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3 Commits

Author SHA1 Message Date
Ryan Walters
5bdf11dfb6 feat: enhance slow frame timing warning 2025-09-08 19:19:23 -05:00
Ryan Walters
c163171304 refactor: use Single<> for player queries 2025-09-08 16:50:28 -05:00
Ryan Walters
63e1059df8 feat: implement entity-based sprite system for HUD display (lives)
- Spawn HUD elements as Renderables with simple change-based entity updates
- Updated rendering systems to accommodate new precise pixel positioning for life sprites.
2025-09-08 16:22:40 -05:00
10 changed files with 264 additions and 163 deletions

2
Cargo.lock generated
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@@ -663,7 +663,7 @@ checksum = "42f5e15c9953c5e4ccceeb2e7382a716482c34515315f7b03532b8b4e8393d2d"
[[package]]
name = "pacman"
version = "0.78.1"
version = "0.78.3"
dependencies = [
"anyhow",
"bevy_ecs",

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@@ -1,6 +1,6 @@
[package]
name = "pacman"
version = "0.78.1"
version = "0.78.3"
authors = ["Xevion"]
edition = "2021"
rust-version = "1.86.0"

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@@ -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"
);
}

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@@ -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;

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@@ -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

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@@ -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 };
}
}

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@@ -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)

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@@ -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>,

View File

@@ -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>();
}
}

View File

@@ -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]