mirror of
https://github.com/Xevion/Pac-Man.git
synced 2025-12-06 01:15:42 -06:00
feat: better 'Vulnerable' tag for ghosts, fix movement issues
This commit is contained in:
@@ -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,
|
||||
|
||||
@@ -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!");
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -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,
|
||||
}
|
||||
|
||||
|
||||
@@ -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,
|
||||
});
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -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::*;
|
||||
|
||||
@@ -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,
|
||||
|
||||
@@ -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
20
src/systems/vulnerable.rs
Normal file
@@ -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>();
|
||||
}
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user