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5 changed files with 36 additions and 86 deletions

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@@ -15,11 +15,10 @@ use crate::systems::profiling::SystemId;
use crate::systems::render::RenderDirty; use crate::systems::render::RenderDirty;
use crate::systems::{ use crate::systems::{
audio_system, blinking_system, collision_system, debug_render_system, directional_render_system, dirty_render_system, 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, ghost_movement_system, hud_render_system, item_system, profile, render_system, AudioEvent, AudioResource, AudioState,
AudioResource, AudioState, BackbufferResource, Collider, DebugFontResource, DebugState, DebugTextureResource, DeltaTime, BackbufferResource, Collider, DebugFontResource, DebugState, DebugTextureResource, DeltaTime, DirectionalAnimated,
DirectionalAnimated, EntityType, Frozen, Ghost, GhostBundle, GhostCollider, GlobalState, ItemBundle, ItemCollider, EntityType, Frozen, Ghost, GhostBundle, GhostCollider, GlobalState, ItemBundle, ItemCollider, MapTextureResource,
MapTextureResource, PacmanCollider, PlayerBundle, PlayerControlled, PlayerStateBundle, Renderable, ScoreResource, PacmanCollider, PlayerBundle, PlayerControlled, PlayerStateBundle, Renderable, ScoreResource, StartupSequence, SystemTimings,
StartupSequence, SystemTimings,
}; };
use crate::texture::animated::AnimatedTexture; use crate::texture::animated::AnimatedTexture;
use bevy_ecs::event::EventRegistry; use bevy_ecs::event::EventRegistry;
@@ -190,7 +189,6 @@ impl Game {
sprite: SpriteAtlas::get_tile(&atlas, "pacman/full.png") sprite: SpriteAtlas::get_tile(&atlas, "pacman/full.png")
.ok_or_else(|| GameError::Texture(TextureError::AtlasTileNotFound("pacman/full.png".to_string())))?, .ok_or_else(|| GameError::Texture(TextureError::AtlasTileNotFound("pacman/full.png".to_string())))?,
layer: 0, layer: 0,
visible: true,
}, },
directional_animated: DirectionalAnimated { directional_animated: DirectionalAnimated {
textures, textures,
@@ -282,7 +280,6 @@ impl Game {
(collision_system, ghost_collision_system, item_system).chain(), (collision_system, ghost_collision_system, item_system).chain(),
audio_system, audio_system,
blinking_system, blinking_system,
ready_visibility_system,
( (
directional_render_system, directional_render_system,
dirty_render_system, dirty_render_system,
@@ -318,11 +315,7 @@ impl Game {
let mut item = world.spawn(ItemBundle { let mut item = world.spawn(ItemBundle {
position: Position::Stopped { node: node_id }, position: Position::Stopped { node: node_id },
sprite: Renderable { sprite: Renderable { sprite, layer: 1 },
sprite,
layer: 1,
visible: true,
},
entity_type: item_type, entity_type: item_type,
collider: Collider { size }, collider: Collider { size },
item_collider: ItemCollider, item_collider: ItemCollider,
@@ -429,7 +422,6 @@ impl Game {
}, },
)?, )?,
layer: 0, layer: 0,
visible: true,
}, },
directional_animated: DirectionalAnimated { directional_animated: DirectionalAnimated {
textures, textures,

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@@ -1,9 +1,14 @@
use bevy_ecs::{ use bevy_ecs::{
component::Component, 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)] #[derive(Component)]
pub struct Blinking { pub struct Blinking {
@@ -15,13 +20,23 @@ pub struct Blinking {
/// ///
/// This system manages entities that have both `Blinking` and `Renderable` components, /// This system manages entities that have both `Blinking` and `Renderable` components,
/// accumulating time and toggling visibility when the specified interval is reached. /// 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)>) { pub fn blinking_system(
for (mut blinking, mut renderable) in query.iter_mut() { 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; blinking.timer += time.0;
if blinking.timer >= blinking.interval { if blinking.timer >= blinking.interval {
blinking.timer = 0.0; 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);
}
} }
} }
} }

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@@ -93,7 +93,6 @@ impl EntityType {
pub struct Renderable { pub struct Renderable {
pub sprite: AtlasTile, pub sprite: AtlasTile,
pub layer: u8, pub layer: u8,
pub visible: bool,
} }
/// A component for entities that have a directional animated texture. /// A component for entities that have a directional animated texture.

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@@ -7,6 +7,7 @@ use crate::systems::{
}; };
use crate::texture::sprite::SpriteAtlas; use crate::texture::sprite::SpriteAtlas;
use crate::texture::text::TextTexture; use crate::texture::text::TextTexture;
use bevy_ecs::component::Component;
use bevy_ecs::entity::Entity; use bevy_ecs::entity::Entity;
use bevy_ecs::event::EventWriter; use bevy_ecs::event::EventWriter;
use bevy_ecs::query::{Changed, Or, With, Without}; use bevy_ecs::query::{Changed, Or, With, Without};
@@ -21,6 +22,9 @@ use sdl2::video::Window;
#[derive(Resource, Default)] #[derive(Resource, Default)]
pub struct RenderDirty(pub bool); pub struct RenderDirty(pub bool);
#[derive(Component)]
pub struct Hidden;
#[allow(clippy::type_complexity)] #[allow(clippy::type_complexity)]
pub fn dirty_render_system( pub fn dirty_render_system(
mut dirty: ResMut<RenderDirty>, mut dirty: ResMut<RenderDirty>,
@@ -71,56 +75,6 @@ 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. /// 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>); 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. /// Renders the HUD (score, lives, etc.) on top of the game.
pub fn hud_render_system( pub fn hud_render_system(
mut canvas: NonSendMut<&mut Canvas<Window>>, mut canvas: NonSendMut<&mut Canvas<Window>>,
@@ -183,7 +137,7 @@ pub fn render_system(
mut atlas: NonSendMut<SpriteAtlas>, mut atlas: NonSendMut<SpriteAtlas>,
map: Res<Map>, map: Res<Map>,
dirty: Res<RenderDirty>, dirty: Res<RenderDirty>,
renderables: Query<(Entity, &Renderable, &Position)>, renderables: Query<(Entity, &Renderable, &Position), Without<Hidden>>,
mut errors: EventWriter<GameError>, mut errors: EventWriter<GameError>,
) { ) {
if !dirty.0 { if !dirty.0 {
@@ -207,10 +161,6 @@ pub fn render_system(
.sort_by_key::<(Entity, &Renderable, &Position), _>(|(_, renderable, _)| renderable.layer) .sort_by_key::<(Entity, &Renderable, &Position), _>(|(_, renderable, _)| renderable.layer)
.rev() .rev()
{ {
if !renderable.visible {
continue;
}
let pos = position.get_pixel_position(&map.graph); let pos = position.get_pixel_position(&map.graph);
match pos { match pos {
Ok(pos) => { Ok(pos) => {

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@@ -4,8 +4,9 @@ use bevy_ecs::{
resource::Resource, resource::Resource,
system::{Commands, Query, ResMut}, 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)] #[derive(Resource, Debug, Clone, Copy)]
pub enum StartupSequence { pub enum StartupSequence {
@@ -75,21 +76,14 @@ pub fn startup_stage_system(
mut ghost_query: Query<Entity, With<GhostCollider>>, mut ghost_query: Query<Entity, With<GhostCollider>>,
) { ) {
if let Some((from, to)) = startup.tick() { if let Some((from, to)) = startup.tick() {
debug!("StartupSequence transition from {from:?} to {to:?}");
match (from, to) { match (from, to) {
(StartupSequence::TextOnly { .. }, StartupSequence::CharactersVisible { .. }) => { // (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::CharactersVisible { .. }, StartupSequence::GameActive) => { (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()) { 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, Hidden)>();
commands.entity(entity).remove::<Frozen>();
} }
// TODO: Add GameActive tag component
// TODO: Remove CharactersVisible tag component
} }
_ => {} _ => {}
} }