mirror of
https://github.com/Xevion/Pac-Man.git
synced 2025-12-06 13:15:47 -06:00
feat: proper scheduling via SystemSet, non-conditional game systems, better collision handling
This commit is contained in:
@@ -52,10 +52,12 @@ pub mod animation {
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pub const GHOST_EATEN_SPEED: u16 = 6;
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/// Frightened ghost animation speed (ticks per frame at 60 ticks/sec)
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pub const GHOST_FRIGHTENED_SPEED: u16 = 12;
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/// Time in ticks when frightened ghosts start flashing (2 seconds at 60 FPS)
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pub const FRIGHTENED_FLASH_START_TICKS: u32 = 120;
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/// Time in ticks for frightened ghosts to return to normal
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pub const GHOST_FRIGHTENED_TICKS: u32 = 300;
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/// Time in ticks when frightened ghosts start flashing
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pub const GHOST_FRIGHTENED_FLASH_START_TICKS: u32 = GHOST_FRIGHTENED_TICKS - 120;
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}
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/// The size of the canvas, in pixels.
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pub const CANVAS_SIZE: UVec2 = UVec2::new(
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(BOARD_CELL_SIZE.x + BOARD_CELL_OFFSET.x + BOARD_BOTTOM_CELL_OFFSET.x) * CELL_SIZE,
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@@ -54,5 +54,5 @@ pub enum CollisionTrigger {
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ghost_type: Ghost,
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},
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/// Pac-Man collided with an item
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ItemCollision { pacman: Entity, item: Entity },
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ItemCollision { item: Entity },
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}
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72
src/game.rs
72
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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@@ -477,33 +483,49 @@ 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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// .run_if(|game_state: Res<GameStage>| matches!(*game_state, GameStage::Playing));
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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).chain(),
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collision_system,
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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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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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.in_set(GameplaySet::Update),
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(
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dirty_render_system,
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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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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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.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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@@ -38,15 +38,15 @@ impl DirectionalAnimation {
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/// All directions share the same frame timing to ensure perfect synchronization.
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pub fn directional_render_system(
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dt: Res<DeltaTime>,
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mut query: Query<(&Position, &Velocity, &mut DirectionalAnimation, &mut Renderable), Without<Frozen>>,
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mut query: Query<(&Position, &Velocity, &mut DirectionalAnimation, &mut Renderable, Has<Frozen>)>,
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) {
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let ticks = (dt.seconds * 60.0).round() as u16; // Convert from seconds to ticks at 60 ticks/sec
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for (position, velocity, mut anim, mut renderable) in query.iter_mut() {
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for (position, velocity, mut anim, mut renderable, frozen) in query.iter_mut() {
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let stopped = matches!(position, Position::Stopped { .. });
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// Only tick animation when moving to preserve stopped frame
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if !stopped {
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if !stopped && !frozen {
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// Tick shared animation state
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anim.time_bank += ticks;
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while anim.time_bank >= anim.frame_duration {
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@@ -8,10 +8,16 @@ use bevy_ecs::{
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};
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use tracing::{debug, trace, warn};
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use crate::events::{CollisionTrigger, StageTransition};
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use crate::map::builder::Map;
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use crate::systems::{movement::Position, AudioEvent, DyingSequence, GameStage, Ghost, ScoreResource};
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use crate::{
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constants,
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systems::{movement::Position, AudioEvent, DyingSequence, GameStage, Ghost, ScoreResource, SpawnTrigger},
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};
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use crate::{error::GameError, systems::GhostState};
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use crate::{
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events::{CollisionTrigger, StageTransition},
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systems::PelletCount,
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};
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use crate::{map::builder::Map, systems::EntityType};
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/// A component for defining the collision area of an entity.
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#[derive(Component)]
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@@ -71,7 +77,7 @@ pub fn collision_system(
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map: Res<Map>,
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pacman_query: Query<(Entity, &Position, &Collider), With<PacmanCollider>>,
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item_query: Query<(Entity, &Position, &Collider), With<ItemCollider>>,
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ghost_query: Query<(Entity, &Position, &Collider, &Ghost), With<GhostCollider>>,
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ghost_query: Query<(Entity, &Position, &Collider, &Ghost, &GhostState), With<GhostCollider>>,
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mut commands: Commands,
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mut errors: EventWriter<GameError>,
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) {
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@@ -82,10 +88,7 @@ pub fn collision_system(
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Ok(colliding) => {
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if colliding {
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trace!("Item collision detected");
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commands.trigger(CollisionTrigger::ItemCollision {
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pacman: pacman_entity,
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item: item_entity,
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});
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commands.trigger(CollisionTrigger::ItemCollision { item: item_entity });
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}
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}
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Err(e) => {
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@@ -98,18 +101,20 @@ pub fn collision_system(
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}
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// Check PACMAN × GHOST collisions
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for (ghost_entity, ghost_pos, ghost_collider, ghost) in ghost_query.iter() {
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for (ghost_entity, ghost_pos, ghost_collider, ghost, ghost_state) in ghost_query.iter() {
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match check_collision(pacman_pos, pacman_collider, ghost_pos, ghost_collider, &map) {
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Ok(colliding) => {
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if colliding {
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if !colliding || matches!(*ghost_state, GhostState::Eyes) {
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continue;
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}
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trace!(ghost = ?ghost, "Ghost collision detected");
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commands.trigger(CollisionTrigger::GhostCollision {
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pacman: pacman_entity,
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ghost: ghost_entity,
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ghost_type: ghost.clone(),
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ghost_type: *ghost,
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});
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}
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}
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Err(e) => {
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errors.write(GameError::InvalidState(format!(
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"Collision system failed to check collision between entities {:?} and {:?}: {}",
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@@ -137,8 +142,13 @@ pub fn ghost_collision_observer(
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ghost_type,
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} = *trigger
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{
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// Check if Pac-Man is already dying
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if matches!(*game_state, GameStage::PlayerDying(_)) {
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return;
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}
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// Check if the ghost is frightened
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if let Ok(ghost_state) = ghost_state_query.get_mut(ghost) {
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if let Ok(mut ghost_state) = ghost_state_query.get_mut(ghost) {
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// Check if ghost is in frightened state
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if matches!(*ghost_state, GhostState::Frightened { .. }) {
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// Pac-Man eats the ghost
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@@ -146,6 +156,8 @@ pub fn ghost_collision_observer(
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debug!(ghost = ?ghost_type, score_added = 200, new_score = score.0 + 200, "Pacman ate frightened ghost");
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score.0 += 200;
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*ghost_state = GhostState::Eyes;
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// Enter short pause to show bonus points, hide ghost, then set Eyes after pause
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// Request transition via event so stage_system can process it
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stage_events.write(StageTransition::GhostEatenPause {
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@@ -173,12 +185,12 @@ pub fn item_collision_observer(
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trigger: Trigger<CollisionTrigger>,
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mut commands: Commands,
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mut score: ResMut<ScoreResource>,
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mut pellet_count: ResMut<crate::systems::PelletCount>,
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item_query: Query<(Entity, &crate::systems::EntityType, &Position), With<ItemCollider>>,
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mut pellet_count: ResMut<PelletCount>,
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item_query: Query<(Entity, &EntityType, &Position), With<ItemCollider>>,
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mut ghost_query: Query<&mut GhostState, With<GhostCollider>>,
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mut events: EventWriter<AudioEvent>,
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) {
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if let CollisionTrigger::ItemCollision { pacman: _pacman, item } = *trigger {
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if let CollisionTrigger::ItemCollision { item } = *trigger {
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// Get the item type and update score
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if let Ok((item_ent, entity_type, position)) = item_query.get(item) {
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if let Some(score_value) = entity_type.score_value() {
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@@ -189,20 +201,20 @@ pub fn item_collision_observer(
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commands.entity(item_ent).despawn();
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// Track pellet consumption for fruit spawning
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if *entity_type == crate::systems::EntityType::Pellet {
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if *entity_type == EntityType::Pellet {
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pellet_count.0 += 1;
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trace!(pellet_count = pellet_count.0, "Pellet consumed");
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// Check if we should spawn a fruit
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if pellet_count.0 == 5 || pellet_count.0 == 170 {
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debug!(pellet_count = pellet_count.0, "Fruit spawn milestone reached");
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commands.trigger(crate::systems::SpawnTrigger::Fruit);
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commands.trigger(SpawnTrigger::Fruit);
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}
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}
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// Trigger bonus points effect if a fruit is collected
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if matches!(*entity_type, crate::systems::EntityType::Fruit(_)) {
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commands.trigger(crate::systems::SpawnTrigger::Bonus {
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if matches!(*entity_type, EntityType::Fruit(_)) {
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commands.trigger(SpawnTrigger::Bonus {
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position: *position,
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value: entity_type.score_value().unwrap(),
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ttl: 60 * 2,
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@@ -214,11 +226,19 @@ pub fn item_collision_observer(
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events.write(AudioEvent::PlayEat);
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}
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// Make ghosts frightened when power pellet is collected
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if matches!(*entity_type, crate::systems::EntityType::PowerPellet) {
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debug!(duration_ticks = 300, "Power pellet collected, frightening ghosts");
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// Make non-eaten ghosts frightened when power pellet is collected
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if matches!(*entity_type, EntityType::PowerPellet) {
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debug!(
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duration_ticks = constants::animation::GHOST_FRIGHTENED_TICKS,
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"Power pellet collected, frightening ghosts"
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);
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for mut ghost_state in ghost_query.iter_mut() {
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*ghost_state = GhostState::new_frightened(300, 60);
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if matches!(*ghost_state, GhostState::Normal) {
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*ghost_state = GhostState::new_frightened(
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constants::animation::GHOST_FRIGHTENED_TICKS,
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constants::animation::GHOST_FRIGHTENED_FLASH_START_TICKS,
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);
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}
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}
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debug!(
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frightened_count = ghost_query.iter().count(),
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@@ -94,7 +94,7 @@ impl Default for MovementModifiers {
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}
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/// Tag component for entities that should be frozen during startup
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#[derive(Component, Debug, Clone, Copy)]
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#[derive(Component, Debug, Clone, Copy, PartialEq, Eq)]
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pub struct Frozen;
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/// Component for HUD life sprite entities.
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@@ -57,7 +57,7 @@ impl Ghost {
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}
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}
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#[derive(Component, Debug, Clone, Copy)]
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#[derive(Component, Debug, Clone, Copy, PartialEq, Eq)]
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pub enum GhostState {
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/// Normal ghost behavior - chasing Pac-Man
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Normal,
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@@ -254,7 +254,7 @@ pub fn ghost_movement_system(
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pub fn eaten_ghost_system(
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map: Res<Map>,
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delta_time: Res<DeltaTime>,
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mut eaten_ghosts: Query<(&Ghost, &mut Position, &mut Velocity, &mut GhostState)>,
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mut eaten_ghosts: Query<(&Ghost, &mut Position, &mut Velocity, &mut GhostState), Without<Frozen>>,
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) {
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for (ghost_type, mut position, mut velocity, mut ghost_state) in eaten_ghosts.iter_mut() {
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// Only process ghosts that are in Eyes state
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@@ -42,7 +42,8 @@ pub fn player_control_system(
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) {
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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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let GameEvent::Command(command) = event;
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match command {
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GameCommand::MovePlayer(direction) => {
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// Only handle movement if there's an unfrozen player
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@@ -68,7 +69,6 @@ pub fn player_control_system(
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}
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}
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}
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}
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/// Executes frame-by-frame movement for Pac-Man.
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///
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@@ -1,8 +1,10 @@
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use std::mem::discriminant;
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use tracing::{debug, info, warn};
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use crate::constants;
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use crate::events::StageTransition;
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use crate::systems::SpawnTrigger;
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use crate::map::direction::Direction;
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use crate::systems::{EntityType, ItemCollider, SpawnTrigger, Velocity};
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use crate::{
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map::builder::Map,
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systems::{
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@@ -37,14 +39,51 @@ pub enum GameStage {
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ghost_type: Ghost,
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node: NodeId,
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},
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/// The player has died and the death sequence is in progress.
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/// The player has died and the death sequence is in progress. At the end, the player will return to the startup sequence or game over.
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PlayerDying(DyingSequence),
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/// The level is restarting after a death.
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LevelRestarting,
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/// The game has ended.
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GameOver,
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}
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pub trait TooSimilar {
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fn too_similar(&self, other: &Self) -> bool;
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}
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impl TooSimilar for GameStage {
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fn too_similar(&self, other: &Self) -> bool {
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discriminant(self) == discriminant(other) && {
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// These states are very simple, so they're 'too similar' automatically
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if matches!(self, GameStage::Playing | GameStage::GameOver) {
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return true;
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}
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// Since the discriminant is the same but the values are different, it's the interior value that is somehow different
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match (self, other) {
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// These states are similar if their interior values are similar as well
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(GameStage::Starting(startup), GameStage::Starting(other)) => startup.too_similar(other),
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(GameStage::PlayerDying(dying), GameStage::PlayerDying(other)) => dying.too_similar(other),
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(
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GameStage::GhostEatenPause {
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ghost_entity,
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ghost_type,
|
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node,
|
||||
..
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||||
},
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GameStage::GhostEatenPause {
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ghost_entity: other_ghost_entity,
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ghost_type: other_ghost_type,
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node: other_node,
|
||||
..
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||||
},
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) => ghost_entity == other_ghost_entity && ghost_type == other_ghost_type && node == other_node,
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// Already handled, but kept to properly exhaust the match
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(GameStage::Playing, _) | (GameStage::GameOver, _) => unreachable!(),
|
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_ => unreachable!(),
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
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|
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/// A resource that manages the multi-stage startup sequence of the game.
|
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#[derive(Debug, PartialEq, Eq, Clone, Copy)]
|
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pub enum StartupSequence {
|
||||
@@ -71,6 +110,12 @@ impl Default for GameStage {
|
||||
}
|
||||
}
|
||||
|
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impl TooSimilar for StartupSequence {
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fn too_similar(&self, other: &Self) -> bool {
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discriminant(self) == discriminant(other)
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||||
}
|
||||
}
|
||||
|
||||
/// The state machine for the multi-stage death sequence.
|
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#[derive(Debug, PartialEq, Eq, Clone, Copy)]
|
||||
pub enum DyingSequence {
|
||||
@@ -82,6 +127,12 @@ pub enum DyingSequence {
|
||||
Hidden { remaining_ticks: u32 },
|
||||
}
|
||||
|
||||
impl TooSimilar for DyingSequence {
|
||||
fn too_similar(&self, other: &Self) -> bool {
|
||||
discriminant(self) == discriminant(other)
|
||||
}
|
||||
}
|
||||
|
||||
/// A resource to store the number of player lives.
|
||||
#[derive(Resource, Debug)]
|
||||
pub struct PlayerLives(pub u8);
|
||||
@@ -106,7 +157,8 @@ pub fn stage_system(
|
||||
mut stage_event_reader: EventReader<StageTransition>,
|
||||
mut blinking_query: Query<Entity, With<Blinking>>,
|
||||
player: Single<(Entity, &mut Position), With<PlayerControlled>>,
|
||||
mut ghost_query: Query<(Entity, &Ghost, &mut Position), (With<GhostCollider>, Without<PlayerControlled>)>,
|
||||
mut item_query: Query<(Entity, &EntityType), With<ItemCollider>>,
|
||||
mut ghost_query: Query<(Entity, &Ghost, &mut Position, &mut GhostState), (With<GhostCollider>, Without<PlayerControlled>)>,
|
||||
) {
|
||||
let old_state = *game_state;
|
||||
let mut new_state: Option<GameStage> = None;
|
||||
@@ -119,7 +171,7 @@ pub fn stage_system(
|
||||
} = *event;
|
||||
let pac_node = player.1.current_node();
|
||||
|
||||
debug!(ghost_entity = ?ghost_entity, node = pac_node, "Ghost eaten, entering pause state");
|
||||
debug!(ghost = ?ghost_type, node = pac_node, "Ghost eaten, entering pause state");
|
||||
new_state = Some(GameStage::GhostEatenPause {
|
||||
remaining_ticks: 30,
|
||||
ghost_entity,
|
||||
@@ -200,8 +252,8 @@ pub fn stage_system(
|
||||
player_lives.0 = player_lives.0.saturating_sub(1);
|
||||
|
||||
if player_lives.0 > 0 {
|
||||
info!(remaining_lives = player_lives.0, "Player died, restarting level");
|
||||
GameStage::LevelRestarting
|
||||
info!(remaining_lives = player_lives.0, "Player died, returning to startup sequence");
|
||||
GameStage::Starting(StartupSequence::CharactersVisible { remaining_ticks: 60 })
|
||||
} else {
|
||||
warn!("All lives lost, game over");
|
||||
GameStage::GameOver
|
||||
@@ -209,10 +261,6 @@ pub fn stage_system(
|
||||
}
|
||||
}
|
||||
},
|
||||
GameStage::LevelRestarting => {
|
||||
debug!("Level restart complete, returning to startup sequence");
|
||||
GameStage::Starting(StartupSequence::CharactersVisible { remaining_ticks: 60 })
|
||||
}
|
||||
GameStage::GameOver => GameStage::GameOver,
|
||||
};
|
||||
|
||||
@@ -220,13 +268,22 @@ pub fn stage_system(
|
||||
return;
|
||||
}
|
||||
|
||||
if !old_state.too_similar(&new_state) {
|
||||
debug!(old_state = ?old_state, new_state = ?new_state, "Game stage transition");
|
||||
}
|
||||
|
||||
match (old_state, new_state) {
|
||||
(GameStage::Playing, GameStage::GhostEatenPause { ghost_entity, node, .. }) => {
|
||||
// Freeze the player & ghosts
|
||||
// Freeze the player & non-eaten ghosts
|
||||
commands.entity(player.0).insert(Frozen);
|
||||
for (entity, _, _) in ghost_query.iter_mut() {
|
||||
commands.entity(ghost_entity).insert(Frozen);
|
||||
for (entity, _, _, state) in ghost_query.iter_mut() {
|
||||
// Only freeze ghosts that are not currently eaten
|
||||
if *state != GhostState::Eyes {
|
||||
debug!(ghost = ?entity, "Freezing ghost");
|
||||
commands.entity(entity).insert(Frozen);
|
||||
}
|
||||
}
|
||||
|
||||
// Hide the player & eaten ghost
|
||||
commands.entity(player.0).insert(Visibility::hidden());
|
||||
@@ -243,101 +300,110 @@ pub fn stage_system(
|
||||
(GameStage::GhostEatenPause { ghost_entity, .. }, GameStage::Playing) => {
|
||||
// Unfreeze and reveal the player & all ghosts
|
||||
commands.entity(player.0).remove::<Frozen>().insert(Visibility::visible());
|
||||
for (entity, _, _) in ghost_query.iter_mut() {
|
||||
for (entity, _, _, _) in ghost_query.iter_mut() {
|
||||
commands.entity(entity).remove::<Frozen>().insert(Visibility::visible());
|
||||
}
|
||||
|
||||
// Reveal the eaten ghost and switch it to Eyes state
|
||||
commands.entity(ghost_entity).insert(GhostState::Eyes);
|
||||
}
|
||||
(GameStage::Playing, GameStage::PlayerDying(DyingSequence::Frozen { .. })) => {
|
||||
(_, GameStage::PlayerDying(DyingSequence::Frozen { .. })) => {
|
||||
// Freeze the player & ghosts
|
||||
commands.entity(player.0).insert(Frozen);
|
||||
for (entity, _, _) in ghost_query.iter_mut() {
|
||||
for (entity, _, _, _) in ghost_query.iter_mut() {
|
||||
commands.entity(entity).insert(Frozen);
|
||||
}
|
||||
}
|
||||
(GameStage::PlayerDying(DyingSequence::Frozen { .. }), GameStage::PlayerDying(DyingSequence::Animating { .. })) => {
|
||||
// Hide the ghosts
|
||||
for (entity, _, _) in ghost_query.iter_mut() {
|
||||
for (entity, _, _, _) in ghost_query.iter_mut() {
|
||||
commands.entity(entity).insert(Visibility::hidden());
|
||||
}
|
||||
|
||||
// Start Pac-Man's death animation
|
||||
commands.entity(player.0).insert((Dying, player_death_animation.0.clone()));
|
||||
commands
|
||||
.entity(player.0)
|
||||
.remove::<DirectionalAnimation>()
|
||||
.insert((Dying, player_death_animation.0.clone()));
|
||||
|
||||
// Play the death sound
|
||||
audio_events.write(AudioEvent::PlayDeath);
|
||||
}
|
||||
(GameStage::PlayerDying(DyingSequence::Animating { .. }), GameStage::PlayerDying(DyingSequence::Hidden { .. })) => {
|
||||
// Hide the player
|
||||
commands.entity(player.0).insert(Visibility::hidden());
|
||||
}
|
||||
(_, GameStage::LevelRestarting) => {
|
||||
let (player_entity, mut pos) = player.into_inner();
|
||||
*pos = Position::Stopped {
|
||||
node: map.start_positions.pacman,
|
||||
};
|
||||
(_, GameStage::PlayerDying(DyingSequence::Hidden { .. })) => {
|
||||
// Pac-Man's death animation is complete, so he should be hidden just like the ghosts.
|
||||
// Then, we reset them all back to their original positions and states.
|
||||
|
||||
// Freeze the blinking, force them to be visible (if they were hidden by blinking)
|
||||
// Freeze the blinking power pellets, force them to be visible (if they were hidden by blinking)
|
||||
for entity in blinking_query.iter_mut() {
|
||||
commands.entity(entity).insert(Frozen).insert(Visibility::visible());
|
||||
}
|
||||
|
||||
// Delete any fruit entities
|
||||
for (entity, _) in item_query
|
||||
.iter_mut()
|
||||
.filter(|(_, entity_type)| matches!(entity_type, EntityType::Fruit(_)))
|
||||
{
|
||||
commands.entity(entity).despawn();
|
||||
}
|
||||
|
||||
// Reset the player animation
|
||||
commands
|
||||
.entity(player_entity)
|
||||
.remove::<(Frozen, Dying, LinearAnimation, Looping)>()
|
||||
.insert(player_animation.0.clone());
|
||||
.entity(player.0)
|
||||
.remove::<(Dying, LinearAnimation, Looping)>()
|
||||
.insert((
|
||||
Velocity {
|
||||
speed: constants::mechanics::PLAYER_SPEED,
|
||||
direction: Direction::Left,
|
||||
},
|
||||
Position::Stopped {
|
||||
node: map.start_positions.pacman,
|
||||
},
|
||||
player_animation.0.clone(),
|
||||
Visibility::hidden(),
|
||||
Frozen,
|
||||
));
|
||||
|
||||
// Reset ghost positions and state
|
||||
for (ghost_entity, ghost, mut ghost_pos) in ghost_query.iter_mut() {
|
||||
*ghost_pos = Position::Stopped {
|
||||
for (ghost_entity, ghost, _, _) in ghost_query.iter_mut() {
|
||||
commands.entity(ghost_entity).insert((
|
||||
GhostState::Normal,
|
||||
Position::Stopped {
|
||||
node: match ghost {
|
||||
Ghost::Blinky => map.start_positions.blinky,
|
||||
Ghost::Pinky => map.start_positions.pinky,
|
||||
Ghost::Inky => map.start_positions.inky,
|
||||
Ghost::Clyde => map.start_positions.clyde,
|
||||
},
|
||||
};
|
||||
commands
|
||||
.entity(ghost_entity)
|
||||
.remove::<Frozen>()
|
||||
.insert((Visibility::visible(), GhostState::Normal));
|
||||
},
|
||||
Frozen,
|
||||
Visibility::hidden(),
|
||||
));
|
||||
}
|
||||
}
|
||||
(_, GameStage::Starting(StartupSequence::CharactersVisible { .. })) => {
|
||||
// Unhide the player & ghosts
|
||||
commands.entity(player.0).insert(Visibility::visible());
|
||||
for (entity, _, _) in ghost_query.iter_mut() {
|
||||
for (entity, _, _, _) in ghost_query.iter_mut() {
|
||||
commands.entity(entity).insert(Visibility::visible());
|
||||
}
|
||||
}
|
||||
(GameStage::Starting(StartupSequence::CharactersVisible { .. }), GameStage::Playing) => {
|
||||
// Unfreeze the player & ghosts & blinking
|
||||
commands.entity(player.0).remove::<Frozen>();
|
||||
for (entity, _, _) in ghost_query.iter_mut() {
|
||||
for (entity, _, _, _) in ghost_query.iter_mut() {
|
||||
commands.entity(entity).remove::<Frozen>();
|
||||
}
|
||||
for entity in blinking_query.iter_mut() {
|
||||
commands.entity(entity).remove::<Frozen>();
|
||||
}
|
||||
}
|
||||
(GameStage::PlayerDying(..), GameStage::GameOver) => {
|
||||
(_, GameStage::GameOver) => {
|
||||
// Freeze blinking
|
||||
for entity in blinking_query.iter_mut() {
|
||||
commands.entity(entity).insert(Frozen);
|
||||
}
|
||||
}
|
||||
_ => {
|
||||
let different = discriminant(&old_state) != discriminant(&new_state);
|
||||
if different {
|
||||
tracing::warn!(
|
||||
new_state = ?new_state,
|
||||
old_state = ?old_state,
|
||||
"Unhandled game stage transition");
|
||||
}
|
||||
}
|
||||
_ => {}
|
||||
}
|
||||
|
||||
*game_state = new_state;
|
||||
|
||||
@@ -30,11 +30,10 @@ fn test_is_collectible_item() {
|
||||
#[test]
|
||||
fn test_item_system_pellet_collection() {
|
||||
let (mut world, mut schedule) = common::create_test_world();
|
||||
let pacman = common::spawn_test_pacman(&mut world, 0);
|
||||
let pellet = common::spawn_test_item(&mut world, 1, EntityType::Pellet);
|
||||
|
||||
// Send collision event
|
||||
common::trigger_collision(&mut world, CollisionTrigger::ItemCollision { pacman, item: pellet });
|
||||
common::trigger_collision(&mut world, CollisionTrigger::ItemCollision { item: pellet });
|
||||
|
||||
schedule.run(&mut world);
|
||||
|
||||
@@ -54,16 +53,9 @@ fn test_item_system_pellet_collection() {
|
||||
#[test]
|
||||
fn test_item_system_power_pellet_collection() {
|
||||
let (mut world, mut schedule) = common::create_test_world();
|
||||
let pacman = common::spawn_test_pacman(&mut world, 0);
|
||||
let power_pellet = common::spawn_test_item(&mut world, 1, EntityType::PowerPellet);
|
||||
|
||||
common::trigger_collision(
|
||||
&mut world,
|
||||
CollisionTrigger::ItemCollision {
|
||||
pacman,
|
||||
item: power_pellet,
|
||||
},
|
||||
);
|
||||
common::trigger_collision(&mut world, CollisionTrigger::ItemCollision { item: power_pellet });
|
||||
|
||||
schedule.run(&mut world);
|
||||
|
||||
@@ -83,21 +75,14 @@ fn test_item_system_power_pellet_collection() {
|
||||
#[test]
|
||||
fn test_item_system_multiple_collections() {
|
||||
let (mut world, mut schedule) = common::create_test_world();
|
||||
let pacman = common::spawn_test_pacman(&mut world, 0);
|
||||
let pellet1 = common::spawn_test_item(&mut world, 1, EntityType::Pellet);
|
||||
let pellet2 = common::spawn_test_item(&mut world, 2, EntityType::Pellet);
|
||||
let power_pellet = common::spawn_test_item(&mut world, 3, EntityType::PowerPellet);
|
||||
|
||||
// Send multiple collision events
|
||||
common::trigger_collision(&mut world, CollisionTrigger::ItemCollision { pacman, item: pellet1 });
|
||||
common::trigger_collision(&mut world, CollisionTrigger::ItemCollision { pacman, item: pellet2 });
|
||||
common::trigger_collision(
|
||||
&mut world,
|
||||
CollisionTrigger::ItemCollision {
|
||||
pacman,
|
||||
item: power_pellet,
|
||||
},
|
||||
);
|
||||
common::trigger_collision(&mut world, CollisionTrigger::ItemCollision { item: pellet1 });
|
||||
common::trigger_collision(&mut world, CollisionTrigger::ItemCollision { item: pellet2 });
|
||||
common::trigger_collision(&mut world, CollisionTrigger::ItemCollision { item: power_pellet });
|
||||
|
||||
schedule.run(&mut world);
|
||||
|
||||
@@ -125,7 +110,6 @@ fn test_item_system_multiple_collections() {
|
||||
#[test]
|
||||
fn test_item_system_ignores_non_item_collisions() {
|
||||
let (mut world, mut schedule) = common::create_test_world();
|
||||
let pacman = common::spawn_test_pacman(&mut world, 0);
|
||||
|
||||
// Create a ghost entity (not an item)
|
||||
let ghost = world.spawn((Position::Stopped { node: 2 }, EntityType::Ghost)).id();
|
||||
@@ -134,7 +118,7 @@ fn test_item_system_ignores_non_item_collisions() {
|
||||
let initial_score = world.resource::<ScoreResource>().0;
|
||||
|
||||
// Send collision event between pacman and ghost
|
||||
common::trigger_collision(&mut world, CollisionTrigger::ItemCollision { pacman, item: ghost });
|
||||
common::trigger_collision(&mut world, CollisionTrigger::ItemCollision { item: ghost });
|
||||
|
||||
schedule.run(&mut world);
|
||||
|
||||
@@ -176,18 +160,11 @@ fn test_item_system_no_collision_events() {
|
||||
#[test]
|
||||
fn test_item_system_collision_with_missing_entity() {
|
||||
let (mut world, mut schedule) = common::create_test_world();
|
||||
let pacman = common::spawn_test_pacman(&mut world, 0);
|
||||
|
||||
// Create a fake entity ID that doesn't exist
|
||||
let fake_entity = Entity::from_raw(999);
|
||||
|
||||
common::trigger_collision(
|
||||
&mut world,
|
||||
CollisionTrigger::ItemCollision {
|
||||
pacman,
|
||||
item: fake_entity,
|
||||
},
|
||||
);
|
||||
common::trigger_collision(&mut world, CollisionTrigger::ItemCollision { item: fake_entity });
|
||||
|
||||
// System should handle gracefully and not crash
|
||||
schedule.run(&mut world);
|
||||
@@ -203,10 +180,9 @@ fn test_item_system_preserves_existing_score() {
|
||||
// Set initial score
|
||||
world.insert_resource(ScoreResource(100));
|
||||
|
||||
let pacman = common::spawn_test_pacman(&mut world, 0);
|
||||
let pellet = common::spawn_test_item(&mut world, 1, EntityType::Pellet);
|
||||
|
||||
common::trigger_collision(&mut world, CollisionTrigger::ItemCollision { pacman, item: pellet });
|
||||
common::trigger_collision(&mut world, CollisionTrigger::ItemCollision { item: pellet });
|
||||
|
||||
schedule.run(&mut world);
|
||||
|
||||
@@ -218,7 +194,6 @@ fn test_item_system_preserves_existing_score() {
|
||||
#[test]
|
||||
fn test_power_pellet_does_not_affect_ghosts_in_eyes_state() {
|
||||
let (mut world, mut schedule) = common::create_test_world();
|
||||
let pacman = common::spawn_test_pacman(&mut world, 0);
|
||||
let power_pellet = common::spawn_test_item(&mut world, 1, EntityType::PowerPellet);
|
||||
|
||||
// Spawn a ghost in Eyes state (returning to ghost house)
|
||||
@@ -227,13 +202,7 @@ fn test_power_pellet_does_not_affect_ghosts_in_eyes_state() {
|
||||
// Spawn a ghost in Normal state
|
||||
let normal_ghost = common::spawn_test_ghost(&mut world, 3, GhostState::Normal);
|
||||
|
||||
common::trigger_collision(
|
||||
&mut world,
|
||||
CollisionTrigger::ItemCollision {
|
||||
pacman,
|
||||
item: power_pellet,
|
||||
},
|
||||
);
|
||||
common::trigger_collision(&mut world, CollisionTrigger::ItemCollision { item: power_pellet });
|
||||
|
||||
schedule.run(&mut world);
|
||||
|
||||
|
||||
Reference in New Issue
Block a user