mirror of
https://github.com/Xevion/Pac-Man.git
synced 2025-12-15 02:12:29 -06:00
feat: better 'Vulnerable' tag for ghosts, fix movement issues
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@@ -1,7 +1,7 @@
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use bevy_ecs::{
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component::Component,
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event::{EventReader, EventWriter},
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query::With,
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query::{With, Without},
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system::{Query, Res, ResMut},
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};
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@@ -10,7 +10,7 @@ use crate::{
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events::{GameCommand, GameEvent},
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map::{builder::Map, graph::Edge},
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systems::{
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components::{DeltaTime, EntityType, GlobalState, MovementModifiers, PlayerControlled},
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components::{DeltaTime, EntityType, Frozen, GlobalState, MovementModifiers, PlayerControlled},
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debug::DebugState,
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movement::{BufferedDirection, Position, Velocity},
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AudioState,
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@@ -39,79 +39,6 @@ impl Default for PlayerLifecycle {
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}
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}
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/// Whether player input should be processed.
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#[derive(Component, Debug, Clone, Copy, PartialEq, Eq)]
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pub enum ControlState {
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InputEnabled,
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InputLocked,
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}
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impl Default for ControlState {
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fn default() -> Self {
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Self::InputLocked
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}
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}
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/// Combat-related state for Pac-Man. Tick-based energizer logic.
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#[derive(Component, Debug, Clone, Copy, PartialEq, Eq)]
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pub enum CombatState {
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Normal,
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Energized {
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/// Remaining energizer duration in ticks (frames)
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remaining_ticks: u32,
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/// Ticks until flashing begins (counts down to 0, then flashing is active)
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flash_countdown_ticks: u32,
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},
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}
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impl Default for CombatState {
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fn default() -> Self {
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CombatState::Normal
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}
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}
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impl CombatState {
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pub fn is_energized(&self) -> bool {
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matches!(self, CombatState::Energized { .. })
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}
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pub fn is_flashing(&self) -> bool {
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matches!(self, CombatState::Energized { flash_countdown_ticks, .. } if *flash_countdown_ticks == 0)
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}
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pub fn deactivate_energizer(&mut self) {
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*self = CombatState::Normal;
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}
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/// Activate energizer using tick-based durations.
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pub fn activate_energizer_ticks(&mut self, total_ticks: u32, flash_lead_ticks: u32) {
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let flash_countdown_ticks = total_ticks.saturating_sub(flash_lead_ticks);
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*self = CombatState::Energized {
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remaining_ticks: total_ticks,
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flash_countdown_ticks,
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};
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}
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/// Advance one frame. When ticks reach zero, returns to Normal.
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pub fn tick_frame(&mut self) {
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if let CombatState::Energized {
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remaining_ticks,
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flash_countdown_ticks,
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} = self
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{
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if *remaining_ticks > 0 {
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*remaining_ticks -= 1;
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if *flash_countdown_ticks > 0 {
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*flash_countdown_ticks -= 1;
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}
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}
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if *remaining_ticks == 0 {
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*self = CombatState::Normal;
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}
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}
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}
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}
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/// Processes player input commands and updates game state accordingly.
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///
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/// Handles keyboard-driven commands like movement direction changes, debug mode
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@@ -123,11 +50,11 @@ pub fn player_control_system(
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mut state: ResMut<GlobalState>,
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mut debug_state: ResMut<DebugState>,
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mut audio_state: ResMut<AudioState>,
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mut players: Query<(&PlayerLifecycle, &ControlState, &mut BufferedDirection), With<PlayerControlled>>,
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mut players: Query<(&PlayerLifecycle, &mut BufferedDirection), (With<PlayerControlled>, Without<Frozen>)>,
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mut errors: EventWriter<GameError>,
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) {
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// Get the player's movable component (ensuring there is only one player)
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let (lifecycle, control, mut buffered_direction) = match players.single_mut() {
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let (lifecycle, mut buffered_direction) = match players.single_mut() {
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Ok(tuple) => tuple,
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Err(e) => {
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errors.write(GameError::InvalidState(format!(
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@@ -139,19 +66,17 @@ pub fn player_control_system(
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};
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// If the player is not interactive or input is locked, ignore movement commands
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let allow_input = lifecycle.is_interactive() && matches!(control, ControlState::InputEnabled);
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// let allow_input = lifecycle.is_interactive();
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// Handle events
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for event in events.read() {
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if let GameEvent::Command(command) = event {
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match command {
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GameCommand::MovePlayer(direction) => {
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if allow_input {
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*buffered_direction = BufferedDirection::Some {
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direction: *direction,
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remaining_time: 0.25,
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};
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}
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*buffered_direction = BufferedDirection::Some {
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direction: *direction,
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remaining_time: 0.25,
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};
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}
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GameCommand::Exit => {
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state.exit = true;
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@@ -185,21 +110,16 @@ pub fn player_movement_system(
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mut entities: Query<
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(
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&PlayerLifecycle,
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&ControlState,
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&MovementModifiers,
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&mut Position,
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&mut Velocity,
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&mut BufferedDirection,
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),
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With<PlayerControlled>,
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(With<PlayerControlled>, Without<Frozen>),
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>,
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// mut errors: EventWriter<GameError>,
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) {
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for (lifecycle, control, modifiers, mut position, mut velocity, mut buffered_direction) in entities.iter_mut() {
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if !lifecycle.is_interactive() || !matches!(control, ControlState::InputEnabled) {
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continue;
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}
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for (lifecycle, modifiers, mut position, mut velocity, mut buffered_direction) in entities.iter_mut() {
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// Decrement the buffered direction remaining time
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if let BufferedDirection::Some {
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direction,
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