mirror of
https://github.com/Xevion/Pac-Man.git
synced 2025-12-09 02:07:56 -06:00
feat: allow freezing of blinking entities, lightly refactor game.rs structure
This commit is contained in:
68
src/game.rs
68
src/game.rs
@@ -2,7 +2,7 @@
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include!(concat!(env!("OUT_DIR"), "/atlas_data.rs"));
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use crate::constants::CANVAS_SIZE;
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use crate::constants::{MapTile, CANVAS_SIZE};
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use crate::error::{GameError, GameResult, TextureError};
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use crate::events::GameEvent;
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use crate::map::builder::Map;
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@@ -21,6 +21,7 @@ use crate::systems::{
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PacmanCollider, PlayerBundle, PlayerControlled, Renderable, ScoreResource, StartupSequence, SystemTimings,
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};
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use crate::texture::animated::AnimatedTexture;
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use crate::texture::sprite::AtlasTile;
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use bevy_ecs::event::EventRegistry;
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use bevy_ecs::observer::Trigger;
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use bevy_ecs::schedule::{IntoScheduleConfigs, Schedule, SystemSet};
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@@ -81,14 +82,7 @@ impl Game {
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texture_creator: &'static mut TextureCreator<WindowContext>,
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event_pump: &'static mut EventPump,
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) -> GameResult<Game> {
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let mut world = World::default();
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let mut schedule = Schedule::default();
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let ttf_context = Box::leak(Box::new(sdl2::ttf::init().map_err(|e| GameError::Sdl(e.to_string()))?));
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EventRegistry::register_event::<GameError>(&mut world);
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EventRegistry::register_event::<GameEvent>(&mut world);
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EventRegistry::register_event::<AudioEvent>(&mut world);
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let mut backbuffer = texture_creator
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.create_texture_target(None, CANVAS_SIZE.x, CANVAS_SIZE.y)
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.map_err(|e| GameError::Sdl(e.to_string()))?;
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@@ -105,6 +99,7 @@ impl Game {
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.create_texture_target(None, output_size.0, output_size.1)
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.map_err(|e| GameError::Sdl(e.to_string()))?;
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// Debug texture is copied over the backbuffer, it requires transparency abilities
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debug_texture.set_blend_mode(BlendMode::Blend);
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debug_texture.set_scale_mode(ScaleMode::Nearest);
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@@ -151,11 +146,10 @@ impl Game {
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.map_err(|e| GameError::Sdl(e.to_string()))?;
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let map = Map::new(constants::RAW_BOARD)?;
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let pacman_start_node = map.start_positions.pacman;
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// Create directional animated textures for Pac-Man
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let mut textures = [None, None, None, None];
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let mut stopped_textures = [None, None, None, None];
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for direction in Direction::DIRECTIONS {
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let moving_prefix = match direction {
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Direction::Up => "pacman/up",
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@@ -181,7 +175,9 @@ impl Game {
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let player = PlayerBundle {
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player: PlayerControlled,
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position: Position::Stopped { node: pacman_start_node },
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position: Position::Stopped {
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node: map.start_positions.pacman,
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},
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velocity: Velocity {
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speed: 1.15,
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direction: Direction::Left,
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@@ -204,9 +200,12 @@ impl Game {
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pacman_collider: PacmanCollider,
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};
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// Spawn player and attach initial state bundle
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let player_entity = world.spawn(player).id();
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world.entity_mut(player_entity).insert(Frozen);
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let mut world = World::default();
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let mut schedule = Schedule::default();
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EventRegistry::register_event::<GameError>(&mut world);
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EventRegistry::register_event::<GameEvent>(&mut world);
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EventRegistry::register_event::<AudioEvent>(&mut world);
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world.insert_non_send_resource(atlas);
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world.insert_non_send_resource(event_pump);
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@@ -227,6 +226,7 @@ impl Game {
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world.insert_resource(DebugState::default());
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world.insert_resource(AudioState::default());
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world.insert_resource(CursorPosition::default());
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world.insert_resource(StartupSequence::new(60 * 3, 60));
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world.add_observer(
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|event: Trigger<GameEvent>, mut state: ResMut<GlobalState>, _score: ResMut<ScoreResource>| {
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@@ -280,41 +280,47 @@ impl Game {
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.chain(),
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));
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world.insert_resource(StartupSequence::new(60 * 3, 60));
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// Spawn player and attach initial state bundle
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let player_entity = world.spawn(player).id();
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world.entity_mut(player_entity).insert(Frozen);
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// Spawn ghosts
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Self::spawn_ghosts(&mut world)?;
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// Spawn items
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let pellet_sprite = SpriteAtlas::get_tile(world.non_send_resource::<SpriteAtlas>(), "maze/pellet.png")
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.ok_or_else(|| GameError::Texture(TextureError::AtlasTileNotFound("maze/pellet.png".to_string())))?;
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let energizer_sprite = SpriteAtlas::get_tile(world.non_send_resource::<SpriteAtlas>(), "maze/energizer.png")
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.ok_or_else(|| GameError::Texture(TextureError::AtlasTileNotFound("maze/energizer.png".to_string())))?;
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let nodes: Vec<_> = world.resource::<Map>().iter_nodes().map(|(id, tile)| (*id, *tile)).collect();
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for (node_id, tile) in nodes {
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let (item_type, sprite, size) = match tile {
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crate::constants::MapTile::Pellet => (EntityType::Pellet, pellet_sprite, constants::CELL_SIZE as f32 * 0.4),
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crate::constants::MapTile::PowerPellet => {
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(EntityType::PowerPellet, energizer_sprite, constants::CELL_SIZE as f32 * 0.95)
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}
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_ => continue,
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};
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// Build a list of item entities to spawn from the map
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let nodes: Vec<(usize, EntityType, AtlasTile, f32)> = world
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.resource::<Map>()
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.iter_nodes()
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.filter_map(|(id, tile)| match tile {
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MapTile::Pellet => Some((*id, EntityType::Pellet, pellet_sprite, constants::CELL_SIZE as f32 * 0.4)),
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MapTile::PowerPellet => Some((
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*id,
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EntityType::PowerPellet,
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energizer_sprite,
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constants::CELL_SIZE as f32 * 0.95,
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)),
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_ => None,
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})
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.collect();
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// Construct and spawn the item entities
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for (id, item_type, sprite, size) in nodes {
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let mut item = world.spawn(ItemBundle {
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position: Position::Stopped { node: node_id },
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position: Position::Stopped { node: id },
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sprite: Renderable { sprite, layer: 1 },
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entity_type: item_type,
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collider: Collider { size },
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item_collider: ItemCollider,
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});
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// Make power pellets blink
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if item_type == EntityType::PowerPellet {
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item.insert(Blinking {
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timer: 0.0,
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interval: 0.2,
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});
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item.insert((Frozen, Blinking::new(0.2)));
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}
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}
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@@ -7,15 +7,21 @@ use bevy_ecs::{
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use crate::systems::{
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components::{DeltaTime, Renderable},
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Hidden,
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Frozen, Hidden,
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};
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#[derive(Component)]
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#[derive(Component, Debug)]
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pub struct Blinking {
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pub timer: f32,
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pub interval: f32,
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}
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impl Blinking {
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pub fn new(interval: f32) -> Self {
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Self { timer: 0.0, interval }
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}
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}
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/// Updates blinking entities by toggling their visibility at regular intervals.
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///
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/// This system manages entities that have both `Blinking` and `Renderable` components,
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@@ -23,20 +29,34 @@ pub struct Blinking {
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pub fn blinking_system(
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mut commands: Commands,
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time: Res<DeltaTime>,
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mut query: Query<(Entity, &mut Blinking, Has<Hidden>), With<Renderable>>,
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mut query: Query<(Entity, &mut Blinking, Has<Hidden>, Has<Frozen>), With<Renderable>>,
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) {
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for (entity, mut blinking, hidden) in query.iter_mut() {
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blinking.timer += time.0;
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if blinking.timer >= blinking.interval {
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blinking.timer = 0.0;
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// Add or remove the Visible component based on whether it is currently in the query
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for (entity, mut blinking, hidden, frozen) in query.iter_mut() {
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// If the entity is frozen, blinking is disabled and the entity is unhidden (if it was hidden)
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if frozen {
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if hidden {
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commands.entity(entity).remove::<Hidden>();
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} else {
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commands.entity(entity).insert(Hidden);
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}
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continue;
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}
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// Increase the timer by the delta time
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blinking.timer += time.0;
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// If the timer is less than the interval, there's nothing to do yet
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if blinking.timer < blinking.interval {
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continue;
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}
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// Subtract the interval (allows for the timer to retain partial interval progress)
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blinking.timer -= blinking.interval;
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// Toggle the Hidden component
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if hidden {
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commands.entity(entity).remove::<Hidden>();
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} else {
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commands.entity(entity).insert(Hidden);
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}
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}
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}
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@@ -6,7 +6,7 @@ use bevy_ecs::{
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};
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use tracing::debug;
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use crate::systems::{Frozen, GhostCollider, Hidden, PlayerControlled};
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use crate::systems::{Blinking, Frozen, GhostCollider, Hidden, PlayerControlled};
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#[derive(Resource, Debug, Clone, Copy)]
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pub enum StartupSequence {
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@@ -72,6 +72,7 @@ impl StartupSequence {
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pub fn startup_stage_system(
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mut startup: ResMut<StartupSequence>,
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mut commands: Commands,
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mut blinking_query: Query<Entity, With<Blinking>>,
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mut player_query: Query<Entity, With<PlayerControlled>>,
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mut ghost_query: Query<Entity, With<GhostCollider>>,
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) {
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@@ -80,10 +81,15 @@ pub fn startup_stage_system(
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match (from, to) {
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// (StartupSequence::TextOnly { .. }, StartupSequence::CharactersVisible { .. }) => {}
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(StartupSequence::CharactersVisible { .. }, StartupSequence::GameActive) => {
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// Remove Frozen/Hidden tags from all entities and enable player input
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// Unfreeze and unhide the player & ghosts
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for entity in player_query.iter_mut().chain(ghost_query.iter_mut()) {
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commands.entity(entity).remove::<(Frozen, Hidden)>();
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}
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// Unfreeze pellet blinking
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for entity in blinking_query.iter_mut() {
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commands.entity(entity).remove::<Frozen>();
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}
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}
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_ => {}
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}
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