mirror of
https://github.com/Xevion/Pac-Man.git
synced 2025-12-10 06:07:55 -06:00
refactor: unify ghost state management and animation handling, use integers for texture animation
This commit is contained in:
@@ -33,14 +33,14 @@ pub const BOARD_PIXEL_OFFSET: UVec2 = UVec2::new(BOARD_CELL_OFFSET.x * CELL_SIZE
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/// Animation timing constants for ghost state management
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pub mod animation {
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/// Normal ghost movement animation speed (frames per second)
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pub const GHOST_NORMAL_SPEED: f32 = 0.2;
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/// Eaten ghost (eyes) animation speed (frames per second)
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pub const GHOST_EATEN_SPEED: f32 = 0.1;
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/// Frightened ghost animation speed (frames per second)
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pub const GHOST_FRIGHTENED_SPEED: f32 = 0.2;
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/// Frightened ghost flashing animation speed (frames per second)
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pub const GHOST_FLASHING_SPEED: f32 = 0.15;
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/// Normal ghost movement animation speed (ticks per frame at 60 ticks/sec)
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pub const GHOST_NORMAL_SPEED: u16 = 12;
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/// Eaten ghost (eyes) animation speed (ticks per frame at 60 ticks/sec)
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pub const GHOST_EATEN_SPEED: u16 = 6;
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/// Frightened ghost animation speed (ticks per frame at 60 ticks/sec)
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pub const GHOST_FRIGHTENED_SPEED: u16 = 12;
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/// Frightened ghost flashing animation speed (ticks per frame at 60 ticks/sec)
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pub const GHOST_FLASHING_SPEED: u16 = 9;
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/// Time in ticks when frightened ghosts start flashing (2 seconds at 60 FPS)
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pub const FRIGHTENED_FLASH_START_TICKS: u32 = 120;
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@@ -97,7 +97,7 @@ pub enum TextureError {
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#[derive(thiserror::Error, Debug)]
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pub enum AnimatedTextureError {
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#[error("Frame duration must be positive, got {0}")]
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InvalidFrameDuration(f32),
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InvalidFrameDuration(u16),
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}
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/// Errors related to entity operations.
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33
src/game.rs
33
src/game.rs
@@ -14,11 +14,11 @@ use crate::systems::render::RenderDirty;
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use crate::systems::{self, ghost_collision_system, present_system, Hidden, MovementModifiers, NodeId};
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use crate::systems::{
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audio_system, blinking_system, collision_system, debug_render_system, directional_render_system, dirty_render_system,
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eaten_ghost_system, ghost_movement_system, ghost_state_animation_system, hud_render_system, item_system, profile,
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render_system, AudioEvent, AudioResource, AudioState, BackbufferResource, Collider, DebugFontResource, DebugState,
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DebugTextureResource, DeltaTime, DirectionalAnimated, EntityType, Frozen, Ghost, GhostAnimationSet, GhostAnimations,
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GhostBundle, GhostCollider, GlobalState, ItemBundle, ItemCollider, MapTextureResource, PacmanCollider, PlayerBundle,
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PlayerControlled, Renderable, ScoreResource, StartupSequence, SystemTimings,
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eaten_ghost_system, ghost_movement_system, ghost_state_system, hud_render_system, item_system, profile, render_system,
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AudioEvent, AudioResource, AudioState, BackbufferResource, Collider, DebugFontResource, DebugState, DebugTextureResource,
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DeltaTime, DirectionalAnimated, EntityType, Frozen, Ghost, GhostAnimationSet, GhostAnimations, GhostBundle, GhostCollider,
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GlobalState, ItemBundle, ItemCollider, MapTextureResource, PacmanCollider, PlayerBundle, PlayerControlled, Renderable,
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ScoreResource, StartupSequence, SystemTimings,
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};
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use crate::texture::animated::AnimatedTexture;
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use crate::texture::sprite::AtlasTile;
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@@ -171,8 +171,8 @@ impl Game {
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let stopped_tiles = smallvec![SpriteAtlas::get_tile(&atlas, &format!("{moving_prefix}_b.png"))
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.ok_or_else(|| GameError::Texture(TextureError::AtlasTileNotFound(format!("{moving_prefix}_b.png"))))?];
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textures[direction.as_usize()] = Some(AnimatedTexture::new(moving_tiles, 0.08)?);
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stopped_textures[direction.as_usize()] = Some(AnimatedTexture::new(stopped_tiles, 0.1)?);
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textures[direction.as_usize()] = Some(AnimatedTexture::new(moving_tiles, 5)?);
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stopped_textures[direction.as_usize()] = Some(AnimatedTexture::new(stopped_tiles, 6)?);
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}
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let player = PlayerBundle {
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@@ -247,7 +247,7 @@ impl Game {
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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 vulnerable_tick_system = profile(SystemId::Ghost, systems::vulnerable_tick_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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@@ -257,7 +257,7 @@ impl Game {
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let hud_render_system = profile(SystemId::HudRender, hud_render_system);
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let debug_render_system = profile(SystemId::DebugRender, debug_render_system);
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let present_system = profile(SystemId::Present, present_system);
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let ghost_state_animation_system = profile(SystemId::GhostStateAnimation, ghost_state_animation_system);
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let unified_ghost_state_system = profile(SystemId::GhostStateAnimation, ghost_state_system);
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let forced_dirty_system = |mut dirty: ResMut<RenderDirty>| {
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dirty.0 = true;
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@@ -275,8 +275,7 @@ impl Game {
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player_tunnel_slowdown_system,
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ghost_movement_system,
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profile(SystemId::EatenGhost, eaten_ghost_system),
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vulnerable_tick_system,
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ghost_state_animation_system,
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unified_ghost_state_system,
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(collision_system, ghost_collision_system, item_system).chain(),
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audio_system,
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blinking_system,
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@@ -385,6 +384,10 @@ impl Game {
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size: crate::constants::CELL_SIZE as f32 * 1.375,
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},
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ghost_collider: GhostCollider,
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ghost_state: crate::systems::components::GhostState::Normal,
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last_animation_state: crate::systems::components::LastAnimationState(
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crate::systems::components::GhostAnimation::Normal,
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),
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}
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};
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@@ -476,18 +479,18 @@ impl Game {
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animation::GHOST_FLASHING_SPEED,
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)?;
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let frightened_da = DirectionalAnimated::from_animation(frightened_anim);
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let frightened_flashing_da = DirectionalAnimated::from_animation(flashing_anim);
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let frightened_animation = DirectionalAnimated::from_animation(frightened_anim);
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let frightened_flashing_animation = DirectionalAnimated::from_animation(flashing_anim);
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for ghost_type in [Ghost::Blinky, Ghost::Pinky, Ghost::Inky, Ghost::Clyde] {
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let entry = animations.get_mut(&ghost_type).unwrap();
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entry.animations.insert(
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crate::systems::GhostAnimation::Frightened { flash: false },
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frightened_da.clone(),
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frightened_animation.clone(),
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);
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entry.animations.insert(
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crate::systems::GhostAnimation::Frightened { flash: true },
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frightened_flashing_da.clone(),
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frightened_flashing_animation.clone(),
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);
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}
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@@ -2,13 +2,13 @@ use bevy_ecs::component::Component;
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use bevy_ecs::entity::Entity;
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use bevy_ecs::event::{EventReader, EventWriter};
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use bevy_ecs::query::With;
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use bevy_ecs::system::{Commands, Query, Res, ResMut};
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use bevy_ecs::system::{Query, Res, ResMut};
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use crate::error::GameError;
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use crate::events::GameEvent;
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use crate::map::builder::Map;
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use crate::systems::movement::Position;
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use crate::systems::{AudioEvent, Eaten, Ghost, PlayerControlled, ScoreResource, Vulnerable};
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use crate::systems::{AudioEvent, Ghost, GhostState, PlayerControlled, ScoreResource};
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#[derive(Component)]
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pub struct Collider {
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@@ -108,12 +108,11 @@ pub fn collision_system(
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}
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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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mut score: ResMut<ScoreResource>,
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pacman_query: Query<(), With<PlayerControlled>>,
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ghost_query: Query<(Entity, &Ghost), With<GhostCollider>>,
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vulnerable_query: Query<Entity, With<Vulnerable>>,
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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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@@ -127,23 +126,25 @@ pub fn ghost_collision_system(
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continue;
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};
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// Check if the ghost is vulnerable
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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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// Check if ghost has Vulnerable component
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if vulnerable_query.get(ghost_ent).is_ok() {
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// Pac-Man eats the ghost
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// Add score (200 points per ghost eaten)
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score.0 += 200;
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if let Ok(mut 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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score.0 += 200;
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// Remove the ghost
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commands.entity(ghost_ent).remove::<Vulnerable>().insert(Eaten);
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// Set ghost state to Eyes
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*ghost_state = GhostState::Eyes;
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// Play eat sound
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events.write(AudioEvent::PlayEat);
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} else {
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// Pac-Man dies (this would need a death system)
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// For now, just log it
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tracing::warn!("Pac-Man collided with ghost while not vulnerable!");
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// Play eat sound
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events.write(AudioEvent::PlayEat);
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} else {
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// Pac-Man dies (this would need a death system)
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// For now, just log it
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tracing::warn!("Pac-Man collided with ghost while not frightened!");
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}
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}
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}
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}
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@@ -1,5 +1,6 @@
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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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@@ -122,6 +123,20 @@ impl DirectionalAnimated {
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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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}
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}
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}
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bitflags! {
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@@ -170,10 +185,82 @@ pub struct Frozen;
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#[derive(Component, Debug, Clone, Copy)]
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pub struct Eaten;
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/// Component for ghosts that are vulnerable to Pac-Man
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#[derive(Component, Debug, Clone, Copy)]
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pub struct Vulnerable {
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pub remaining_ticks: u32,
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pub enum GhostState {
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/// Normal ghost behavior - chasing Pac-Man
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Normal,
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/// Frightened state after power pellet - ghost can be eaten
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Frightened {
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remaining_ticks: u32,
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flash: bool,
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remaining_flash_ticks: u32,
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},
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/// Eyes state - ghost has been eaten and is returning to ghost house
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Eyes,
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}
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/// Component to track the last animation state for efficient change detection
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#[derive(Component, Debug, Clone, Copy, PartialEq)]
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pub struct LastAnimationState(pub GhostAnimation);
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impl GhostState {
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/// Creates a new frightened state with the specified duration
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pub fn new_frightened(total_ticks: u32, flash_start_ticks: u32) -> Self {
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Self::Frightened {
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remaining_ticks: total_ticks,
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flash: false,
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remaining_flash_ticks: flash_start_ticks, // Time until flashing starts
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}
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}
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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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remaining_flash_ticks,
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} = self
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{
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// Transition out of frightened state
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if *remaining_ticks == 0 {
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*self = GhostState::Normal;
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return true;
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}
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*remaining_ticks -= 1;
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if *remaining_flash_ticks > 0 {
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*remaining_flash_ticks = remaining_flash_ticks.saturating_sub(1);
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if *remaining_flash_ticks == 0 {
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*flash = true;
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true
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} else {
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false
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}
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} else {
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false
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}
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} else {
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false
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}
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}
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/// Returns the appropriate animation state for this ghost state
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pub fn animation_state(&self) -> GhostAnimation {
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match self {
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GhostState::Normal => GhostAnimation::Normal,
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GhostState::Eyes => GhostAnimation::Eyes,
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GhostState::Frightened { flash: false, .. } => GhostAnimation::Frightened { flash: false },
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GhostState::Frightened { flash: true, .. } => GhostAnimation::Frightened { flash: true },
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}
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}
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}
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/// Enumeration of different ghost animation states.
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@@ -190,10 +277,6 @@ pub enum GhostAnimation {
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}
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/// A complete set of animations for a ghost in different behavioral states.
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///
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/// Each ghost maintains animations mapped by their current gameplay state.
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/// The animation system automatically switches between these states based on
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/// the presence of `Vulnerable` and `Eaten` components on the ghost entity.
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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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@@ -225,16 +308,6 @@ impl GhostAnimationSet {
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self.get(GhostAnimation::Normal)
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}
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/// Gets the frightened animation state (non-flashing).
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pub fn frightened(&self) -> Option<&DirectionalAnimated> {
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self.get(GhostAnimation::Frightened { flash: false })
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}
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/// Gets the frightened flashing animation state.
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pub fn frightened_flashing(&self) -> Option<&DirectionalAnimated> {
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self.get(GhostAnimation::Frightened { flash: true })
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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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@@ -285,4 +358,6 @@ pub struct GhostBundle {
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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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pub ghost_state: GhostState,
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pub last_animation_state: LastAnimationState,
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}
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@@ -1,4 +1,4 @@
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use crate::systems::components::Frozen;
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use crate::systems::components::{DirectionalAnimated, Frozen, GhostState, LastAnimationState};
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use crate::{
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map::{
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builder::Map,
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@@ -11,15 +11,9 @@ use crate::{
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},
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};
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use bevy_ecs::{
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query::Added,
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removal_detection::RemovedComponents,
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system::{Commands, Query, Res},
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};
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use crate::systems::{Eaten, GhostAnimations, Vulnerable};
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use bevy_ecs::query::{With, Without};
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use crate::systems::GhostAnimations;
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use bevy_ecs::query::Without;
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use bevy_ecs::system::{Query, Res};
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use rand::rngs::SmallRng;
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use rand::seq::IndexedRandom;
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use rand::SeedableRng;
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@@ -77,64 +71,6 @@ pub fn ghost_movement_system(
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}
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}
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/// System that manages ghost animation state transitions based on ghost behavior.
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///
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/// This system handles the following animation state changes:
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/// - When a ghost becomes vulnerable (power pellet eaten): switches to frightened animation
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/// - When a ghost is eaten by Pac-Man: switches to eaten (eyes) animation
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/// - When vulnerability ends: switches back to normal animation
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///
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/// The system uses ECS change detection to efficiently track state transitions:
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/// - `Added<Vulnerable>` detects when ghosts become frightened
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/// - `Added<Eaten>` detects when ghosts are consumed
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/// - `RemovedComponents<Vulnerable>` detects when fright period ends
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///
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/// This ensures smooth visual feedback for gameplay state changes while maintaining
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/// separation between game logic and animation state.
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pub fn ghost_state_animation_system(
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mut commands: Commands,
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animations: Res<GhostAnimations>,
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mut vulnerable_added: Query<(bevy_ecs::entity::Entity, &Ghost), Added<Vulnerable>>,
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mut eaten_added: Query<(bevy_ecs::entity::Entity, &Ghost), Added<Eaten>>,
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mut vulnerable_removed: RemovedComponents<Vulnerable>,
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ghosts: Query<&Ghost>,
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eaten_ghosts: Query<&Ghost, With<Eaten>>,
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) {
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// When a ghost becomes vulnerable, switch to the frightened animation
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for (entity, ghost_type) in vulnerable_added.iter_mut() {
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if let Some(animation_set) = animations.0.get(ghost_type) {
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if let Some(animation) = animation_set.frightened() {
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commands.entity(entity).insert(animation.clone());
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}
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}
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}
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// When a ghost is eaten, switch to the eaten animation
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for (entity, ghost_type) in eaten_added.iter_mut() {
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if let Some(animation_set) = animations.0.get(ghost_type) {
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if let Some(animation) = animation_set.eyes() {
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commands.entity(entity).insert(animation.clone());
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}
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}
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}
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// When a ghost is no longer vulnerable, switch back to the normal animation
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// But don't switch if the ghost is currently eaten (should keep eyes animation)
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for entity in vulnerable_removed.read() {
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if let Ok(ghost_type) = ghosts.get(entity) {
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// Check if this ghost is currently eaten - if so, don't switch to normal animation
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let is_eaten = eaten_ghosts.get(entity).is_ok();
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if !is_eaten {
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if let Some(animation_set) = animations.0.get(ghost_type) {
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if let Some(animation) = animation_set.normal() {
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||||
commands.entity(entity).insert(animation.clone());
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||||
}
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||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// System that handles eaten ghost behavior and respawn logic.
|
||||
///
|
||||
/// When a ghost is eaten by Pac-Man, it enters an "eaten" state where:
|
||||
@@ -146,11 +82,13 @@ pub fn ghost_state_animation_system(
|
||||
pub fn eaten_ghost_system(
|
||||
map: Res<Map>,
|
||||
delta_time: Res<DeltaTime>,
|
||||
animations: Res<GhostAnimations>,
|
||||
mut commands: Commands,
|
||||
mut eaten_ghosts: Query<(bevy_ecs::entity::Entity, &Ghost, &mut Position, &mut Velocity), With<Eaten>>,
|
||||
mut eaten_ghosts: Query<(&Ghost, &mut Position, &mut Velocity, &mut GhostState)>,
|
||||
) {
|
||||
for (entity, ghost_type, mut position, mut velocity) in eaten_ghosts.iter_mut() {
|
||||
for (ghost_type, mut position, mut velocity, mut ghost_state) in eaten_ghosts.iter_mut() {
|
||||
// Only process ghosts that are in Eyes state
|
||||
if !matches!(*ghost_state, GhostState::Eyes) {
|
||||
continue;
|
||||
}
|
||||
// Set higher speed for eaten ghosts returning to ghost house
|
||||
let original_speed = velocity.speed;
|
||||
velocity.speed = ghost_type.base_speed() * 2.0; // Move twice as fast when eaten
|
||||
@@ -178,13 +116,8 @@ pub fn eaten_ghost_system(
|
||||
if let Some(_overflow) = position.tick(distance) {
|
||||
// Reached target node, check if we're at ghost house center
|
||||
if to == ghost_house_center {
|
||||
// Respawn the ghost - remove Eaten component and switch to normal animation
|
||||
commands.entity(entity).remove::<Eaten>();
|
||||
if let Some(animation_set) = animations.0.get(ghost_type) {
|
||||
if let Some(animation) = animation_set.normal() {
|
||||
commands.entity(entity).insert(animation.clone());
|
||||
}
|
||||
}
|
||||
// Respawn the ghost - set state back to normal
|
||||
*ghost_state = GhostState::Normal;
|
||||
// Reset to stopped at ghost house center
|
||||
*position = Position::Stopped {
|
||||
node: ghost_house_center,
|
||||
@@ -246,3 +179,25 @@ fn find_direction_to_target(
|
||||
|
||||
None
|
||||
}
|
||||
|
||||
/// Unified system that manages ghost state transitions and animations
|
||||
pub fn ghost_state_system(
|
||||
animations: Res<GhostAnimations>,
|
||||
mut ghosts: Query<(&Ghost, &mut GhostState, &mut DirectionalAnimated, &mut LastAnimationState)>,
|
||||
) {
|
||||
for (ghost_type, mut ghost_state, mut directional_animated, mut last_animation_state) in ghosts.iter_mut() {
|
||||
// Tick the ghost state to handle internal transitions (like flashing)
|
||||
let _ = ghost_state.tick();
|
||||
|
||||
// Only update animation if the animation state actually changed
|
||||
let current_animation_state = ghost_state.animation_state();
|
||||
if last_animation_state.0 != current_animation_state {
|
||||
let animation_set = animations.0.get(ghost_type).unwrap();
|
||||
let animation = animation_set.get(current_animation_state).unwrap();
|
||||
*directional_animated = (*animation).clone();
|
||||
// Reset animation timers to synchronize all ghosts
|
||||
directional_animated.reset_all_animations();
|
||||
last_animation_state.0 = current_animation_state;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -6,8 +6,9 @@ use bevy_ecs::{
|
||||
};
|
||||
|
||||
use crate::{
|
||||
constants::animation::FRIGHTENED_FLASH_START_TICKS,
|
||||
events::GameEvent,
|
||||
systems::{AudioEvent, EntityType, GhostCollider, ItemCollider, PacmanCollider, ScoreResource, Vulnerable},
|
||||
systems::{AudioEvent, EntityType, GhostCollider, GhostState, ItemCollider, PacmanCollider, ScoreResource},
|
||||
};
|
||||
|
||||
/// Determines if a collision between two entity types should be handled by the item system.
|
||||
@@ -28,6 +29,7 @@ pub fn item_system(
|
||||
pacman_query: Query<Entity, With<PacmanCollider>>,
|
||||
item_query: Query<(Entity, &EntityType), With<ItemCollider>>,
|
||||
ghost_query: Query<Entity, With<GhostCollider>>,
|
||||
mut ghost_state_query: Query<&mut GhostState>,
|
||||
mut events: EventWriter<AudioEvent>,
|
||||
) {
|
||||
for event in collision_events.read() {
|
||||
@@ -54,16 +56,16 @@ pub fn item_system(
|
||||
events.write(AudioEvent::PlayEat);
|
||||
}
|
||||
|
||||
// Make ghosts vulnerable when power pellet is collected
|
||||
// Make ghosts frightened when power pellet is collected
|
||||
if *entity_type == EntityType::PowerPellet {
|
||||
// Convert seconds to frames (assumes 60 FPS)
|
||||
let total_ticks = 60 * 5;
|
||||
let total_ticks = 60 * 5; // 5 seconds total
|
||||
|
||||
// Add Vulnerable component to all ghosts
|
||||
// Set all ghosts to frightened state
|
||||
for ghost_entity in ghost_query.iter() {
|
||||
commands.entity(ghost_entity).insert(Vulnerable {
|
||||
remaining_ticks: total_ticks,
|
||||
});
|
||||
if let Ok(mut ghost_state) = ghost_state_query.get_mut(ghost_entity) {
|
||||
*ghost_state = GhostState::new_frightened(total_ticks, FRIGHTENED_FLASH_START_TICKS);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -16,7 +16,6 @@ pub mod player;
|
||||
pub mod profiling;
|
||||
pub mod render;
|
||||
pub mod stage;
|
||||
pub mod vulnerable;
|
||||
|
||||
pub use self::audio::*;
|
||||
pub use self::blinking::*;
|
||||
@@ -31,4 +30,3 @@ pub use self::player::*;
|
||||
pub use self::profiling::*;
|
||||
pub use self::render::*;
|
||||
pub use self::stage::*;
|
||||
pub use self::vulnerable::*;
|
||||
|
||||
@@ -57,7 +57,8 @@ pub fn directional_render_system(
|
||||
|
||||
if let Some(texture) = texture {
|
||||
if !stopped {
|
||||
texture.tick(dt.0);
|
||||
let ticks = (dt.0 * 60.0).round() as u16; // Convert from seconds to ticks at 60 ticks/sec
|
||||
texture.tick(ticks);
|
||||
}
|
||||
let new_tile = *texture.current_tile();
|
||||
if renderable.sprite != new_tile {
|
||||
|
||||
@@ -1,33 +0,0 @@
|
||||
use bevy_ecs::{
|
||||
query::With,
|
||||
system::{Commands, Query, Res},
|
||||
};
|
||||
|
||||
use crate::constants::animation::FRIGHTENED_FLASH_START_TICKS;
|
||||
use crate::systems::{Ghost, GhostAnimations, GhostCollider, Vulnerable};
|
||||
|
||||
/// System that decrements the remaining_ticks on Vulnerable components and removes them when they reach zero
|
||||
pub fn vulnerable_tick_system(
|
||||
mut commands: Commands,
|
||||
animations: Res<GhostAnimations>,
|
||||
mut vulnerable_query: Query<(bevy_ecs::entity::Entity, &mut Vulnerable, &Ghost), With<GhostCollider>>,
|
||||
) {
|
||||
for (entity, mut vulnerable, ghost_type) in vulnerable_query.iter_mut() {
|
||||
if vulnerable.remaining_ticks > 0 {
|
||||
vulnerable.remaining_ticks -= 1;
|
||||
}
|
||||
|
||||
// When 2 seconds are remaining, start flashing
|
||||
if vulnerable.remaining_ticks == FRIGHTENED_FLASH_START_TICKS {
|
||||
if let Some(animation_set) = animations.0.get(ghost_type) {
|
||||
if let Some(animation) = animation_set.frightened_flashing() {
|
||||
commands.entity(entity).insert(animation.clone());
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if vulnerable.remaining_ticks == 0 {
|
||||
commands.entity(entity).remove::<Vulnerable>();
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -5,23 +5,23 @@ use crate::texture::sprite::AtlasTile;
|
||||
|
||||
/// Frame-based animation system for cycling through multiple sprite tiles.
|
||||
///
|
||||
/// Manages automatic frame progression based on elapsed time.
|
||||
/// Uses a time banking system to ensure consistent animation speed regardless of frame rate variations.
|
||||
/// Manages automatic frame progression based on elapsed ticks.
|
||||
/// Uses a tick banking system to ensure consistent animation speed regardless of frame rate variations.
|
||||
#[derive(Debug, Clone)]
|
||||
pub struct AnimatedTexture {
|
||||
/// Sequence of sprite tiles that make up the animation frames
|
||||
tiles: SmallVec<[AtlasTile; 4]>,
|
||||
/// Duration each frame should be displayed (in seconds)
|
||||
frame_duration: f32,
|
||||
/// Duration each frame should be displayed (in ticks)
|
||||
frame_duration: u16,
|
||||
/// Index of the currently active frame in the tiles vector
|
||||
current_frame: usize,
|
||||
/// Accumulated time since the last frame change (for smooth timing)
|
||||
time_bank: f32,
|
||||
/// Accumulated ticks since the last frame change (for smooth timing)
|
||||
time_bank: u16,
|
||||
}
|
||||
|
||||
impl AnimatedTexture {
|
||||
pub fn new(tiles: SmallVec<[AtlasTile; 4]>, frame_duration: f32) -> GameResult<Self> {
|
||||
if frame_duration <= 0.0 {
|
||||
pub fn new(tiles: SmallVec<[AtlasTile; 4]>, frame_duration: u16) -> GameResult<Self> {
|
||||
if frame_duration == 0 {
|
||||
return Err(GameError::Texture(TextureError::Animated(
|
||||
AnimatedTextureError::InvalidFrameDuration(frame_duration),
|
||||
)));
|
||||
@@ -31,22 +31,22 @@ impl AnimatedTexture {
|
||||
tiles,
|
||||
frame_duration,
|
||||
current_frame: 0,
|
||||
time_bank: 0.0,
|
||||
time_bank: 0,
|
||||
})
|
||||
}
|
||||
|
||||
/// Advances the animation by the specified time delta with automatic frame cycling.
|
||||
/// Advances the animation by the specified number of ticks with automatic frame cycling.
|
||||
///
|
||||
/// Accumulates time in the time bank and progresses through frames when enough
|
||||
/// time has elapsed. Supports frame rates independent of game frame rate by
|
||||
/// potentially advancing multiple frames in a single call if `dt` is large.
|
||||
/// Accumulates ticks in the time bank and progresses through frames when enough
|
||||
/// ticks have elapsed. Supports frame rates independent of game frame rate by
|
||||
/// potentially advancing multiple frames in a single call if `ticks` is large.
|
||||
/// Animation loops automatically when reaching the final frame.
|
||||
///
|
||||
/// # Arguments
|
||||
///
|
||||
/// * `dt` - Time elapsed since the last tick (typically frame delta time)
|
||||
pub fn tick(&mut self, dt: f32) {
|
||||
self.time_bank += dt;
|
||||
/// * `ticks` - Number of ticks elapsed since the last update
|
||||
pub fn tick(&mut self, ticks: u16) {
|
||||
self.time_bank += ticks;
|
||||
while self.time_bank >= self.frame_duration {
|
||||
self.time_bank -= self.frame_duration;
|
||||
self.current_frame = (self.current_frame + 1) % self.tiles.len();
|
||||
@@ -65,13 +65,13 @@ impl AnimatedTexture {
|
||||
|
||||
/// Returns the time bank.
|
||||
#[allow(dead_code)]
|
||||
pub fn time_bank(&self) -> f32 {
|
||||
pub fn time_bank(&self) -> u16 {
|
||||
self.time_bank
|
||||
}
|
||||
|
||||
/// Returns the frame duration.
|
||||
#[allow(dead_code)]
|
||||
pub fn frame_duration(&self) -> f32 {
|
||||
pub fn frame_duration(&self) -> u16 {
|
||||
self.frame_duration
|
||||
}
|
||||
|
||||
@@ -80,4 +80,11 @@ impl AnimatedTexture {
|
||||
pub fn tiles_len(&self) -> usize {
|
||||
self.tiles.len()
|
||||
}
|
||||
|
||||
/// Resets the animation to the first frame and clears the time bank.
|
||||
/// Useful for synchronizing animations when they are assigned.
|
||||
pub fn reset(&mut self) {
|
||||
self.current_frame = 0;
|
||||
self.time_bank = 0;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -18,46 +18,41 @@ fn test_animated_texture_creation_errors() {
|
||||
let tiles = smallvec![mock_atlas_tile(1), mock_atlas_tile(2)];
|
||||
|
||||
assert!(matches!(
|
||||
AnimatedTexture::new(tiles.clone(), 0.0).unwrap_err(),
|
||||
GameError::Texture(TextureError::Animated(AnimatedTextureError::InvalidFrameDuration(0.0)))
|
||||
));
|
||||
|
||||
assert!(matches!(
|
||||
AnimatedTexture::new(tiles, -0.1).unwrap_err(),
|
||||
GameError::Texture(TextureError::Animated(AnimatedTextureError::InvalidFrameDuration(-0.1)))
|
||||
AnimatedTexture::new(tiles.clone(), 0).unwrap_err(),
|
||||
GameError::Texture(TextureError::Animated(AnimatedTextureError::InvalidFrameDuration(0)))
|
||||
));
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn test_animated_texture_advancement() {
|
||||
let tiles = smallvec![mock_atlas_tile(1), mock_atlas_tile(2), mock_atlas_tile(3)];
|
||||
let mut texture = AnimatedTexture::new(tiles, 0.1).unwrap();
|
||||
let mut texture = AnimatedTexture::new(tiles, 10).unwrap();
|
||||
|
||||
assert_eq!(texture.current_frame(), 0);
|
||||
|
||||
texture.tick(0.25);
|
||||
texture.tick(25);
|
||||
assert_eq!(texture.current_frame(), 2);
|
||||
assert!((texture.time_bank() - 0.05).abs() < 0.001);
|
||||
assert_eq!(texture.time_bank(), 5);
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn test_animated_texture_wrap_around() {
|
||||
let tiles = smallvec![mock_atlas_tile(1), mock_atlas_tile(2)];
|
||||
let mut texture = AnimatedTexture::new(tiles, 0.1).unwrap();
|
||||
let mut texture = AnimatedTexture::new(tiles, 10).unwrap();
|
||||
|
||||
texture.tick(0.1);
|
||||
texture.tick(10);
|
||||
assert_eq!(texture.current_frame(), 1);
|
||||
|
||||
texture.tick(0.1);
|
||||
texture.tick(10);
|
||||
assert_eq!(texture.current_frame(), 0);
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn test_animated_texture_single_frame() {
|
||||
let tiles = smallvec![mock_atlas_tile(1)];
|
||||
let mut texture = AnimatedTexture::new(tiles, 0.1).unwrap();
|
||||
let mut texture = AnimatedTexture::new(tiles, 10).unwrap();
|
||||
|
||||
texture.tick(0.1);
|
||||
texture.tick(10);
|
||||
assert_eq!(texture.current_frame(), 0);
|
||||
assert_eq!(texture.current_tile().color.unwrap().r, 1);
|
||||
}
|
||||
|
||||
@@ -48,7 +48,7 @@ fn test_game_error_from_io_error() {
|
||||
|
||||
#[test]
|
||||
fn test_texture_error_from_animated_error() {
|
||||
let animated_error = AnimatedTextureError::InvalidFrameDuration(-1.0);
|
||||
let animated_error = AnimatedTextureError::InvalidFrameDuration(0);
|
||||
let texture_error: TextureError = animated_error.into();
|
||||
assert!(matches!(texture_error, TextureError::Animated(_)));
|
||||
}
|
||||
@@ -80,7 +80,7 @@ fn test_entity_error_display() {
|
||||
|
||||
#[test]
|
||||
fn test_animated_texture_error_display() {
|
||||
let error = AnimatedTextureError::InvalidFrameDuration(0.0);
|
||||
let error = AnimatedTextureError::InvalidFrameDuration(0);
|
||||
assert_eq!(error.to_string(), "Frame duration must be positive, got 0");
|
||||
}
|
||||
|
||||
@@ -150,7 +150,7 @@ fn test_result_ext_error() {
|
||||
#[test]
|
||||
fn test_error_chain_conversions() {
|
||||
// Test that we can convert through multiple levels
|
||||
let animated_error = AnimatedTextureError::InvalidFrameDuration(-5.0);
|
||||
let animated_error = AnimatedTextureError::InvalidFrameDuration(0);
|
||||
let texture_error: TextureError = animated_error.into();
|
||||
let game_error: GameError = texture_error.into();
|
||||
|
||||
|
||||
Reference in New Issue
Block a user