mirror of
https://github.com/Xevion/Pac-Man.git
synced 2025-12-18 06:12:38 -06:00
refactor: remove dead code, tune lints, remove useless tests
This commit is contained in:
@@ -1,6 +1,6 @@
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use bevy_ecs::{component::Component, resource::Resource};
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use crate::map::graph::TraversalFlags;
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use crate::{map::graph::TraversalFlags, systems::FruitType};
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/// A tag component denoting the type of entity.
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#[derive(Component, Debug, Clone, Copy, PartialEq, Eq, Hash)]
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@@ -9,7 +9,8 @@ pub enum EntityType {
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Ghost,
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Pellet,
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PowerPellet,
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Fruit(crate::texture::sprites::FruitSprite),
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Fruit(FruitType),
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Effect,
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}
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impl EntityType {
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@@ -1,5 +1,4 @@
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//! Debug rendering system
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#[cfg_attr(coverage_nightly, feature(coverage_attribute))]
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use crate::constants::{self, BOARD_PIXEL_OFFSET};
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use crate::map::builder::Map;
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use crate::systems::{Collider, CursorPosition, NodeId, Position, SystemTimings};
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@@ -59,17 +59,6 @@ impl Ghost {
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Ghost::Clyde => 0.85,
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}
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}
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/// Returns the ghost's color for debug rendering.
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#[allow(dead_code)]
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pub fn debug_color(&self) -> sdl2::pixels::Color {
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match self {
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Ghost::Blinky => sdl2::pixels::Color::RGB(255, 0, 0), // Red
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Ghost::Pinky => sdl2::pixels::Color::RGB(255, 182, 255), // Pink
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Ghost::Inky => sdl2::pixels::Color::RGB(0, 255, 255), // Cyan
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Ghost::Clyde => sdl2::pixels::Color::RGB(255, 182, 85), // Orange
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}
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}
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}
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#[derive(Component, Debug, Clone, Copy)]
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@@ -5,69 +5,71 @@ use bevy_ecs::{
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query::With,
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system::{Commands, NonSendMut, Query, Res, ResMut, Single},
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};
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use strum_macros::IntoStaticStr;
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use tracing::{debug, trace};
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use crate::{
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constants::collider::FRUIT_SIZE,
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constants,
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map::builder::Map,
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systems::{common::bundles::ItemBundle, Collider, Position, Renderable},
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texture::{sprite::SpriteAtlas, sprites::GameSprite},
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systems::{common::bundles::ItemBundle, Collider, Position, Renderable, TimeToLive},
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texture::{
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sprite::SpriteAtlas,
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sprites::{EffectSprite, GameSprite},
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},
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};
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use crate::{
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constants::animation::FRIGHTENED_FLASH_START_TICKS,
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events::GameEvent,
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systems::common::components::EntityType,
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systems::lifetime::TimeToLive,
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systems::{AudioEvent, GhostCollider, GhostState, ItemCollider, LinearAnimation, PacmanCollider, ScoreResource},
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texture::animated::TileSequence,
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systems::{AudioEvent, GhostCollider, GhostState, ItemCollider, PacmanCollider, ScoreResource},
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};
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/// Tracks the number of pellets consumed by the player for fruit spawning mechanics.
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#[derive(bevy_ecs::resource::Resource, Debug, Default)]
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pub struct PelletCount(pub u32);
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/// Maps fruit score values to bonus sprite indices for displaying bonus points
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fn fruit_score_to_sprite_index(score: u32) -> u8 {
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match score {
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100 => 0, // Cherry
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300 => 2, // Strawberry
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500 => 3, // Orange
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700 => 4, // Apple
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1000 => 6, // Melon
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2000 => 8, // Galaxian
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3000 => 9, // Bell
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5000 => 10, // Key
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_ => 0, // Default to 100 points sprite
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}
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/// Represents the different fruit sprites that can appear as bonus items.
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#[derive(IntoStaticStr, Debug, Clone, Copy, PartialEq, Eq, Hash)]
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#[strum(serialize_all = "snake_case")]
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pub enum FruitType {
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Cherry,
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Strawberry,
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Orange,
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Apple,
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Melon,
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Galaxian,
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Bell,
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Key,
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}
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/// Maps sprite index to the corresponding effect sprite path (same as in state.rs)
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fn sprite_index_to_path(index: u8) -> &'static str {
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match index {
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0 => "effects/100.png",
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1 => "effects/200.png",
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2 => "effects/300.png",
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3 => "effects/400.png",
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4 => "effects/700.png",
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5 => "effects/800.png",
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6 => "effects/1000.png",
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7 => "effects/1600.png",
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8 => "effects/2000.png",
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9 => "effects/3000.png",
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10 => "effects/5000.png",
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_ => "effects/100.png", // fallback to index 0
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impl FruitType {
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/// Returns the score value for this fruit type.
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pub fn score_value(self) -> u32 {
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match self {
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FruitType::Cherry => 100,
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FruitType::Strawberry => 300,
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FruitType::Orange => 500,
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FruitType::Apple => 700,
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FruitType::Melon => 1000,
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FruitType::Galaxian => 2000,
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FruitType::Bell => 3000,
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FruitType::Key => 5000,
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}
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}
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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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///
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/// Returns `true` if one entity is a player and the other is a collectible item.
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#[allow(dead_code)]
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pub fn is_valid_item_collision(entity1: EntityType, entity2: EntityType) -> bool {
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match (entity1, entity2) {
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(EntityType::Player, entity) | (entity, EntityType::Player) => entity.is_collectible(),
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_ => false,
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pub fn from_index(index: u8) -> Self {
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match index {
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0 => FruitType::Cherry,
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1 => FruitType::Strawberry,
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2 => FruitType::Orange,
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3 => FruitType::Apple,
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4 => FruitType::Melon,
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5 => FruitType::Galaxian,
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6 => FruitType::Bell,
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7 => FruitType::Key,
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_ => panic!("Invalid fruit index: {}", index),
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}
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}
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}
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@@ -81,7 +83,6 @@ pub fn item_system(
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item_query: Query<(Entity, &EntityType, &Position), With<ItemCollider>>,
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mut ghost_query: Query<&mut GhostState, With<GhostCollider>>,
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mut events: EventWriter<AudioEvent>,
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atlas: NonSendMut<SpriteAtlas>,
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) {
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for event in collision_events.read() {
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if let GameEvent::Collision(entity1, entity2) = event {
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@@ -95,37 +96,11 @@ pub fn item_system(
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};
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// Get the item type and update score
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if let Ok((item_ent, entity_type, item_position)) = item_query.get(item_entity) {
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if let Ok((item_ent, entity_type, position)) = item_query.get(item_entity) {
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if let Some(score_value) = entity_type.score_value() {
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trace!(item_entity = ?item_ent, item_type = ?entity_type, score_value, new_score = score.0 + score_value, "Item collected by player");
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score.0 += score_value;
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// Spawn bonus sprite for fruits at the fruit's position (similar to ghost eating bonus)
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if matches!(entity_type, EntityType::Fruit(_)) {
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let sprite_index = fruit_score_to_sprite_index(score_value);
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let sprite_path = sprite_index_to_path(sprite_index);
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if let Ok(sprite_tile) = SpriteAtlas::get_tile(&atlas, sprite_path) {
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let tile_sequence = TileSequence::single(sprite_tile);
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let animation = LinearAnimation::new(tile_sequence, 1);
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commands.spawn((
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*item_position,
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Renderable {
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sprite: sprite_tile,
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layer: 2, // Above other entities
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},
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animation,
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TimeToLive::new(120), // 2 seconds at 60 FPS
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));
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debug!(
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fruit_score = score_value,
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sprite_index, "Fruit bonus sprite spawned at fruit position"
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);
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}
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}
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// Remove the collected item
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commands.entity(item_ent).despawn();
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@@ -135,12 +110,21 @@ pub fn item_system(
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trace!(pellet_count = pellet_count.0, "Pellet consumed");
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// Check if we should spawn a fruit
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if pellet_count.0 == 70 || pellet_count.0 == 170 {
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if pellet_count.0 == 5 || pellet_count.0 == 170 {
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debug!(pellet_count = pellet_count.0, "Fruit spawn milestone reached");
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commands.trigger(SpawnFruitTrigger);
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commands.trigger(SpawnTrigger::Fruit);
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}
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}
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// Trigger bonus points effect if a fruit is collected
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if matches!(*entity_type, EntityType::Fruit(_)) {
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commands.trigger(SpawnTrigger::Bonus {
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position: *position,
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value: entity_type.score_value().unwrap(),
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ttl: 60 * 2,
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});
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}
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// Trigger audio if appropriate
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if entity_type.is_collectible() {
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events.write(AudioEvent::PlayEat);
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@@ -169,30 +153,57 @@ pub fn item_system(
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}
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/// Trigger to spawn a fruit
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#[derive(Event, Clone, Copy, Debug, PartialEq, Eq)]
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pub struct SpawnFruitTrigger;
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#[derive(Event, Clone, Copy, Debug)]
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pub enum SpawnTrigger {
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Fruit,
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Bonus { position: Position, value: u32, ttl: u32 },
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}
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pub fn spawn_fruit_observer(
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_: Trigger<SpawnFruitTrigger>,
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trigger: Trigger<SpawnTrigger>,
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mut commands: Commands,
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atlas: NonSendMut<SpriteAtlas>,
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map: Res<Map>,
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) {
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// Use cherry sprite as the default fruit (first fruit in original Pac-Man)
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let fruit_sprite = &atlas
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.get_tile(&GameSprite::Fruit(crate::texture::sprites::FruitSprite::Cherry).to_path())
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.unwrap();
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let entity = match *trigger {
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SpawnTrigger::Fruit => {
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// Use cherry sprite as the default fruit (first fruit in original Pac-Man)
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let sprite = &atlas
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.get_tile(&GameSprite::Fruit(FruitType::from_index(0)).to_path())
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.unwrap();
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let bundle = ItemBundle {
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position: map.start_positions.fruit_spawn,
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sprite: Renderable {
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sprite: *sprite,
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layer: 1,
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},
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entity_type: EntityType::Fruit(FruitType::Cherry),
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collider: Collider {
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size: constants::collider::FRUIT_SIZE,
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},
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item_collider: ItemCollider,
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};
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let fruit_entity = commands.spawn(ItemBundle {
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position: map.start_positions.fruit_spawn,
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sprite: Renderable {
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sprite: *fruit_sprite,
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layer: 1,
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},
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entity_type: EntityType::Fruit(crate::texture::sprites::FruitSprite::Cherry),
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collider: Collider { size: FRUIT_SIZE },
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item_collider: ItemCollider,
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});
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commands.spawn(bundle)
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}
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SpawnTrigger::Bonus { position, value, ttl } => {
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let sprite = &atlas
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.get_tile(&GameSprite::Effect(EffectSprite::Bonus(value)).to_path())
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.unwrap();
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debug!(fruit_entity = ?fruit_entity.id(), fruit_spawn_node = ?map.start_positions.fruit_spawn, "Fruit spawned");
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let bundle = (
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position,
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TimeToLive::new(ttl),
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Renderable {
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sprite: *sprite,
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layer: 1,
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},
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EntityType::Effect,
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);
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commands.spawn(bundle)
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}
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};
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debug!(entity = ?entity.id(), "Entity spawned via trigger");
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}
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@@ -1,5 +1,6 @@
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//! This module contains all the systems in the game.
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// These modules are excluded from coverage.
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#[cfg_attr(coverage_nightly, coverage(off))]
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pub mod audio;
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#[cfg_attr(coverage_nightly, coverage(off))]
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@@ -2,20 +2,20 @@ use std::mem::discriminant;
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use tracing::{debug, info, warn};
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use crate::events::StageTransition;
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use crate::systems::SpawnTrigger;
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use crate::{
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map::builder::Map,
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systems::{
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AudioEvent, Blinking, DirectionalAnimation, Dying, Eaten, Frozen, Ghost, GhostCollider, GhostState, Hidden,
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LinearAnimation, Looping, NodeId, PlayerControlled, Position, Renderable, TimeToLive,
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LinearAnimation, Looping, NodeId, PlayerControlled, Position,
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},
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texture::{animated::TileSequence, sprite::SpriteAtlas},
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};
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use bevy_ecs::{
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entity::Entity,
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event::{EventReader, EventWriter},
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query::{With, Without},
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resource::Resource,
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system::{Commands, NonSendMut, Query, Res, ResMut, Single},
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system::{Commands, Query, Res, ResMut, Single},
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};
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#[derive(Resource, Clone)]
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@@ -92,24 +92,6 @@ impl Default for PlayerLives {
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}
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/// Handles startup sequence transitions and component management
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/// Maps sprite index to the corresponding effect sprite path
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fn sprite_index_to_path(index: u8) -> &'static str {
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match index {
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0 => "effects/100.png",
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1 => "effects/200.png",
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2 => "effects/300.png",
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3 => "effects/400.png",
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4 => "effects/700.png",
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5 => "effects/800.png",
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6 => "effects/1000.png",
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7 => "effects/1600.png",
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8 => "effects/2000.png",
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9 => "effects/3000.png",
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10 => "effects/5000.png",
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_ => "effects/200.png", // fallback to index 1
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}
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}
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#[allow(clippy::too_many_arguments)]
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#[allow(clippy::type_complexity)]
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pub fn stage_system(
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@@ -124,7 +106,6 @@ pub fn stage_system(
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mut blinking_query: Query<Entity, With<Blinking>>,
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player: Single<(Entity, &mut Position), With<PlayerControlled>>,
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mut ghost_query: Query<(Entity, &Ghost, &mut Position), (With<GhostCollider>, Without<PlayerControlled>)>,
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atlas: NonSendMut<SpriteAtlas>,
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) {
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let old_state = *game_state;
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let mut new_state: Option<GameStage> = None;
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@@ -246,23 +227,12 @@ pub fn stage_system(
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commands.entity(ghost_entity).insert(Hidden);
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// Spawn bonus points entity at Pac-Man's position
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let sprite_index = 1; // Index 1 = 200 points (default for ghost eating)
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let sprite_path = sprite_index_to_path(sprite_index);
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if let Ok(sprite_tile) = SpriteAtlas::get_tile(&atlas, sprite_path) {
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let tile_sequence = TileSequence::single(sprite_tile);
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let animation = LinearAnimation::new(tile_sequence, 1);
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commands.spawn((
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Position::Stopped { node },
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Renderable {
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sprite: sprite_tile,
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layer: 2, // Above other entities
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},
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animation,
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TimeToLive::new(30),
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));
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}
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commands.trigger(SpawnTrigger::Bonus {
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position: Position::Stopped { node },
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// TODO: Doubling score value for each consecutive ghost eaten
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value: 200,
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ttl: 30,
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});
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}
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(GameStage::GhostEatenPause { ghost_entity, .. }, GameStage::Playing) => {
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// Unfreeze and reveal the player & all ghosts
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Reference in New Issue
Block a user