mirror of
https://github.com/Xevion/Pac-Man.git
synced 2025-12-11 10:08:00 -06:00
Compare commits
3 Commits
| Author | SHA1 | Date | |
|---|---|---|---|
|
|
9bfe4a9ce7 | ||
|
|
2da8a312f3 | ||
|
|
2bdd4f0d04 |
22
src/game.rs
22
src/game.rs
@@ -8,18 +8,17 @@ use crate::events::GameEvent;
|
|||||||
use crate::map::builder::Map;
|
use crate::map::builder::Map;
|
||||||
use crate::map::direction::Direction;
|
use crate::map::direction::Direction;
|
||||||
use crate::systems::blinking::Blinking;
|
use crate::systems::blinking::Blinking;
|
||||||
use crate::systems::{self, ghost_collision_system};
|
use crate::systems::{self, ghost_collision_system, MovementModifiers};
|
||||||
|
|
||||||
use crate::systems::movement::{BufferedDirection, Position, Velocity};
|
use crate::systems::movement::{BufferedDirection, Position, Velocity};
|
||||||
use crate::systems::profiling::SystemId;
|
use crate::systems::profiling::SystemId;
|
||||||
use crate::systems::render::RenderDirty;
|
use crate::systems::render::RenderDirty;
|
||||||
use crate::systems::{
|
use crate::systems::{
|
||||||
audio_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, 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;
|
||||||
@@ -185,12 +184,12 @@ impl Game {
|
|||||||
speed: 1.15,
|
speed: 1.15,
|
||||||
direction: Direction::Left,
|
direction: Direction::Left,
|
||||||
},
|
},
|
||||||
|
movement_modifiers: MovementModifiers::default(),
|
||||||
buffered_direction: BufferedDirection::None,
|
buffered_direction: BufferedDirection::None,
|
||||||
sprite: Renderable {
|
sprite: Renderable {
|
||||||
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,
|
||||||
@@ -205,7 +204,6 @@ impl Game {
|
|||||||
|
|
||||||
// Spawn player and attach initial state bundle
|
// Spawn player and attach initial state bundle
|
||||||
let player_entity = world.spawn(player).id();
|
let player_entity = world.spawn(player).id();
|
||||||
world.entity_mut(player_entity).insert(PlayerStateBundle::default());
|
|
||||||
world.entity_mut(player_entity).insert(Frozen);
|
world.entity_mut(player_entity).insert(Frozen);
|
||||||
|
|
||||||
world.insert_non_send_resource(atlas);
|
world.insert_non_send_resource(atlas);
|
||||||
@@ -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,
|
||||||
|
|||||||
@@ -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);
|
||||||
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -5,7 +5,7 @@ use crate::{
|
|||||||
map::graph::TraversalFlags,
|
map::graph::TraversalFlags,
|
||||||
systems::{
|
systems::{
|
||||||
movement::{BufferedDirection, Position, Velocity},
|
movement::{BufferedDirection, Position, Velocity},
|
||||||
Collider, GhostCollider, ItemCollider, PacmanCollider, PlayerLifecycle,
|
Collider, GhostCollider, ItemCollider, PacmanCollider,
|
||||||
},
|
},
|
||||||
texture::{animated::AnimatedTexture, sprite::AtlasTile},
|
texture::{animated::AnimatedTexture, sprite::AtlasTile},
|
||||||
};
|
};
|
||||||
@@ -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.
|
||||||
@@ -161,14 +160,8 @@ pub struct PlayerBundle {
|
|||||||
pub directional_animated: DirectionalAnimated,
|
pub directional_animated: DirectionalAnimated,
|
||||||
pub entity_type: EntityType,
|
pub entity_type: EntityType,
|
||||||
pub collider: Collider,
|
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 movement_modifiers: MovementModifiers,
|
||||||
|
pub pacman_collider: PacmanCollider,
|
||||||
}
|
}
|
||||||
|
|
||||||
#[derive(Bundle)]
|
#[derive(Bundle)]
|
||||||
|
|||||||
@@ -1,5 +1,4 @@
|
|||||||
use bevy_ecs::{
|
use bevy_ecs::{
|
||||||
component::Component,
|
|
||||||
event::{EventReader, EventWriter},
|
event::{EventReader, EventWriter},
|
||||||
query::{With, Without},
|
query::{With, Without},
|
||||||
system::{Query, Res, ResMut},
|
system::{Query, Res, ResMut},
|
||||||
@@ -17,28 +16,6 @@ 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 {
|
pub fn can_traverse(entity_type: EntityType, edge: Edge) -> bool {
|
||||||
let entity_flags = entity_type.traversal_flags();
|
let entity_flags = entity_type.traversal_flags();
|
||||||
edge.traversal_flags.contains(entity_flags)
|
edge.traversal_flags.contains(entity_flags)
|
||||||
@@ -64,7 +41,7 @@ pub fn player_control_system(
|
|||||||
match command {
|
match command {
|
||||||
GameCommand::MovePlayer(direction) => {
|
GameCommand::MovePlayer(direction) => {
|
||||||
// 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 (mut buffered_direction) = match players.single_mut() {
|
let 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!(
|
||||||
@@ -101,22 +78,16 @@ pub fn player_control_system(
|
|||||||
/// Handles movement logic including buffered direction changes, edge traversal validation, and continuous movement between nodes.
|
/// 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.
|
/// 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.
|
/// Supports movement chaining within a single frame when traveling at high speeds.
|
||||||
|
#[allow(clippy::type_complexity)]
|
||||||
pub fn player_movement_system(
|
pub fn player_movement_system(
|
||||||
map: Res<Map>,
|
map: Res<Map>,
|
||||||
delta_time: Res<DeltaTime>,
|
delta_time: Res<DeltaTime>,
|
||||||
mut entities: Query<
|
mut entities: Query<
|
||||||
(
|
(&MovementModifiers, &mut Position, &mut Velocity, &mut BufferedDirection),
|
||||||
&PlayerLifecycle,
|
|
||||||
&MovementModifiers,
|
|
||||||
&mut Position,
|
|
||||||
&mut Velocity,
|
|
||||||
&mut BufferedDirection,
|
|
||||||
),
|
|
||||||
(With<PlayerControlled>, Without<Frozen>),
|
(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
|
// Decrement the buffered direction remaining time
|
||||||
if let BufferedDirection::Some {
|
if let BufferedDirection::Some {
|
||||||
direction,
|
direction,
|
||||||
|
|||||||
@@ -1,15 +1,13 @@
|
|||||||
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::{
|
use crate::systems::{DeltaTime, DirectionalAnimated, Position, Renderable, ScoreResource, StartupSequence, Velocity};
|
||||||
Blinking, DeltaTime, DirectionalAnimated, EntityType, GhostCollider, PlayerControlled, Position, Renderable, ScoreResource,
|
|
||||||
StartupSequence, Velocity,
|
|
||||||
};
|
|
||||||
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, Without};
|
||||||
use bevy_ecs::removal_detection::RemovedComponents;
|
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};
|
||||||
@@ -21,6 +19,9 @@ 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 +72,6 @@ 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 +134,7 @@ 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 +158,6 @@ 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) => {
|
||||||
|
|||||||
@@ -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
|
|
||||||
}
|
}
|
||||||
_ => {}
|
_ => {}
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -9,7 +9,7 @@ use pacman::{
|
|||||||
},
|
},
|
||||||
systems::{
|
systems::{
|
||||||
can_traverse, player_control_system, player_movement_system, AudioState, BufferedDirection, DebugState, DeltaTime,
|
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,
|
BufferedDirection::None,
|
||||||
EntityType::Player,
|
EntityType::Player,
|
||||||
|
MovementModifiers::default(),
|
||||||
))
|
))
|
||||||
.id()
|
.id()
|
||||||
}
|
}
|
||||||
|
|||||||
Reference in New Issue
Block a user