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6 Commits
| Author | SHA1 | Date | |
|---|---|---|---|
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a8e62aec56 | ||
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cde1ea5394 | ||
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d0628ef70b | ||
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9bfe4a9ce7 | ||
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2da8a312f3 | ||
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2bdd4f0d04 |
120
src/game.rs
120
src/game.rs
@@ -2,33 +2,34 @@
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include!(concat!(env!("OUT_DIR"), "/atlas_data.rs"));
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use crate::constants::CANVAS_SIZE;
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use crate::constants::{MapTile, CANVAS_SIZE};
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use crate::error::{GameError, GameResult, TextureError};
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use crate::events::GameEvent;
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use crate::map::builder::Map;
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use crate::map::direction::Direction;
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use crate::systems::blinking::Blinking;
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use crate::systems::{self, ghost_collision_system};
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use crate::systems::{self, ghost_collision_system, present_system, Hidden, MovementModifiers};
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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::render::RenderDirty;
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use crate::systems::{
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audio_system, blinking_system, collision_system, debug_render_system, directional_render_system, dirty_render_system,
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ghost_movement_system, hud_render_system, item_system, profile, ready_visibility_system, render_system, AudioEvent,
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AudioResource, AudioState, BackbufferResource, Collider, DebugFontResource, DebugState, DebugTextureResource, DeltaTime,
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DirectionalAnimated, EntityType, Frozen, Ghost, GhostBundle, GhostCollider, GlobalState, ItemBundle, ItemCollider,
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MapTextureResource, PacmanCollider, PlayerBundle, PlayerControlled, PlayerStateBundle, Renderable, ScoreResource,
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StartupSequence, SystemTimings,
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ghost_movement_system, hud_render_system, item_system, profile, render_system, AudioEvent, AudioResource, AudioState,
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BackbufferResource, Collider, DebugFontResource, DebugState, DebugTextureResource, DeltaTime, DirectionalAnimated,
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EntityType, Frozen, Ghost, GhostBundle, GhostCollider, GlobalState, ItemBundle, ItemCollider, MapTextureResource,
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PacmanCollider, PlayerBundle, PlayerControlled, Renderable, ScoreResource, StartupSequence, SystemTimings,
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};
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use crate::texture::animated::AnimatedTexture;
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use crate::texture::sprite::AtlasTile;
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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::schedule::{IntoScheduleConfigs, Schedule, SystemSet};
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use bevy_ecs::system::{NonSendMut, Res, ResMut};
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use bevy_ecs::schedule::common_conditions::resource_changed;
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use bevy_ecs::schedule::{Condition, IntoScheduleConfigs, Schedule, SystemSet};
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use bevy_ecs::system::ResMut;
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use bevy_ecs::world::World;
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use sdl2::image::LoadTexture;
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use sdl2::render::{Canvas, ScaleMode, TextureCreator};
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use sdl2::render::{BlendMode, Canvas, ScaleMode, TextureCreator};
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use sdl2::rwops::RWops;
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use sdl2::video::{Window, WindowContext};
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use sdl2::EventPump;
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@@ -82,14 +83,7 @@ impl Game {
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texture_creator: &'static mut TextureCreator<WindowContext>,
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event_pump: &'static mut EventPump,
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) -> GameResult<Game> {
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let mut world = World::default();
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let mut schedule = Schedule::default();
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let ttf_context = Box::leak(Box::new(sdl2::ttf::init().map_err(|e| GameError::Sdl(e.to_string()))?));
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EventRegistry::register_event::<GameError>(&mut world);
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EventRegistry::register_event::<GameEvent>(&mut world);
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EventRegistry::register_event::<AudioEvent>(&mut world);
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let mut backbuffer = texture_creator
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.create_texture_target(None, CANVAS_SIZE.x, CANVAS_SIZE.y)
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.map_err(|e| GameError::Sdl(e.to_string()))?;
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@@ -105,6 +99,9 @@ impl Game {
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let mut debug_texture = texture_creator
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.create_texture_target(None, output_size.0, output_size.1)
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.map_err(|e| GameError::Sdl(e.to_string()))?;
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// Debug texture is copied over the backbuffer, it requires transparency abilities
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debug_texture.set_blend_mode(BlendMode::Blend);
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debug_texture.set_scale_mode(ScaleMode::Nearest);
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let font_data = get_asset_bytes(Asset::Font)?;
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@@ -150,11 +147,10 @@ impl Game {
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.map_err(|e| GameError::Sdl(e.to_string()))?;
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let map = Map::new(constants::RAW_BOARD)?;
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let pacman_start_node = map.start_positions.pacman;
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// Create directional animated textures for Pac-Man
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let mut textures = [None, None, None, None];
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let mut stopped_textures = [None, None, None, None];
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for direction in Direction::DIRECTIONS {
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let moving_prefix = match direction {
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Direction::Up => "pacman/up",
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@@ -180,17 +176,19 @@ impl Game {
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let player = PlayerBundle {
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player: PlayerControlled,
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position: Position::Stopped { node: pacman_start_node },
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position: Position::Stopped {
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node: map.start_positions.pacman,
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},
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velocity: Velocity {
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speed: 1.15,
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direction: Direction::Left,
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},
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movement_modifiers: MovementModifiers::default(),
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buffered_direction: BufferedDirection::None,
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sprite: Renderable {
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sprite: SpriteAtlas::get_tile(&atlas, "pacman/full.png")
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.ok_or_else(|| GameError::Texture(TextureError::AtlasTileNotFound("pacman/full.png".to_string())))?,
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layer: 0,
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visible: true,
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},
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directional_animated: DirectionalAnimated {
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textures,
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@@ -203,10 +201,12 @@ impl Game {
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pacman_collider: PacmanCollider,
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};
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// Spawn player and attach initial state bundle
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let player_entity = world.spawn(player).id();
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world.entity_mut(player_entity).insert(PlayerStateBundle::default());
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world.entity_mut(player_entity).insert(Frozen);
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let mut world = World::default();
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let mut schedule = Schedule::default();
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EventRegistry::register_event::<GameError>(&mut world);
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EventRegistry::register_event::<GameEvent>(&mut world);
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EventRegistry::register_event::<AudioEvent>(&mut world);
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world.insert_non_send_resource(atlas);
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world.insert_non_send_resource(event_pump);
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@@ -227,6 +227,7 @@ impl Game {
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world.insert_resource(DebugState::default());
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world.insert_resource(AudioState::default());
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world.insert_resource(CursorPosition::default());
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world.insert_resource(StartupSequence::new(60 * 3, 60));
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world.add_observer(
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|event: Trigger<GameEvent>, mut state: ResMut<GlobalState>, _score: ResMut<ScoreResource>| {
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@@ -250,25 +251,17 @@ impl Game {
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let blinking_system = profile(SystemId::Blinking, blinking_system);
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let directional_render_system = profile(SystemId::DirectionalRender, directional_render_system);
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let dirty_render_system = profile(SystemId::DirtyRender, dirty_render_system);
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let hud_render_system = profile(SystemId::HudRender, hud_render_system);
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let render_system = profile(SystemId::Render, render_system);
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let hud_render_system = profile(SystemId::HudRender, hud_render_system);
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let debug_render_system = profile(SystemId::DebugRender, debug_render_system);
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let present_system = profile(SystemId::Present, present_system);
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let present_system = profile(
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SystemId::Present,
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|mut canvas: NonSendMut<&mut Canvas<Window>>, debug_state: Res<DebugState>, mut dirty: ResMut<RenderDirty>| {
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if dirty.0 || debug_state.enabled {
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// Only copy backbuffer to main canvas if debug rendering is off
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// (debug rendering draws directly to main canvas)
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if !debug_state.enabled {
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canvas.present();
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}
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dirty.0 = false;
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}
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},
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);
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let forced_dirty_system = |mut dirty: ResMut<RenderDirty>| {
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dirty.0 = true;
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};
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schedule.add_systems((
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forced_dirty_system.run_if(resource_changed::<ScoreResource>.or(resource_changed::<StartupSequence>)),
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(
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input_system,
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player_control_system,
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@@ -282,7 +275,6 @@ impl Game {
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(collision_system, ghost_collision_system, item_system).chain(),
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audio_system,
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blinking_system,
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ready_visibility_system,
|
||||
(
|
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directional_render_system,
|
||||
dirty_render_system,
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||||
@@ -294,45 +286,46 @@ impl Game {
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.chain(),
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));
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world.insert_resource(StartupSequence::new(60 * 3, 60));
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// Spawn player and attach initial state bundle
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world.spawn(player).insert((Frozen, Hidden));
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// Spawn ghosts
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Self::spawn_ghosts(&mut world)?;
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|
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// Spawn items
|
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let pellet_sprite = SpriteAtlas::get_tile(world.non_send_resource::<SpriteAtlas>(), "maze/pellet.png")
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.ok_or_else(|| GameError::Texture(TextureError::AtlasTileNotFound("maze/pellet.png".to_string())))?;
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let energizer_sprite = SpriteAtlas::get_tile(world.non_send_resource::<SpriteAtlas>(), "maze/energizer.png")
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.ok_or_else(|| GameError::Texture(TextureError::AtlasTileNotFound("maze/energizer.png".to_string())))?;
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let nodes: Vec<_> = world.resource::<Map>().iter_nodes().map(|(id, tile)| (*id, *tile)).collect();
|
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|
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for (node_id, tile) in nodes {
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let (item_type, sprite, size) = match tile {
|
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crate::constants::MapTile::Pellet => (EntityType::Pellet, pellet_sprite, constants::CELL_SIZE as f32 * 0.4),
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crate::constants::MapTile::PowerPellet => {
|
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(EntityType::PowerPellet, energizer_sprite, constants::CELL_SIZE as f32 * 0.95)
|
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}
|
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_ => continue,
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};
|
||||
// Build a list of item entities to spawn from the map
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let nodes: Vec<(usize, EntityType, AtlasTile, f32)> = world
|
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.resource::<Map>()
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.iter_nodes()
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.filter_map(|(id, tile)| match tile {
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MapTile::Pellet => Some((*id, EntityType::Pellet, pellet_sprite, constants::CELL_SIZE as f32 * 0.4)),
|
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MapTile::PowerPellet => Some((
|
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*id,
|
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EntityType::PowerPellet,
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energizer_sprite,
|
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constants::CELL_SIZE as f32 * 0.95,
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)),
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_ => None,
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})
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.collect();
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|
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// Construct and spawn the item entities
|
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for (id, item_type, sprite, size) in nodes {
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let mut item = world.spawn(ItemBundle {
|
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position: Position::Stopped { node: node_id },
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sprite: Renderable {
|
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sprite,
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layer: 1,
|
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visible: true,
|
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},
|
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position: Position::Stopped { node: id },
|
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sprite: Renderable { sprite, layer: 1 },
|
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entity_type: item_type,
|
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collider: Collider { size },
|
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item_collider: ItemCollider,
|
||||
});
|
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|
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// Make power pellets blink
|
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if item_type == EntityType::PowerPellet {
|
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item.insert(Blinking {
|
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timer: 0.0,
|
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interval: 0.2,
|
||||
});
|
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item.insert((Frozen, Blinking::new(0.2)));
|
||||
}
|
||||
}
|
||||
|
||||
@@ -429,7 +422,6 @@ impl Game {
|
||||
},
|
||||
)?,
|
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layer: 0,
|
||||
visible: true,
|
||||
},
|
||||
directional_animated: DirectionalAnimated {
|
||||
textures,
|
||||
@@ -443,7 +435,7 @@ impl Game {
|
||||
}
|
||||
};
|
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|
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world.spawn(ghost).insert(Frozen);
|
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world.spawn(ghost).insert((Frozen, Hidden));
|
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}
|
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|
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Ok(())
|
||||
|
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@@ -1,27 +1,63 @@
|
||||
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},
|
||||
Frozen, Hidden,
|
||||
};
|
||||
|
||||
#[derive(Component)]
|
||||
#[derive(Component, Debug)]
|
||||
pub struct Blinking {
|
||||
pub timer: f32,
|
||||
pub interval: f32,
|
||||
}
|
||||
|
||||
impl Blinking {
|
||||
pub fn new(interval: f32) -> Self {
|
||||
Self { timer: 0.0, interval }
|
||||
}
|
||||
}
|
||||
|
||||
/// Updates blinking entities by toggling their visibility at regular intervals.
|
||||
///
|
||||
/// 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() {
|
||||
#[allow(clippy::type_complexity)]
|
||||
pub fn blinking_system(
|
||||
mut commands: Commands,
|
||||
time: Res<DeltaTime>,
|
||||
mut query: Query<(Entity, &mut Blinking, Has<Hidden>, Has<Frozen>), With<Renderable>>,
|
||||
) {
|
||||
for (entity, mut blinking, hidden, frozen) in query.iter_mut() {
|
||||
// If the entity is frozen, blinking is disabled and the entity is unhidden (if it was hidden)
|
||||
if frozen {
|
||||
if hidden {
|
||||
commands.entity(entity).remove::<Hidden>();
|
||||
}
|
||||
|
||||
continue;
|
||||
}
|
||||
|
||||
// Increase the timer by the delta time
|
||||
blinking.timer += time.0;
|
||||
|
||||
if blinking.timer >= blinking.interval {
|
||||
blinking.timer = 0.0;
|
||||
renderable.visible = !renderable.visible;
|
||||
// If the timer is less than the interval, there's nothing to do yet
|
||||
if blinking.timer < blinking.interval {
|
||||
continue;
|
||||
}
|
||||
|
||||
// Subtract the interval (allows for the timer to retain partial interval progress)
|
||||
blinking.timer -= blinking.interval;
|
||||
|
||||
// Toggle the Hidden component
|
||||
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.
|
||||
@@ -161,14 +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();
|
||||
}
|
||||
|
||||
@@ -1,5 +1,4 @@
|
||||
use bevy_ecs::{
|
||||
component::Component,
|
||||
event::{EventReader, EventWriter},
|
||||
query::{With, Without},
|
||||
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 {
|
||||
let entity_flags = entity_type.traversal_flags();
|
||||
edge.traversal_flags.contains(entity_flags)
|
||||
@@ -64,7 +41,7 @@ pub fn player_control_system(
|
||||
match command {
|
||||
GameCommand::MovePlayer(direction) => {
|
||||
// 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,
|
||||
Err(e) => {
|
||||
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.
|
||||
/// 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,
|
||||
|
||||
@@ -2,32 +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;
|
||||
}
|
||||
}
|
||||
@@ -71,108 +76,61 @@ 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 mut text_renderer = TextTexture::new(1.0);
|
||||
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
|
||||
let lives = 3; // TODO: Get from actual lives resource
|
||||
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
|
||||
// Render lives and high score text in white
|
||||
let lives = 3; // TODO: Get from actual lives resource
|
||||
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) {
|
||||
errors.write(TextureError::RenderFailed(format!("Failed to render lives text: {}", e)).into());
|
||||
}
|
||||
|
||||
// Render score text in yellow (Pac-Man's color)
|
||||
let score_text = format!("{:02}", score.0);
|
||||
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) {
|
||||
errors.write(TextureError::RenderFailed(format!("Failed to render score text: {}", e)).into());
|
||||
}
|
||||
|
||||
// Render text based on StartupSequence stage
|
||||
if matches!(
|
||||
*startup,
|
||||
StartupSequence::TextOnly { .. } | StartupSequence::CharactersVisible { .. }
|
||||
) {
|
||||
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) {
|
||||
errors.write(TextureError::RenderFailed(format!("Failed to render READY text: {}", e)).into());
|
||||
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());
|
||||
}
|
||||
|
||||
if matches!(*startup, StartupSequence::TextOnly { .. }) {
|
||||
let player_one_text = "PLAYER ONE";
|
||||
let player_one_width = text_renderer.text_width(player_one_text);
|
||||
let player_one_position = glam::UVec2::new((CANVAS_SIZE.x - player_one_width) / 2, 113);
|
||||
// Render score text in yellow (Pac-Man's color)
|
||||
let score_text = format!("{:02}", score.0);
|
||||
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_with_color(&mut canvas, &mut atlas, player_one_text, player_one_position, Color::CYAN)
|
||||
{
|
||||
errors.write(TextureError::RenderFailed(format!("Failed to render PLAYER ONE text: {}", e)).into());
|
||||
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());
|
||||
}
|
||||
|
||||
// Render text based on StartupSequence stage
|
||||
if matches!(
|
||||
*startup,
|
||||
StartupSequence::TextOnly { .. } | StartupSequence::CharactersVisible { .. }
|
||||
) {
|
||||
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(canvas, &mut atlas, ready_text, ready_position, Color::YELLOW) {
|
||||
errors.write(TextureError::RenderFailed(format!("Failed to render READY text: {}", e)).into());
|
||||
}
|
||||
|
||||
if matches!(*startup, StartupSequence::TextOnly { .. }) {
|
||||
let player_one_text = "PLAYER ONE";
|
||||
let player_one_width = text_renderer.text_width(player_one_text);
|
||||
let player_one_position = glam::UVec2::new((CANVAS_SIZE.x - player_one_width) / 2, 113);
|
||||
|
||||
if let Err(e) =
|
||||
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::{Blinking, Frozen, GhostCollider, Hidden, PlayerControlled};
|
||||
|
||||
#[derive(Resource, Debug, Clone, Copy)]
|
||||
pub enum StartupSequence {
|
||||
@@ -71,25 +72,24 @@ impl StartupSequence {
|
||||
pub fn startup_stage_system(
|
||||
mut startup: ResMut<StartupSequence>,
|
||||
mut commands: Commands,
|
||||
mut blinking_query: Query<Entity, With<Blinking>>,
|
||||
mut player_query: Query<Entity, With<PlayerControlled>>,
|
||||
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
|
||||
// Unfreeze and unhide the player & ghosts
|
||||
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
|
||||
// Unfreeze pellet blinking
|
||||
for entity in blinking_query.iter_mut() {
|
||||
commands.entity(entity).remove::<Frozen>();
|
||||
}
|
||||
}
|
||||
_ => {}
|
||||
}
|
||||
|
||||
@@ -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