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

@@ -1,6 +1,7 @@
use bevy_ecs::{
entity::Entity,
event::{EventReader, EventWriter},
prelude::ResMut,
prelude::{Commands, ResMut},
query::With,
system::{Query, Res},
};
@@ -11,7 +12,10 @@ use crate::{
map::builder::Map,
map::graph::Edge,
systems::{
components::{AudioState, DeltaTime, EntityType, GlobalState, PlayerControlled},
components::{
AudioState, ControlState, DeltaTime, EntityType, Frozen, GhostCollider, GlobalState, MovementModifiers,
PlayerControlled, PlayerLifecycle, StartupSequence,
},
debug::DebugState,
movement::{BufferedDirection, Position, Velocity},
},
@@ -28,12 +32,12 @@ pub fn player_control_system(
mut state: ResMut<GlobalState>,
mut debug_state: ResMut<DebugState>,
mut audio_state: ResMut<AudioState>,
mut players: Query<&mut BufferedDirection, With<PlayerControlled>>,
mut players: Query<(&PlayerLifecycle, &ControlState, &mut BufferedDirection), With<PlayerControlled>>,
mut errors: EventWriter<GameError>,
) {
// Get the player's movable component (ensuring there is only one player)
let mut buffered_direction = match players.single_mut() {
Ok(buffered_direction) => buffered_direction,
let (lifecycle, control, mut buffered_direction) = match players.single_mut() {
Ok(tuple) => tuple,
Err(e) => {
errors.write(GameError::InvalidState(format!(
"No/multiple entities queried for player system: {}",
@@ -43,15 +47,20 @@ pub fn player_control_system(
}
};
// If the player is not interactive or input is locked, ignore movement commands
let allow_input = lifecycle.is_interactive() && matches!(control, ControlState::InputEnabled);
// Handle events
for event in events.read() {
if let GameEvent::Command(command) = event {
match command {
GameCommand::MovePlayer(direction) => {
*buffered_direction = BufferedDirection::Some {
direction: *direction,
remaining_time: 0.25,
};
if allow_input {
*buffered_direction = BufferedDirection::Some {
direction: *direction,
remaining_time: 0.25,
};
}
}
GameCommand::Exit => {
state.exit = true;
@@ -82,10 +91,24 @@ pub fn can_traverse(entity_type: EntityType, edge: Edge) -> bool {
pub fn player_movement_system(
map: Res<Map>,
delta_time: Res<DeltaTime>,
mut entities: Query<(&mut Position, &mut Velocity, &mut BufferedDirection), With<PlayerControlled>>,
mut entities: Query<
(
&PlayerLifecycle,
&ControlState,
&MovementModifiers,
&mut Position,
&mut Velocity,
&mut BufferedDirection,
),
With<PlayerControlled>,
>,
// mut errors: EventWriter<GameError>,
) {
for (mut position, mut velocity, mut buffered_direction) in entities.iter_mut() {
for (lifecycle, control, modifiers, mut position, mut velocity, mut buffered_direction) in entities.iter_mut() {
if !lifecycle.is_interactive() || !matches!(control, ControlState::InputEnabled) {
continue;
}
// Decrement the buffered direction remaining time
if let BufferedDirection::Some {
direction,
@@ -102,7 +125,7 @@ pub fn player_movement_system(
}
}
let mut distance = velocity.speed * 60.0 * delta_time.0;
let mut distance = velocity.speed * modifiers.speed_multiplier * 60.0 * delta_time.0;
loop {
match *position {
@@ -151,3 +174,16 @@ pub fn player_movement_system(
}
}
}
/// Applies tunnel slowdown based on the current node tile
pub fn player_tunnel_slowdown_system(map: Res<Map>, mut q: Query<(&Position, &mut MovementModifiers), With<PlayerControlled>>) {
if let Ok((position, mut modifiers)) = q.single_mut() {
let node = position.current_node();
let in_tunnel = map
.tile_at_node(node)
.map(|t| t == crate::constants::MapTile::Tunnel)
.unwrap_or(false);
modifiers.tunnel_slowdown_active = in_tunnel;
modifiers.speed_multiplier = if in_tunnel { 0.6 } else { 1.0 };
}
}