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4 Commits

Author SHA1 Message Date
Ryan Walters
1206cf9ad1 feat: implement high score text rendering 2025-09-01 12:13:18 -05:00
Ryan Walters
bed913d016 fix: profiling system calculates mean of sums, not mean of means 2025-09-01 12:01:39 -05:00
Ryan Walters
98196f3e07 feat: ghost animation states, frightened/eaten behaviors, smallvec animation arrays 2025-09-01 11:46:18 -05:00
Ryan Walters
8f504d6c77 fix: correctly unhide in second pre-freeze stage 2025-09-01 10:28:08 -05:00
13 changed files with 489 additions and 126 deletions

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@@ -30,6 +30,21 @@ pub const BOARD_CELL_OFFSET: UVec2 = UVec2::new(0, 3);
/// Automatically calculated from the cell offset to maintain consistency /// Automatically calculated from the cell offset to maintain consistency
/// when the cell size changes. Used for positioning sprites and debug overlays. /// when the cell size changes. Used for positioning sprites and debug overlays.
pub const BOARD_PIXEL_OFFSET: UVec2 = UVec2::new(BOARD_CELL_OFFSET.x * CELL_SIZE, BOARD_CELL_OFFSET.y * CELL_SIZE); pub const BOARD_PIXEL_OFFSET: UVec2 = UVec2::new(BOARD_CELL_OFFSET.x * CELL_SIZE, BOARD_CELL_OFFSET.y * CELL_SIZE);
/// Animation timing constants for ghost state management
pub mod animation {
/// Normal ghost movement animation speed (frames per second)
pub const GHOST_NORMAL_SPEED: f32 = 0.2;
/// Eaten ghost (eyes) animation speed (frames per second)
pub const GHOST_EATEN_SPEED: f32 = 0.1;
/// Frightened ghost animation speed (frames per second)
pub const GHOST_FRIGHTENED_SPEED: f32 = 0.2;
/// Frightened ghost flashing animation speed (frames per second)
pub const GHOST_FLASHING_SPEED: f32 = 0.15;
/// Time in ticks when frightened ghosts start flashing (2 seconds at 60 FPS)
pub const FRIGHTENED_FLASH_START_TICKS: u32 = 120;
}
/// The size of the canvas, in pixels. /// The size of the canvas, in pixels.
pub const CANVAS_SIZE: UVec2 = UVec2::new( pub const CANVAS_SIZE: UVec2 = UVec2::new(
(BOARD_CELL_SIZE.x + BOARD_CELL_OFFSET.x) * CELL_SIZE, (BOARD_CELL_SIZE.x + BOARD_CELL_OFFSET.x) * CELL_SIZE,

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@@ -2,23 +2,23 @@
include!(concat!(env!("OUT_DIR"), "/atlas_data.rs")); include!(concat!(env!("OUT_DIR"), "/atlas_data.rs"));
use crate::constants::{MapTile, CANVAS_SIZE}; use crate::constants::{animation, MapTile, CANVAS_SIZE};
use crate::error::{GameError, GameResult, TextureError}; use crate::error::{GameError, GameResult, TextureError};
use crate::events::GameEvent; 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, present_system, Hidden, 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::{self, ghost_collision_system, present_system, Hidden, MovementModifiers};
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, render_system, AudioEvent, AudioResource, AudioState, eaten_ghost_system, ghost_movement_system, ghost_state_animation_system, hud_render_system, item_system, profile,
BackbufferResource, Collider, DebugFontResource, DebugState, DebugTextureResource, DeltaTime, DirectionalAnimated, render_system, AudioEvent, AudioResource, AudioState, BackbufferResource, Collider, DebugFontResource, DebugState,
EntityType, Frozen, Ghost, GhostBundle, GhostCollider, GlobalState, ItemBundle, ItemCollider, MapTextureResource, DebugTextureResource, DeltaTime, DirectionalAnimated, EntityType, Frozen, Ghost, GhostAnimationSet, GhostAnimations,
PacmanCollider, PlayerBundle, PlayerControlled, Renderable, ScoreResource, StartupSequence, SystemTimings, GhostBundle, GhostCollider, GlobalState, ItemBundle, ItemCollider, MapTextureResource, PacmanCollider, PlayerBundle,
PlayerControlled, Renderable, ScoreResource, StartupSequence, SystemTimings,
}; };
use crate::texture::animated::AnimatedTexture; use crate::texture::animated::AnimatedTexture;
use crate::texture::sprite::AtlasTile; use crate::texture::sprite::AtlasTile;
@@ -33,6 +33,7 @@ use sdl2::render::{BlendMode, Canvas, ScaleMode, TextureCreator};
use sdl2::rwops::RWops; use sdl2::rwops::RWops;
use sdl2::video::{Window, WindowContext}; use sdl2::video::{Window, WindowContext};
use sdl2::EventPump; use sdl2::EventPump;
use smallvec::smallvec;
use crate::{ use crate::{
asset::{get_asset_bytes, Asset}, asset::{get_asset_bytes, Asset},
@@ -158,7 +159,7 @@ impl Game {
Direction::Left => "pacman/left", Direction::Left => "pacman/left",
Direction::Right => "pacman/right", Direction::Right => "pacman/right",
}; };
let moving_tiles = vec![ let moving_tiles = smallvec![
SpriteAtlas::get_tile(&atlas, &format!("{moving_prefix}_a.png")) SpriteAtlas::get_tile(&atlas, &format!("{moving_prefix}_a.png"))
.ok_or_else(|| GameError::Texture(TextureError::AtlasTileNotFound(format!("{moving_prefix}_a.png"))))?, .ok_or_else(|| GameError::Texture(TextureError::AtlasTileNotFound(format!("{moving_prefix}_a.png"))))?,
SpriteAtlas::get_tile(&atlas, &format!("{moving_prefix}_b.png")) SpriteAtlas::get_tile(&atlas, &format!("{moving_prefix}_b.png"))
@@ -167,7 +168,7 @@ impl Game {
.ok_or_else(|| GameError::Texture(TextureError::AtlasTileNotFound("pacman/full.png".to_string())))?, .ok_or_else(|| GameError::Texture(TextureError::AtlasTileNotFound("pacman/full.png".to_string())))?,
]; ];
let stopped_tiles = vec![SpriteAtlas::get_tile(&atlas, &format!("{moving_prefix}_b.png")) let stopped_tiles = smallvec![SpriteAtlas::get_tile(&atlas, &format!("{moving_prefix}_b.png"))
.ok_or_else(|| GameError::Texture(TextureError::AtlasTileNotFound(format!("{moving_prefix}_b.png"))))?]; .ok_or_else(|| GameError::Texture(TextureError::AtlasTileNotFound(format!("{moving_prefix}_b.png"))))?];
textures[direction.as_usize()] = Some(AnimatedTexture::new(moving_tiles, 0.08)?); textures[direction.as_usize()] = Some(AnimatedTexture::new(moving_tiles, 0.08)?);
@@ -208,15 +209,7 @@ impl Game {
EventRegistry::register_event::<GameEvent>(&mut world); EventRegistry::register_event::<GameEvent>(&mut world);
EventRegistry::register_event::<AudioEvent>(&mut world); EventRegistry::register_event::<AudioEvent>(&mut world);
world.insert_non_send_resource(atlas); world.insert_resource(Self::create_ghost_animations(&atlas)?);
world.insert_non_send_resource(event_pump);
world.insert_non_send_resource(canvas);
world.insert_non_send_resource(BackbufferResource(backbuffer));
world.insert_non_send_resource(MapTextureResource(map_texture));
world.insert_non_send_resource(DebugTextureResource(debug_texture));
world.insert_non_send_resource(DebugFontResource(debug_font));
world.insert_non_send_resource(AudioResource(audio));
world.insert_resource(map); world.insert_resource(map);
world.insert_resource(GlobalState { exit: false }); world.insert_resource(GlobalState { exit: false });
world.insert_resource(ScoreResource(0)); world.insert_resource(ScoreResource(0));
@@ -229,6 +222,15 @@ impl Game {
world.insert_resource(CursorPosition::default()); world.insert_resource(CursorPosition::default());
world.insert_resource(StartupSequence::new(60 * 3, 60)); world.insert_resource(StartupSequence::new(60 * 3, 60));
world.insert_non_send_resource(atlas);
world.insert_non_send_resource(event_pump);
world.insert_non_send_resource(canvas);
world.insert_non_send_resource(BackbufferResource(backbuffer));
world.insert_non_send_resource(MapTextureResource(map_texture));
world.insert_non_send_resource(DebugTextureResource(debug_texture));
world.insert_non_send_resource(DebugFontResource(debug_font));
world.insert_non_send_resource(AudioResource(audio));
world.add_observer( world.add_observer(
|event: Trigger<GameEvent>, mut state: ResMut<GlobalState>, _score: ResMut<ScoreResource>| { |event: Trigger<GameEvent>, mut state: ResMut<GlobalState>, _score: ResMut<ScoreResource>| {
if matches!(*event, GameEvent::Command(GameCommand::Exit)) { if matches!(*event, GameEvent::Command(GameCommand::Exit)) {
@@ -255,6 +257,7 @@ impl Game {
let hud_render_system = profile(SystemId::HudRender, hud_render_system); let hud_render_system = profile(SystemId::HudRender, hud_render_system);
let debug_render_system = profile(SystemId::DebugRender, debug_render_system); let debug_render_system = profile(SystemId::DebugRender, debug_render_system);
let present_system = profile(SystemId::Present, present_system); let present_system = profile(SystemId::Present, present_system);
let ghost_state_animation_system = profile(SystemId::GhostStateAnimation, ghost_state_animation_system);
let forced_dirty_system = |mut dirty: ResMut<RenderDirty>| { let forced_dirty_system = |mut dirty: ResMut<RenderDirty>| {
dirty.0 = true; dirty.0 = true;
@@ -271,7 +274,9 @@ impl Game {
.chain(), .chain(),
player_tunnel_slowdown_system, player_tunnel_slowdown_system,
ghost_movement_system, ghost_movement_system,
profile(SystemId::EatenGhost, eaten_ghost_system),
vulnerable_tick_system, vulnerable_tick_system,
ghost_state_animation_system,
(collision_system, ghost_collision_system, item_system).chain(), (collision_system, ghost_collision_system, item_system).chain(),
audio_system, audio_system,
blinking_system, blinking_system,
@@ -353,58 +358,9 @@ impl Game {
for (ghost_type, start_node) in ghost_start_positions { for (ghost_type, start_node) in ghost_start_positions {
// Create the ghost bundle in a separate scope to manage borrows // Create the ghost bundle in a separate scope to manage borrows
let ghost = { let ghost = {
let animations = world.resource::<GhostAnimations>().0.get(&ghost_type).unwrap().clone();
let atlas = world.non_send_resource::<SpriteAtlas>(); let atlas = world.non_send_resource::<SpriteAtlas>();
// Create directional animated textures for the ghost
let mut textures = [None, None, None, None];
let mut stopped_textures = [None, None, None, None];
for direction in Direction::DIRECTIONS {
let moving_prefix = match direction {
Direction::Up => "up",
Direction::Down => "down",
Direction::Left => "left",
Direction::Right => "right",
};
let moving_tiles = vec![
SpriteAtlas::get_tile(atlas, &format!("ghost/{}/{}_{}.png", ghost_type.as_str(), moving_prefix, "a"))
.ok_or_else(|| {
GameError::Texture(TextureError::AtlasTileNotFound(format!(
"ghost/{}/{}_{}.png",
ghost_type.as_str(),
moving_prefix,
"a"
)))
})?,
SpriteAtlas::get_tile(atlas, &format!("ghost/{}/{}_{}.png", ghost_type.as_str(), moving_prefix, "b"))
.ok_or_else(|| {
GameError::Texture(TextureError::AtlasTileNotFound(format!(
"ghost/{}/{}_{}.png",
ghost_type.as_str(),
moving_prefix,
"b"
)))
})?,
];
let stopped_tiles = vec![SpriteAtlas::get_tile(
atlas,
&format!("ghost/{}/{}_{}.png", ghost_type.as_str(), moving_prefix, "a"),
)
.ok_or_else(|| {
GameError::Texture(TextureError::AtlasTileNotFound(format!(
"ghost/{}/{}_{}.png",
ghost_type.as_str(),
moving_prefix,
"a"
)))
})?];
textures[direction.as_usize()] = Some(AnimatedTexture::new(moving_tiles, 0.2)?);
stopped_textures[direction.as_usize()] = Some(AnimatedTexture::new(stopped_tiles, 0.1)?);
}
GhostBundle { GhostBundle {
ghost: ghost_type, ghost: ghost_type,
position: Position::Stopped { node: start_node }, position: Position::Stopped { node: start_node },
@@ -423,10 +379,7 @@ impl Game {
)?, )?,
layer: 0, layer: 0,
}, },
directional_animated: DirectionalAnimated { directional_animated: animations.normal().unwrap().clone(),
textures,
stopped_textures,
},
entity_type: EntityType::Ghost, entity_type: EntityType::Ghost,
collider: Collider { collider: Collider {
size: crate::constants::CELL_SIZE as f32 * 1.375, size: crate::constants::CELL_SIZE as f32 * 1.375,
@@ -441,6 +394,106 @@ impl Game {
Ok(()) Ok(())
} }
fn create_ghost_animations(atlas: &SpriteAtlas) -> GameResult<GhostAnimations> {
let mut animations = std::collections::HashMap::new();
for ghost_type in [Ghost::Blinky, Ghost::Pinky, Ghost::Inky, Ghost::Clyde] {
// Normal animations
let mut normal_textures = [None, None, None, None];
for direction in Direction::DIRECTIONS {
let dir_str = direction.as_ref();
let tile_a = atlas
.get_tile(&format!("ghost/{}/{}_a.png", ghost_type.as_str(), dir_str))
.ok_or_else(|| {
GameError::Texture(TextureError::AtlasTileNotFound(format!(
"ghost/{}/{}_a.png",
ghost_type.as_str(),
dir_str
)))
})?;
let tile_b = atlas
.get_tile(&format!("ghost/{}/{}_b.png", ghost_type.as_str(), dir_str))
.ok_or_else(|| {
GameError::Texture(TextureError::AtlasTileNotFound(format!(
"ghost/{}/{}_b.png",
ghost_type.as_str(),
dir_str
)))
})?;
let tiles = smallvec![tile_a, tile_b];
normal_textures[direction.as_usize()] = Some(AnimatedTexture::new(tiles, animation::GHOST_NORMAL_SPEED)?);
}
let normal = DirectionalAnimated {
textures: normal_textures.clone(),
stopped_textures: normal_textures,
};
// Eaten (eyes) animations
let mut eaten_textures = [None, None, None, None];
for direction in Direction::DIRECTIONS {
let dir_str = direction.as_ref();
let tile = atlas
.get_tile(&format!("ghost/eyes/{}.png", dir_str))
.ok_or_else(|| GameError::Texture(TextureError::AtlasTileNotFound(format!("ghost/eyes/{}.png", dir_str))))?;
eaten_textures[direction.as_usize()] = Some(AnimatedTexture::new(smallvec![tile], animation::GHOST_EATEN_SPEED)?);
}
let eaten = DirectionalAnimated {
textures: eaten_textures.clone(),
stopped_textures: eaten_textures,
};
animations.insert(
ghost_type,
GhostAnimationSet::new(
normal,
DirectionalAnimated::default(), // Placeholder for frightened
DirectionalAnimated::default(), // Placeholder for frightened_flashing
eaten,
),
);
}
// Frightened animations (same for all ghosts)
let frightened_blue_a = atlas
.get_tile("ghost/frightened/blue_a.png")
.ok_or_else(|| GameError::Texture(TextureError::AtlasTileNotFound("ghost/frightened/blue_a.png".to_string())))?;
let frightened_blue_b = atlas
.get_tile("ghost/frightened/blue_b.png")
.ok_or_else(|| GameError::Texture(TextureError::AtlasTileNotFound("ghost/frightened/blue_b.png".to_string())))?;
let frightened_white_a = atlas
.get_tile("ghost/frightened/white_a.png")
.ok_or_else(|| GameError::Texture(TextureError::AtlasTileNotFound("ghost/frightened/white_a.png".to_string())))?;
let frightened_white_b = atlas
.get_tile("ghost/frightened/white_b.png")
.ok_or_else(|| GameError::Texture(TextureError::AtlasTileNotFound("ghost/frightened/white_b.png".to_string())))?;
let frightened_anim = AnimatedTexture::new(
smallvec![frightened_blue_a, frightened_blue_b],
animation::GHOST_FRIGHTENED_SPEED,
)?;
let flashing_anim = AnimatedTexture::new(
smallvec![frightened_blue_a, frightened_white_a, frightened_blue_b, frightened_white_b],
animation::GHOST_FLASHING_SPEED,
)?;
let frightened_da = DirectionalAnimated::from_animation(frightened_anim);
let frightened_flashing_da = DirectionalAnimated::from_animation(flashing_anim);
for ghost_type in [Ghost::Blinky, Ghost::Pinky, Ghost::Inky, Ghost::Clyde] {
let entry = animations.get_mut(&ghost_type).unwrap();
entry.animations.insert(
crate::systems::GhostAnimation::Frightened { flash: false },
frightened_da.clone(),
);
entry.animations.insert(
crate::systems::GhostAnimation::Frightened { flash: true },
frightened_flashing_da.clone(),
);
}
Ok(GhostAnimations(animations))
}
/// Executes one frame of game logic by running all scheduled ECS systems. /// Executes one frame of game logic by running all scheduled ECS systems.
/// ///
/// Updates the world's delta time resource and runs the complete system pipeline: /// Updates the world's delta time resource and runs the complete system pipeline:

View File

@@ -1,8 +1,10 @@
use glam::IVec2; use glam::IVec2;
use strum_macros::AsRefStr;
/// The four cardinal directions. /// The four cardinal directions.
#[derive(Debug, Clone, Copy, PartialEq, Eq, Hash, Default)] #[derive(Debug, Clone, Copy, PartialEq, Eq, Hash, Default, AsRefStr)]
#[repr(usize)] #[repr(usize)]
#[strum(serialize_all = "lowercase")]
pub enum Direction { pub enum Direction {
Up, Up,
Down, Down,

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@@ -8,7 +8,7 @@ use crate::error::GameError;
use crate::events::GameEvent; use crate::events::GameEvent;
use crate::map::builder::Map; use crate::map::builder::Map;
use crate::systems::movement::Position; use crate::systems::movement::Position;
use crate::systems::{AudioEvent, Ghost, PlayerControlled, ScoreResource, Vulnerable}; use crate::systems::{AudioEvent, Eaten, Ghost, PlayerControlled, ScoreResource, Vulnerable};
#[derive(Component)] #[derive(Component)]
pub struct Collider { pub struct Collider {
@@ -136,7 +136,7 @@ pub fn ghost_collision_system(
score.0 += 200; score.0 += 200;
// Remove the ghost // Remove the ghost
commands.entity(ghost_ent).despawn(); commands.entity(ghost_ent).remove::<Vulnerable>().insert(Eaten);
// Play eat sound // Play eat sound
events.write(AudioEvent::PlayEat); events.write(AudioEvent::PlayEat);

View File

@@ -9,12 +9,13 @@ use crate::{
}, },
texture::{animated::AnimatedTexture, sprite::AtlasTile}, texture::{animated::AnimatedTexture, sprite::AtlasTile},
}; };
use micromap::Map;
/// A tag component for entities that are controlled by the player. /// A tag component for entities that are controlled by the player.
#[derive(Default, Component)] #[derive(Default, Component)]
pub struct PlayerControlled; pub struct PlayerControlled;
#[derive(Component, Debug, Clone, Copy, PartialEq, Eq)] #[derive(Component, Debug, Clone, Copy, PartialEq, Eq, Hash)]
pub enum Ghost { pub enum Ghost {
Blinky, Blinky,
Pinky, Pinky,
@@ -96,12 +97,33 @@ pub struct Renderable {
} }
/// A component for entities that have a directional animated texture. /// A component for entities that have a directional animated texture.
#[derive(Component)] #[derive(Component, Clone, Default)]
pub struct DirectionalAnimated { pub struct DirectionalAnimated {
pub textures: [Option<AnimatedTexture>; 4], pub textures: [Option<AnimatedTexture>; 4],
pub stopped_textures: [Option<AnimatedTexture>; 4], pub stopped_textures: [Option<AnimatedTexture>; 4],
} }
impl DirectionalAnimated {
pub fn from_animation(animation: AnimatedTexture) -> Self {
// Create 4 copies of the animation - necessary for independent state per direction
// This is initialization-time only, so the cloning cost is acceptable
Self {
textures: [
Some(animation.clone()),
Some(animation.clone()),
Some(animation.clone()),
Some(animation.clone()),
],
stopped_textures: [
Some(animation.clone()),
Some(animation.clone()),
Some(animation.clone()),
Some(animation),
],
}
}
}
bitflags! { bitflags! {
#[derive(Component, Default, Clone, Copy, Debug, PartialEq, Eq, PartialOrd, Ord, Hash)] #[derive(Component, Default, Clone, Copy, Debug, PartialEq, Eq, PartialOrd, Ord, Hash)]
pub struct CollisionLayer: u8 { pub struct CollisionLayer: u8 {
@@ -144,12 +166,92 @@ impl Default for MovementModifiers {
#[derive(Component, Debug, Clone, Copy)] #[derive(Component, Debug, Clone, Copy)]
pub struct Frozen; pub struct Frozen;
/// Tag component for eaten ghosts
#[derive(Component, Debug, Clone, Copy)]
pub struct Eaten;
/// Component for ghosts that are vulnerable to Pac-Man /// Component for ghosts that are vulnerable to Pac-Man
#[derive(Component, Debug, Clone, Copy)] #[derive(Component, Debug, Clone, Copy)]
pub struct Vulnerable { pub struct Vulnerable {
pub remaining_ticks: u32, pub remaining_ticks: u32,
} }
/// Enumeration of different ghost animation states.
/// Note that this is used in micromap which has a fixed size based on the number of variants,
/// so extending this should be done with caution, and will require updating the micromap's capacity.
#[derive(Debug, Clone, Copy, PartialEq, Eq, Hash)]
pub enum GhostAnimation {
/// Normal ghost appearance with directional movement animations
Normal,
/// Blue ghost appearance when vulnerable (power pellet active)
Frightened { flash: bool },
/// Eyes-only animation when ghost has been consumed by Pac-Man (Eaten state)
Eyes,
}
/// A complete set of animations for a ghost in different behavioral states.
///
/// Each ghost maintains animations mapped by their current gameplay state.
/// The animation system automatically switches between these states based on
/// the presence of `Vulnerable` and `Eaten` components on the ghost entity.
#[derive(Component, Clone)]
pub struct GhostAnimationSet {
pub animations: Map<GhostAnimation, DirectionalAnimated, 4>,
}
impl GhostAnimationSet {
/// Creates a new GhostAnimationSet with the provided animations.
pub fn new(
normal: DirectionalAnimated,
frightened: DirectionalAnimated,
frightened_flashing: DirectionalAnimated,
eyes: DirectionalAnimated,
) -> Self {
let mut animations = Map::new();
animations.insert(GhostAnimation::Normal, normal);
animations.insert(GhostAnimation::Frightened { flash: false }, frightened);
animations.insert(GhostAnimation::Frightened { flash: true }, frightened_flashing);
animations.insert(GhostAnimation::Eyes, eyes);
Self { animations }
}
/// Gets the animation for the specified ghost animation state.
pub fn get(&self, animation: GhostAnimation) -> Option<&DirectionalAnimated> {
self.animations.get(&animation)
}
/// Gets the normal animation state.
pub fn normal(&self) -> Option<&DirectionalAnimated> {
self.get(GhostAnimation::Normal)
}
/// Gets the frightened animation state (non-flashing).
pub fn frightened(&self) -> Option<&DirectionalAnimated> {
self.get(GhostAnimation::Frightened { flash: false })
}
/// Gets the frightened flashing animation state.
pub fn frightened_flashing(&self) -> Option<&DirectionalAnimated> {
self.get(GhostAnimation::Frightened { flash: true })
}
/// Gets the eyes animation state (for eaten ghosts).
pub fn eyes(&self) -> Option<&DirectionalAnimated> {
self.get(GhostAnimation::Eyes)
}
}
/// Global resource containing pre-loaded animation sets for all ghost types.
///
/// This resource is initialized once during game startup and provides O(1) access
/// to animation sets for each ghost type. The animation system uses this resource
/// to efficiently switch between different ghost states without runtime asset loading.
///
/// The HashMap is keyed by `Ghost` enum variants (Blinky, Pinky, Inky, Clyde) and
/// contains complete animation sets mapped by GhostAnimation states.
#[derive(Resource)]
pub struct GhostAnimations(pub std::collections::HashMap<Ghost, GhostAnimationSet>);
#[derive(Bundle)] #[derive(Bundle)]
pub struct PlayerBundle { pub struct PlayerBundle {
pub player: PlayerControlled, pub player: PlayerControlled,

View File

@@ -54,8 +54,8 @@ fn render_timing_display(
.unwrap_or(0); .unwrap_or(0);
// Only draw background if there is text to display // Only draw background if there is text to display
if max_width > 0 { let total_height = (lines.len() as u32) * line_height as u32;
let total_height = (lines.len() as u32) * line_height as u32; if max_width > 0 && total_height > 0 {
let bg_padding = 5; let bg_padding = 5;
// Draw background // Draw background

View File

@@ -10,8 +10,16 @@ use crate::{
movement::{Position, Velocity}, movement::{Position, Velocity},
}, },
}; };
use bevy_ecs::query::Without;
use bevy_ecs::system::{Query, Res}; use bevy_ecs::{
query::Added,
removal_detection::RemovedComponents,
system::{Commands, Query, Res},
};
use crate::systems::{Eaten, GhostAnimations, Vulnerable};
use bevy_ecs::query::{With, Without};
use rand::rngs::SmallRng; use rand::rngs::SmallRng;
use rand::seq::IndexedRandom; use rand::seq::IndexedRandom;
use rand::SeedableRng; use rand::SeedableRng;
@@ -68,3 +76,160 @@ pub fn ghost_movement_system(
} }
} }
} }
/// System that manages ghost animation state transitions based on ghost behavior.
///
/// This system handles the following animation state changes:
/// - When a ghost becomes vulnerable (power pellet eaten): switches to frightened animation
/// - When a ghost is eaten by Pac-Man: switches to eaten (eyes) animation
/// - When vulnerability ends: switches back to normal animation
///
/// The system uses ECS change detection to efficiently track state transitions:
/// - `Added<Vulnerable>` detects when ghosts become frightened
/// - `Added<Eaten>` detects when ghosts are consumed
/// - `RemovedComponents<Vulnerable>` detects when fright period ends
///
/// This ensures smooth visual feedback for gameplay state changes while maintaining
/// separation between game logic and animation state.
pub fn ghost_state_animation_system(
mut commands: Commands,
animations: Res<GhostAnimations>,
mut vulnerable_added: Query<(bevy_ecs::entity::Entity, &Ghost), Added<Vulnerable>>,
mut eaten_added: Query<(bevy_ecs::entity::Entity, &Ghost), Added<Eaten>>,
mut vulnerable_removed: RemovedComponents<Vulnerable>,
ghosts: Query<&Ghost>,
) {
// When a ghost becomes vulnerable, switch to the frightened animation
for (entity, ghost_type) in vulnerable_added.iter_mut() {
if let Some(animation_set) = animations.0.get(ghost_type) {
if let Some(animation) = animation_set.frightened() {
commands.entity(entity).insert(animation.clone());
}
}
}
// When a ghost is eaten, switch to the eaten animation
for (entity, ghost_type) in eaten_added.iter_mut() {
if let Some(animation_set) = animations.0.get(ghost_type) {
if let Some(animation) = animation_set.eyes() {
commands.entity(entity).insert(animation.clone());
}
}
}
// When a ghost is no longer vulnerable, switch back to the normal animation
for entity in vulnerable_removed.read() {
if let Ok(ghost_type) = ghosts.get(entity) {
if let Some(animation_set) = animations.0.get(ghost_type) {
if let Some(animation) = animation_set.normal() {
commands.entity(entity).insert(animation.clone());
}
}
}
}
}
/// System that handles eaten ghost behavior and respawn logic.
///
/// When a ghost is eaten by Pac-Man, it enters an "eaten" state where:
/// 1. It displays eyes-only animation
/// 2. It moves directly back to the ghost house at increased speed
/// 3. Once it reaches the ghost house center, it respawns as a normal ghost
///
/// This system runs after the main movement system to override eaten ghost movement.
pub fn eaten_ghost_system(
map: Res<Map>,
delta_time: Res<DeltaTime>,
animations: Res<GhostAnimations>,
mut commands: Commands,
mut eaten_ghosts: Query<(bevy_ecs::entity::Entity, &Ghost, &mut Position, &mut Velocity), With<Eaten>>,
) {
for (entity, ghost_type, mut position, mut velocity) in eaten_ghosts.iter_mut() {
// Set higher speed for eaten ghosts returning to ghost house
let original_speed = velocity.speed;
velocity.speed = ghost_type.base_speed() * 2.0; // Move twice as fast when eaten
// Calculate direction towards ghost house center (using Clyde's start position)
let ghost_house_center = map.start_positions.clyde;
match *position {
Position::Stopped { node: current_node } => {
// Find path to ghost house center and start moving
if let Some(direction) = find_direction_to_target(&map, current_node, ghost_house_center) {
velocity.direction = direction;
*position = Position::Moving {
from: current_node,
to: map.graph.adjacency_list[current_node].get(direction).unwrap().target,
remaining_distance: map.graph.adjacency_list[current_node].get(direction).unwrap().distance,
};
}
}
Position::Moving { to, .. } => {
let distance = velocity.speed * 60.0 * delta_time.0;
if let Some(_overflow) = position.tick(distance) {
// Reached target node, check if we're at ghost house center
if to == ghost_house_center {
// Respawn the ghost - remove Eaten component and switch to normal animation
commands.entity(entity).remove::<Eaten>();
if let Some(animation_set) = animations.0.get(ghost_type) {
if let Some(animation) = animation_set.normal() {
commands.entity(entity).insert(animation.clone());
}
}
// Reset to stopped at ghost house center
*position = Position::Stopped {
node: ghost_house_center,
};
} else {
// Continue pathfinding to ghost house
if let Some(next_direction) = find_direction_to_target(&map, to, ghost_house_center) {
velocity.direction = next_direction;
*position = Position::Moving {
from: to,
to: map.graph.adjacency_list[to].get(next_direction).unwrap().target,
remaining_distance: map.graph.adjacency_list[to].get(next_direction).unwrap().distance,
};
}
}
}
}
}
// Restore original speed
velocity.speed = original_speed;
}
}
/// Helper function to find the direction from a node towards a target node.
/// Uses simple greedy pathfinding - prefers straight lines when possible.
fn find_direction_to_target(map: &Map, from_node: usize, target_node: usize) -> Option<Direction> {
let from_pos = map.graph.get_node(from_node).unwrap().position;
let target_pos = map.graph.get_node(target_node).unwrap().position;
let dx = target_pos.x as i32 - from_pos.x as i32;
let dy = target_pos.y as i32 - from_pos.y as i32;
// Prefer horizontal movement first, then vertical
let preferred_dirs = if dx.abs() > dy.abs() {
if dx > 0 {
[Direction::Right, Direction::Up, Direction::Down, Direction::Left]
} else {
[Direction::Left, Direction::Up, Direction::Down, Direction::Right]
}
} else if dy > 0 {
[Direction::Down, Direction::Left, Direction::Right, Direction::Up]
} else {
[Direction::Up, Direction::Left, Direction::Right, Direction::Down]
};
// Return first available direction towards target
for direction in preferred_dirs {
if let Some(edge) = map.graph.adjacency_list[from_node].get(direction) {
if edge.traversal_flags.contains(TraversalFlags::GHOST) {
return Some(direction);
}
}
}
None
}

View File

@@ -35,6 +35,8 @@ pub enum SystemId {
PlayerMovement, PlayerMovement,
GhostCollision, GhostCollision,
Stage, Stage,
GhostStateAnimation,
EatenGhost,
} }
impl Display for SystemId { impl Display for SystemId {
@@ -109,28 +111,26 @@ impl SystemTimings {
} }
pub fn get_total_stats(&self) -> (Duration, Duration) { pub fn get_total_stats(&self) -> (Duration, Duration) {
let timings = self.timings.read(); let duration_sums = {
let mut all_durations = Vec::new(); let timings = self.timings.read();
timings
.iter()
.map(|(_, queue)| queue.lock().iter().sum::<Duration>())
.collect::<Vec<_>>()
};
for queue in timings.values() { let mean = duration_sums.iter().sum::<Duration>() / duration_sums.len() as u32;
all_durations.extend(queue.lock().iter().map(|d| d.as_secs_f64() * 1000.0)); let variance = duration_sums
} .iter()
.map(|x| {
let diff_secs = x.as_secs_f64() - mean.as_secs_f64();
diff_secs * diff_secs
})
.sum::<f64>()
/ duration_sums.len() as f64;
let std_dev_secs = variance.sqrt();
if all_durations.is_empty() { (mean, Duration::from_secs_f64(std_dev_secs))
return (Duration::ZERO, Duration::ZERO);
}
let count = all_durations.len() as f64;
let sum: f64 = all_durations.iter().sum();
let mean = sum / count;
let variance = all_durations.iter().map(|x| (x - mean).powi(2)).sum::<f64>() / count;
let std_dev = variance.sqrt();
(
Duration::from_secs_f64(mean / 1000.0),
Duration::from_secs_f64(std_dev / 1000.0),
)
} }
pub fn format_timing_display(&self) -> SmallVec<[String; SystemId::COUNT]> { pub fn format_timing_display(&self) -> SmallVec<[String; SystemId::COUNT]> {
@@ -144,16 +144,14 @@ impl SystemTimings {
}; };
// Collect timing data for formatting // Collect timing data for formatting
let mut timing_data = Vec::new(); let mut timing_data = vec![(effective_fps, total_avg, total_std)];
// Add total stats // Sort the stats by average duration
timing_data.push((effective_fps, total_avg, total_std));
// Add top 5 most expensive systems
let mut sorted_stats: Vec<_> = stats.iter().collect(); let mut sorted_stats: Vec<_> = stats.iter().collect();
sorted_stats.sort_by(|a, b| b.1 .0.cmp(&a.1 .0)); sorted_stats.sort_by(|a, b| b.1 .0.cmp(&a.1 .0));
for (name, (avg, std_dev)) in sorted_stats.iter().take(5) { // Add the top 5 most expensive systems
for (name, (avg, std_dev)) in sorted_stats.iter().take(7) {
timing_data.push((name.to_string(), *avg, *std_dev)); timing_data.push((name.to_string(), *avg, *std_dev));
} }

View File

@@ -97,7 +97,7 @@ pub fn hud_render_system(
errors.write(TextureError::RenderFailed(format!("Failed to render lives text: {}", e)).into()); errors.write(TextureError::RenderFailed(format!("Failed to render lives text: {}", e)).into());
} }
// Render score text in yellow (Pac-Man's color) // Render score text
let score_text = format!("{:02}", score.0); let score_text = format!("{:02}", score.0);
let score_offset = 7 - (score_text.len() as i32); 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 let score_position = glam::UVec2::new(4 + 8 * score_offset as u32, 10); // x_offset + score_offset * 8, 8 + y_offset
@@ -106,6 +106,14 @@ pub fn hud_render_system(
errors.write(TextureError::RenderFailed(format!("Failed to render score text: {}", e)).into()); errors.write(TextureError::RenderFailed(format!("Failed to render score text: {}", e)).into());
} }
// Render high score text
let high_score_text = format!("{:02}", score.0);
let high_score_offset = 17 - (high_score_text.len() as i32);
let high_score_position = glam::UVec2::new(4 + 8 * high_score_offset as u32, 10); // x_offset + score_offset * 8, 8 + y_offset
if let Err(e) = text_renderer.render(canvas, &mut atlas, &high_score_text, high_score_position) {
errors.write(TextureError::RenderFailed(format!("Failed to render high score text: {}", e)).into());
}
// Render text based on StartupSequence stage // Render text based on StartupSequence stage
if matches!( if matches!(
*startup, *startup,

View File

@@ -79,15 +79,19 @@ pub fn startup_stage_system(
if let Some((from, to)) = startup.tick() { if let Some((from, to)) = startup.tick() {
debug!("StartupSequence transition from {from:?} to {to:?}"); debug!("StartupSequence transition from {from:?} to {to:?}");
match (from, to) { match (from, to) {
// (StartupSequence::TextOnly { .. }, StartupSequence::CharactersVisible { .. }) => {} (StartupSequence::TextOnly { .. }, StartupSequence::CharactersVisible { .. }) => {
(StartupSequence::CharactersVisible { .. }, StartupSequence::GameActive) => { // Unhide the player & ghosts
// Unfreeze and unhide the player & ghosts
for entity in player_query.iter_mut().chain(ghost_query.iter_mut()) { for entity in player_query.iter_mut().chain(ghost_query.iter_mut()) {
commands.entity(entity).remove::<(Frozen, Hidden)>(); commands.entity(entity).remove::<Hidden>();
} }
}
// Unfreeze pellet blinking (StartupSequence::CharactersVisible { .. }, StartupSequence::GameActive) => {
for entity in blinking_query.iter_mut() { // Unfreeze the player & ghosts & pellet blinking
for entity in player_query
.iter_mut()
.chain(ghost_query.iter_mut())
.chain(blinking_query.iter_mut())
{
commands.entity(entity).remove::<Frozen>(); commands.entity(entity).remove::<Frozen>();
} }
} }

View File

@@ -1,18 +1,31 @@
use bevy_ecs::query::With; use bevy_ecs::{
use bevy_ecs::system::{Commands, Query}; query::With,
system::{Commands, Query, Res},
};
use crate::systems::{GhostCollider, Vulnerable}; use crate::constants::animation::FRIGHTENED_FLASH_START_TICKS;
use crate::systems::{Ghost, GhostAnimations, GhostCollider, Vulnerable};
/// System that decrements the remaining_ticks on Vulnerable components and removes them when they reach zero /// System that decrements the remaining_ticks on Vulnerable components and removes them when they reach zero
pub fn vulnerable_tick_system( pub fn vulnerable_tick_system(
mut commands: Commands, mut commands: Commands,
mut vulnerable_query: Query<(bevy_ecs::entity::Entity, &mut Vulnerable), With<GhostCollider>>, animations: Res<GhostAnimations>,
mut vulnerable_query: Query<(bevy_ecs::entity::Entity, &mut Vulnerable, &Ghost), With<GhostCollider>>,
) { ) {
for (entity, mut vulnerable) in vulnerable_query.iter_mut() { for (entity, mut vulnerable, ghost_type) in vulnerable_query.iter_mut() {
if vulnerable.remaining_ticks > 0 { if vulnerable.remaining_ticks > 0 {
vulnerable.remaining_ticks -= 1; vulnerable.remaining_ticks -= 1;
} }
// When 2 seconds are remaining, start flashing
if vulnerable.remaining_ticks == FRIGHTENED_FLASH_START_TICKS {
if let Some(animation_set) = animations.0.get(ghost_type) {
if let Some(animation) = animation_set.frightened_flashing() {
commands.entity(entity).insert(animation.clone());
}
}
}
if vulnerable.remaining_ticks == 0 { if vulnerable.remaining_ticks == 0 {
commands.entity(entity).remove::<Vulnerable>(); commands.entity(entity).remove::<Vulnerable>();
} }

View File

@@ -1,3 +1,5 @@
use smallvec::SmallVec;
use crate::error::{AnimatedTextureError, GameError, GameResult, TextureError}; use crate::error::{AnimatedTextureError, GameError, GameResult, TextureError};
use crate::texture::sprite::AtlasTile; use crate::texture::sprite::AtlasTile;
@@ -8,7 +10,7 @@ use crate::texture::sprite::AtlasTile;
#[derive(Debug, Clone)] #[derive(Debug, Clone)]
pub struct AnimatedTexture { pub struct AnimatedTexture {
/// Sequence of sprite tiles that make up the animation frames /// Sequence of sprite tiles that make up the animation frames
tiles: Vec<AtlasTile>, tiles: SmallVec<[AtlasTile; 4]>,
/// Duration each frame should be displayed (in seconds) /// Duration each frame should be displayed (in seconds)
frame_duration: f32, frame_duration: f32,
/// Index of the currently active frame in the tiles vector /// Index of the currently active frame in the tiles vector
@@ -18,7 +20,7 @@ pub struct AnimatedTexture {
} }
impl AnimatedTexture { impl AnimatedTexture {
pub fn new(tiles: Vec<AtlasTile>, frame_duration: f32) -> GameResult<Self> { pub fn new(tiles: SmallVec<[AtlasTile; 4]>, frame_duration: f32) -> GameResult<Self> {
if frame_duration <= 0.0 { if frame_duration <= 0.0 {
return Err(GameError::Texture(TextureError::Animated( return Err(GameError::Texture(TextureError::Animated(
AnimatedTextureError::InvalidFrameDuration(frame_duration), AnimatedTextureError::InvalidFrameDuration(frame_duration),

View File

@@ -3,6 +3,7 @@ use pacman::error::{AnimatedTextureError, GameError, TextureError};
use pacman::texture::animated::AnimatedTexture; use pacman::texture::animated::AnimatedTexture;
use pacman::texture::sprite::AtlasTile; use pacman::texture::sprite::AtlasTile;
use sdl2::pixels::Color; use sdl2::pixels::Color;
use smallvec::smallvec;
fn mock_atlas_tile(id: u32) -> AtlasTile { fn mock_atlas_tile(id: u32) -> AtlasTile {
AtlasTile { AtlasTile {
@@ -14,7 +15,7 @@ fn mock_atlas_tile(id: u32) -> AtlasTile {
#[test] #[test]
fn test_animated_texture_creation_errors() { fn test_animated_texture_creation_errors() {
let tiles = vec![mock_atlas_tile(1), mock_atlas_tile(2)]; let tiles = smallvec![mock_atlas_tile(1), mock_atlas_tile(2)];
assert!(matches!( assert!(matches!(
AnimatedTexture::new(tiles.clone(), 0.0).unwrap_err(), AnimatedTexture::new(tiles.clone(), 0.0).unwrap_err(),
@@ -29,7 +30,7 @@ fn test_animated_texture_creation_errors() {
#[test] #[test]
fn test_animated_texture_advancement() { fn test_animated_texture_advancement() {
let tiles = vec![mock_atlas_tile(1), mock_atlas_tile(2), mock_atlas_tile(3)]; let tiles = smallvec![mock_atlas_tile(1), mock_atlas_tile(2), mock_atlas_tile(3)];
let mut texture = AnimatedTexture::new(tiles, 0.1).unwrap(); let mut texture = AnimatedTexture::new(tiles, 0.1).unwrap();
assert_eq!(texture.current_frame(), 0); assert_eq!(texture.current_frame(), 0);
@@ -41,7 +42,7 @@ fn test_animated_texture_advancement() {
#[test] #[test]
fn test_animated_texture_wrap_around() { fn test_animated_texture_wrap_around() {
let tiles = vec![mock_atlas_tile(1), mock_atlas_tile(2)]; let tiles = smallvec![mock_atlas_tile(1), mock_atlas_tile(2)];
let mut texture = AnimatedTexture::new(tiles, 0.1).unwrap(); let mut texture = AnimatedTexture::new(tiles, 0.1).unwrap();
texture.tick(0.1); texture.tick(0.1);
@@ -53,7 +54,7 @@ fn test_animated_texture_wrap_around() {
#[test] #[test]
fn test_animated_texture_single_frame() { fn test_animated_texture_single_frame() {
let tiles = vec![mock_atlas_tile(1)]; let tiles = smallvec![mock_atlas_tile(1)];
let mut texture = AnimatedTexture::new(tiles, 0.1).unwrap(); let mut texture = AnimatedTexture::new(tiles, 0.1).unwrap();
texture.tick(0.1); texture.tick(0.1);