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13 Commits

Author SHA1 Message Date
Ryan Walters
66499b6285 fix: remove broken console stream re-attach on Windows 2025-08-29 10:56:26 -05:00
Ryan Walters
a8e62aec56 fix: force dirty render using resource_change conditions, hide ghosts & player on initial spawn 2025-08-28 20:20:38 -05:00
Ryan Walters
cde1ea5394 feat: allow freezing of blinking entities, lightly refactor game.rs structure 2025-08-28 20:02:27 -05:00
Ryan Walters
d0628ef70b feat: use backbuffer fully, proper 'present' system, debug texture draws with transparency 2025-08-28 19:40:31 -05:00
Ryan Walters
9bfe4a9ce7 fix: add expected MovementModifiers to spawn_test_player to fix movement tests 2025-08-28 18:35:47 -05:00
Ryan Walters
2da8a312f3 chore: remove PlayerLifecycle, move MovementModifiers directly into PlayerBundle 2025-08-28 18:32:19 -05:00
Ryan Walters
2bdd4f0d04 feat: re-implement visbility via 'Hidden' tag component, move stage visibility logic into stage system 2025-08-28 18:24:47 -05:00
Ryan Walters
5cc9b1a6ee fix: avoid acquiring filtered player query until movement command received 2025-08-28 14:17:46 -05:00
Ryan Walters
5d4adb7743 refactor: merge 'formatting' submodule into 'profiling' 2025-08-28 14:12:23 -05:00
Ryan Walters
633d467f2c chore: remove LevelTiming resource 2025-08-28 13:21:21 -05:00
Ryan Walters
d3e83262db feat: better 'Vulnerable' tag for ghosts, fix movement issues 2025-08-28 13:18:47 -05:00
Ryan Walters
f31b4952e4 chore: remove wildcard/prelude imports, remove unused functions 2025-08-28 13:14:40 -05:00
Ryan Walters
ad3f896f82 chore: reorganize component definitions into relevant system files 2025-08-28 12:54:52 -05:00
20 changed files with 589 additions and 788 deletions

View File

@@ -2,44 +2,34 @@
include!(concat!(env!("OUT_DIR"), "/atlas_data.rs"));
use crate::constants::CANVAS_SIZE;
use crate::constants::{MapTile, CANVAS_SIZE};
use crate::error::{GameError, GameResult, TextureError};
use crate::events::GameEvent;
use crate::map::builder::Map;
use crate::map::direction::Direction;
use crate::systems;
use crate::systems::blinking::Blinking;
use crate::systems::{self, ghost_collision_system, present_system, Hidden, MovementModifiers};
use crate::systems::movement::{BufferedDirection, Position, Velocity};
use crate::systems::profiling::SystemId;
use crate::systems::render::RenderDirty;
use crate::systems::{
audio::{audio_system, AudioEvent, AudioResource},
blinking::blinking_system,
collision::collision_system,
components::{
AudioState, Collider, DeltaTime, DirectionalAnimated, EntityType, Frozen, Ghost, GhostBundle, GhostCollider, GlobalState,
ItemBundle, ItemCollider, LevelTiming, PacmanCollider, PlayerBundle, PlayerControlled, PlayerStateBundle, Renderable,
ScoreResource, StartupSequence,
},
debug::{debug_render_system, DebugFontResource, DebugState, DebugTextureResource},
ghost::{ghost_collision_system, ghost_movement_system},
item::item_system,
profiling::{profile, SystemTimings},
render::{
directional_render_system, dirty_render_system, hud_render_system, ready_visibility_system, render_system,
BackbufferResource, MapTextureResource,
},
audio_system, blinking_system, collision_system, debug_render_system, directional_render_system, dirty_render_system,
ghost_movement_system, hud_render_system, item_system, profile, render_system, AudioEvent, AudioResource, AudioState,
BackbufferResource, Collider, DebugFontResource, DebugState, DebugTextureResource, DeltaTime, DirectionalAnimated,
EntityType, Frozen, Ghost, GhostBundle, GhostCollider, GlobalState, ItemBundle, ItemCollider, MapTextureResource,
PacmanCollider, PlayerBundle, PlayerControlled, Renderable, ScoreResource, StartupSequence, SystemTimings,
};
use crate::texture::animated::AnimatedTexture;
use crate::texture::sprite::AtlasTile;
use bevy_ecs::event::EventRegistry;
use bevy_ecs::observer::Trigger;
use bevy_ecs::prelude::SystemSet;
use bevy_ecs::schedule::{IntoScheduleConfigs, Schedule};
use bevy_ecs::system::{NonSendMut, Res, ResMut};
use bevy_ecs::schedule::common_conditions::resource_changed;
use bevy_ecs::schedule::{Condition, IntoScheduleConfigs, Schedule, SystemSet};
use bevy_ecs::system::ResMut;
use bevy_ecs::world::World;
use sdl2::image::LoadTexture;
use sdl2::render::{Canvas, ScaleMode, TextureCreator};
use sdl2::render::{BlendMode, Canvas, ScaleMode, TextureCreator};
use sdl2::rwops::RWops;
use sdl2::video::{Window, WindowContext};
use sdl2::EventPump;
@@ -93,14 +83,7 @@ impl Game {
texture_creator: &'static mut TextureCreator<WindowContext>,
event_pump: &'static mut EventPump,
) -> GameResult<Game> {
let mut world = World::default();
let mut schedule = Schedule::default();
let ttf_context = Box::leak(Box::new(sdl2::ttf::init().map_err(|e| GameError::Sdl(e.to_string()))?));
EventRegistry::register_event::<GameError>(&mut world);
EventRegistry::register_event::<GameEvent>(&mut world);
EventRegistry::register_event::<AudioEvent>(&mut world);
let mut backbuffer = texture_creator
.create_texture_target(None, CANVAS_SIZE.x, CANVAS_SIZE.y)
.map_err(|e| GameError::Sdl(e.to_string()))?;
@@ -116,6 +99,9 @@ impl Game {
let mut debug_texture = texture_creator
.create_texture_target(None, output_size.0, output_size.1)
.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)?;
@@ -161,11 +147,10 @@ impl Game {
.map_err(|e| GameError::Sdl(e.to_string()))?;
let map = Map::new(constants::RAW_BOARD)?;
let pacman_start_node = map.start_positions.pacman;
// Create directional animated textures for Pac-Man
let mut textures = [None, None, None, None];
let mut stopped_textures = [None, None, None, None];
for direction in Direction::DIRECTIONS {
let moving_prefix = match direction {
Direction::Up => "pacman/up",
@@ -191,17 +176,19 @@ impl Game {
let player = PlayerBundle {
player: PlayerControlled,
position: Position::Stopped { node: pacman_start_node },
position: Position::Stopped {
node: map.start_positions.pacman,
},
velocity: Velocity {
speed: 1.15,
direction: Direction::Left,
},
movement_modifiers: MovementModifiers::default(),
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,
@@ -214,10 +201,12 @@ impl Game {
pacman_collider: PacmanCollider,
};
// Spawn player and attach initial state bundle
let player_entity = world.spawn(player).id();
world.entity_mut(player_entity).insert(PlayerStateBundle::default());
world.entity_mut(player_entity).insert(Frozen);
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);
@@ -238,7 +227,7 @@ impl Game {
world.insert_resource(DebugState::default());
world.insert_resource(AudioState::default());
world.insert_resource(CursorPosition::default());
world.insert_resource(LevelTiming::for_level(1));
world.insert_resource(StartupSequence::new(60 * 3, 60));
world.add_observer(
|event: Trigger<GameEvent>, mut state: ResMut<GlobalState>, _score: ResMut<ScoreResource>| {
@@ -249,37 +238,30 @@ impl Game {
);
let input_system = profile(SystemId::Input, systems::input::input_system);
let player_control_system = profile(SystemId::PlayerControls, systems::player::player_control_system);
let player_movement_system = profile(SystemId::PlayerMovement, systems::player::player_movement_system);
let startup_stage_system = profile(SystemId::Stage, systems::stage::startup_stage_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 hud_render_system = profile(SystemId::HudRender, hud_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 present_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;
}
},
);
let forced_dirty_system = |mut dirty: ResMut<RenderDirty>| {
dirty.0 = true;
};
schedule.add_systems((
forced_dirty_system.run_if(resource_changed::<ScoreResource>.or(resource_changed::<StartupSequence>)),
(
input_system,
player_control_system,
@@ -289,10 +271,10 @@ impl Game {
.chain(),
player_tunnel_slowdown_system,
ghost_movement_system,
vulnerable_tick_system,
(collision_system, ghost_collision_system, item_system).chain(),
audio_system,
blinking_system,
ready_visibility_system,
(
directional_render_system,
dirty_render_system,
@@ -304,53 +286,46 @@ impl Game {
.chain(),
));
// Initialize StartupSequence as a global resource
let ready_duration_ticks = {
let duration = world
.get_resource::<LevelTiming>()
.map(|t| t.spawn_freeze_duration)
.unwrap_or(1.5);
(duration * 60.0) as u32 // Convert to ticks at 60 FPS
};
world.insert_resource(StartupSequence::new(ready_duration_ticks, 60));
// Spawn 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)));
}
}
@@ -447,7 +422,6 @@ impl Game {
},
)?,
layer: 0,
visible: true,
},
directional_animated: DirectionalAnimated {
textures,
@@ -461,7 +435,7 @@ impl Game {
}
};
world.spawn(ghost).insert(Frozen);
world.spawn(ghost).insert((Frozen, Hidden));
}
Ok(())

View File

@@ -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(())
}

View File

@@ -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)]

View File

@@ -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);
}
}
}

View File

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

View File

@@ -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,
}
@@ -165,248 +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);
/// 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,
}
/// Lifecycle state for the player entity.
#[derive(Component, Debug, Clone, Copy, PartialEq, Eq)]
pub enum PlayerLifecycle {
Spawning,
Alive,
Dying,
Respawning,
}
impl PlayerLifecycle {
/// Returns true when gameplay input and movement should be active
pub fn is_interactive(self) -> bool {
matches!(self, PlayerLifecycle::Alive)
}
}
impl Default for PlayerLifecycle {
fn default() -> Self {
PlayerLifecycle::Spawning
}
}
/// Whether player input should be processed.
#[derive(Component, Debug, Clone, Copy, PartialEq, Eq)]
pub enum ControlState {
InputEnabled,
InputLocked,
}
impl Default for ControlState {
fn default() -> Self {
Self::InputLocked
}
}
/// Combat-related state for Pac-Man. Tick-based energizer logic.
#[derive(Component, Debug, Clone, Copy, PartialEq, Eq)]
pub enum CombatState {
Normal,
Energized {
/// Remaining energizer duration in ticks (frames)
remaining_ticks: u32,
/// Ticks until flashing begins (counts down to 0, then flashing is active)
flash_countdown_ticks: u32,
},
}
impl Default for CombatState {
fn default() -> Self {
CombatState::Normal
}
}
impl CombatState {
pub fn is_energized(&self) -> bool {
matches!(self, CombatState::Energized { .. })
}
pub fn is_flashing(&self) -> bool {
matches!(self, CombatState::Energized { flash_countdown_ticks, .. } if *flash_countdown_ticks == 0)
}
pub fn deactivate_energizer(&mut self) {
*self = CombatState::Normal;
}
/// Activate energizer using tick-based durations.
pub fn activate_energizer_ticks(&mut self, total_ticks: u32, flash_lead_ticks: u32) {
let flash_countdown_ticks = total_ticks.saturating_sub(flash_lead_ticks);
*self = CombatState::Energized {
remaining_ticks: total_ticks,
flash_countdown_ticks,
};
}
/// Advance one frame. When ticks reach zero, returns to Normal.
pub fn tick_frame(&mut self) {
if let CombatState::Energized {
remaining_ticks,
flash_countdown_ticks,
} = self
{
if *remaining_ticks > 0 {
*remaining_ticks -= 1;
if *flash_countdown_ticks > 0 {
*flash_countdown_ticks -= 1;
}
}
if *remaining_ticks == 0 {
*self = CombatState::Normal;
}
}
}
}
/// 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,
}
}
}
/// Level-dependent timing configuration
#[derive(Resource, Debug, Clone, Copy)]
pub struct LevelTiming {
/// Duration of energizer effect in seconds
pub energizer_duration: f32,
/// Freeze duration at spawn/ready in seconds
pub spawn_freeze_duration: f32,
/// When to start flashing relative to energizer end (seconds)
pub energizer_flash_threshold: f32,
}
impl Default for LevelTiming {
fn default() -> Self {
Self {
energizer_duration: 6.0,
spawn_freeze_duration: 1.5,
energizer_flash_threshold: 2.0,
}
}
}
impl LevelTiming {
/// Returns timing configuration for a given level.
pub fn for_level(_level: u32) -> Self {
// Placeholder: tune per the Pac-Man Dossier tables
Self::default()
}
}
/// Tag component for entities that should be frozen during startup
#[derive(Component, Debug, Clone, Copy)]
pub struct Frozen;
/// Convenience bundle for attaching the hybrid FSM to the player entity
#[derive(Bundle, Default)]
pub struct PlayerStateBundle {
pub lifecycle: PlayerLifecycle,
pub control: ControlState,
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 {
/// 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,
}
}
}

View File

@@ -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();
}

View File

@@ -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]>>()
}

View File

@@ -1,15 +1,4 @@
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::systems::components::Frozen;
use crate::{
map::{
builder::Map,
@@ -17,10 +6,16 @@ use crate::{
graph::{Edge, TraversalFlags},
},
systems::{
components::{CombatState, DeltaTime, Ghost, PlayerControlled},
components::{DeltaTime, Ghost},
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(
@@ -73,46 +68,3 @@ 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!");
}
}
}
}
}

View File

@@ -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::{CombatState, EntityType, ItemCollider, LevelTiming, 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.
@@ -24,10 +26,9 @@ 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>>,
ghost_query: Query<Entity, With<GhostCollider>>,
mut events: EventWriter<AudioEvent>,
level_timing: Res<LevelTiming>,
) {
for event in collision_events.read() {
if let GameEvent::Collision(entity1, entity2) = event {
@@ -53,16 +54,16 @@ pub fn item_system(
events.write(AudioEvent::PlayEat);
}
// Activate energizer on power pellet using tick-based durations
// Make ghosts vulnerable when power pellet is collected
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);
// 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,
});
}
}
}

View File

@@ -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;
@@ -17,3 +16,19 @@ 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::*;

View File

@@ -1,26 +1,26 @@
use bevy_ecs::{
entity::Entity,
event::{EventReader, EventWriter},
prelude::{Commands, 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, ControlState, DeltaTime, EntityType, Frozen, GhostCollider, GlobalState, MovementModifiers,
PlayerControlled, PlayerLifecycle, StartupSequence,
},
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
@@ -32,35 +32,30 @@ pub fn player_control_system(
mut state: ResMut<GlobalState>,
mut debug_state: ResMut<DebugState>,
mut audio_state: ResMut<AudioState>,
mut players: Query<(&PlayerLifecycle, &ControlState, &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 (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: {}",
e
)));
return;
}
};
// 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) => {
if allow_input {
*buffered_direction = BufferedDirection::Some {
direction: *direction,
remaining_time: 0.25,
};
}
// 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,
};
}
GameCommand::Exit => {
state.exit = true;
@@ -78,37 +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<
(
&PlayerLifecycle,
&ControlState,
&MovementModifiers,
&mut Position,
&mut Velocity,
&mut BufferedDirection,
),
With<PlayerControlled>,
(&MovementModifiers, &mut Position, &mut Velocity, &mut BufferedDirection),
(With<PlayerControlled>, Without<Frozen>),
>,
// mut errors: EventWriter<GameError>,
) {
for (lifecycle, control, modifiers, mut position, mut velocity, mut buffered_direction) in entities.iter_mut() {
if !lifecycle.is_interactive() || !matches!(control, ControlState::InputEnabled) {
continue;
}
for (modifiers, mut position, mut velocity, mut buffered_direction) in entities.iter_mut() {
// Decrement the buffered direction remaining time
if let BufferedDirection::Some {
direction,

View File

@@ -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.
@@ -159,7 +158,7 @@ impl SystemTimings {
}
// Use the formatting module to format the data
formatting::format_timing_display(timing_data)
format_timing_display(timing_data)
}
}
@@ -184,3 +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]>>()
}

View File

@@ -1,33 +1,38 @@
use crate::constants::CANVAS_SIZE;
use crate::error::{GameError, TextureError};
use crate::map::builder::Map;
use crate::systems::blinking::Blinking;
use crate::systems::components::{
DeltaTime, DirectionalAnimated, EntityType, GhostCollider, PlayerControlled, Renderable, ScoreResource, StartupSequence,
use crate::systems::{
DebugState, DebugTextureResource, DeltaTime, DirectionalAnimated, Position, Renderable, ScoreResource, StartupSequence,
Velocity,
};
use crate::systems::movement::{Position, 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, With, Without};
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;
}
}
@@ -71,108 +76,61 @@ 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 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 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
// 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());
}
// 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());
}
// 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 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());
}
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);
// 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_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());
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)]
@@ -183,7 +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 {
@@ -207,10 +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) => {
@@ -237,3 +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;
}
}

View File

@@ -1,31 +1,95 @@
use bevy_ecs::{
prelude::{Commands, Entity, Query, With},
system::ResMut,
entity::Entity,
query::With,
resource::Resource,
system::{Commands, Query, ResMut},
};
use tracing::debug;
use crate::systems::components::{Frozen, GhostCollider, PlayerControlled, StartupSequence};
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 { .. }) => {
// TODO: Add TextOnly tag component to hide entities
// TODO: Add CharactersVisible tag component to show entities
// TODO: Remove TextOnly tag component
}
// (StartupSequence::TextOnly { .. }, StartupSequence::CharactersVisible { .. }) => {}
(StartupSequence::CharactersVisible { .. }, StartupSequence::GameActive) => {
// Remove Frozen tag from all entities
// 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>();
}
// TODO: Add GameActive tag component
// TODO: Remove CharactersVisible tag component
}
_ => {}
}

20
src/systems/vulnerable.rs Normal file
View File

@@ -0,0 +1,20 @@
use bevy_ecs::query::With;
use bevy_ecs::system::{Commands, Query};
use crate::systems::{GhostCollider, Vulnerable};
/// System that decrements the remaining_ticks on Vulnerable components and removes them when they reach zero
pub fn vulnerable_tick_system(
mut commands: Commands,
mut vulnerable_query: Query<(bevy_ecs::entity::Entity, &mut Vulnerable), With<GhostCollider>>,
) {
for (entity, mut vulnerable) in vulnerable_query.iter_mut() {
if vulnerable.remaining_ticks > 0 {
vulnerable.remaining_ticks -= 1;
}
if vulnerable.remaining_ticks == 0 {
commands.entity(entity).remove::<Vulnerable>();
}
}
}

View File

@@ -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,
},
};

View File

@@ -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;

View File

@@ -1,13 +1,11 @@
use bevy_ecs::{event::Events, prelude::*, system::RunSystemOnce, world::World};
use bevy_ecs::{entity::Entity, event::Events, system::RunSystemOnce, world::World};
use pacman::{
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,
},
};

View File

@@ -1,4 +1,4 @@
use bevy_ecs::{event::Events, prelude::*, system::RunSystemOnce, world::World};
use bevy_ecs::{entity::Entity, event::Events, system::RunSystemOnce, world::World};
use pacman::{
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()
}