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4 Commits
| Author | SHA1 | Date | |
|---|---|---|---|
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d3e83262db | ||
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f31b4952e4 | ||
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ad3f896f82 | ||
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80ebf08dd3 |
133
src/game.rs
133
src/game.rs
@@ -8,31 +8,23 @@ use crate::events::GameEvent;
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|||||||
use crate::map::builder::Map;
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use crate::map::builder::Map;
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use crate::map::direction::Direction;
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use crate::map::direction::Direction;
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use crate::systems::blinking::Blinking;
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use crate::systems::blinking::Blinking;
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use crate::systems::{self, ghost_collision_system};
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use crate::systems::movement::{BufferedDirection, Position, Velocity};
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use crate::systems::movement::{BufferedDirection, Position, Velocity};
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use crate::systems::player::player_movement_system;
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use crate::systems::profiling::SystemId;
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use crate::systems::profiling::SystemId;
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use crate::systems::render::RenderDirty;
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use crate::systems::{
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use crate::systems::{
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audio::{audio_system, AudioEvent, AudioResource},
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audio_system, blinking_system, collision_system, debug_render_system, directional_render_system, dirty_render_system,
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blinking::blinking_system,
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ghost_movement_system, hud_render_system, item_system, profile, ready_visibility_system, render_system, AudioEvent,
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collision::collision_system,
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AudioResource, AudioState, BackbufferResource, Collider, DebugFontResource, DebugState, DebugTextureResource, DeltaTime,
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components::{
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DirectionalAnimated, EntityType, Frozen, Ghost, GhostBundle, GhostCollider, GlobalState, ItemBundle, ItemCollider,
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AudioState, Collider, DeltaTime, DirectionalAnimated, EntityType, Ghost, GhostBundle, GhostCollider, GlobalState,
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LevelTiming, MapTextureResource, PacmanCollider, PlayerBundle, PlayerControlled, PlayerStateBundle, Renderable,
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ItemBundle, ItemCollider, PacmanCollider, PlayerBundle, PlayerControlled, RenderDirty, Renderable, ScoreResource,
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ScoreResource, StartupSequence, SystemTimings,
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},
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debug::{debug_render_system, DebugFontResource, DebugState, DebugTextureResource},
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ghost::ghost_movement_system,
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input::input_system,
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item::item_system,
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player::player_control_system,
|
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profiling::{profile, SystemTimings},
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render::{
|
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directional_render_system, dirty_render_system, hud_render_system, render_system, BackbufferResource, MapTextureResource,
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},
|
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||||||
};
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};
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use crate::texture::animated::AnimatedTexture;
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use crate::texture::animated::AnimatedTexture;
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use bevy_ecs::event::EventRegistry;
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use bevy_ecs::event::EventRegistry;
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||||||
use bevy_ecs::observer::Trigger;
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use bevy_ecs::observer::Trigger;
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use bevy_ecs::schedule::Schedule;
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use bevy_ecs::schedule::{IntoScheduleConfigs, Schedule, SystemSet};
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use bevy_ecs::system::{NonSendMut, Res, ResMut};
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use bevy_ecs::system::{NonSendMut, Res, ResMut};
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use bevy_ecs::world::World;
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use bevy_ecs::world::World;
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use sdl2::image::LoadTexture;
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use sdl2::image::LoadTexture;
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@@ -50,6 +42,10 @@ use crate::{
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texture::sprite::{AtlasMapper, SpriteAtlas},
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texture::sprite::{AtlasMapper, SpriteAtlas},
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};
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};
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|
/// System set for all rendering systems to ensure they run after gameplay logic
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|
#[derive(SystemSet, Debug, Hash, PartialEq, Eq, Clone)]
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|
pub struct RenderSet;
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|
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||||||
/// Core game state manager built on the Bevy ECS architecture.
|
/// Core game state manager built on the Bevy ECS architecture.
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///
|
///
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/// Orchestrates all game systems through a centralized `World` containing entities,
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/// Orchestrates all game systems through a centralized `World` containing entities,
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@@ -207,6 +203,11 @@ impl Game {
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pacman_collider: PacmanCollider,
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pacman_collider: PacmanCollider,
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};
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};
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|
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|
// Spawn player and attach initial state bundle
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let player_entity = world.spawn(player).id();
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world.entity_mut(player_entity).insert(PlayerStateBundle::default());
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world.entity_mut(player_entity).insert(Frozen);
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|
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world.insert_non_send_resource(atlas);
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world.insert_non_send_resource(atlas);
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world.insert_non_send_resource(event_pump);
|
world.insert_non_send_resource(event_pump);
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world.insert_non_send_resource(canvas);
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world.insert_non_send_resource(canvas);
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@@ -226,6 +227,7 @@ impl Game {
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world.insert_resource(DebugState::default());
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world.insert_resource(DebugState::default());
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world.insert_resource(AudioState::default());
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world.insert_resource(AudioState::default());
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world.insert_resource(CursorPosition::default());
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world.insert_resource(CursorPosition::default());
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world.insert_resource(LevelTiming::for_level(1));
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|
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world.add_observer(
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world.add_observer(
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|event: Trigger<GameEvent>, mut state: ResMut<GlobalState>, _score: ResMut<ScoreResource>| {
|
|event: Trigger<GameEvent>, mut state: ResMut<GlobalState>, _score: ResMut<ScoreResource>| {
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||||||
@@ -234,37 +236,74 @@ impl Game {
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}
|
}
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},
|
},
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);
|
);
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schedule.add_systems((
|
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profile(SystemId::Input, input_system),
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let input_system = profile(SystemId::Input, systems::input::input_system);
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profile(SystemId::PlayerControls, player_control_system),
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let player_control_system = profile(SystemId::PlayerControls, systems::player_control_system);
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profile(SystemId::PlayerMovement, player_movement_system),
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let player_movement_system = profile(SystemId::PlayerMovement, systems::player_movement_system);
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profile(SystemId::Ghost, ghost_movement_system),
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let startup_stage_system = profile(SystemId::Stage, systems::startup_stage_system);
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profile(SystemId::Collision, collision_system),
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let player_tunnel_slowdown_system = profile(SystemId::PlayerMovement, systems::player::player_tunnel_slowdown_system);
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profile(SystemId::Item, item_system),
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let ghost_movement_system = profile(SystemId::Ghost, ghost_movement_system);
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profile(SystemId::Audio, audio_system),
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let collision_system = profile(SystemId::Collision, collision_system);
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profile(SystemId::Blinking, blinking_system),
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let ghost_collision_system = profile(SystemId::GhostCollision, ghost_collision_system);
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profile(SystemId::DirectionalRender, directional_render_system),
|
let vulnerable_tick_system = profile(SystemId::Ghost, systems::vulnerable_tick_system);
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profile(SystemId::DirtyRender, dirty_render_system),
|
let item_system = profile(SystemId::Item, item_system);
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profile(SystemId::HudRender, hud_render_system),
|
let audio_system = profile(SystemId::Audio, audio_system);
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profile(SystemId::Render, render_system),
|
let blinking_system = profile(SystemId::Blinking, blinking_system);
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profile(SystemId::DebugRender, debug_render_system),
|
let directional_render_system = profile(SystemId::DirectionalRender, directional_render_system);
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profile(
|
let dirty_render_system = profile(SystemId::DirtyRender, dirty_render_system);
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SystemId::Present,
|
let hud_render_system = profile(SystemId::HudRender, hud_render_system);
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|mut canvas: NonSendMut<&mut Canvas<Window>>, debug_state: Res<DebugState>, mut dirty: ResMut<RenderDirty>| {
|
let render_system = profile(SystemId::Render, render_system);
|
||||||
if dirty.0 || debug_state.enabled {
|
let debug_render_system = profile(SystemId::DebugRender, debug_render_system);
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||||||
// Only copy backbuffer to main canvas if debug rendering is off
|
|
||||||
// (debug rendering draws directly to main canvas)
|
let present_system = profile(
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if !debug_state.enabled {
|
SystemId::Present,
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canvas.present();
|
|mut canvas: NonSendMut<&mut Canvas<Window>>, debug_state: Res<DebugState>, mut dirty: ResMut<RenderDirty>| {
|
||||||
}
|
if dirty.0 || debug_state.enabled {
|
||||||
dirty.0 = false;
|
// Only copy backbuffer to main canvas if debug rendering is off
|
||||||
|
// (debug rendering draws directly to main canvas)
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||||||
|
if !debug_state.enabled {
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|
canvas.present();
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||||||
}
|
}
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||||||
},
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dirty.0 = false;
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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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||||||
|
|
||||||
|
schedule.add_systems((
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||||||
|
(
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||||||
|
input_system,
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||||||
|
player_control_system,
|
||||||
|
player_movement_system,
|
||||||
|
startup_stage_system,
|
||||||
|
)
|
||||||
|
.chain(),
|
||||||
|
player_tunnel_slowdown_system,
|
||||||
|
ghost_movement_system,
|
||||||
|
vulnerable_tick_system,
|
||||||
|
(collision_system, ghost_collision_system, item_system).chain(),
|
||||||
|
audio_system,
|
||||||
|
blinking_system,
|
||||||
|
ready_visibility_system,
|
||||||
|
(
|
||||||
|
directional_render_system,
|
||||||
|
dirty_render_system,
|
||||||
|
render_system,
|
||||||
|
hud_render_system,
|
||||||
|
debug_render_system,
|
||||||
|
present_system,
|
||||||
|
)
|
||||||
|
.chain(),
|
||||||
));
|
));
|
||||||
|
|
||||||
// Spawn player
|
// Initialize StartupSequence as a global resource
|
||||||
world.spawn(player);
|
let ready_duration_ticks = {
|
||||||
|
let duration = world
|
||||||
|
.get_resource::<LevelTiming>()
|
||||||
|
.map(|t| t.spawn_freeze_duration)
|
||||||
|
.unwrap_or(1.5);
|
||||||
|
(duration * 60.0) as u32 // Convert to ticks at 60 FPS
|
||||||
|
};
|
||||||
|
world.insert_resource(StartupSequence::new(ready_duration_ticks, 60));
|
||||||
|
|
||||||
// Spawn ghosts
|
// Spawn ghosts
|
||||||
Self::spawn_ghosts(&mut world)?;
|
Self::spawn_ghosts(&mut world)?;
|
||||||
@@ -413,7 +452,7 @@ impl Game {
|
|||||||
}
|
}
|
||||||
};
|
};
|
||||||
|
|
||||||
world.spawn(ghost);
|
world.spawn(ghost).insert(Frozen);
|
||||||
}
|
}
|
||||||
|
|
||||||
Ok(())
|
Ok(())
|
||||||
|
|||||||
@@ -174,6 +174,17 @@ impl Map {
|
|||||||
})
|
})
|
||||||
}
|
}
|
||||||
|
|
||||||
|
/// Returns the `MapTile` at a given node id.
|
||||||
|
pub fn tile_at_node(&self, node_id: NodeId) -> Option<MapTile> {
|
||||||
|
// reverse lookup: node -> grid
|
||||||
|
for (grid_pos, id) in &self.grid_to_node {
|
||||||
|
if *id == node_id {
|
||||||
|
return Some(self.tiles[grid_pos.x as usize][grid_pos.y as usize]);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
None
|
||||||
|
}
|
||||||
|
|
||||||
/// Constructs the ghost house area with restricted access and internal navigation.
|
/// Constructs the ghost house area with restricted access and internal navigation.
|
||||||
///
|
///
|
||||||
/// Creates a multi-level ghost house with entrance control, internal movement
|
/// Creates a multi-level ghost house with entrance control, internal movement
|
||||||
|
|||||||
@@ -6,10 +6,20 @@
|
|||||||
|
|
||||||
use bevy_ecs::{
|
use bevy_ecs::{
|
||||||
event::{Event, EventReader, EventWriter},
|
event::{Event, EventReader, EventWriter},
|
||||||
|
resource::Resource,
|
||||||
system::{NonSendMut, ResMut},
|
system::{NonSendMut, ResMut},
|
||||||
};
|
};
|
||||||
|
|
||||||
use crate::{audio::Audio, error::GameError, systems::components::AudioState};
|
use crate::{audio::Audio, error::GameError};
|
||||||
|
|
||||||
|
/// 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,
|
||||||
|
}
|
||||||
|
|
||||||
/// Events for triggering audio playback
|
/// Events for triggering audio playback
|
||||||
#[derive(Event, Debug, Clone, Copy, PartialEq, Eq)]
|
#[derive(Event, Debug, Clone, Copy, PartialEq, Eq)]
|
||||||
|
|||||||
@@ -1,13 +1,37 @@
|
|||||||
|
use bevy_ecs::component::Component;
|
||||||
use bevy_ecs::entity::Entity;
|
use bevy_ecs::entity::Entity;
|
||||||
use bevy_ecs::event::EventWriter;
|
use bevy_ecs::event::{EventReader, EventWriter};
|
||||||
use bevy_ecs::query::With;
|
use bevy_ecs::query::With;
|
||||||
use bevy_ecs::system::{Query, Res};
|
use bevy_ecs::system::{Commands, Query, Res, ResMut};
|
||||||
|
|
||||||
use crate::error::GameError;
|
use crate::error::GameError;
|
||||||
use crate::events::GameEvent;
|
use crate::events::GameEvent;
|
||||||
use crate::map::builder::Map;
|
use crate::map::builder::Map;
|
||||||
use crate::systems::components::{Collider, GhostCollider, ItemCollider, PacmanCollider};
|
|
||||||
use crate::systems::movement::Position;
|
use crate::systems::movement::Position;
|
||||||
|
use crate::systems::{AudioEvent, Ghost, PlayerControlled, ScoreResource, Vulnerable};
|
||||||
|
|
||||||
|
#[derive(Component)]
|
||||||
|
pub struct Collider {
|
||||||
|
pub size: f32,
|
||||||
|
}
|
||||||
|
|
||||||
|
impl Collider {
|
||||||
|
/// Checks if this collider collides with another collider at the given distance.
|
||||||
|
pub fn collides_with(&self, other_size: f32, distance: f32) -> bool {
|
||||||
|
let collision_distance = (self.size + other_size) / 2.0;
|
||||||
|
distance < collision_distance
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
/// Marker components for collision filtering optimization
|
||||||
|
#[derive(Component)]
|
||||||
|
pub struct PacmanCollider;
|
||||||
|
|
||||||
|
#[derive(Component)]
|
||||||
|
pub struct GhostCollider;
|
||||||
|
|
||||||
|
#[derive(Component)]
|
||||||
|
pub struct ItemCollider;
|
||||||
|
|
||||||
/// Helper function to check collision between two entities with colliders.
|
/// Helper function to check collision between two entities with colliders.
|
||||||
pub fn check_collision(
|
pub fn check_collision(
|
||||||
@@ -82,3 +106,46 @@ pub fn collision_system(
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
pub fn ghost_collision_system(
|
||||||
|
mut commands: Commands,
|
||||||
|
mut collision_events: EventReader<GameEvent>,
|
||||||
|
mut score: ResMut<ScoreResource>,
|
||||||
|
pacman_query: Query<(), With<PlayerControlled>>,
|
||||||
|
ghost_query: Query<(Entity, &Ghost), With<GhostCollider>>,
|
||||||
|
vulnerable_query: Query<Entity, With<Vulnerable>>,
|
||||||
|
mut events: EventWriter<AudioEvent>,
|
||||||
|
) {
|
||||||
|
for event in collision_events.read() {
|
||||||
|
if let GameEvent::Collision(entity1, entity2) = event {
|
||||||
|
// Check if one is Pacman and the other is a ghost
|
||||||
|
let (_pacman_entity, ghost_entity) = if pacman_query.get(*entity1).is_ok() && ghost_query.get(*entity2).is_ok() {
|
||||||
|
(*entity1, *entity2)
|
||||||
|
} else if pacman_query.get(*entity2).is_ok() && ghost_query.get(*entity1).is_ok() {
|
||||||
|
(*entity2, *entity1)
|
||||||
|
} else {
|
||||||
|
continue;
|
||||||
|
};
|
||||||
|
|
||||||
|
// Check if the ghost is vulnerable
|
||||||
|
if let Ok((ghost_ent, _ghost_type)) = ghost_query.get(ghost_entity) {
|
||||||
|
// Check if ghost has Vulnerable component
|
||||||
|
if vulnerable_query.get(ghost_ent).is_ok() {
|
||||||
|
// Pac-Man eats the ghost
|
||||||
|
// Add score (200 points per ghost eaten)
|
||||||
|
score.0 += 200;
|
||||||
|
|
||||||
|
// Remove the ghost
|
||||||
|
commands.entity(ghost_ent).despawn();
|
||||||
|
|
||||||
|
// Play eat sound
|
||||||
|
events.write(AudioEvent::PlayEat);
|
||||||
|
} else {
|
||||||
|
// Pac-Man dies (this would need a death system)
|
||||||
|
// For now, just log it
|
||||||
|
tracing::warn!("Pac-Man collided with ghost while not vulnerable!");
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|||||||
@@ -3,7 +3,10 @@ use bitflags::bitflags;
|
|||||||
|
|
||||||
use crate::{
|
use crate::{
|
||||||
map::graph::TraversalFlags,
|
map::graph::TraversalFlags,
|
||||||
systems::movement::{BufferedDirection, Position, Velocity},
|
systems::{
|
||||||
|
movement::{BufferedDirection, Position, Velocity},
|
||||||
|
Collider, GhostCollider, ItemCollider, PacmanCollider, PlayerLifecycle,
|
||||||
|
},
|
||||||
texture::{animated::AnimatedTexture, sprite::AtlasTile},
|
texture::{animated::AnimatedTexture, sprite::AtlasTile},
|
||||||
};
|
};
|
||||||
|
|
||||||
@@ -109,28 +112,73 @@ bitflags! {
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
#[derive(Component)]
|
#[derive(Resource)]
|
||||||
pub struct Collider {
|
pub struct GlobalState {
|
||||||
pub size: f32,
|
pub exit: bool,
|
||||||
}
|
}
|
||||||
|
|
||||||
impl Collider {
|
#[derive(Resource)]
|
||||||
/// Checks if this collider collides with another collider at the given distance.
|
pub struct ScoreResource(pub u32);
|
||||||
pub fn collides_with(&self, other_size: f32, distance: f32) -> bool {
|
|
||||||
let collision_distance = (self.size + other_size) / 2.0;
|
#[derive(Resource)]
|
||||||
distance < collision_distance
|
pub struct DeltaTime(pub f32);
|
||||||
|
|
||||||
|
/// Movement modifiers that can affect Pac-Man's speed or handling.
|
||||||
|
#[derive(Component, Debug, Clone, Copy)]
|
||||||
|
pub struct MovementModifiers {
|
||||||
|
/// Multiplier applied to base speed (e.g., tunnels)
|
||||||
|
pub speed_multiplier: f32,
|
||||||
|
/// True when currently in a tunnel slowdown region
|
||||||
|
pub tunnel_slowdown_active: bool,
|
||||||
|
}
|
||||||
|
|
||||||
|
impl Default for MovementModifiers {
|
||||||
|
fn default() -> Self {
|
||||||
|
Self {
|
||||||
|
speed_multiplier: 1.0,
|
||||||
|
tunnel_slowdown_active: false,
|
||||||
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
/// Marker components for collision filtering optimization
|
/// Level-dependent timing configuration
|
||||||
#[derive(Component)]
|
#[derive(Resource, Debug, Clone, Copy)]
|
||||||
pub struct PacmanCollider;
|
pub struct LevelTiming {
|
||||||
|
/// Duration of energizer effect in seconds
|
||||||
|
pub energizer_duration: f32,
|
||||||
|
/// Freeze duration at spawn/ready in seconds
|
||||||
|
pub spawn_freeze_duration: f32,
|
||||||
|
/// When to start flashing relative to energizer end (seconds)
|
||||||
|
pub energizer_flash_threshold: f32,
|
||||||
|
}
|
||||||
|
|
||||||
#[derive(Component)]
|
impl Default for LevelTiming {
|
||||||
pub struct GhostCollider;
|
fn default() -> Self {
|
||||||
|
Self {
|
||||||
|
energizer_duration: 6.0,
|
||||||
|
spawn_freeze_duration: 1.5,
|
||||||
|
energizer_flash_threshold: 2.0,
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
#[derive(Component)]
|
impl LevelTiming {
|
||||||
pub struct ItemCollider;
|
/// Returns timing configuration for a given level.
|
||||||
|
pub fn for_level(_level: u32) -> Self {
|
||||||
|
// Placeholder: tune per the Pac-Man Dossier tables
|
||||||
|
Self::default()
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
/// Tag component for entities that should be frozen during startup
|
||||||
|
#[derive(Component, Debug, Clone, Copy)]
|
||||||
|
pub struct Frozen;
|
||||||
|
|
||||||
|
/// Component for ghosts that are vulnerable to Pac-Man
|
||||||
|
#[derive(Component, Debug, Clone, Copy)]
|
||||||
|
pub struct Vulnerable {
|
||||||
|
pub remaining_ticks: u32,
|
||||||
|
}
|
||||||
|
|
||||||
#[derive(Bundle)]
|
#[derive(Bundle)]
|
||||||
pub struct PlayerBundle {
|
pub struct PlayerBundle {
|
||||||
@@ -145,6 +193,13 @@ pub struct PlayerBundle {
|
|||||||
pub pacman_collider: PacmanCollider,
|
pub pacman_collider: PacmanCollider,
|
||||||
}
|
}
|
||||||
|
|
||||||
|
/// Convenience bundle for attaching the hybrid FSM to the player entity
|
||||||
|
#[derive(Bundle, Default)]
|
||||||
|
pub struct PlayerStateBundle {
|
||||||
|
pub lifecycle: PlayerLifecycle,
|
||||||
|
pub movement_modifiers: MovementModifiers,
|
||||||
|
}
|
||||||
|
|
||||||
#[derive(Bundle)]
|
#[derive(Bundle)]
|
||||||
pub struct ItemBundle {
|
pub struct ItemBundle {
|
||||||
pub position: Position,
|
pub position: Position,
|
||||||
@@ -165,26 +220,3 @@ pub struct GhostBundle {
|
|||||||
pub collider: Collider,
|
pub collider: Collider,
|
||||||
pub ghost_collider: GhostCollider,
|
pub ghost_collider: GhostCollider,
|
||||||
}
|
}
|
||||||
|
|
||||||
#[derive(Resource)]
|
|
||||||
pub struct GlobalState {
|
|
||||||
pub exit: bool,
|
|
||||||
}
|
|
||||||
|
|
||||||
#[derive(Resource)]
|
|
||||||
pub struct ScoreResource(pub u32);
|
|
||||||
|
|
||||||
#[derive(Resource)]
|
|
||||||
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,
|
|
||||||
}
|
|
||||||
|
|||||||
@@ -3,12 +3,9 @@ use std::cmp::Ordering;
|
|||||||
|
|
||||||
use crate::constants::BOARD_PIXEL_OFFSET;
|
use crate::constants::BOARD_PIXEL_OFFSET;
|
||||||
use crate::map::builder::Map;
|
use crate::map::builder::Map;
|
||||||
use crate::systems::components::Collider;
|
use crate::systems::{BackbufferResource, Collider, CursorPosition, Position, SystemTimings};
|
||||||
use crate::systems::input::CursorPosition;
|
use bevy_ecs::resource::Resource;
|
||||||
use crate::systems::movement::Position;
|
use bevy_ecs::system::{NonSendMut, Query, Res};
|
||||||
use crate::systems::profiling::SystemTimings;
|
|
||||||
use crate::systems::render::BackbufferResource;
|
|
||||||
use bevy_ecs::prelude::*;
|
|
||||||
use glam::{IVec2, UVec2, Vec2};
|
use glam::{IVec2, UVec2, Vec2};
|
||||||
use sdl2::pixels::Color;
|
use sdl2::pixels::Color;
|
||||||
use sdl2::rect::{Point, Rect};
|
use sdl2::rect::{Point, Rect};
|
||||||
|
|||||||
@@ -1,7 +1,4 @@
|
|||||||
use bevy_ecs::system::{Query, Res};
|
use crate::systems::components::Frozen;
|
||||||
use rand::prelude::*;
|
|
||||||
use smallvec::SmallVec;
|
|
||||||
|
|
||||||
use crate::{
|
use crate::{
|
||||||
map::{
|
map::{
|
||||||
builder::Map,
|
builder::Map,
|
||||||
@@ -13,12 +10,18 @@ use crate::{
|
|||||||
movement::{Position, Velocity},
|
movement::{Position, Velocity},
|
||||||
},
|
},
|
||||||
};
|
};
|
||||||
|
use bevy_ecs::query::Without;
|
||||||
|
use bevy_ecs::system::{Query, Res};
|
||||||
|
use rand::rngs::SmallRng;
|
||||||
|
use rand::seq::IndexedRandom;
|
||||||
|
use rand::SeedableRng;
|
||||||
|
use smallvec::SmallVec;
|
||||||
|
|
||||||
/// Autonomous ghost AI system implementing randomized movement with backtracking avoidance.
|
/// Autonomous ghost AI system implementing randomized movement with backtracking avoidance.
|
||||||
pub fn ghost_movement_system(
|
pub fn ghost_movement_system(
|
||||||
map: Res<Map>,
|
map: Res<Map>,
|
||||||
delta_time: Res<DeltaTime>,
|
delta_time: Res<DeltaTime>,
|
||||||
mut ghosts: Query<(&Ghost, &mut Velocity, &mut Position)>,
|
mut ghosts: Query<(&Ghost, &mut Velocity, &mut Position), Without<Frozen>>,
|
||||||
) {
|
) {
|
||||||
for (_ghost, mut velocity, mut position) in ghosts.iter_mut() {
|
for (_ghost, mut velocity, mut position) in ghosts.iter_mut() {
|
||||||
let mut distance = velocity.speed * 60.0 * delta_time.0;
|
let mut distance = velocity.speed * 60.0 * delta_time.0;
|
||||||
|
|||||||
@@ -1,11 +1,13 @@
|
|||||||
use bevy_ecs::{event::EventReader, prelude::*, query::With, system::Query};
|
use bevy_ecs::{
|
||||||
|
entity::Entity,
|
||||||
|
event::{EventReader, EventWriter},
|
||||||
|
query::With,
|
||||||
|
system::{Commands, Query, Res, ResMut},
|
||||||
|
};
|
||||||
|
|
||||||
use crate::{
|
use crate::{
|
||||||
events::GameEvent,
|
events::GameEvent,
|
||||||
systems::{
|
systems::{AudioEvent, EntityType, GhostCollider, ItemCollider, LevelTiming, PacmanCollider, ScoreResource, Vulnerable},
|
||||||
audio::AudioEvent,
|
|
||||||
components::{EntityType, ItemCollider, PacmanCollider, ScoreResource},
|
|
||||||
},
|
|
||||||
};
|
};
|
||||||
|
|
||||||
/// Determines if a collision between two entity types should be handled by the item system.
|
/// Determines if a collision between two entity types should be handled by the item system.
|
||||||
@@ -25,7 +27,9 @@ pub fn item_system(
|
|||||||
mut score: ResMut<ScoreResource>,
|
mut score: ResMut<ScoreResource>,
|
||||||
pacman_query: Query<Entity, With<PacmanCollider>>,
|
pacman_query: Query<Entity, With<PacmanCollider>>,
|
||||||
item_query: Query<(Entity, &EntityType), With<ItemCollider>>,
|
item_query: Query<(Entity, &EntityType), With<ItemCollider>>,
|
||||||
|
ghost_query: Query<Entity, With<GhostCollider>>,
|
||||||
mut events: EventWriter<AudioEvent>,
|
mut events: EventWriter<AudioEvent>,
|
||||||
|
level_timing: Res<LevelTiming>,
|
||||||
) {
|
) {
|
||||||
for event in collision_events.read() {
|
for event in collision_events.read() {
|
||||||
if let GameEvent::Collision(entity1, entity2) = event {
|
if let GameEvent::Collision(entity1, entity2) = event {
|
||||||
@@ -50,6 +54,19 @@ pub fn item_system(
|
|||||||
if entity_type.is_collectible() {
|
if entity_type.is_collectible() {
|
||||||
events.write(AudioEvent::PlayEat);
|
events.write(AudioEvent::PlayEat);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// Make ghosts vulnerable when power pellet is collected
|
||||||
|
if *entity_type == EntityType::PowerPellet {
|
||||||
|
// Convert seconds to frames (assumes 60 FPS)
|
||||||
|
let total_ticks = (level_timing.energizer_duration * 60.0).round().clamp(0.0, u32::MAX as f32) as u32;
|
||||||
|
|
||||||
|
// Add Vulnerable component to all ghosts
|
||||||
|
for ghost_entity in ghost_query.iter() {
|
||||||
|
commands.entity(ghost_entity).insert(Vulnerable {
|
||||||
|
remaining_ticks: total_ticks,
|
||||||
|
});
|
||||||
|
}
|
||||||
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -16,3 +16,20 @@ pub mod movement;
|
|||||||
pub mod player;
|
pub mod player;
|
||||||
pub mod profiling;
|
pub mod profiling;
|
||||||
pub mod render;
|
pub mod render;
|
||||||
|
pub mod stage;
|
||||||
|
pub mod vulnerable;
|
||||||
|
|
||||||
|
pub use self::audio::*;
|
||||||
|
pub use self::blinking::*;
|
||||||
|
pub use self::collision::*;
|
||||||
|
pub use self::components::*;
|
||||||
|
pub use self::debug::*;
|
||||||
|
pub use self::ghost::*;
|
||||||
|
pub use self::input::*;
|
||||||
|
pub use self::item::*;
|
||||||
|
pub use self::movement::*;
|
||||||
|
pub use self::player::*;
|
||||||
|
pub use self::profiling::*;
|
||||||
|
pub use self::render::*;
|
||||||
|
pub use self::stage::*;
|
||||||
|
pub use self::vulnerable::*;
|
||||||
|
|||||||
@@ -1,22 +1,44 @@
|
|||||||
use bevy_ecs::{
|
use bevy_ecs::{
|
||||||
|
component::Component,
|
||||||
event::{EventReader, EventWriter},
|
event::{EventReader, EventWriter},
|
||||||
prelude::ResMut,
|
query::{With, Without},
|
||||||
query::With,
|
system::{Query, Res, ResMut},
|
||||||
system::{Query, Res},
|
|
||||||
};
|
};
|
||||||
|
|
||||||
use crate::{
|
use crate::{
|
||||||
error::GameError,
|
error::GameError,
|
||||||
events::{GameCommand, GameEvent},
|
events::{GameCommand, GameEvent},
|
||||||
map::builder::Map,
|
map::{builder::Map, graph::Edge},
|
||||||
map::graph::Edge,
|
|
||||||
systems::{
|
systems::{
|
||||||
components::{AudioState, DeltaTime, EntityType, GlobalState, PlayerControlled},
|
components::{DeltaTime, EntityType, Frozen, GlobalState, MovementModifiers, PlayerControlled},
|
||||||
debug::DebugState,
|
debug::DebugState,
|
||||||
movement::{BufferedDirection, Position, Velocity},
|
movement::{BufferedDirection, Position, Velocity},
|
||||||
|
AudioState,
|
||||||
},
|
},
|
||||||
};
|
};
|
||||||
|
|
||||||
|
/// Lifecycle state for the player entity.
|
||||||
|
#[derive(Component, Debug, Clone, Copy, PartialEq, Eq)]
|
||||||
|
pub enum PlayerLifecycle {
|
||||||
|
Spawning,
|
||||||
|
Alive,
|
||||||
|
Dying,
|
||||||
|
Respawning,
|
||||||
|
}
|
||||||
|
|
||||||
|
impl PlayerLifecycle {
|
||||||
|
/// Returns true when gameplay input and movement should be active
|
||||||
|
pub fn is_interactive(self) -> bool {
|
||||||
|
matches!(self, PlayerLifecycle::Alive)
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
impl Default for PlayerLifecycle {
|
||||||
|
fn default() -> Self {
|
||||||
|
PlayerLifecycle::Spawning
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
/// Processes player input commands and updates game state accordingly.
|
/// Processes player input commands and updates game state accordingly.
|
||||||
///
|
///
|
||||||
/// Handles keyboard-driven commands like movement direction changes, debug mode
|
/// Handles keyboard-driven commands like movement direction changes, debug mode
|
||||||
@@ -28,12 +50,12 @@ pub fn player_control_system(
|
|||||||
mut state: ResMut<GlobalState>,
|
mut state: ResMut<GlobalState>,
|
||||||
mut debug_state: ResMut<DebugState>,
|
mut debug_state: ResMut<DebugState>,
|
||||||
mut audio_state: ResMut<AudioState>,
|
mut audio_state: ResMut<AudioState>,
|
||||||
mut players: Query<&mut BufferedDirection, With<PlayerControlled>>,
|
mut players: Query<(&PlayerLifecycle, &mut BufferedDirection), (With<PlayerControlled>, Without<Frozen>)>,
|
||||||
mut errors: EventWriter<GameError>,
|
mut errors: EventWriter<GameError>,
|
||||||
) {
|
) {
|
||||||
// Get the player's movable component (ensuring there is only one player)
|
// Get the player's movable component (ensuring there is only one player)
|
||||||
let mut buffered_direction = match players.single_mut() {
|
let (lifecycle, mut buffered_direction) = match players.single_mut() {
|
||||||
Ok(buffered_direction) => buffered_direction,
|
Ok(tuple) => tuple,
|
||||||
Err(e) => {
|
Err(e) => {
|
||||||
errors.write(GameError::InvalidState(format!(
|
errors.write(GameError::InvalidState(format!(
|
||||||
"No/multiple entities queried for player system: {}",
|
"No/multiple entities queried for player system: {}",
|
||||||
@@ -43,6 +65,9 @@ pub fn player_control_system(
|
|||||||
}
|
}
|
||||||
};
|
};
|
||||||
|
|
||||||
|
// If the player is not interactive or input is locked, ignore movement commands
|
||||||
|
// let allow_input = lifecycle.is_interactive();
|
||||||
|
|
||||||
// Handle events
|
// Handle events
|
||||||
for event in events.read() {
|
for event in events.read() {
|
||||||
if let GameEvent::Command(command) = event {
|
if let GameEvent::Command(command) = event {
|
||||||
@@ -82,10 +107,19 @@ pub fn can_traverse(entity_type: EntityType, edge: Edge) -> bool {
|
|||||||
pub fn player_movement_system(
|
pub fn player_movement_system(
|
||||||
map: Res<Map>,
|
map: Res<Map>,
|
||||||
delta_time: Res<DeltaTime>,
|
delta_time: Res<DeltaTime>,
|
||||||
mut entities: Query<(&mut Position, &mut Velocity, &mut BufferedDirection), With<PlayerControlled>>,
|
mut entities: Query<
|
||||||
|
(
|
||||||
|
&PlayerLifecycle,
|
||||||
|
&MovementModifiers,
|
||||||
|
&mut Position,
|
||||||
|
&mut Velocity,
|
||||||
|
&mut BufferedDirection,
|
||||||
|
),
|
||||||
|
(With<PlayerControlled>, Without<Frozen>),
|
||||||
|
>,
|
||||||
// mut errors: EventWriter<GameError>,
|
// mut errors: EventWriter<GameError>,
|
||||||
) {
|
) {
|
||||||
for (mut position, mut velocity, mut buffered_direction) in entities.iter_mut() {
|
for (lifecycle, modifiers, mut position, mut velocity, mut buffered_direction) in entities.iter_mut() {
|
||||||
// Decrement the buffered direction remaining time
|
// Decrement the buffered direction remaining time
|
||||||
if let BufferedDirection::Some {
|
if let BufferedDirection::Some {
|
||||||
direction,
|
direction,
|
||||||
@@ -102,7 +136,7 @@ pub fn player_movement_system(
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
let mut distance = velocity.speed * 60.0 * delta_time.0;
|
let mut distance = velocity.speed * modifiers.speed_multiplier * 60.0 * delta_time.0;
|
||||||
|
|
||||||
loop {
|
loop {
|
||||||
match *position {
|
match *position {
|
||||||
@@ -151,3 +185,16 @@ pub fn player_movement_system(
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
/// Applies tunnel slowdown based on the current node tile
|
||||||
|
pub fn player_tunnel_slowdown_system(map: Res<Map>, mut q: Query<(&Position, &mut MovementModifiers), With<PlayerControlled>>) {
|
||||||
|
if let Ok((position, mut modifiers)) = q.single_mut() {
|
||||||
|
let node = position.current_node();
|
||||||
|
let in_tunnel = map
|
||||||
|
.tile_at_node(node)
|
||||||
|
.map(|t| t == crate::constants::MapTile::Tunnel)
|
||||||
|
.unwrap_or(false);
|
||||||
|
modifiers.tunnel_slowdown_active = in_tunnel;
|
||||||
|
modifiers.speed_multiplier = if in_tunnel { 0.6 } else { 1.0 };
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|||||||
@@ -1,5 +1,5 @@
|
|||||||
use bevy_ecs::prelude::Resource;
|
use bevy_ecs::system::IntoSystem;
|
||||||
use bevy_ecs::system::{IntoSystem, System};
|
use bevy_ecs::{resource::Resource, system::System};
|
||||||
use circular_buffer::CircularBuffer;
|
use circular_buffer::CircularBuffer;
|
||||||
use micromap::Map;
|
use micromap::Map;
|
||||||
use parking_lot::{Mutex, RwLock};
|
use parking_lot::{Mutex, RwLock};
|
||||||
@@ -34,6 +34,8 @@ pub enum SystemId {
|
|||||||
Collision,
|
Collision,
|
||||||
Item,
|
Item,
|
||||||
PlayerMovement,
|
PlayerMovement,
|
||||||
|
GhostCollision,
|
||||||
|
Stage,
|
||||||
}
|
}
|
||||||
|
|
||||||
impl Display for SystemId {
|
impl Display for SystemId {
|
||||||
|
|||||||
@@ -1,17 +1,26 @@
|
|||||||
|
use crate::constants::CANVAS_SIZE;
|
||||||
use crate::error::{GameError, TextureError};
|
use crate::error::{GameError, TextureError};
|
||||||
use crate::map::builder::Map;
|
use crate::map::builder::Map;
|
||||||
use crate::systems::components::{DeltaTime, DirectionalAnimated, RenderDirty, Renderable, ScoreResource};
|
use crate::systems::{
|
||||||
use crate::systems::movement::{Position, Velocity};
|
Blinking, DeltaTime, DirectionalAnimated, EntityType, GhostCollider, PlayerControlled, Position, Renderable, ScoreResource,
|
||||||
|
StartupSequence, Velocity,
|
||||||
|
};
|
||||||
use crate::texture::sprite::SpriteAtlas;
|
use crate::texture::sprite::SpriteAtlas;
|
||||||
use crate::texture::text::TextTexture;
|
use crate::texture::text::TextTexture;
|
||||||
use bevy_ecs::entity::Entity;
|
use bevy_ecs::entity::Entity;
|
||||||
use bevy_ecs::event::EventWriter;
|
use bevy_ecs::event::EventWriter;
|
||||||
use bevy_ecs::prelude::{Changed, Or, RemovedComponents};
|
use bevy_ecs::query::{Changed, Or, With, Without};
|
||||||
|
use bevy_ecs::removal_detection::RemovedComponents;
|
||||||
|
use bevy_ecs::resource::Resource;
|
||||||
use bevy_ecs::system::{NonSendMut, Query, Res, ResMut};
|
use bevy_ecs::system::{NonSendMut, Query, Res, ResMut};
|
||||||
|
use sdl2::pixels::Color;
|
||||||
use sdl2::rect::{Point, Rect};
|
use sdl2::rect::{Point, Rect};
|
||||||
use sdl2::render::{Canvas, Texture};
|
use sdl2::render::{Canvas, Texture};
|
||||||
use sdl2::video::Window;
|
use sdl2::video::Window;
|
||||||
|
|
||||||
|
#[derive(Resource, Default)]
|
||||||
|
pub struct RenderDirty(pub bool);
|
||||||
|
|
||||||
#[allow(clippy::type_complexity)]
|
#[allow(clippy::type_complexity)]
|
||||||
pub fn dirty_render_system(
|
pub fn dirty_render_system(
|
||||||
mut dirty: ResMut<RenderDirty>,
|
mut dirty: ResMut<RenderDirty>,
|
||||||
@@ -62,16 +71,67 @@ 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.
|
/// 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>);
|
pub struct BackbufferResource(pub Texture<'static>);
|
||||||
|
|
||||||
|
/// Updates entity visibility based on StartupSequence stages
|
||||||
|
pub fn ready_visibility_system(
|
||||||
|
startup: Res<StartupSequence>,
|
||||||
|
mut player_query: Query<&mut Renderable, (With<PlayerControlled>, Without<GhostCollider>)>,
|
||||||
|
mut ghost_query: Query<&mut Renderable, (With<GhostCollider>, Without<PlayerControlled>)>,
|
||||||
|
mut energizer_query: Query<(&mut Blinking, &EntityType)>,
|
||||||
|
) {
|
||||||
|
match *startup {
|
||||||
|
StartupSequence::TextOnly { .. } => {
|
||||||
|
// Hide player and ghosts, disable energizer blinking
|
||||||
|
if let Ok(mut renderable) = player_query.single_mut() {
|
||||||
|
renderable.visible = false;
|
||||||
|
}
|
||||||
|
|
||||||
|
for mut renderable in ghost_query.iter_mut() {
|
||||||
|
renderable.visible = false;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Disable energizer blinking in text-only stage
|
||||||
|
for (mut blinking, entity_type) in energizer_query.iter_mut() {
|
||||||
|
if matches!(entity_type, EntityType::PowerPellet) {
|
||||||
|
blinking.timer = 0.0; // Reset timer to prevent blinking
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
StartupSequence::CharactersVisible { .. } => {
|
||||||
|
// Show player and ghosts, enable energizer blinking
|
||||||
|
if let Ok(mut renderable) = player_query.single_mut() {
|
||||||
|
renderable.visible = true;
|
||||||
|
}
|
||||||
|
|
||||||
|
for mut renderable in ghost_query.iter_mut() {
|
||||||
|
renderable.visible = true;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Energizer blinking is handled by the blinking system
|
||||||
|
}
|
||||||
|
StartupSequence::GameActive => {
|
||||||
|
// All entities are visible and blinking is normal
|
||||||
|
if let Ok(mut renderable) = player_query.single_mut() {
|
||||||
|
renderable.visible = true;
|
||||||
|
}
|
||||||
|
|
||||||
|
for mut renderable in ghost_query.iter_mut() {
|
||||||
|
renderable.visible = true;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
/// Renders the HUD (score, lives, etc.) on top of the game.
|
/// Renders the HUD (score, lives, etc.) on top of the game.
|
||||||
pub fn hud_render_system(
|
pub fn hud_render_system(
|
||||||
mut canvas: NonSendMut<&mut Canvas<Window>>,
|
mut canvas: NonSendMut<&mut Canvas<Window>>,
|
||||||
mut atlas: NonSendMut<SpriteAtlas>,
|
mut atlas: NonSendMut<SpriteAtlas>,
|
||||||
score: Res<ScoreResource>,
|
score: Res<ScoreResource>,
|
||||||
|
startup: Res<StartupSequence>,
|
||||||
mut errors: EventWriter<GameError>,
|
mut errors: EventWriter<GameError>,
|
||||||
) {
|
) {
|
||||||
let mut text_renderer = TextTexture::new(1.0);
|
let mut text_renderer = TextTexture::new(1.0);
|
||||||
|
|
||||||
// Render lives and high score text
|
// Render lives and high score text in white
|
||||||
let lives = 3; // TODO: Get from actual lives resource
|
let lives = 3; // TODO: Get from actual lives resource
|
||||||
let lives_text = format!("{lives}UP HIGH SCORE ");
|
let lives_text = format!("{lives}UP HIGH SCORE ");
|
||||||
let lives_position = glam::UVec2::new(4 + 8 * 3, 2); // x_offset + lives_offset * 8, y_offset
|
let lives_position = glam::UVec2::new(4 + 8 * 3, 2); // x_offset + lives_offset * 8, y_offset
|
||||||
@@ -80,7 +140,7 @@ pub fn hud_render_system(
|
|||||||
errors.write(TextureError::RenderFailed(format!("Failed to render lives text: {}", e)).into());
|
errors.write(TextureError::RenderFailed(format!("Failed to render lives text: {}", e)).into());
|
||||||
}
|
}
|
||||||
|
|
||||||
// Render score text
|
// Render score text in yellow (Pac-Man's color)
|
||||||
let score_text = format!("{:02}", score.0);
|
let score_text = format!("{:02}", score.0);
|
||||||
let score_offset = 7 - (score_text.len() as i32);
|
let score_offset = 7 - (score_text.len() as i32);
|
||||||
let score_position = glam::UVec2::new(4 + 8 * score_offset as u32, 10); // x_offset + score_offset * 8, 8 + y_offset
|
let score_position = glam::UVec2::new(4 + 8 * score_offset as u32, 10); // x_offset + score_offset * 8, 8 + y_offset
|
||||||
@@ -88,6 +148,31 @@ pub fn hud_render_system(
|
|||||||
if let Err(e) = text_renderer.render(&mut canvas, &mut atlas, &score_text, score_position) {
|
if let Err(e) = text_renderer.render(&mut canvas, &mut atlas, &score_text, score_position) {
|
||||||
errors.write(TextureError::RenderFailed(format!("Failed to render score text: {}", e)).into());
|
errors.write(TextureError::RenderFailed(format!("Failed to render score text: {}", e)).into());
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// Render text based on StartupSequence stage
|
||||||
|
if matches!(
|
||||||
|
*startup,
|
||||||
|
StartupSequence::TextOnly { .. } | StartupSequence::CharactersVisible { .. }
|
||||||
|
) {
|
||||||
|
let ready_text = "READY!";
|
||||||
|
let ready_width = text_renderer.text_width(ready_text);
|
||||||
|
let ready_position = glam::UVec2::new((CANVAS_SIZE.x - ready_width) / 2, 160);
|
||||||
|
if let Err(e) = text_renderer.render_with_color(&mut canvas, &mut atlas, ready_text, ready_position, Color::YELLOW) {
|
||||||
|
errors.write(TextureError::RenderFailed(format!("Failed to render READY text: {}", e)).into());
|
||||||
|
}
|
||||||
|
|
||||||
|
if matches!(*startup, StartupSequence::TextOnly { .. }) {
|
||||||
|
let player_one_text = "PLAYER ONE";
|
||||||
|
let player_one_width = text_renderer.text_width(player_one_text);
|
||||||
|
let player_one_position = glam::UVec2::new((CANVAS_SIZE.x - player_one_width) / 2, 113);
|
||||||
|
|
||||||
|
if let Err(e) =
|
||||||
|
text_renderer.render_with_color(&mut canvas, &mut atlas, player_one_text, player_one_position, Color::CYAN)
|
||||||
|
{
|
||||||
|
errors.write(TextureError::RenderFailed(format!("Failed to render PLAYER ONE text: {}", e)).into());
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
#[allow(clippy::too_many_arguments)]
|
#[allow(clippy::too_many_arguments)]
|
||||||
|
|||||||
97
src/systems/stage.rs
Normal file
97
src/systems/stage.rs
Normal file
@@ -0,0 +1,97 @@
|
|||||||
|
use bevy_ecs::{
|
||||||
|
entity::Entity,
|
||||||
|
query::With,
|
||||||
|
resource::Resource,
|
||||||
|
system::{Commands, Query, ResMut},
|
||||||
|
};
|
||||||
|
|
||||||
|
use crate::systems::{Frozen, GhostCollider, PlayerControlled};
|
||||||
|
|
||||||
|
#[derive(Resource, Debug, Clone, Copy)]
|
||||||
|
pub enum StartupSequence {
|
||||||
|
/// Stage 1: Text-only stage
|
||||||
|
/// - Player & ghosts are hidden
|
||||||
|
/// - READY! and PLAYER ONE text are shown
|
||||||
|
/// - Energizers do not blink
|
||||||
|
TextOnly {
|
||||||
|
/// Remaining ticks in this stage
|
||||||
|
remaining_ticks: u32,
|
||||||
|
},
|
||||||
|
/// Stage 2: Characters visible stage
|
||||||
|
/// - PLAYER ONE text is hidden, READY! text remains
|
||||||
|
/// - Ghosts and Pac-Man are now shown
|
||||||
|
CharactersVisible {
|
||||||
|
/// Remaining ticks in this stage
|
||||||
|
remaining_ticks: u32,
|
||||||
|
},
|
||||||
|
/// Stage 3: Game begins
|
||||||
|
/// - Final state, game is fully active
|
||||||
|
GameActive,
|
||||||
|
}
|
||||||
|
|
||||||
|
impl StartupSequence {
|
||||||
|
/// Creates a new StartupSequence with the specified duration in ticks
|
||||||
|
pub fn new(text_only_ticks: u32, _characters_visible_ticks: u32) -> Self {
|
||||||
|
Self::TextOnly {
|
||||||
|
remaining_ticks: text_only_ticks,
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
/// Ticks the timer by one frame, returning transition information if state changes
|
||||||
|
pub fn tick(&mut self) -> Option<(StartupSequence, StartupSequence)> {
|
||||||
|
match self {
|
||||||
|
StartupSequence::TextOnly { remaining_ticks } => {
|
||||||
|
if *remaining_ticks > 0 {
|
||||||
|
*remaining_ticks -= 1;
|
||||||
|
None
|
||||||
|
} else {
|
||||||
|
let from = *self;
|
||||||
|
*self = StartupSequence::CharactersVisible {
|
||||||
|
remaining_ticks: 60, // 1 second at 60 FPS
|
||||||
|
};
|
||||||
|
Some((from, *self))
|
||||||
|
}
|
||||||
|
}
|
||||||
|
StartupSequence::CharactersVisible { remaining_ticks } => {
|
||||||
|
if *remaining_ticks > 0 {
|
||||||
|
*remaining_ticks -= 1;
|
||||||
|
None
|
||||||
|
} else {
|
||||||
|
let from = *self;
|
||||||
|
*self = StartupSequence::GameActive;
|
||||||
|
Some((from, *self))
|
||||||
|
}
|
||||||
|
}
|
||||||
|
StartupSequence::GameActive => None,
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
/// Handles startup sequence transitions and component management
|
||||||
|
pub fn startup_stage_system(
|
||||||
|
mut startup: ResMut<StartupSequence>,
|
||||||
|
mut commands: Commands,
|
||||||
|
mut player_query: Query<Entity, With<PlayerControlled>>,
|
||||||
|
mut ghost_query: Query<Entity, With<GhostCollider>>,
|
||||||
|
) {
|
||||||
|
if let Some((from, to)) = startup.tick() {
|
||||||
|
match (from, to) {
|
||||||
|
(StartupSequence::TextOnly { .. }, StartupSequence::CharactersVisible { .. }) => {
|
||||||
|
// TODO: Add TextOnly tag component to hide entities
|
||||||
|
// TODO: Add CharactersVisible tag component to show entities
|
||||||
|
// TODO: Remove TextOnly tag component
|
||||||
|
}
|
||||||
|
(StartupSequence::CharactersVisible { .. }, StartupSequence::GameActive) => {
|
||||||
|
// Remove Frozen tag from all entities and enable player input
|
||||||
|
for entity in player_query.iter_mut().chain(ghost_query.iter_mut()) {
|
||||||
|
tracing::info!("Removing Frozen component from entity {}", entity);
|
||||||
|
commands.entity(entity).remove::<Frozen>();
|
||||||
|
}
|
||||||
|
|
||||||
|
// TODO: Add GameActive tag component
|
||||||
|
// TODO: Remove CharactersVisible tag component
|
||||||
|
}
|
||||||
|
_ => {}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
20
src/systems/vulnerable.rs
Normal file
20
src/systems/vulnerable.rs
Normal file
@@ -0,0 +1,20 @@
|
|||||||
|
use bevy_ecs::query::With;
|
||||||
|
use bevy_ecs::system::{Commands, Query};
|
||||||
|
|
||||||
|
use crate::systems::{GhostCollider, Vulnerable};
|
||||||
|
|
||||||
|
/// System that decrements the remaining_ticks on Vulnerable components and removes them when they reach zero
|
||||||
|
pub fn vulnerable_tick_system(
|
||||||
|
mut commands: Commands,
|
||||||
|
mut vulnerable_query: Query<(bevy_ecs::entity::Entity, &mut Vulnerable), With<GhostCollider>>,
|
||||||
|
) {
|
||||||
|
for (entity, mut vulnerable) in vulnerable_query.iter_mut() {
|
||||||
|
if vulnerable.remaining_ticks > 0 {
|
||||||
|
vulnerable.remaining_ticks -= 1;
|
||||||
|
}
|
||||||
|
|
||||||
|
if vulnerable.remaining_ticks == 0 {
|
||||||
|
commands.entity(entity).remove::<Vulnerable>();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
@@ -10,10 +10,20 @@
|
|||||||
//!
|
//!
|
||||||
//! ```rust
|
//! ```rust
|
||||||
//! use pacman::texture::text::TextTexture;
|
//! use pacman::texture::text::TextTexture;
|
||||||
|
//! use sdl2::pixels::Color;
|
||||||
//!
|
//!
|
||||||
//! // Create a text texture with 1.0 scale (8x8 pixels per character)
|
//! // Create a text texture with 1.0 scale (8x8 pixels per character)
|
||||||
//! let mut text_renderer = TextTexture::new(1.0);
|
//! let mut text_renderer = TextTexture::new(1.0);
|
||||||
//!
|
//!
|
||||||
|
//! // Set default color for all text
|
||||||
|
//! text_renderer.set_color(Color::WHITE);
|
||||||
|
//!
|
||||||
|
//! // Render text with default color
|
||||||
|
//! text_renderer.render(&mut canvas, &mut atlas, "Hello", position)?;
|
||||||
|
//!
|
||||||
|
//! // Render text with specific color
|
||||||
|
//! text_renderer.render_with_color(&mut canvas, &mut atlas, "World", position, Color::YELLOW)?;
|
||||||
|
//!
|
||||||
//! // Set scale for larger text
|
//! // Set scale for larger text
|
||||||
//! text_renderer.set_scale(2.0);
|
//! text_renderer.set_scale(2.0);
|
||||||
//!
|
//!
|
||||||
@@ -46,6 +56,7 @@
|
|||||||
use anyhow::Result;
|
use anyhow::Result;
|
||||||
use glam::UVec2;
|
use glam::UVec2;
|
||||||
|
|
||||||
|
use sdl2::pixels::Color;
|
||||||
use sdl2::render::{Canvas, RenderTarget};
|
use sdl2::render::{Canvas, RenderTarget};
|
||||||
use std::collections::HashMap;
|
use std::collections::HashMap;
|
||||||
|
|
||||||
@@ -79,6 +90,7 @@ fn char_to_tile_name(c: char) -> Option<String> {
|
|||||||
pub struct TextTexture {
|
pub struct TextTexture {
|
||||||
char_map: HashMap<char, AtlasTile>,
|
char_map: HashMap<char, AtlasTile>,
|
||||||
scale: f32,
|
scale: f32,
|
||||||
|
default_color: Option<Color>,
|
||||||
}
|
}
|
||||||
|
|
||||||
impl Default for TextTexture {
|
impl Default for TextTexture {
|
||||||
@@ -86,6 +98,7 @@ impl Default for TextTexture {
|
|||||||
Self {
|
Self {
|
||||||
scale: 1.0,
|
scale: 1.0,
|
||||||
char_map: Default::default(),
|
char_map: Default::default(),
|
||||||
|
default_color: None,
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
@@ -119,13 +132,26 @@ impl TextTexture {
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
/// Renders a string of text at the given position.
|
/// Renders a string of text at the given position using the default color.
|
||||||
pub fn render<C: RenderTarget>(
|
pub fn render<C: RenderTarget>(
|
||||||
&mut self,
|
&mut self,
|
||||||
canvas: &mut Canvas<C>,
|
canvas: &mut Canvas<C>,
|
||||||
atlas: &mut SpriteAtlas,
|
atlas: &mut SpriteAtlas,
|
||||||
text: &str,
|
text: &str,
|
||||||
position: UVec2,
|
position: UVec2,
|
||||||
|
) -> Result<()> {
|
||||||
|
let color = self.default_color.unwrap_or(Color::WHITE);
|
||||||
|
self.render_with_color(canvas, atlas, text, position, color)
|
||||||
|
}
|
||||||
|
|
||||||
|
/// Renders a string of text at the given position with a specific color.
|
||||||
|
pub fn render_with_color<C: RenderTarget>(
|
||||||
|
&mut self,
|
||||||
|
canvas: &mut Canvas<C>,
|
||||||
|
atlas: &mut SpriteAtlas,
|
||||||
|
text: &str,
|
||||||
|
position: UVec2,
|
||||||
|
color: Color,
|
||||||
) -> Result<()> {
|
) -> Result<()> {
|
||||||
let mut x_offset = 0;
|
let mut x_offset = 0;
|
||||||
let char_width = (8.0 * self.scale) as u32;
|
let char_width = (8.0 * self.scale) as u32;
|
||||||
@@ -134,9 +160,9 @@ impl TextTexture {
|
|||||||
for c in text.chars() {
|
for c in text.chars() {
|
||||||
// Get the tile from the char_map, or insert it if it doesn't exist
|
// Get the tile from the char_map, or insert it if it doesn't exist
|
||||||
if let Some(tile) = self.get_tile(c, atlas)? {
|
if let Some(tile) = self.get_tile(c, atlas)? {
|
||||||
// Render the tile if it exists
|
// Render the tile with the specified color
|
||||||
let dest = sdl2::rect::Rect::new((position.x + x_offset) as i32, position.y as i32, char_width, char_height);
|
let dest = sdl2::rect::Rect::new((position.x + x_offset) as i32, position.y as i32, char_width, char_height);
|
||||||
tile.render(canvas, atlas, dest)?;
|
tile.render_with_color(canvas, atlas, dest, color)?;
|
||||||
}
|
}
|
||||||
|
|
||||||
// Always advance x_offset for all characters (including spaces)
|
// Always advance x_offset for all characters (including spaces)
|
||||||
@@ -146,6 +172,16 @@ impl TextTexture {
|
|||||||
Ok(())
|
Ok(())
|
||||||
}
|
}
|
||||||
|
|
||||||
|
/// Sets the default color for text rendering.
|
||||||
|
pub fn set_color(&mut self, color: Color) {
|
||||||
|
self.default_color = Some(color);
|
||||||
|
}
|
||||||
|
|
||||||
|
/// Gets the current default color.
|
||||||
|
pub fn color(&self) -> Option<Color> {
|
||||||
|
self.default_color
|
||||||
|
}
|
||||||
|
|
||||||
/// Sets the scale for text rendering.
|
/// Sets the scale for text rendering.
|
||||||
pub fn set_scale(&mut self, scale: f32) {
|
pub fn set_scale(&mut self, scale: f32) {
|
||||||
self.scale = scale;
|
self.scale = scale;
|
||||||
|
|||||||
@@ -1,13 +1,11 @@
|
|||||||
use bevy_ecs::{event::Events, prelude::*, system::RunSystemOnce, world::World};
|
use bevy_ecs::{entity::Entity, event::Events, system::RunSystemOnce, world::World};
|
||||||
|
|
||||||
use pacman::{
|
use pacman::{
|
||||||
error::GameError,
|
error::GameError,
|
||||||
events::GameEvent,
|
events::GameEvent,
|
||||||
map::builder::Map,
|
map::builder::Map,
|
||||||
systems::{
|
systems::{
|
||||||
collision::{check_collision, collision_system},
|
check_collision, collision_system, Collider, EntityType, Ghost, GhostCollider, ItemCollider, PacmanCollider, Position,
|
||||||
components::{Collider, EntityType, Ghost, GhostCollider, ItemCollider, PacmanCollider},
|
|
||||||
movement::Position,
|
|
||||||
},
|
},
|
||||||
};
|
};
|
||||||
|
|
||||||
|
|||||||
@@ -1,13 +1,11 @@
|
|||||||
use bevy_ecs::{event::Events, prelude::*, system::RunSystemOnce, world::World};
|
use bevy_ecs::{entity::Entity, event::Events, system::RunSystemOnce, world::World};
|
||||||
|
|
||||||
use pacman::{
|
use pacman::{
|
||||||
events::GameEvent,
|
events::GameEvent,
|
||||||
map::builder::Map,
|
map::builder::Map,
|
||||||
systems::{
|
systems::{
|
||||||
audio::AudioEvent,
|
is_valid_item_collision, item_system, AudioEvent, AudioState, EntityType, ItemCollider, PacmanCollider, Position,
|
||||||
components::{AudioState, EntityType, ItemCollider, PacmanCollider, ScoreResource},
|
ScoreResource,
|
||||||
item::{is_valid_item_collision, item_system},
|
|
||||||
movement::Position,
|
|
||||||
},
|
},
|
||||||
};
|
};
|
||||||
|
|
||||||
|
|||||||
@@ -1,4 +1,4 @@
|
|||||||
use bevy_ecs::{event::Events, prelude::*, system::RunSystemOnce, world::World};
|
use bevy_ecs::{entity::Entity, event::Events, system::RunSystemOnce, world::World};
|
||||||
|
|
||||||
use pacman::{
|
use pacman::{
|
||||||
events::{GameCommand, GameEvent},
|
events::{GameCommand, GameEvent},
|
||||||
@@ -8,10 +8,8 @@ use pacman::{
|
|||||||
graph::{Edge, TraversalFlags},
|
graph::{Edge, TraversalFlags},
|
||||||
},
|
},
|
||||||
systems::{
|
systems::{
|
||||||
components::{AudioState, DeltaTime, EntityType, GlobalState, PlayerControlled},
|
can_traverse, player_control_system, player_movement_system, AudioState, BufferedDirection, DebugState, DeltaTime,
|
||||||
debug::DebugState,
|
EntityType, GlobalState, PlayerControlled, Position, Velocity,
|
||||||
movement::{BufferedDirection, Position, Velocity},
|
|
||||||
player::{can_traverse, player_control_system, player_movement_system},
|
|
||||||
},
|
},
|
||||||
};
|
};
|
||||||
|
|
||||||
|
|||||||
@@ -107,3 +107,23 @@ fn test_text_scale() -> Result<(), String> {
|
|||||||
|
|
||||||
Ok(())
|
Ok(())
|
||||||
}
|
}
|
||||||
|
|
||||||
|
#[test]
|
||||||
|
fn test_text_color() -> Result<(), String> {
|
||||||
|
let mut text_texture = TextTexture::new(1.0);
|
||||||
|
|
||||||
|
// Test default color (should be None initially)
|
||||||
|
assert_eq!(text_texture.color(), None);
|
||||||
|
|
||||||
|
// Test setting color
|
||||||
|
let test_color = sdl2::pixels::Color::YELLOW;
|
||||||
|
text_texture.set_color(test_color);
|
||||||
|
assert_eq!(text_texture.color(), Some(test_color));
|
||||||
|
|
||||||
|
// Test changing color
|
||||||
|
let new_color = sdl2::pixels::Color::RED;
|
||||||
|
text_texture.set_color(new_color);
|
||||||
|
assert_eq!(text_texture.color(), Some(new_color));
|
||||||
|
|
||||||
|
Ok(())
|
||||||
|
}
|
||||||
|
|||||||
Reference in New Issue
Block a user