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3 Commits
| Author | SHA1 | Date | |
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d3e83262db | ||
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f31b4952e4 | ||
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ad3f896f82 |
35
src/game.rs
35
src/game.rs
@@ -7,35 +7,24 @@ use crate::error::{GameError, GameResult, TextureError};
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|||||||
use crate::events::GameEvent;
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use crate::events::GameEvent;
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||||||
use crate::map::builder::Map;
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use crate::map::builder::Map;
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||||||
use crate::map::direction::Direction;
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use crate::map::direction::Direction;
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||||||
use crate::systems;
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||||||
use crate::systems::blinking::Blinking;
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use crate::systems::blinking::Blinking;
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use crate::systems::{self, ghost_collision_system};
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||||||
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use crate::systems::movement::{BufferedDirection, Position, Velocity};
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use crate::systems::movement::{BufferedDirection, Position, Velocity};
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use crate::systems::profiling::SystemId;
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use crate::systems::profiling::SystemId;
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||||||
use crate::systems::render::RenderDirty;
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use crate::systems::render::RenderDirty;
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use crate::systems::{
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use crate::systems::{
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audio::{audio_system, AudioEvent, AudioResource},
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audio_system, blinking_system, collision_system, debug_render_system, directional_render_system, dirty_render_system,
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blinking::blinking_system,
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ghost_movement_system, hud_render_system, item_system, profile, ready_visibility_system, render_system, AudioEvent,
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collision::collision_system,
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AudioResource, AudioState, BackbufferResource, Collider, DebugFontResource, DebugState, DebugTextureResource, DeltaTime,
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components::{
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DirectionalAnimated, EntityType, Frozen, Ghost, GhostBundle, GhostCollider, GlobalState, ItemBundle, ItemCollider,
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AudioState, Collider, DeltaTime, DirectionalAnimated, EntityType, Frozen, Ghost, GhostBundle, GhostCollider, GlobalState,
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LevelTiming, MapTextureResource, PacmanCollider, PlayerBundle, PlayerControlled, PlayerStateBundle, Renderable,
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ItemBundle, ItemCollider, LevelTiming, PacmanCollider, PlayerBundle, PlayerControlled, PlayerStateBundle, Renderable,
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ScoreResource, StartupSequence, SystemTimings,
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ScoreResource, StartupSequence,
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||||||
},
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debug::{debug_render_system, DebugFontResource, DebugState, DebugTextureResource},
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ghost::{ghost_collision_system, ghost_movement_system},
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item::item_system,
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profiling::{profile, SystemTimings},
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render::{
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directional_render_system, dirty_render_system, hud_render_system, ready_visibility_system, render_system,
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BackbufferResource, MapTextureResource,
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},
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};
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};
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use crate::texture::animated::AnimatedTexture;
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use crate::texture::animated::AnimatedTexture;
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use bevy_ecs::event::EventRegistry;
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use bevy_ecs::event::EventRegistry;
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use bevy_ecs::observer::Trigger;
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use bevy_ecs::observer::Trigger;
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use bevy_ecs::prelude::SystemSet;
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use bevy_ecs::schedule::{IntoScheduleConfigs, Schedule, SystemSet};
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use bevy_ecs::schedule::{IntoScheduleConfigs, Schedule};
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use bevy_ecs::system::{NonSendMut, Res, ResMut};
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use bevy_ecs::system::{NonSendMut, Res, ResMut};
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use bevy_ecs::world::World;
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use bevy_ecs::world::World;
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use sdl2::image::LoadTexture;
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use sdl2::image::LoadTexture;
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@@ -249,13 +238,14 @@ impl Game {
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);
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);
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let input_system = profile(SystemId::Input, systems::input::input_system);
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let input_system = profile(SystemId::Input, systems::input::input_system);
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let player_control_system = profile(SystemId::PlayerControls, systems::player::player_control_system);
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let player_control_system = profile(SystemId::PlayerControls, systems::player_control_system);
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let player_movement_system = profile(SystemId::PlayerMovement, systems::player::player_movement_system);
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let player_movement_system = profile(SystemId::PlayerMovement, systems::player_movement_system);
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let startup_stage_system = profile(SystemId::Stage, systems::stage::startup_stage_system);
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let startup_stage_system = profile(SystemId::Stage, systems::startup_stage_system);
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let player_tunnel_slowdown_system = profile(SystemId::PlayerMovement, systems::player::player_tunnel_slowdown_system);
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let player_tunnel_slowdown_system = profile(SystemId::PlayerMovement, systems::player::player_tunnel_slowdown_system);
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let ghost_movement_system = profile(SystemId::Ghost, ghost_movement_system);
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let ghost_movement_system = profile(SystemId::Ghost, ghost_movement_system);
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let collision_system = profile(SystemId::Collision, collision_system);
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let collision_system = profile(SystemId::Collision, collision_system);
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let ghost_collision_system = profile(SystemId::GhostCollision, ghost_collision_system);
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let ghost_collision_system = profile(SystemId::GhostCollision, ghost_collision_system);
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let vulnerable_tick_system = profile(SystemId::Ghost, systems::vulnerable_tick_system);
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let item_system = profile(SystemId::Item, item_system);
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let item_system = profile(SystemId::Item, item_system);
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let audio_system = profile(SystemId::Audio, audio_system);
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let audio_system = profile(SystemId::Audio, audio_system);
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let blinking_system = profile(SystemId::Blinking, blinking_system);
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let blinking_system = profile(SystemId::Blinking, blinking_system);
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@@ -289,6 +279,7 @@ impl Game {
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.chain(),
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.chain(),
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player_tunnel_slowdown_system,
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player_tunnel_slowdown_system,
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ghost_movement_system,
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ghost_movement_system,
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|
vulnerable_tick_system,
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(collision_system, ghost_collision_system, item_system).chain(),
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(collision_system, ghost_collision_system, item_system).chain(),
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audio_system,
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audio_system,
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blinking_system,
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blinking_system,
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||||||
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|||||||
@@ -6,10 +6,20 @@
|
|||||||
|
|
||||||
use bevy_ecs::{
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use bevy_ecs::{
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event::{Event, EventReader, EventWriter},
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event::{Event, EventReader, EventWriter},
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resource::Resource,
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system::{NonSendMut, ResMut},
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system::{NonSendMut, ResMut},
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||||||
};
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};
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|
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use crate::{audio::Audio, error::GameError, systems::components::AudioState};
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use crate::{audio::Audio, error::GameError};
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/// Resource for tracking audio state
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#[derive(Resource, Debug, Clone, Default)]
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pub struct AudioState {
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/// Whether audio is currently muted
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pub muted: bool,
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/// Current sound index for cycling through eat sounds
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pub sound_index: usize,
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}
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/// Events for triggering audio playback
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/// Events for triggering audio playback
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#[derive(Event, Debug, Clone, Copy, PartialEq, Eq)]
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#[derive(Event, Debug, Clone, Copy, PartialEq, Eq)]
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@@ -1,13 +1,37 @@
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|
use bevy_ecs::component::Component;
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use bevy_ecs::entity::Entity;
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use bevy_ecs::entity::Entity;
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||||||
use bevy_ecs::event::EventWriter;
|
use bevy_ecs::event::{EventReader, EventWriter};
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||||||
use bevy_ecs::query::With;
|
use bevy_ecs::query::With;
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||||||
use bevy_ecs::system::{Query, Res};
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use bevy_ecs::system::{Commands, Query, Res, ResMut};
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||||||
|
|
||||||
use crate::error::GameError;
|
use crate::error::GameError;
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||||||
use crate::events::GameEvent;
|
use crate::events::GameEvent;
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||||||
use crate::map::builder::Map;
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use crate::map::builder::Map;
|
||||||
use crate::systems::components::{Collider, GhostCollider, ItemCollider, PacmanCollider};
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use crate::systems::movement::Position;
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use crate::systems::movement::Position;
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||||||
|
use crate::systems::{AudioEvent, Ghost, PlayerControlled, ScoreResource, Vulnerable};
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||||||
|
|
||||||
|
#[derive(Component)]
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||||||
|
pub struct Collider {
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pub size: f32,
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}
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|
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impl Collider {
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|
/// Checks if this collider collides with another collider at the given distance.
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pub fn collides_with(&self, other_size: f32, distance: f32) -> bool {
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let collision_distance = (self.size + other_size) / 2.0;
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distance < collision_distance
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}
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||||||
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}
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|
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||||||
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/// Marker components for collision filtering optimization
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#[derive(Component)]
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pub struct PacmanCollider;
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||||||
|
#[derive(Component)]
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pub struct GhostCollider;
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||||||
|
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||||||
|
#[derive(Component)]
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||||||
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pub struct ItemCollider;
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|
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/// Helper function to check collision between two entities with colliders.
|
/// Helper function to check collision between two entities with colliders.
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||||||
pub fn check_collision(
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pub fn check_collision(
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@@ -82,3 +106,46 @@ pub fn collision_system(
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|||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
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||||||
|
|
||||||
|
pub fn ghost_collision_system(
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|
mut commands: Commands,
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|
mut collision_events: EventReader<GameEvent>,
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|
mut score: ResMut<ScoreResource>,
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|
pacman_query: Query<(), With<PlayerControlled>>,
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|
ghost_query: Query<(Entity, &Ghost), With<GhostCollider>>,
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|
vulnerable_query: Query<Entity, With<Vulnerable>>,
|
||||||
|
mut events: EventWriter<AudioEvent>,
|
||||||
|
) {
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|
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() {
|
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|
(*entity1, *entity2)
|
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|
} else if pacman_query.get(*entity2).is_ok() && ghost_query.get(*entity1).is_ok() {
|
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|
(*entity2, *entity1)
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|
} else {
|
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|
continue;
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||||||
|
};
|
||||||
|
|
||||||
|
// Check if the ghost is vulnerable
|
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|
if let Ok((ghost_ent, _ghost_type)) = ghost_query.get(ghost_entity) {
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|
// Check if ghost has Vulnerable component
|
||||||
|
if vulnerable_query.get(ghost_ent).is_ok() {
|
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|
// Pac-Man eats the ghost
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||||||
|
// Add score (200 points per ghost eaten)
|
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|
score.0 += 200;
|
||||||
|
|
||||||
|
// Remove the ghost
|
||||||
|
commands.entity(ghost_ent).despawn();
|
||||||
|
|
||||||
|
// Play eat sound
|
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|
events.write(AudioEvent::PlayEat);
|
||||||
|
} else {
|
||||||
|
// Pac-Man dies (this would need a death system)
|
||||||
|
// For now, just log it
|
||||||
|
tracing::warn!("Pac-Man collided with ghost while not vulnerable!");
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|||||||
@@ -3,7 +3,10 @@ use bitflags::bitflags;
|
|||||||
|
|
||||||
use crate::{
|
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,
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -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};
|
||||||
|
|||||||
@@ -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!");
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|||||||
@@ -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
|
// Add Vulnerable component to all ghosts
|
||||||
let flash_lead_ticks = (level_timing.energizer_flash_threshold * 60.0)
|
for ghost_entity in ghost_query.iter() {
|
||||||
.round()
|
commands.entity(ghost_entity).insert(Vulnerable {
|
||||||
.clamp(0.0, u32::MAX as f32) as u32;
|
remaining_ticks: total_ticks,
|
||||||
combat.activate_energizer_ticks(total_ticks, flash_lead_ticks);
|
});
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -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::*;
|
||||||
|
|||||||
@@ -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!(
|
||||||
@@ -48,19 +66,17 @@ 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,
|
||||||
|
|||||||
@@ -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};
|
||||||
|
|||||||
@@ -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;
|
||||||
|
|||||||
@@ -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
20
src/systems/vulnerable.rs
Normal file
@@ -0,0 +1,20 @@
|
|||||||
|
use bevy_ecs::query::With;
|
||||||
|
use bevy_ecs::system::{Commands, Query};
|
||||||
|
|
||||||
|
use crate::systems::{GhostCollider, Vulnerable};
|
||||||
|
|
||||||
|
/// System that decrements the remaining_ticks on Vulnerable components and removes them when they reach zero
|
||||||
|
pub fn vulnerable_tick_system(
|
||||||
|
mut commands: Commands,
|
||||||
|
mut vulnerable_query: Query<(bevy_ecs::entity::Entity, &mut Vulnerable), With<GhostCollider>>,
|
||||||
|
) {
|
||||||
|
for (entity, mut vulnerable) in vulnerable_query.iter_mut() {
|
||||||
|
if vulnerable.remaining_ticks > 0 {
|
||||||
|
vulnerable.remaining_ticks -= 1;
|
||||||
|
}
|
||||||
|
|
||||||
|
if vulnerable.remaining_ticks == 0 {
|
||||||
|
commands.entity(entity).remove::<Vulnerable>();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
@@ -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,
|
|
||||||
},
|
},
|
||||||
};
|
};
|
||||||
|
|
||||||
|
|||||||
@@ -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,
|
|
||||||
},
|
},
|
||||||
};
|
};
|
||||||
|
|
||||||
|
|||||||
@@ -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},
|
|
||||||
},
|
},
|
||||||
};
|
};
|
||||||
|
|
||||||
|
|||||||
Reference in New Issue
Block a user