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https://github.com/Xevion/Pac-Man.git
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1 Commits
| Author | SHA1 | Date | |
|---|---|---|---|
|
|
80ebf08dd3 |
122
src/game.rs
122
src/game.rs
@@ -7,32 +7,35 @@ use crate::error::{GameError, GameResult, TextureError};
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use crate::events::GameEvent;
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use crate::map::builder::Map;
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use crate::map::direction::Direction;
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use crate::systems;
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use crate::systems::blinking::Blinking;
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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::render::RenderDirty;
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use crate::systems::{
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audio::{audio_system, AudioEvent, AudioResource},
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blinking::blinking_system,
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collision::collision_system,
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components::{
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AudioState, Collider, DeltaTime, DirectionalAnimated, EntityType, Ghost, GhostBundle, GhostCollider, GlobalState,
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ItemBundle, ItemCollider, PacmanCollider, PlayerBundle, PlayerControlled, RenderDirty, Renderable, ScoreResource,
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AudioState, Collider, DeltaTime, DirectionalAnimated, EntityType, Frozen, Ghost, GhostBundle, GhostCollider, GlobalState,
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ItemBundle, ItemCollider, LevelTiming, PacmanCollider, PlayerBundle, PlayerControlled, PlayerStateBundle, Renderable,
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ScoreResource, StartupSequence,
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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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ghost::{ghost_collision_system, ghost_movement_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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directional_render_system, dirty_render_system, hud_render_system, ready_visibility_system, render_system,
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BackbufferResource, MapTextureResource,
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},
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};
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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::observer::Trigger;
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use bevy_ecs::schedule::Schedule;
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use bevy_ecs::prelude::SystemSet;
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use bevy_ecs::schedule::{IntoScheduleConfigs, Schedule};
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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 sdl2::image::LoadTexture;
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@@ -50,6 +53,10 @@ use crate::{
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texture::sprite::{AtlasMapper, SpriteAtlas},
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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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/// 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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@@ -207,6 +214,11 @@ impl Game {
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pacman_collider: PacmanCollider,
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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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world.insert_non_send_resource(atlas);
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world.insert_non_send_resource(event_pump);
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world.insert_non_send_resource(canvas);
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@@ -226,6 +238,7 @@ impl Game {
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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(CursorPosition::default());
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world.insert_resource(LevelTiming::for_level(1));
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world.add_observer(
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|event: Trigger<GameEvent>, mut state: ResMut<GlobalState>, _score: ResMut<ScoreResource>| {
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@@ -234,37 +247,72 @@ 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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profile(SystemId::PlayerControls, player_control_system),
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profile(SystemId::PlayerMovement, player_movement_system),
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profile(SystemId::Ghost, ghost_movement_system),
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profile(SystemId::Collision, collision_system),
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profile(SystemId::Item, item_system),
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profile(SystemId::Audio, audio_system),
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profile(SystemId::Blinking, blinking_system),
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profile(SystemId::DirectionalRender, directional_render_system),
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profile(SystemId::DirtyRender, dirty_render_system),
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profile(SystemId::HudRender, hud_render_system),
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profile(SystemId::Render, render_system),
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profile(SystemId::DebugRender, debug_render_system),
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profile(
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SystemId::Present,
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|mut canvas: NonSendMut<&mut Canvas<Window>>, debug_state: Res<DebugState>, mut dirty: ResMut<RenderDirty>| {
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if dirty.0 || debug_state.enabled {
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// Only copy backbuffer to main canvas if debug rendering is off
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// (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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dirty.0 = false;
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let input_system = profile(SystemId::Input, systems::input::input_system);
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let player_control_system = profile(SystemId::PlayerControls, systems::player::player_control_system);
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let player_movement_system = profile(SystemId::PlayerMovement, systems::player::player_movement_system);
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let startup_stage_system = profile(SystemId::Stage, systems::stage::startup_stage_system);
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let player_tunnel_slowdown_system = profile(SystemId::PlayerMovement, systems::player::player_tunnel_slowdown_system);
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let ghost_movement_system = profile(SystemId::Ghost, ghost_movement_system);
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let collision_system = profile(SystemId::Collision, collision_system);
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let ghost_collision_system = profile(SystemId::GhostCollision, ghost_collision_system);
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let item_system = profile(SystemId::Item, item_system);
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let audio_system = profile(SystemId::Audio, audio_system);
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let blinking_system = profile(SystemId::Blinking, blinking_system);
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let directional_render_system = profile(SystemId::DirectionalRender, directional_render_system);
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let dirty_render_system = profile(SystemId::DirtyRender, dirty_render_system);
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let hud_render_system = profile(SystemId::HudRender, hud_render_system);
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let render_system = profile(SystemId::Render, render_system);
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let debug_render_system = profile(SystemId::DebugRender, debug_render_system);
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let present_system = profile(
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SystemId::Present,
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|mut canvas: NonSendMut<&mut Canvas<Window>>, debug_state: Res<DebugState>, mut dirty: ResMut<RenderDirty>| {
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if dirty.0 || debug_state.enabled {
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// Only copy backbuffer to main canvas if debug rendering is off
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// (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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),
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dirty.0 = false;
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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,
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player_movement_system,
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startup_stage_system,
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)
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.chain(),
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player_tunnel_slowdown_system,
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ghost_movement_system,
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(collision_system, ghost_collision_system, item_system).chain(),
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audio_system,
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blinking_system,
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ready_visibility_system,
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(
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directional_render_system,
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dirty_render_system,
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render_system,
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hud_render_system,
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debug_render_system,
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present_system,
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)
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.chain(),
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));
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// Spawn player
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world.spawn(player);
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// Initialize StartupSequence as a global resource
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let ready_duration_ticks = {
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let duration = world
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.get_resource::<LevelTiming>()
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.map(|t| t.spawn_freeze_duration)
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.unwrap_or(1.5);
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(duration * 60.0) as u32 // Convert to ticks at 60 FPS
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};
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world.insert_resource(StartupSequence::new(ready_duration_ticks, 60));
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// Spawn ghosts
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Self::spawn_ghosts(&mut world)?;
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@@ -413,7 +461,7 @@ impl Game {
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}
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};
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world.spawn(ghost);
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world.spawn(ghost).insert(Frozen);
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}
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Ok(())
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@@ -174,6 +174,17 @@ impl Map {
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})
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}
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/// Returns the `MapTile` at a given node id.
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pub fn tile_at_node(&self, node_id: NodeId) -> Option<MapTile> {
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// reverse lookup: node -> grid
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for (grid_pos, id) in &self.grid_to_node {
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if *id == node_id {
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return Some(self.tiles[grid_pos.x as usize][grid_pos.y as usize]);
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}
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}
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None
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}
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/// Constructs the ghost house area with restricted access and internal navigation.
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///
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/// Creates a multi-level ghost house with entrance control, internal movement
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@@ -177,9 +177,6 @@ pub struct ScoreResource(pub u32);
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#[derive(Resource)]
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pub struct DeltaTime(pub f32);
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#[derive(Resource, Default)]
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pub struct RenderDirty(pub bool);
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/// Resource for tracking audio state
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#[derive(Resource, Debug, Clone, Default)]
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pub struct AudioState {
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@@ -188,3 +185,228 @@ pub struct AudioState {
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/// Current sound index for cycling through eat sounds
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pub sound_index: usize,
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}
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/// Lifecycle state for the player entity.
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#[derive(Component, Debug, Clone, Copy, PartialEq, Eq)]
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pub enum PlayerLifecycle {
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Spawning,
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Alive,
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Dying,
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Respawning,
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}
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impl PlayerLifecycle {
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/// Returns true when gameplay input and movement should be active
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pub fn is_interactive(self) -> bool {
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matches!(self, PlayerLifecycle::Alive)
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}
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}
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impl Default for PlayerLifecycle {
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fn default() -> Self {
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PlayerLifecycle::Spawning
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}
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}
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/// Whether player input should be processed.
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#[derive(Component, Debug, Clone, Copy, PartialEq, Eq)]
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pub enum ControlState {
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InputEnabled,
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InputLocked,
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}
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impl Default for ControlState {
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fn default() -> Self {
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Self::InputLocked
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}
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}
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/// Combat-related state for Pac-Man. Tick-based energizer logic.
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#[derive(Component, Debug, Clone, Copy, PartialEq, Eq)]
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pub enum CombatState {
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Normal,
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Energized {
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/// Remaining energizer duration in ticks (frames)
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remaining_ticks: u32,
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/// Ticks until flashing begins (counts down to 0, then flashing is active)
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flash_countdown_ticks: u32,
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},
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}
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impl Default for CombatState {
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fn default() -> Self {
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CombatState::Normal
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}
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}
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impl CombatState {
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pub fn is_energized(&self) -> bool {
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matches!(self, CombatState::Energized { .. })
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}
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pub fn is_flashing(&self) -> bool {
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matches!(self, CombatState::Energized { flash_countdown_ticks, .. } if *flash_countdown_ticks == 0)
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}
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pub fn deactivate_energizer(&mut self) {
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*self = CombatState::Normal;
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}
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/// Activate energizer using tick-based durations.
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pub fn activate_energizer_ticks(&mut self, total_ticks: u32, flash_lead_ticks: u32) {
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let flash_countdown_ticks = total_ticks.saturating_sub(flash_lead_ticks);
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*self = CombatState::Energized {
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remaining_ticks: total_ticks,
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flash_countdown_ticks,
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};
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}
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/// Advance one frame. When ticks reach zero, returns to Normal.
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pub fn tick_frame(&mut self) {
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if let CombatState::Energized {
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remaining_ticks,
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flash_countdown_ticks,
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} = self
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{
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if *remaining_ticks > 0 {
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*remaining_ticks -= 1;
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if *flash_countdown_ticks > 0 {
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*flash_countdown_ticks -= 1;
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}
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}
|
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if *remaining_ticks == 0 {
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*self = CombatState::Normal;
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}
|
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}
|
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}
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}
|
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|
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/// Movement modifiers that can affect Pac-Man's speed or handling.
|
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#[derive(Component, Debug, Clone, Copy)]
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pub struct MovementModifiers {
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/// Multiplier applied to base speed (e.g., tunnels)
|
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pub speed_multiplier: f32,
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/// True when currently in a tunnel slowdown region
|
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pub tunnel_slowdown_active: bool,
|
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}
|
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|
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impl Default for MovementModifiers {
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fn default() -> Self {
|
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Self {
|
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speed_multiplier: 1.0,
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tunnel_slowdown_active: false,
|
||||
}
|
||||
}
|
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}
|
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|
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/// Level-dependent timing configuration
|
||||
#[derive(Resource, Debug, Clone, Copy)]
|
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pub struct LevelTiming {
|
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/// Duration of energizer effect in seconds
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pub energizer_duration: f32,
|
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/// Freeze duration at spawn/ready in seconds
|
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pub spawn_freeze_duration: f32,
|
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/// When to start flashing relative to energizer end (seconds)
|
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pub energizer_flash_threshold: f32,
|
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}
|
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|
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impl Default for LevelTiming {
|
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fn default() -> Self {
|
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Self {
|
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energizer_duration: 6.0,
|
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spawn_freeze_duration: 1.5,
|
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energizer_flash_threshold: 2.0,
|
||||
}
|
||||
}
|
||||
}
|
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|
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impl LevelTiming {
|
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/// Returns timing configuration for a given level.
|
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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;
|
||||
|
||||
/// Convenience bundle for attaching the hybrid FSM to the player entity
|
||||
#[derive(Bundle, Default)]
|
||||
pub struct PlayerStateBundle {
|
||||
pub lifecycle: PlayerLifecycle,
|
||||
pub control: ControlState,
|
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pub combat: CombatState,
|
||||
pub movement_modifiers: MovementModifiers,
|
||||
}
|
||||
|
||||
#[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 {
|
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/// 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,
|
||||
}
|
||||
}
|
||||
|
||||
/// Returns true if the timer is still active (not in GameActive state)
|
||||
pub fn is_active(&self) -> bool {
|
||||
!matches!(self, StartupSequence::GameActive)
|
||||
}
|
||||
|
||||
/// Returns true if we're in the game active stage
|
||||
pub fn is_game_active(&self) -> bool {
|
||||
matches!(self, StartupSequence::GameActive)
|
||||
}
|
||||
|
||||
/// 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,
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,7 +1,15 @@
|
||||
use bevy_ecs::system::{Query, Res};
|
||||
use rand::prelude::*;
|
||||
use bevy_ecs::entity::Entity;
|
||||
use bevy_ecs::event::{EventReader, EventWriter};
|
||||
use bevy_ecs::query::{With, Without};
|
||||
use bevy_ecs::system::{Commands, Query, Res, ResMut};
|
||||
use rand::rngs::SmallRng;
|
||||
use rand::seq::IndexedRandom;
|
||||
use rand::SeedableRng;
|
||||
use smallvec::SmallVec;
|
||||
|
||||
use crate::events::GameEvent;
|
||||
use crate::systems::audio::AudioEvent;
|
||||
use crate::systems::components::{Frozen, GhostCollider, ScoreResource};
|
||||
use crate::{
|
||||
map::{
|
||||
builder::Map,
|
||||
@@ -9,7 +17,7 @@ use crate::{
|
||||
graph::{Edge, TraversalFlags},
|
||||
},
|
||||
systems::{
|
||||
components::{DeltaTime, Ghost},
|
||||
components::{CombatState, DeltaTime, Ghost, PlayerControlled},
|
||||
movement::{Position, Velocity},
|
||||
},
|
||||
};
|
||||
@@ -18,7 +26,7 @@ use crate::{
|
||||
pub fn ghost_movement_system(
|
||||
map: Res<Map>,
|
||||
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() {
|
||||
let mut distance = velocity.speed * 60.0 * delta_time.0;
|
||||
@@ -65,3 +73,46 @@ pub fn ghost_movement_system(
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
pub fn ghost_collision_system(
|
||||
mut commands: Commands,
|
||||
mut collision_events: EventReader<GameEvent>,
|
||||
mut score: ResMut<ScoreResource>,
|
||||
pacman_query: Query<&CombatState, With<PlayerControlled>>,
|
||||
ghost_query: Query<(Entity, &Ghost), With<GhostCollider>>,
|
||||
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 Pac-Man is energized
|
||||
if let Ok(combat_state) = pacman_query.get(pacman_entity) {
|
||||
if combat_state.is_energized() {
|
||||
// Pac-Man eats the ghost
|
||||
if let Ok((ghost_ent, _ghost_type)) = ghost_query.get(ghost_entity) {
|
||||
// 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 energized!");
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -4,7 +4,7 @@ use crate::{
|
||||
events::GameEvent,
|
||||
systems::{
|
||||
audio::AudioEvent,
|
||||
components::{EntityType, ItemCollider, PacmanCollider, ScoreResource},
|
||||
components::{CombatState, EntityType, ItemCollider, LevelTiming, PacmanCollider, ScoreResource},
|
||||
},
|
||||
};
|
||||
|
||||
@@ -24,8 +24,10 @@ pub fn item_system(
|
||||
mut collision_events: EventReader<GameEvent>,
|
||||
mut score: ResMut<ScoreResource>,
|
||||
pacman_query: Query<Entity, With<PacmanCollider>>,
|
||||
mut combat_q: Query<&mut CombatState, With<PacmanCollider>>,
|
||||
item_query: Query<(Entity, &EntityType), With<ItemCollider>>,
|
||||
mut events: EventWriter<AudioEvent>,
|
||||
level_timing: Res<LevelTiming>,
|
||||
) {
|
||||
for event in collision_events.read() {
|
||||
if let GameEvent::Collision(entity1, entity2) = event {
|
||||
@@ -50,6 +52,19 @@ pub fn item_system(
|
||||
if entity_type.is_collectible() {
|
||||
events.write(AudioEvent::PlayEat);
|
||||
}
|
||||
|
||||
// Activate energizer on power pellet using tick-based durations
|
||||
if *entity_type == EntityType::PowerPellet {
|
||||
if let Ok(mut combat) = combat_q.single_mut() {
|
||||
// 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;
|
||||
// Flash lead: e.g., 3 seconds (180 ticks) before end; ensure it doesn't underflow
|
||||
let flash_lead_ticks = (level_timing.energizer_flash_threshold * 60.0)
|
||||
.round()
|
||||
.clamp(0.0, u32::MAX as f32) as u32;
|
||||
combat.activate_energizer_ticks(total_ticks, flash_lead_ticks);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -16,3 +16,4 @@ pub mod movement;
|
||||
pub mod player;
|
||||
pub mod profiling;
|
||||
pub mod render;
|
||||
pub mod stage;
|
||||
|
||||
@@ -1,6 +1,7 @@
|
||||
use bevy_ecs::{
|
||||
entity::Entity,
|
||||
event::{EventReader, EventWriter},
|
||||
prelude::ResMut,
|
||||
prelude::{Commands, ResMut},
|
||||
query::With,
|
||||
system::{Query, Res},
|
||||
};
|
||||
@@ -11,7 +12,10 @@ use crate::{
|
||||
map::builder::Map,
|
||||
map::graph::Edge,
|
||||
systems::{
|
||||
components::{AudioState, DeltaTime, EntityType, GlobalState, PlayerControlled},
|
||||
components::{
|
||||
AudioState, ControlState, DeltaTime, EntityType, Frozen, GhostCollider, GlobalState, MovementModifiers,
|
||||
PlayerControlled, PlayerLifecycle, StartupSequence,
|
||||
},
|
||||
debug::DebugState,
|
||||
movement::{BufferedDirection, Position, Velocity},
|
||||
},
|
||||
@@ -28,12 +32,12 @@ pub fn player_control_system(
|
||||
mut state: ResMut<GlobalState>,
|
||||
mut debug_state: ResMut<DebugState>,
|
||||
mut audio_state: ResMut<AudioState>,
|
||||
mut players: Query<&mut BufferedDirection, With<PlayerControlled>>,
|
||||
mut players: Query<(&PlayerLifecycle, &ControlState, &mut BufferedDirection), With<PlayerControlled>>,
|
||||
mut errors: EventWriter<GameError>,
|
||||
) {
|
||||
// Get the player's movable component (ensuring there is only one player)
|
||||
let mut buffered_direction = match players.single_mut() {
|
||||
Ok(buffered_direction) => buffered_direction,
|
||||
let (lifecycle, control, mut buffered_direction) = match players.single_mut() {
|
||||
Ok(tuple) => tuple,
|
||||
Err(e) => {
|
||||
errors.write(GameError::InvalidState(format!(
|
||||
"No/multiple entities queried for player system: {}",
|
||||
@@ -43,15 +47,20 @@ pub fn player_control_system(
|
||||
}
|
||||
};
|
||||
|
||||
// If the player is not interactive or input is locked, ignore movement commands
|
||||
let allow_input = lifecycle.is_interactive() && matches!(control, ControlState::InputEnabled);
|
||||
|
||||
// Handle events
|
||||
for event in events.read() {
|
||||
if let GameEvent::Command(command) = event {
|
||||
match command {
|
||||
GameCommand::MovePlayer(direction) => {
|
||||
*buffered_direction = BufferedDirection::Some {
|
||||
direction: *direction,
|
||||
remaining_time: 0.25,
|
||||
};
|
||||
if allow_input {
|
||||
*buffered_direction = BufferedDirection::Some {
|
||||
direction: *direction,
|
||||
remaining_time: 0.25,
|
||||
};
|
||||
}
|
||||
}
|
||||
GameCommand::Exit => {
|
||||
state.exit = true;
|
||||
@@ -82,10 +91,24 @@ pub fn can_traverse(entity_type: EntityType, edge: Edge) -> bool {
|
||||
pub fn player_movement_system(
|
||||
map: Res<Map>,
|
||||
delta_time: Res<DeltaTime>,
|
||||
mut entities: Query<(&mut Position, &mut Velocity, &mut BufferedDirection), With<PlayerControlled>>,
|
||||
mut entities: Query<
|
||||
(
|
||||
&PlayerLifecycle,
|
||||
&ControlState,
|
||||
&MovementModifiers,
|
||||
&mut Position,
|
||||
&mut Velocity,
|
||||
&mut BufferedDirection,
|
||||
),
|
||||
With<PlayerControlled>,
|
||||
>,
|
||||
// mut errors: EventWriter<GameError>,
|
||||
) {
|
||||
for (mut position, mut velocity, mut buffered_direction) in entities.iter_mut() {
|
||||
for (lifecycle, control, modifiers, mut position, mut velocity, mut buffered_direction) in entities.iter_mut() {
|
||||
if !lifecycle.is_interactive() || !matches!(control, ControlState::InputEnabled) {
|
||||
continue;
|
||||
}
|
||||
|
||||
// Decrement the buffered direction remaining time
|
||||
if let BufferedDirection::Some {
|
||||
direction,
|
||||
@@ -102,7 +125,7 @@ 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 {
|
||||
match *position {
|
||||
@@ -151,3 +174,16 @@ 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 };
|
||||
}
|
||||
}
|
||||
|
||||
@@ -34,6 +34,8 @@ pub enum SystemId {
|
||||
Collision,
|
||||
Item,
|
||||
PlayerMovement,
|
||||
GhostCollision,
|
||||
Stage,
|
||||
}
|
||||
|
||||
impl Display for SystemId {
|
||||
|
||||
@@ -1,17 +1,26 @@
|
||||
use crate::constants::CANVAS_SIZE;
|
||||
use crate::error::{GameError, TextureError};
|
||||
use crate::map::builder::Map;
|
||||
use crate::systems::components::{DeltaTime, DirectionalAnimated, RenderDirty, Renderable, ScoreResource};
|
||||
use crate::systems::blinking::Blinking;
|
||||
use crate::systems::components::{
|
||||
DeltaTime, DirectionalAnimated, EntityType, GhostCollider, PlayerControlled, Renderable, ScoreResource, StartupSequence,
|
||||
};
|
||||
use crate::systems::movement::{Position, Velocity};
|
||||
use crate::texture::sprite::SpriteAtlas;
|
||||
use crate::texture::text::TextTexture;
|
||||
use bevy_ecs::entity::Entity;
|
||||
use bevy_ecs::event::EventWriter;
|
||||
use bevy_ecs::prelude::{Changed, Or, RemovedComponents};
|
||||
use bevy_ecs::prelude::{Changed, Or, RemovedComponents, With, Without};
|
||||
use bevy_ecs::resource::Resource;
|
||||
use bevy_ecs::system::{NonSendMut, Query, Res, ResMut};
|
||||
use sdl2::pixels::Color;
|
||||
use sdl2::rect::{Point, Rect};
|
||||
use sdl2::render::{Canvas, Texture};
|
||||
use sdl2::video::Window;
|
||||
|
||||
#[derive(Resource, Default)]
|
||||
pub struct RenderDirty(pub bool);
|
||||
|
||||
#[allow(clippy::type_complexity)]
|
||||
pub fn dirty_render_system(
|
||||
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.
|
||||
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.
|
||||
pub fn hud_render_system(
|
||||
mut canvas: NonSendMut<&mut Canvas<Window>>,
|
||||
mut atlas: NonSendMut<SpriteAtlas>,
|
||||
score: Res<ScoreResource>,
|
||||
startup: Res<StartupSequence>,
|
||||
mut errors: EventWriter<GameError>,
|
||||
) {
|
||||
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_text = format!("{lives}UP HIGH SCORE ");
|
||||
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());
|
||||
}
|
||||
|
||||
// Render score text
|
||||
// Render score text in yellow (Pac-Man's color)
|
||||
let score_text = format!("{:02}", score.0);
|
||||
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
|
||||
@@ -88,6 +148,31 @@ pub fn hud_render_system(
|
||||
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());
|
||||
}
|
||||
|
||||
// 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)]
|
||||
|
||||
33
src/systems/stage.rs
Normal file
33
src/systems/stage.rs
Normal file
@@ -0,0 +1,33 @@
|
||||
use bevy_ecs::{
|
||||
prelude::{Commands, Entity, Query, With},
|
||||
system::ResMut,
|
||||
};
|
||||
|
||||
use crate::systems::components::{Frozen, GhostCollider, PlayerControlled, StartupSequence};
|
||||
|
||||
/// 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
|
||||
for entity in player_query.iter_mut().chain(ghost_query.iter_mut()) {
|
||||
commands.entity(entity).remove::<Frozen>();
|
||||
}
|
||||
// TODO: Add GameActive tag component
|
||||
// TODO: Remove CharactersVisible tag component
|
||||
}
|
||||
_ => {}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -10,10 +10,20 @@
|
||||
//!
|
||||
//! ```rust
|
||||
//! use pacman::texture::text::TextTexture;
|
||||
//! use sdl2::pixels::Color;
|
||||
//!
|
||||
//! // Create a text texture with 1.0 scale (8x8 pixels per character)
|
||||
//! 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
|
||||
//! text_renderer.set_scale(2.0);
|
||||
//!
|
||||
@@ -46,6 +56,7 @@
|
||||
use anyhow::Result;
|
||||
use glam::UVec2;
|
||||
|
||||
use sdl2::pixels::Color;
|
||||
use sdl2::render::{Canvas, RenderTarget};
|
||||
use std::collections::HashMap;
|
||||
|
||||
@@ -79,6 +90,7 @@ fn char_to_tile_name(c: char) -> Option<String> {
|
||||
pub struct TextTexture {
|
||||
char_map: HashMap<char, AtlasTile>,
|
||||
scale: f32,
|
||||
default_color: Option<Color>,
|
||||
}
|
||||
|
||||
impl Default for TextTexture {
|
||||
@@ -86,6 +98,7 @@ impl Default for TextTexture {
|
||||
Self {
|
||||
scale: 1.0,
|
||||
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>(
|
||||
&mut self,
|
||||
canvas: &mut Canvas<C>,
|
||||
atlas: &mut SpriteAtlas,
|
||||
text: &str,
|
||||
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<()> {
|
||||
let mut x_offset = 0;
|
||||
let char_width = (8.0 * self.scale) as u32;
|
||||
@@ -134,9 +160,9 @@ impl TextTexture {
|
||||
for c in text.chars() {
|
||||
// Get the tile from the char_map, or insert it if it doesn't exist
|
||||
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);
|
||||
tile.render(canvas, atlas, dest)?;
|
||||
tile.render_with_color(canvas, atlas, dest, color)?;
|
||||
}
|
||||
|
||||
// Always advance x_offset for all characters (including spaces)
|
||||
@@ -146,6 +172,16 @@ impl TextTexture {
|
||||
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.
|
||||
pub fn set_scale(&mut self, scale: f32) {
|
||||
self.scale = scale;
|
||||
|
||||
@@ -107,3 +107,23 @@ fn test_text_scale() -> Result<(), String> {
|
||||
|
||||
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