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https://github.com/Xevion/Pac-Man.git
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2 Commits
| Author | SHA1 | Date | |
|---|---|---|---|
| 3d0bc66e40 | |||
| e0a15c1ca8 |
121
src/game/mod.rs
121
src/game/mod.rs
@@ -14,11 +14,13 @@ 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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AudioState, Collider, DeltaTime, DirectionalAnimated, EntityType, GlobalState, ItemBundle, ItemCollider, PacmanCollider,
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PlayerBundle, PlayerControlled, RenderDirty, Renderable, 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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@@ -212,6 +214,7 @@ impl Game {
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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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@@ -245,6 +248,9 @@ impl Game {
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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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@@ -288,6 +294,117 @@ impl Game {
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Ok(Game { world, schedule })
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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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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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// 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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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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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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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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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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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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)))
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},
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)?,
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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 {
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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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world.spawn(ghost);
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}
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Ok(())
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}
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/// Ticks the game state.
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///
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/// Returns true if the game should exit.
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@@ -11,6 +11,65 @@ use crate::{
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#[derive(Default, Component)]
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pub struct PlayerControlled;
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/// The four classic ghost types.
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#[derive(Component, Debug, Clone, Copy, PartialEq, Eq)]
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pub enum GhostType {
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Blinky,
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Pinky,
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Inky,
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Clyde,
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}
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impl GhostType {
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/// Returns the ghost type name for atlas lookups.
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pub fn as_str(self) -> &'static str {
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match self {
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GhostType::Blinky => "blinky",
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GhostType::Pinky => "pinky",
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GhostType::Inky => "inky",
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GhostType::Clyde => "clyde",
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}
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}
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/// Returns the base movement speed for this ghost type.
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pub fn base_speed(self) -> f32 {
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match self {
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GhostType::Blinky => 1.0,
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GhostType::Pinky => 0.95,
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GhostType::Inky => 0.9,
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GhostType::Clyde => 0.85,
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}
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}
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/// Returns the ghost's color for debug rendering.
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pub fn debug_color(&self) -> sdl2::pixels::Color {
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match self {
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GhostType::Blinky => sdl2::pixels::Color::RGB(255, 0, 0), // Red
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GhostType::Pinky => sdl2::pixels::Color::RGB(255, 182, 255), // Pink
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GhostType::Inky => sdl2::pixels::Color::RGB(0, 255, 255), // Cyan
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GhostType::Clyde => sdl2::pixels::Color::RGB(255, 182, 85), // Orange
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}
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}
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}
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/// Ghost AI behavior component - controls randomized movement decisions.
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#[derive(Component)]
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pub struct GhostBehavior {
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/// Timer for making new direction decisions
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pub decision_timer: f32,
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/// Interval between direction decisions (in seconds)
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pub decision_interval: f32,
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}
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impl Default for GhostBehavior {
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fn default() -> Self {
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Self {
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decision_timer: 0.0,
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decision_interval: 0.5, // Make decisions every half second
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}
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}
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}
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/// A tag component denoting the type of entity.
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#[derive(Component, Debug, Clone, Copy, PartialEq, Eq, Hash)]
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pub enum EntityType {
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@@ -94,6 +153,20 @@ pub struct ItemBundle {
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pub item_collider: ItemCollider,
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}
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#[derive(Bundle)]
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pub struct GhostBundle {
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pub ghost_type: GhostType,
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pub ghost_behavior: GhostBehavior,
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pub position: Position,
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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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pub collider: Collider,
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pub ghost_collider: GhostCollider,
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}
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#[derive(Resource)]
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pub struct GlobalState {
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pub exit: bool,
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@@ -8,7 +8,7 @@ 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},
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systems::components::{AudioState, GlobalState, PlayerControlled},
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systems::debug::DebugState,
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systems::movement::Movable,
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};
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@@ -18,6 +18,7 @@ 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 debug_state: ResMut<DebugState>,
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mut audio_state: ResMut<AudioState>,
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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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@@ -46,6 +47,10 @@ pub fn player_system(
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GameCommand::ToggleDebug => {
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*debug_state = debug_state.next();
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}
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GameCommand::MuteAudio => {
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audio_state.muted = !audio_state.muted;
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tracing::info!("Audio {}", if audio_state.muted { "muted" } else { "unmuted" });
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}
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_ => {}
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}
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}
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77
src/systems/ghost.rs
Normal file
77
src/systems/ghost.rs
Normal file
@@ -0,0 +1,77 @@
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use bevy_ecs::system::{Query, Res};
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use rand::prelude::*;
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use smallvec::SmallVec;
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use crate::{
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entity::direction::Direction,
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map::builder::Map,
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systems::{
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components::{DeltaTime, EntityType, GhostBehavior, GhostType},
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movement::{Movable, Position},
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},
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};
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/// Ghost AI system that handles randomized movement decisions.
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///
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/// This system runs on all ghosts and makes periodic decisions about
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/// which direction to move in when they reach intersections.
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pub fn ghost_ai_system(
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map: Res<Map>,
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delta_time: Res<DeltaTime>,
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mut ghosts: Query<(&mut GhostBehavior, &mut Movable, &Position, &EntityType, &GhostType)>,
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) {
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for (mut ghost_behavior, mut movable, position, entity_type, _ghost_type) in ghosts.iter_mut() {
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// Only process ghosts
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if *entity_type != EntityType::Ghost {
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continue;
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}
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// Update decision timer
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ghost_behavior.decision_timer += delta_time.0;
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// Check if we should make a new direction decision
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let should_decide = ghost_behavior.decision_timer >= ghost_behavior.decision_interval;
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let at_intersection = position.is_at_node();
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if should_decide && at_intersection {
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choose_random_direction(&map, &mut movable, position);
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ghost_behavior.decision_timer = 0.0;
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}
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}
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}
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/// Chooses a random available direction for a ghost at an intersection.
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///
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/// This function mirrors the behavior from the old ghost implementation,
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/// preferring not to reverse direction unless it's the only option.
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fn choose_random_direction(map: &Map, movable: &mut Movable, position: &Position) {
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let current_node = position.current_node();
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let intersection = &map.graph.adjacency_list[current_node];
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// Collect all available directions that ghosts can traverse
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let mut available_directions = SmallVec::<[Direction; 4]>::new();
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for direction in Direction::DIRECTIONS {
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if let Some(edge) = intersection.get(direction) {
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// Check if ghosts can traverse this edge
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if edge.traversal_flags.contains(crate::entity::graph::TraversalFlags::GHOST) {
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available_directions.push(direction);
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}
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}
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}
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// Choose a random direction (avoid reversing unless necessary)
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if !available_directions.is_empty() {
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let mut rng = SmallRng::from_os_rng();
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// Filter out the opposite direction if possible, but allow it if we have limited options
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let opposite = movable.current_direction.opposite();
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let filtered_directions: Vec<_> = available_directions
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.iter()
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.filter(|&&dir| dir != opposite || available_directions.len() <= 2)
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.collect();
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if let Some(&random_direction) = filtered_directions.choose(&mut rng) {
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movable.requested_direction = Some(*random_direction);
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}
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}
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}
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@@ -10,6 +10,7 @@ pub mod components;
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pub mod control;
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pub mod debug;
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pub mod formatting;
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pub mod ghost;
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pub mod input;
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pub mod item;
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pub mod movement;
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@@ -7,7 +7,7 @@ use std::time::Duration;
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use thousands::Separable;
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/// The maximum number of systems that can be profiled. Must not be exceeded, or it will panic.
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const MAX_SYSTEMS: usize = 12;
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const MAX_SYSTEMS: usize = 13;
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/// The number of durations to keep in the circular buffer.
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const TIMING_WINDOW_SIZE: usize = 30;
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Block a user