mirror of
https://github.com/Xevion/Pac-Man.git
synced 2025-12-17 20:12:37 -06:00
feat: proper scheduling via SystemSet, non-conditional game systems, better collision handling
This commit is contained in:
90
src/game.rs
90
src/game.rs
@@ -46,10 +46,23 @@ use crate::{
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texture::sprite::{AtlasMapper, SpriteAtlas},
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};
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/// System set for all gameplay systems to ensure they run after input processing
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#[derive(SystemSet, Debug, Hash, PartialEq, Eq, Clone)]
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enum GameplaySet {
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/// Gameplay systems that process inputs
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Input,
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/// Gameplay systems that update the game state
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Update,
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/// Gameplay systems that respond to events
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Respond,
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}
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/// System set for all rendering systems to ensure they run after gameplay logic
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#[derive(SystemSet, Debug, Hash, PartialEq, Eq, Clone)]
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enum RenderSet {
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Animation,
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Draw,
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Present,
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}
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/// Core game state manager built on the Bevy ECS architecture.
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@@ -459,13 +472,6 @@ impl Game {
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let eaten_ghost_system = profile(SystemId::EatenGhost, eaten_ghost_system);
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let time_to_live_system = profile(SystemId::TimeToLive, time_to_live_system);
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let forced_dirty_system = |mut dirty: ResMut<RenderDirty>| {
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dirty.0 = true;
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};
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schedule.add_systems((forced_dirty_system
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.run_if(|score: Res<ScoreResource>, stage: Res<GameStage>| score.is_changed() || stage.is_changed()),));
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// Input system should always run to prevent SDL event pump from blocking
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let input_systems = (
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input_system.run_if(|mut local: Local<u8>| {
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@@ -477,34 +483,50 @@ impl Game {
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)
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.chain();
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let gameplay_systems = (
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(player_movement_system, player_tunnel_slowdown_system, ghost_movement_system).chain(),
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eaten_ghost_system,
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(collision_system).chain(),
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unified_ghost_state_system,
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)
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.chain()
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.run_if(|game_state: Res<GameStage>| matches!(*game_state, GameStage::Playing));
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// .run_if(|game_state: Res<GameStage>| matches!(*game_state, GameStage::Playing));
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schedule.add_systems((blinking_system, directional_render_system, linear_render_system).in_set(RenderSet::Animation));
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schedule.add_systems((
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time_to_live_system,
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stage_system,
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input_systems,
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gameplay_systems,
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(
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dirty_render_system,
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combined_render_system,
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hud_render_system,
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player_life_sprite_system,
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touch_ui_render_system,
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present_system,
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)
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.chain()
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.after(RenderSet::Animation),
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audio_system,
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));
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schedule
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.add_systems((
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input_systems.in_set(GameplaySet::Input),
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time_to_live_system.before(GameplaySet::Update),
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(
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player_movement_system,
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player_tunnel_slowdown_system,
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ghost_movement_system,
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eaten_ghost_system,
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collision_system,
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unified_ghost_state_system,
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)
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.in_set(GameplaySet::Update),
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(
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blinking_system,
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directional_render_system,
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linear_render_system,
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player_life_sprite_system,
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)
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.in_set(RenderSet::Animation),
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stage_system.in_set(GameplaySet::Respond),
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(
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(|mut dirty: ResMut<RenderDirty>, score: Res<ScoreResource>, stage: Res<GameStage>| {
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dirty.0 = score.is_changed() || stage.is_changed();
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}),
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dirty_render_system.run_if(|dirty: Res<RenderDirty>| dirty.0 == false),
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combined_render_system,
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hud_render_system,
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touch_ui_render_system,
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)
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.chain()
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.in_set(RenderSet::Draw),
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(present_system, audio_system).chain().in_set(RenderSet::Present),
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))
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.configure_sets((
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GameplaySet::Input,
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GameplaySet::Update,
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GameplaySet::Respond,
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RenderSet::Animation,
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RenderSet::Draw,
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RenderSet::Present,
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));
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}
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fn spawn_items(world: &mut World) -> GameResult<()> {
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