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19 changed files with 636 additions and 142 deletions

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@@ -8,31 +8,23 @@ use crate::events::GameEvent;
use crate::map::builder::Map; use crate::map::builder::Map;
use crate::map::direction::Direction; use crate::map::direction::Direction;
use crate::systems::blinking::Blinking; use crate::systems::blinking::Blinking;
use crate::systems::{self, ghost_collision_system};
use crate::systems::movement::{BufferedDirection, Position, Velocity}; use crate::systems::movement::{BufferedDirection, Position, Velocity};
use crate::systems::player::player_movement_system;
use crate::systems::profiling::SystemId; use crate::systems::profiling::SystemId;
use crate::systems::render::RenderDirty;
use crate::systems::{ use crate::systems::{
audio::{audio_system, AudioEvent, AudioResource}, audio_system, blinking_system, collision_system, debug_render_system, directional_render_system, dirty_render_system,
blinking::blinking_system, ghost_movement_system, hud_render_system, item_system, profile, ready_visibility_system, render_system, AudioEvent,
collision::collision_system, AudioResource, AudioState, BackbufferResource, Collider, DebugFontResource, DebugState, DebugTextureResource, DeltaTime,
components::{ DirectionalAnimated, EntityType, Frozen, Ghost, GhostBundle, GhostCollider, GlobalState, ItemBundle, ItemCollider,
AudioState, Collider, DeltaTime, DirectionalAnimated, EntityType, Ghost, GhostBundle, GhostCollider, GlobalState, LevelTiming, MapTextureResource, PacmanCollider, PlayerBundle, PlayerControlled, PlayerStateBundle, Renderable,
ItemBundle, ItemCollider, PacmanCollider, PlayerBundle, PlayerControlled, RenderDirty, Renderable, ScoreResource, ScoreResource, StartupSequence, SystemTimings,
},
debug::{debug_render_system, DebugFontResource, DebugState, DebugTextureResource},
ghost::ghost_movement_system,
input::input_system,
item::item_system,
player::player_control_system,
profiling::{profile, SystemTimings},
render::{
directional_render_system, dirty_render_system, hud_render_system, render_system, BackbufferResource, MapTextureResource,
},
}; };
use crate::texture::animated::AnimatedTexture; use crate::texture::animated::AnimatedTexture;
use bevy_ecs::event::EventRegistry; use bevy_ecs::event::EventRegistry;
use bevy_ecs::observer::Trigger; use bevy_ecs::observer::Trigger;
use bevy_ecs::schedule::Schedule; use bevy_ecs::schedule::{IntoScheduleConfigs, Schedule, SystemSet};
use bevy_ecs::system::{NonSendMut, Res, ResMut}; use bevy_ecs::system::{NonSendMut, Res, ResMut};
use bevy_ecs::world::World; use bevy_ecs::world::World;
use sdl2::image::LoadTexture; use sdl2::image::LoadTexture;
@@ -50,6 +42,10 @@ use crate::{
texture::sprite::{AtlasMapper, SpriteAtlas}, texture::sprite::{AtlasMapper, SpriteAtlas},
}; };
/// System set for all rendering systems to ensure they run after gameplay logic
#[derive(SystemSet, Debug, Hash, PartialEq, Eq, Clone)]
pub struct RenderSet;
/// Core game state manager built on the Bevy ECS architecture. /// Core game state manager built on the Bevy ECS architecture.
/// ///
/// Orchestrates all game systems through a centralized `World` containing entities, /// Orchestrates all game systems through a centralized `World` containing entities,
@@ -207,6 +203,11 @@ impl Game {
pacman_collider: PacmanCollider, pacman_collider: PacmanCollider,
}; };
// Spawn player and attach initial state bundle
let player_entity = world.spawn(player).id();
world.entity_mut(player_entity).insert(PlayerStateBundle::default());
world.entity_mut(player_entity).insert(Frozen);
world.insert_non_send_resource(atlas); world.insert_non_send_resource(atlas);
world.insert_non_send_resource(event_pump); world.insert_non_send_resource(event_pump);
world.insert_non_send_resource(canvas); world.insert_non_send_resource(canvas);
@@ -226,6 +227,7 @@ impl Game {
world.insert_resource(DebugState::default()); world.insert_resource(DebugState::default());
world.insert_resource(AudioState::default()); world.insert_resource(AudioState::default());
world.insert_resource(CursorPosition::default()); world.insert_resource(CursorPosition::default());
world.insert_resource(LevelTiming::for_level(1));
world.add_observer( world.add_observer(
|event: Trigger<GameEvent>, mut state: ResMut<GlobalState>, _score: ResMut<ScoreResource>| { |event: Trigger<GameEvent>, mut state: ResMut<GlobalState>, _score: ResMut<ScoreResource>| {
@@ -234,37 +236,74 @@ impl Game {
} }
}, },
); );
schedule.add_systems((
profile(SystemId::Input, input_system), let input_system = profile(SystemId::Input, systems::input::input_system);
profile(SystemId::PlayerControls, player_control_system), let player_control_system = profile(SystemId::PlayerControls, systems::player_control_system);
profile(SystemId::PlayerMovement, player_movement_system), let player_movement_system = profile(SystemId::PlayerMovement, systems::player_movement_system);
profile(SystemId::Ghost, ghost_movement_system), let startup_stage_system = profile(SystemId::Stage, systems::startup_stage_system);
profile(SystemId::Collision, collision_system), let player_tunnel_slowdown_system = profile(SystemId::PlayerMovement, systems::player::player_tunnel_slowdown_system);
profile(SystemId::Item, item_system), let ghost_movement_system = profile(SystemId::Ghost, ghost_movement_system);
profile(SystemId::Audio, audio_system), let collision_system = profile(SystemId::Collision, collision_system);
profile(SystemId::Blinking, blinking_system), let ghost_collision_system = profile(SystemId::GhostCollision, ghost_collision_system);
profile(SystemId::DirectionalRender, directional_render_system), let vulnerable_tick_system = profile(SystemId::Ghost, systems::vulnerable_tick_system);
profile(SystemId::DirtyRender, dirty_render_system), let item_system = profile(SystemId::Item, item_system);
profile(SystemId::HudRender, hud_render_system), let audio_system = profile(SystemId::Audio, audio_system);
profile(SystemId::Render, render_system), let blinking_system = profile(SystemId::Blinking, blinking_system);
profile(SystemId::DebugRender, debug_render_system), let directional_render_system = profile(SystemId::DirectionalRender, directional_render_system);
profile( let dirty_render_system = profile(SystemId::DirtyRender, dirty_render_system);
SystemId::Present, let hud_render_system = profile(SystemId::HudRender, hud_render_system);
|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);
// Only copy backbuffer to main canvas if debug rendering is off
// (debug rendering draws directly to main canvas) let present_system = profile(
if !debug_state.enabled { SystemId::Present,
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)
if !debug_state.enabled {
canvas.present();
} }
}, dirty.0 = false;
), }
},
);
schedule.add_systems((
(
input_system,
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(())

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@@ -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

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@@ -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)]

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@@ -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!");
}
}
}
}
}

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@@ -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,
}

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@@ -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};

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@@ -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;

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@@ -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,
});
}
}
} }
} }
} }

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@@ -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::*;

View File

@@ -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 };
}
}

View File

@@ -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 {

View File

@@ -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
View 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
View 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>();
}
}
}

View File

@@ -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;

View File

@@ -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,
}, },
}; };

View File

@@ -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,
}, },
}; };

View File

@@ -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},
}, },
}; };

View File

@@ -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(())
}