feat: proper scheduling via SystemSet, non-conditional game systems, better collision handling

This commit is contained in:
Ryan Walters
2025-09-10 21:36:51 -05:00
parent ae19ca1795
commit d84f0c831e
10 changed files with 270 additions and 191 deletions

View File

@@ -46,10 +46,23 @@ use crate::{
texture::sprite::{AtlasMapper, SpriteAtlas},
};
/// System set for all gameplay systems to ensure they run after input processing
#[derive(SystemSet, Debug, Hash, PartialEq, Eq, Clone)]
enum GameplaySet {
/// Gameplay systems that process inputs
Input,
/// Gameplay systems that update the game state
Update,
/// Gameplay systems that respond to events
Respond,
}
/// System set for all rendering systems to ensure they run after gameplay logic
#[derive(SystemSet, Debug, Hash, PartialEq, Eq, Clone)]
enum RenderSet {
Animation,
Draw,
Present,
}
/// Core game state manager built on the Bevy ECS architecture.
@@ -459,13 +472,6 @@ impl Game {
let eaten_ghost_system = profile(SystemId::EatenGhost, eaten_ghost_system);
let time_to_live_system = profile(SystemId::TimeToLive, time_to_live_system);
let forced_dirty_system = |mut dirty: ResMut<RenderDirty>| {
dirty.0 = true;
};
schedule.add_systems((forced_dirty_system
.run_if(|score: Res<ScoreResource>, stage: Res<GameStage>| score.is_changed() || stage.is_changed()),));
// Input system should always run to prevent SDL event pump from blocking
let input_systems = (
input_system.run_if(|mut local: Local<u8>| {
@@ -477,34 +483,50 @@ impl Game {
)
.chain();
let gameplay_systems = (
(player_movement_system, player_tunnel_slowdown_system, ghost_movement_system).chain(),
eaten_ghost_system,
(collision_system).chain(),
unified_ghost_state_system,
)
.chain()
.run_if(|game_state: Res<GameStage>| matches!(*game_state, GameStage::Playing));
// .run_if(|game_state: Res<GameStage>| matches!(*game_state, GameStage::Playing));
schedule.add_systems((blinking_system, directional_render_system, linear_render_system).in_set(RenderSet::Animation));
schedule.add_systems((
time_to_live_system,
stage_system,
input_systems,
gameplay_systems,
(
dirty_render_system,
combined_render_system,
hud_render_system,
player_life_sprite_system,
touch_ui_render_system,
present_system,
)
.chain()
.after(RenderSet::Animation),
audio_system,
));
schedule
.add_systems((
input_systems.in_set(GameplaySet::Input),
time_to_live_system.before(GameplaySet::Update),
(
player_movement_system,
player_tunnel_slowdown_system,
ghost_movement_system,
eaten_ghost_system,
collision_system,
unified_ghost_state_system,
)
.in_set(GameplaySet::Update),
(
blinking_system,
directional_render_system,
linear_render_system,
player_life_sprite_system,
)
.in_set(RenderSet::Animation),
stage_system.in_set(GameplaySet::Respond),
(
(|mut dirty: ResMut<RenderDirty>, score: Res<ScoreResource>, stage: Res<GameStage>| {
dirty.0 = score.is_changed() || stage.is_changed();
}),
dirty_render_system.run_if(|dirty: Res<RenderDirty>| dirty.0 == false),
combined_render_system,
hud_render_system,
touch_ui_render_system,
)
.chain()
.in_set(RenderSet::Draw),
(present_system, audio_system).chain().in_set(RenderSet::Present),
))
.configure_sets((
GameplaySet::Input,
GameplaySet::Update,
GameplaySet::Respond,
RenderSet::Animation,
RenderSet::Draw,
RenderSet::Present,
));
}
fn spawn_items(world: &mut World) -> GameResult<()> {