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5 Commits
| Author | SHA1 | Date | |
|---|---|---|---|
| 3d0bc66e40 | |||
| e0a15c1ca8 | |||
| fa12611c69 | |||
| 342f378860 | |||
| e8944598cc |
259
src/game/mod.rs
259
src/game/mod.rs
@@ -10,14 +10,17 @@ use crate::map::builder::Map;
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use crate::systems::blinking::Blinking;
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use crate::systems::movement::{Movable, MovementState, Position};
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use crate::systems::{
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audio::{audio_system, AudioEvent, AudioResource},
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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, RenderDirty, Renderable, Score, ScoreResource,
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AudioState, Collider, DeltaTime, DirectionalAnimated, EntityType, GhostBehavior, GhostBundle, GhostCollider, GhostType,
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GlobalState, ItemBundle, ItemCollider, PacmanCollider, PlayerBundle, PlayerControlled, RenderDirty, Renderable,
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ScoreResource,
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},
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control::player_system,
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debug::{debug_render_system, DebugState, DebugTextureResource},
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ghost::ghost_ai_system,
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input::input_system,
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item::item_system,
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movement::movement_system,
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@@ -70,6 +73,7 @@ impl Game {
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EventRegistry::register_event::<GameError>(&mut world);
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EventRegistry::register_event::<GameEvent>(&mut world);
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EventRegistry::register_event::<AudioEvent>(&mut world);
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let mut backbuffer = texture_creator
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.create_texture_target(None, CANVAS_SIZE.x, CANVAS_SIZE.y)
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@@ -88,6 +92,9 @@ impl Game {
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.map_err(|e| GameError::Sdl(e.to_string()))?;
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debug_texture.set_scale_mode(ScaleMode::Nearest);
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// Initialize audio system
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let audio = crate::audio::Audio::new();
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// Load atlas and create map texture
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let atlas_bytes = get_asset_bytes(Asset::Atlas)?;
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let atlas_texture = texture_creator.load_texture_bytes(&atlas_bytes).map_err(|e| {
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@@ -174,7 +181,6 @@ impl Game {
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entity_type: EntityType::Player,
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collider: Collider {
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size: constants::CELL_SIZE as f32 * 1.375,
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layer: CollisionLayer::PACMAN,
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},
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pacman_collider: PacmanCollider,
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};
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@@ -185,6 +191,7 @@ impl Game {
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world.insert_non_send_resource(BackbufferResource(backbuffer));
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world.insert_non_send_resource(MapTextureResource(map_texture));
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world.insert_non_send_resource(DebugTextureResource(debug_texture));
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world.insert_non_send_resource(AudioResource(audio));
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world.insert_resource(map);
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world.insert_resource(GlobalState { exit: false });
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@@ -194,25 +201,24 @@ impl Game {
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world.insert_resource(DeltaTime(0f32));
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world.insert_resource(RenderDirty::default());
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world.insert_resource(DebugState::default());
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world.insert_resource(AudioState::default());
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world.add_observer(
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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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|event: Trigger<GameEvent>, mut state: ResMut<GlobalState>, _score: ResMut<ScoreResource>| {
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if matches!(*event, GameEvent::Command(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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schedule.add_systems(
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(
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profile("input", input_system),
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profile("player", player_system),
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profile("ghost_ai", ghost_ai_system),
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profile("movement", movement_system),
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profile("collision", collision_system),
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profile("item", item_system),
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profile("audio", audio_system),
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profile("blinking", blinking_system),
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profile("directional_render", directional_render_system),
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profile("dirty_render", dirty_render_system),
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@@ -238,9 +244,13 @@ impl Game {
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)
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.chain(),
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);
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// Spawn player
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world.spawn(player);
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// Spawn ghosts
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Self::spawn_ghosts(&mut world)?;
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// Spawn items
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let pellet_sprite = SpriteAtlas::get_tile(world.non_send_resource::<SpriteAtlas>(), "maze/pellet.png")
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.ok_or_else(|| GameError::Texture(TextureError::AtlasTileNotFound("maze/pellet.png".to_string())))?;
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@@ -250,14 +260,11 @@ impl Game {
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let nodes: Vec<_> = world.resource::<Map>().iter_nodes().map(|(id, tile)| (*id, *tile)).collect();
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for (node_id, tile) in nodes {
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let (item_type, score, sprite, size) = match tile {
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crate::constants::MapTile::Pellet => (EntityType::Pellet, 10, pellet_sprite, constants::CELL_SIZE as f32 * 0.4),
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crate::constants::MapTile::PowerPellet => (
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EntityType::PowerPellet,
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50,
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energizer_sprite,
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constants::CELL_SIZE as f32 * 0.95,
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),
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let (item_type, sprite, size) = match tile {
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crate::constants::MapTile::Pellet => (EntityType::Pellet, pellet_sprite, constants::CELL_SIZE as f32 * 0.4),
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crate::constants::MapTile::PowerPellet => {
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(EntityType::PowerPellet, energizer_sprite, constants::CELL_SIZE as f32 * 0.95)
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}
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_ => continue,
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};
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@@ -272,11 +279,7 @@ impl Game {
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visible: true,
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},
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entity_type: item_type,
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score: Score(score),
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collider: Collider {
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size,
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layer: CollisionLayer::ITEM,
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},
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collider: Collider { size },
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item_collider: ItemCollider,
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});
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@@ -291,77 +294,116 @@ impl Game {
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Ok(Game { world, schedule })
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}
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// fn handle_command(&mut self, command: crate::input::commands::GameCommand) {
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// use crate::input::commands::GameCommand;
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// match command {
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// GameCommand::MovePlayer(direction) => {
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// self.state.pacman.set_next_direction(direction);
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// }
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// GameCommand::ToggleDebug => {
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// self.toggle_debug_mode();
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// }
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// GameCommand::MuteAudio => {
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// let is_muted = self.state.audio.is_muted();
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// self.state.audio.set_mute(!is_muted);
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// }
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// GameCommand::ResetLevel => {
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// if let Err(e) = self.reset_game_state() {
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// tracing::error!("Failed to reset game state: {}", e);
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// }
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// }
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// GameCommand::TogglePause => {
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// self.state.paused = !self.state.paused;
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// }
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// GameCommand::Exit => {}
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// }
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// }
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/// Spawns all four ghosts at their starting positions with appropriate textures.
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fn spawn_ghosts(world: &mut World) -> GameResult<()> {
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// Extract the data we need first to avoid borrow conflicts
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let ghost_start_positions = {
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let map = world.resource::<Map>();
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[
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(GhostType::Blinky, map.start_positions.blinky),
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(GhostType::Pinky, map.start_positions.pinky),
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(GhostType::Inky, map.start_positions.inky),
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(GhostType::Clyde, map.start_positions.clyde),
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]
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};
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// fn process_events(&mut self) {
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// while let Some(event) = self.state.event_queue.pop_front() {
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// match event {
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// GameEvent::Command(command) => self.handle_command(command),
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// }
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// }
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for (ghost_type, start_node) in ghost_start_positions {
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// Create the ghost bundle in a separate scope to manage borrows
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let ghost = {
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let atlas = world.non_send_resource::<SpriteAtlas>();
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// /// Resets the game state, randomizing ghost positions and resetting Pac-Man
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// fn reset_game_state(&mut self) -> GameResult<()> {
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// let pacman_start_node = self.state.map.start_positions.pacman;
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// self.state.pacman = Pacman::new(&self.state.map.graph, pacman_start_node, &self.state.atlas)?;
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// Create directional animated textures for the ghost
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let mut textures = [None, None, None, None];
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let mut stopped_textures = [None, None, None, None];
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// // Reset items
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// self.state.items = self.state.map.generate_items(&self.state.atlas)?;
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for direction in Direction::DIRECTIONS {
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let moving_prefix = match direction {
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Direction::Up => "up",
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Direction::Down => "down",
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Direction::Left => "left",
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Direction::Right => "right",
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};
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// // Randomize ghost positions
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// let ghost_types = [GhostType::Blinky, GhostType::Pinky, GhostType::Inky, GhostType::Clyde];
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// let mut rng = SmallRng::from_os_rng();
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let moving_tiles = vec![
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SpriteAtlas::get_tile(atlas, &format!("ghost/{}/{}_{}.png", ghost_type.as_str(), moving_prefix, "a"))
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.ok_or_else(|| {
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GameError::Texture(TextureError::AtlasTileNotFound(format!(
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"ghost/{}/{}_{}.png",
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ghost_type.as_str(),
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moving_prefix,
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"a"
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)))
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})?,
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SpriteAtlas::get_tile(atlas, &format!("ghost/{}/{}_{}.png", ghost_type.as_str(), moving_prefix, "b"))
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.ok_or_else(|| {
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GameError::Texture(TextureError::AtlasTileNotFound(format!(
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"ghost/{}/{}_{}.png",
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ghost_type.as_str(),
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moving_prefix,
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"b"
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)))
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})?,
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];
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// for (i, ghost) in self.state.ghosts.iter_mut().enumerate() {
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// let random_node = rng.random_range(0..self.state.map.graph.node_count());
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// *ghost = Ghost::new(&self.state.map.graph, random_node, ghost_types[i], &self.state.atlas)?;
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// }
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let stopped_tiles = vec![SpriteAtlas::get_tile(
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atlas,
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&format!("ghost/{}/{}_{}.png", ghost_type.as_str(), moving_prefix, "a"),
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)
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.ok_or_else(|| {
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GameError::Texture(TextureError::AtlasTileNotFound(format!(
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"ghost/{}/{}_{}.png",
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ghost_type.as_str(),
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moving_prefix,
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"a"
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)))
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})?];
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// // Reset collision system
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// self.state.collision_system = CollisionSystem::default();
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textures[direction.as_usize()] = Some(AnimatedTexture::new(moving_tiles, 0.2)?);
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stopped_textures[direction.as_usize()] = Some(AnimatedTexture::new(stopped_tiles, 0.1)?);
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}
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// // Re-register Pac-Man
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// self.state.pacman_id = self.state.collision_system.register_entity(self.state.pacman.position());
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GhostBundle {
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ghost_type,
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ghost_behavior: GhostBehavior::default(),
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position: Position {
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node: 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: ghost_type.base_speed(),
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current_direction: Direction::Left,
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requested_direction: Some(Direction::Left), // Start with some movement
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},
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sprite: Renderable {
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sprite: SpriteAtlas::get_tile(atlas, &format!("ghost/{}/left_a.png", ghost_type.as_str())).ok_or_else(
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||||
|| {
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GameError::Texture(TextureError::AtlasTileNotFound(format!(
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"ghost/{}/left_a.png",
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ghost_type.as_str()
|
||||
)))
|
||||
},
|
||||
)?,
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layer: 0,
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visible: true,
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},
|
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directional_animated: DirectionalAnimated {
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textures,
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stopped_textures,
|
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},
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entity_type: EntityType::Ghost,
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collider: Collider {
|
||||
size: crate::constants::CELL_SIZE as f32 * 1.375,
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},
|
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ghost_collider: GhostCollider,
|
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}
|
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};
|
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|
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// // Re-register items
|
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// self.state.item_ids.clear();
|
||||
// for item in &self.state.items {
|
||||
// let item_id = self.state.collision_system.register_entity(item.position());
|
||||
// self.state.item_ids.push(item_id);
|
||||
// }
|
||||
world.spawn(ghost);
|
||||
}
|
||||
|
||||
// // Re-register ghosts
|
||||
// self.state.ghost_ids.clear();
|
||||
// for ghost in &self.state.ghosts {
|
||||
// let ghost_id = self.state.collision_system.register_entity(ghost.position());
|
||||
// self.state.ghost_ids.push(ghost_id);
|
||||
// }
|
||||
|
||||
// Ok(())
|
||||
// }
|
||||
Ok(())
|
||||
}
|
||||
|
||||
/// Ticks the game state.
|
||||
///
|
||||
@@ -377,52 +419,9 @@ impl Game {
|
||||
.get_resource::<GlobalState>()
|
||||
.expect("GlobalState could not be acquired");
|
||||
|
||||
return state.exit;
|
||||
|
||||
// // Process any events that have been posted (such as unpausing)
|
||||
// self.process_events();
|
||||
|
||||
// // If the game is paused, we don't need to do anything beyond returning
|
||||
// if self.state.paused {
|
||||
// return false;
|
||||
// }
|
||||
|
||||
// self.schedule.run(&mut self.world);
|
||||
|
||||
// self.state.pacman.tick(dt, &self.state.map.graph);
|
||||
|
||||
// // Update all ghosts
|
||||
// for ghost in &mut self.state.ghosts {
|
||||
// ghost.tick(dt, &self.state.map.graph);
|
||||
// }
|
||||
|
||||
// // Update collision system positions
|
||||
// self.update_collision_positions();
|
||||
|
||||
// // Check for collisions
|
||||
// self.check_collisions();
|
||||
state.exit
|
||||
}
|
||||
|
||||
// /// Toggles the debug mode on and off.
|
||||
// ///
|
||||
// /// When debug mode is enabled, the game will render additional information
|
||||
// /// that is useful for debugging, such as the collision grid and entity paths.
|
||||
// pub fn toggle_debug_mode(&mut self) {
|
||||
// self.state.debug_mode = !self.state.debug_mode;
|
||||
// }
|
||||
|
||||
// fn update_collision_positions(&mut self) {
|
||||
// // Update Pac-Man's position
|
||||
// self.state
|
||||
// .collision_system
|
||||
// .update_position(self.state.pacman_id, self.state.pacman.position());
|
||||
|
||||
// // Update ghost positions
|
||||
// for (ghost, &ghost_id) in self.state.ghosts.iter().zip(&self.state.ghost_ids) {
|
||||
// self.state.collision_system.update_position(ghost_id, ghost.position());
|
||||
// }
|
||||
// }
|
||||
|
||||
// fn check_collisions(&mut self) {
|
||||
// // Check Pac-Man vs Items
|
||||
// let potential_collisions = self
|
||||
|
||||
54
src/systems/audio.rs
Normal file
54
src/systems/audio.rs
Normal file
@@ -0,0 +1,54 @@
|
||||
//! Audio system for handling sound playback in the Pac-Man game.
|
||||
//!
|
||||
//! This module provides an ECS-based audio system that integrates with SDL2_mixer
|
||||
//! for playing sound effects. The system uses NonSendMut resources to handle SDL2's
|
||||
//! main-thread requirements while maintaining Bevy ECS compatibility.
|
||||
|
||||
use bevy_ecs::{
|
||||
event::{Event, EventReader, EventWriter},
|
||||
system::{NonSendMut, ResMut},
|
||||
};
|
||||
|
||||
use crate::{audio::Audio, error::GameError, systems::components::AudioState};
|
||||
|
||||
/// Events for triggering audio playback
|
||||
#[derive(Event, Debug, Clone, Copy, PartialEq, Eq)]
|
||||
pub enum AudioEvent {
|
||||
/// Play the "eat" sound when Pac-Man consumes a pellet
|
||||
PlayEat,
|
||||
}
|
||||
|
||||
/// Non-send resource wrapper for SDL2 audio system
|
||||
///
|
||||
/// This wrapper is needed because SDL2 audio components are not Send,
|
||||
/// but Bevy ECS requires Send for regular resources. Using NonSendMut
|
||||
/// allows us to use SDL2 audio on the main thread while integrating
|
||||
/// with the ECS system.
|
||||
pub struct AudioResource(pub Audio);
|
||||
|
||||
/// System that processes audio events and plays sounds
|
||||
pub fn audio_system(
|
||||
mut audio: NonSendMut<AudioResource>,
|
||||
mut audio_state: ResMut<AudioState>,
|
||||
mut audio_events: EventReader<AudioEvent>,
|
||||
_errors: EventWriter<GameError>,
|
||||
) {
|
||||
// Set mute state if it has changed
|
||||
if audio.0.is_muted() != audio_state.muted {
|
||||
audio.0.set_mute(audio_state.muted);
|
||||
}
|
||||
|
||||
// Process audio events
|
||||
for event in audio_events.read() {
|
||||
match event {
|
||||
AudioEvent::PlayEat => {
|
||||
if !audio.0.is_disabled() && !audio_state.muted {
|
||||
audio.0.eat();
|
||||
// Update the sound index for cycling through sounds
|
||||
audio_state.sound_index = (audio_state.sound_index + 1) % 4;
|
||||
// 4 eat sounds available
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -11,6 +11,65 @@ use crate::{
|
||||
#[derive(Default, Component)]
|
||||
pub struct PlayerControlled;
|
||||
|
||||
/// The four classic ghost types.
|
||||
#[derive(Component, Debug, Clone, Copy, PartialEq, Eq)]
|
||||
pub enum GhostType {
|
||||
Blinky,
|
||||
Pinky,
|
||||
Inky,
|
||||
Clyde,
|
||||
}
|
||||
|
||||
impl GhostType {
|
||||
/// Returns the ghost type name for atlas lookups.
|
||||
pub fn as_str(self) -> &'static str {
|
||||
match self {
|
||||
GhostType::Blinky => "blinky",
|
||||
GhostType::Pinky => "pinky",
|
||||
GhostType::Inky => "inky",
|
||||
GhostType::Clyde => "clyde",
|
||||
}
|
||||
}
|
||||
|
||||
/// Returns the base movement speed for this ghost type.
|
||||
pub fn base_speed(self) -> f32 {
|
||||
match self {
|
||||
GhostType::Blinky => 1.0,
|
||||
GhostType::Pinky => 0.95,
|
||||
GhostType::Inky => 0.9,
|
||||
GhostType::Clyde => 0.85,
|
||||
}
|
||||
}
|
||||
|
||||
/// Returns the ghost's color for debug rendering.
|
||||
pub fn debug_color(&self) -> sdl2::pixels::Color {
|
||||
match self {
|
||||
GhostType::Blinky => sdl2::pixels::Color::RGB(255, 0, 0), // Red
|
||||
GhostType::Pinky => sdl2::pixels::Color::RGB(255, 182, 255), // Pink
|
||||
GhostType::Inky => sdl2::pixels::Color::RGB(0, 255, 255), // Cyan
|
||||
GhostType::Clyde => sdl2::pixels::Color::RGB(255, 182, 85), // Orange
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// Ghost AI behavior component - controls randomized movement decisions.
|
||||
#[derive(Component)]
|
||||
pub struct GhostBehavior {
|
||||
/// Timer for making new direction decisions
|
||||
pub decision_timer: f32,
|
||||
/// Interval between direction decisions (in seconds)
|
||||
pub decision_interval: f32,
|
||||
}
|
||||
|
||||
impl Default for GhostBehavior {
|
||||
fn default() -> Self {
|
||||
Self {
|
||||
decision_timer: 0.0,
|
||||
decision_interval: 0.5, // Make decisions every half second
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// A tag component denoting the type of entity.
|
||||
#[derive(Component, Debug, Clone, Copy, PartialEq, Eq, Hash)]
|
||||
pub enum EntityType {
|
||||
@@ -60,7 +119,6 @@ bitflags! {
|
||||
#[derive(Component)]
|
||||
pub struct Collider {
|
||||
pub size: f32,
|
||||
pub layer: CollisionLayer,
|
||||
}
|
||||
|
||||
/// Marker components for collision filtering optimization
|
||||
@@ -73,9 +131,6 @@ pub struct GhostCollider;
|
||||
#[derive(Component)]
|
||||
pub struct ItemCollider;
|
||||
|
||||
#[derive(Component)]
|
||||
pub struct Score(pub u32);
|
||||
|
||||
#[derive(Bundle)]
|
||||
pub struct PlayerBundle {
|
||||
pub player: PlayerControlled,
|
||||
@@ -94,11 +149,24 @@ pub struct ItemBundle {
|
||||
pub position: Position,
|
||||
pub sprite: Renderable,
|
||||
pub entity_type: EntityType,
|
||||
pub score: Score,
|
||||
pub collider: Collider,
|
||||
pub item_collider: ItemCollider,
|
||||
}
|
||||
|
||||
#[derive(Bundle)]
|
||||
pub struct GhostBundle {
|
||||
pub ghost_type: GhostType,
|
||||
pub ghost_behavior: GhostBehavior,
|
||||
pub position: Position,
|
||||
pub movement_state: MovementState,
|
||||
pub movable: Movable,
|
||||
pub sprite: Renderable,
|
||||
pub directional_animated: DirectionalAnimated,
|
||||
pub entity_type: EntityType,
|
||||
pub collider: Collider,
|
||||
pub ghost_collider: GhostCollider,
|
||||
}
|
||||
|
||||
#[derive(Resource)]
|
||||
pub struct GlobalState {
|
||||
pub exit: bool,
|
||||
@@ -112,3 +180,12 @@ pub struct DeltaTime(pub f32);
|
||||
|
||||
#[derive(Resource, Default)]
|
||||
pub struct RenderDirty(pub bool);
|
||||
|
||||
/// Resource for tracking audio state
|
||||
#[derive(Resource, Debug, Clone, Default)]
|
||||
pub struct AudioState {
|
||||
/// Whether audio is currently muted
|
||||
pub muted: bool,
|
||||
/// Current sound index for cycling through eat sounds
|
||||
pub sound_index: usize,
|
||||
}
|
||||
|
||||
@@ -8,7 +8,7 @@ use bevy_ecs::{
|
||||
use crate::{
|
||||
error::GameError,
|
||||
events::{GameCommand, GameEvent},
|
||||
systems::components::{GlobalState, PlayerControlled},
|
||||
systems::components::{AudioState, GlobalState, PlayerControlled},
|
||||
systems::debug::DebugState,
|
||||
systems::movement::Movable,
|
||||
};
|
||||
@@ -18,6 +18,7 @@ pub fn player_system(
|
||||
mut events: EventReader<GameEvent>,
|
||||
mut state: ResMut<GlobalState>,
|
||||
mut debug_state: ResMut<DebugState>,
|
||||
mut audio_state: ResMut<AudioState>,
|
||||
mut players: Query<&mut Movable, With<PlayerControlled>>,
|
||||
mut errors: EventWriter<GameError>,
|
||||
) {
|
||||
@@ -25,7 +26,10 @@ pub fn player_system(
|
||||
let mut movable = match players.single_mut() {
|
||||
Ok(movable) => movable,
|
||||
Err(e) => {
|
||||
errors.write(GameError::InvalidState(format!("No/multiple entities queried for player system: {}", e)).into());
|
||||
errors.write(GameError::InvalidState(format!(
|
||||
"No/multiple entities queried for player system: {}",
|
||||
e
|
||||
)));
|
||||
return;
|
||||
}
|
||||
};
|
||||
@@ -43,6 +47,10 @@ pub fn player_system(
|
||||
GameCommand::ToggleDebug => {
|
||||
*debug_state = debug_state.next();
|
||||
}
|
||||
GameCommand::MuteAudio => {
|
||||
audio_state.muted = !audio_state.muted;
|
||||
tracing::info!("Audio {}", if audio_state.muted { "muted" } else { "unmuted" });
|
||||
}
|
||||
_ => {}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,6 +1,6 @@
|
||||
use num_width::NumberWidth;
|
||||
use smallvec::SmallVec;
|
||||
use std::{iter, time::Duration};
|
||||
use std::time::Duration;
|
||||
|
||||
// Helper to split a duration into a integer, decimal, and unit
|
||||
fn get_value(duration: &Duration) -> (u64, u32, &'static str) {
|
||||
@@ -50,7 +50,7 @@ pub fn format_timing_display(timing_data: impl IntoIterator<Item = (String, Dura
|
||||
std_unit: &'static str,
|
||||
}
|
||||
|
||||
let mut entries = iter
|
||||
let entries = iter
|
||||
.map(|(name, avg, std_dev)| {
|
||||
let (avg_int, avg_decimal, avg_unit) = get_value(&avg);
|
||||
let (std_int, std_decimal, std_unit) = get_value(&std_dev);
|
||||
|
||||
77
src/systems/ghost.rs
Normal file
77
src/systems/ghost.rs
Normal file
@@ -0,0 +1,77 @@
|
||||
use bevy_ecs::system::{Query, Res};
|
||||
use rand::prelude::*;
|
||||
use smallvec::SmallVec;
|
||||
|
||||
use crate::{
|
||||
entity::direction::Direction,
|
||||
map::builder::Map,
|
||||
systems::{
|
||||
components::{DeltaTime, EntityType, GhostBehavior, GhostType},
|
||||
movement::{Movable, Position},
|
||||
},
|
||||
};
|
||||
|
||||
/// Ghost AI system that handles randomized movement decisions.
|
||||
///
|
||||
/// This system runs on all ghosts and makes periodic decisions about
|
||||
/// which direction to move in when they reach intersections.
|
||||
pub fn ghost_ai_system(
|
||||
map: Res<Map>,
|
||||
delta_time: Res<DeltaTime>,
|
||||
mut ghosts: Query<(&mut GhostBehavior, &mut Movable, &Position, &EntityType, &GhostType)>,
|
||||
) {
|
||||
for (mut ghost_behavior, mut movable, position, entity_type, _ghost_type) in ghosts.iter_mut() {
|
||||
// Only process ghosts
|
||||
if *entity_type != EntityType::Ghost {
|
||||
continue;
|
||||
}
|
||||
|
||||
// Update decision timer
|
||||
ghost_behavior.decision_timer += delta_time.0;
|
||||
|
||||
// Check if we should make a new direction decision
|
||||
let should_decide = ghost_behavior.decision_timer >= ghost_behavior.decision_interval;
|
||||
let at_intersection = position.is_at_node();
|
||||
|
||||
if should_decide && at_intersection {
|
||||
choose_random_direction(&map, &mut movable, position);
|
||||
ghost_behavior.decision_timer = 0.0;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// Chooses a random available direction for a ghost at an intersection.
|
||||
///
|
||||
/// This function mirrors the behavior from the old ghost implementation,
|
||||
/// preferring not to reverse direction unless it's the only option.
|
||||
fn choose_random_direction(map: &Map, movable: &mut Movable, position: &Position) {
|
||||
let current_node = position.current_node();
|
||||
let intersection = &map.graph.adjacency_list[current_node];
|
||||
|
||||
// Collect all available directions that ghosts can traverse
|
||||
let mut available_directions = SmallVec::<[Direction; 4]>::new();
|
||||
for direction in Direction::DIRECTIONS {
|
||||
if let Some(edge) = intersection.get(direction) {
|
||||
// Check if ghosts can traverse this edge
|
||||
if edge.traversal_flags.contains(crate::entity::graph::TraversalFlags::GHOST) {
|
||||
available_directions.push(direction);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Choose a random direction (avoid reversing unless necessary)
|
||||
if !available_directions.is_empty() {
|
||||
let mut rng = SmallRng::from_os_rng();
|
||||
|
||||
// Filter out the opposite direction if possible, but allow it if we have limited options
|
||||
let opposite = movable.current_direction.opposite();
|
||||
let filtered_directions: Vec<_> = available_directions
|
||||
.iter()
|
||||
.filter(|&&dir| dir != opposite || available_directions.len() <= 2)
|
||||
.collect();
|
||||
|
||||
if let Some(&random_direction) = filtered_directions.choose(&mut rng) {
|
||||
movable.requested_direction = Some(*random_direction);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -2,7 +2,10 @@ use bevy_ecs::{event::EventReader, prelude::*, query::With, system::Query};
|
||||
|
||||
use crate::{
|
||||
events::GameEvent,
|
||||
systems::components::{EntityType, ItemCollider, PacmanCollider, ScoreResource},
|
||||
systems::{
|
||||
audio::AudioEvent,
|
||||
components::{EntityType, ItemCollider, PacmanCollider, ScoreResource},
|
||||
},
|
||||
};
|
||||
|
||||
pub fn item_system(
|
||||
@@ -11,6 +14,7 @@ pub fn item_system(
|
||||
mut score: ResMut<ScoreResource>,
|
||||
pacman_query: Query<Entity, With<PacmanCollider>>,
|
||||
item_query: Query<(Entity, &EntityType), With<ItemCollider>>,
|
||||
mut events: EventWriter<AudioEvent>,
|
||||
) {
|
||||
for event in collision_events.read() {
|
||||
if let GameEvent::Collision(entity1, entity2) = event {
|
||||
@@ -37,6 +41,8 @@ pub fn item_system(
|
||||
|
||||
// Remove the collected item
|
||||
commands.entity(item_ent).despawn();
|
||||
|
||||
events.write(AudioEvent::PlayEat);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -3,12 +3,14 @@
|
||||
//! This module contains all the ECS-related logic, including components, systems,
|
||||
//! and resources.
|
||||
|
||||
pub mod audio;
|
||||
pub mod blinking;
|
||||
pub mod collision;
|
||||
pub mod components;
|
||||
pub mod control;
|
||||
pub mod debug;
|
||||
pub mod formatting;
|
||||
pub mod ghost;
|
||||
pub mod input;
|
||||
pub mod item;
|
||||
pub mod movement;
|
||||
|
||||
@@ -20,7 +20,7 @@ pub struct EdgeProgress {
|
||||
}
|
||||
|
||||
/// Pure spatial position component - works for both static and dynamic entities.
|
||||
#[derive(Component, Debug, Copy, Clone, PartialEq)]
|
||||
#[derive(Component, Debug, Copy, Clone, PartialEq, Default)]
|
||||
pub struct Position {
|
||||
/// The current/primary node this entity is at or traveling from
|
||||
pub node: NodeId,
|
||||
@@ -29,10 +29,13 @@ pub struct Position {
|
||||
}
|
||||
|
||||
/// Explicit movement state - only for entities that can move.
|
||||
#[derive(Component, Debug, Clone, Copy, PartialEq)]
|
||||
#[derive(Component, Debug, Clone, Copy, PartialEq, Default)]
|
||||
pub enum MovementState {
|
||||
#[default]
|
||||
Stopped,
|
||||
Moving { direction: Direction },
|
||||
Moving {
|
||||
direction: Direction,
|
||||
},
|
||||
}
|
||||
|
||||
/// Movement capability and parameters - only for entities that can move.
|
||||
@@ -83,15 +86,6 @@ impl Position {
|
||||
}
|
||||
}
|
||||
|
||||
impl Default for Position {
|
||||
fn default() -> Self {
|
||||
Position {
|
||||
node: 0,
|
||||
edge_progress: None,
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
#[allow(dead_code)]
|
||||
impl Position {
|
||||
/// Returns `true` if the position is exactly at a node (not traveling).
|
||||
|
||||
@@ -7,7 +7,7 @@ use std::time::Duration;
|
||||
use thousands::Separable;
|
||||
|
||||
/// The maximum number of systems that can be profiled. Must not be exceeded, or it will panic.
|
||||
const MAX_SYSTEMS: usize = 11;
|
||||
const MAX_SYSTEMS: usize = 13;
|
||||
/// The number of durations to keep in the circular buffer.
|
||||
const TIMING_WINDOW_SIZE: usize = 30;
|
||||
|
||||
|
||||
@@ -10,6 +10,7 @@ use bevy_ecs::system::{NonSendMut, Query, Res, ResMut};
|
||||
use sdl2::render::{Canvas, Texture};
|
||||
use sdl2::video::Window;
|
||||
|
||||
#[allow(clippy::type_complexity)]
|
||||
pub fn dirty_render_system(
|
||||
mut dirty: ResMut<RenderDirty>,
|
||||
changed_renderables: Query<(), Or<(Changed<Renderable>, Changed<Position>)>>,
|
||||
@@ -47,7 +48,7 @@ pub fn directional_render_system(
|
||||
renderable.sprite = new_tile;
|
||||
}
|
||||
} else {
|
||||
errors.write(TextureError::RenderFailed(format!("Entity has no texture")).into());
|
||||
errors.write(TextureError::RenderFailed("Entity has no texture".to_string()).into());
|
||||
continue;
|
||||
}
|
||||
}
|
||||
@@ -59,6 +60,7 @@ pub struct MapTextureResource(pub Texture<'static>);
|
||||
/// A non-send resource for the backbuffer texture. This just wraps the texture with a type so it can be differentiated when exposed as a resource.
|
||||
pub struct BackbufferResource(pub Texture<'static>);
|
||||
|
||||
#[allow(clippy::too_many_arguments)]
|
||||
pub fn render_system(
|
||||
mut canvas: NonSendMut<&mut Canvas<Window>>,
|
||||
map_texture: NonSendMut<MapTextureResource>,
|
||||
@@ -85,7 +87,11 @@ pub fn render_system(
|
||||
}
|
||||
|
||||
// Render all entities to the backbuffer
|
||||
for (_, renderable, position) in renderables.iter() {
|
||||
for (_, renderable, position) in renderables
|
||||
.iter()
|
||||
.sort_by_key::<(Entity, &Renderable, &Position), _>(|(_, renderable, _)| renderable.layer)
|
||||
.rev()
|
||||
{
|
||||
if !renderable.visible {
|
||||
continue;
|
||||
}
|
||||
@@ -105,7 +111,7 @@ pub fn render_system(
|
||||
.map(|e| errors.write(TextureError::RenderFailed(e.to_string()).into()));
|
||||
}
|
||||
Err(e) => {
|
||||
errors.write(e.into());
|
||||
errors.write(e);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,6 +1,4 @@
|
||||
use itertools::izip;
|
||||
use pacman::systems::formatting::format_timing_display;
|
||||
use smallvec::SmallVec;
|
||||
use std::time::Duration;
|
||||
|
||||
use pretty_assertions::assert_eq;
|
||||
@@ -56,7 +54,7 @@ fn test_formatting_alignment() {
|
||||
|
||||
// Assert that all positions were found
|
||||
assert_eq!(
|
||||
vec![
|
||||
[
|
||||
&colon_positions,
|
||||
&first_decimal_positions,
|
||||
&second_decimal_positions,
|
||||
|
||||
Reference in New Issue
Block a user