mirror of
https://github.com/Xevion/Pac-Man.git
synced 2025-12-06 09:15:46 -06:00
Compare commits
3 Commits
| Author | SHA1 | Date | |
|---|---|---|---|
|
|
5bdf11dfb6 | ||
|
|
c163171304 | ||
|
|
63e1059df8 |
2
Cargo.lock
generated
2
Cargo.lock
generated
@@ -663,7 +663,7 @@ checksum = "42f5e15c9953c5e4ccceeb2e7382a716482c34515315f7b03532b8b4e8393d2d"
|
||||
|
||||
[[package]]
|
||||
name = "pacman"
|
||||
version = "0.78.1"
|
||||
version = "0.78.3"
|
||||
dependencies = [
|
||||
"anyhow",
|
||||
"bevy_ecs",
|
||||
|
||||
@@ -1,6 +1,6 @@
|
||||
[package]
|
||||
name = "pacman"
|
||||
version = "0.78.1"
|
||||
version = "0.78.3"
|
||||
authors = ["Xevion"]
|
||||
edition = "2021"
|
||||
rust-version = "1.86.0"
|
||||
|
||||
43
src/game.rs
43
src/game.rs
@@ -13,13 +13,13 @@ use crate::map::direction::Direction;
|
||||
use crate::systems::{
|
||||
self, audio_system, blinking_system, collision_system, combined_render_system, directional_render_system,
|
||||
dirty_render_system, eaten_ghost_system, ghost_collision_system, ghost_movement_system, ghost_state_system,
|
||||
hud_render_system, item_system, linear_render_system, present_system, profile, time_to_live_system, touch_ui_render_system,
|
||||
AudioEvent, AudioResource, AudioState, BackbufferResource, Blinking, BufferedDirection, Collider, DebugState,
|
||||
DebugTextureResource, DeltaTime, DirectionalAnimation, EntityType, Frozen, GameStage, Ghost, GhostAnimation, GhostAnimations,
|
||||
GhostBundle, GhostCollider, GhostState, GlobalState, Hidden, ItemBundle, ItemCollider, LastAnimationState, LinearAnimation,
|
||||
MapTextureResource, MovementModifiers, NodeId, PacmanCollider, PlayerAnimation, PlayerBundle, PlayerControlled,
|
||||
PlayerDeathAnimation, PlayerLives, Position, RenderDirty, Renderable, ScoreResource, StartupSequence, SystemId,
|
||||
SystemTimings, Timing, TouchState, Velocity,
|
||||
hud_render_system, item_system, linear_render_system, player_life_sprite_system, present_system, profile,
|
||||
time_to_live_system, touch_ui_render_system, AudioEvent, AudioResource, AudioState, BackbufferResource, Blinking,
|
||||
BufferedDirection, Collider, DebugState, DebugTextureResource, DeltaTime, DirectionalAnimation, EntityType, Frozen,
|
||||
GameStage, Ghost, GhostAnimation, GhostAnimations, GhostBundle, GhostCollider, GhostState, GlobalState, Hidden, ItemBundle,
|
||||
ItemCollider, LastAnimationState, LinearAnimation, MapTextureResource, MovementModifiers, NodeId, PacmanCollider,
|
||||
PlayerAnimation, PlayerBundle, PlayerControlled, PlayerDeathAnimation, PlayerLives, Position, RenderDirty, Renderable,
|
||||
ScoreResource, StartupSequence, SystemId, SystemTimings, Timing, TouchState, Velocity,
|
||||
};
|
||||
|
||||
use crate::texture::animated::{DirectionalTiles, TileSequence};
|
||||
@@ -449,10 +449,9 @@ impl Game {
|
||||
let linear_render_system = profile(SystemId::LinearRender, linear_render_system);
|
||||
let dirty_render_system = profile(SystemId::DirtyRender, dirty_render_system);
|
||||
let hud_render_system = profile(SystemId::HudRender, hud_render_system);
|
||||
let player_life_sprite_system = profile(SystemId::HudRender, player_life_sprite_system);
|
||||
let present_system = profile(SystemId::Present, present_system);
|
||||
let unified_ghost_state_system = profile(SystemId::GhostStateAnimation, ghost_state_system);
|
||||
// let death_sequence_system = profile(SystemId::DeathSequence, death_sequence_system);
|
||||
// let game_over_system = profile(SystemId::GameOver, systems::game_over_system);
|
||||
let eaten_ghost_system = profile(SystemId::EatenGhost, eaten_ghost_system);
|
||||
let time_to_live_system = profile(SystemId::TimeToLive, time_to_live_system);
|
||||
|
||||
@@ -460,10 +459,8 @@ impl Game {
|
||||
dirty.0 = true;
|
||||
};
|
||||
|
||||
schedule.add_systems(
|
||||
forced_dirty_system
|
||||
.run_if(|score: Res<ScoreResource>, stage: Res<GameStage>| score.is_changed() || stage.is_changed()),
|
||||
);
|
||||
schedule.add_systems((forced_dirty_system
|
||||
.run_if(|score: Res<ScoreResource>, stage: Res<GameStage>| score.is_changed() || stage.is_changed()),));
|
||||
|
||||
// Input system should always run to prevent SDL event pump from blocking
|
||||
let input_systems = (
|
||||
@@ -496,6 +493,7 @@ impl Game {
|
||||
dirty_render_system,
|
||||
combined_render_system,
|
||||
hud_render_system,
|
||||
player_life_sprite_system,
|
||||
touch_ui_render_system,
|
||||
present_system,
|
||||
)
|
||||
@@ -716,12 +714,23 @@ impl Game {
|
||||
timings.add_total_timing(total_duration, new_tick);
|
||||
|
||||
// Log performance warnings for slow frames
|
||||
if total_duration.as_millis() > 20 {
|
||||
// Warn if frame takes more than 20ms
|
||||
if total_duration.as_millis() > 17 {
|
||||
// Warn if frame takes too long
|
||||
let slowest_systems = timings.get_slowest_systems();
|
||||
let systems_context = if slowest_systems.is_empty() {
|
||||
"No specific systems identified".to_string()
|
||||
} else {
|
||||
slowest_systems
|
||||
.iter()
|
||||
.map(|(id, duration)| format!("{} ({:.2?})", id, duration))
|
||||
.collect::<Vec<String>>()
|
||||
.join(", ")
|
||||
};
|
||||
|
||||
warn!(
|
||||
duration_ms = total_duration.as_millis(),
|
||||
frame_dt = ?std::time::Duration::from_secs_f32(dt),
|
||||
total = format!("{:.3?}", total_duration),
|
||||
tick = new_tick,
|
||||
systems = systems_context,
|
||||
"Frame took longer than expected"
|
||||
);
|
||||
}
|
||||
|
||||
@@ -3,7 +3,7 @@ use bevy_ecs::{
|
||||
entity::Entity,
|
||||
event::{EventReader, EventWriter},
|
||||
query::With,
|
||||
system::{Commands, Query, Res, ResMut},
|
||||
system::{Commands, Query, Res, ResMut, Single},
|
||||
};
|
||||
use tracing::{debug, trace, warn};
|
||||
|
||||
@@ -123,7 +123,7 @@ pub fn ghost_collision_system(
|
||||
mut stage_events: EventWriter<StageTransition>,
|
||||
mut score: ResMut<ScoreResource>,
|
||||
mut game_state: ResMut<GameStage>,
|
||||
pacman_query: Query<Entity, With<PlayerControlled>>,
|
||||
player: Single<Entity, With<PlayerControlled>>,
|
||||
ghost_query: Query<(Entity, &Ghost), With<GhostCollider>>,
|
||||
mut ghost_state_query: Query<&mut GhostState>,
|
||||
mut events: EventWriter<AudioEvent>,
|
||||
@@ -131,9 +131,9 @@ pub fn ghost_collision_system(
|
||||
for event in collision_events.read() {
|
||||
if let GameEvent::Collision(entity1, entity2) = event {
|
||||
// Check if one is Pacman and the other is a ghost
|
||||
let (pacman_entity, ghost_entity) = if pacman_query.get(*entity1).is_ok() && ghost_query.get(*entity2).is_ok() {
|
||||
let (pacman_entity, ghost_entity) = if *entity1 == *player && ghost_query.get(*entity2).is_ok() {
|
||||
(*entity1, *entity2)
|
||||
} else if pacman_query.get(*entity2).is_ok() && ghost_query.get(*entity1).is_ok() {
|
||||
} else if *entity2 == *player && ghost_query.get(*entity1).is_ok() {
|
||||
(*entity2, *entity1)
|
||||
} else {
|
||||
continue;
|
||||
|
||||
@@ -229,6 +229,14 @@ pub struct Eaten;
|
||||
#[derive(Component, Debug, Clone, Copy)]
|
||||
pub struct Dying;
|
||||
|
||||
/// Component for HUD life sprite entities.
|
||||
/// Each life sprite entity has an index indicating its position from left to right (0, 1, 2, etc.).
|
||||
/// This mostly functions as a tag component for sprites.
|
||||
#[derive(Component, Debug, Clone, Copy)]
|
||||
pub struct PlayerLife {
|
||||
pub index: u32,
|
||||
}
|
||||
|
||||
#[derive(Component, Debug, Clone, Copy)]
|
||||
pub enum GhostState {
|
||||
/// Normal ghost behavior - chasing Pac-Man
|
||||
|
||||
@@ -1,12 +1,11 @@
|
||||
use bevy_ecs::{
|
||||
event::{EventReader, EventWriter},
|
||||
event::EventReader,
|
||||
query::{With, Without},
|
||||
system::{Query, Res, ResMut},
|
||||
system::{Query, Res, ResMut, Single},
|
||||
};
|
||||
use tracing::trace;
|
||||
|
||||
use crate::{
|
||||
error::GameError,
|
||||
events::{GameCommand, GameEvent},
|
||||
map::{builder::Map, graph::Edge},
|
||||
systems::{
|
||||
@@ -33,32 +32,22 @@ pub fn player_control_system(
|
||||
mut state: ResMut<GlobalState>,
|
||||
mut debug_state: ResMut<DebugState>,
|
||||
mut audio_state: ResMut<AudioState>,
|
||||
mut players: Query<&mut BufferedDirection, (With<PlayerControlled>, Without<Frozen>)>,
|
||||
mut errors: EventWriter<GameError>,
|
||||
mut player: Option<Single<&mut BufferedDirection, (With<PlayerControlled>, Without<Frozen>)>>,
|
||||
) {
|
||||
// Handle events
|
||||
for event in events.read() {
|
||||
if let GameEvent::Command(command) = event {
|
||||
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() {
|
||||
Ok(tuple) => tuple,
|
||||
Err(e) => {
|
||||
errors.write(GameError::InvalidState(format!(
|
||||
"No/multiple entities queried for player system: {}",
|
||||
e
|
||||
)));
|
||||
return;
|
||||
}
|
||||
};
|
||||
|
||||
// Only handle movement if there's an unfrozen player
|
||||
if let Some(player_single) = player.as_mut() {
|
||||
trace!(direction = ?*direction, "Player direction buffered for movement");
|
||||
*buffered_direction = BufferedDirection::Some {
|
||||
***player_single = BufferedDirection::Some {
|
||||
direction: *direction,
|
||||
remaining_time: 0.25,
|
||||
};
|
||||
}
|
||||
}
|
||||
GameCommand::Exit => {
|
||||
state.exit = true;
|
||||
}
|
||||
@@ -168,8 +157,8 @@ pub fn player_movement_system(
|
||||
}
|
||||
|
||||
/// Applies tunnel slowdown based on the current node tile
|
||||
pub fn player_tunnel_slowdown_system(map: Res<Map>, mut q: Query<(&Position, &mut MovementModifiers), With<PlayerControlled>>) {
|
||||
if let Ok((position, mut modifiers)) = q.single_mut() {
|
||||
pub fn player_tunnel_slowdown_system(map: Res<Map>, player: Single<(&Position, &mut MovementModifiers), With<PlayerControlled>>) {
|
||||
let (position, mut modifiers) = player.into_inner();
|
||||
let node = position.current_node();
|
||||
let in_tunnel = map
|
||||
.tile_at_node(node)
|
||||
@@ -188,4 +177,3 @@ pub fn player_tunnel_slowdown_system(map: Res<Map>, mut q: Query<(&Position, &mu
|
||||
modifiers.tunnel_slowdown_active = in_tunnel;
|
||||
modifiers.speed_multiplier = if in_tunnel { 0.6 } else { 1.0 };
|
||||
}
|
||||
}
|
||||
|
||||
@@ -52,6 +52,11 @@ impl TimingBuffer {
|
||||
self.last_tick = current_tick;
|
||||
}
|
||||
|
||||
/// Gets the most recent timing from the buffer.
|
||||
pub fn get_most_recent_timing(&self) -> Duration {
|
||||
self.buffer.back().copied().unwrap_or(Duration::ZERO)
|
||||
}
|
||||
|
||||
/// Gets statistics for this timing buffer.
|
||||
///
|
||||
/// # Panics
|
||||
@@ -248,6 +253,61 @@ impl SystemTimings {
|
||||
// Use the formatting module to format the data
|
||||
format_timing_display(timing_data)
|
||||
}
|
||||
|
||||
/// Returns a list of systems with their timings, likely responsible for slow frame timings.
|
||||
///
|
||||
/// First, checks if any systems took longer than 2ms on the most recent tick.
|
||||
/// If none exceed 2ms, accumulates systems until the top 30% of total timing
|
||||
/// is reached, stopping at 5 systems maximum.
|
||||
///
|
||||
/// Returns tuples of (SystemId, Duration) in a SmallVec capped at 5 items.
|
||||
pub fn get_slowest_systems(&self) -> SmallVec<[(SystemId, Duration); 5]> {
|
||||
let mut system_timings: Vec<(SystemId, Duration)> = Vec::new();
|
||||
let mut total_duration = Duration::ZERO;
|
||||
|
||||
// Collect most recent timing for each system (excluding Total)
|
||||
for id in SystemId::iter() {
|
||||
if id == SystemId::Total {
|
||||
continue;
|
||||
}
|
||||
|
||||
if let Some(buffer) = self.timings.get(&id) {
|
||||
let recent_timing = buffer.lock().get_most_recent_timing();
|
||||
system_timings.push((id, recent_timing));
|
||||
total_duration += recent_timing;
|
||||
}
|
||||
}
|
||||
|
||||
// Sort by duration (highest first)
|
||||
system_timings.sort_by(|a, b| b.1.cmp(&a.1));
|
||||
|
||||
// Check for systems over 2ms threshold
|
||||
let over_threshold: SmallVec<[(SystemId, Duration); 5]> = system_timings
|
||||
.iter()
|
||||
.filter(|(_, duration)| duration.as_millis() >= 2)
|
||||
.copied()
|
||||
.collect();
|
||||
|
||||
if !over_threshold.is_empty() {
|
||||
return over_threshold;
|
||||
}
|
||||
|
||||
// Accumulate top systems until 30% of total is reached (max 5 systems)
|
||||
let threshold = total_duration.as_nanos() as f64 * 0.3;
|
||||
let mut accumulated = 0u128;
|
||||
let mut result = SmallVec::new();
|
||||
|
||||
for (id, duration) in system_timings.iter().take(5) {
|
||||
result.push((*id, *duration));
|
||||
accumulated += duration.as_nanos();
|
||||
|
||||
if accumulated as f64 >= threshold {
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
result
|
||||
}
|
||||
}
|
||||
|
||||
pub fn profile<S, M>(id: SystemId, system: S) -> impl FnMut(&mut bevy_ecs::world::World)
|
||||
|
||||
@@ -3,8 +3,8 @@ use crate::map::direction::Direction;
|
||||
use crate::systems::input::TouchState;
|
||||
use crate::systems::{
|
||||
debug_render_system, BatchedLinesResource, Collider, CursorPosition, DebugState, DebugTextureResource, DeltaTime,
|
||||
DirectionalAnimation, Dying, Frozen, GameStage, LinearAnimation, Looping, PlayerLives, Position, Renderable, ScoreResource,
|
||||
StartupSequence, SystemId, SystemTimings, TtfAtlasResource, Velocity,
|
||||
DirectionalAnimation, Dying, Frozen, GameStage, LinearAnimation, Looping, PlayerLife, PlayerLives, Position, Renderable,
|
||||
ScoreResource, StartupSequence, SystemId, SystemTimings, TtfAtlasResource, Velocity,
|
||||
};
|
||||
use crate::texture::sprite::SpriteAtlas;
|
||||
use crate::texture::sprites::{GameSprite, PacmanSprite};
|
||||
@@ -19,7 +19,8 @@ use bevy_ecs::event::EventWriter;
|
||||
use bevy_ecs::query::{Changed, Has, Or, With, Without};
|
||||
use bevy_ecs::removal_detection::RemovedComponents;
|
||||
use bevy_ecs::resource::Resource;
|
||||
use bevy_ecs::system::{NonSendMut, Query, Res, ResMut};
|
||||
use bevy_ecs::system::{Commands, NonSendMut, Query, Res, ResMut};
|
||||
use glam::Vec2;
|
||||
use sdl2::pixels::Color;
|
||||
use sdl2::rect::{Point, Rect};
|
||||
use sdl2::render::{BlendMode, Canvas, Texture};
|
||||
@@ -126,6 +127,84 @@ pub fn linear_render_system(
|
||||
}
|
||||
}
|
||||
|
||||
/// System that manages player life sprite entities.
|
||||
/// Spawns and despawns life sprite entities based on changes to PlayerLives resource.
|
||||
/// Each life sprite is positioned based on its index (0, 1, 2, etc. from left to right).
|
||||
pub fn player_life_sprite_system(
|
||||
mut commands: Commands,
|
||||
atlas: NonSendMut<SpriteAtlas>,
|
||||
current_life_sprites: Query<(Entity, &PlayerLife)>,
|
||||
player_lives: Res<PlayerLives>,
|
||||
mut errors: EventWriter<GameError>,
|
||||
) {
|
||||
let displayed_lives = player_lives.0.saturating_sub(1);
|
||||
|
||||
// Get current life sprite entities, sorted by index
|
||||
let mut current_sprites: Vec<_> = current_life_sprites.iter().collect();
|
||||
current_sprites.sort_by_key(|(_, life)| life.index);
|
||||
let current_count = current_sprites.len() as u8;
|
||||
|
||||
// Calculate the difference
|
||||
let diff = (displayed_lives as i8) - (current_count as i8);
|
||||
|
||||
if diff > 0 {
|
||||
// Spawn new life sprites
|
||||
let life_sprite = match atlas.get_tile(&GameSprite::Pacman(PacmanSprite::Moving(Direction::Left, 1)).to_path()) {
|
||||
Ok(sprite) => sprite,
|
||||
Err(e) => {
|
||||
errors.write(e.into());
|
||||
return;
|
||||
}
|
||||
};
|
||||
|
||||
for i in 0..diff.abs() {
|
||||
let position = calculate_life_sprite_position(i as u32);
|
||||
|
||||
commands.spawn((
|
||||
PlayerLife { index: i as u32 },
|
||||
Renderable {
|
||||
sprite: life_sprite,
|
||||
layer: 255, // High layer to render on top
|
||||
},
|
||||
PixelPosition {
|
||||
pixel_position: position,
|
||||
},
|
||||
));
|
||||
}
|
||||
} else if diff < 0 {
|
||||
// Remove excess life sprites (highest indices first)
|
||||
let to_remove = diff.abs() as usize;
|
||||
let sprites_to_remove: Vec<_> = current_sprites
|
||||
.iter()
|
||||
.rev() // Start from highest index
|
||||
.take(to_remove as usize)
|
||||
.map(|(entity, _)| *entity)
|
||||
.collect();
|
||||
|
||||
for entity in sprites_to_remove {
|
||||
commands.entity(entity).despawn();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// Component for Renderables to store an exact pixel position
|
||||
#[derive(Component)]
|
||||
pub struct PixelPosition {
|
||||
pub pixel_position: Vec2,
|
||||
}
|
||||
|
||||
/// Calculates the pixel position for a life sprite based on its index
|
||||
fn calculate_life_sprite_position(index: u32) -> Vec2 {
|
||||
let start_x = CELL_SIZE * 2; // 2 cells from left
|
||||
let start_y = CANVAS_SIZE.y - BOARD_BOTTOM_PIXEL_OFFSET.y + (CELL_SIZE / 2) + 1; // In bottom area
|
||||
let sprite_spacing = CELL_SIZE + CELL_SIZE / 2; // 1.5 cells between sprites
|
||||
|
||||
let x = start_x + ((index as f32) * (sprite_spacing as f32 * 1.5)).round() as u32;
|
||||
let y = start_y - CELL_SIZE / 2;
|
||||
|
||||
Vec2::new((x + CELL_SIZE) as f32, (y + CELL_SIZE) as f32)
|
||||
}
|
||||
|
||||
/// A non-send resource for the map texture. This just wraps the texture with a type so it can be differentiated when exposed as a resource.
|
||||
pub struct MapTextureResource(pub Texture);
|
||||
|
||||
@@ -211,7 +290,6 @@ pub fn hud_render_system(
|
||||
mut backbuffer: NonSendMut<BackbufferResource>,
|
||||
mut canvas: NonSendMut<&mut Canvas<Window>>,
|
||||
mut atlas: NonSendMut<SpriteAtlas>,
|
||||
player_lives: Res<PlayerLives>,
|
||||
score: Res<ScoreResource>,
|
||||
stage: Res<GameStage>,
|
||||
mut errors: EventWriter<GameError>,
|
||||
@@ -227,35 +305,6 @@ pub fn hud_render_system(
|
||||
errors.write(TextureError::RenderFailed(format!("Failed to render lives text: {}", e)).into());
|
||||
}
|
||||
|
||||
// Render Pac-Man life sprites in bottom left
|
||||
let lives = player_lives.0;
|
||||
let life_sprite_path = &GameSprite::Pacman(PacmanSprite::Moving(Direction::Left, 1)).to_path();
|
||||
|
||||
// Get the sprite from the atlas for life display
|
||||
match atlas.get_tile(life_sprite_path) {
|
||||
Ok(life_sprite) => {
|
||||
let start_x = CELL_SIZE * 2; // 2 cells from left
|
||||
let start_y = CANVAS_SIZE.y - BOARD_BOTTOM_PIXEL_OFFSET.y + (CELL_SIZE / 2) + 1; // In bottom area
|
||||
let sprite_spacing = CELL_SIZE + CELL_SIZE / 2; // 1.5 cells between sprites
|
||||
|
||||
// Render one sprite for each remaining life (lives - 1, since current life isn't shown)
|
||||
let sprites_to_show = if lives > 0 { lives - 1 } else { 0 };
|
||||
for i in 0..sprites_to_show {
|
||||
let x = start_x + ((i as f32) * (sprite_spacing as f32 * 1.5)).round() as u32;
|
||||
let y = start_y - CELL_SIZE / 2;
|
||||
|
||||
let dest = sdl2::rect::Rect::new(x as i32, y as i32, life_sprite.size.x as u32, life_sprite.size.y as u32);
|
||||
|
||||
if let Err(e) = life_sprite.render(canvas, &mut atlas, dest) {
|
||||
errors.write(TextureError::RenderFailed(format!("Failed to render life sprite: {}", e)).into());
|
||||
}
|
||||
}
|
||||
}
|
||||
Err(e) => {
|
||||
errors.write(e.into());
|
||||
}
|
||||
}
|
||||
|
||||
// Render score text
|
||||
let score_text = format!("{:02}", score.0);
|
||||
let score_offset = 7 - (score_text.len() as i32);
|
||||
@@ -318,7 +367,10 @@ pub fn render_system(
|
||||
atlas: &mut SpriteAtlas,
|
||||
map: &Res<Map>,
|
||||
dirty: &Res<RenderDirty>,
|
||||
renderables: &Query<(Entity, &Renderable, &Position), Without<Hidden>>,
|
||||
renderables: &Query<
|
||||
(Entity, &Renderable, Option<&Position>, Option<&PixelPosition>),
|
||||
(Without<Hidden>, Or<(With<Position>, With<PixelPosition>)>),
|
||||
>,
|
||||
errors: &mut EventWriter<GameError>,
|
||||
) {
|
||||
if !dirty.0 {
|
||||
@@ -335,12 +387,21 @@ pub fn render_system(
|
||||
}
|
||||
|
||||
// Render all entities to the backbuffer
|
||||
for (_, renderable, position) in renderables
|
||||
for (_entity, renderable, position, pixel_position) in renderables
|
||||
.iter()
|
||||
.sort_by_key::<(Entity, &Renderable, &Position), _>(|(_, renderable, _)| renderable.layer)
|
||||
.sort_by_key::<(Entity, &Renderable, Option<&Position>, Option<&PixelPosition>), _>(|(_, renderable, _, _)| {
|
||||
renderable.layer
|
||||
})
|
||||
.rev()
|
||||
{
|
||||
let pos = position.get_pixel_position(&map.graph);
|
||||
let pos = if let Some(position) = position {
|
||||
position.get_pixel_position(&map.graph)
|
||||
} else {
|
||||
Ok(pixel_position
|
||||
.expect("Pixel position should be present via query filtering, but got None on both")
|
||||
.pixel_position)
|
||||
};
|
||||
|
||||
match pos {
|
||||
Ok(pos) => {
|
||||
let dest = Rect::from_center(
|
||||
@@ -378,7 +439,10 @@ pub fn combined_render_system(
|
||||
timing: Res<crate::systems::profiling::Timing>,
|
||||
map: Res<Map>,
|
||||
dirty: Res<RenderDirty>,
|
||||
renderables: Query<(Entity, &Renderable, &Position), Without<Hidden>>,
|
||||
renderables: Query<
|
||||
(Entity, &Renderable, Option<&Position>, Option<&PixelPosition>),
|
||||
(Without<Hidden>, Or<(With<Position>, With<PixelPosition>)>),
|
||||
>,
|
||||
colliders: Query<(&Collider, &Position)>,
|
||||
cursor: Res<CursorPosition>,
|
||||
mut errors: EventWriter<GameError>,
|
||||
|
||||
@@ -15,7 +15,7 @@ use bevy_ecs::{
|
||||
event::{EventReader, EventWriter},
|
||||
query::{With, Without},
|
||||
resource::Resource,
|
||||
system::{Commands, NonSendMut, Query, Res, ResMut},
|
||||
system::{Commands, NonSendMut, Query, Res, ResMut, Single},
|
||||
};
|
||||
|
||||
#[derive(Resource, Clone)]
|
||||
@@ -122,7 +122,7 @@ pub fn stage_system(
|
||||
mut audio_events: EventWriter<AudioEvent>,
|
||||
mut stage_event_reader: EventReader<StageTransition>,
|
||||
mut blinking_query: Query<Entity, With<Blinking>>,
|
||||
mut player_query: Query<(Entity, &mut Position), With<PlayerControlled>>,
|
||||
player: Single<(Entity, &mut Position), With<PlayerControlled>>,
|
||||
mut ghost_query: Query<(Entity, &Ghost, &mut Position), (With<GhostCollider>, Without<PlayerControlled>)>,
|
||||
atlas: NonSendMut<SpriteAtlas>,
|
||||
) {
|
||||
@@ -132,11 +132,7 @@ pub fn stage_system(
|
||||
// Handle stage transition requests before normal ticking
|
||||
for event in stage_event_reader.read() {
|
||||
let StageTransition::GhostEatenPause { ghost_entity } = *event;
|
||||
let pac_node = player_query
|
||||
.single_mut()
|
||||
.ok()
|
||||
.map(|(_, pos)| pos.current_node())
|
||||
.unwrap_or(map.start_positions.pacman);
|
||||
let pac_node = player.1.current_node();
|
||||
|
||||
debug!(ghost_entity = ?ghost_entity, node = pac_node, "Ghost eaten, entering pause state");
|
||||
new_state = Some(GameStage::GhostEatenPause {
|
||||
@@ -240,18 +236,13 @@ pub fn stage_system(
|
||||
match (old_state, new_state) {
|
||||
(GameStage::Playing, GameStage::GhostEatenPause { ghost_entity, node, .. }) => {
|
||||
// Freeze the player & ghosts
|
||||
for entity in player_query
|
||||
.iter_mut()
|
||||
.map(|(e, _)| e)
|
||||
.chain(ghost_query.iter_mut().map(|(e, _, _)| e))
|
||||
{
|
||||
commands.entity(player.0).insert(Frozen);
|
||||
for (entity, _, _) in ghost_query.iter_mut() {
|
||||
commands.entity(entity).insert(Frozen);
|
||||
}
|
||||
|
||||
// Hide the player & eaten ghost
|
||||
for (player_entity, _) in player_query.iter_mut() {
|
||||
commands.entity(player_entity).insert(Hidden);
|
||||
}
|
||||
commands.entity(player.0).insert(Hidden);
|
||||
commands.entity(ghost_entity).insert(Hidden);
|
||||
|
||||
// Spawn bonus points entity at Pac-Man's position
|
||||
@@ -275,11 +266,8 @@ pub fn stage_system(
|
||||
}
|
||||
(GameStage::GhostEatenPause { ghost_entity, .. }, GameStage::Playing) => {
|
||||
// Unfreeze and reveal the player & all ghosts
|
||||
for entity in player_query
|
||||
.iter_mut()
|
||||
.map(|(e, _)| e)
|
||||
.chain(ghost_query.iter_mut().map(|(e, _, _)| e))
|
||||
{
|
||||
commands.entity(player.0).remove::<(Frozen, Hidden)>();
|
||||
for (entity, _, _) in ghost_query.iter_mut() {
|
||||
commands.entity(entity).remove::<(Frozen, Hidden)>();
|
||||
}
|
||||
|
||||
@@ -288,11 +276,8 @@ pub fn stage_system(
|
||||
}
|
||||
(GameStage::Playing, GameStage::PlayerDying(DyingSequence::Frozen { .. })) => {
|
||||
// Freeze the player & ghosts
|
||||
for entity in player_query
|
||||
.iter_mut()
|
||||
.map(|(e, _)| e)
|
||||
.chain(ghost_query.iter_mut().map(|(e, _, _)| e))
|
||||
{
|
||||
commands.entity(player.0).insert(Frozen);
|
||||
for (entity, _, _) in ghost_query.iter_mut() {
|
||||
commands.entity(entity).insert(Frozen);
|
||||
}
|
||||
}
|
||||
@@ -303,23 +288,17 @@ pub fn stage_system(
|
||||
}
|
||||
|
||||
// Start Pac-Man's death animation
|
||||
if let Ok((player_entity, _)) = player_query.single_mut() {
|
||||
commands
|
||||
.entity(player_entity)
|
||||
.insert((Dying, player_death_animation.0.clone()));
|
||||
}
|
||||
commands.entity(player.0).insert((Dying, player_death_animation.0.clone()));
|
||||
|
||||
// Play the death sound
|
||||
audio_events.write(AudioEvent::PlayDeath);
|
||||
}
|
||||
(GameStage::PlayerDying(DyingSequence::Animating { .. }), GameStage::PlayerDying(DyingSequence::Hidden { .. })) => {
|
||||
// Hide the player
|
||||
if let Ok((player_entity, _)) = player_query.single_mut() {
|
||||
commands.entity(player_entity).insert(Hidden);
|
||||
}
|
||||
commands.entity(player.0).insert(Hidden);
|
||||
}
|
||||
(_, GameStage::LevelRestarting) => {
|
||||
if let Ok((player_entity, mut pos)) = player_query.single_mut() {
|
||||
let (player_entity, mut pos) = player.into_inner();
|
||||
*pos = Position::Stopped {
|
||||
node: map.start_positions.pacman,
|
||||
};
|
||||
@@ -334,7 +313,6 @@ pub fn stage_system(
|
||||
.entity(player_entity)
|
||||
.remove::<(Frozen, Dying, LinearAnimation, Looping)>()
|
||||
.insert(player_animation.0.clone());
|
||||
}
|
||||
|
||||
// Reset ghost positions and state
|
||||
for (ghost_entity, ghost, mut ghost_pos) in ghost_query.iter_mut() {
|
||||
@@ -354,22 +332,18 @@ pub fn stage_system(
|
||||
}
|
||||
(_, GameStage::Starting(StartupSequence::CharactersVisible { .. })) => {
|
||||
// Unhide the player & ghosts
|
||||
for entity in player_query
|
||||
.iter_mut()
|
||||
.map(|(e, _)| e)
|
||||
.chain(ghost_query.iter_mut().map(|(e, _, _)| e))
|
||||
{
|
||||
commands.entity(player.0).remove::<Hidden>();
|
||||
for (entity, _, _) in ghost_query.iter_mut() {
|
||||
commands.entity(entity).remove::<Hidden>();
|
||||
}
|
||||
}
|
||||
(GameStage::Starting(StartupSequence::CharactersVisible { .. }), GameStage::Playing) => {
|
||||
// Unfreeze the player & ghosts & blinking
|
||||
for entity in player_query
|
||||
.iter_mut()
|
||||
.map(|(e, _)| e)
|
||||
.chain(ghost_query.iter_mut().map(|(e, _, _)| e))
|
||||
.chain(blinking_query.iter_mut())
|
||||
{
|
||||
commands.entity(player.0).remove::<Frozen>();
|
||||
for (entity, _, _) in ghost_query.iter_mut() {
|
||||
commands.entity(entity).remove::<Frozen>();
|
||||
}
|
||||
for entity in blinking_query.iter_mut() {
|
||||
commands.entity(entity).remove::<Frozen>();
|
||||
}
|
||||
}
|
||||
|
||||
@@ -214,11 +214,9 @@ fn test_player_control_system_no_player_entity() {
|
||||
// Run the system - should write an error
|
||||
world
|
||||
.run_system_once(player_control_system)
|
||||
.expect("System should run successfully");
|
||||
.expect("System should run successfully even with no player entity");
|
||||
|
||||
// Check that an error was written (we can't easily check Events without manual management,
|
||||
// so for this test we just verify the system ran without panicking)
|
||||
// In a real implementation, you might expose error checking through the ECS world
|
||||
// The system should run successfully and simply ignore movement commands when there's no player
|
||||
}
|
||||
|
||||
#[test]
|
||||
|
||||
Reference in New Issue
Block a user