feat: better 'Vulnerable' tag for ghosts, fix movement issues

This commit is contained in:
Ryan Walters
2025-08-28 13:18:36 -05:00
parent f31b4952e4
commit d3e83262db
8 changed files with 71 additions and 121 deletions

View File

@@ -245,6 +245,7 @@ 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);
@@ -278,6 +279,7 @@ impl Game {
.chain(),
player_tunnel_slowdown_system,
ghost_movement_system,
vulnerable_tick_system,
(collision_system, ghost_collision_system, item_system).chain(),
audio_system,
blinking_system,

View File

@@ -8,7 +8,7 @@ use crate::error::GameError;
use crate::events::GameEvent;
use crate::map::builder::Map;
use crate::systems::movement::Position;
use crate::systems::{AudioEvent, CombatState, Ghost, PlayerControlled, ScoreResource};
use crate::systems::{AudioEvent, Ghost, PlayerControlled, ScoreResource, Vulnerable};
#[derive(Component)]
pub struct Collider {
@@ -111,14 +111,15 @@ pub fn ghost_collision_system(
mut commands: Commands,
mut collision_events: EventReader<GameEvent>,
mut score: ResMut<ScoreResource>,
pacman_query: Query<&CombatState, With<PlayerControlled>>,
pacman_query: Query<(), With<PlayerControlled>>,
ghost_query: Query<(Entity, &Ghost), With<GhostCollider>>,
vulnerable_query: Query<Entity, With<Vulnerable>>,
mut events: EventWriter<AudioEvent>,
) {
for event in collision_events.read() {
if let GameEvent::Collision(entity1, entity2) = event {
// Check if one is Pacman and the other is a ghost
let (pacman_entity, ghost_entity) = if pacman_query.get(*entity1).is_ok() && ghost_query.get(*entity2).is_ok() {
let (_pacman_entity, ghost_entity) = if pacman_query.get(*entity1).is_ok() && ghost_query.get(*entity2).is_ok() {
(*entity1, *entity2)
} else if pacman_query.get(*entity2).is_ok() && ghost_query.get(*entity1).is_ok() {
(*entity2, *entity1)
@@ -126,24 +127,23 @@ pub fn ghost_collision_system(
continue;
};
// Check if Pac-Man is energized
if let Ok(combat_state) = pacman_query.get(pacman_entity) {
if combat_state.is_energized() {
// Check if the ghost is vulnerable
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() {
// Pac-Man eats the ghost
if let Ok((ghost_ent, _ghost_type)) = ghost_query.get(ghost_entity) {
// Add score (200 points per ghost eaten)
score.0 += 200;
// Add score (200 points per ghost eaten)
score.0 += 200;
// Remove the ghost
commands.entity(ghost_ent).despawn();
// Remove the ghost
commands.entity(ghost_ent).despawn();
// Play eat sound
events.write(AudioEvent::PlayEat);
}
// 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 energized!");
tracing::warn!("Pac-Man collided with ghost while not vulnerable!");
}
}
}

View File

@@ -5,7 +5,7 @@ use crate::{
map::graph::TraversalFlags,
systems::{
movement::{BufferedDirection, Position, Velocity},
Collider, CombatState, ControlState, GhostCollider, ItemCollider, PacmanCollider, PlayerLifecycle,
Collider, GhostCollider, ItemCollider, PacmanCollider, PlayerLifecycle,
},
texture::{animated::AnimatedTexture, sprite::AtlasTile},
};
@@ -174,6 +174,12 @@ impl LevelTiming {
#[derive(Component, Debug, Clone, Copy)]
pub struct Frozen;
/// Component for ghosts that are vulnerable to Pac-Man
#[derive(Component, Debug, Clone, Copy)]
pub struct Vulnerable {
pub remaining_ticks: u32,
}
#[derive(Bundle)]
pub struct PlayerBundle {
pub player: PlayerControlled,
@@ -191,8 +197,6 @@ pub struct PlayerBundle {
#[derive(Bundle, Default)]
pub struct PlayerStateBundle {
pub lifecycle: PlayerLifecycle,
pub control: ControlState,
pub combat: CombatState,
pub movement_modifiers: MovementModifiers,
}

View File

@@ -7,7 +7,7 @@ use bevy_ecs::{
use crate::{
events::GameEvent,
systems::{AudioEvent, CombatState, EntityType, ItemCollider, LevelTiming, PacmanCollider, ScoreResource},
systems::{AudioEvent, EntityType, GhostCollider, ItemCollider, LevelTiming, PacmanCollider, ScoreResource, Vulnerable},
};
/// Determines if a collision between two entity types should be handled by the item system.
@@ -26,8 +26,8 @@ pub fn item_system(
mut collision_events: EventReader<GameEvent>,
mut score: ResMut<ScoreResource>,
pacman_query: Query<Entity, With<PacmanCollider>>,
mut combat_q: Query<&mut CombatState, With<PacmanCollider>>,
item_query: Query<(Entity, &EntityType), With<ItemCollider>>,
ghost_query: Query<Entity, With<GhostCollider>>,
mut events: EventWriter<AudioEvent>,
level_timing: Res<LevelTiming>,
) {
@@ -55,16 +55,16 @@ pub fn item_system(
events.write(AudioEvent::PlayEat);
}
// Activate energizer on power pellet using tick-based durations
// Make ghosts vulnerable when power pellet is collected
if *entity_type == EntityType::PowerPellet {
if let Ok(mut combat) = combat_q.single_mut() {
// Convert seconds to frames (assumes 60 FPS)
let total_ticks = (level_timing.energizer_duration * 60.0).round().clamp(0.0, u32::MAX as f32) as u32;
// Flash lead: e.g., 3 seconds (180 ticks) before end; ensure it doesn't underflow
let flash_lead_ticks = (level_timing.energizer_flash_threshold * 60.0)
.round()
.clamp(0.0, u32::MAX as f32) as u32;
combat.activate_energizer_ticks(total_ticks, flash_lead_ticks);
// Convert seconds to frames (assumes 60 FPS)
let total_ticks = (level_timing.energizer_duration * 60.0).round().clamp(0.0, u32::MAX as f32) as u32;
// Add Vulnerable component to all ghosts
for ghost_entity in ghost_query.iter() {
commands.entity(ghost_entity).insert(Vulnerable {
remaining_ticks: total_ticks,
});
}
}
}

View File

@@ -17,6 +17,7 @@ pub mod player;
pub mod profiling;
pub mod render;
pub mod stage;
pub mod vulnerable;
pub use self::audio::*;
pub use self::blinking::*;
@@ -31,3 +32,4 @@ pub use self::player::*;
pub use self::profiling::*;
pub use self::render::*;
pub use self::stage::*;
pub use self::vulnerable::*;

View File

@@ -1,7 +1,7 @@
use bevy_ecs::{
component::Component,
event::{EventReader, EventWriter},
query::With,
query::{With, Without},
system::{Query, Res, ResMut},
};
@@ -10,7 +10,7 @@ use crate::{
events::{GameCommand, GameEvent},
map::{builder::Map, graph::Edge},
systems::{
components::{DeltaTime, EntityType, GlobalState, MovementModifiers, PlayerControlled},
components::{DeltaTime, EntityType, Frozen, GlobalState, MovementModifiers, PlayerControlled},
debug::DebugState,
movement::{BufferedDirection, Position, Velocity},
AudioState,
@@ -39,79 +39,6 @@ impl Default for PlayerLifecycle {
}
}
/// Whether player input should be processed.
#[derive(Component, Debug, Clone, Copy, PartialEq, Eq)]
pub enum ControlState {
InputEnabled,
InputLocked,
}
impl Default for ControlState {
fn default() -> Self {
Self::InputLocked
}
}
/// Combat-related state for Pac-Man. Tick-based energizer logic.
#[derive(Component, Debug, Clone, Copy, PartialEq, Eq)]
pub enum CombatState {
Normal,
Energized {
/// Remaining energizer duration in ticks (frames)
remaining_ticks: u32,
/// Ticks until flashing begins (counts down to 0, then flashing is active)
flash_countdown_ticks: u32,
},
}
impl Default for CombatState {
fn default() -> Self {
CombatState::Normal
}
}
impl CombatState {
pub fn is_energized(&self) -> bool {
matches!(self, CombatState::Energized { .. })
}
pub fn is_flashing(&self) -> bool {
matches!(self, CombatState::Energized { flash_countdown_ticks, .. } if *flash_countdown_ticks == 0)
}
pub fn deactivate_energizer(&mut self) {
*self = CombatState::Normal;
}
/// Activate energizer using tick-based durations.
pub fn activate_energizer_ticks(&mut self, total_ticks: u32, flash_lead_ticks: u32) {
let flash_countdown_ticks = total_ticks.saturating_sub(flash_lead_ticks);
*self = CombatState::Energized {
remaining_ticks: total_ticks,
flash_countdown_ticks,
};
}
/// Advance one frame. When ticks reach zero, returns to Normal.
pub fn tick_frame(&mut self) {
if let CombatState::Energized {
remaining_ticks,
flash_countdown_ticks,
} = self
{
if *remaining_ticks > 0 {
*remaining_ticks -= 1;
if *flash_countdown_ticks > 0 {
*flash_countdown_ticks -= 1;
}
}
if *remaining_ticks == 0 {
*self = CombatState::Normal;
}
}
}
}
/// Processes player input commands and updates game state accordingly.
///
/// Handles keyboard-driven commands like movement direction changes, debug mode
@@ -123,11 +50,11 @@ pub fn player_control_system(
mut state: ResMut<GlobalState>,
mut debug_state: ResMut<DebugState>,
mut audio_state: ResMut<AudioState>,
mut players: Query<(&PlayerLifecycle, &ControlState, &mut BufferedDirection), With<PlayerControlled>>,
mut players: Query<(&PlayerLifecycle, &mut BufferedDirection), (With<PlayerControlled>, Without<Frozen>)>,
mut errors: EventWriter<GameError>,
) {
// Get the player's movable component (ensuring there is only one player)
let (lifecycle, control, mut buffered_direction) = match players.single_mut() {
let (lifecycle, mut buffered_direction) = match players.single_mut() {
Ok(tuple) => tuple,
Err(e) => {
errors.write(GameError::InvalidState(format!(
@@ -139,19 +66,17 @@ pub fn player_control_system(
};
// If the player is not interactive or input is locked, ignore movement commands
let allow_input = lifecycle.is_interactive() && matches!(control, ControlState::InputEnabled);
// let allow_input = lifecycle.is_interactive();
// Handle events
for event in events.read() {
if let GameEvent::Command(command) = event {
match command {
GameCommand::MovePlayer(direction) => {
if allow_input {
*buffered_direction = BufferedDirection::Some {
direction: *direction,
remaining_time: 0.25,
};
}
*buffered_direction = BufferedDirection::Some {
direction: *direction,
remaining_time: 0.25,
};
}
GameCommand::Exit => {
state.exit = true;
@@ -185,21 +110,16 @@ pub fn player_movement_system(
mut entities: Query<
(
&PlayerLifecycle,
&ControlState,
&MovementModifiers,
&mut Position,
&mut Velocity,
&mut BufferedDirection,
),
With<PlayerControlled>,
(With<PlayerControlled>, Without<Frozen>),
>,
// mut errors: EventWriter<GameError>,
) {
for (lifecycle, control, modifiers, mut position, mut velocity, mut buffered_direction) in entities.iter_mut() {
if !lifecycle.is_interactive() || !matches!(control, ControlState::InputEnabled) {
continue;
}
for (lifecycle, modifiers, mut position, mut velocity, mut buffered_direction) in entities.iter_mut() {
// Decrement the buffered direction remaining time
if let BufferedDirection::Some {
direction,

View File

@@ -82,10 +82,12 @@ pub fn startup_stage_system(
// TODO: Remove TextOnly tag component
}
(StartupSequence::CharactersVisible { .. }, StartupSequence::GameActive) => {
// Remove Frozen tag from all entities
// Remove Frozen tag from all entities and enable player input
for entity in player_query.iter_mut().chain(ghost_query.iter_mut()) {
tracing::info!("Removing Frozen component from entity {}", entity);
commands.entity(entity).remove::<Frozen>();
}
// TODO: Add GameActive tag component
// TODO: Remove CharactersVisible tag component
}

20
src/systems/vulnerable.rs Normal file
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@@ -0,0 +1,20 @@
use bevy_ecs::query::With;
use bevy_ecs::system::{Commands, Query};
use crate::systems::{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,
mut vulnerable_query: Query<(bevy_ecs::entity::Entity, &mut Vulnerable), With<GhostCollider>>,
) {
for (entity, mut vulnerable) in vulnerable_query.iter_mut() {
if vulnerable.remaining_ticks > 0 {
vulnerable.remaining_ticks -= 1;
}
if vulnerable.remaining_ticks == 0 {
commands.entity(entity).remove::<Vulnerable>();
}
}
}