mirror of
https://github.com/Xevion/Pac-Man.git
synced 2025-12-08 06:07:46 -06:00
refactor: improve representation of movement system
This commit is contained in:
@@ -4,14 +4,18 @@ use crate::systems::components::NodeId;
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use super::direction::Direction;
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/// Defines who can traverse a given edge.
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#[derive(Debug, Clone, Copy, PartialEq, Eq, Default)]
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pub enum EdgePermissions {
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/// Anyone can use this edge.
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#[default]
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All,
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/// Only ghosts can use this edge.
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GhostsOnly,
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use bitflags::bitflags;
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bitflags! {
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/// Defines who can traverse a given edge using flags for fast checking.
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#[derive(Debug, Clone, Copy, PartialEq, Eq, Default)]
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pub struct TraversalFlags: u8 {
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const PACMAN = 1 << 0;
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const GHOST = 1 << 1;
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/// Convenience flag for edges that all entities can use
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const ALL = Self::PACMAN.bits() | Self::GHOST.bits();
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}
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}
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/// Represents a directed edge from one node to another with a given weight (e.g., distance).
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@@ -24,7 +28,7 @@ pub struct Edge {
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/// The cardinal direction of this edge.
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pub direction: Direction,
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/// Defines who is allowed to traverse this edge.
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pub permissions: EdgePermissions,
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pub traversal_flags: TraversalFlags,
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}
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/// Represents a node in the graph, defined by its position.
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@@ -132,8 +136,8 @@ impl Graph {
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return Err("To node does not exist.");
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}
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let edge_a = self.add_edge(from, to, replace, distance, direction, EdgePermissions::default());
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let edge_b = self.add_edge(to, from, replace, distance, direction.opposite(), EdgePermissions::default());
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let edge_a = self.add_edge(from, to, replace, distance, direction, TraversalFlags::ALL);
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let edge_b = self.add_edge(to, from, replace, distance, direction.opposite(), TraversalFlags::ALL);
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if edge_a.is_err() && edge_b.is_err() {
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return Err("Failed to connect nodes in both directions.");
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@@ -161,7 +165,7 @@ impl Graph {
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replace: bool,
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distance: Option<f32>,
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direction: Direction,
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permissions: EdgePermissions,
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traversal_flags: TraversalFlags,
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) -> Result<(), &'static str> {
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let edge = Edge {
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target: to,
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@@ -180,7 +184,7 @@ impl Graph {
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}
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},
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direction,
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permissions,
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traversal_flags,
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};
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if from >= self.adjacency_list.len() {
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@@ -12,8 +12,8 @@ use crate::systems::{
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blinking::blinking_system,
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collision::collision_system,
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components::{
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Collider, CollisionLayer, DeltaTime, DirectionalAnimated, EntityType, GlobalState, ItemBundle, ItemCollider,
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PacmanCollider, PlayerBundle, PlayerControlled, Position, Renderable, Score, ScoreResource, Velocity,
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Collider, CollisionLayer, DeltaTime, DirectionalAnimated, EntityType, GlobalState, ItemBundle, ItemCollider, Movable,
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MovementState, PacmanCollider, PlayerBundle, PlayerControlled, Position, Renderable, Score, ScoreResource,
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},
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control::player_system,
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input::input_system,
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@@ -133,11 +133,15 @@ impl Game {
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let player = PlayerBundle {
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player: PlayerControlled,
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position: Position::AtNode(pacman_start_node),
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velocity: Velocity {
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direction: Direction::Left,
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next_direction: Some((Direction::Left, 90)),
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position: Position {
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node: pacman_start_node,
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edge_progress: None,
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},
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movement_state: MovementState::Stopped,
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movable: Movable {
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speed: 1.15,
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current_direction: Direction::Left,
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requested_direction: Some(Direction::Left), // Start moving left immediately
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},
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sprite: Renderable {
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sprite: SpriteAtlas::get_tile(&atlas, "pacman/full.png")
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@@ -170,14 +174,14 @@ impl Game {
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world.insert_resource(DeltaTime(0f32));
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world.add_observer(
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|event: Trigger<GameEvent>, mut state: ResMut<GlobalState>, mut score: ResMut<ScoreResource>| match *event {
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|event: Trigger<GameEvent>, mut state: ResMut<GlobalState>, _score: ResMut<ScoreResource>| match *event {
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GameEvent::Command(command) => match command {
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GameCommand::Exit => {
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state.exit = true;
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}
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_ => {}
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},
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GameEvent::Collision(a, b) => {}
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GameEvent::Collision(_a, _b) => {}
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},
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);
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@@ -218,7 +222,10 @@ impl Game {
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};
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let mut item = world.spawn(ItemBundle {
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position: Position::AtNode(node_id),
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position: Position {
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node: node_id,
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edge_progress: None,
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},
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sprite: Renderable {
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sprite,
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layer: 1,
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@@ -1,8 +1,7 @@
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//! Map construction and building functionality.
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use crate::constants::{MapTile, BOARD_CELL_SIZE, CELL_SIZE};
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use crate::entity::direction::Direction;
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use crate::entity::graph::{EdgePermissions, Graph, Node};
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use crate::entity::graph::{Graph, Node, TraversalFlags};
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use crate::map::parser::MapTileParser;
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use crate::map::render::MapRenderer;
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use crate::systems::components::NodeId;
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@@ -166,44 +165,6 @@ impl Map {
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})
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}
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/// Generates Item entities for pellets and energizers from the parsed map.
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// pub fn generate_items(&self, atlas: &SpriteAtlas) -> GameResult<Vec<Item>> {
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// // Pre-load sprites to avoid repeated texture lookups
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// let pellet_sprite = SpriteAtlas::get_tile(atlas, "maze/pellet.png")
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// .ok_or_else(|| MapError::InvalidConfig("Pellet texture not found".to_string()))?;
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// let energizer_sprite = SpriteAtlas::get_tile(atlas, "maze/energizer.png")
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// .ok_or_else(|| MapError::InvalidConfig("Energizer texture not found".to_string()))?;
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// // Pre-allocate with estimated capacity (typical Pac-Man maps have ~240 pellets + 4 energizers)
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// let mut items = Vec::with_capacity(250);
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// // Parse the raw board once
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// let parsed_map = MapTileParser::parse_board(RAW_BOARD)?;
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// let map = parsed_map.tiles;
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// // Iterate through the map and collect items more efficiently
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// for (x, row) in map.iter().enumerate() {
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// for (y, tile) in row.iter().enumerate() {
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// match tile {
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// MapTile::Pellet | MapTile::PowerPellet => {
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// let grid_pos = IVec2::new(x as i32, y as i32);
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// if let Some(&node_id) = self.grid_to_node.get(&grid_pos) {
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// let (item_type, sprite) = match tile {
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// MapTile::Pellet => (ItemType::Pellet, Sprite::new(pellet_sprite)),
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// MapTile::PowerPellet => (ItemType::Energizer, Sprite::new(energizer_sprite)),
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// _ => unreachable!(), // We already filtered for these types
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// };
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// items.push(Item::new(node_id, item_type, sprite));
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// }
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// }
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// _ => {}
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// }
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// }
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// }
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// Ok(items)
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// }
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/// Renders a debug visualization with cursor-based highlighting.
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///
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/// This function provides interactive debugging by highlighting the nearest node
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@@ -304,7 +265,7 @@ impl Map {
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false,
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None,
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Direction::Down,
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EdgePermissions::GhostsOnly,
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TraversalFlags::GHOST,
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)
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.map_err(|e| MapError::InvalidConfig(format!("Failed to create ghost-only entrance to house: {e}")))?;
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@@ -315,7 +276,7 @@ impl Map {
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false,
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None,
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Direction::Up,
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EdgePermissions::GhostsOnly,
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TraversalFlags::GHOST,
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)
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.map_err(|e| MapError::InvalidConfig(format!("Failed to create ghost-only exit from house: {e}")))?;
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@@ -3,7 +3,10 @@ use bitflags::bitflags;
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use glam::Vec2;
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use crate::{
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entity::{direction::Direction, graph::Graph},
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entity::{
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direction::Direction,
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graph::{Graph, TraversalFlags},
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},
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error::{EntityError, GameResult},
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texture::{animated::AnimatedTexture, sprite::AtlasTile},
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};
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@@ -22,6 +25,17 @@ pub enum EntityType {
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Wall,
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}
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impl EntityType {
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/// Returns the traversal flags for this entity type.
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pub fn traversal_flags(&self) -> TraversalFlags {
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match self {
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EntityType::Player => TraversalFlags::PACMAN,
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EntityType::Ghost => TraversalFlags::GHOST,
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_ => TraversalFlags::empty(), // Static entities don't traverse
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}
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}
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}
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/// A component for entities that have a sprite, with a layer for ordering.
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///
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/// This is intended to be modified by other entities allowing animation.
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@@ -42,21 +56,36 @@ pub struct DirectionalAnimated {
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/// A unique identifier for a node, represented by its index in the graph's storage.
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pub type NodeId = usize;
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/// Represents the current position of an entity traversing the graph.
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///
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/// This enum allows for precise tracking of whether an entity is exactly at a node
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/// or moving along an edge between two nodes.
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/// Progress along an edge between two nodes.
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#[derive(Debug, Clone, Copy, PartialEq)]
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pub struct EdgeProgress {
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pub target_node: NodeId,
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/// Progress from 0.0 (at source node) to 1.0 (at target node)
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pub progress: f32,
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}
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/// Pure spatial position component - works for both static and dynamic entities.
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#[derive(Component, Debug, Copy, Clone, PartialEq)]
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pub enum Position {
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/// The traverser is located exactly at a node.
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AtNode(NodeId),
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/// The traverser is on an edge between two nodes.
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BetweenNodes {
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from: NodeId,
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to: NodeId,
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/// The floating-point distance traversed along the edge from the `from` node.
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traversed: f32,
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},
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pub struct Position {
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/// The current/primary node this entity is at or traveling from
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pub node: NodeId,
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/// If Some, entity is traveling between nodes. If None, entity is stationary at node.
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pub edge_progress: Option<EdgeProgress>,
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}
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/// Explicit movement state - only for entities that can move.
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#[derive(Component, Debug, Clone, Copy, PartialEq)]
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pub enum MovementState {
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Stopped,
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Moving { direction: Direction },
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}
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/// Movement capability and parameters - only for entities that can move.
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#[derive(Component, Debug, Clone, Copy)]
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pub struct Movable {
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pub speed: f32,
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pub current_direction: Direction,
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pub requested_direction: Option<Direction>,
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}
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impl Position {
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@@ -69,18 +98,26 @@ impl Position {
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///
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/// Returns an `EntityError` if the node or edge is not found.
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pub fn get_pixel_pos(&self, graph: &Graph) -> GameResult<Vec2> {
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let pos = match self {
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Position::AtNode(node_id) => {
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let node = graph.get_node(*node_id).ok_or(EntityError::NodeNotFound(*node_id))?;
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let pos = match &self.edge_progress {
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None => {
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// Entity is stationary at a node
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let node = graph.get_node(self.node).ok_or(EntityError::NodeNotFound(self.node))?;
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node.position
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}
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Position::BetweenNodes { from, to, traversed } => {
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let from_node = graph.get_node(*from).ok_or(EntityError::NodeNotFound(*from))?;
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let to_node = graph.get_node(*to).ok_or(EntityError::NodeNotFound(*to))?;
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let edge = graph
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.find_edge(*from, *to)
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.ok_or(EntityError::EdgeNotFound { from: *from, to: *to })?;
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from_node.position + (to_node.position - from_node.position) * (traversed / edge.distance)
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Some(edge_progress) => {
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// Entity is traveling between nodes
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let from_node = graph.get_node(self.node).ok_or(EntityError::NodeNotFound(self.node))?;
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let to_node = graph
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.get_node(edge_progress.target_node)
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.ok_or(EntityError::NodeNotFound(edge_progress.target_node))?;
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// For zero-distance edges (tunnels), progress >= 1.0 means we're at the target
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if edge_progress.progress >= 1.0 {
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to_node.position
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} else {
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// Interpolate position based on progress
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from_node.position + (to_node.position - from_node.position) * edge_progress.progress
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}
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}
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};
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@@ -93,49 +130,36 @@ impl Position {
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impl Default for Position {
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fn default() -> Self {
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Position::AtNode(0)
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Position {
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node: 0,
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edge_progress: None,
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}
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}
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}
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#[allow(dead_code)]
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impl Position {
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/// Returns `true` if the position is exactly at a node.
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/// Returns `true` if the position is exactly at a node (not traveling).
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pub fn is_at_node(&self) -> bool {
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matches!(self, Position::AtNode(_))
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self.edge_progress.is_none()
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}
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/// Returns the `NodeId` of the current or most recently departed node.
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#[allow(clippy::wrong_self_convention)]
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pub fn from_node_id(&self) -> NodeId {
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match self {
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Position::AtNode(id) => *id,
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Position::BetweenNodes { from, .. } => *from,
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}
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/// Returns the `NodeId` of the current node (source of travel if moving).
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pub fn current_node(&self) -> NodeId {
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self.node
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}
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/// Returns the `NodeId` of the destination node, if currently on an edge.
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#[allow(clippy::wrong_self_convention)]
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pub fn to_node_id(&self) -> Option<NodeId> {
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match self {
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Position::AtNode(_) => None,
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Position::BetweenNodes { to, .. } => Some(*to),
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}
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/// Returns the `NodeId` of the destination node, if currently traveling.
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pub fn target_node(&self) -> Option<NodeId> {
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self.edge_progress.as_ref().map(|ep| ep.target_node)
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}
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/// Returns `true` if the traverser is stopped at a node.
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pub fn is_stopped(&self) -> bool {
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matches!(self, Position::AtNode(_))
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/// Returns `true` if the entity is traveling between nodes.
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pub fn is_moving(&self) -> bool {
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self.edge_progress.is_some()
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}
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}
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/// A component for entities that have a velocity, with a direction and speed.
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#[derive(Default, Component)]
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pub struct Velocity {
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pub direction: Direction,
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pub next_direction: Option<(Direction, u8)>,
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pub speed: f32,
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}
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bitflags! {
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#[derive(Component, Default, Clone, Copy, Debug, PartialEq, Eq, PartialOrd, Ord, Hash)]
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pub struct CollisionLayer: u8 {
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@@ -168,7 +192,8 @@ pub struct Score(pub u32);
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pub struct PlayerBundle {
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pub player: PlayerControlled,
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pub position: Position,
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pub velocity: Velocity,
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pub movement_state: MovementState,
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pub movable: Movable,
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pub sprite: Renderable,
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pub directional_animated: DirectionalAnimated,
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pub entity_type: EntityType,
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@@ -8,19 +8,19 @@ use bevy_ecs::{
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use crate::{
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error::GameError,
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events::{GameCommand, GameEvent},
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systems::components::{GlobalState, PlayerControlled, Velocity},
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systems::components::{GlobalState, Movable, PlayerControlled},
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};
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// Handles
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// Handles player input and control
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pub fn player_system(
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mut events: EventReader<GameEvent>,
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mut state: ResMut<GlobalState>,
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mut players: Query<&mut Velocity, With<PlayerControlled>>,
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mut players: Query<&mut Movable, With<PlayerControlled>>,
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mut errors: EventWriter<GameError>,
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) {
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// Get the player's velocity (handling to ensure there is only one player)
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let mut velocity = match players.single_mut() {
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Ok(velocity) => velocity,
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// Get the player's movable component (ensuring there is only one player)
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let mut movable = match players.single_mut() {
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Ok(movable) => movable,
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Err(e) => {
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errors.write(GameError::InvalidState(format!("No/multiple entities queried for player system: {}", e)).into());
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return;
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@@ -32,7 +32,7 @@ pub fn player_system(
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match event {
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GameEvent::Command(command) => match command {
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GameCommand::MovePlayer(direction) => {
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velocity.next_direction = Some((*direction, 90));
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movable.requested_direction = Some(*direction);
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}
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GameCommand::Exit => {
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state.exit = true;
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@@ -1,131 +1,160 @@
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use crate::entity::graph::{Edge, EdgePermissions};
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use crate::entity::graph::Edge;
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use crate::error::{EntityError, GameError};
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use crate::map::builder::Map;
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use crate::systems::components::{DeltaTime, EntityType, Position, Velocity};
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use crate::systems::components::{DeltaTime, EdgeProgress, EntityType, Movable, MovementState, Position};
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use bevy_ecs::event::EventWriter;
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use bevy_ecs::system::{Query, Res};
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fn can_traverse(entity_type: EntityType, edge: Edge) -> bool {
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match entity_type {
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EntityType::Player => matches!(edge.permissions, EdgePermissions::All),
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EntityType::Ghost => matches!(edge.permissions, EdgePermissions::All | EdgePermissions::GhostsOnly),
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||||
_ => matches!(edge.permissions, EdgePermissions::All),
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}
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let entity_flags = entity_type.traversal_flags();
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||||
edge.traversal_flags.contains(entity_flags)
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||||
}
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||||
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||||
pub fn movement_system(
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map: Res<Map>,
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delta_time: Res<DeltaTime>,
|
||||
mut entities: Query<(&mut Velocity, &mut Position, &EntityType)>,
|
||||
mut entities: Query<(&mut MovementState, &mut Movable, &mut Position, &EntityType)>,
|
||||
mut errors: EventWriter<GameError>,
|
||||
) {
|
||||
for (mut velocity, mut position, entity_type) in entities.iter_mut() {
|
||||
let distance = velocity.speed * 60.0 * delta_time.0;
|
||||
for (mut movement_state, mut movable, mut position, entity_type) in entities.iter_mut() {
|
||||
let distance = movable.speed * 60.0 * delta_time.0;
|
||||
|
||||
// Decrement the remaining frames for the next direction
|
||||
if let Some((direction, remaining)) = velocity.next_direction {
|
||||
if remaining > 0 {
|
||||
velocity.next_direction = Some((direction, remaining - 1));
|
||||
} else {
|
||||
velocity.next_direction = None;
|
||||
}
|
||||
}
|
||||
|
||||
match *position {
|
||||
Position::AtNode(node_id) => {
|
||||
// We're not moving, but a buffered direction is available.
|
||||
if let Some((next_direction, _)) = velocity.next_direction {
|
||||
if let Some(edge) = map.graph.find_edge_in_direction(node_id, next_direction) {
|
||||
match *movement_state {
|
||||
MovementState::Stopped => {
|
||||
// Check if we have a requested direction to start moving
|
||||
if let Some(requested_direction) = movable.requested_direction {
|
||||
if let Some(edge) = map.graph.find_edge_in_direction(position.node, requested_direction) {
|
||||
if can_traverse(*entity_type, edge) {
|
||||
// Start moving in that direction
|
||||
*position = Position::BetweenNodes {
|
||||
from: node_id,
|
||||
to: edge.target,
|
||||
traversed: distance,
|
||||
// Start moving in the requested direction
|
||||
let progress = if edge.distance > 0.0 {
|
||||
distance / edge.distance
|
||||
} else {
|
||||
// Zero-distance edge (tunnels) - immediately teleport
|
||||
tracing::debug!("Entity entering tunnel from node {} to node {}", position.node, edge.target);
|
||||
1.0
|
||||
};
|
||||
|
||||
position.edge_progress = Some(EdgeProgress {
|
||||
target_node: edge.target,
|
||||
progress,
|
||||
});
|
||||
movable.current_direction = requested_direction;
|
||||
movable.requested_direction = None;
|
||||
*movement_state = MovementState::Moving {
|
||||
direction: requested_direction,
|
||||
};
|
||||
velocity.direction = next_direction;
|
||||
velocity.next_direction = None;
|
||||
}
|
||||
} else {
|
||||
errors.write(
|
||||
EntityError::InvalidMovement(format!(
|
||||
"No edge found in direction {:?} from node {}",
|
||||
next_direction, node_id
|
||||
requested_direction, position.node
|
||||
))
|
||||
.into(),
|
||||
);
|
||||
}
|
||||
}
|
||||
}
|
||||
Position::BetweenNodes { from, to, traversed } => {
|
||||
// There is no point in any of the next logic if we don't travel at all
|
||||
if distance <= 0.0 {
|
||||
return;
|
||||
MovementState::Moving { direction } => {
|
||||
// Continue moving or handle node transitions
|
||||
let current_node = position.node;
|
||||
if let Some(edge_progress) = &mut position.edge_progress {
|
||||
// Extract target node before mutable operations
|
||||
let target_node = edge_progress.target_node;
|
||||
|
||||
// Get the current edge for distance calculation
|
||||
let edge = map.graph.find_edge(current_node, target_node);
|
||||
|
||||
if let Some(edge) = edge {
|
||||
// Update progress along the edge
|
||||
if edge.distance > 0.0 {
|
||||
edge_progress.progress += distance / edge.distance;
|
||||
} else {
|
||||
// Zero-distance edge (tunnels) - immediately complete
|
||||
edge_progress.progress = 1.0;
|
||||
}
|
||||
|
||||
let edge = map
|
||||
.graph
|
||||
.find_edge(from, to)
|
||||
.ok_or_else(|| {
|
||||
if edge_progress.progress >= 1.0 {
|
||||
// Reached the target node
|
||||
let overflow = if edge.distance > 0.0 {
|
||||
(edge_progress.progress - 1.0) * edge.distance
|
||||
} else {
|
||||
// Zero-distance edge - use remaining distance for overflow
|
||||
distance
|
||||
};
|
||||
position.node = target_node;
|
||||
position.edge_progress = None;
|
||||
|
||||
let mut continued_moving = false;
|
||||
|
||||
// Try to use requested direction first
|
||||
if let Some(requested_direction) = movable.requested_direction {
|
||||
if let Some(next_edge) = map.graph.find_edge_in_direction(position.node, requested_direction) {
|
||||
if can_traverse(*entity_type, next_edge) {
|
||||
let next_progress = if next_edge.distance > 0.0 {
|
||||
overflow / next_edge.distance
|
||||
} else {
|
||||
// Zero-distance edge - immediately complete
|
||||
1.0
|
||||
};
|
||||
|
||||
position.edge_progress = Some(EdgeProgress {
|
||||
target_node: next_edge.target,
|
||||
progress: next_progress,
|
||||
});
|
||||
movable.current_direction = requested_direction;
|
||||
movable.requested_direction = None;
|
||||
*movement_state = MovementState::Moving {
|
||||
direction: requested_direction,
|
||||
};
|
||||
continued_moving = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// If no requested direction or it failed, try to continue in current direction
|
||||
if !continued_moving {
|
||||
if let Some(next_edge) = map.graph.find_edge_in_direction(position.node, direction) {
|
||||
if can_traverse(*entity_type, next_edge) {
|
||||
let next_progress = if next_edge.distance > 0.0 {
|
||||
overflow / next_edge.distance
|
||||
} else {
|
||||
// Zero-distance edge - immediately complete
|
||||
1.0
|
||||
};
|
||||
|
||||
position.edge_progress = Some(EdgeProgress {
|
||||
target_node: next_edge.target,
|
||||
progress: next_progress,
|
||||
});
|
||||
// Keep current direction and movement state
|
||||
continued_moving = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// If we couldn't continue moving, stop
|
||||
if !continued_moving {
|
||||
*movement_state = MovementState::Stopped;
|
||||
movable.requested_direction = None;
|
||||
}
|
||||
}
|
||||
} else {
|
||||
// Edge not found - this is an inconsistent state
|
||||
errors.write(
|
||||
EntityError::InvalidMovement(format!(
|
||||
"Inconsistent state: Traverser is on a non-existent edge from {} to {}.",
|
||||
from, to
|
||||
"Inconsistent state: Moving on non-existent edge from {} to {}",
|
||||
current_node, target_node
|
||||
))
|
||||
.into(),
|
||||
);
|
||||
return;
|
||||
})
|
||||
.unwrap();
|
||||
|
||||
let new_traversed = traversed + distance;
|
||||
|
||||
if new_traversed < edge.distance {
|
||||
// Still on the same edge, just update the distance.
|
||||
*position = Position::BetweenNodes {
|
||||
from,
|
||||
to,
|
||||
traversed: new_traversed,
|
||||
};
|
||||
} else {
|
||||
let overflow = new_traversed - edge.distance;
|
||||
let mut moved = false;
|
||||
|
||||
// If we buffered a direction, try to find an edge in that direction
|
||||
if let Some((next_dir, _)) = velocity.next_direction {
|
||||
if let Some(edge) = map.graph.find_edge_in_direction(to, next_dir) {
|
||||
if can_traverse(*entity_type, edge) {
|
||||
*position = Position::BetweenNodes {
|
||||
from: to,
|
||||
to: edge.target,
|
||||
traversed: overflow,
|
||||
};
|
||||
|
||||
velocity.direction = next_dir; // Remember our new direction
|
||||
velocity.next_direction = None; // Consume the buffered direction
|
||||
moved = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// If we didn't move, try to continue in the current direction
|
||||
if !moved {
|
||||
if let Some(edge) = map.graph.find_edge_in_direction(to, velocity.direction) {
|
||||
if can_traverse(*entity_type, edge) {
|
||||
*position = Position::BetweenNodes {
|
||||
from: to,
|
||||
to: edge.target,
|
||||
traversed: overflow,
|
||||
};
|
||||
} else {
|
||||
*position = Position::AtNode(to);
|
||||
velocity.next_direction = None;
|
||||
*movement_state = MovementState::Stopped;
|
||||
position.edge_progress = None;
|
||||
}
|
||||
} else {
|
||||
*position = Position::AtNode(to);
|
||||
velocity.next_direction = None;
|
||||
}
|
||||
}
|
||||
// Movement state says moving but no edge progress - this shouldn't happen
|
||||
errors.write(EntityError::InvalidMovement("Entity in Moving state but no edge progress".to_string()).into());
|
||||
*movement_state = MovementState::Stopped;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,6 +1,6 @@
|
||||
use crate::error::{GameError, TextureError};
|
||||
use crate::map::builder::Map;
|
||||
use crate::systems::components::{DeltaTime, DirectionalAnimated, Position, Renderable, Velocity};
|
||||
use crate::systems::components::{DeltaTime, DirectionalAnimated, Movable, MovementState, Position, Renderable};
|
||||
use crate::texture::sprite::SpriteAtlas;
|
||||
use bevy_ecs::entity::Entity;
|
||||
use bevy_ecs::event::EventWriter;
|
||||
@@ -13,15 +13,17 @@ use sdl2::video::Window;
|
||||
/// This runs before the render system so it can update the sprite based on the current direction of travel, as well as whether the entity is moving.
|
||||
pub fn directional_render_system(
|
||||
dt: Res<DeltaTime>,
|
||||
mut renderables: Query<(&Velocity, &mut DirectionalAnimated, &mut Renderable, &Position)>,
|
||||
mut renderables: Query<(&MovementState, &Movable, &mut DirectionalAnimated, &mut Renderable)>,
|
||||
mut errors: EventWriter<GameError>,
|
||||
) {
|
||||
for (velocity, mut texture, mut renderable, position) in renderables.iter_mut() {
|
||||
let stopped = matches!(position, Position::AtNode(_));
|
||||
for (movement_state, movable, mut texture, mut renderable) in renderables.iter_mut() {
|
||||
let stopped = matches!(movement_state, MovementState::Stopped);
|
||||
let current_direction = movable.current_direction;
|
||||
|
||||
let texture = if stopped {
|
||||
texture.stopped_textures[velocity.direction.as_usize()].as_mut()
|
||||
texture.stopped_textures[current_direction.as_usize()].as_mut()
|
||||
} else {
|
||||
texture.textures[velocity.direction.as_usize()].as_mut()
|
||||
texture.textures[current_direction.as_usize()].as_mut()
|
||||
};
|
||||
|
||||
if let Some(texture) = texture {
|
||||
|
||||
@@ -1,5 +1,5 @@
|
||||
use pacman::entity::direction::Direction;
|
||||
use pacman::entity::graph::{EdgePermissions, Graph, Node};
|
||||
use pacman::entity::graph::{Graph, Node, TraversalFlags};
|
||||
|
||||
fn create_test_graph() -> Graph {
|
||||
let mut graph = Graph::new();
|
||||
@@ -78,11 +78,11 @@ fn test_graph_edge_permissions() {
|
||||
});
|
||||
|
||||
graph
|
||||
.add_edge(node1, node2, false, None, Direction::Right, EdgePermissions::GhostsOnly)
|
||||
.add_edge(node1, node2, false, None, Direction::Right, TraversalFlags::GHOST)
|
||||
.unwrap();
|
||||
|
||||
let edge = graph.find_edge_in_direction(node1, Direction::Right).unwrap();
|
||||
assert_eq!(edge.permissions, EdgePermissions::GhostsOnly);
|
||||
assert_eq!(edge.traversal_flags, TraversalFlags::GHOST);
|
||||
}
|
||||
|
||||
#[test]
|
||||
@@ -118,21 +118,21 @@ fn should_error_on_negative_edge_distance() {
|
||||
position: glam::Vec2::new(16.0, 0.0),
|
||||
});
|
||||
|
||||
let result = graph.add_edge(node1, node2, false, Some(-1.0), Direction::Right, EdgePermissions::All);
|
||||
let result = graph.add_edge(node1, node2, false, Some(-1.0), Direction::Right, TraversalFlags::ALL);
|
||||
assert!(result.is_err());
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn should_error_on_duplicate_edge_without_replace() {
|
||||
let mut graph = create_test_graph();
|
||||
let result = graph.add_edge(0, 1, false, None, Direction::Right, EdgePermissions::All);
|
||||
let result = graph.add_edge(0, 1, false, None, Direction::Right, TraversalFlags::ALL);
|
||||
assert!(result.is_err());
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn should_allow_replacing_an_edge() {
|
||||
let mut graph = create_test_graph();
|
||||
let result = graph.add_edge(0, 1, true, Some(42.0), Direction::Right, EdgePermissions::All);
|
||||
let result = graph.add_edge(0, 1, true, Some(42.0), Direction::Right, TraversalFlags::ALL);
|
||||
assert!(result.is_ok());
|
||||
|
||||
let edge = graph.find_edge(0, 1).unwrap();
|
||||
|
||||
Reference in New Issue
Block a user