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2 Commits

5 changed files with 13 additions and 50 deletions

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@@ -8,7 +8,7 @@ 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, MovementModifiers};
use crate::systems::movement::{BufferedDirection, Position, Velocity};
use crate::systems::profiling::SystemId;
@@ -18,7 +18,7 @@ use crate::systems::{
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, PlayerStateBundle, Renderable, ScoreResource, StartupSequence, SystemTimings,
PacmanCollider, PlayerBundle, PlayerControlled, Renderable, ScoreResource, StartupSequence, SystemTimings,
};
use crate::texture::animated::AnimatedTexture;
use bevy_ecs::event::EventRegistry;
@@ -184,6 +184,7 @@ 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")
@@ -203,7 +204,6 @@ 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);

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@@ -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},
};
@@ -160,14 +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)]

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@@ -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,

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@@ -1,16 +1,13 @@
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,
};
use crate::systems::{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};

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@@ -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()
}