refactor: unify ghost state management and animation handling, use integers for texture animation

This commit is contained in:
Ryan Walters
2025-09-01 14:27:48 -05:00
parent e1a2e6ab62
commit b53db3788d
13 changed files with 221 additions and 217 deletions

View File

@@ -33,14 +33,14 @@ pub const BOARD_PIXEL_OFFSET: UVec2 = UVec2::new(BOARD_CELL_OFFSET.x * CELL_SIZE
/// Animation timing constants for ghost state management
pub mod animation {
/// Normal ghost movement animation speed (frames per second)
pub const GHOST_NORMAL_SPEED: f32 = 0.2;
/// Eaten ghost (eyes) animation speed (frames per second)
pub const GHOST_EATEN_SPEED: f32 = 0.1;
/// Frightened ghost animation speed (frames per second)
pub const GHOST_FRIGHTENED_SPEED: f32 = 0.2;
/// Frightened ghost flashing animation speed (frames per second)
pub const GHOST_FLASHING_SPEED: f32 = 0.15;
/// Normal ghost movement animation speed (ticks per frame at 60 ticks/sec)
pub const GHOST_NORMAL_SPEED: u16 = 12;
/// Eaten ghost (eyes) animation speed (ticks per frame at 60 ticks/sec)
pub const GHOST_EATEN_SPEED: u16 = 6;
/// Frightened ghost animation speed (ticks per frame at 60 ticks/sec)
pub const GHOST_FRIGHTENED_SPEED: u16 = 12;
/// Frightened ghost flashing animation speed (ticks per frame at 60 ticks/sec)
pub const GHOST_FLASHING_SPEED: u16 = 9;
/// Time in ticks when frightened ghosts start flashing (2 seconds at 60 FPS)
pub const FRIGHTENED_FLASH_START_TICKS: u32 = 120;

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@@ -97,7 +97,7 @@ pub enum TextureError {
#[derive(thiserror::Error, Debug)]
pub enum AnimatedTextureError {
#[error("Frame duration must be positive, got {0}")]
InvalidFrameDuration(f32),
InvalidFrameDuration(u16),
}
/// Errors related to entity operations.

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@@ -14,11 +14,11 @@ use crate::systems::render::RenderDirty;
use crate::systems::{self, ghost_collision_system, present_system, Hidden, MovementModifiers, NodeId};
use crate::systems::{
audio_system, blinking_system, collision_system, debug_render_system, directional_render_system, dirty_render_system,
eaten_ghost_system, ghost_movement_system, ghost_state_animation_system, hud_render_system, item_system, profile,
render_system, AudioEvent, AudioResource, AudioState, BackbufferResource, Collider, DebugFontResource, DebugState,
DebugTextureResource, DeltaTime, DirectionalAnimated, EntityType, Frozen, Ghost, GhostAnimationSet, GhostAnimations,
GhostBundle, GhostCollider, GlobalState, ItemBundle, ItemCollider, MapTextureResource, PacmanCollider, PlayerBundle,
PlayerControlled, Renderable, ScoreResource, StartupSequence, SystemTimings,
eaten_ghost_system, ghost_movement_system, ghost_state_system, hud_render_system, item_system, profile, render_system,
AudioEvent, AudioResource, AudioState, BackbufferResource, Collider, DebugFontResource, DebugState, DebugTextureResource,
DeltaTime, DirectionalAnimated, EntityType, Frozen, Ghost, GhostAnimationSet, GhostAnimations, GhostBundle, GhostCollider,
GlobalState, ItemBundle, ItemCollider, MapTextureResource, PacmanCollider, PlayerBundle, PlayerControlled, Renderable,
ScoreResource, StartupSequence, SystemTimings,
};
use crate::texture::animated::AnimatedTexture;
use crate::texture::sprite::AtlasTile;
@@ -171,8 +171,8 @@ impl Game {
let stopped_tiles = smallvec![SpriteAtlas::get_tile(&atlas, &format!("{moving_prefix}_b.png"))
.ok_or_else(|| GameError::Texture(TextureError::AtlasTileNotFound(format!("{moving_prefix}_b.png"))))?];
textures[direction.as_usize()] = Some(AnimatedTexture::new(moving_tiles, 0.08)?);
stopped_textures[direction.as_usize()] = Some(AnimatedTexture::new(stopped_tiles, 0.1)?);
textures[direction.as_usize()] = Some(AnimatedTexture::new(moving_tiles, 5)?);
stopped_textures[direction.as_usize()] = Some(AnimatedTexture::new(stopped_tiles, 6)?);
}
let player = PlayerBundle {
@@ -247,7 +247,7 @@ impl Game {
let ghost_movement_system = profile(SystemId::Ghost, ghost_movement_system);
let collision_system = profile(SystemId::Collision, collision_system);
let ghost_collision_system = profile(SystemId::GhostCollision, ghost_collision_system);
let vulnerable_tick_system = profile(SystemId::Ghost, systems::vulnerable_tick_system);
let item_system = profile(SystemId::Item, item_system);
let audio_system = profile(SystemId::Audio, audio_system);
let blinking_system = profile(SystemId::Blinking, blinking_system);
@@ -257,7 +257,7 @@ impl Game {
let hud_render_system = profile(SystemId::HudRender, hud_render_system);
let debug_render_system = profile(SystemId::DebugRender, debug_render_system);
let present_system = profile(SystemId::Present, present_system);
let ghost_state_animation_system = profile(SystemId::GhostStateAnimation, ghost_state_animation_system);
let unified_ghost_state_system = profile(SystemId::GhostStateAnimation, ghost_state_system);
let forced_dirty_system = |mut dirty: ResMut<RenderDirty>| {
dirty.0 = true;
@@ -275,8 +275,7 @@ impl Game {
player_tunnel_slowdown_system,
ghost_movement_system,
profile(SystemId::EatenGhost, eaten_ghost_system),
vulnerable_tick_system,
ghost_state_animation_system,
unified_ghost_state_system,
(collision_system, ghost_collision_system, item_system).chain(),
audio_system,
blinking_system,
@@ -385,6 +384,10 @@ impl Game {
size: crate::constants::CELL_SIZE as f32 * 1.375,
},
ghost_collider: GhostCollider,
ghost_state: crate::systems::components::GhostState::Normal,
last_animation_state: crate::systems::components::LastAnimationState(
crate::systems::components::GhostAnimation::Normal,
),
}
};
@@ -476,18 +479,18 @@ impl Game {
animation::GHOST_FLASHING_SPEED,
)?;
let frightened_da = DirectionalAnimated::from_animation(frightened_anim);
let frightened_flashing_da = DirectionalAnimated::from_animation(flashing_anim);
let frightened_animation = DirectionalAnimated::from_animation(frightened_anim);
let frightened_flashing_animation = DirectionalAnimated::from_animation(flashing_anim);
for ghost_type in [Ghost::Blinky, Ghost::Pinky, Ghost::Inky, Ghost::Clyde] {
let entry = animations.get_mut(&ghost_type).unwrap();
entry.animations.insert(
crate::systems::GhostAnimation::Frightened { flash: false },
frightened_da.clone(),
frightened_animation.clone(),
);
entry.animations.insert(
crate::systems::GhostAnimation::Frightened { flash: true },
frightened_flashing_da.clone(),
frightened_flashing_animation.clone(),
);
}

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@@ -2,13 +2,13 @@ use bevy_ecs::component::Component;
use bevy_ecs::entity::Entity;
use bevy_ecs::event::{EventReader, EventWriter};
use bevy_ecs::query::With;
use bevy_ecs::system::{Commands, Query, Res, ResMut};
use bevy_ecs::system::{Query, Res, ResMut};
use crate::error::GameError;
use crate::events::GameEvent;
use crate::map::builder::Map;
use crate::systems::movement::Position;
use crate::systems::{AudioEvent, Eaten, Ghost, PlayerControlled, ScoreResource, Vulnerable};
use crate::systems::{AudioEvent, Ghost, GhostState, PlayerControlled, ScoreResource};
#[derive(Component)]
pub struct Collider {
@@ -108,12 +108,11 @@ pub fn collision_system(
}
pub fn ghost_collision_system(
mut commands: Commands,
mut collision_events: EventReader<GameEvent>,
mut score: ResMut<ScoreResource>,
pacman_query: Query<(), With<PlayerControlled>>,
ghost_query: Query<(Entity, &Ghost), With<GhostCollider>>,
vulnerable_query: Query<Entity, With<Vulnerable>>,
mut ghost_state_query: Query<&mut GhostState>,
mut events: EventWriter<AudioEvent>,
) {
for event in collision_events.read() {
@@ -127,23 +126,25 @@ pub fn ghost_collision_system(
continue;
};
// Check if the ghost is vulnerable
// Check if the ghost is frightened
if let Ok((ghost_ent, _ghost_type)) = ghost_query.get(ghost_entity) {
// Check if ghost has Vulnerable component
if vulnerable_query.get(ghost_ent).is_ok() {
if let Ok(mut ghost_state) = ghost_state_query.get_mut(ghost_ent) {
// Check if ghost is in frightened state
if matches!(*ghost_state, GhostState::Frightened { .. }) {
// Pac-Man eats the ghost
// Add score (200 points per ghost eaten)
score.0 += 200;
// Remove the ghost
commands.entity(ghost_ent).remove::<Vulnerable>().insert(Eaten);
// Set ghost state to Eyes
*ghost_state = GhostState::Eyes;
// Play eat sound
events.write(AudioEvent::PlayEat);
} else {
// Pac-Man dies (this would need a death system)
// For now, just log it
tracing::warn!("Pac-Man collided with ghost while not vulnerable!");
tracing::warn!("Pac-Man collided with ghost while not frightened!");
}
}
}
}

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@@ -1,5 +1,6 @@
use bevy_ecs::{bundle::Bundle, component::Component, resource::Resource};
use bitflags::bitflags;
use tracing::debug;
use crate::{
map::graph::TraversalFlags,
@@ -122,6 +123,20 @@ impl DirectionalAnimated {
],
}
}
/// Resets all directional animations to frame 0 for synchronization
pub fn reset_all_animations(&mut self) {
for texture in &mut self.textures {
if let Some(anim) = texture {
anim.reset();
}
}
for texture in &mut self.stopped_textures {
if let Some(anim) = texture {
anim.reset();
}
}
}
}
bitflags! {
@@ -170,10 +185,82 @@ pub struct Frozen;
#[derive(Component, Debug, Clone, Copy)]
pub struct Eaten;
/// Component for ghosts that are vulnerable to Pac-Man
#[derive(Component, Debug, Clone, Copy)]
pub struct Vulnerable {
pub remaining_ticks: u32,
pub enum GhostState {
/// Normal ghost behavior - chasing Pac-Man
Normal,
/// Frightened state after power pellet - ghost can be eaten
Frightened {
remaining_ticks: u32,
flash: bool,
remaining_flash_ticks: u32,
},
/// Eyes state - ghost has been eaten and is returning to ghost house
Eyes,
}
/// Component to track the last animation state for efficient change detection
#[derive(Component, Debug, Clone, Copy, PartialEq)]
pub struct LastAnimationState(pub GhostAnimation);
impl GhostState {
/// Creates a new frightened state with the specified duration
pub fn new_frightened(total_ticks: u32, flash_start_ticks: u32) -> Self {
Self::Frightened {
remaining_ticks: total_ticks,
flash: false,
remaining_flash_ticks: flash_start_ticks, // Time until flashing starts
}
}
/// Ticks the ghost state, returning true if the state changed.
pub fn tick(&mut self) -> bool {
match self {
GhostState::Frightened { .. } => {
debug!("{:?}", self);
}
_ => {}
}
if let GhostState::Frightened {
remaining_ticks,
flash,
remaining_flash_ticks,
} = self
{
// Transition out of frightened state
if *remaining_ticks == 0 {
*self = GhostState::Normal;
return true;
}
*remaining_ticks -= 1;
if *remaining_flash_ticks > 0 {
*remaining_flash_ticks = remaining_flash_ticks.saturating_sub(1);
if *remaining_flash_ticks == 0 {
*flash = true;
true
} else {
false
}
} else {
false
}
} else {
false
}
}
/// Returns the appropriate animation state for this ghost state
pub fn animation_state(&self) -> GhostAnimation {
match self {
GhostState::Normal => GhostAnimation::Normal,
GhostState::Eyes => GhostAnimation::Eyes,
GhostState::Frightened { flash: false, .. } => GhostAnimation::Frightened { flash: false },
GhostState::Frightened { flash: true, .. } => GhostAnimation::Frightened { flash: true },
}
}
}
/// Enumeration of different ghost animation states.
@@ -190,10 +277,6 @@ pub enum GhostAnimation {
}
/// A complete set of animations for a ghost in different behavioral states.
///
/// Each ghost maintains animations mapped by their current gameplay state.
/// The animation system automatically switches between these states based on
/// the presence of `Vulnerable` and `Eaten` components on the ghost entity.
#[derive(Component, Clone)]
pub struct GhostAnimationSet {
pub animations: Map<GhostAnimation, DirectionalAnimated, 4>,
@@ -225,16 +308,6 @@ impl GhostAnimationSet {
self.get(GhostAnimation::Normal)
}
/// Gets the frightened animation state (non-flashing).
pub fn frightened(&self) -> Option<&DirectionalAnimated> {
self.get(GhostAnimation::Frightened { flash: false })
}
/// Gets the frightened flashing animation state.
pub fn frightened_flashing(&self) -> Option<&DirectionalAnimated> {
self.get(GhostAnimation::Frightened { flash: true })
}
/// Gets the eyes animation state (for eaten ghosts).
pub fn eyes(&self) -> Option<&DirectionalAnimated> {
self.get(GhostAnimation::Eyes)
@@ -285,4 +358,6 @@ pub struct GhostBundle {
pub entity_type: EntityType,
pub collider: Collider,
pub ghost_collider: GhostCollider,
pub ghost_state: GhostState,
pub last_animation_state: LastAnimationState,
}

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@@ -1,4 +1,4 @@
use crate::systems::components::Frozen;
use crate::systems::components::{DirectionalAnimated, Frozen, GhostState, LastAnimationState};
use crate::{
map::{
builder::Map,
@@ -11,15 +11,9 @@ use crate::{
},
};
use bevy_ecs::{
query::Added,
removal_detection::RemovedComponents,
system::{Commands, Query, Res},
};
use crate::systems::{Eaten, GhostAnimations, Vulnerable};
use bevy_ecs::query::{With, Without};
use crate::systems::GhostAnimations;
use bevy_ecs::query::Without;
use bevy_ecs::system::{Query, Res};
use rand::rngs::SmallRng;
use rand::seq::IndexedRandom;
use rand::SeedableRng;
@@ -77,64 +71,6 @@ pub fn ghost_movement_system(
}
}
/// System that manages ghost animation state transitions based on ghost behavior.
///
/// This system handles the following animation state changes:
/// - When a ghost becomes vulnerable (power pellet eaten): switches to frightened animation
/// - When a ghost is eaten by Pac-Man: switches to eaten (eyes) animation
/// - When vulnerability ends: switches back to normal animation
///
/// The system uses ECS change detection to efficiently track state transitions:
/// - `Added<Vulnerable>` detects when ghosts become frightened
/// - `Added<Eaten>` detects when ghosts are consumed
/// - `RemovedComponents<Vulnerable>` detects when fright period ends
///
/// This ensures smooth visual feedback for gameplay state changes while maintaining
/// separation between game logic and animation state.
pub fn ghost_state_animation_system(
mut commands: Commands,
animations: Res<GhostAnimations>,
mut vulnerable_added: Query<(bevy_ecs::entity::Entity, &Ghost), Added<Vulnerable>>,
mut eaten_added: Query<(bevy_ecs::entity::Entity, &Ghost), Added<Eaten>>,
mut vulnerable_removed: RemovedComponents<Vulnerable>,
ghosts: Query<&Ghost>,
eaten_ghosts: Query<&Ghost, With<Eaten>>,
) {
// When a ghost becomes vulnerable, switch to the frightened animation
for (entity, ghost_type) in vulnerable_added.iter_mut() {
if let Some(animation_set) = animations.0.get(ghost_type) {
if let Some(animation) = animation_set.frightened() {
commands.entity(entity).insert(animation.clone());
}
}
}
// When a ghost is eaten, switch to the eaten animation
for (entity, ghost_type) in eaten_added.iter_mut() {
if let Some(animation_set) = animations.0.get(ghost_type) {
if let Some(animation) = animation_set.eyes() {
commands.entity(entity).insert(animation.clone());
}
}
}
// When a ghost is no longer vulnerable, switch back to the normal animation
// But don't switch if the ghost is currently eaten (should keep eyes animation)
for entity in vulnerable_removed.read() {
if let Ok(ghost_type) = ghosts.get(entity) {
// Check if this ghost is currently eaten - if so, don't switch to normal animation
let is_eaten = eaten_ghosts.get(entity).is_ok();
if !is_eaten {
if let Some(animation_set) = animations.0.get(ghost_type) {
if let Some(animation) = animation_set.normal() {
commands.entity(entity).insert(animation.clone());
}
}
}
}
}
}
/// 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;
}
}
}

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@@ -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);
}
}
}
}

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@@ -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::*;

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@@ -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 {

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@@ -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>();
}
}
}

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@@ -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;
}
}

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@@ -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);
}

View File

@@ -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();