mirror of
https://github.com/Xevion/Pac-Man.git
synced 2025-12-17 04:12:39 -06:00
refactor: unify ghost state management and animation handling, use integers for texture animation
This commit is contained in:
@@ -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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}
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}
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}
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}
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}
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/// System that handles eaten ghost behavior and respawn logic.
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///
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/// When a ghost is eaten by Pac-Man, it enters an "eaten" state where:
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@@ -146,11 +82,13 @@ pub fn ghost_state_animation_system(
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pub fn eaten_ghost_system(
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map: Res<Map>,
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delta_time: Res<DeltaTime>,
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animations: Res<GhostAnimations>,
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mut commands: Commands,
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mut eaten_ghosts: Query<(bevy_ecs::entity::Entity, &Ghost, &mut Position, &mut Velocity), With<Eaten>>,
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mut eaten_ghosts: Query<(&Ghost, &mut Position, &mut Velocity, &mut GhostState)>,
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) {
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for (entity, ghost_type, mut position, mut velocity) in eaten_ghosts.iter_mut() {
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for (ghost_type, mut position, mut velocity, mut ghost_state) in eaten_ghosts.iter_mut() {
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// Only process ghosts that are in Eyes state
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if !matches!(*ghost_state, GhostState::Eyes) {
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continue;
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}
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// Set higher speed for eaten ghosts returning to ghost house
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let original_speed = velocity.speed;
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velocity.speed = ghost_type.base_speed() * 2.0; // Move twice as fast when eaten
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@@ -178,13 +116,8 @@ pub fn eaten_ghost_system(
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if let Some(_overflow) = position.tick(distance) {
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// Reached target node, check if we're at ghost house center
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if to == ghost_house_center {
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// Respawn the ghost - remove Eaten component and switch to normal animation
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commands.entity(entity).remove::<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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}
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// Respawn the ghost - set state back to normal
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*ghost_state = GhostState::Normal;
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// Reset to stopped at ghost house center
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*position = Position::Stopped {
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node: ghost_house_center,
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@@ -246,3 +179,25 @@ fn find_direction_to_target(
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None
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}
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/// Unified system that manages ghost state transitions and animations
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pub fn ghost_state_system(
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animations: Res<GhostAnimations>,
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mut ghosts: Query<(&Ghost, &mut GhostState, &mut DirectionalAnimated, &mut LastAnimationState)>,
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) {
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for (ghost_type, mut ghost_state, mut directional_animated, mut last_animation_state) in ghosts.iter_mut() {
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// Tick the ghost state to handle internal transitions (like flashing)
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let _ = ghost_state.tick();
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// Only update animation if the animation state actually changed
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let current_animation_state = ghost_state.animation_state();
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if last_animation_state.0 != current_animation_state {
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let animation_set = animations.0.get(ghost_type).unwrap();
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let animation = animation_set.get(current_animation_state).unwrap();
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*directional_animated = (*animation).clone();
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// Reset animation timers to synchronize all ghosts
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directional_animated.reset_all_animations();
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last_animation_state.0 = current_animation_state;
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}
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}
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}
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@@ -6,8 +6,9 @@ use bevy_ecs::{
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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::{AudioEvent, EntityType, GhostCollider, ItemCollider, PacmanCollider, ScoreResource, Vulnerable},
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systems::{AudioEvent, EntityType, GhostCollider, GhostState, ItemCollider, PacmanCollider, ScoreResource},
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};
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/// Determines if a collision between two entity types should be handled by the item system.
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@@ -28,6 +29,7 @@ pub fn item_system(
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pacman_query: Query<Entity, With<PacmanCollider>>,
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item_query: Query<(Entity, &EntityType), With<ItemCollider>>,
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ghost_query: Query<Entity, 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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@@ -54,16 +56,16 @@ pub fn item_system(
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events.write(AudioEvent::PlayEat);
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}
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// Make ghosts vulnerable when power pellet is collected
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// Make ghosts frightened when power pellet is collected
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if *entity_type == EntityType::PowerPellet {
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// Convert seconds to frames (assumes 60 FPS)
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let total_ticks = 60 * 5;
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let total_ticks = 60 * 5; // 5 seconds total
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// Add Vulnerable component to all ghosts
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// Set all ghosts to frightened state
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for ghost_entity in ghost_query.iter() {
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commands.entity(ghost_entity).insert(Vulnerable {
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remaining_ticks: total_ticks,
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});
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if let Ok(mut ghost_state) = ghost_state_query.get_mut(ghost_entity) {
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*ghost_state = GhostState::new_frightened(total_ticks, FRIGHTENED_FLASH_START_TICKS);
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}
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}
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}
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}
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@@ -16,7 +16,6 @@ pub mod player;
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pub mod profiling;
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pub mod render;
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pub mod stage;
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pub mod vulnerable;
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pub use self::audio::*;
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pub use self::blinking::*;
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@@ -31,4 +30,3 @@ pub use self::player::*;
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pub use self::profiling::*;
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pub use self::render::*;
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pub use self::stage::*;
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pub use self::vulnerable::*;
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@@ -57,7 +57,8 @@ pub fn directional_render_system(
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if let Some(texture) = texture {
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if !stopped {
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texture.tick(dt.0);
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let ticks = (dt.0 * 60.0).round() as u16; // Convert from seconds to ticks at 60 ticks/sec
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texture.tick(ticks);
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}
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let new_tile = *texture.current_tile();
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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;
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||||
use crate::systems::{Ghost, GhostAnimations, GhostCollider, Vulnerable};
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||||
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||||
/// System that decrements the remaining_ticks on Vulnerable components and removes them when they reach zero
|
||||
pub fn vulnerable_tick_system(
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||||
mut commands: Commands,
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||||
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>();
|
||||
}
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user