mirror of
https://github.com/Xevion/Pac-Man.git
synced 2025-12-08 16:07:52 -06:00
365 lines
11 KiB
Rust
365 lines
11 KiB
Rust
use std::collections::HashMap;
|
|
|
|
use bevy_ecs::{bundle::Bundle, component::Component, resource::Resource};
|
|
use bitflags::bitflags;
|
|
|
|
use crate::{
|
|
map::graph::TraversalFlags,
|
|
systems::{
|
|
movement::{BufferedDirection, Position, Velocity},
|
|
Collider, GhostCollider, ItemCollider, PacmanCollider,
|
|
},
|
|
texture::{
|
|
animated::{DirectionalTiles, TileSequence},
|
|
sprite::AtlasTile,
|
|
},
|
|
};
|
|
|
|
/// A tag component for entities that are controlled by the player.
|
|
#[derive(Default, Component)]
|
|
pub struct PlayerControlled;
|
|
|
|
#[derive(Component, Debug, Clone, Copy, PartialEq, Eq, Hash)]
|
|
pub enum Ghost {
|
|
Blinky,
|
|
Pinky,
|
|
Inky,
|
|
Clyde,
|
|
}
|
|
|
|
impl Ghost {
|
|
/// Returns the ghost type name for atlas lookups.
|
|
pub fn as_str(self) -> &'static str {
|
|
match self {
|
|
Ghost::Blinky => "blinky",
|
|
Ghost::Pinky => "pinky",
|
|
Ghost::Inky => "inky",
|
|
Ghost::Clyde => "clyde",
|
|
}
|
|
}
|
|
|
|
/// Returns the base movement speed for this ghost type.
|
|
pub fn base_speed(self) -> f32 {
|
|
match self {
|
|
Ghost::Blinky => 1.0,
|
|
Ghost::Pinky => 0.95,
|
|
Ghost::Inky => 0.9,
|
|
Ghost::Clyde => 0.85,
|
|
}
|
|
}
|
|
|
|
/// Returns the ghost's color for debug rendering.
|
|
#[allow(dead_code)]
|
|
pub fn debug_color(&self) -> sdl2::pixels::Color {
|
|
match self {
|
|
Ghost::Blinky => sdl2::pixels::Color::RGB(255, 0, 0), // Red
|
|
Ghost::Pinky => sdl2::pixels::Color::RGB(255, 182, 255), // Pink
|
|
Ghost::Inky => sdl2::pixels::Color::RGB(0, 255, 255), // Cyan
|
|
Ghost::Clyde => sdl2::pixels::Color::RGB(255, 182, 85), // Orange
|
|
}
|
|
}
|
|
}
|
|
|
|
/// A tag component denoting the type of entity.
|
|
#[derive(Component, Debug, Clone, Copy, PartialEq, Eq, Hash)]
|
|
pub enum EntityType {
|
|
Player,
|
|
Ghost,
|
|
Pellet,
|
|
PowerPellet,
|
|
}
|
|
|
|
impl EntityType {
|
|
/// Returns the traversal flags for this entity type.
|
|
pub fn traversal_flags(&self) -> TraversalFlags {
|
|
match self {
|
|
EntityType::Player => TraversalFlags::PACMAN,
|
|
EntityType::Ghost => TraversalFlags::GHOST,
|
|
_ => TraversalFlags::empty(), // Static entities don't traverse
|
|
}
|
|
}
|
|
pub fn score_value(&self) -> Option<u32> {
|
|
match self {
|
|
EntityType::Pellet => Some(10),
|
|
EntityType::PowerPellet => Some(50),
|
|
_ => None,
|
|
}
|
|
}
|
|
|
|
pub fn is_collectible(&self) -> bool {
|
|
matches!(self, EntityType::Pellet | EntityType::PowerPellet)
|
|
}
|
|
}
|
|
|
|
/// A component for entities that have a sprite, with a layer for ordering.
|
|
///
|
|
/// This is intended to be modified by other entities allowing animation.
|
|
#[derive(Component)]
|
|
pub struct Renderable {
|
|
pub sprite: AtlasTile,
|
|
pub layer: u8,
|
|
}
|
|
|
|
/// Directional animation component with shared timing across all directions
|
|
#[derive(Component, Clone, Copy)]
|
|
pub struct DirectionalAnimation {
|
|
pub moving_tiles: DirectionalTiles,
|
|
pub stopped_tiles: DirectionalTiles,
|
|
pub current_frame: usize,
|
|
pub time_bank: u16,
|
|
pub frame_duration: u16,
|
|
}
|
|
|
|
impl DirectionalAnimation {
|
|
/// Creates a new directional animation with the given tiles and frame duration
|
|
pub fn new(moving_tiles: DirectionalTiles, stopped_tiles: DirectionalTiles, frame_duration: u16) -> Self {
|
|
Self {
|
|
moving_tiles,
|
|
stopped_tiles,
|
|
current_frame: 0,
|
|
time_bank: 0,
|
|
frame_duration,
|
|
}
|
|
}
|
|
}
|
|
|
|
/// Linear animation component for non-directional animations (frightened ghosts)
|
|
#[derive(Component, Clone, Copy)]
|
|
pub struct LinearAnimation {
|
|
pub tiles: TileSequence,
|
|
pub current_frame: usize,
|
|
pub time_bank: u16,
|
|
pub frame_duration: u16,
|
|
}
|
|
|
|
impl LinearAnimation {
|
|
/// Creates a new linear animation with the given tiles and frame duration
|
|
pub fn new(tiles: TileSequence, frame_duration: u16) -> Self {
|
|
Self {
|
|
tiles,
|
|
current_frame: 0,
|
|
time_bank: 0,
|
|
frame_duration,
|
|
}
|
|
}
|
|
}
|
|
|
|
bitflags! {
|
|
#[derive(Component, Default, Clone, Copy, Debug, PartialEq, Eq, PartialOrd, Ord, Hash)]
|
|
pub struct CollisionLayer: u8 {
|
|
const PACMAN = 1 << 0;
|
|
const GHOST = 1 << 1;
|
|
const ITEM = 1 << 2;
|
|
}
|
|
}
|
|
|
|
#[derive(Resource)]
|
|
pub struct GlobalState {
|
|
pub exit: bool,
|
|
}
|
|
|
|
#[derive(Resource)]
|
|
pub struct ScoreResource(pub u32);
|
|
|
|
#[derive(Resource)]
|
|
pub struct DeltaTime(pub f32);
|
|
|
|
/// Movement modifiers that can affect Pac-Man's speed or handling.
|
|
#[derive(Component, Debug, Clone, Copy)]
|
|
pub struct MovementModifiers {
|
|
/// Multiplier applied to base speed (e.g., tunnels)
|
|
pub speed_multiplier: f32,
|
|
/// True when currently in a tunnel slowdown region
|
|
pub tunnel_slowdown_active: bool,
|
|
}
|
|
|
|
impl Default for MovementModifiers {
|
|
fn default() -> Self {
|
|
Self {
|
|
speed_multiplier: 1.0,
|
|
tunnel_slowdown_active: false,
|
|
}
|
|
}
|
|
}
|
|
|
|
/// Tag component for entities that should be frozen during startup
|
|
#[derive(Component, Debug, Clone, Copy)]
|
|
pub struct Frozen;
|
|
|
|
/// Tag component for eaten ghosts
|
|
#[derive(Component, Debug, Clone, Copy)]
|
|
pub struct Eaten;
|
|
|
|
#[derive(Component, Debug, Clone, Copy)]
|
|
pub enum GhostState {
|
|
/// Normal ghost behavior - chasing Pac-Man
|
|
Normal,
|
|
/// Frightened state after power pellet - ghost can be eaten
|
|
Frightened {
|
|
remaining_ticks: u32,
|
|
flash: bool,
|
|
remaining_flash_ticks: u32,
|
|
},
|
|
/// Eyes state - ghost has been eaten and is returning to ghost house
|
|
Eyes,
|
|
}
|
|
|
|
/// Component to track the last animation state for efficient change detection
|
|
#[derive(Component, Debug, Clone, Copy, PartialEq)]
|
|
pub struct LastAnimationState(pub GhostAnimation);
|
|
|
|
impl GhostState {
|
|
/// Creates a new frightened state with the specified duration
|
|
pub fn new_frightened(total_ticks: u32, flash_start_ticks: u32) -> Self {
|
|
Self::Frightened {
|
|
remaining_ticks: total_ticks,
|
|
flash: false,
|
|
remaining_flash_ticks: flash_start_ticks, // Time until flashing starts
|
|
}
|
|
}
|
|
|
|
/// Ticks the ghost state, returning true if the state changed.
|
|
pub fn tick(&mut self) -> bool {
|
|
if let GhostState::Frightened {
|
|
remaining_ticks,
|
|
flash,
|
|
remaining_flash_ticks,
|
|
} = self
|
|
{
|
|
// Transition out of frightened state
|
|
if *remaining_ticks == 0 {
|
|
*self = GhostState::Normal;
|
|
return true;
|
|
}
|
|
|
|
*remaining_ticks -= 1;
|
|
|
|
if *remaining_flash_ticks > 0 {
|
|
*remaining_flash_ticks = remaining_flash_ticks.saturating_sub(1);
|
|
if *remaining_flash_ticks == 0 {
|
|
*flash = true;
|
|
true
|
|
} else {
|
|
false
|
|
}
|
|
} else {
|
|
false
|
|
}
|
|
} else {
|
|
false
|
|
}
|
|
}
|
|
|
|
/// Returns the appropriate animation state for this ghost state
|
|
pub fn animation_state(&self) -> GhostAnimation {
|
|
match self {
|
|
GhostState::Normal => GhostAnimation::Normal,
|
|
GhostState::Eyes => GhostAnimation::Eyes,
|
|
GhostState::Frightened { flash: false, .. } => GhostAnimation::Frightened { flash: false },
|
|
GhostState::Frightened { flash: true, .. } => GhostAnimation::Frightened { flash: true },
|
|
}
|
|
}
|
|
}
|
|
|
|
/// 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,
|
|
}
|
|
|
|
/// 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 the normal directional animation for each ghost type.
|
|
#[derive(Resource)]
|
|
pub struct GhostAnimations {
|
|
pub normal: HashMap<Ghost, DirectionalAnimation>,
|
|
pub eyes: DirectionalAnimation,
|
|
pub frightened: LinearAnimation,
|
|
pub frightened_flashing: LinearAnimation,
|
|
}
|
|
|
|
impl GhostAnimations {
|
|
/// Creates a new GhostAnimations resource with the provided data.
|
|
pub fn new(
|
|
normal: HashMap<Ghost, DirectionalAnimation>,
|
|
eyes: DirectionalAnimation,
|
|
frightened: LinearAnimation,
|
|
frightened_flashing: LinearAnimation,
|
|
) -> Self {
|
|
Self {
|
|
normal,
|
|
eyes,
|
|
frightened,
|
|
frightened_flashing,
|
|
}
|
|
}
|
|
|
|
/// Gets the normal directional animation for the specified ghost type.
|
|
pub fn get_normal(&self, ghost_type: &Ghost) -> Option<&DirectionalAnimation> {
|
|
self.normal.get(ghost_type)
|
|
}
|
|
|
|
/// Gets the eyes animation (shared across all ghosts).
|
|
pub fn eyes(&self) -> &DirectionalAnimation {
|
|
&self.eyes
|
|
}
|
|
|
|
/// Gets the frightened animations (shared across all ghosts).
|
|
pub fn frightened(&self, flash: bool) -> &LinearAnimation {
|
|
if flash {
|
|
&self.frightened_flashing
|
|
} else {
|
|
&self.frightened
|
|
}
|
|
}
|
|
}
|
|
|
|
#[derive(Bundle)]
|
|
pub struct PlayerBundle {
|
|
pub player: PlayerControlled,
|
|
pub position: Position,
|
|
pub velocity: Velocity,
|
|
pub buffered_direction: BufferedDirection,
|
|
pub sprite: Renderable,
|
|
pub directional_animation: DirectionalAnimation,
|
|
pub entity_type: EntityType,
|
|
pub collider: Collider,
|
|
pub movement_modifiers: MovementModifiers,
|
|
pub pacman_collider: PacmanCollider,
|
|
}
|
|
|
|
#[derive(Bundle)]
|
|
pub struct ItemBundle {
|
|
pub position: Position,
|
|
pub sprite: Renderable,
|
|
pub entity_type: EntityType,
|
|
pub collider: Collider,
|
|
pub item_collider: ItemCollider,
|
|
}
|
|
|
|
#[derive(Bundle)]
|
|
pub struct GhostBundle {
|
|
pub ghost: Ghost,
|
|
pub position: Position,
|
|
pub velocity: Velocity,
|
|
pub sprite: Renderable,
|
|
pub directional_animation: DirectionalAnimation,
|
|
pub entity_type: EntityType,
|
|
pub collider: Collider,
|
|
pub ghost_collider: GhostCollider,
|
|
pub ghost_state: GhostState,
|
|
pub last_animation_state: LastAnimationState,
|
|
}
|