feat: setup pacman collision, level restart, game over, death sequence, switch to Vec for TileSequence

This commit is contained in:
Ryan Walters
2025-09-08 01:14:32 -05:00
parent 53306de155
commit 823f480916
10 changed files with 531 additions and 310 deletions

315
src/systems/state.rs Normal file
View File

@@ -0,0 +1,315 @@
use std::mem::discriminant;
use crate::{
map::builder::Map,
systems::{
AudioEvent, Blinking, DirectionalAnimation, Dying, Eaten, Frozen, Ghost, GhostCollider, GhostState, Hidden,
LinearAnimation, Looping, PlayerControlled, Position,
},
};
use bevy_ecs::{
entity::Entity,
event::EventWriter,
query::{With, Without},
resource::Resource,
system::{Commands, Query, Res, ResMut},
};
#[derive(Resource, Clone)]
pub struct PlayerAnimation(pub DirectionalAnimation);
#[derive(Resource, Clone)]
pub struct PlayerDeathAnimation(pub LinearAnimation);
/// A resource to track the overall stage of the game from a high-level perspective.
#[derive(Resource, Debug, PartialEq, Eq, Clone, Copy)]
pub enum GameStage {
Starting(StartupSequence),
/// The main gameplay loop is active.
Playing,
/// The player has died and the death sequence is in progress.
PlayerDying(DyingSequence),
/// The level is restarting after a death.
LevelRestarting,
/// The game has ended.
GameOver,
}
/// A resource that manages the multi-stage startup sequence of the game.
#[derive(Debug, PartialEq, Eq, Clone, Copy)]
pub enum StartupSequence {
/// Stage 1: Text-only stage
/// - Player & ghosts are hidden
/// - READY! and PLAYER ONE text are shown
/// - Energizers do not blink
TextOnly {
/// Remaining ticks in this stage
remaining_ticks: u32,
},
/// Stage 2: Characters visible stage
/// - PLAYER ONE text is hidden, READY! text remains
/// - Ghosts and Pac-Man are now shown
CharactersVisible {
/// Remaining ticks in this stage
remaining_ticks: u32,
},
}
impl Default for GameStage {
fn default() -> Self {
Self::Playing
}
}
/// The state machine for the multi-stage death sequence.
#[derive(Debug, PartialEq, Eq, Clone, Copy)]
pub enum DyingSequence {
/// Initial stage: entities are frozen, waiting for a delay.
Frozen { remaining_ticks: u32 },
/// Second stage: Pac-Man's death animation is playing.
Animating { remaining_ticks: u32 },
/// Third stage: Pac-Man is now gone, waiting a moment before the level restarts.
Hidden { remaining_ticks: u32 },
}
/// A resource to store the number of player lives.
#[derive(Resource, Debug)]
pub struct PlayerLives(pub u8);
impl Default for PlayerLives {
fn default() -> Self {
Self(1)
}
}
/// Handles startup sequence transitions and component management
#[allow(clippy::too_many_arguments)]
#[allow(clippy::type_complexity)]
pub fn stage_system(
mut game_state: ResMut<GameStage>,
player_death_animation: Res<PlayerDeathAnimation>,
player_animation: Res<PlayerAnimation>,
mut player_lives: ResMut<PlayerLives>,
map: Res<Map>,
mut commands: Commands,
mut audio_events: EventWriter<AudioEvent>,
mut blinking_query: Query<Entity, With<Blinking>>,
mut player_query: Query<(Entity, &mut Position), With<PlayerControlled>>,
mut ghost_query: Query<(Entity, &Ghost, &mut Position), (With<GhostCollider>, Without<PlayerControlled>)>,
) {
let old_state = *game_state;
let new_state: GameStage = match &mut *game_state {
GameStage::Starting(startup) => match startup {
StartupSequence::TextOnly { remaining_ticks } => {
if *remaining_ticks > 0 {
GameStage::Starting(StartupSequence::TextOnly {
remaining_ticks: *remaining_ticks - 1,
})
} else {
GameStage::Starting(StartupSequence::CharactersVisible { remaining_ticks: 60 })
}
}
StartupSequence::CharactersVisible { remaining_ticks } => {
if *remaining_ticks > 0 {
GameStage::Starting(StartupSequence::CharactersVisible {
remaining_ticks: *remaining_ticks - 1,
})
} else {
GameStage::Playing
}
}
},
GameStage::Playing => GameStage::Playing,
GameStage::PlayerDying(dying) => match dying {
DyingSequence::Frozen { remaining_ticks } => {
if *remaining_ticks > 0 {
GameStage::PlayerDying(DyingSequence::Frozen {
remaining_ticks: *remaining_ticks - 1,
})
} else {
let death_animation = &player_death_animation.0;
let remaining_ticks = (death_animation.tiles.len() * death_animation.frame_duration as usize) as u32;
GameStage::PlayerDying(DyingSequence::Animating { remaining_ticks })
}
}
DyingSequence::Animating { remaining_ticks } => {
if *remaining_ticks > 0 {
GameStage::PlayerDying(DyingSequence::Animating {
remaining_ticks: *remaining_ticks - 1,
})
} else {
GameStage::PlayerDying(DyingSequence::Hidden { remaining_ticks: 60 })
}
}
DyingSequence::Hidden { remaining_ticks } => {
if *remaining_ticks > 0 {
GameStage::PlayerDying(DyingSequence::Hidden {
remaining_ticks: *remaining_ticks - 1,
})
} else {
player_lives.0 = player_lives.0.saturating_sub(1);
if player_lives.0 > 0 {
GameStage::LevelRestarting
} else {
GameStage::GameOver
}
}
}
},
GameStage::LevelRestarting => GameStage::Starting(StartupSequence::CharactersVisible { remaining_ticks: 60 }),
GameStage::GameOver => GameStage::GameOver,
};
if old_state == new_state {
return;
}
match (old_state, new_state) {
(GameStage::Playing, GameStage::PlayerDying(DyingSequence::Frozen { .. })) => {
// Freeze the player & ghosts
for entity in player_query
.iter_mut()
.map(|(e, _)| e)
.chain(ghost_query.iter_mut().map(|(e, _, _)| e))
{
commands.entity(entity).insert(Frozen);
}
}
(GameStage::PlayerDying(DyingSequence::Frozen { .. }), GameStage::PlayerDying(DyingSequence::Animating { .. })) => {
// Hide the ghosts
for (entity, _, _) in ghost_query.iter_mut() {
commands.entity(entity).insert(Hidden);
}
// Start Pac-Man's death animation
if let Ok((player_entity, _)) = player_query.single_mut() {
commands
.entity(player_entity)
.insert((Dying, player_death_animation.0.clone()));
}
// Play the death sound
audio_events.write(AudioEvent::PlayDeath);
}
(GameStage::PlayerDying(DyingSequence::Animating { .. }), GameStage::PlayerDying(DyingSequence::Hidden { .. })) => {
// Hide the player
if let Ok((player_entity, _)) = player_query.single_mut() {
commands.entity(player_entity).insert(Hidden);
}
}
(_, GameStage::LevelRestarting) => {
if let Ok((player_entity, mut pos)) = player_query.single_mut() {
*pos = Position::Stopped {
node: map.start_positions.pacman,
};
// Freeze the blinking, force them to be visible (if they were hidden by blinking)
for entity in blinking_query.iter_mut() {
commands.entity(entity).insert(Frozen).remove::<Hidden>();
}
// Reset the player animation
commands
.entity(player_entity)
.remove::<(Frozen, Dying, Hidden, LinearAnimation, Looping)>()
.insert(player_animation.0.clone());
}
// Reset ghost positions and state
for (ghost_entity, ghost, mut ghost_pos) in ghost_query.iter_mut() {
*ghost_pos = Position::Stopped {
node: match ghost {
Ghost::Blinky => map.start_positions.blinky,
Ghost::Pinky => map.start_positions.pinky,
Ghost::Inky => map.start_positions.inky,
Ghost::Clyde => map.start_positions.clyde,
},
};
commands
.entity(ghost_entity)
.remove::<(Frozen, Hidden, Eaten)>()
.insert(GhostState::Normal);
}
}
(
GameStage::Starting(StartupSequence::TextOnly { .. }),
GameStage::Starting(StartupSequence::CharactersVisible { .. }),
) => {
// Unhide the player & ghosts
for entity in player_query
.iter_mut()
.map(|(e, _)| e)
.chain(ghost_query.iter_mut().map(|(e, _, _)| e))
{
commands.entity(entity).remove::<Hidden>();
}
}
(GameStage::Starting(StartupSequence::CharactersVisible { .. }), GameStage::Playing) => {
// Unfreeze the player & ghosts & blinking
for entity in player_query
.iter_mut()
.map(|(e, _)| e)
.chain(ghost_query.iter_mut().map(|(e, _, _)| e))
.chain(blinking_query.iter_mut())
{
commands.entity(entity).remove::<Frozen>();
}
}
(GameStage::PlayerDying(..), GameStage::GameOver) => {
// Freeze blinking
for entity in blinking_query.iter_mut() {
commands.entity(entity).insert(Frozen);
}
}
_ => {
let different = discriminant(&old_state) != discriminant(&new_state);
if different {
tracing::warn!(
new_state = ?new_state,
old_state = ?old_state,
"Unhandled game stage transition");
}
}
}
*game_state = new_state;
}
// if let GameState::LevelRestarting = &*game_state {
// // When restarting, jump straight to the CharactersVisible stage
// // and unhide the entities.
// *startup = StartupSequence::new(0, 60 * 2); // 2 seconds for READY! text
// if let StartupSequence::TextOnly { .. } = *startup {
// // This will immediately transition to CharactersVisible on the next line
// } else {
// // Should be unreachable as we just set it
// }
// // Freeze Pac-Man and ghosts
// for entity in player_query.iter().chain(ghost_query.iter()) {
// commands.entity(entity).insert(Frozen);
// }
// *game_state = GameState::Playing;
// }
// if let Some((old_state, new_state)) = startup.tick() {
// debug!("StartupSequence transition from {old_state:?} to {new_state:?}");
// match (old_state, new_state) {
// (StartupSequence::TextOnly { .. }, StartupSequence::CharactersVisible { .. }) => {
// // Unhide the player & ghosts
// for entity in player_query.iter().chain(ghost_query.iter()) {
// commands.entity(entity).remove::<Hidden>();
// }
// }
// (StartupSequence::CharactersVisible { .. }, StartupSequence::GameActive) => {
// // Unfreeze Pac-Man, ghosts and energizers
// for entity in player_query.iter().chain(ghost_query.iter()).chain(blinking_query.iter()) {
// commands.entity(entity).remove::<Frozen>();
// }
// *game_state = GameState::Playing;
// }
// _ => {}
// }
// }