mirror of
https://github.com/Xevion/Pac-Man.git
synced 2025-12-06 03:15:48 -06:00
Compare commits
7 Commits
| Author | SHA1 | Date | |
|---|---|---|---|
|
|
d0628ef70b | ||
|
|
9bfe4a9ce7 | ||
|
|
2da8a312f3 | ||
|
|
2bdd4f0d04 | ||
|
|
5cc9b1a6ee | ||
|
|
5d4adb7743 | ||
|
|
633d467f2c |
56
src/game.rs
56
src/game.rs
@@ -8,27 +8,26 @@ use crate::events::GameEvent;
|
||||
use crate::map::builder::Map;
|
||||
use crate::map::direction::Direction;
|
||||
use crate::systems::blinking::Blinking;
|
||||
use crate::systems::{self, ghost_collision_system};
|
||||
use crate::systems::{self, ghost_collision_system, present_system, MovementModifiers};
|
||||
|
||||
use crate::systems::movement::{BufferedDirection, Position, Velocity};
|
||||
use crate::systems::profiling::SystemId;
|
||||
use crate::systems::render::RenderDirty;
|
||||
use crate::systems::{
|
||||
audio_system, blinking_system, collision_system, debug_render_system, directional_render_system, dirty_render_system,
|
||||
ghost_movement_system, hud_render_system, item_system, profile, ready_visibility_system, render_system, AudioEvent,
|
||||
AudioResource, AudioState, BackbufferResource, Collider, DebugFontResource, DebugState, DebugTextureResource, DeltaTime,
|
||||
DirectionalAnimated, EntityType, Frozen, Ghost, GhostBundle, GhostCollider, GlobalState, ItemBundle, ItemCollider,
|
||||
LevelTiming, MapTextureResource, PacmanCollider, PlayerBundle, PlayerControlled, PlayerStateBundle, Renderable,
|
||||
ScoreResource, StartupSequence, SystemTimings,
|
||||
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 bevy_ecs::event::EventRegistry;
|
||||
use bevy_ecs::observer::Trigger;
|
||||
use bevy_ecs::schedule::{IntoScheduleConfigs, Schedule, SystemSet};
|
||||
use bevy_ecs::system::{NonSendMut, Res, ResMut};
|
||||
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;
|
||||
@@ -105,6 +104,8 @@ 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.set_blend_mode(BlendMode::Blend);
|
||||
debug_texture.set_scale_mode(ScaleMode::Nearest);
|
||||
|
||||
let font_data = get_asset_bytes(Asset::Font)?;
|
||||
@@ -185,12 +186,12 @@ impl Game {
|
||||
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,
|
||||
@@ -205,7 +206,6 @@ impl Game {
|
||||
|
||||
// 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);
|
||||
|
||||
world.insert_non_send_resource(atlas);
|
||||
@@ -227,7 +227,6 @@ 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.add_observer(
|
||||
|event: Trigger<GameEvent>, mut state: ResMut<GlobalState>, _score: ResMut<ScoreResource>| {
|
||||
@@ -251,23 +250,10 @@ impl Game {
|
||||
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,
|
||||
|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 present_system = profile(SystemId::Present, present_system);
|
||||
|
||||
schedule.add_systems((
|
||||
(
|
||||
@@ -283,7 +269,6 @@ impl Game {
|
||||
(collision_system, ghost_collision_system, item_system).chain(),
|
||||
audio_system,
|
||||
blinking_system,
|
||||
ready_visibility_system,
|
||||
(
|
||||
directional_render_system,
|
||||
dirty_render_system,
|
||||
@@ -295,15 +280,7 @@ 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));
|
||||
world.insert_resource(StartupSequence::new(60 * 3, 60));
|
||||
|
||||
// Spawn ghosts
|
||||
Self::spawn_ghosts(&mut world)?;
|
||||
@@ -327,11 +304,7 @@ impl Game {
|
||||
|
||||
let mut item = world.spawn(ItemBundle {
|
||||
position: Position::Stopped { node: node_id },
|
||||
sprite: Renderable {
|
||||
sprite,
|
||||
layer: 1,
|
||||
visible: true,
|
||||
},
|
||||
sprite: Renderable { sprite, layer: 1 },
|
||||
entity_type: item_type,
|
||||
collider: Collider { size },
|
||||
item_collider: ItemCollider,
|
||||
@@ -438,7 +411,6 @@ impl Game {
|
||||
},
|
||||
)?,
|
||||
layer: 0,
|
||||
visible: true,
|
||||
},
|
||||
directional_animated: DirectionalAnimated {
|
||||
textures,
|
||||
|
||||
@@ -1,9 +1,14 @@
|
||||
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},
|
||||
Hidden,
|
||||
};
|
||||
|
||||
#[derive(Component)]
|
||||
pub struct Blinking {
|
||||
@@ -15,13 +20,23 @@ pub struct Blinking {
|
||||
///
|
||||
/// 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() {
|
||||
pub fn blinking_system(
|
||||
mut commands: Commands,
|
||||
time: Res<DeltaTime>,
|
||||
mut query: Query<(Entity, &mut Blinking, Has<Hidden>), With<Renderable>>,
|
||||
) {
|
||||
for (entity, mut blinking, hidden) in query.iter_mut() {
|
||||
blinking.timer += time.0;
|
||||
|
||||
if blinking.timer >= blinking.interval {
|
||||
blinking.timer = 0.0;
|
||||
renderable.visible = !renderable.visible;
|
||||
|
||||
// Add or remove the Visible component based on whether it is currently in the query
|
||||
if hidden {
|
||||
commands.entity(entity).remove::<Hidden>();
|
||||
} else {
|
||||
commands.entity(entity).insert(Hidden);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -5,7 +5,7 @@ use crate::{
|
||||
map::graph::TraversalFlags,
|
||||
systems::{
|
||||
movement::{BufferedDirection, Position, Velocity},
|
||||
Collider, GhostCollider, ItemCollider, PacmanCollider, PlayerLifecycle,
|
||||
Collider, GhostCollider, ItemCollider, PacmanCollider,
|
||||
},
|
||||
texture::{animated::AnimatedTexture, sprite::AtlasTile},
|
||||
};
|
||||
@@ -93,7 +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.
|
||||
@@ -141,35 +140,6 @@ impl Default for MovementModifiers {
|
||||
}
|
||||
}
|
||||
|
||||
/// 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;
|
||||
@@ -190,14 +160,8 @@ pub struct PlayerBundle {
|
||||
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
|
||||
#[derive(Bundle, Default)]
|
||||
pub struct PlayerStateBundle {
|
||||
pub lifecycle: PlayerLifecycle,
|
||||
pub movement_modifiers: MovementModifiers,
|
||||
pub pacman_collider: PacmanCollider,
|
||||
}
|
||||
|
||||
#[derive(Bundle)]
|
||||
|
||||
@@ -3,7 +3,7 @@ use std::cmp::Ordering;
|
||||
|
||||
use crate::constants::BOARD_PIXEL_OFFSET;
|
||||
use crate::map::builder::Map;
|
||||
use crate::systems::{BackbufferResource, Collider, CursorPosition, Position, SystemTimings};
|
||||
use crate::systems::{Collider, CursorPosition, Position, SystemTimings};
|
||||
use bevy_ecs::resource::Resource;
|
||||
use bevy_ecs::system::{NonSendMut, Query, Res};
|
||||
use glam::{IVec2, UVec2, Vec2};
|
||||
@@ -89,7 +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>,
|
||||
@@ -104,18 +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;
|
||||
@@ -128,8 +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()
|
||||
@@ -214,8 +204,4 @@ pub fn debug_render_system(
|
||||
render_timing_display(debug_canvas, &mut texture_creator, &timings, font);
|
||||
})
|
||||
.unwrap();
|
||||
|
||||
// Draw the debug texture directly onto the main canvas at full resolution
|
||||
canvas.copy(&debug_texture.0, None, None).unwrap();
|
||||
canvas.present();
|
||||
}
|
||||
|
||||
@@ -1,107 +0,0 @@
|
||||
use num_width::NumberWidth;
|
||||
use smallvec::SmallVec;
|
||||
use std::time::Duration;
|
||||
use strum::EnumCount;
|
||||
|
||||
use crate::systems::profiling::SystemId;
|
||||
|
||||
// Helper to split a duration into a integer, decimal, and unit
|
||||
fn get_value(duration: &Duration) -> (u64, u32, &'static str) {
|
||||
let (int, decimal, unit) = match duration {
|
||||
// if greater than 1 second, return as seconds
|
||||
n if n >= &Duration::from_secs(1) => {
|
||||
let secs = n.as_secs();
|
||||
let decimal = n.as_millis() as u64 % 1000;
|
||||
(secs, decimal as u32, "s")
|
||||
}
|
||||
// if greater than 1 millisecond, return as milliseconds
|
||||
n if n >= &Duration::from_millis(1) => {
|
||||
let ms = n.as_millis() as u64;
|
||||
let decimal = n.as_micros() as u64 % 1000;
|
||||
(ms, decimal as u32, "ms")
|
||||
}
|
||||
// if greater than 1 microsecond, return as microseconds
|
||||
n if n >= &Duration::from_micros(1) => {
|
||||
let us = n.as_micros() as u64;
|
||||
let decimal = n.as_nanos() as u64 % 1000;
|
||||
(us, decimal as u32, "µs")
|
||||
}
|
||||
// otherwise, return as nanoseconds
|
||||
n => {
|
||||
let ns = n.as_nanos() as u64;
|
||||
(ns, 0, "ns")
|
||||
}
|
||||
};
|
||||
|
||||
(int, decimal, unit)
|
||||
}
|
||||
|
||||
/// Formats timing data into a vector of strings with proper alignment
|
||||
pub fn format_timing_display(
|
||||
timing_data: impl IntoIterator<Item = (String, Duration, Duration)>,
|
||||
) -> SmallVec<[String; SystemId::COUNT]> {
|
||||
let mut iter = timing_data.into_iter().peekable();
|
||||
if iter.peek().is_none() {
|
||||
return SmallVec::new();
|
||||
}
|
||||
|
||||
struct Entry {
|
||||
name: String,
|
||||
avg_int: u64,
|
||||
avg_decimal: u32,
|
||||
avg_unit: &'static str,
|
||||
std_int: u64,
|
||||
std_decimal: u32,
|
||||
std_unit: &'static str,
|
||||
}
|
||||
|
||||
let entries = iter
|
||||
.map(|(name, avg, std_dev)| {
|
||||
let (avg_int, avg_decimal, avg_unit) = get_value(&avg);
|
||||
let (std_int, std_decimal, std_unit) = get_value(&std_dev);
|
||||
|
||||
Entry {
|
||||
name: name.clone(),
|
||||
avg_int,
|
||||
avg_decimal,
|
||||
avg_unit,
|
||||
std_int,
|
||||
std_decimal,
|
||||
std_unit,
|
||||
}
|
||||
})
|
||||
.collect::<SmallVec<[Entry; 12]>>();
|
||||
|
||||
let (max_name_width, max_avg_int_width, max_avg_decimal_width, max_std_int_width, max_std_decimal_width) = entries
|
||||
.iter()
|
||||
.fold((0, 0, 3, 0, 3), |(name_w, avg_int_w, avg_dec_w, std_int_w, std_dec_w), e| {
|
||||
(
|
||||
name_w.max(e.name.len()),
|
||||
avg_int_w.max(e.avg_int.width() as usize),
|
||||
avg_dec_w.max(e.avg_decimal.width() as usize),
|
||||
std_int_w.max(e.std_int.width() as usize),
|
||||
std_dec_w.max(e.std_decimal.width() as usize),
|
||||
)
|
||||
});
|
||||
|
||||
entries.iter().map(|e| {
|
||||
format!(
|
||||
"{name:max_name_width$} : {avg_int:max_avg_int_width$}.{avg_decimal:<max_avg_decimal_width$}{avg_unit} ± {std_int:max_std_int_width$}.{std_decimal:<max_std_decimal_width$}{std_unit}",
|
||||
// Content
|
||||
name = e.name,
|
||||
avg_int = e.avg_int,
|
||||
avg_decimal = e.avg_decimal,
|
||||
std_int = e.std_int,
|
||||
std_decimal = e.std_decimal,
|
||||
// Units
|
||||
avg_unit = e.avg_unit,
|
||||
std_unit = e.std_unit,
|
||||
// Padding
|
||||
max_name_width = max_name_width,
|
||||
max_avg_int_width = max_avg_int_width,
|
||||
max_avg_decimal_width = max_avg_decimal_width,
|
||||
max_std_int_width = max_std_int_width,
|
||||
max_std_decimal_width = max_std_decimal_width
|
||||
)
|
||||
}).collect::<SmallVec<[String; SystemId::COUNT]>>()
|
||||
}
|
||||
@@ -2,12 +2,12 @@ use bevy_ecs::{
|
||||
entity::Entity,
|
||||
event::{EventReader, EventWriter},
|
||||
query::With,
|
||||
system::{Commands, Query, Res, ResMut},
|
||||
system::{Commands, Query, ResMut},
|
||||
};
|
||||
|
||||
use crate::{
|
||||
events::GameEvent,
|
||||
systems::{AudioEvent, EntityType, GhostCollider, ItemCollider, LevelTiming, PacmanCollider, ScoreResource, Vulnerable},
|
||||
systems::{AudioEvent, EntityType, GhostCollider, ItemCollider, PacmanCollider, ScoreResource, Vulnerable},
|
||||
};
|
||||
|
||||
/// Determines if a collision between two entity types should be handled by the item system.
|
||||
@@ -29,7 +29,6 @@ pub fn item_system(
|
||||
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 {
|
||||
@@ -58,7 +57,7 @@ pub fn item_system(
|
||||
// Make ghosts vulnerable when power pellet is collected
|
||||
if *entity_type == EntityType::PowerPellet {
|
||||
// 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 = 60 * 5;
|
||||
|
||||
// Add Vulnerable component to all ghosts
|
||||
for ghost_entity in ghost_query.iter() {
|
||||
|
||||
@@ -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;
|
||||
|
||||
@@ -1,5 +1,4 @@
|
||||
use bevy_ecs::{
|
||||
component::Component,
|
||||
event::{EventReader, EventWriter},
|
||||
query::{With, Without},
|
||||
system::{Query, Res, ResMut},
|
||||
@@ -17,26 +16,9 @@ use crate::{
|
||||
},
|
||||
};
|
||||
|
||||
/// 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
|
||||
}
|
||||
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.
|
||||
@@ -50,11 +32,16 @@ pub fn player_control_system(
|
||||
mut state: ResMut<GlobalState>,
|
||||
mut debug_state: ResMut<DebugState>,
|
||||
mut audio_state: ResMut<AudioState>,
|
||||
mut players: Query<(&PlayerLifecycle, &mut BufferedDirection), (With<PlayerControlled>, Without<Frozen>)>,
|
||||
mut players: Query<&mut BufferedDirection, (With<PlayerControlled>, Without<Frozen>)>,
|
||||
mut errors: EventWriter<GameError>,
|
||||
) {
|
||||
// Handle events
|
||||
for event in events.read() {
|
||||
if let GameEvent::Command(command) = event {
|
||||
match command {
|
||||
GameCommand::MovePlayer(direction) => {
|
||||
// Get the player's movable component (ensuring there is only one player)
|
||||
let (lifecycle, mut buffered_direction) = match players.single_mut() {
|
||||
let mut buffered_direction = match players.single_mut() {
|
||||
Ok(tuple) => tuple,
|
||||
Err(e) => {
|
||||
errors.write(GameError::InvalidState(format!(
|
||||
@@ -65,14 +52,6 @@ pub fn player_control_system(
|
||||
}
|
||||
};
|
||||
|
||||
// If the player is not interactive or input is locked, ignore movement commands
|
||||
// let allow_input = lifecycle.is_interactive();
|
||||
|
||||
// Handle events
|
||||
for event in events.read() {
|
||||
if let GameEvent::Command(command) = event {
|
||||
match command {
|
||||
GameCommand::MovePlayer(direction) => {
|
||||
*buffered_direction = BufferedDirection::Some {
|
||||
direction: *direction,
|
||||
remaining_time: 0.25,
|
||||
@@ -94,32 +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,
|
||||
&MovementModifiers,
|
||||
&mut Position,
|
||||
&mut Velocity,
|
||||
&mut BufferedDirection,
|
||||
),
|
||||
(&MovementModifiers, &mut Position, &mut Velocity, &mut BufferedDirection),
|
||||
(With<PlayerControlled>, Without<Frozen>),
|
||||
>,
|
||||
// mut errors: EventWriter<GameError>,
|
||||
) {
|
||||
for (lifecycle, modifiers, mut position, mut velocity, mut buffered_direction) in entities.iter_mut() {
|
||||
for (modifiers, mut position, mut velocity, mut buffered_direction) in entities.iter_mut() {
|
||||
// Decrement the buffered direction remaining time
|
||||
if let BufferedDirection::Some {
|
||||
direction,
|
||||
|
||||
@@ -2,6 +2,7 @@ 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]>>()
|
||||
}
|
||||
|
||||
@@ -2,32 +2,37 @@ use crate::constants::CANVAS_SIZE;
|
||||
use crate::error::{GameError, TextureError};
|
||||
use crate::map::builder::Map;
|
||||
use crate::systems::{
|
||||
Blinking, DeltaTime, DirectionalAnimated, EntityType, GhostCollider, PlayerControlled, Position, Renderable, ScoreResource,
|
||||
StartupSequence, Velocity,
|
||||
DebugState, DebugTextureResource, DeltaTime, DirectionalAnimated, Position, Renderable, ScoreResource, StartupSequence,
|
||||
Velocity,
|
||||
};
|
||||
use crate::texture::sprite::SpriteAtlas;
|
||||
use crate::texture::text::TextTexture;
|
||||
use bevy_ecs::component::Component;
|
||||
use bevy_ecs::entity::Entity;
|
||||
use bevy_ecs::event::EventWriter;
|
||||
use bevy_ecs::query::{Changed, Or, 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;
|
||||
}
|
||||
}
|
||||
@@ -71,64 +76,16 @@ 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 _ = canvas.with_texture_canvas(&mut backbuffer.0, |canvas| {
|
||||
let mut text_renderer = TextTexture::new(1.0);
|
||||
|
||||
// Render lives and high score text in white
|
||||
@@ -136,7 +93,7 @@ pub fn hud_render_system(
|
||||
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) {
|
||||
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());
|
||||
}
|
||||
|
||||
@@ -145,7 +102,7 @@ pub fn hud_render_system(
|
||||
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) {
|
||||
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());
|
||||
}
|
||||
|
||||
@@ -157,7 +114,7 @@ pub fn hud_render_system(
|
||||
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) {
|
||||
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());
|
||||
}
|
||||
|
||||
@@ -167,12 +124,13 @@ pub fn hud_render_system(
|
||||
let player_one_position = glam::UVec2::new((CANVAS_SIZE.x - player_one_width) / 2, 113);
|
||||
|
||||
if let Err(e) =
|
||||
text_renderer.render_with_color(&mut canvas, &mut atlas, player_one_text, player_one_position, Color::CYAN)
|
||||
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;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -4,8 +4,9 @@ use bevy_ecs::{
|
||||
resource::Resource,
|
||||
system::{Commands, Query, ResMut},
|
||||
};
|
||||
use tracing::debug;
|
||||
|
||||
use crate::systems::{Frozen, GhostCollider, PlayerControlled};
|
||||
use crate::systems::{Frozen, GhostCollider, Hidden, PlayerControlled};
|
||||
|
||||
#[derive(Resource, Debug, Clone, Copy)]
|
||||
pub enum StartupSequence {
|
||||
@@ -75,21 +76,14 @@ pub fn startup_stage_system(
|
||||
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 and enable player input
|
||||
// Remove Frozen/Hidden tags from all entities and enable player input
|
||||
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, Hidden)>();
|
||||
}
|
||||
|
||||
// TODO: Add GameActive tag component
|
||||
// TODO: Remove CharactersVisible tag component
|
||||
}
|
||||
_ => {}
|
||||
}
|
||||
|
||||
@@ -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;
|
||||
|
||||
@@ -9,7 +9,7 @@ use pacman::{
|
||||
},
|
||||
systems::{
|
||||
can_traverse, player_control_system, player_movement_system, AudioState, BufferedDirection, DebugState, DeltaTime,
|
||||
EntityType, GlobalState, PlayerControlled, Position, Velocity,
|
||||
EntityType, GlobalState, MovementModifiers, PlayerControlled, Position, Velocity,
|
||||
},
|
||||
};
|
||||
|
||||
@@ -49,6 +49,7 @@ fn spawn_test_player(world: &mut World) -> Entity {
|
||||
},
|
||||
BufferedDirection::None,
|
||||
EntityType::Player,
|
||||
MovementModifiers::default(),
|
||||
))
|
||||
.id()
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user