityType, Frozen, Ghost, GhostBundle, GhostCollider, GlobalState,
ItemBundle, ItemCollider, LevelTiming, PacmanCollider, PlayerBundle, PlayerControlled, PlayerStateBundle, Renderable,
ScoreResource, StartupSequence,
},
debug::{debug_render_system, DebugFontResource, DebugState, DebugTextureResource},
ghost::ghost_movement_system,
input::input_system,
ghost::{ghost_collision_system, ghost_movement_system},
item::item_system,
player::player_control_system,
profiling::{profile, SystemTimings},
render::{
directional_render_system, dirty_render_system, hud_render_system, render_system, BackbufferResource, MapTextureResource,
directional_render_system, dirty_render_system, hud_render_system, ready_visibility_system, render_system,
BackbufferResource, MapTextureResource,
},
};
use crate::texture::animated::AnimatedTexture;
use bevy_ecs::event::EventRegistry;
use bevy_ecs::observer::Trigger;
use bevy_ecs::schedule::Schedule;
use bevy_ecs::prelude::SystemSet;
use bevy_ecs::schedule::{IntoScheduleConfigs, Schedule};
use bevy_ecs::system::{NonSendMut, Res, ResMut};
use bevy_ecs::world::World;
use sdl2::image::LoadTexture;
@@ -50,6 +53,10 @@ use crate::{
texture::sprite::{AtlasMapper, SpriteAtlas},
};
/// System set for all rendering systems to ensure they run after gameplay logic
#[derive(SystemSet, Debug, Hash, PartialEq, Eq, Clone)]
pub struct RenderSet;
/// Core game state manager built on the Bevy ECS architecture.
///
/// Orchestrates all game systems through a centralized `World` containing entities,
@@ -207,6 +214,11 @@ impl Game {
pacman_collider: PacmanCollider,
};
// Spawn player and attach initial state bundle
let player_entity = world.spawn(player).id();
world.entity_mut(player_entity).insert(PlayerStateBundle::default());
world.entity_mut(player_entity).insert(Frozen);
world.insert_non_send_resource(atlas);
world.insert_non_send_resource(event_pump);
world.insert_non_send_resource(canvas);
@@ -226,6 +238,7 @@ impl Game {
world.insert_resource(DebugState::default());
world.insert_resource(AudioState::default());
world.insert_resource(CursorPosition::default());
world.insert_resource(LevelTiming::for_level(1));
world.add_observer(
|event: Trigger<GameEvent>, mut state: ResMut<GlobalState>, _score: ResMut<ScoreResource>| {
@@ -234,37 +247,72 @@ impl Game {
}
},
);
schedule.add_systems((
profile(SystemId::Input, input_system),
profile(SystemId::PlayerControls, player_control_system),
profile(SystemId::PlayerMovement, player_movement_system),
profile(SystemId::Ghost, ghost_movement_system),
profile(SystemId::Collision, collision_system),
profile(SystemId::Item, item_system),
profile(SystemId::Audio, audio_system),
profile(SystemId::Blinking, blinking_system),
profile(SystemId::DirectionalRender, directional_render_system),
profile(SystemId::DirtyRender, dirty_render_system),
profile(SystemId::HudRender, hud_render_system),
profile(SystemId::Render, render_system),
profile(SystemId::DebugRender, debug_render_system),
profile(
SystemId::Present,
|mut canvas: NonSendMut<&mut Canvas<Window>>, debug_state: Res<DebugState>, mut dirty: ResMut<RenderDirty>| {
if dirty.0 || debug_state.enabled {
// Only copy backbuffer to main canvas if debug rendering is off
// (debug rendering draws directly to main canvas)
if !debug_state.enabled {
canvas.present();
}
dirty.0 = false;
let input_system = profile(SystemId::Input, systems::input::input_system);
let player_control_system = profile(SystemId::PlayerControls, systems::player::player_control_system);
let player_movement_system = profile(SystemId::PlayerMovement, systems::player::player_movement_system);
let startup_stage_system = profile(SystemId::Stage, systems::stage::startup_stage_system);
let player_tunnel_slowdown_system = profile(SystemId::PlayerMovement, systems::player::player_tunnel_slowdown_system);
let ghost_movement_system = profile(SystemId::Ghost, ghost_movement_system);
let collision_system = profile(SystemId::Collision, collision_system);
let ghost_collision_system = profile(SystemId::GhostCollision, ghost_collision_system);
let item_system = profile(SystemId::Item, item_system);
let audio_system = profile(SystemId::Audio, audio_system);
let blinking_system = profile(SystemId::Blinking, blinking_system);
let directional_render_system = profile(SystemId::DirectionalRender, directional_render_system);
let dirty_render_system = profile(SystemId::DirtyRender, dirty_render_system);
let hud_render_system = profile(SystemId::HudRender, hud_render_system);
let render_system = profile(SystemId::Render, render_system);
let debug_render_system = profile(SystemId::DebugRender, debug_render_system);
let present_system = profile(
SystemId::Present,
|mut canvas: NonSendMut<&mut Canvas<Window>>, debug_state: Res<DebugState>, mut dirty: ResMut<RenderDirty>| {
if dirty.0 || debug_state.enabled {
// Only copy backbuffer to main canvas if debug rendering is off
// (debug rendering draws directly to main canvas)
if !debug_state.enabled {
canvas.present();
}
},
),
dirty.0 = false;
}
},
);
schedule.add_systems((
(
input_system,
player_control_system,
player_movement_system,
startup_stage_system,
)
.chain(),
player_tunnel_slowdown_system,
ghost_movement_system,
(collision_system, ghost_collision_system, item_system).chain(),
audio_system,
blinking_system,
ready_visibility_system,
(
directional_render_system,
dirty_render_system,
render_system,
hud_render_system,
debug_render_system,
present_system,
)
.chain(),
));
// Spawn player
world.spawn(player);
// Initialize StartupSequence as a global resource
let ready_duration_ticks = {
let duration = world
.get_resource::<LevelTiming>()
.map(|t| t.spawn_freeze_duration)
.unwrap_or(1.5);
(duration * 60.0) as u32 // Convert to ticks at 60 FPS
};
world.insert_resource(StartupSequence::new(ready_duration_ticks, 60));
// Spawn ghosts
Self::spawn_ghosts(&mut world)?;
@@ -413,7 +461,7 @@ impl Game {
}
};
world.spawn(ghost);
world.spawn(ghost).insert(Frozen);
}
Ok(())