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3 Commits

Author SHA1 Message Date
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
16 changed files with 318 additions and 384 deletions

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@@ -7,35 +7,24 @@ use crate::error::{GameError, GameResult, TextureError};
use crate::events::GameEvent; use crate::events::GameEvent;
use crate::map::builder::Map; use crate::map::builder::Map;
use crate::map::direction::Direction; use crate::map::direction::Direction;
use crate::systems;
use crate::systems::blinking::Blinking; use crate::systems::blinking::Blinking;
use crate::systems::{self, ghost_collision_system};
use crate::systems::movement::{BufferedDirection, Position, Velocity}; use crate::systems::movement::{BufferedDirection, Position, Velocity};
use crate::systems::profiling::SystemId; use crate::systems::profiling::SystemId;
use crate::systems::render::RenderDirty; use crate::systems::render::RenderDirty;
use crate::systems::{ use crate::systems::{
audio::{audio_system, AudioEvent, AudioResource}, audio_system, blinking_system, collision_system, debug_render_system, directional_render_system, dirty_render_system,
blinking::blinking_system, ghost_movement_system, hud_render_system, item_system, profile, ready_visibility_system, render_system, AudioEvent,
collision::collision_system, AudioResource, AudioState, BackbufferResource, Collider, DebugFontResource, DebugState, DebugTextureResource, DeltaTime,
components::{ DirectionalAnimated, EntityType, Frozen, Ghost, GhostBundle, GhostCollider, GlobalState, ItemBundle, ItemCollider,
AudioState, Collider, DeltaTime, DirectionalAnimated, EntityType, Frozen, Ghost, GhostBundle, GhostCollider, GlobalState, LevelTiming, MapTextureResource, PacmanCollider, PlayerBundle, PlayerControlled, PlayerStateBundle, Renderable,
ItemBundle, ItemCollider, LevelTiming, PacmanCollider, PlayerBundle, PlayerControlled, PlayerStateBundle, Renderable, ScoreResource, StartupSequence, SystemTimings,
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,
},
}; };
use crate::texture::animated::AnimatedTexture; use crate::texture::animated::AnimatedTexture;
use bevy_ecs::event::EventRegistry; use bevy_ecs::event::EventRegistry;
use bevy_ecs::observer::Trigger; use bevy_ecs::observer::Trigger;
use bevy_ecs::prelude::SystemSet; use bevy_ecs::schedule::{IntoScheduleConfigs, Schedule, SystemSet};
use bevy_ecs::schedule::{IntoScheduleConfigs, Schedule};
use bevy_ecs::system::{NonSendMut, Res, ResMut}; use bevy_ecs::system::{NonSendMut, Res, ResMut};
use bevy_ecs::world::World; use bevy_ecs::world::World;
use sdl2::image::LoadTexture; use sdl2::image::LoadTexture;
@@ -249,13 +238,14 @@ impl Game {
); );
let input_system = profile(SystemId::Input, systems::input::input_system); let input_system = profile(SystemId::Input, systems::input::input_system);
let player_control_system = profile(SystemId::PlayerControls, systems::player::player_control_system); let player_control_system = profile(SystemId::PlayerControls, systems::player_control_system);
let player_movement_system = profile(SystemId::PlayerMovement, systems::player::player_movement_system); let player_movement_system = profile(SystemId::PlayerMovement, systems::player_movement_system);
let startup_stage_system = profile(SystemId::Stage, systems::stage::startup_stage_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 player_tunnel_slowdown_system = profile(SystemId::PlayerMovement, systems::player::player_tunnel_slowdown_system);
let ghost_movement_system = profile(SystemId::Ghost, ghost_movement_system); let ghost_movement_system = profile(SystemId::Ghost, ghost_movement_system);
let collision_system = profile(SystemId::Collision, collision_system); let collision_system = profile(SystemId::Collision, collision_system);
let ghost_collision_system = profile(SystemId::GhostCollision, ghost_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 item_system = profile(SystemId::Item, item_system);
let audio_system = profile(SystemId::Audio, audio_system); let audio_system = profile(SystemId::Audio, audio_system);
let blinking_system = profile(SystemId::Blinking, blinking_system); let blinking_system = profile(SystemId::Blinking, blinking_system);
@@ -289,6 +279,7 @@ impl Game {
.chain(), .chain(),
player_tunnel_slowdown_system, player_tunnel_slowdown_system,
ghost_movement_system, ghost_movement_system,
vulnerable_tick_system,
(collision_system, ghost_collision_system, item_system).chain(), (collision_system, ghost_collision_system, item_system).chain(),
audio_system, audio_system,
blinking_system, blinking_system,

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@@ -6,10 +6,20 @@
use bevy_ecs::{ use bevy_ecs::{
event::{Event, EventReader, EventWriter}, event::{Event, EventReader, EventWriter},
resource::Resource,
system::{NonSendMut, ResMut}, system::{NonSendMut, ResMut},
}; };
use crate::{audio::Audio, error::GameError, systems::components::AudioState}; use crate::{audio::Audio, error::GameError};
/// Resource for tracking audio state
#[derive(Resource, Debug, Clone, Default)]
pub struct AudioState {
/// Whether audio is currently muted
pub muted: bool,
/// Current sound index for cycling through eat sounds
pub sound_index: usize,
}
/// Events for triggering audio playback /// Events for triggering audio playback
#[derive(Event, Debug, Clone, Copy, PartialEq, Eq)] #[derive(Event, Debug, Clone, Copy, PartialEq, Eq)]

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@@ -1,13 +1,37 @@
use bevy_ecs::component::Component;
use bevy_ecs::entity::Entity; use bevy_ecs::entity::Entity;
use bevy_ecs::event::EventWriter; use bevy_ecs::event::{EventReader, EventWriter};
use bevy_ecs::query::With; use bevy_ecs::query::With;
use bevy_ecs::system::{Query, Res}; use bevy_ecs::system::{Commands, Query, Res, ResMut};
use crate::error::GameError; use crate::error::GameError;
use crate::events::GameEvent; use crate::events::GameEvent;
use crate::map::builder::Map; use crate::map::builder::Map;
use crate::systems::components::{Collider, GhostCollider, ItemCollider, PacmanCollider};
use crate::systems::movement::Position; use crate::systems::movement::Position;
use crate::systems::{AudioEvent, Ghost, PlayerControlled, ScoreResource, Vulnerable};
#[derive(Component)]
pub struct Collider {
pub size: f32,
}
impl Collider {
/// Checks if this collider collides with another collider at the given distance.
pub fn collides_with(&self, other_size: f32, distance: f32) -> bool {
let collision_distance = (self.size + other_size) / 2.0;
distance < collision_distance
}
}
/// Marker components for collision filtering optimization
#[derive(Component)]
pub struct PacmanCollider;
#[derive(Component)]
pub struct GhostCollider;
#[derive(Component)]
pub struct ItemCollider;
/// Helper function to check collision between two entities with colliders. /// Helper function to check collision between two entities with colliders.
pub fn check_collision( pub fn check_collision(
@@ -82,3 +106,46 @@ pub fn collision_system(
} }
} }
} }
pub fn ghost_collision_system(
mut commands: Commands,
mut collision_events: EventReader<GameEvent>,
mut score: ResMut<ScoreResource>,
pacman_query: Query<(), With<PlayerControlled>>,
ghost_query: Query<(Entity, &Ghost), With<GhostCollider>>,
vulnerable_query: Query<Entity, With<Vulnerable>>,
mut events: EventWriter<AudioEvent>,
) {
for event in collision_events.read() {
if let GameEvent::Collision(entity1, entity2) = event {
// Check if one is Pacman and the other is a ghost
let (_pacman_entity, ghost_entity) = if pacman_query.get(*entity1).is_ok() && ghost_query.get(*entity2).is_ok() {
(*entity1, *entity2)
} else if pacman_query.get(*entity2).is_ok() && ghost_query.get(*entity1).is_ok() {
(*entity2, *entity1)
} else {
continue;
};
// Check if the ghost is vulnerable
if let Ok((ghost_ent, _ghost_type)) = ghost_query.get(ghost_entity) {
// Check if ghost has Vulnerable component
if vulnerable_query.get(ghost_ent).is_ok() {
// Pac-Man eats the ghost
// Add score (200 points per ghost eaten)
score.0 += 200;
// Remove the ghost
commands.entity(ghost_ent).despawn();
// Play eat sound
events.write(AudioEvent::PlayEat);
} else {
// Pac-Man dies (this would need a death system)
// For now, just log it
tracing::warn!("Pac-Man collided with ghost while not vulnerable!");
}
}
}
}
}

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@@ -3,7 +3,10 @@ use bitflags::bitflags;
use crate::{ use crate::{
map::graph::TraversalFlags, map::graph::TraversalFlags,
systems::movement::{BufferedDirection, Position, Velocity}, systems::{
movement::{BufferedDirection, Position, Velocity},
Collider, GhostCollider, ItemCollider, PacmanCollider, PlayerLifecycle,
},
texture::{animated::AnimatedTexture, sprite::AtlasTile}, texture::{animated::AnimatedTexture, sprite::AtlasTile},
}; };
@@ -109,63 +112,6 @@ bitflags! {
} }
} }
#[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;
#[derive(Bundle)]
pub struct PlayerBundle {
pub player: PlayerControlled,
pub position: Position,
pub velocity: Velocity,
pub buffered_direction: BufferedDirection,
pub sprite: Renderable,
pub directional_animated: DirectionalAnimated,
pub entity_type: EntityType,
pub collider: Collider,
pub pacman_collider: PacmanCollider,
}
#[derive(Bundle)]
pub struct ItemBundle {
pub position: Position,
pub sprite: Renderable,
pub entity_type: EntityType,
pub collider: Collider,
pub item_collider: ItemCollider,
}
#[derive(Bundle)]
pub struct GhostBundle {
pub ghost: Ghost,
pub position: Position,
pub velocity: Velocity,
pub sprite: Renderable,
pub directional_animated: DirectionalAnimated,
pub entity_type: EntityType,
pub collider: Collider,
pub ghost_collider: GhostCollider,
}
#[derive(Resource)] #[derive(Resource)]
pub struct GlobalState { pub struct GlobalState {
pub exit: bool, pub exit: bool,
@@ -177,110 +123,6 @@ pub struct ScoreResource(pub u32);
#[derive(Resource)] #[derive(Resource)]
pub struct DeltaTime(pub f32); 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. /// Movement modifiers that can affect Pac-Man's speed or handling.
#[derive(Component, Debug, Clone, Copy)] #[derive(Component, Debug, Clone, Copy)]
pub struct MovementModifiers { pub struct MovementModifiers {
@@ -332,81 +174,49 @@ impl LevelTiming {
#[derive(Component, Debug, Clone, Copy)] #[derive(Component, Debug, Clone, Copy)]
pub struct Frozen; pub struct Frozen;
/// Component for ghosts that are vulnerable to Pac-Man
#[derive(Component, Debug, Clone, Copy)]
pub struct Vulnerable {
pub remaining_ticks: u32,
}
#[derive(Bundle)]
pub struct PlayerBundle {
pub player: PlayerControlled,
pub position: Position,
pub velocity: Velocity,
pub buffered_direction: BufferedDirection,
pub sprite: Renderable,
pub directional_animated: DirectionalAnimated,
pub entity_type: EntityType,
pub collider: Collider,
pub pacman_collider: PacmanCollider,
}
/// Convenience bundle for attaching the hybrid FSM to the player entity /// Convenience bundle for attaching the hybrid FSM to the player entity
#[derive(Bundle, Default)] #[derive(Bundle, Default)]
pub struct PlayerStateBundle { pub struct PlayerStateBundle {
pub lifecycle: PlayerLifecycle, pub lifecycle: PlayerLifecycle,
pub control: ControlState,
pub combat: CombatState,
pub movement_modifiers: MovementModifiers, pub movement_modifiers: MovementModifiers,
} }
#[derive(Resource, Debug, Clone, Copy)] #[derive(Bundle)]
pub enum StartupSequence { pub struct ItemBundle {
/// Stage 1: Text-only stage pub position: Position,
/// - Player & ghosts are hidden pub sprite: Renderable,
/// - READY! and PLAYER ONE text are shown pub entity_type: EntityType,
/// - Energizers do not blink pub collider: Collider,
TextOnly { pub item_collider: ItemCollider,
/// 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 { #[derive(Bundle)]
/// Creates a new StartupSequence with the specified duration in ticks pub struct GhostBundle {
pub fn new(text_only_ticks: u32, _characters_visible_ticks: u32) -> Self { pub ghost: Ghost,
Self::TextOnly { pub position: Position,
remaining_ticks: text_only_ticks, pub velocity: Velocity,
} pub sprite: Renderable,
} pub directional_animated: DirectionalAnimated,
pub entity_type: EntityType,
/// Returns true if the timer is still active (not in GameActive state) pub collider: Collider,
pub fn is_active(&self) -> bool { pub ghost_collider: GhostCollider,
!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,
}
}
} }

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@@ -3,12 +3,9 @@ use std::cmp::Ordering;
use crate::constants::BOARD_PIXEL_OFFSET; use crate::constants::BOARD_PIXEL_OFFSET;
use crate::map::builder::Map; use crate::map::builder::Map;
use crate::systems::components::Collider; use crate::systems::{BackbufferResource, Collider, CursorPosition, Position, SystemTimings};
use crate::systems::input::CursorPosition; use bevy_ecs::resource::Resource;
use crate::systems::movement::Position; use bevy_ecs::system::{NonSendMut, Query, Res};
use crate::systems::profiling::SystemTimings;
use crate::systems::render::BackbufferResource;
use bevy_ecs::prelude::*;
use glam::{IVec2, UVec2, Vec2}; use glam::{IVec2, UVec2, Vec2};
use sdl2::pixels::Color; use sdl2::pixels::Color;
use sdl2::rect::{Point, Rect}; use sdl2::rect::{Point, Rect};

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@@ -1,15 +1,4 @@
use bevy_ecs::entity::Entity; use crate::systems::components::Frozen;
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::{ use crate::{
map::{ map::{
builder::Map, builder::Map,
@@ -17,10 +6,16 @@ use crate::{
graph::{Edge, TraversalFlags}, graph::{Edge, TraversalFlags},
}, },
systems::{ systems::{
components::{CombatState, DeltaTime, Ghost, PlayerControlled}, components::{DeltaTime, Ghost},
movement::{Position, Velocity}, movement::{Position, Velocity},
}, },
}; };
use bevy_ecs::query::Without;
use bevy_ecs::system::{Query, Res};
use rand::rngs::SmallRng;
use rand::seq::IndexedRandom;
use rand::SeedableRng;
use smallvec::SmallVec;
/// Autonomous ghost AI system implementing randomized movement with backtracking avoidance. /// Autonomous ghost AI system implementing randomized movement with backtracking avoidance.
pub fn ghost_movement_system( pub fn ghost_movement_system(
@@ -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!");
}
}
}
}
}

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@@ -1,11 +1,13 @@
use bevy_ecs::{event::EventReader, prelude::*, query::With, system::Query}; use bevy_ecs::{
entity::Entity,
event::{EventReader, EventWriter},
query::With,
system::{Commands, Query, Res, ResMut},
};
use crate::{ use crate::{
events::GameEvent, events::GameEvent,
systems::{ systems::{AudioEvent, EntityType, GhostCollider, ItemCollider, LevelTiming, PacmanCollider, ScoreResource, Vulnerable},
audio::AudioEvent,
components::{CombatState, EntityType, ItemCollider, LevelTiming, PacmanCollider, ScoreResource},
},
}; };
/// Determines if a collision between two entity types should be handled by the item system. /// Determines if a collision between two entity types should be handled by the item system.
@@ -24,8 +26,8 @@ pub fn item_system(
mut collision_events: EventReader<GameEvent>, mut collision_events: EventReader<GameEvent>,
mut score: ResMut<ScoreResource>, mut score: ResMut<ScoreResource>,
pacman_query: Query<Entity, With<PacmanCollider>>, pacman_query: Query<Entity, With<PacmanCollider>>,
mut combat_q: Query<&mut CombatState, With<PacmanCollider>>,
item_query: Query<(Entity, &EntityType), With<ItemCollider>>, item_query: Query<(Entity, &EntityType), With<ItemCollider>>,
ghost_query: Query<Entity, With<GhostCollider>>,
mut events: EventWriter<AudioEvent>, mut events: EventWriter<AudioEvent>,
level_timing: Res<LevelTiming>, level_timing: Res<LevelTiming>,
) { ) {
@@ -53,16 +55,16 @@ pub fn item_system(
events.write(AudioEvent::PlayEat); 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 *entity_type == EntityType::PowerPellet {
if let Ok(mut combat) = combat_q.single_mut() {
// Convert seconds to frames (assumes 60 FPS) // 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; 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) // Add Vulnerable component to all ghosts
.round() for ghost_entity in ghost_query.iter() {
.clamp(0.0, u32::MAX as f32) as u32; commands.entity(ghost_entity).insert(Vulnerable {
combat.activate_energizer_ticks(total_ticks, flash_lead_ticks); remaining_ticks: total_ticks,
});
} }
} }
} }

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@@ -17,3 +17,19 @@ pub mod player;
pub mod profiling; pub mod profiling;
pub mod render; pub mod render;
pub mod stage; 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::*;

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@@ -1,26 +1,44 @@
use bevy_ecs::{ use bevy_ecs::{
entity::Entity, component::Component,
event::{EventReader, EventWriter}, event::{EventReader, EventWriter},
prelude::{Commands, ResMut}, query::{With, Without},
query::With, system::{Query, Res, ResMut},
system::{Query, Res},
}; };
use crate::{ use crate::{
error::GameError, error::GameError,
events::{GameCommand, GameEvent}, events::{GameCommand, GameEvent},
map::builder::Map, map::{builder::Map, graph::Edge},
map::graph::Edge,
systems::{ systems::{
components::{ components::{DeltaTime, EntityType, Frozen, GlobalState, MovementModifiers, PlayerControlled},
AudioState, ControlState, DeltaTime, EntityType, Frozen, GhostCollider, GlobalState, MovementModifiers,
PlayerControlled, PlayerLifecycle, StartupSequence,
},
debug::DebugState, debug::DebugState,
movement::{BufferedDirection, Position, Velocity}, movement::{BufferedDirection, Position, Velocity},
AudioState,
}, },
}; };
/// Lifecycle state for the player entity.
#[derive(Component, Debug, Clone, Copy, PartialEq, Eq)]
pub enum PlayerLifecycle {
Spawning,
Alive,
Dying,
Respawning,
}
impl PlayerLifecycle {
/// Returns true when gameplay input and movement should be active
pub fn is_interactive(self) -> bool {
matches!(self, PlayerLifecycle::Alive)
}
}
impl Default for PlayerLifecycle {
fn default() -> Self {
PlayerLifecycle::Spawning
}
}
/// Processes player input commands and updates game state accordingly. /// Processes player input commands and updates game state accordingly.
/// ///
/// Handles keyboard-driven commands like movement direction changes, debug mode /// Handles keyboard-driven commands like movement direction changes, debug mode
@@ -32,11 +50,11 @@ pub fn player_control_system(
mut state: ResMut<GlobalState>, mut state: ResMut<GlobalState>,
mut debug_state: ResMut<DebugState>, mut debug_state: ResMut<DebugState>,
mut audio_state: ResMut<AudioState>, mut audio_state: ResMut<AudioState>,
mut players: Query<(&PlayerLifecycle, &ControlState, &mut BufferedDirection), With<PlayerControlled>>, mut players: Query<(&PlayerLifecycle, &mut BufferedDirection), (With<PlayerControlled>, Without<Frozen>)>,
mut errors: EventWriter<GameError>, mut errors: EventWriter<GameError>,
) { ) {
// Get the player's movable component (ensuring there is only one player) // Get the player's movable component (ensuring there is only one player)
let (lifecycle, control, mut buffered_direction) = match players.single_mut() { let (lifecycle, mut buffered_direction) = match players.single_mut() {
Ok(tuple) => tuple, Ok(tuple) => tuple,
Err(e) => { Err(e) => {
errors.write(GameError::InvalidState(format!( errors.write(GameError::InvalidState(format!(
@@ -48,20 +66,18 @@ pub fn player_control_system(
}; };
// If the player is not interactive or input is locked, ignore movement commands // If the player is not interactive or input is locked, ignore movement commands
let allow_input = lifecycle.is_interactive() && matches!(control, ControlState::InputEnabled); // let allow_input = lifecycle.is_interactive();
// Handle events // Handle events
for event in events.read() { for event in events.read() {
if let GameEvent::Command(command) = event { if let GameEvent::Command(command) = event {
match command { match command {
GameCommand::MovePlayer(direction) => { GameCommand::MovePlayer(direction) => {
if allow_input {
*buffered_direction = BufferedDirection::Some { *buffered_direction = BufferedDirection::Some {
direction: *direction, direction: *direction,
remaining_time: 0.25, remaining_time: 0.25,
}; };
} }
}
GameCommand::Exit => { GameCommand::Exit => {
state.exit = true; state.exit = true;
} }
@@ -94,21 +110,16 @@ pub fn player_movement_system(
mut entities: Query< mut entities: Query<
( (
&PlayerLifecycle, &PlayerLifecycle,
&ControlState,
&MovementModifiers, &MovementModifiers,
&mut Position, &mut Position,
&mut Velocity, &mut Velocity,
&mut BufferedDirection, &mut BufferedDirection,
), ),
With<PlayerControlled>, (With<PlayerControlled>, Without<Frozen>),
>, >,
// mut errors: EventWriter<GameError>, // mut errors: EventWriter<GameError>,
) { ) {
for (lifecycle, control, modifiers, mut position, mut velocity, mut buffered_direction) in entities.iter_mut() { for (lifecycle, modifiers, mut position, mut velocity, mut buffered_direction) in entities.iter_mut() {
if !lifecycle.is_interactive() || !matches!(control, ControlState::InputEnabled) {
continue;
}
// Decrement the buffered direction remaining time // Decrement the buffered direction remaining time
if let BufferedDirection::Some { if let BufferedDirection::Some {
direction, direction,

View File

@@ -1,5 +1,5 @@
use bevy_ecs::prelude::Resource; use bevy_ecs::system::IntoSystem;
use bevy_ecs::system::{IntoSystem, System}; use bevy_ecs::{resource::Resource, system::System};
use circular_buffer::CircularBuffer; use circular_buffer::CircularBuffer;
use micromap::Map; use micromap::Map;
use parking_lot::{Mutex, RwLock}; use parking_lot::{Mutex, RwLock};

View File

@@ -1,16 +1,16 @@
use crate::constants::CANVAS_SIZE; use crate::constants::CANVAS_SIZE;
use crate::error::{GameError, TextureError}; use crate::error::{GameError, TextureError};
use crate::map::builder::Map; use crate::map::builder::Map;
use crate::systems::blinking::Blinking; use crate::systems::{
use crate::systems::components::{ Blinking, DeltaTime, DirectionalAnimated, EntityType, GhostCollider, PlayerControlled, Position, Renderable, ScoreResource,
DeltaTime, DirectionalAnimated, EntityType, GhostCollider, PlayerControlled, Renderable, ScoreResource, StartupSequence, StartupSequence, Velocity,
}; };
use crate::systems::movement::{Position, Velocity};
use crate::texture::sprite::SpriteAtlas; use crate::texture::sprite::SpriteAtlas;
use crate::texture::text::TextTexture; use crate::texture::text::TextTexture;
use bevy_ecs::entity::Entity; use bevy_ecs::entity::Entity;
use bevy_ecs::event::EventWriter; use bevy_ecs::event::EventWriter;
use bevy_ecs::prelude::{Changed, Or, RemovedComponents, With, Without}; use bevy_ecs::query::{Changed, Or, With, Without};
use bevy_ecs::removal_detection::RemovedComponents;
use bevy_ecs::resource::Resource; use bevy_ecs::resource::Resource;
use bevy_ecs::system::{NonSendMut, Query, Res, ResMut}; use bevy_ecs::system::{NonSendMut, Query, Res, ResMut};
use sdl2::pixels::Color; use sdl2::pixels::Color;

View File

@@ -1,9 +1,71 @@
use bevy_ecs::{ use bevy_ecs::{
prelude::{Commands, Entity, Query, With}, entity::Entity,
system::ResMut, query::With,
resource::Resource,
system::{Commands, Query, ResMut},
}; };
use crate::systems::components::{Frozen, GhostCollider, PlayerControlled, StartupSequence}; use crate::systems::{Frozen, GhostCollider, PlayerControlled};
#[derive(Resource, Debug, Clone, Copy)]
pub enum StartupSequence {
/// Stage 1: Text-only stage
/// - Player & ghosts are hidden
/// - READY! and PLAYER ONE text are shown
/// - Energizers do not blink
TextOnly {
/// Remaining ticks in this stage
remaining_ticks: u32,
},
/// Stage 2: Characters visible stage
/// - PLAYER ONE text is hidden, READY! text remains
/// - Ghosts and Pac-Man are now shown
CharactersVisible {
/// Remaining ticks in this stage
remaining_ticks: u32,
},
/// Stage 3: Game begins
/// - Final state, game is fully active
GameActive,
}
impl StartupSequence {
/// Creates a new StartupSequence with the specified duration in ticks
pub fn new(text_only_ticks: u32, _characters_visible_ticks: u32) -> Self {
Self::TextOnly {
remaining_ticks: text_only_ticks,
}
}
/// Ticks the timer by one frame, returning transition information if state changes
pub fn tick(&mut self) -> Option<(StartupSequence, StartupSequence)> {
match self {
StartupSequence::TextOnly { remaining_ticks } => {
if *remaining_ticks > 0 {
*remaining_ticks -= 1;
None
} else {
let from = *self;
*self = StartupSequence::CharactersVisible {
remaining_ticks: 60, // 1 second at 60 FPS
};
Some((from, *self))
}
}
StartupSequence::CharactersVisible { remaining_ticks } => {
if *remaining_ticks > 0 {
*remaining_ticks -= 1;
None
} else {
let from = *self;
*self = StartupSequence::GameActive;
Some((from, *self))
}
}
StartupSequence::GameActive => None,
}
}
}
/// Handles startup sequence transitions and component management /// Handles startup sequence transitions and component management
pub fn startup_stage_system( pub fn startup_stage_system(
@@ -20,10 +82,12 @@ pub fn startup_stage_system(
// TODO: Remove TextOnly tag component // TODO: Remove TextOnly tag component
} }
(StartupSequence::CharactersVisible { .. }, StartupSequence::GameActive) => { (StartupSequence::CharactersVisible { .. }, StartupSequence::GameActive) => {
// Remove Frozen tag from all entities // Remove Frozen tag from all entities and enable player input
for entity in player_query.iter_mut().chain(ghost_query.iter_mut()) { for entity in player_query.iter_mut().chain(ghost_query.iter_mut()) {
tracing::info!("Removing Frozen component from entity {}", entity);
commands.entity(entity).remove::<Frozen>(); commands.entity(entity).remove::<Frozen>();
} }
// TODO: Add GameActive tag component // TODO: Add GameActive tag component
// TODO: Remove CharactersVisible 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::{ use pacman::{
error::GameError, error::GameError,
events::GameEvent, events::GameEvent,
map::builder::Map, map::builder::Map,
systems::{ systems::{
collision::{check_collision, collision_system}, check_collision, collision_system, Collider, EntityType, Ghost, GhostCollider, ItemCollider, PacmanCollider, Position,
components::{Collider, EntityType, Ghost, GhostCollider, ItemCollider, PacmanCollider},
movement::Position,
}, },
}; };

View File

@@ -1,13 +1,11 @@
use bevy_ecs::{event::Events, prelude::*, system::RunSystemOnce, world::World}; use bevy_ecs::{entity::Entity, event::Events, system::RunSystemOnce, world::World};
use pacman::{ use pacman::{
events::GameEvent, events::GameEvent,
map::builder::Map, map::builder::Map,
systems::{ systems::{
audio::AudioEvent, is_valid_item_collision, item_system, AudioEvent, AudioState, EntityType, ItemCollider, PacmanCollider, Position,
components::{AudioState, EntityType, ItemCollider, PacmanCollider, ScoreResource}, ScoreResource,
item::{is_valid_item_collision, item_system},
movement::Position,
}, },
}; };

View File

@@ -1,4 +1,4 @@
use bevy_ecs::{event::Events, prelude::*, system::RunSystemOnce, world::World}; use bevy_ecs::{entity::Entity, event::Events, system::RunSystemOnce, world::World};
use pacman::{ use pacman::{
events::{GameCommand, GameEvent}, events::{GameCommand, GameEvent},
@@ -8,10 +8,8 @@ use pacman::{
graph::{Edge, TraversalFlags}, graph::{Edge, TraversalFlags},
}, },
systems::{ systems::{
components::{AudioState, DeltaTime, EntityType, GlobalState, PlayerControlled}, can_traverse, player_control_system, player_movement_system, AudioState, BufferedDirection, DebugState, DeltaTime,
debug::DebugState, EntityType, GlobalState, PlayerControlled, Position, Velocity,
movement::{BufferedDirection, Position, Velocity},
player::{can_traverse, player_control_system, player_movement_system},
}, },
}; };