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14 Commits
| Author | SHA1 | Date | |
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80ebf08dd3 |
188
src/game.rs
188
src/game.rs
@@ -2,41 +2,34 @@
|
||||
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include!(concat!(env!("OUT_DIR"), "/atlas_data.rs"));
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||||
|
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use crate::constants::CANVAS_SIZE;
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use crate::constants::{MapTile, CANVAS_SIZE};
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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::blinking::Blinking;
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use crate::systems::{self, ghost_collision_system, present_system, Hidden, MovementModifiers};
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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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},
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debug::{debug_render_system, DebugFontResource, DebugState, DebugTextureResource},
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ghost::ghost_movement_system,
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input::input_system,
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item::item_system,
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player::player_control_system,
|
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profiling::{profile, SystemTimings},
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render::{
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directional_render_system, dirty_render_system, hud_render_system, render_system, BackbufferResource, MapTextureResource,
|
||||
},
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audio_system, blinking_system, collision_system, debug_render_system, directional_render_system, dirty_render_system,
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ghost_movement_system, hud_render_system, item_system, profile, render_system, AudioEvent, AudioResource, AudioState,
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BackbufferResource, Collider, DebugFontResource, DebugState, DebugTextureResource, DeltaTime, DirectionalAnimated,
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EntityType, Frozen, Ghost, GhostBundle, GhostCollider, GlobalState, ItemBundle, ItemCollider, MapTextureResource,
|
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PacmanCollider, PlayerBundle, PlayerControlled, Renderable, ScoreResource, StartupSequence, SystemTimings,
|
||||
};
|
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use crate::texture::animated::AnimatedTexture;
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||||
use crate::texture::sprite::AtlasTile;
|
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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::system::{NonSendMut, Res, ResMut};
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use bevy_ecs::schedule::common_conditions::resource_changed;
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use bevy_ecs::schedule::{Condition, IntoScheduleConfigs, Schedule, SystemSet};
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use bevy_ecs::system::ResMut;
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use bevy_ecs::world::World;
|
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use sdl2::image::LoadTexture;
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use sdl2::render::{Canvas, ScaleMode, TextureCreator};
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use sdl2::render::{BlendMode, Canvas, ScaleMode, TextureCreator};
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use sdl2::rwops::RWops;
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use sdl2::video::{Window, WindowContext};
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use sdl2::EventPump;
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@@ -50,6 +43,10 @@ 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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@@ -86,14 +83,7 @@ impl Game {
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texture_creator: &'static mut TextureCreator<WindowContext>,
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event_pump: &'static mut EventPump,
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) -> GameResult<Game> {
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let mut world = World::default();
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let mut schedule = Schedule::default();
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let ttf_context = Box::leak(Box::new(sdl2::ttf::init().map_err(|e| GameError::Sdl(e.to_string()))?));
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EventRegistry::register_event::<GameError>(&mut world);
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EventRegistry::register_event::<GameEvent>(&mut world);
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EventRegistry::register_event::<AudioEvent>(&mut world);
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let mut backbuffer = texture_creator
|
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.create_texture_target(None, CANVAS_SIZE.x, CANVAS_SIZE.y)
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.map_err(|e| GameError::Sdl(e.to_string()))?;
|
||||
@@ -109,6 +99,9 @@ impl Game {
|
||||
let mut debug_texture = texture_creator
|
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.create_texture_target(None, output_size.0, output_size.1)
|
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.map_err(|e| GameError::Sdl(e.to_string()))?;
|
||||
|
||||
// Debug texture is copied over the backbuffer, it requires transparency abilities
|
||||
debug_texture.set_blend_mode(BlendMode::Blend);
|
||||
debug_texture.set_scale_mode(ScaleMode::Nearest);
|
||||
|
||||
let font_data = get_asset_bytes(Asset::Font)?;
|
||||
@@ -154,11 +147,10 @@ impl Game {
|
||||
.map_err(|e| GameError::Sdl(e.to_string()))?;
|
||||
|
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let map = Map::new(constants::RAW_BOARD)?;
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let pacman_start_node = map.start_positions.pacman;
|
||||
|
||||
// Create directional animated textures for Pac-Man
|
||||
let mut textures = [None, None, None, None];
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||||
let mut stopped_textures = [None, None, None, None];
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||||
|
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for direction in Direction::DIRECTIONS {
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||||
let moving_prefix = match direction {
|
||||
Direction::Up => "pacman/up",
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||||
@@ -184,17 +176,19 @@ impl Game {
|
||||
|
||||
let player = PlayerBundle {
|
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player: PlayerControlled,
|
||||
position: Position::Stopped { node: pacman_start_node },
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||||
position: Position::Stopped {
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node: map.start_positions.pacman,
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},
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velocity: Velocity {
|
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speed: 1.15,
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direction: Direction::Left,
|
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},
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movement_modifiers: MovementModifiers::default(),
|
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buffered_direction: BufferedDirection::None,
|
||||
sprite: Renderable {
|
||||
sprite: SpriteAtlas::get_tile(&atlas, "pacman/full.png")
|
||||
.ok_or_else(|| GameError::Texture(TextureError::AtlasTileNotFound("pacman/full.png".to_string())))?,
|
||||
layer: 0,
|
||||
visible: true,
|
||||
},
|
||||
directional_animated: DirectionalAnimated {
|
||||
textures,
|
||||
@@ -207,6 +201,13 @@ impl Game {
|
||||
pacman_collider: PacmanCollider,
|
||||
};
|
||||
|
||||
let mut world = World::default();
|
||||
let mut schedule = Schedule::default();
|
||||
|
||||
EventRegistry::register_event::<GameError>(&mut world);
|
||||
EventRegistry::register_event::<GameEvent>(&mut world);
|
||||
EventRegistry::register_event::<AudioEvent>(&mut world);
|
||||
|
||||
world.insert_non_send_resource(atlas);
|
||||
world.insert_non_send_resource(event_pump);
|
||||
world.insert_non_send_resource(canvas);
|
||||
@@ -226,6 +227,7 @@ impl Game {
|
||||
world.insert_resource(DebugState::default());
|
||||
world.insert_resource(AudioState::default());
|
||||
world.insert_resource(CursorPosition::default());
|
||||
world.insert_resource(StartupSequence::new(60 * 3, 60));
|
||||
|
||||
world.add_observer(
|
||||
|event: Trigger<GameEvent>, mut state: ResMut<GlobalState>, _score: ResMut<ScoreResource>| {
|
||||
@@ -234,75 +236,96 @@ impl Game {
|
||||
}
|
||||
},
|
||||
);
|
||||
|
||||
let input_system = profile(SystemId::Input, systems::input::input_system);
|
||||
let player_control_system = profile(SystemId::PlayerControls, systems::player_control_system);
|
||||
let player_movement_system = profile(SystemId::PlayerMovement, systems::player_movement_system);
|
||||
let startup_stage_system = profile(SystemId::Stage, systems::startup_stage_system);
|
||||
let player_tunnel_slowdown_system = profile(SystemId::PlayerMovement, systems::player::player_tunnel_slowdown_system);
|
||||
let ghost_movement_system = profile(SystemId::Ghost, ghost_movement_system);
|
||||
let collision_system = profile(SystemId::Collision, collision_system);
|
||||
let ghost_collision_system = profile(SystemId::GhostCollision, ghost_collision_system);
|
||||
let vulnerable_tick_system = profile(SystemId::Ghost, systems::vulnerable_tick_system);
|
||||
let item_system = profile(SystemId::Item, item_system);
|
||||
let audio_system = profile(SystemId::Audio, audio_system);
|
||||
let blinking_system = profile(SystemId::Blinking, blinking_system);
|
||||
let directional_render_system = profile(SystemId::DirectionalRender, directional_render_system);
|
||||
let dirty_render_system = profile(SystemId::DirtyRender, dirty_render_system);
|
||||
let render_system = profile(SystemId::Render, render_system);
|
||||
let hud_render_system = profile(SystemId::HudRender, hud_render_system);
|
||||
let debug_render_system = profile(SystemId::DebugRender, debug_render_system);
|
||||
let present_system = profile(SystemId::Present, present_system);
|
||||
|
||||
let forced_dirty_system = |mut dirty: ResMut<RenderDirty>| {
|
||||
dirty.0 = true;
|
||||
};
|
||||
|
||||
schedule.add_systems((
|
||||
profile(SystemId::Input, input_system),
|
||||
profile(SystemId::PlayerControls, player_control_system),
|
||||
profile(SystemId::PlayerMovement, player_movement_system),
|
||||
profile(SystemId::Ghost, ghost_movement_system),
|
||||
profile(SystemId::Collision, collision_system),
|
||||
profile(SystemId::Item, item_system),
|
||||
profile(SystemId::Audio, audio_system),
|
||||
profile(SystemId::Blinking, blinking_system),
|
||||
profile(SystemId::DirectionalRender, directional_render_system),
|
||||
profile(SystemId::DirtyRender, dirty_render_system),
|
||||
profile(SystemId::HudRender, hud_render_system),
|
||||
profile(SystemId::Render, render_system),
|
||||
profile(SystemId::DebugRender, debug_render_system),
|
||||
profile(
|
||||
SystemId::Present,
|
||||
|mut canvas: NonSendMut<&mut Canvas<Window>>, debug_state: Res<DebugState>, mut dirty: ResMut<RenderDirty>| {
|
||||
if dirty.0 || debug_state.enabled {
|
||||
// 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;
|
||||
}
|
||||
},
|
||||
),
|
||||
forced_dirty_system.run_if(resource_changed::<ScoreResource>.or(resource_changed::<StartupSequence>)),
|
||||
(
|
||||
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,
|
||||
(
|
||||
directional_render_system,
|
||||
dirty_render_system,
|
||||
render_system,
|
||||
hud_render_system,
|
||||
debug_render_system,
|
||||
present_system,
|
||||
)
|
||||
.chain(),
|
||||
));
|
||||
|
||||
// Spawn player
|
||||
world.spawn(player);
|
||||
// Spawn player and attach initial state bundle
|
||||
world.spawn(player).insert((Frozen, Hidden));
|
||||
|
||||
// Spawn ghosts
|
||||
Self::spawn_ghosts(&mut world)?;
|
||||
|
||||
// Spawn items
|
||||
let pellet_sprite = SpriteAtlas::get_tile(world.non_send_resource::<SpriteAtlas>(), "maze/pellet.png")
|
||||
.ok_or_else(|| GameError::Texture(TextureError::AtlasTileNotFound("maze/pellet.png".to_string())))?;
|
||||
let energizer_sprite = SpriteAtlas::get_tile(world.non_send_resource::<SpriteAtlas>(), "maze/energizer.png")
|
||||
.ok_or_else(|| GameError::Texture(TextureError::AtlasTileNotFound("maze/energizer.png".to_string())))?;
|
||||
|
||||
let nodes: Vec<_> = world.resource::<Map>().iter_nodes().map(|(id, tile)| (*id, *tile)).collect();
|
||||
|
||||
for (node_id, tile) in nodes {
|
||||
let (item_type, sprite, size) = match tile {
|
||||
crate::constants::MapTile::Pellet => (EntityType::Pellet, pellet_sprite, constants::CELL_SIZE as f32 * 0.4),
|
||||
crate::constants::MapTile::PowerPellet => {
|
||||
(EntityType::PowerPellet, energizer_sprite, constants::CELL_SIZE as f32 * 0.95)
|
||||
}
|
||||
_ => continue,
|
||||
};
|
||||
// Build a list of item entities to spawn from the map
|
||||
let nodes: Vec<(usize, EntityType, AtlasTile, f32)> = world
|
||||
.resource::<Map>()
|
||||
.iter_nodes()
|
||||
.filter_map(|(id, tile)| match tile {
|
||||
MapTile::Pellet => Some((*id, EntityType::Pellet, pellet_sprite, constants::CELL_SIZE as f32 * 0.4)),
|
||||
MapTile::PowerPellet => Some((
|
||||
*id,
|
||||
EntityType::PowerPellet,
|
||||
energizer_sprite,
|
||||
constants::CELL_SIZE as f32 * 0.95,
|
||||
)),
|
||||
_ => None,
|
||||
})
|
||||
.collect();
|
||||
|
||||
// Construct and spawn the item entities
|
||||
for (id, item_type, sprite, size) in nodes {
|
||||
let mut item = world.spawn(ItemBundle {
|
||||
position: Position::Stopped { node: node_id },
|
||||
sprite: Renderable {
|
||||
sprite,
|
||||
layer: 1,
|
||||
visible: true,
|
||||
},
|
||||
position: Position::Stopped { node: id },
|
||||
sprite: Renderable { sprite, layer: 1 },
|
||||
entity_type: item_type,
|
||||
collider: Collider { size },
|
||||
item_collider: ItemCollider,
|
||||
});
|
||||
|
||||
// Make power pellets blink
|
||||
if item_type == EntityType::PowerPellet {
|
||||
item.insert(Blinking {
|
||||
timer: 0.0,
|
||||
interval: 0.2,
|
||||
});
|
||||
item.insert((Frozen, Blinking::new(0.2)));
|
||||
}
|
||||
}
|
||||
|
||||
@@ -399,7 +422,6 @@ impl Game {
|
||||
},
|
||||
)?,
|
||||
layer: 0,
|
||||
visible: true,
|
||||
},
|
||||
directional_animated: DirectionalAnimated {
|
||||
textures,
|
||||
@@ -413,7 +435,7 @@ impl Game {
|
||||
}
|
||||
};
|
||||
|
||||
world.spawn(ghost);
|
||||
world.spawn(ghost).insert((Frozen, Hidden));
|
||||
}
|
||||
|
||||
Ok(())
|
||||
|
||||
@@ -174,6 +174,17 @@ impl Map {
|
||||
})
|
||||
}
|
||||
|
||||
/// Returns the `MapTile` at a given node id.
|
||||
pub fn tile_at_node(&self, node_id: NodeId) -> Option<MapTile> {
|
||||
// reverse lookup: node -> grid
|
||||
for (grid_pos, id) in &self.grid_to_node {
|
||||
if *id == node_id {
|
||||
return Some(self.tiles[grid_pos.x as usize][grid_pos.y as usize]);
|
||||
}
|
||||
}
|
||||
None
|
||||
}
|
||||
|
||||
/// Constructs the ghost house area with restricted access and internal navigation.
|
||||
///
|
||||
/// Creates a multi-level ghost house with entrance control, internal movement
|
||||
|
||||
@@ -24,44 +24,6 @@ impl CommonPlatform for Platform {
|
||||
}
|
||||
|
||||
fn init_console(&self) -> Result<(), PlatformError> {
|
||||
#[cfg(windows)]
|
||||
{
|
||||
unsafe {
|
||||
use winapi::{
|
||||
shared::ntdef::NULL,
|
||||
um::{
|
||||
fileapi::{CreateFileA, OPEN_EXISTING},
|
||||
handleapi::INVALID_HANDLE_VALUE,
|
||||
processenv::SetStdHandle,
|
||||
winbase::{STD_ERROR_HANDLE, STD_OUTPUT_HANDLE},
|
||||
wincon::{AttachConsole, GetConsoleWindow},
|
||||
winnt::{FILE_SHARE_READ, FILE_SHARE_WRITE, GENERIC_READ, GENERIC_WRITE},
|
||||
},
|
||||
};
|
||||
|
||||
if !std::ptr::eq(GetConsoleWindow(), std::ptr::null_mut()) {
|
||||
return Ok(());
|
||||
}
|
||||
|
||||
if AttachConsole(winapi::um::wincon::ATTACH_PARENT_PROCESS) != 0 {
|
||||
let handle = CreateFileA(
|
||||
c"CONOUT$".as_ptr(),
|
||||
GENERIC_READ | GENERIC_WRITE,
|
||||
FILE_SHARE_READ | FILE_SHARE_WRITE,
|
||||
std::ptr::null_mut(),
|
||||
OPEN_EXISTING,
|
||||
0,
|
||||
NULL,
|
||||
);
|
||||
|
||||
if handle != INVALID_HANDLE_VALUE {
|
||||
SetStdHandle(STD_OUTPUT_HANDLE, handle);
|
||||
SetStdHandle(STD_ERROR_HANDLE, handle);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
Ok(())
|
||||
}
|
||||
|
||||
|
||||
@@ -6,10 +6,20 @@
|
||||
|
||||
use bevy_ecs::{
|
||||
event::{Event, EventReader, EventWriter},
|
||||
resource::Resource,
|
||||
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
|
||||
#[derive(Event, Debug, Clone, Copy, PartialEq, Eq)]
|
||||
|
||||
@@ -1,27 +1,63 @@
|
||||
use bevy_ecs::{
|
||||
component::Component,
|
||||
system::{Query, Res},
|
||||
entity::Entity,
|
||||
query::{Has, With},
|
||||
system::{Commands, Query, Res},
|
||||
};
|
||||
|
||||
use crate::systems::components::{DeltaTime, Renderable};
|
||||
use crate::systems::{
|
||||
components::{DeltaTime, Renderable},
|
||||
Frozen, Hidden,
|
||||
};
|
||||
|
||||
#[derive(Component)]
|
||||
#[derive(Component, Debug)]
|
||||
pub struct Blinking {
|
||||
pub timer: f32,
|
||||
pub interval: f32,
|
||||
}
|
||||
|
||||
impl Blinking {
|
||||
pub fn new(interval: f32) -> Self {
|
||||
Self { timer: 0.0, interval }
|
||||
}
|
||||
}
|
||||
|
||||
/// Updates blinking entities by toggling their visibility at regular intervals.
|
||||
///
|
||||
/// This system manages entities that have both `Blinking` and `Renderable` components,
|
||||
/// accumulating time and toggling visibility when the specified interval is reached.
|
||||
pub fn blinking_system(time: Res<DeltaTime>, mut query: Query<(&mut Blinking, &mut Renderable)>) {
|
||||
for (mut blinking, mut renderable) in query.iter_mut() {
|
||||
#[allow(clippy::type_complexity)]
|
||||
pub fn blinking_system(
|
||||
mut commands: Commands,
|
||||
time: Res<DeltaTime>,
|
||||
mut query: Query<(Entity, &mut Blinking, Has<Hidden>, Has<Frozen>), With<Renderable>>,
|
||||
) {
|
||||
for (entity, mut blinking, hidden, frozen) in query.iter_mut() {
|
||||
// If the entity is frozen, blinking is disabled and the entity is unhidden (if it was hidden)
|
||||
if frozen {
|
||||
if hidden {
|
||||
commands.entity(entity).remove::<Hidden>();
|
||||
}
|
||||
|
||||
continue;
|
||||
}
|
||||
|
||||
// Increase the timer by the delta time
|
||||
blinking.timer += time.0;
|
||||
|
||||
if blinking.timer >= blinking.interval {
|
||||
blinking.timer = 0.0;
|
||||
renderable.visible = !renderable.visible;
|
||||
// If the timer is less than the interval, there's nothing to do yet
|
||||
if blinking.timer < blinking.interval {
|
||||
continue;
|
||||
}
|
||||
|
||||
// Subtract the interval (allows for the timer to retain partial interval progress)
|
||||
blinking.timer -= blinking.interval;
|
||||
|
||||
// Toggle the Hidden component
|
||||
if hidden {
|
||||
commands.entity(entity).remove::<Hidden>();
|
||||
} else {
|
||||
commands.entity(entity).insert(Hidden);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,13 +1,37 @@
|
||||
use bevy_ecs::component::Component;
|
||||
use bevy_ecs::entity::Entity;
|
||||
use bevy_ecs::event::EventWriter;
|
||||
use bevy_ecs::event::{EventReader, EventWriter};
|
||||
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::events::GameEvent;
|
||||
use crate::map::builder::Map;
|
||||
use crate::systems::components::{Collider, GhostCollider, ItemCollider, PacmanCollider};
|
||||
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.
|
||||
pub fn check_collision(
|
||||
@@ -82,3 +106,46 @@ pub fn collision_system(
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
pub fn ghost_collision_system(
|
||||
mut commands: Commands,
|
||||
mut collision_events: EventReader<GameEvent>,
|
||||
mut score: ResMut<ScoreResource>,
|
||||
pacman_query: Query<(), With<PlayerControlled>>,
|
||||
ghost_query: Query<(Entity, &Ghost), With<GhostCollider>>,
|
||||
vulnerable_query: Query<Entity, With<Vulnerable>>,
|
||||
mut events: EventWriter<AudioEvent>,
|
||||
) {
|
||||
for event in collision_events.read() {
|
||||
if let GameEvent::Collision(entity1, entity2) = event {
|
||||
// Check if one is Pacman and the other is a ghost
|
||||
let (_pacman_entity, ghost_entity) = if pacman_query.get(*entity1).is_ok() && ghost_query.get(*entity2).is_ok() {
|
||||
(*entity1, *entity2)
|
||||
} else if pacman_query.get(*entity2).is_ok() && ghost_query.get(*entity1).is_ok() {
|
||||
(*entity2, *entity1)
|
||||
} else {
|
||||
continue;
|
||||
};
|
||||
|
||||
// Check if the ghost is vulnerable
|
||||
if let Ok((ghost_ent, _ghost_type)) = ghost_query.get(ghost_entity) {
|
||||
// Check if ghost has Vulnerable component
|
||||
if vulnerable_query.get(ghost_ent).is_ok() {
|
||||
// Pac-Man eats the ghost
|
||||
// Add score (200 points per ghost eaten)
|
||||
score.0 += 200;
|
||||
|
||||
// Remove the ghost
|
||||
commands.entity(ghost_ent).despawn();
|
||||
|
||||
// Play eat sound
|
||||
events.write(AudioEvent::PlayEat);
|
||||
} else {
|
||||
// Pac-Man dies (this would need a death system)
|
||||
// For now, just log it
|
||||
tracing::warn!("Pac-Man collided with ghost while not vulnerable!");
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -3,7 +3,10 @@ use bitflags::bitflags;
|
||||
|
||||
use crate::{
|
||||
map::graph::TraversalFlags,
|
||||
systems::movement::{BufferedDirection, Position, Velocity},
|
||||
systems::{
|
||||
movement::{BufferedDirection, Position, Velocity},
|
||||
Collider, GhostCollider, ItemCollider, PacmanCollider,
|
||||
},
|
||||
texture::{animated::AnimatedTexture, sprite::AtlasTile},
|
||||
};
|
||||
|
||||
@@ -90,7 +93,6 @@ impl EntityType {
|
||||
pub struct Renderable {
|
||||
pub sprite: AtlasTile,
|
||||
pub layer: u8,
|
||||
pub visible: bool,
|
||||
}
|
||||
|
||||
/// A component for entities that have a directional animated texture.
|
||||
@@ -109,28 +111,44 @@ bitflags! {
|
||||
}
|
||||
}
|
||||
|
||||
#[derive(Component)]
|
||||
pub struct Collider {
|
||||
pub size: f32,
|
||||
#[derive(Resource)]
|
||||
pub struct GlobalState {
|
||||
pub exit: bool,
|
||||
}
|
||||
|
||||
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
|
||||
#[derive(Resource)]
|
||||
pub struct ScoreResource(pub u32);
|
||||
|
||||
#[derive(Resource)]
|
||||
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
|
||||
#[derive(Component)]
|
||||
pub struct PacmanCollider;
|
||||
/// Tag component for entities that should be frozen during startup
|
||||
#[derive(Component, Debug, Clone, Copy)]
|
||||
pub struct Frozen;
|
||||
|
||||
#[derive(Component)]
|
||||
pub struct GhostCollider;
|
||||
|
||||
#[derive(Component)]
|
||||
pub struct ItemCollider;
|
||||
/// Component for ghosts that are vulnerable to Pac-Man
|
||||
#[derive(Component, Debug, Clone, Copy)]
|
||||
pub struct Vulnerable {
|
||||
pub remaining_ticks: u32,
|
||||
}
|
||||
|
||||
#[derive(Bundle)]
|
||||
pub struct PlayerBundle {
|
||||
@@ -142,6 +160,7 @@ pub struct PlayerBundle {
|
||||
pub directional_animated: DirectionalAnimated,
|
||||
pub entity_type: EntityType,
|
||||
pub collider: Collider,
|
||||
pub movement_modifiers: MovementModifiers,
|
||||
pub pacman_collider: PacmanCollider,
|
||||
}
|
||||
|
||||
@@ -165,26 +184,3 @@ pub struct GhostBundle {
|
||||
pub collider: Collider,
|
||||
pub ghost_collider: GhostCollider,
|
||||
}
|
||||
|
||||
#[derive(Resource)]
|
||||
pub struct GlobalState {
|
||||
pub exit: bool,
|
||||
}
|
||||
|
||||
#[derive(Resource)]
|
||||
pub struct ScoreResource(pub u32);
|
||||
|
||||
#[derive(Resource)]
|
||||
pub struct DeltaTime(pub f32);
|
||||
|
||||
#[derive(Resource, Default)]
|
||||
pub struct RenderDirty(pub bool);
|
||||
|
||||
/// Resource for tracking audio state
|
||||
#[derive(Resource, Debug, Clone, Default)]
|
||||
pub struct AudioState {
|
||||
/// Whether audio is currently muted
|
||||
pub muted: bool,
|
||||
/// Current sound index for cycling through eat sounds
|
||||
pub sound_index: usize,
|
||||
}
|
||||
|
||||
@@ -3,12 +3,9 @@ use std::cmp::Ordering;
|
||||
|
||||
use crate::constants::BOARD_PIXEL_OFFSET;
|
||||
use crate::map::builder::Map;
|
||||
use crate::systems::components::Collider;
|
||||
use crate::systems::input::CursorPosition;
|
||||
use crate::systems::movement::Position;
|
||||
use crate::systems::profiling::SystemTimings;
|
||||
use crate::systems::render::BackbufferResource;
|
||||
use bevy_ecs::prelude::*;
|
||||
use crate::systems::{Collider, CursorPosition, Position, SystemTimings};
|
||||
use bevy_ecs::resource::Resource;
|
||||
use bevy_ecs::system::{NonSendMut, Query, Res};
|
||||
use glam::{IVec2, UVec2, Vec2};
|
||||
use sdl2::pixels::Color;
|
||||
use sdl2::rect::{Point, Rect};
|
||||
@@ -92,7 +89,6 @@ fn render_timing_display(
|
||||
#[allow(clippy::too_many_arguments)]
|
||||
pub fn debug_render_system(
|
||||
mut canvas: NonSendMut<&mut Canvas<Window>>,
|
||||
backbuffer: NonSendMut<BackbufferResource>,
|
||||
mut debug_texture: NonSendMut<DebugTextureResource>,
|
||||
debug_font: NonSendMut<DebugFontResource>,
|
||||
debug_state: Res<DebugState>,
|
||||
@@ -107,18 +103,6 @@ pub fn debug_render_system(
|
||||
let scale =
|
||||
(UVec2::from(canvas.output_size().unwrap()).as_vec2() / UVec2::from(canvas.logical_size()).as_vec2()).min_element();
|
||||
|
||||
// Copy the current backbuffer to the debug texture
|
||||
canvas
|
||||
.with_texture_canvas(&mut debug_texture.0, |debug_canvas| {
|
||||
// Clear the debug canvas
|
||||
debug_canvas.set_draw_color(Color::BLACK);
|
||||
debug_canvas.clear();
|
||||
|
||||
// Copy the backbuffer to the debug canvas
|
||||
debug_canvas.copy(&backbuffer.0, None, None).unwrap();
|
||||
})
|
||||
.unwrap();
|
||||
|
||||
// Get texture creator before entering the closure to avoid borrowing conflicts
|
||||
let mut texture_creator = canvas.texture_creator();
|
||||
let font = &debug_font.0;
|
||||
@@ -131,8 +115,11 @@ pub fn debug_render_system(
|
||||
// Draw debug info on the high-resolution debug texture
|
||||
canvas
|
||||
.with_texture_canvas(&mut debug_texture.0, |debug_canvas| {
|
||||
// Find the closest node to the cursor
|
||||
// Clear the debug canvas
|
||||
debug_canvas.set_draw_color(Color::RGBA(0, 0, 0, 0));
|
||||
debug_canvas.clear();
|
||||
|
||||
// Find the closest node to the cursor
|
||||
let closest_node = if let Some(cursor_world_pos) = cursor_world_pos {
|
||||
map.graph
|
||||
.nodes()
|
||||
@@ -217,8 +204,4 @@ pub fn debug_render_system(
|
||||
render_timing_display(debug_canvas, &mut texture_creator, &timings, font);
|
||||
})
|
||||
.unwrap();
|
||||
|
||||
// Draw the debug texture directly onto the main canvas at full resolution
|
||||
canvas.copy(&debug_texture.0, None, None).unwrap();
|
||||
canvas.present();
|
||||
}
|
||||
|
||||
@@ -1,107 +0,0 @@
|
||||
use num_width::NumberWidth;
|
||||
use smallvec::SmallVec;
|
||||
use std::time::Duration;
|
||||
use strum::EnumCount;
|
||||
|
||||
use crate::systems::profiling::SystemId;
|
||||
|
||||
// Helper to split a duration into a integer, decimal, and unit
|
||||
fn get_value(duration: &Duration) -> (u64, u32, &'static str) {
|
||||
let (int, decimal, unit) = match duration {
|
||||
// if greater than 1 second, return as seconds
|
||||
n if n >= &Duration::from_secs(1) => {
|
||||
let secs = n.as_secs();
|
||||
let decimal = n.as_millis() as u64 % 1000;
|
||||
(secs, decimal as u32, "s")
|
||||
}
|
||||
// if greater than 1 millisecond, return as milliseconds
|
||||
n if n >= &Duration::from_millis(1) => {
|
||||
let ms = n.as_millis() as u64;
|
||||
let decimal = n.as_micros() as u64 % 1000;
|
||||
(ms, decimal as u32, "ms")
|
||||
}
|
||||
// if greater than 1 microsecond, return as microseconds
|
||||
n if n >= &Duration::from_micros(1) => {
|
||||
let us = n.as_micros() as u64;
|
||||
let decimal = n.as_nanos() as u64 % 1000;
|
||||
(us, decimal as u32, "µs")
|
||||
}
|
||||
// otherwise, return as nanoseconds
|
||||
n => {
|
||||
let ns = n.as_nanos() as u64;
|
||||
(ns, 0, "ns")
|
||||
}
|
||||
};
|
||||
|
||||
(int, decimal, unit)
|
||||
}
|
||||
|
||||
/// Formats timing data into a vector of strings with proper alignment
|
||||
pub fn format_timing_display(
|
||||
timing_data: impl IntoIterator<Item = (String, Duration, Duration)>,
|
||||
) -> SmallVec<[String; SystemId::COUNT]> {
|
||||
let mut iter = timing_data.into_iter().peekable();
|
||||
if iter.peek().is_none() {
|
||||
return SmallVec::new();
|
||||
}
|
||||
|
||||
struct Entry {
|
||||
name: String,
|
||||
avg_int: u64,
|
||||
avg_decimal: u32,
|
||||
avg_unit: &'static str,
|
||||
std_int: u64,
|
||||
std_decimal: u32,
|
||||
std_unit: &'static str,
|
||||
}
|
||||
|
||||
let entries = iter
|
||||
.map(|(name, avg, std_dev)| {
|
||||
let (avg_int, avg_decimal, avg_unit) = get_value(&avg);
|
||||
let (std_int, std_decimal, std_unit) = get_value(&std_dev);
|
||||
|
||||
Entry {
|
||||
name: name.clone(),
|
||||
avg_int,
|
||||
avg_decimal,
|
||||
avg_unit,
|
||||
std_int,
|
||||
std_decimal,
|
||||
std_unit,
|
||||
}
|
||||
})
|
||||
.collect::<SmallVec<[Entry; 12]>>();
|
||||
|
||||
let (max_name_width, max_avg_int_width, max_avg_decimal_width, max_std_int_width, max_std_decimal_width) = entries
|
||||
.iter()
|
||||
.fold((0, 0, 3, 0, 3), |(name_w, avg_int_w, avg_dec_w, std_int_w, std_dec_w), e| {
|
||||
(
|
||||
name_w.max(e.name.len()),
|
||||
avg_int_w.max(e.avg_int.width() as usize),
|
||||
avg_dec_w.max(e.avg_decimal.width() as usize),
|
||||
std_int_w.max(e.std_int.width() as usize),
|
||||
std_dec_w.max(e.std_decimal.width() as usize),
|
||||
)
|
||||
});
|
||||
|
||||
entries.iter().map(|e| {
|
||||
format!(
|
||||
"{name:max_name_width$} : {avg_int:max_avg_int_width$}.{avg_decimal:<max_avg_decimal_width$}{avg_unit} ± {std_int:max_std_int_width$}.{std_decimal:<max_std_decimal_width$}{std_unit}",
|
||||
// Content
|
||||
name = e.name,
|
||||
avg_int = e.avg_int,
|
||||
avg_decimal = e.avg_decimal,
|
||||
std_int = e.std_int,
|
||||
std_decimal = e.std_decimal,
|
||||
// Units
|
||||
avg_unit = e.avg_unit,
|
||||
std_unit = e.std_unit,
|
||||
// Padding
|
||||
max_name_width = max_name_width,
|
||||
max_avg_int_width = max_avg_int_width,
|
||||
max_avg_decimal_width = max_avg_decimal_width,
|
||||
max_std_int_width = max_std_int_width,
|
||||
max_std_decimal_width = max_std_decimal_width
|
||||
)
|
||||
}).collect::<SmallVec<[String; SystemId::COUNT]>>()
|
||||
}
|
||||
@@ -1,7 +1,4 @@
|
||||
use bevy_ecs::system::{Query, Res};
|
||||
use rand::prelude::*;
|
||||
use smallvec::SmallVec;
|
||||
|
||||
use crate::systems::components::Frozen;
|
||||
use crate::{
|
||||
map::{
|
||||
builder::Map,
|
||||
@@ -13,12 +10,18 @@ use crate::{
|
||||
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.
|
||||
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;
|
||||
|
||||
@@ -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, ResMut},
|
||||
};
|
||||
|
||||
use crate::{
|
||||
events::GameEvent,
|
||||
systems::{
|
||||
audio::AudioEvent,
|
||||
components::{EntityType, ItemCollider, PacmanCollider, ScoreResource},
|
||||
},
|
||||
systems::{AudioEvent, EntityType, GhostCollider, ItemCollider, PacmanCollider, ScoreResource, Vulnerable},
|
||||
};
|
||||
|
||||
/// Determines if a collision between two entity types should be handled by the item system.
|
||||
@@ -25,6 +27,7 @@ pub fn item_system(
|
||||
mut score: ResMut<ScoreResource>,
|
||||
pacman_query: Query<Entity, With<PacmanCollider>>,
|
||||
item_query: Query<(Entity, &EntityType), With<ItemCollider>>,
|
||||
ghost_query: Query<Entity, With<GhostCollider>>,
|
||||
mut events: EventWriter<AudioEvent>,
|
||||
) {
|
||||
for event in collision_events.read() {
|
||||
@@ -50,6 +53,19 @@ pub fn item_system(
|
||||
if entity_type.is_collectible() {
|
||||
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 = 60 * 5;
|
||||
|
||||
// Add Vulnerable component to all ghosts
|
||||
for ghost_entity in ghost_query.iter() {
|
||||
commands.entity(ghost_entity).insert(Vulnerable {
|
||||
remaining_ticks: total_ticks,
|
||||
});
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -8,7 +8,6 @@ pub mod blinking;
|
||||
pub mod collision;
|
||||
pub mod components;
|
||||
pub mod debug;
|
||||
pub mod formatting;
|
||||
pub mod ghost;
|
||||
pub mod input;
|
||||
pub mod item;
|
||||
@@ -16,3 +15,20 @@ pub mod movement;
|
||||
pub mod player;
|
||||
pub mod profiling;
|
||||
pub mod render;
|
||||
pub mod stage;
|
||||
pub mod vulnerable;
|
||||
|
||||
pub use self::audio::*;
|
||||
pub use self::blinking::*;
|
||||
pub use self::collision::*;
|
||||
pub use self::components::*;
|
||||
pub use self::debug::*;
|
||||
pub use self::ghost::*;
|
||||
pub use self::input::*;
|
||||
pub use self::item::*;
|
||||
pub use self::movement::*;
|
||||
pub use self::player::*;
|
||||
pub use self::profiling::*;
|
||||
pub use self::render::*;
|
||||
pub use self::stage::*;
|
||||
pub use self::vulnerable::*;
|
||||
|
||||
@@ -1,22 +1,26 @@
|
||||
use bevy_ecs::{
|
||||
event::{EventReader, EventWriter},
|
||||
prelude::ResMut,
|
||||
query::With,
|
||||
system::{Query, Res},
|
||||
query::{With, Without},
|
||||
system::{Query, Res, ResMut},
|
||||
};
|
||||
|
||||
use crate::{
|
||||
error::GameError,
|
||||
events::{GameCommand, GameEvent},
|
||||
map::builder::Map,
|
||||
map::graph::Edge,
|
||||
map::{builder::Map, graph::Edge},
|
||||
systems::{
|
||||
components::{AudioState, DeltaTime, EntityType, GlobalState, PlayerControlled},
|
||||
components::{DeltaTime, EntityType, Frozen, GlobalState, MovementModifiers, PlayerControlled},
|
||||
debug::DebugState,
|
||||
movement::{BufferedDirection, Position, Velocity},
|
||||
AudioState,
|
||||
},
|
||||
};
|
||||
|
||||
pub fn can_traverse(entity_type: EntityType, edge: Edge) -> bool {
|
||||
let entity_flags = entity_type.traversal_flags();
|
||||
edge.traversal_flags.contains(entity_flags)
|
||||
}
|
||||
|
||||
/// Processes player input commands and updates game state accordingly.
|
||||
///
|
||||
/// Handles keyboard-driven commands like movement direction changes, debug mode
|
||||
@@ -28,26 +32,26 @@ 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<&mut BufferedDirection, (With<PlayerControlled>, Without<Frozen>)>,
|
||||
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,
|
||||
Err(e) => {
|
||||
errors.write(GameError::InvalidState(format!(
|
||||
"No/multiple entities queried for player system: {}",
|
||||
e
|
||||
)));
|
||||
return;
|
||||
}
|
||||
};
|
||||
|
||||
// Handle events
|
||||
for event in events.read() {
|
||||
if let GameEvent::Command(command) = event {
|
||||
match command {
|
||||
GameCommand::MovePlayer(direction) => {
|
||||
// Get the player's movable component (ensuring there is only one player)
|
||||
let mut buffered_direction = match players.single_mut() {
|
||||
Ok(tuple) => tuple,
|
||||
Err(e) => {
|
||||
errors.write(GameError::InvalidState(format!(
|
||||
"No/multiple entities queried for player system: {}",
|
||||
e
|
||||
)));
|
||||
return;
|
||||
}
|
||||
};
|
||||
|
||||
*buffered_direction = BufferedDirection::Some {
|
||||
direction: *direction,
|
||||
remaining_time: 0.25,
|
||||
@@ -69,23 +73,21 @@ pub fn player_control_system(
|
||||
}
|
||||
}
|
||||
|
||||
pub fn can_traverse(entity_type: EntityType, edge: Edge) -> bool {
|
||||
let entity_flags = entity_type.traversal_flags();
|
||||
edge.traversal_flags.contains(entity_flags)
|
||||
}
|
||||
|
||||
/// Executes frame-by-frame movement for Pac-Man.
|
||||
///
|
||||
/// Handles movement logic including buffered direction changes, edge traversal validation, and continuous movement between nodes.
|
||||
/// When stopped, prioritizes buffered directions for responsive controls, falling back to current direction.
|
||||
/// Supports movement chaining within a single frame when traveling at high speeds.
|
||||
#[allow(clippy::type_complexity)]
|
||||
pub fn player_movement_system(
|
||||
map: Res<Map>,
|
||||
delta_time: Res<DeltaTime>,
|
||||
mut entities: Query<(&mut Position, &mut Velocity, &mut BufferedDirection), With<PlayerControlled>>,
|
||||
// mut errors: EventWriter<GameError>,
|
||||
mut entities: Query<
|
||||
(&MovementModifiers, &mut Position, &mut Velocity, &mut BufferedDirection),
|
||||
(With<PlayerControlled>, Without<Frozen>),
|
||||
>,
|
||||
) {
|
||||
for (mut position, mut velocity, mut buffered_direction) in entities.iter_mut() {
|
||||
for (modifiers, mut position, mut velocity, mut buffered_direction) in entities.iter_mut() {
|
||||
// Decrement the buffered direction remaining time
|
||||
if let BufferedDirection::Some {
|
||||
direction,
|
||||
@@ -102,7 +104,7 @@ 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 +153,16 @@ pub fn player_movement_system(
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// Applies tunnel slowdown based on the current node tile
|
||||
pub fn player_tunnel_slowdown_system(map: Res<Map>, mut q: Query<(&Position, &mut MovementModifiers), With<PlayerControlled>>) {
|
||||
if let Ok((position, mut modifiers)) = q.single_mut() {
|
||||
let node = position.current_node();
|
||||
let in_tunnel = map
|
||||
.tile_at_node(node)
|
||||
.map(|t| t == crate::constants::MapTile::Tunnel)
|
||||
.unwrap_or(false);
|
||||
modifiers.tunnel_slowdown_active = in_tunnel;
|
||||
modifiers.speed_multiplier = if in_tunnel { 0.6 } else { 1.0 };
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,7 +1,8 @@
|
||||
use bevy_ecs::prelude::Resource;
|
||||
use bevy_ecs::system::{IntoSystem, System};
|
||||
use bevy_ecs::system::IntoSystem;
|
||||
use bevy_ecs::{resource::Resource, system::System};
|
||||
use circular_buffer::CircularBuffer;
|
||||
use micromap::Map;
|
||||
use num_width::NumberWidth;
|
||||
use parking_lot::{Mutex, RwLock};
|
||||
use smallvec::SmallVec;
|
||||
use std::fmt::Display;
|
||||
@@ -10,8 +11,6 @@ use strum::EnumCount;
|
||||
use strum_macros::{EnumCount, IntoStaticStr};
|
||||
use thousands::Separable;
|
||||
|
||||
use crate::systems::formatting;
|
||||
|
||||
/// The maximum number of systems that can be profiled. Must not be exceeded, or it will panic.
|
||||
const MAX_SYSTEMS: usize = SystemId::COUNT;
|
||||
/// The number of durations to keep in the circular buffer.
|
||||
@@ -34,6 +33,8 @@ pub enum SystemId {
|
||||
Collision,
|
||||
Item,
|
||||
PlayerMovement,
|
||||
GhostCollision,
|
||||
Stage,
|
||||
}
|
||||
|
||||
impl Display for SystemId {
|
||||
@@ -157,7 +158,7 @@ impl SystemTimings {
|
||||
}
|
||||
|
||||
// Use the formatting module to format the data
|
||||
formatting::format_timing_display(timing_data)
|
||||
format_timing_display(timing_data)
|
||||
}
|
||||
}
|
||||
|
||||
@@ -182,3 +183,104 @@ where
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Helper to split a duration into a integer, decimal, and unit
|
||||
fn get_value(duration: &Duration) -> (u64, u32, &'static str) {
|
||||
let (int, decimal, unit) = match duration {
|
||||
// if greater than 1 second, return as seconds
|
||||
n if n >= &Duration::from_secs(1) => {
|
||||
let secs = n.as_secs();
|
||||
let decimal = n.as_millis() as u64 % 1000;
|
||||
(secs, decimal as u32, "s")
|
||||
}
|
||||
// if greater than 1 millisecond, return as milliseconds
|
||||
n if n >= &Duration::from_millis(1) => {
|
||||
let ms = n.as_millis() as u64;
|
||||
let decimal = n.as_micros() as u64 % 1000;
|
||||
(ms, decimal as u32, "ms")
|
||||
}
|
||||
// if greater than 1 microsecond, return as microseconds
|
||||
n if n >= &Duration::from_micros(1) => {
|
||||
let us = n.as_micros() as u64;
|
||||
let decimal = n.as_nanos() as u64 % 1000;
|
||||
(us, decimal as u32, "µs")
|
||||
}
|
||||
// otherwise, return as nanoseconds
|
||||
n => {
|
||||
let ns = n.as_nanos() as u64;
|
||||
(ns, 0, "ns")
|
||||
}
|
||||
};
|
||||
|
||||
(int, decimal, unit)
|
||||
}
|
||||
|
||||
/// Formats timing data into a vector of strings with proper alignment
|
||||
pub fn format_timing_display(
|
||||
timing_data: impl IntoIterator<Item = (String, Duration, Duration)>,
|
||||
) -> SmallVec<[String; SystemId::COUNT]> {
|
||||
let mut iter = timing_data.into_iter().peekable();
|
||||
if iter.peek().is_none() {
|
||||
return SmallVec::new();
|
||||
}
|
||||
|
||||
struct Entry {
|
||||
name: String,
|
||||
avg_int: u64,
|
||||
avg_decimal: u32,
|
||||
avg_unit: &'static str,
|
||||
std_int: u64,
|
||||
std_decimal: u32,
|
||||
std_unit: &'static str,
|
||||
}
|
||||
|
||||
let entries = iter
|
||||
.map(|(name, avg, std_dev)| {
|
||||
let (avg_int, avg_decimal, avg_unit) = get_value(&avg);
|
||||
let (std_int, std_decimal, std_unit) = get_value(&std_dev);
|
||||
|
||||
Entry {
|
||||
name: name.clone(),
|
||||
avg_int,
|
||||
avg_decimal,
|
||||
avg_unit,
|
||||
std_int,
|
||||
std_decimal,
|
||||
std_unit,
|
||||
}
|
||||
})
|
||||
.collect::<SmallVec<[Entry; 12]>>();
|
||||
|
||||
let (max_name_width, max_avg_int_width, max_avg_decimal_width, max_std_int_width, max_std_decimal_width) = entries
|
||||
.iter()
|
||||
.fold((0, 0, 3, 0, 3), |(name_w, avg_int_w, avg_dec_w, std_int_w, std_dec_w), e| {
|
||||
(
|
||||
name_w.max(e.name.len()),
|
||||
avg_int_w.max(e.avg_int.width() as usize),
|
||||
avg_dec_w.max(e.avg_decimal.width() as usize),
|
||||
std_int_w.max(e.std_int.width() as usize),
|
||||
std_dec_w.max(e.std_decimal.width() as usize),
|
||||
)
|
||||
});
|
||||
|
||||
entries.iter().map(|e| {
|
||||
format!(
|
||||
"{name:max_name_width$} : {avg_int:max_avg_int_width$}.{avg_decimal:<max_avg_decimal_width$}{avg_unit} ± {std_int:max_std_int_width$}.{std_decimal:<max_std_decimal_width$}{std_unit}",
|
||||
// Content
|
||||
name = e.name,
|
||||
avg_int = e.avg_int,
|
||||
avg_decimal = e.avg_decimal,
|
||||
std_int = e.std_int,
|
||||
std_decimal = e.std_decimal,
|
||||
// Units
|
||||
avg_unit = e.avg_unit,
|
||||
std_unit = e.std_unit,
|
||||
// Padding
|
||||
max_name_width = max_name_width,
|
||||
max_avg_int_width = max_avg_int_width,
|
||||
max_avg_decimal_width = max_avg_decimal_width,
|
||||
max_std_int_width = max_std_int_width,
|
||||
max_std_decimal_width = max_std_decimal_width
|
||||
)
|
||||
}).collect::<SmallVec<[String; SystemId::COUNT]>>()
|
||||
}
|
||||
|
||||
@@ -1,24 +1,38 @@
|
||||
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::movement::{Position, Velocity};
|
||||
use crate::systems::{
|
||||
DebugState, DebugTextureResource, DeltaTime, DirectionalAnimated, Position, Renderable, ScoreResource, StartupSequence,
|
||||
Velocity,
|
||||
};
|
||||
use crate::texture::sprite::SpriteAtlas;
|
||||
use crate::texture::text::TextTexture;
|
||||
use bevy_ecs::component::Component;
|
||||
use bevy_ecs::entity::Entity;
|
||||
use bevy_ecs::event::EventWriter;
|
||||
use bevy_ecs::prelude::{Changed, Or, RemovedComponents};
|
||||
use bevy_ecs::query::{Changed, Or, Without};
|
||||
use bevy_ecs::removal_detection::RemovedComponents;
|
||||
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::render::{BlendMode, Canvas, Texture};
|
||||
use sdl2::video::Window;
|
||||
|
||||
#[derive(Resource, Default)]
|
||||
pub struct RenderDirty(pub bool);
|
||||
|
||||
#[derive(Component)]
|
||||
pub struct Hidden;
|
||||
|
||||
#[allow(clippy::type_complexity)]
|
||||
pub fn dirty_render_system(
|
||||
mut dirty: ResMut<RenderDirty>,
|
||||
changed_renderables: Query<(), Or<(Changed<Renderable>, Changed<Position>)>>,
|
||||
changed: Query<(), Or<(Changed<Renderable>, Changed<Position>)>>,
|
||||
removed_hidden: RemovedComponents<Hidden>,
|
||||
removed_renderables: RemovedComponents<Renderable>,
|
||||
) {
|
||||
if !changed_renderables.is_empty() || !removed_renderables.is_empty() {
|
||||
if !changed.is_empty() || !removed_hidden.is_empty() || !removed_renderables.is_empty() {
|
||||
dirty.0 = true;
|
||||
}
|
||||
}
|
||||
@@ -64,30 +78,59 @@ pub struct BackbufferResource(pub Texture<'static>);
|
||||
|
||||
/// Renders the HUD (score, lives, etc.) on top of the game.
|
||||
pub fn hud_render_system(
|
||||
mut backbuffer: NonSendMut<BackbufferResource>,
|
||||
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);
|
||||
let _ = canvas.with_texture_canvas(&mut backbuffer.0, |canvas| {
|
||||
let mut text_renderer = TextTexture::new(1.0);
|
||||
|
||||
// Render lives and high score text
|
||||
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
|
||||
// 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
|
||||
|
||||
if let Err(e) = text_renderer.render(&mut canvas, &mut atlas, &lives_text, lives_position) {
|
||||
errors.write(TextureError::RenderFailed(format!("Failed to render lives text: {}", e)).into());
|
||||
}
|
||||
if let Err(e) = text_renderer.render(canvas, &mut atlas, &lives_text, lives_position) {
|
||||
errors.write(TextureError::RenderFailed(format!("Failed to render lives text: {}", e)).into());
|
||||
}
|
||||
|
||||
// Render score text
|
||||
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
|
||||
// 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
|
||||
|
||||
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());
|
||||
}
|
||||
if let Err(e) = text_renderer.render(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(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(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)]
|
||||
@@ -98,7 +141,7 @@ pub fn render_system(
|
||||
mut atlas: NonSendMut<SpriteAtlas>,
|
||||
map: Res<Map>,
|
||||
dirty: Res<RenderDirty>,
|
||||
renderables: Query<(Entity, &Renderable, &Position)>,
|
||||
renderables: Query<(Entity, &Renderable, &Position), Without<Hidden>>,
|
||||
mut errors: EventWriter<GameError>,
|
||||
) {
|
||||
if !dirty.0 {
|
||||
@@ -122,10 +165,6 @@ pub fn render_system(
|
||||
.sort_by_key::<(Entity, &Renderable, &Position), _>(|(_, renderable, _)| renderable.layer)
|
||||
.rev()
|
||||
{
|
||||
if !renderable.visible {
|
||||
continue;
|
||||
}
|
||||
|
||||
let pos = position.get_pixel_position(&map.graph);
|
||||
match pos {
|
||||
Ok(pos) => {
|
||||
@@ -152,3 +191,25 @@ pub fn render_system(
|
||||
|
||||
canvas.copy(&backbuffer.0, None, None).unwrap();
|
||||
}
|
||||
|
||||
pub fn present_system(
|
||||
mut canvas: NonSendMut<&mut Canvas<Window>>,
|
||||
mut dirty: ResMut<RenderDirty>,
|
||||
backbuffer: NonSendMut<BackbufferResource>,
|
||||
debug_texture: NonSendMut<DebugTextureResource>,
|
||||
debug_state: Res<DebugState>,
|
||||
) {
|
||||
if dirty.0 {
|
||||
// Copy the backbuffer to the main canvas
|
||||
canvas.copy(&backbuffer.0, None, None).unwrap();
|
||||
|
||||
// Copy the debug texture to the canvas
|
||||
if debug_state.enabled {
|
||||
canvas.set_blend_mode(BlendMode::Blend);
|
||||
canvas.copy(&debug_texture.0, None, None).unwrap();
|
||||
}
|
||||
|
||||
canvas.present();
|
||||
dirty.0 = false;
|
||||
}
|
||||
}
|
||||
|
||||
97
src/systems/stage.rs
Normal file
97
src/systems/stage.rs
Normal file
@@ -0,0 +1,97 @@
|
||||
use bevy_ecs::{
|
||||
entity::Entity,
|
||||
query::With,
|
||||
resource::Resource,
|
||||
system::{Commands, Query, ResMut},
|
||||
};
|
||||
use tracing::debug;
|
||||
|
||||
use crate::systems::{Blinking, Frozen, GhostCollider, Hidden, 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 blinking_query: Query<Entity, With<Blinking>>,
|
||||
mut player_query: Query<Entity, With<PlayerControlled>>,
|
||||
mut ghost_query: Query<Entity, With<GhostCollider>>,
|
||||
) {
|
||||
if let Some((from, to)) = startup.tick() {
|
||||
debug!("StartupSequence transition from {from:?} to {to:?}");
|
||||
match (from, to) {
|
||||
// (StartupSequence::TextOnly { .. }, StartupSequence::CharactersVisible { .. }) => {}
|
||||
(StartupSequence::CharactersVisible { .. }, StartupSequence::GameActive) => {
|
||||
// Unfreeze and unhide the player & ghosts
|
||||
for entity in player_query.iter_mut().chain(ghost_query.iter_mut()) {
|
||||
commands.entity(entity).remove::<(Frozen, Hidden)>();
|
||||
}
|
||||
|
||||
// Unfreeze pellet blinking
|
||||
for entity in blinking_query.iter_mut() {
|
||||
commands.entity(entity).remove::<Frozen>();
|
||||
}
|
||||
}
|
||||
_ => {}
|
||||
}
|
||||
}
|
||||
}
|
||||
20
src/systems/vulnerable.rs
Normal file
20
src/systems/vulnerable.rs
Normal file
@@ -0,0 +1,20 @@
|
||||
use bevy_ecs::query::With;
|
||||
use bevy_ecs::system::{Commands, Query};
|
||||
|
||||
use crate::systems::{GhostCollider, Vulnerable};
|
||||
|
||||
/// System that decrements the remaining_ticks on Vulnerable components and removes them when they reach zero
|
||||
pub fn vulnerable_tick_system(
|
||||
mut commands: Commands,
|
||||
mut vulnerable_query: Query<(bevy_ecs::entity::Entity, &mut Vulnerable), With<GhostCollider>>,
|
||||
) {
|
||||
for (entity, mut vulnerable) in vulnerable_query.iter_mut() {
|
||||
if vulnerable.remaining_ticks > 0 {
|
||||
vulnerable.remaining_ticks -= 1;
|
||||
}
|
||||
|
||||
if vulnerable.remaining_ticks == 0 {
|
||||
commands.entity(entity).remove::<Vulnerable>();
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -10,10 +10,20 @@
|
||||
//!
|
||||
//! ```rust
|
||||
//! 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;
|
||||
|
||||
@@ -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::{
|
||||
error::GameError,
|
||||
events::GameEvent,
|
||||
map::builder::Map,
|
||||
systems::{
|
||||
collision::{check_collision, collision_system},
|
||||
components::{Collider, EntityType, Ghost, GhostCollider, ItemCollider, PacmanCollider},
|
||||
movement::Position,
|
||||
check_collision, collision_system, Collider, EntityType, Ghost, GhostCollider, ItemCollider, PacmanCollider, Position,
|
||||
},
|
||||
};
|
||||
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
use pacman::systems::formatting::format_timing_display;
|
||||
use pacman::systems::profiling::format_timing_display;
|
||||
use std::time::Duration;
|
||||
|
||||
use pretty_assertions::assert_eq;
|
||||
|
||||
@@ -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::{
|
||||
events::GameEvent,
|
||||
map::builder::Map,
|
||||
systems::{
|
||||
audio::AudioEvent,
|
||||
components::{AudioState, EntityType, ItemCollider, PacmanCollider, ScoreResource},
|
||||
item::{is_valid_item_collision, item_system},
|
||||
movement::Position,
|
||||
is_valid_item_collision, item_system, AudioEvent, AudioState, EntityType, ItemCollider, PacmanCollider, Position,
|
||||
ScoreResource,
|
||||
},
|
||||
};
|
||||
|
||||
|
||||
@@ -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::{
|
||||
events::{GameCommand, GameEvent},
|
||||
@@ -8,10 +8,8 @@ use pacman::{
|
||||
graph::{Edge, TraversalFlags},
|
||||
},
|
||||
systems::{
|
||||
components::{AudioState, DeltaTime, EntityType, GlobalState, PlayerControlled},
|
||||
debug::DebugState,
|
||||
movement::{BufferedDirection, Position, Velocity},
|
||||
player::{can_traverse, player_control_system, player_movement_system},
|
||||
can_traverse, player_control_system, player_movement_system, AudioState, BufferedDirection, DebugState, DeltaTime,
|
||||
EntityType, GlobalState, MovementModifiers, PlayerControlled, Position, Velocity,
|
||||
},
|
||||
};
|
||||
|
||||
@@ -51,6 +49,7 @@ fn spawn_test_player(world: &mut World) -> Entity {
|
||||
},
|
||||
BufferedDirection::None,
|
||||
EntityType::Player,
|
||||
MovementModifiers::default(),
|
||||
))
|
||||
.id()
|
||||
}
|
||||
|
||||
@@ -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