mirror of
https://github.com/Xevion/Pac-Man.git
synced 2025-12-15 10:12:33 -06:00
feat: revamp with better separate directional/linear animations, direction independent ticking
This commit is contained in:
@@ -1,6 +1,7 @@
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use std::collections::HashMap;
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use bevy_ecs::{bundle::Bundle, component::Component, resource::Resource};
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use bitflags::bitflags;
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use tracing::debug;
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use crate::{
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map::graph::TraversalFlags,
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@@ -8,9 +9,11 @@ use crate::{
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movement::{BufferedDirection, Position, Velocity},
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Collider, GhostCollider, ItemCollider, PacmanCollider,
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},
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texture::{animated::AnimatedTexture, sprite::AtlasTile},
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texture::{
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animated::{DirectionalTiles, TileSequence},
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sprite::AtlasTile,
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},
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};
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use micromap::Map;
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/// A tag component for entities that are controlled by the player.
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#[derive(Default, Component)]
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@@ -97,44 +100,46 @@ pub struct Renderable {
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pub layer: u8,
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}
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/// A component for entities that have a directional animated texture.
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#[derive(Component, Clone, Default)]
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pub struct DirectionalAnimated {
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pub textures: [Option<AnimatedTexture>; 4],
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pub stopped_textures: [Option<AnimatedTexture>; 4],
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/// Directional animation component with shared timing across all directions
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#[derive(Component, Clone, Copy)]
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pub struct DirectionalAnimation {
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pub moving_tiles: DirectionalTiles,
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pub stopped_tiles: DirectionalTiles,
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pub current_frame: usize,
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pub time_bank: u16,
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pub frame_duration: u16,
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}
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impl DirectionalAnimated {
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pub fn from_animation(animation: AnimatedTexture) -> Self {
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// Create 4 copies of the animation - necessary for independent state per direction
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// This is initialization-time only, so the cloning cost is acceptable
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impl DirectionalAnimation {
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/// Creates a new directional animation with the given tiles and frame duration
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pub fn new(moving_tiles: DirectionalTiles, stopped_tiles: DirectionalTiles, frame_duration: u16) -> Self {
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Self {
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textures: [
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Some(animation.clone()),
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Some(animation.clone()),
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Some(animation.clone()),
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Some(animation.clone()),
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],
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stopped_textures: [
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Some(animation.clone()),
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Some(animation.clone()),
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Some(animation.clone()),
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Some(animation),
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],
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moving_tiles,
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stopped_tiles,
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current_frame: 0,
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time_bank: 0,
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frame_duration,
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}
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}
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}
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/// Resets all directional animations to frame 0 for synchronization
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pub fn reset_all_animations(&mut self) {
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for texture in &mut self.textures {
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if let Some(anim) = texture {
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anim.reset();
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}
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}
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for texture in &mut self.stopped_textures {
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if let Some(anim) = texture {
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anim.reset();
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}
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/// Linear animation component for non-directional animations (frightened ghosts)
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#[derive(Component, Clone, Copy)]
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pub struct LinearAnimation {
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pub tiles: TileSequence,
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pub current_frame: usize,
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pub time_bank: u16,
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pub frame_duration: u16,
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}
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impl LinearAnimation {
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/// Creates a new linear animation with the given tiles and frame duration
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pub fn new(tiles: TileSequence, frame_duration: u16) -> Self {
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Self {
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tiles,
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current_frame: 0,
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time_bank: 0,
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frame_duration,
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}
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}
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}
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@@ -215,13 +220,6 @@ impl GhostState {
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/// Ticks the ghost state, returning true if the state changed.
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pub fn tick(&mut self) -> bool {
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match self {
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GhostState::Frightened { .. } => {
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debug!("{:?}", self);
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}
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_ => {}
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}
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if let GhostState::Frightened {
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remaining_ticks,
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flash,
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@@ -276,44 +274,6 @@ pub enum GhostAnimation {
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Eyes,
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}
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/// A complete set of animations for a ghost in different behavioral states.
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#[derive(Component, Clone)]
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pub struct GhostAnimationSet {
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pub animations: Map<GhostAnimation, DirectionalAnimated, 4>,
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}
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impl GhostAnimationSet {
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/// Creates a new GhostAnimationSet with the provided animations.
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pub fn new(
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normal: DirectionalAnimated,
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frightened: DirectionalAnimated,
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frightened_flashing: DirectionalAnimated,
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eyes: DirectionalAnimated,
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) -> Self {
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let mut animations = Map::new();
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animations.insert(GhostAnimation::Normal, normal);
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animations.insert(GhostAnimation::Frightened { flash: false }, frightened);
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animations.insert(GhostAnimation::Frightened { flash: true }, frightened_flashing);
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animations.insert(GhostAnimation::Eyes, eyes);
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Self { animations }
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}
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/// Gets the animation for the specified ghost animation state.
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pub fn get(&self, animation: GhostAnimation) -> Option<&DirectionalAnimated> {
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self.animations.get(&animation)
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}
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/// Gets the normal animation state.
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pub fn normal(&self) -> Option<&DirectionalAnimated> {
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self.get(GhostAnimation::Normal)
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}
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/// Gets the eyes animation state (for eaten ghosts).
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pub fn eyes(&self) -> Option<&DirectionalAnimated> {
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self.get(GhostAnimation::Eyes)
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}
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}
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/// Global resource containing pre-loaded animation sets for all ghost types.
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///
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/// This resource is initialized once during game startup and provides O(1) access
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@@ -321,9 +281,50 @@ impl GhostAnimationSet {
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/// to efficiently switch between different ghost states without runtime asset loading.
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///
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/// The HashMap is keyed by `Ghost` enum variants (Blinky, Pinky, Inky, Clyde) and
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/// contains complete animation sets mapped by GhostAnimation states.
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/// contains the normal directional animation for each ghost type.
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#[derive(Resource)]
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pub struct GhostAnimations(pub std::collections::HashMap<Ghost, GhostAnimationSet>);
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pub struct GhostAnimations {
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pub normal: HashMap<Ghost, DirectionalAnimation>,
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pub eyes: DirectionalAnimation,
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pub frightened: LinearAnimation,
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pub frightened_flashing: LinearAnimation,
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}
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impl GhostAnimations {
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/// Creates a new GhostAnimations resource with the provided data.
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pub fn new(
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normal: HashMap<Ghost, DirectionalAnimation>,
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eyes: DirectionalAnimation,
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frightened: LinearAnimation,
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frightened_flashing: LinearAnimation,
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) -> Self {
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Self {
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normal,
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eyes,
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frightened,
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frightened_flashing,
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}
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}
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/// Gets the normal directional animation for the specified ghost type.
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pub fn get_normal(&self, ghost_type: &Ghost) -> Option<&DirectionalAnimation> {
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self.normal.get(ghost_type)
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}
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/// Gets the eyes animation (shared across all ghosts).
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pub fn eyes(&self) -> &DirectionalAnimation {
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&self.eyes
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}
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/// Gets the frightened animations (shared across all ghosts).
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pub fn frightened(&self, flash: bool) -> &LinearAnimation {
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if flash {
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&self.frightened_flashing
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} else {
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&self.frightened
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}
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}
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}
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#[derive(Bundle)]
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pub struct PlayerBundle {
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@@ -332,7 +333,7 @@ pub struct PlayerBundle {
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pub velocity: Velocity,
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pub buffered_direction: BufferedDirection,
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pub sprite: Renderable,
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pub directional_animated: DirectionalAnimated,
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pub directional_animation: DirectionalAnimation,
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pub entity_type: EntityType,
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pub collider: Collider,
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pub movement_modifiers: MovementModifiers,
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@@ -354,7 +355,7 @@ pub struct GhostBundle {
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pub position: Position,
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pub velocity: Velocity,
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pub sprite: Renderable,
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pub directional_animated: DirectionalAnimated,
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pub directional_animation: DirectionalAnimation,
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pub entity_type: EntityType,
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pub collider: Collider,
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pub ghost_collider: GhostCollider,
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