mirror of
https://github.com/Xevion/Pac-Man.git
synced 2025-12-06 05:15:49 -06:00
feat: rewrite ghost/item collision eventing into trigger-based observer
This commit is contained in:
@@ -1,6 +1,6 @@
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use bevy_ecs::{entity::Entity, event::Event};
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use crate::map::direction::Direction;
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use crate::{map::direction::Direction, systems::Ghost};
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/// Player input commands that trigger specific game actions.
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///
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@@ -24,15 +24,12 @@ pub enum GameCommand {
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/// Global events that flow through the ECS event system to coordinate game behavior.
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///
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/// Events enable loose coupling between systems - input generates commands, collision
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/// detection reports overlaps, and various systems respond appropriately without
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/// direct dependencies.
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/// Events enable loose coupling between systems - input generates commands and
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/// various systems respond appropriately without direct dependencies.
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#[derive(Event, Clone, Copy, Debug, PartialEq, Eq)]
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pub enum GameEvent {
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/// Player input command to be processed by relevant game systems
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Command(GameCommand),
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/// Physical overlap detected between two entities requiring gameplay response
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Collision(Entity, Entity),
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}
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impl From<GameCommand> for GameEvent {
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@@ -44,5 +41,18 @@ impl From<GameCommand> for GameEvent {
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/// Data for requesting stage transitions; processed centrally in stage_system
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#[derive(Event, Clone, Copy, Debug, PartialEq, Eq)]
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pub enum StageTransition {
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GhostEatenPause { ghost_entity: Entity },
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GhostEatenPause { ghost_entity: Entity, ghost_type: Ghost },
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}
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/// Collision triggers for immediate collision handling via observers
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#[derive(Event, Clone, Copy, Debug, PartialEq, Eq)]
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pub enum CollisionTrigger {
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/// Pac-Man collided with a ghost
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GhostCollision {
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pacman: Entity,
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ghost: Entity,
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ghost_type: Ghost,
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},
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/// Pac-Man collided with an item
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ItemCollision { pacman: Entity, item: Entity },
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}
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14
src/game.rs
14
src/game.rs
@@ -7,13 +7,13 @@ use tracing::{debug, info, trace, warn};
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use crate::constants::{self, animation, MapTile, CANVAS_SIZE};
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use crate::error::{GameError, GameResult};
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use crate::events::{GameEvent, StageTransition};
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use crate::events::{CollisionTrigger, GameEvent, StageTransition};
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use crate::map::builder::Map;
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use crate::map::direction::Direction;
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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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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, player_life_sprite_system, present_system, profile,
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dirty_render_system, eaten_ghost_system, ghost_collision_observer, ghost_movement_system, ghost_state_system,
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hud_render_system, item_collision_observer, linear_render_system, player_life_sprite_system, present_system, profile,
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time_to_live_system, touch_ui_render_system, AudioEvent, AudioResource, AudioState, BackbufferResource, Blinking,
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BufferedDirection, Collider, DebugState, DebugTextureResource, DeltaTime, DirectionalAnimation, EntityType, Frozen,
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GameStage, Ghost, GhostAnimation, GhostAnimations, GhostBundle, GhostCollider, GhostState, GlobalState, ItemBundle,
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@@ -376,6 +376,7 @@ impl Game {
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EventRegistry::register_event::<GameEvent>(world);
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EventRegistry::register_event::<AudioEvent>(world);
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EventRegistry::register_event::<StageTransition>(world);
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EventRegistry::register_event::<CollisionTrigger>(world);
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world.add_observer(
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|event: Trigger<GameEvent>, mut state: ResMut<GlobalState>, _score: ResMut<ScoreResource>| {
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@@ -384,6 +385,9 @@ impl Game {
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}
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},
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);
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world.add_observer(ghost_collision_observer);
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world.add_observer(item_collision_observer);
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}
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#[allow(clippy::too_many_arguments)]
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@@ -443,8 +447,6 @@ impl Game {
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let player_tunnel_slowdown_system = profile(SystemId::PlayerMovement, systems::player::player_tunnel_slowdown_system);
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let ghost_movement_system = profile(SystemId::Ghost, ghost_movement_system);
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let collision_system = profile(SystemId::Collision, collision_system);
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let ghost_collision_system = profile(SystemId::GhostCollision, ghost_collision_system);
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let item_system = profile(SystemId::Item, item_system);
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let audio_system = profile(SystemId::Audio, audio_system);
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let blinking_system = profile(SystemId::Blinking, blinking_system);
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let directional_render_system = profile(SystemId::DirectionalRender, directional_render_system);
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@@ -478,7 +480,7 @@ impl Game {
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let gameplay_systems = (
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(player_movement_system, player_tunnel_slowdown_system, ghost_movement_system).chain(),
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eaten_ghost_system,
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(collision_system, ghost_collision_system, item_system).chain(),
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(collision_system).chain(),
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unified_ghost_state_system,
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)
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.chain()
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@@ -1,15 +1,16 @@
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use bevy_ecs::{
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component::Component,
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entity::Entity,
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event::{EventReader, EventWriter},
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event::EventWriter,
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observer::Trigger,
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query::With,
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system::{Commands, Query, Res, ResMut, Single},
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system::{Commands, Query, Res, ResMut},
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};
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use tracing::{debug, trace, warn};
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use crate::events::{GameEvent, StageTransition};
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use crate::events::{CollisionTrigger, StageTransition};
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use crate::map::builder::Map;
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use crate::systems::{movement::Position, AudioEvent, DyingSequence, Frozen, GameStage, Ghost, PlayerControlled, ScoreResource};
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use crate::systems::{movement::Position, AudioEvent, DyingSequence, GameStage, Ghost, ScoreResource};
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use crate::{error::GameError, systems::GhostState};
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/// A component for defining the collision area of an entity.
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@@ -55,11 +56,11 @@ pub fn check_collision(
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Ok(collider1.collides_with(collider2.size, distance))
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}
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/// Detects overlapping entities and generates collision events for gameplay systems.
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/// Detects overlapping entities and triggers collision observers immediately.
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///
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/// Performs distance-based collision detection between Pac-Man and collectible items
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/// using each entity's position and collision radius. When entities overlap, emits
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/// a `GameEvent::Collision` for the item system to handle scoring and removal.
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/// using each entity's position and collision radius. When entities overlap, triggers
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/// collision observers for immediate handling without race conditions.
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/// Collision detection accounts for both entities being in motion and supports
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/// circular collision boundaries for accurate gameplay feel.
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///
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@@ -70,8 +71,8 @@ pub fn collision_system(
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map: Res<Map>,
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pacman_query: Query<(Entity, &Position, &Collider), With<PacmanCollider>>,
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item_query: Query<(Entity, &Position, &Collider), With<ItemCollider>>,
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ghost_query: Query<(Entity, &Position, &Collider), With<GhostCollider>>,
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mut events: EventWriter<GameEvent>,
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ghost_query: Query<(Entity, &Position, &Collider, &Ghost), With<GhostCollider>>,
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mut commands: Commands,
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mut errors: EventWriter<GameError>,
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) {
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// Check PACMAN × ITEM collisions
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@@ -80,8 +81,11 @@ pub fn collision_system(
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match check_collision(pacman_pos, pacman_collider, item_pos, item_collider, &map) {
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Ok(colliding) => {
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if colliding {
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trace!(pacman_entity = ?pacman_entity, item_entity = ?item_entity, "Item collision detected");
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events.write(GameEvent::Collision(pacman_entity, item_entity));
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trace!("Item collision detected");
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commands.trigger(CollisionTrigger::ItemCollision {
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pacman: pacman_entity,
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item: item_entity,
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});
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}
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}
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Err(e) => {
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@@ -94,12 +98,16 @@ pub fn collision_system(
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}
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// Check PACMAN × GHOST collisions
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for (ghost_entity, ghost_pos, ghost_collider) in ghost_query.iter() {
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for (ghost_entity, ghost_pos, ghost_collider, ghost) in ghost_query.iter() {
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match check_collision(pacman_pos, pacman_collider, ghost_pos, ghost_collider, &map) {
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Ok(colliding) => {
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if colliding {
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trace!(pacman_entity = ?pacman_entity, ghost_entity = ?ghost_entity, "Ghost collision detected");
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events.write(GameEvent::Collision(pacman_entity, ghost_entity));
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trace!(ghost = ?ghost, "Ghost collision detected");
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commands.trigger(CollisionTrigger::GhostCollision {
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pacman: pacman_entity,
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ghost: ghost_entity,
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ghost_type: ghost.clone(),
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});
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}
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}
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Err(e) => {
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@@ -113,56 +121,110 @@ pub fn collision_system(
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}
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}
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/// Observer for handling ghost collisions immediately when they occur
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#[allow(clippy::too_many_arguments)]
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pub fn ghost_collision_system(
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mut commands: Commands,
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mut collision_events: EventReader<GameEvent>,
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pub fn ghost_collision_observer(
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trigger: Trigger<CollisionTrigger>,
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mut stage_events: EventWriter<StageTransition>,
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mut score: ResMut<ScoreResource>,
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mut game_state: ResMut<GameStage>,
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player: Single<Entity, With<PlayerControlled>>,
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ghost_query: Query<(Entity, &Ghost), With<GhostCollider>>,
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mut ghost_state_query: Query<&mut GhostState>,
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mut events: EventWriter<AudioEvent>,
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) {
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for event in collision_events.read() {
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if let GameEvent::Collision(entity1, entity2) = event {
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// Check if one is Pacman and the other is a ghost
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let (pacman_entity, ghost_entity) = if *entity1 == *player && ghost_query.get(*entity2).is_ok() {
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(*entity1, *entity2)
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} else if *entity2 == *player && ghost_query.get(*entity1).is_ok() {
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(*entity2, *entity1)
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if let CollisionTrigger::GhostCollision {
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pacman: _pacman,
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ghost,
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ghost_type,
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} = *trigger
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{
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// Check if the ghost is frightened
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if let Ok(ghost_state) = ghost_state_query.get_mut(ghost) {
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// Check if ghost is in frightened state
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if matches!(*ghost_state, GhostState::Frightened { .. }) {
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// Pac-Man eats the ghost
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// Add score (200 points per ghost eaten)
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debug!(ghost = ?ghost_type, score_added = 200, new_score = score.0 + 200, "Pacman ate frightened ghost");
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score.0 += 200;
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// Enter short pause to show bonus points, hide ghost, then set Eyes after pause
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// Request transition via event so stage_system can process it
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stage_events.write(StageTransition::GhostEatenPause {
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ghost_entity: ghost,
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ghost_type: ghost_type,
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});
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// Play eat sound
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events.write(AudioEvent::PlayEat);
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} else if matches!(*ghost_state, GhostState::Normal) {
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// Pac-Man dies
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warn!(ghost = ?ghost_type, "Pacman hit by normal ghost, player dies");
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*game_state = GameStage::PlayerDying(DyingSequence::Frozen { remaining_ticks: 60 });
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events.write(AudioEvent::StopAll);
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} else {
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continue;
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};
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trace!(ghost_state = ?*ghost_state, "Ghost collision ignored due to state");
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}
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}
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}
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}
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// Check if the ghost is frightened
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if let Ok((ghost_ent, _ghost_type)) = ghost_query.get(ghost_entity) {
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if let Ok(ghost_state) = ghost_state_query.get_mut(ghost_ent) {
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// Check if ghost is in frightened state
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if matches!(*ghost_state, GhostState::Frightened { .. }) {
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// Pac-Man eats the ghost
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// Add score (200 points per ghost eaten)
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debug!(ghost_entity = ?ghost_ent, score_added = 200, new_score = score.0 + 200, "Pacman ate frightened ghost");
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score.0 += 200;
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/// Observer for handling item collisions immediately when they occur
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#[allow(clippy::too_many_arguments)]
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pub fn item_collision_observer(
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trigger: Trigger<CollisionTrigger>,
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mut commands: Commands,
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mut score: ResMut<ScoreResource>,
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mut pellet_count: ResMut<crate::systems::PelletCount>,
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item_query: Query<(Entity, &crate::systems::EntityType, &Position), With<ItemCollider>>,
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mut ghost_query: Query<&mut GhostState, With<GhostCollider>>,
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mut events: EventWriter<AudioEvent>,
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) {
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if let CollisionTrigger::ItemCollision { pacman: _pacman, item } = *trigger {
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// Get the item type and update score
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if let Ok((item_ent, entity_type, position)) = item_query.get(item) {
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if let Some(score_value) = entity_type.score_value() {
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trace!(item_entity = ?item_ent, item_type = ?entity_type, score_value, new_score = score.0 + score_value, "Item collected by player");
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score.0 += score_value;
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// Enter short pause to show bonus points, hide ghost, then set Eyes after pause
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// Request transition via event so stage_system can process it
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stage_events.write(StageTransition::GhostEatenPause { ghost_entity: ghost_ent });
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// Remove the collected item
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commands.entity(item_ent).despawn();
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// Play eat sound
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events.write(AudioEvent::PlayEat);
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} else if matches!(*ghost_state, GhostState::Normal) {
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// Pac-Man dies
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warn!(ghost_entity = ?ghost_ent, "Pacman hit by normal ghost, player dies");
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*game_state = GameStage::PlayerDying(DyingSequence::Frozen { remaining_ticks: 60 });
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commands.entity(pacman_entity).insert(Frozen);
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commands.entity(ghost_entity).insert(Frozen);
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events.write(AudioEvent::StopAll);
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} else {
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trace!(ghost_state = ?*ghost_state, "Ghost collision ignored due to state");
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// Track pellet consumption for fruit spawning
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if *entity_type == crate::systems::EntityType::Pellet {
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pellet_count.0 += 1;
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trace!(pellet_count = pellet_count.0, "Pellet consumed");
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// Check if we should spawn a fruit
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if pellet_count.0 == 5 || pellet_count.0 == 170 {
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debug!(pellet_count = pellet_count.0, "Fruit spawn milestone reached");
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commands.trigger(crate::systems::SpawnTrigger::Fruit);
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}
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}
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// Trigger bonus points effect if a fruit is collected
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if matches!(*entity_type, crate::systems::EntityType::Fruit(_)) {
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commands.trigger(crate::systems::SpawnTrigger::Bonus {
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position: *position,
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value: entity_type.score_value().unwrap(),
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ttl: 60 * 2,
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});
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}
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// Trigger audio if appropriate
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if entity_type.is_collectible() {
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events.write(AudioEvent::PlayEat);
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}
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// Make ghosts frightened when power pellet is collected
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if matches!(*entity_type, crate::systems::EntityType::PowerPellet) {
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debug!(duration_ticks = 300, "Power pellet collected, frightening ghosts");
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for mut ghost_state in ghost_query.iter_mut() {
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*ghost_state = GhostState::new_frightened(300, 60);
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}
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debug!(
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frightened_count = ghost_query.iter().count(),
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"Ghosts set to frightened state"
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);
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}
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}
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}
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}
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@@ -1,12 +1,10 @@
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use bevy_ecs::{
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entity::Entity,
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event::{Event, EventReader, EventWriter},
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event::Event,
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observer::Trigger,
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query::With,
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system::{Commands, NonSendMut, Query, Res, ResMut, Single},
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system::{Commands, NonSendMut, Res},
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};
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use strum_macros::IntoStaticStr;
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use tracing::{debug, trace};
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use tracing::debug;
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use crate::{
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constants,
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@@ -18,12 +16,7 @@ use crate::{
|
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},
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};
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use crate::{
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constants::animation::FRIGHTENED_FLASH_START_TICKS,
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events::GameEvent,
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systems::common::components::EntityType,
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systems::{AudioEvent, GhostCollider, GhostState, ItemCollider, PacmanCollider, ScoreResource},
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};
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use crate::{systems::common::components::EntityType, systems::ItemCollider};
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/// Tracks the number of pellets consumed by the player for fruit spawning mechanics.
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#[derive(bevy_ecs::resource::Resource, Debug, Default)]
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@@ -73,85 +66,6 @@ impl FruitType {
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}
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}
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#[allow(clippy::too_many_arguments)]
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pub fn item_system(
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mut commands: Commands,
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mut collision_events: EventReader<GameEvent>,
|
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mut score: ResMut<ScoreResource>,
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mut pellet_count: ResMut<PelletCount>,
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pacman: Single<Entity, With<PacmanCollider>>,
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item_query: Query<(Entity, &EntityType, &Position), With<ItemCollider>>,
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mut ghost_query: Query<&mut GhostState, With<GhostCollider>>,
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mut events: EventWriter<AudioEvent>,
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) {
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for event in collision_events.read() {
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if let GameEvent::Collision(entity1, entity2) = event {
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// Check if one is Pacman and the other is an item
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let (_, item_entity) = if *pacman == *entity1 && item_query.get(*entity2).is_ok() {
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(*pacman, *entity2)
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} else if *pacman == *entity2 && item_query.get(*entity1).is_ok() {
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(*pacman, *entity1)
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} else {
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continue;
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};
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// Get the item type and update score
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if let Ok((item_ent, entity_type, position)) = item_query.get(item_entity) {
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if let Some(score_value) = entity_type.score_value() {
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trace!(item_entity = ?item_ent, item_type = ?entity_type, score_value, new_score = score.0 + score_value, "Item collected by player");
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score.0 += score_value;
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// Remove the collected item
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commands.entity(item_ent).despawn();
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// Track pellet consumption for fruit spawning
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if *entity_type == EntityType::Pellet {
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pellet_count.0 += 1;
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trace!(pellet_count = pellet_count.0, "Pellet consumed");
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// Check if we should spawn a fruit
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if pellet_count.0 == 5 || pellet_count.0 == 170 {
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debug!(pellet_count = pellet_count.0, "Fruit spawn milestone reached");
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commands.trigger(SpawnTrigger::Fruit);
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}
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}
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// Trigger bonus points effect if a fruit is collected
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if matches!(*entity_type, EntityType::Fruit(_)) {
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commands.trigger(SpawnTrigger::Bonus {
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position: *position,
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||||
value: entity_type.score_value().unwrap(),
|
||||
ttl: 60 * 2,
|
||||
});
|
||||
}
|
||||
|
||||
// Trigger audio if appropriate
|
||||
if entity_type.is_collectible() {
|
||||
events.write(AudioEvent::PlayEat);
|
||||
}
|
||||
|
||||
// Make ghosts frightened when power pellet is collected
|
||||
if matches!(*entity_type, EntityType::PowerPellet) {
|
||||
// Convert seconds to frames (assumes 60 FPS)
|
||||
let total_ticks = 60 * 5; // 5 seconds total
|
||||
debug!(duration_ticks = total_ticks, "Power pellet collected, frightening ghosts");
|
||||
|
||||
// Set all ghosts to frightened state, except those in Eyes state
|
||||
let mut frightened_count = 0;
|
||||
for mut ghost_state in ghost_query.iter_mut() {
|
||||
if !matches!(*ghost_state, GhostState::Eyes) {
|
||||
*ghost_state = GhostState::new_frightened(total_ticks, FRIGHTENED_FLASH_START_TICKS);
|
||||
frightened_count += 1;
|
||||
}
|
||||
}
|
||||
debug!(frightened_count, "Ghosts set to frightened state");
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// Trigger to spawn a fruit
|
||||
#[derive(Event, Clone, Copy, Debug)]
|
||||
pub enum SpawnTrigger {
|
||||
|
||||
@@ -34,6 +34,7 @@ pub enum GameStage {
|
||||
GhostEatenPause {
|
||||
remaining_ticks: u32,
|
||||
ghost_entity: Entity,
|
||||
ghost_type: Ghost,
|
||||
node: NodeId,
|
||||
},
|
||||
/// The player has died and the death sequence is in progress.
|
||||
@@ -112,13 +113,17 @@ pub fn stage_system(
|
||||
|
||||
// Handle stage transition requests before normal ticking
|
||||
for event in stage_event_reader.read() {
|
||||
let StageTransition::GhostEatenPause { ghost_entity } = *event;
|
||||
let StageTransition::GhostEatenPause {
|
||||
ghost_entity,
|
||||
ghost_type,
|
||||
} = *event;
|
||||
let pac_node = player.1.current_node();
|
||||
|
||||
debug!(ghost_entity = ?ghost_entity, node = pac_node, "Ghost eaten, entering pause state");
|
||||
new_state = Some(GameStage::GhostEatenPause {
|
||||
remaining_ticks: 30,
|
||||
ghost_entity,
|
||||
ghost_type,
|
||||
node: pac_node,
|
||||
});
|
||||
}
|
||||
@@ -131,7 +136,6 @@ pub fn stage_system(
|
||||
remaining_ticks: remaining_ticks - 1,
|
||||
})
|
||||
} else {
|
||||
debug!("Transitioning from text-only to characters visible startup stage");
|
||||
GameStage::Starting(StartupSequence::CharactersVisible { remaining_ticks: 60 })
|
||||
}
|
||||
}
|
||||
@@ -150,12 +154,14 @@ pub fn stage_system(
|
||||
GameStage::GhostEatenPause {
|
||||
remaining_ticks,
|
||||
ghost_entity,
|
||||
ghost_type,
|
||||
node,
|
||||
} => {
|
||||
if remaining_ticks > 0 {
|
||||
GameStage::GhostEatenPause {
|
||||
remaining_ticks: remaining_ticks.saturating_sub(1),
|
||||
ghost_entity,
|
||||
ghost_type,
|
||||
node,
|
||||
}
|
||||
} else {
|
||||
|
||||
@@ -36,19 +36,17 @@ fn test_check_collision_helper() {
|
||||
|
||||
#[test]
|
||||
fn test_collision_system_pacman_item() {
|
||||
let mut world = common::create_test_world();
|
||||
let (mut world, mut schedule) = common::create_test_world();
|
||||
let _pacman = common::spawn_test_pacman(&mut world, 0);
|
||||
let _item = common::spawn_test_item(&mut world, 0, EntityType::Pellet);
|
||||
|
||||
// Run collision system - should not panic
|
||||
world
|
||||
.run_system_once(collision_system)
|
||||
.expect("System should run successfully");
|
||||
schedule.run(&mut world);
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn test_collision_system_pacman_ghost() {
|
||||
let mut world = common::create_test_world();
|
||||
let (mut world, _) = common::create_test_world();
|
||||
let _pacman = common::spawn_test_pacman(&mut world, 0);
|
||||
let _ghost = common::spawn_test_ghost(&mut world, 0, GhostState::Normal);
|
||||
|
||||
@@ -60,19 +58,17 @@ fn test_collision_system_pacman_ghost() {
|
||||
|
||||
#[test]
|
||||
fn test_collision_system_no_collision() {
|
||||
let mut world = common::create_test_world();
|
||||
let (mut world, mut schedule) = common::create_test_world();
|
||||
let _pacman = common::spawn_test_pacman(&mut world, 0);
|
||||
let _ghost = common::spawn_test_ghost(&mut world, 1, GhostState::Normal); // Different node
|
||||
|
||||
// Run collision system - should not panic
|
||||
world
|
||||
.run_system_once(collision_system)
|
||||
.expect("System should run successfully");
|
||||
schedule.run(&mut world);
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn test_collision_system_multiple_entities() {
|
||||
let mut world = common::create_test_world();
|
||||
let (mut world, _) = common::create_test_world();
|
||||
let _pacman = common::spawn_test_pacman(&mut world, 0);
|
||||
let _item = common::spawn_test_item(&mut world, 0, EntityType::Pellet);
|
||||
let _ghost = common::spawn_test_ghost(&mut world, 0, GhostState::Normal);
|
||||
|
||||
@@ -1,11 +1,11 @@
|
||||
#![allow(dead_code)]
|
||||
|
||||
use bevy_ecs::{entity::Entity, event::Events, world::World};
|
||||
use bevy_ecs::{entity::Entity, event::Events, schedule::Schedule, world::World};
|
||||
use glam::{U16Vec2, Vec2};
|
||||
use pacman::{
|
||||
asset::{get_asset_bytes, Asset},
|
||||
constants::RAW_BOARD,
|
||||
events::GameEvent,
|
||||
events::{CollisionTrigger, GameEvent},
|
||||
game::ATLAS_FRAMES,
|
||||
map::{
|
||||
builder::Map,
|
||||
@@ -13,9 +13,9 @@ use pacman::{
|
||||
graph::{Graph, Node},
|
||||
},
|
||||
systems::{
|
||||
AudioEvent, AudioState, BufferedDirection, Collider, DebugState, DeltaTime, EntityType, Ghost, GhostCollider, GhostState,
|
||||
GlobalState, ItemCollider, MovementModifiers, PacmanCollider, PelletCount, PlayerControlled, Position, ScoreResource,
|
||||
Velocity,
|
||||
item_collision_observer, AudioEvent, AudioState, BufferedDirection, Collider, DebugState, DeltaTime, EntityType, Ghost,
|
||||
GhostCollider, GhostState, GlobalState, ItemCollider, MovementModifiers, PacmanCollider, PelletCount, PlayerControlled,
|
||||
Position, ScoreResource, Velocity,
|
||||
},
|
||||
texture::sprite::{AtlasMapper, AtlasTile, SpriteAtlas},
|
||||
};
|
||||
@@ -75,7 +75,7 @@ pub fn create_test_graph() -> Graph {
|
||||
}
|
||||
|
||||
/// Creates a basic test world with required resources for ECS systems
|
||||
pub fn create_test_world() -> World {
|
||||
pub fn create_test_world() -> (World, Schedule) {
|
||||
let mut world = World::new();
|
||||
|
||||
// Add required resources
|
||||
@@ -93,7 +93,11 @@ pub fn create_test_world() -> World {
|
||||
}); // 60 FPS
|
||||
world.insert_resource(create_test_map());
|
||||
|
||||
world
|
||||
let schedule = Schedule::default();
|
||||
|
||||
world.add_observer(item_collision_observer);
|
||||
|
||||
(world, schedule)
|
||||
}
|
||||
|
||||
/// Creates a test map using the default RAW_BOARD
|
||||
@@ -163,9 +167,8 @@ pub fn send_game_event(world: &mut World, event: GameEvent) {
|
||||
}
|
||||
|
||||
/// Sends a collision event between two entities
|
||||
pub fn send_collision_event(world: &mut World, entity1: Entity, entity2: Entity) {
|
||||
let mut events = world.resource_mut::<Events<GameEvent>>();
|
||||
events.send(GameEvent::Collision(entity1, entity2));
|
||||
pub fn trigger_collision(world: &mut World, event: CollisionTrigger) {
|
||||
world.trigger(event);
|
||||
}
|
||||
|
||||
/// Creates a mock atlas tile for testing
|
||||
|
||||
@@ -1,5 +1,8 @@
|
||||
use bevy_ecs::{entity::Entity, system::RunSystemOnce};
|
||||
use pacman::systems::{item_system, EntityType, GhostState, Position, ScoreResource};
|
||||
use bevy_ecs::entity::Entity;
|
||||
use pacman::{
|
||||
events::CollisionTrigger,
|
||||
systems::{EntityType, GhostState, Position, ScoreResource},
|
||||
};
|
||||
use speculoos::prelude::*;
|
||||
|
||||
mod common;
|
||||
@@ -26,18 +29,17 @@ fn test_is_collectible_item() {
|
||||
|
||||
#[test]
|
||||
fn test_item_system_pellet_collection() {
|
||||
let mut world = common::create_test_world();
|
||||
let (mut world, mut schedule) = common::create_test_world();
|
||||
let pacman = common::spawn_test_pacman(&mut world, 0);
|
||||
let pellet = common::spawn_test_item(&mut world, 1, EntityType::Pellet);
|
||||
|
||||
// Send collision event
|
||||
common::send_collision_event(&mut world, pacman, pellet);
|
||||
common::trigger_collision(&mut world, CollisionTrigger::ItemCollision { pacman, item: pellet });
|
||||
|
||||
// Run the item system
|
||||
world.run_system_once(item_system).expect("System should run successfully");
|
||||
schedule.run(&mut world);
|
||||
|
||||
// Check that score was updated
|
||||
let score = world.resource::<ScoreResource>();
|
||||
let score = world.resource_mut::<ScoreResource>();
|
||||
assert_that(&score.0).is_equal_to(10);
|
||||
|
||||
// Check that the pellet was despawned (query should return empty)
|
||||
@@ -51,13 +53,19 @@ fn test_item_system_pellet_collection() {
|
||||
|
||||
#[test]
|
||||
fn test_item_system_power_pellet_collection() {
|
||||
let mut world = common::create_test_world();
|
||||
let (mut world, mut schedule) = common::create_test_world();
|
||||
let pacman = common::spawn_test_pacman(&mut world, 0);
|
||||
let power_pellet = common::spawn_test_item(&mut world, 1, EntityType::PowerPellet);
|
||||
|
||||
common::send_collision_event(&mut world, pacman, power_pellet);
|
||||
common::trigger_collision(
|
||||
&mut world,
|
||||
CollisionTrigger::ItemCollision {
|
||||
pacman,
|
||||
item: power_pellet,
|
||||
},
|
||||
);
|
||||
|
||||
world.run_system_once(item_system).expect("System should run successfully");
|
||||
schedule.run(&mut world);
|
||||
|
||||
// Check that score was updated with power pellet value
|
||||
let score = world.resource::<ScoreResource>();
|
||||
@@ -74,23 +82,31 @@ fn test_item_system_power_pellet_collection() {
|
||||
|
||||
#[test]
|
||||
fn test_item_system_multiple_collections() {
|
||||
let mut world = common::create_test_world();
|
||||
let (mut world, mut schedule) = common::create_test_world();
|
||||
let pacman = common::spawn_test_pacman(&mut world, 0);
|
||||
let pellet1 = common::spawn_test_item(&mut world, 1, EntityType::Pellet);
|
||||
let pellet2 = common::spawn_test_item(&mut world, 2, EntityType::Pellet);
|
||||
let power_pellet = common::spawn_test_item(&mut world, 3, EntityType::PowerPellet);
|
||||
|
||||
// Send multiple collision events
|
||||
common::send_collision_event(&mut world, pacman, pellet1);
|
||||
common::send_collision_event(&mut world, pacman, pellet2);
|
||||
common::send_collision_event(&mut world, pacman, power_pellet);
|
||||
common::trigger_collision(&mut world, CollisionTrigger::ItemCollision { pacman, item: pellet1 });
|
||||
common::trigger_collision(&mut world, CollisionTrigger::ItemCollision { pacman, item: pellet2 });
|
||||
common::trigger_collision(
|
||||
&mut world,
|
||||
CollisionTrigger::ItemCollision {
|
||||
pacman,
|
||||
item: power_pellet,
|
||||
},
|
||||
);
|
||||
|
||||
world.run_system_once(item_system).expect("System should run successfully");
|
||||
schedule.run(&mut world);
|
||||
|
||||
// Check final score: 2 pellets (20) + 1 power pellet (50) = 70
|
||||
let score = world.resource::<ScoreResource>();
|
||||
assert_that(&score.0).is_equal_to(70);
|
||||
|
||||
schedule.run(&mut world);
|
||||
|
||||
// Check that all items were despawned
|
||||
let pellet_count = world
|
||||
.query::<&EntityType>()
|
||||
@@ -108,7 +124,7 @@ fn test_item_system_multiple_collections() {
|
||||
|
||||
#[test]
|
||||
fn test_item_system_ignores_non_item_collisions() {
|
||||
let mut world = common::create_test_world();
|
||||
let (mut world, mut schedule) = common::create_test_world();
|
||||
let pacman = common::spawn_test_pacman(&mut world, 0);
|
||||
|
||||
// Create a ghost entity (not an item)
|
||||
@@ -118,9 +134,9 @@ fn test_item_system_ignores_non_item_collisions() {
|
||||
let initial_score = world.resource::<ScoreResource>().0;
|
||||
|
||||
// Send collision event between pacman and ghost
|
||||
common::send_collision_event(&mut world, pacman, ghost);
|
||||
common::trigger_collision(&mut world, CollisionTrigger::ItemCollision { pacman, item: ghost });
|
||||
|
||||
world.run_system_once(item_system).expect("System should run successfully");
|
||||
schedule.run(&mut world);
|
||||
|
||||
// Score should remain unchanged
|
||||
let score = world.resource::<ScoreResource>();
|
||||
@@ -137,14 +153,14 @@ fn test_item_system_ignores_non_item_collisions() {
|
||||
|
||||
#[test]
|
||||
fn test_item_system_no_collision_events() {
|
||||
let mut world = common::create_test_world();
|
||||
let (mut world, mut schedule) = common::create_test_world();
|
||||
let _pacman = common::spawn_test_pacman(&mut world, 0);
|
||||
let _pellet = common::spawn_test_item(&mut world, 1, EntityType::Pellet);
|
||||
|
||||
let initial_score = world.resource::<ScoreResource>().0;
|
||||
|
||||
// Run system without any collision events
|
||||
world.run_system_once(item_system).expect("System should run successfully");
|
||||
schedule.run(&mut world);
|
||||
|
||||
// Nothing should change
|
||||
let score = world.resource::<ScoreResource>();
|
||||
@@ -159,19 +175,22 @@ fn test_item_system_no_collision_events() {
|
||||
|
||||
#[test]
|
||||
fn test_item_system_collision_with_missing_entity() {
|
||||
let mut world = common::create_test_world();
|
||||
let (mut world, mut schedule) = common::create_test_world();
|
||||
let pacman = common::spawn_test_pacman(&mut world, 0);
|
||||
|
||||
// Create a fake entity ID that doesn't exist
|
||||
let fake_entity = Entity::from_raw(999);
|
||||
|
||||
common::send_collision_event(&mut world, pacman, fake_entity);
|
||||
common::trigger_collision(
|
||||
&mut world,
|
||||
CollisionTrigger::ItemCollision {
|
||||
pacman,
|
||||
item: fake_entity,
|
||||
},
|
||||
);
|
||||
|
||||
// System should handle gracefully and not crash
|
||||
world
|
||||
.run_system_once(item_system)
|
||||
.expect("System should handle missing entities gracefully");
|
||||
|
||||
schedule.run(&mut world);
|
||||
// Score should remain unchanged
|
||||
let score = world.resource::<ScoreResource>();
|
||||
assert_that(&score.0).is_equal_to(0);
|
||||
@@ -179,7 +198,7 @@ fn test_item_system_collision_with_missing_entity() {
|
||||
|
||||
#[test]
|
||||
fn test_item_system_preserves_existing_score() {
|
||||
let mut world = common::create_test_world();
|
||||
let (mut world, mut schedule) = common::create_test_world();
|
||||
|
||||
// Set initial score
|
||||
world.insert_resource(ScoreResource(100));
|
||||
@@ -187,9 +206,9 @@ fn test_item_system_preserves_existing_score() {
|
||||
let pacman = common::spawn_test_pacman(&mut world, 0);
|
||||
let pellet = common::spawn_test_item(&mut world, 1, EntityType::Pellet);
|
||||
|
||||
common::send_collision_event(&mut world, pacman, pellet);
|
||||
common::trigger_collision(&mut world, CollisionTrigger::ItemCollision { pacman, item: pellet });
|
||||
|
||||
world.run_system_once(item_system).expect("System should run successfully");
|
||||
schedule.run(&mut world);
|
||||
|
||||
// Score should be initial + pellet value
|
||||
let score = world.resource::<ScoreResource>();
|
||||
@@ -198,7 +217,7 @@ fn test_item_system_preserves_existing_score() {
|
||||
|
||||
#[test]
|
||||
fn test_power_pellet_does_not_affect_ghosts_in_eyes_state() {
|
||||
let mut world = common::create_test_world();
|
||||
let (mut world, mut schedule) = common::create_test_world();
|
||||
let pacman = common::spawn_test_pacman(&mut world, 0);
|
||||
let power_pellet = common::spawn_test_item(&mut world, 1, EntityType::PowerPellet);
|
||||
|
||||
@@ -208,9 +227,15 @@ fn test_power_pellet_does_not_affect_ghosts_in_eyes_state() {
|
||||
// Spawn a ghost in Normal state
|
||||
let normal_ghost = common::spawn_test_ghost(&mut world, 3, GhostState::Normal);
|
||||
|
||||
common::send_collision_event(&mut world, pacman, power_pellet);
|
||||
common::trigger_collision(
|
||||
&mut world,
|
||||
CollisionTrigger::ItemCollision {
|
||||
pacman,
|
||||
item: power_pellet,
|
||||
},
|
||||
);
|
||||
|
||||
world.run_system_once(item_system).expect("System should run successfully");
|
||||
schedule.run(&mut world);
|
||||
|
||||
// Check that the power pellet was collected and score updated
|
||||
let score = world.resource::<ScoreResource>();
|
||||
|
||||
@@ -112,7 +112,7 @@ fn test_entity_type_traversal_flags() {
|
||||
|
||||
#[test]
|
||||
fn test_player_control_system_move_command() {
|
||||
let mut world = common::create_test_world();
|
||||
let (mut world, _) = common::create_test_world();
|
||||
let _player = common::spawn_test_player(&mut world, 0);
|
||||
|
||||
// Send move command
|
||||
@@ -141,7 +141,7 @@ fn test_player_control_system_move_command() {
|
||||
|
||||
#[test]
|
||||
fn test_player_control_system_exit_command() {
|
||||
let mut world = common::create_test_world();
|
||||
let (mut world, _) = common::create_test_world();
|
||||
let _player = common::spawn_test_player(&mut world, 0);
|
||||
|
||||
// Send exit command
|
||||
@@ -159,7 +159,7 @@ fn test_player_control_system_exit_command() {
|
||||
|
||||
#[test]
|
||||
fn test_player_control_system_toggle_debug() {
|
||||
let mut world = common::create_test_world();
|
||||
let (mut world, _) = common::create_test_world();
|
||||
let _player = common::spawn_test_player(&mut world, 0);
|
||||
|
||||
// Send toggle debug command
|
||||
@@ -177,7 +177,7 @@ fn test_player_control_system_toggle_debug() {
|
||||
|
||||
#[test]
|
||||
fn test_player_control_system_mute_audio() {
|
||||
let mut world = common::create_test_world();
|
||||
let (mut world, _) = common::create_test_world();
|
||||
let _player = common::spawn_test_player(&mut world, 0);
|
||||
|
||||
// Send mute audio command
|
||||
@@ -206,7 +206,7 @@ fn test_player_control_system_mute_audio() {
|
||||
|
||||
#[test]
|
||||
fn test_player_control_system_no_player_entity() {
|
||||
let mut world = common::create_test_world();
|
||||
let (mut world, _) = common::create_test_world();
|
||||
// Don't spawn a player entity
|
||||
|
||||
common::send_game_event(&mut world, GameEvent::Command(GameCommand::MovePlayer(Direction::Up)));
|
||||
@@ -221,7 +221,7 @@ fn test_player_control_system_no_player_entity() {
|
||||
|
||||
#[test]
|
||||
fn test_player_movement_system_buffered_direction_expires() {
|
||||
let mut world = common::create_test_world();
|
||||
let (mut world, _) = common::create_test_world();
|
||||
let player = common::spawn_test_player(&mut world, 0);
|
||||
|
||||
// Set a buffered direction with short time
|
||||
@@ -251,7 +251,7 @@ fn test_player_movement_system_buffered_direction_expires() {
|
||||
|
||||
#[test]
|
||||
fn test_player_movement_system_start_moving_from_stopped() {
|
||||
let mut world = common::create_test_world();
|
||||
let (mut world, _) = common::create_test_world();
|
||||
let _player = common::spawn_test_player(&mut world, 0);
|
||||
|
||||
// Player starts at node 0, facing right (towards node 1)
|
||||
@@ -276,7 +276,7 @@ fn test_player_movement_system_start_moving_from_stopped() {
|
||||
|
||||
#[test]
|
||||
fn test_player_movement_system_buffered_direction_change() {
|
||||
let mut world = common::create_test_world();
|
||||
let (mut world, _) = common::create_test_world();
|
||||
let player = common::spawn_test_player(&mut world, 0);
|
||||
|
||||
// Set a buffered direction to go down (towards node 2)
|
||||
@@ -307,7 +307,7 @@ fn test_player_movement_system_buffered_direction_change() {
|
||||
|
||||
#[test]
|
||||
fn test_player_movement_system_no_valid_edge() {
|
||||
let mut world = common::create_test_world();
|
||||
let (mut world, _) = common::create_test_world();
|
||||
let player = common::spawn_test_player(&mut world, 0);
|
||||
|
||||
// Set velocity to direction with no edge
|
||||
@@ -332,7 +332,7 @@ fn test_player_movement_system_no_valid_edge() {
|
||||
|
||||
#[test]
|
||||
fn test_player_movement_system_continue_moving() {
|
||||
let mut world = common::create_test_world();
|
||||
let (mut world, _) = common::create_test_world();
|
||||
let player = common::spawn_test_player(&mut world, 0);
|
||||
|
||||
// Set player to already be moving
|
||||
@@ -362,7 +362,7 @@ fn test_player_movement_system_continue_moving() {
|
||||
|
||||
#[test]
|
||||
fn test_full_player_input_to_movement_flow() {
|
||||
let mut world = common::create_test_world();
|
||||
let (mut world, _) = common::create_test_world();
|
||||
let _player = common::spawn_test_player(&mut world, 0);
|
||||
|
||||
// Send move command
|
||||
@@ -396,7 +396,7 @@ fn test_full_player_input_to_movement_flow() {
|
||||
|
||||
#[test]
|
||||
fn test_buffered_direction_timing() {
|
||||
let mut world = common::create_test_world();
|
||||
let (mut world, _) = common::create_test_world();
|
||||
let _player = common::spawn_test_player(&mut world, 0);
|
||||
|
||||
// Send move command
|
||||
@@ -435,7 +435,7 @@ fn test_buffered_direction_timing() {
|
||||
|
||||
#[test]
|
||||
fn test_multiple_rapid_direction_changes() {
|
||||
let mut world = common::create_test_world();
|
||||
let (mut world, _) = common::create_test_world();
|
||||
let _player = common::spawn_test_player(&mut world, 0);
|
||||
|
||||
// Send multiple rapid direction changes
|
||||
@@ -468,7 +468,7 @@ fn test_multiple_rapid_direction_changes() {
|
||||
|
||||
#[test]
|
||||
fn test_player_state_persistence_across_systems() {
|
||||
let mut world = common::create_test_world();
|
||||
let (mut world, _) = common::create_test_world();
|
||||
let _player = common::spawn_test_player(&mut world, 0);
|
||||
|
||||
// Test that multiple commands can be processed - but need to handle events properly
|
||||
|
||||
Reference in New Issue
Block a user